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Walkthrough

by cheezzhead

.....:....    .... . ..~...       
..........   ....... ..........   
..,         .,       ....   ....  
....       ..:.       .,.   ,...  
....,.... .....  ... .,,.......   
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....     ,..:....... .... .....   
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....   ....,    .... ....   .....  
                  .... .. .....~... ..,.,   .... ::..,..,   
                ......... ...............  ...,  ..........,
               .....  ... ....   .... ....+..,   ...    ...,
               ....   ..~ ....   ....  ......    ,,.    ....
              ....        ..........    ..,,          ..... 
              ....        .........     ...,         ...:   
               ....       ....  ...,    ....      ....,     
                ,........ ....   ...:   :,..      ,..,.,....
                 ......,. ....    ....  ....     :...,..,.  

Far Cry 2 FAQ/Walkthrough v. 2.0

--------------------------------------------------

By: Cheezzhead
E-Mail: borisversluis(@)hotmail(.)com

Copyright � 2008-2009 Boris Versluis

--------------------------------------------------

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+-------------------------------------------------------------------------+
|                          May 12th � Version 2.01                        |
|Small update concerning the maps. I�ve uploaded them through Imageshack, |
|the links are:                                                           |
|Leboa-Sako: http://img12.imageshack.us/img12/5811/diamondlist1.jpg       |
|Bowa-Seko:  http://img27.imageshack.us/img27/6821/diamondlist2.jpg       |
+-------------------------------------------------------------------------+

                              |PAST UPDATES|                             
                              +------------+                             

                          May 7th � Version 2.0                          
And finally, here it is: the final part of the walkthrough! This update  
contains the finished walkthrough, so from the beginning from Bowa-Seko  
all the way to the end. Along with the walkthrough, I�ve finished the    
�Where to Find...�, �Tape Recordings�, and �Surviving in Africa� chap-   
ters, so I�ve labeled this walkthrough as complete. In a future update, I
will complete the mission list, but there will probably be some small up-
dates in between. For now, enjoy!                                        
Note: In the coming few days, I will also release maps of both districts 
containing the location of all of the diamond cases, with the codes in   
this walkthrough labeled next to it. It should appear on GameFAQs.com.   

                        March 26th � Version 1.2                         
Hey all, sorry for the delay. I�ve been incredibly busy with school, and 
my internet connection wasn�t performing too well either. But I�ve begun 
working on the walkthrough again. In this update, I�ve corrected the Pre-
decessor mission problem � the missions are now listed at the bottom of  
the walkthrough, just like the assassination and convoy missions. Due to 
popular demand, I�ve decided to complete the walkthrough before updating 
the mission list. In the meantime, I advise you to use TheGoldenState�s  
walkthrough, which contains an excellent mission list.                   

                       March 1st � Version 1.11                          
No Mission List, but James Williams correctly pointed out a mistake con- 
cerning the Predecessor Missions in the walkthrough. Quickly updated it  
to prevent confusion in the future.                                      

                      February 25th � Version 1.1                        
Added some minor layout updates. The diamond list in particular has      
improved a lot. I�ve also updated the �Where to Find...� chapter with    
Jackal Tape and Golden AK-47 locations. The Mission List will be updated 
next update. I�ll keep updating this document in the coming weeks with   
more content.                                                            

                       February 22nd � Version 1.0                       
First version of the FAQ has been released. Finished the walkthrough     
until the end of the first district (Leboa-Sako). Mission list will be   
completed in the next update.                                            

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Note: Use Ctrl+F to quickly find a chapter.

--------------
0. Update History                  !UpH
1. Table of Contents               !ToC
--------------

2. Foreword                        !Fow
3. Controls                        !Ctr
4. Surviving in Africa             !SiA
5. Important Characters            !ImC
6. Choices                         !Chc
7. Weapons and Vehicles            !WaV
8. Tape Recordings                 !TRe
9. Where to Find...                !WtF
=========
10. Walkthrough                    !Wat
 10.1  Prologue                    !Pro
 10.2  Trapped in Between          !TiB
 10.3  Loyalty and Trust           !LaT
 10.4  Raising the Stakes          !RtS
 10.5  The Climax                  !TCl
 10.6  On the Brink of Death       !OBD
 10.7  A Fresh Start               !AFS
 10.8  Back in Business            !BiB
 10.9  The Old Routine             !TOR
 10.10 Destined Survival           !DeS
 10.11 The Same Mistake Twice      !DSu
 10.12 The Jackal�s Associate      !TJA
=========
11. Mission List                   !MiL
16. Credits                        !Crd


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Hello everyone, and welcome to this FAQ/Walkthrough of Far Cry 2. In this 
chapter, I�d like to summarize the contents of this FAQ, and name a few 
things you should keep in mind while using it.

First off, I�d like to stress that I�m not English or American. In fact, 
I�m Dutch. Which means that this guide will contain a fairly large amount 
of grammatical and spelling errors. If you see an error somewhere in this 
dump, send the information to me (e-mail is at the top of the page), and I 
will correct it as soon as possible. Of course, any other error you see in 
here, you can always mail it to me. If you send a mail, your subject should 
contain: �WALKTHROUGH FC2�, or else I will probably never read it.

Now that we�ve covered that, I�d like to explain something about the 
contents of the guide, especially concerning the walkthrough itself. 
This FAQ contains 2 kinds of guides: A mission list and a walkthrough. The 
mission list contains a guide for each separate mission. In this guide, you 
will not encounter any diamond cases or other collectables. It will only 
explain the fastest route towards finishing the mission.

The walkthrough, however, guides you through the game from beginning to 
end. On its way, you will pick up ALL of the diamond cases, Jackal tapes, 
and you will unlock all of the guard post. You will also complete every 
main and side mission. In other words, if you follow the walkthrough, you 
will finish the game entirely (100%).

So, if you need help with a mission, skip over to the mission list. 
However, if you want to finish the game with 100%, use the walkthrough.

This FAQ is far from perfect. Again, if you find any error whatsoever, 
don�t be afraid to tell me. Otherwise, I hope you will enjoy using the 
guide as much as I did making it.

+----------------------------+
|Greetzz                     |
|Cheezzhead / Boris Versluis |
+----------------------------+

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Far Cry 2 has many unique features, and you should take some time to 
familiarize yourself with the controls. Please note that these controls are 
the basic controls for the game, and they can be changed to your liking.


 /=======\
( On Foot )
 \=======/

+------------------------------------------------------------+
|                         -= Move =-                         |
+------+-----------------------------------------------------+
|Keys  | W, S, A, D                                          |
|Notes | --                                                  |
+------+-----------------------------------------------------+
|                         -= Jump =-                         |
+------+-----------------------------------------------------+
|Key   | Spacebar                                            |
|Notes | Shorter jump when tired.                            |
+------+-----------------------------------------------------+
|                        -= Sprint =-                        |
+------+-----------------------------------------------------+
|Key   | Shift                                               |
|Notes | You will get tired eventually. When you crouch while|
|      | sprinting, you will slide forward for a short time. |
+------+-----------------------------------------------------+
|                        -= Crouch =-                        |
+------+-----------------------------------------------------+
|Key   | C                                                   |
|Notes | --                                                  |
+------+-----------------------------------------------------+
|                       -= Interact =-                       |
+------+-----------------------------------------------------+
|Key   | E                                                   |
|Notes | --                                                  |
+------+-----------------------------------------------------+
|                         -= Heal =-                         |
+------+-----------------------------------------------------+
|Key   | H                                                   |
|Notes | when your health bar is red, your character will    |
|      | perform an action (pull a bullet out of himself,    |
|      | put out fire, etc.). Otherwise, you will use a      |
|      | Sirette.                                            |
+------+-----------------------------------------------------+
|                    -= Menu / Logbook =-                    |
+------+-----------------------------------------------------+
|Key   | Esc                                                 |
|Notes | --                                                  |
+------+-----------------------------------------------------+


 /======\
( Combat )
 \======/

+------------------------------------------------------------+
|                    -= Select Machete =-                    |
+------+-----------------------------------------------------+
|Key   | 1                                                   |
+------+-----------------------------------------------------+
|                -= Select Primary Weapon =-                 |
+------+-----------------------------------------------------+
|Key   | 3                                                   |
+------+-----------------------------------------------------+
|               -= Select Secondary Weapon =-                |
+------+-----------------------------------------------------+
|Key   | 2                                                   |
+------+-----------------------------------------------------+
|                -= Select Special Weapon =-                 |
+------+-----------------------------------------------------+
|Key   | 4                                                   |
+------+-----------------------------------------------------+
|                   -= Select Map / GPS =-                   |
+------+-----------------------------------------------------+
|Key   | 5                                                   |
+------+-----------------------------------------------------+
|                     -= Select Phone =-                     |
-------+-----------------------------------------------------+
|Key   | 5                                                   |
|Notes | Only when phone rings.                              |
+------+-----------------------------------------------------+
| # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #|
|#General Note: You can also use the mouse wheel to scroll   |
| through the weapons.                                      #|
|# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # |
+------------------------------------------------------------+
|                      -= Fire Weapon =-                     |
+------+-----------------------------------------------------+
|Key   | Left Mouse Button                                   |
|Notes | --                                                  |
+------+-----------------------------------------------------+
|                    -= Reload / Unjam =-                    |
+------+-----------------------------------------------------+
|Key   | R                                                   |
|Notes | See �Surviving in Africa� for more info on Jamming. |
+------+-----------------------------------------------------+
|                       -= Iron Sight =-                     |
+------+-----------------------------------------------------+
|Key   | Right Mouse Button                                  |
|Notes | --                                                  |
+------+-----------------------------------------------------+
|           -= Throw grenade / Molotov cocktail =-           |
+------+-----------------------------------------------------+
|Key   | Q                                                   |
|Notes | --                                                  |
+------+-----------------------------------------------------+
|     -= Alternate between grenade / Molotov cocktail =-     |
+------+-----------------------------------------------------+
|Key   | F                                                   |
|Notes | --                                                  |
+------+-----------------------------------------------------+


 /========\
( Vehicles )
 \========/

+------------------------------------------------------------+
|                        -= Steer =-                         |
+------+-----------------------------------------------------+
|Keys  | W, S, A, D                                          |
|Notes | --                                                  |
+------+-----------------------------------------------------+
|               -= Change Seat / Handbrake =-                |
+------+-----------------------------------------------------+
|Key   | Spacebar                                            |
|Notes | Change seat only when standing still.               |
+------+-----------------------------------------------------+
|                -= Move to mounted weapon =-                |
+------+-----------------------------------------------------+
|Key   | C                                                   |
|Notes | Only when the car has a mounted weapon (obviously). |
+------+-----------------------------------------------------+
|                 -= Enter / Exit vehicle =-                 |
+------+-----------------------------------------------------+
|Key   | E                                                   |
|Notes | --                                                  |
+------+-----------------------------------------------------+

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Africa is a completely different type of world than where you live 
(probably). People shoot you on sight, explosives are a common sight, and 
don�t even think for a second your car (or anyone else�s) is safe from 
being stolen. In this chapter, you�ll find some basic advice to get you 
through the game, as well as some advanced tips.

===========
###########
|  Basic  |
###########
===========

========
Movement
========
On foot, you can sprint, walk, or crouch. The most common way, of course, 
is to walk. You can sprint for a short time, but you will eventually get 
tired. Therefore, sprinting is most commonly used to flee, or to find 
cover. While sprinting, you can press the Crouch button (C) to slide for a 
short time. You can use this to quickly duck behind something.
Crouching is also very important. Your enemies can easily hear your 
footsteps when you�re walking, and you�ll also be more easy to spot. 
Crouching should be a standard when approaching enemy territory.

======
Health
======
In the lower-left corner, you�ll find your health bar. It�s divided into 5 
parts. When you�re hit, the health bar will go down (naturally). The first 
3 bars are practically the same. After that, you�ll move into the red zone. 
When your health hits the last bar, you are in a serious condition. At this 
point, your health will gradually go down until you�re dead. When pressing 
H, your character will perform an action to improve his condition. After 
that, your health will be back to 2 bars.
When you are not being shot, your health will get up to the bar where your 
health is currently in. If you want to heal completely, press H to use a 
sirette. You have a limited supply of sirettes, but this supply can be 
increased by buying upgrades. To refill your supply, you can use medical 
kits scattered around the world. Mobile medkits (which you can pick up) 
give you 1, 2 or 3 sirettes, depending on the difficulty. Large medkits 
(hanging on the wall) will max out your sirettes. You can also use bottles 
of water to replenish health.

Malaria
-------
At the beginning of the game, your character will contract malaria. This 
annoying sickness will bug you for the entire game. At random points 
throughout the game, your character will get dizzy, and starts shaking. 
This is the time to use malaria pills. Press H to use one. Malaria pills 
can be acquired through underground missions. When your supply of pills is 
almost empty (at fixed points in the game), your logbook will indicate this 
on the Mission section.

======
Saving
======
On the PC, you can save whenever you want. Go to the pause menu and click 
�save game�, or find a save box. You can also press F5 to quick-save, and 
press F9 to quick-load. Quicksaving, or saving without using a save box or 
bed is not possible with the PS3 and Xbox 360 versions of the game. 

=======
Buddies
=======
Buddies are an important group of characters that will help you throughout 
the game. Three of them are completed through the main mission, but the 
rest are awaiting your rescue at certain areas.

In the main mission, you will acquire your best and second-best buddy. Your 
best buddy will call you whenever you receive a Primary mission. He will 
ask you to meet him at a safehouse. Once there, he will propose a better 
option to complete the mission. You can choose to follow this option or 
not, but it will affect your history with him, and sometimes your 
reputation.

You second-best buddy might rescue you when you�re in trouble. The moment 
your health bar reaches zero, there is a high chance that you will be 
brought back to conscience by a buddy. On higher difficulties, he can only 
do this once, after which you have to redeploy him by meeting him at one of 
your safe houses. When he rescues you, you will watch a scene where he 
carries you to a safe place. After that he defends you so you have time to 
reach consciousness again. 

When you fight alongside your buddy, there is a chance they fall in battle. 
If this happens, they�ll drop a can that releases blue smoke. This is to 
locate him quickly. When your buddy is wounded on the ground, you can 
interact with him. You then have various options. You can heal him by using 
one of your sirettes (provided you have one), or, when you have no more 
sirettes, you can shoot him to free him of his pain. You can also abandon 
him to let him die.

It�s very important to consider that, when your buddies die, they will 
remain dead. Always watch out, because these buddies might save your life 
someday.

=============
#############
|  Objects  |
#############
=============

=======
Weapons
=======
Throughout the game, you will acquire a wide variety of weapons. Apart from 
the fact that they are probably delivered by the man you�re supposed to 
kill, these weapons are very important for your survival.

In Far Cry 2, weapons can break when overused. The moment you pick up a 
weapon from the weapon store, it�s in perfect shape. However, over time 
(especially in battle) it will degrade, gathering mud and even rust. This 
might lead to malfunctioning, jamming, and, in the end, exploding. When you 
see mud on your weapon, you should replace it as fast as possible. If not, 
it will eventually start to rust. As it degrades over time, the weapon will 
start jamming while shooting or reloading. When it jams, press the Reload 
button to unjam it. This wastes valuable time, however. Eventually, if you 
hold on to a rusty weapon, it might explode or break.
Picked-up weapons are always in bad condition, so you should hold on to 
your own weapons.

Buying weapons will be your main expenditure. You can buy weapons at the 
weapon store. Weapons are unlocked through missions from the arms dealers. 
Once you bought a weapon, you can always grab it from the armory, which is 
located next to a weapon store. You can grab the weapon indefinitely, so 
don�t worry about losing a weapon.

Ammo
----
You have a limited supply of ammo for your weapons. You can refill your 
ammo by stocking up on different piles. There are three different piles: 
Ammo piles, explosive piles, and fuel piles. Every regular weapon will need 
ammo from ammo piles, but weapons like grenade launchers or explosives need 
explosive boxes to be restocked. You will also find (small) ammo crates on 
tables, on the ground, etc.

Upgrades
--------
Your other main expenditure will be Upgrades for your weapons. Every weapon 
has an accuracy and a reliability upgrade. Accuracy upgrades increase your 
accuracy and decrease recoil, whereas reliability upgrades decrease 
unjamming time and degradation.

Next to weapon upgrades, you can also find vehicle manuals (decrease 
vehicle-repairing time) and ammo upgrades (increases maximum ammo per type 
of weapon).

Special Crates
--------------
There are only 8 weapon stores in the large world of Far Cry 2, so you 
won�t come across one very often. To avoid having only 3 weapons for a 
large period of time, you can buy special crates. Special crates can be 
accessed in safehouses and, of course, in weapon stores. There are three 
types of special crates (Primary weapon, Secondary weapon and special 
weapon) and each of them can hold one weapon.

========
Vehicles
========
Africa is large, and if you would travel only by foot, you wouldn�t get 
very far. Luckily, there are enough vehicles to get you across the vast 
mountains en large rivers.
The available vehicles in the game can roughly be put in 3 categories: 
land, air and water.

Land
----
On land, you will find regular cars, assault trucks, big trucks, jeeps and 
even buggies. A regular car is the standard vehicle. It has moderate speed, 
but no mounted weapon. And although it�s possible, it�s not advised to 
drive off-road.
Assault trucks, however, are much more common, and will easily bring you 
anywhere, on or off the road. It also has a mounted weapon on the back. The 
type of mounted weapon differs per truck. Most have an M-249 machinegun. 
But in later areas, you�ll find some are equipped with an M2, which is a 
heavier machinegun, or, in some cases, even an MK-19 Grenade Launcher. A 
downside to this vehicle, however, is that you have little to no protection 
from outside fire.

You can find two different types of jeeps: the Jeep Wrangler�, and the Jeep 
Liberty�. They are practically the same, except for the fact that the 
Wrangler is easier to use off-road. They don�t have a mounted weapon 
either.

Finally, there�s the buggy. Buggies are small racecar-like vehicles, and 
are very fast. They handle very well, and the off-road performance is 
excellent too. However, they have no mounted weapons, and they have poor 
durability. As with the Assault truck, you do not have any protection when 
using a buggy.

Water
-----
Boats are used to travel on the water, and there are two types of boats. 
The most common one is the Swamp boat. This is a small vehicle with a 
turret in the front. It easily breaks down, and the speed isn�t that great 
either (though it�s better than the other boat).

In the second area, you will also find Fishing boats. These are larger 
boats, and have a better durability. They are much, much slower, however, 
and have very poor handling.

Air
---
There is one �vehicle� for use in the air, namely the paraglider, but you 
will rarely come across one. Paraglider are mainly used to get out of a hot 
area, and, more importantly, almost every paraglider you find can lead you 
to an otherwise inaccessible diamond briefcase.

Repair and Upgrades
-------------------
Every Vehicle with an engine can break down. In this case, you�ll have to 
find the engine (which shouldn�t be too hard) and fix it by using the 
interaction button. Your character will pull out his wrench and will use it 
on the engine (if only it�s that simple in reality...). How long he will 
use the wrench depends on how damaged the engine has. This might take some 
time.
When you have the feeling that repairing a car takes too long, you can buy 
upgrades at the weapon store. There is a specific upgrade for each type of 
vehicle, and the price will be 10 or 15 diamonds.

================
################
|  Navigation  |
################
================
The world of Far Cry 2 is enormous, and you�re lucky to have a map with 
you. Without it, you would almost certainly get lost. The map can be pulled 
out with the 5 key (normal setting). Next to the map, your character will 
also pull out the GPS.

Map
---
90% of the time you�re walking around Leboa-Sako or Bowa-Seko, you�ll have 
to have your map out. It shows you where you are, where to go, and various 
important facilities and areas. You can zoom in or out on your map by 
pressing the reload button. The regular zoom level shows a ninth of the 
full map (a sector), and fully zoomed out shows the entire district. In 
some areas, like important buildings (factories) or towns, you can zoom in 
even further. On this level, you�ll also see where ammo is located, as well 
as cars, sniping spots and turrets.

On the regular map, you�ll find several icons. Below, you�ll find a list of 
locations, with their respective icon. 

Object:         |Icon:
----------------+----------------- 
Weapon Shop     | Handgun
Safehouse       | Tent
Guard Post      | Guard
City            | Black Circle
Bar             | Wineglass
Bus station     | Front of a bus
Underground HQ  | Fist
APR HQ          | Star
UFLL HQ         | Africa
Antenna         | Cellular Antenna
Special Mission | Enclosed letter
----------------+-----------------

Safehouses and guard posts often have a small lock icon in the top right 
corner. In the case of a safehouse, this means that enemies occupy it, and 
you�ll have to kill them to unlock it. With guard posts, it means that they 
are unexplored. Explored guard posts will have the icon of an Ammo pile, 
explosive pile, fuel pile or a medical kit. To see what it means or how it 
looks like, see the �Scouting� section below. Also, at some locations of 
icons, you can enter a mission. When such a mission is available, you will 
find an exclamation mark at the top-right corner of the icon.

Scouting
--------
When you enter an important area, such as a special building, your map will 
zoom in. At this point, you can use your right mouse button while holding 
out the map to grab your monocular. This monocular is used to scout the 
area. When there is a particular item that is worth noting, the circle 
around your monocular will turn green. At this point, when you press the 
left mouse button, this object, and all similar objects, will be noted on 
your map.

Scouting can be essential to successfully attacking a building or facility. 
Below, I will list the different objects you can scout for, and their 
respective icons.

Object:       |Icon:
--------------+---------------- 
Ammo Pile     | Three vertically aligned bullets
Explosive Pile| An explosion
Fuel Pile     | A fire
Medical Kit   | A white cross
Turret        | A turret (...)
Sniper Spot   | Two circles with an addition sign 
              | through it (typical sniper sign)
Vehicle       | A car
--------------+----------------

GPS
---
Your GPS shows your current position (which is basically the same as your 
map), but has one very important addition: the Diamond tracker.
Throughout the world, you can find a lot of cases with diamonds in it (221, 
to be exact). The amount generally varies from 1 to 3 diamonds, and even 
though there are a lot of cases, they can still be hard to find. Luckily, 
your GPS is equipped with a tracker that will warn you when diamonds are 
nearby. In this case, a green light on the GPS will start to pulse. The 
frequency of the pulse depends on how close you are to the case. When you 
exactly face the direction the case is in, the green light will 
continuously shine. Keep in mind that the tracker only looks in the 
horizontal direction, so if it flashes like crazy but you can�t see it, it 
might be on the roof above you.
For the exact location of all the cases, see the �Where to Find...� 
chapter, or follow the entire walkthrough.

===========
###########
|  Diary  |
###########
===========
Your diary presents all the information you can�t get in-game, and is 
accessed by pressing Escape. In this paragraph, I will describe the various 
options in the diary. Note that the last 5 options are excluded, as it 
doesn�t deal with the game itself.

==========
Main Pages
==========
The first pages you see when pressing Escape show the main information you 
need. On the left page, you�ll see various options you can choose to 
explore the diary further. Below the options, you can see pictures of two 
of your buddies (if you have them). The left picture shows your best buddy, 
who helps you finish missions. The right picture, on the other hand, shows 
your second-best buddy. He will help you when you pass out during 
firefights. Below the pictures are their names, and below that you can see 
their status, which can be two different things. When the text states 
�alive�, your buddy is alive and healthy. When it says �wounded!�, your 
buddy has fallen and is awaiting your help. When this is the case, look for 
blue smoke to find him. When your buddy has been wounded for some time, his 
status will change to �missing�, and he will disappear from this page, at 
which point another buddy will take his place.
Your second-best buddy has third status, �Rescue-ready�. When you see this, 
he is standing by to help you. After he has helped you, his status will 
change back to �alive�. In this case, you will have to meet him at one of 
your unlocked safe houses and talk with him to make him rescue-ready again.

On the right page, you can see your objectives. The top half will show 
quick descriptions of your objectives. You can see a marker to the left of 
the description. This marker is also seen on your in-game map. On the 
bottom half of the page, you can find a longer description of the 
objectives. This description only refers to main and alternative missions 
(not to underground or side missions).

=======
Journal
=======
Your journal shows various information about your character, as well as a 
journal entry describing the events that happened in the game.

On the left page, you can see your sickness and reputation level. Both have 
a small description along with it. Your sickness level influences the time 
it takes before your malaria shows up again. Below you can find the various 
sickness levels.

|Sickness Levels|
+---------------+------------------------------+
|SICKNESS LEVEL 0                              |
|Symptoms are gone. Wish I could say the       |
|same for the malaria. It�s in me, just        |
|keeping quiet right now. I have to keep my    |
|pills stocked. Never know when it�ll strike   |
|again.                                        |
+----------------------------------------------+
|SICKNESS LEVEL 1                              |
|I got a nasty fever. There�s this bad         |
|tingling all through my shoulders and         |
|arms. Malaria pills help.                     |
+----------------------------------------------+
|SICKNESS LEVEL 2                              |
|This malaria is worse than any flu I�ve ever  |
|had. I�ve got bad joint pain and shivers.     |
+----------------------------------------------+
|SICKNESS LEVEL 3                              |
|My fever�s high. I�m vomiting. That�s a       |
|bundle of fun. The joint pain won�t go        |
|away. Add to that the head-to-toe shivers     |
|and I got myself a party.                     |
+----------------------------------------------+
|SICKNESS LEVEL 4                              |
|This stuff�s bad. No wonder they call it      |
|malaria. I�ve got convulsions and fever. I    |
|need to keep up on pills.                     |
+----------------------------------------------+
|SICKNESS LEVEL 5                              |
|Shakes, sweating, fever. Convulsions are      |
|severe. Feel like I could die.                |
+----------------------------------------------+

The reputation level indicates how infamous you are in the world of Far Cry 
2. Reputation influences the way enemies react to you. For example, in 
ceasefire zones, when you have level 0, people will look down on you. When 
you bump into them, you can expect a disrespectful �get out of the way�, 
while at level 4, people will crap their pants (�holy shit, I have to 
change my underwear now�). In fighting zones like guard posts, the higher 
the reputation you have, the more scared the enemies are of you (�oh no, 
it�s him!�), to a point that they�ll eventually hide. Below are the various 
reputation levels you can attain.

|Reputation Levels|
+-----------------+----------------------------+
|REPUTATION LEVEL 0                            |
|Nobody knows me here. I�m just another        |
|stiff with a gun. Think I�ll shake things up a|
|bit.                                          |
+----------------------------------------------+
|REPUTATION LEVEL 1                            |
|These guys look at me with contempt.          |
|They think they can take me on? I look        |
|forward to that debate.                       |
+----------------------------------------------+
|REPUTATION LEVEL 2                            |
|I get lots of looks � and they ain�t happy    |
|ones. Guess I�m supposed to be dead by        |
|now, but that�s not on my schedule.           |
+----------------------------------------------+
|REPUTATION LEVEL 3                            |
|People are scared. Rumors are spreading       |
|about me. No one can believe I�m just one     |
|man. Time to raise that terror up a notch.    |
+----------------------------------------------+
|REPUTATION LEVEL 4                            |
|People believe I�m the Devil himself. Heard   |
|a rumor that I eat my victims and I prefer    |
|wounding rather than killing outright... just |
|for the fun of it.                            |
+----------------------------------------------+
|REPUTATION LEVEL 5                            |
|The mere sight of me is sending brave         |
|men into panic. They know if I�m around,      |
|they�re dead men. That isn�t so good for      |
|their camp morale, but it�s good for me.      |
+----------------------------------------------+

On the right page, you can see the mission information. This piece of text 
shortly summarizes the events that happened in the game. This text is also 
shown on the loading screen.

=======
Buddies
=======
On these pages you can see all the buddies you ever had. On the left page, 
you will see a list of the names of your buddies. When you click on them, 
you can see more detailed information on the right page. It contains a 
photo, information about his appearance and professions, and status. The 
status can be either �alive�, �rescue-ready�, �wounded!�, �mercy killed�, 
or �missing�. The first three are already explained earlier. �Mercy killed� 
means that he was wounded during battle, after which you had to kill him if 
you had no medicine. Missing states that your buddy has died in some other 
way, either at the end of the storyline, or if you left him to die when he 
was wounded.

Next to the names of the buddies, you can see their history rating. All the 
buddies start with a history rating of 3. Your best buddy is always the one 
with the highest history, and your second-best buddy, obviously, is the one 
with the second-highest history. This means that those two places can be 
attained by different buddies throughout the game, though that�s very 
unlikely.

The history rating can either increase or decrease, depending on your 
actions. Below, you will see the various actions that can influence their 
rating, and how much it influences them.

+--------------------+----------+
|       Action       | How Much |
+--------------------+----------+
|    Save buddy on   | Starting |
| lieutenant mission | Val.: 5  |
+--------------------+----------+
| Help buddy defend  | Starting |
|     his barge      | Val.: 5  |
+--------------------+----------+
|    Save buddy on   | Starting |
| any other mission  | Val.: 3  |
+--------------------+----------+
| Help complete main |          |
|       mission      |    +3    |
+--------------------+----------+
|   Complete buddy   |          |
|       Mission      |    +1    |
+--------------------+----------+
|  Save buddy from   |          |
|     near death     |    +1    |
+--------------------+----------+
|  Be saved by buddy |          |
|   from near death  |    +1    |
+--------------------+----------+

======
Legend
======
The legend pages is a short list of all the available icons in the game, 
and a description with them. You can study it, but otherwise it serves no 
important function.

========
Upgrades
========
These pages show all the weapons in the game, and a table showing which 
upgrades (ammo, accuracy and reliability) you have purchased. On the left 
page, you will see a list of all the weapons, with the table of upgrades 
behind them. When you click on the weapon name, a separate paper shows up, 
showing a rating for the Damage, Range, Accuracy, Reliability and Fire 
Rate. All these ratings are also shown in this walkthrough in the �Weapons 
and Vehicles� chapter.

On the right page, further information is shown about the upgrades. Once 
you�ve purchased an upgrade, it will show what you have gained by buying 
it(reduced recoil, decreased degradation time, etc.). If you haven�t 
purchased it yet, it will show the cost of the upgrade.

============
Jackal Tapes
============
Throughout the game, you can find 17 jackal tapes. Each of these tapes is a 
recording of an interview between Reuben and the Jackal. In this tab, you 
can hear all the recordings. A short description and typed version of the 
recording can be found in the chapter �Tape Recordings�.

=================
Predecessor Tapes
=================
Predecessor tapes are comparable to Jackal tapes, with the only difference 
being the speaker. In these tapes, you will hear your predecessor, a man 
who was also hunting the Jackal, and came very close to his goal. In the 
tapes, he leaves a message for the Jackal after he �questioned� an insider 
about his whereabouts. A short description and typed version of the tape 
can be found in the chapter �Tape Recordings�.

==========
Statistics
==========
The statistics tab has some great info on the game. Below, you�ll see the 
various options, with a description.

+--------------+
|Game Completed|
+--------------+---------------------------------------------+
|This indicates the percentage of your game completion. The  |
|game completion percentage is based on the number of main   |
|missions you�ve completed. This doesn�t only concern the 12 |
|faction missions, but also other obligatory missions, like  |
|the missions you receive from your lieutenant at the        |
|beginning of the game.                                      |
+------------------+-----------------------------------------+
|Main missions done|
+------------------+-----------------------------------------+
|The main missions shows the number of missions you have     |
|completed. The main missions are all the obligatory         |
|missions. These include the faction mission, but also other |
|missions, like assassinating the commander, the reprisal    |
|killing, etc. Below you will see the list of main missions. |
|                                                            |
|SPOILER ALERT                                               |
+- -- -- -- -- -- -- -- -- -- -- --+-- -- --+-- -- --+-- -- -+
|                                  |ACQUIRED| COMPL. | CUM.  |
|           MISSION NAME           |   BY   | PERC.  | PERC. |
+- -- -- -- -- -- -- -- -- -- -- --+-- -- --+-- -- --+-- -- -+
|ACT I - LEBOA-SAKO:               |        |        |       |
|0.  Opening                       |   --   |   0%   |   0%  |
|1.  Escape from Pala              |  Self  |   1%   |   1%  |
|2.  Lieutenant Mission            |        |   1%   |   2%  |
|  a. Lumber camp                  |Carbonel|        |       |
|  b. Dunk Cage                    |Purefoy |        |       |
|  c. Slaughterhouse               | Quiepo |        |       |
|  d. Pit fighter                  |Kankaras|        |       |
|3.  Delivery/Underground          | Reuben |   2%   |   4%  |
|4.  APR's Buddy Rescue            |HQ guard|   0%   |   4%  |
|5.  UFLL's Buddy Rescue           |HQ guard|   0%   |   4%  |
|  NOTE: 4 and 5 can also be completed on you own.           |
|6.  UFLL 1: Direct Spear          |Tambossa|   4%   |   8%  |
|7.  UFLL 2: Oeduard Rex           |Tambossa|   4%   |  12%  |
|8.  UFLL 3: Grow Op               |Tambossa|   3%*  |  15%  |
|9.  APR 1: Cop Killer             |Kouassi |   4%   |  19%  |
|10. APR 2: Reap what ye Sow       |Kouassi |   4%   |  23%  |
|11. APR 3: Junkyard Dog           |Kouassi |   4%   |  27%  |
|  NOTE: 6-11 do not have to be completed in this order.     |
|12. Fool�s Errand                 |        |   4%   |  31%  |
|  a. Leon Gakumba Ass.            |Kouassi |        |       |
|  b. Prosper Kouassi Ass.         |Kouassi |        |       |
|13. Defense Reversal              |        |   4%   |  35%  |
|  a. Mike�s Bar                   | Reuben |        |       |
|  b. Pala Church                  | Reuben |        |       |
|14. Exile to Bowa-Seko            |   --   |   4%   |  39%  |
|15. Reprisal Killing              |        |   3%   |  42%  |
|  a. Leon Gakumba Reprisal Ass.   |Greaves |        |       |
|  b. Prosper Kouassi Reprisal Ass.|Voorhees|        |       |
|                                  |        |        |       |
|ACT II � BOWA-SEKO:               |        |        |       |
|16. Hornet�s Nest                 |Advisor |   4%   |  46%  |
|17. Jackal�s Buddy Rescue         | Buddy  |   4%   |  50%  |
|18. APR's Buddy Rescue            |HQ guard|   0%   |  50%  |
|19. UFLL's Buddy Rescue           |HQ guard|   0%   |  50%  |
|  NOTE: 18 and 19 can also be completed on you own.         |
|20. UFLL 1: Flying Jackal         |Mbantuwe|   4%   |  54%  |
|21. UFLL 2: Bunker Buster         |Mbantuwe|   4%   |  58%  |
|22. UFLL 3: A Bridge Too Far      |Mbantuwe|   3%*  |  61%  |
|23. APR 1: Dental Plan            |Tambossa|   4%   |  65%  |
|24. APR 2: Radio Armageddon       |Tambossa|   4%   |  69%  |
|25. APR 3: Pipeline Crossing      |Tambossa|   4%   |  73%  |
|  NOTE: 20-25 do not have to be completed in this order.    |
|26. Warlord Assassination         |        |   4%   |  77%  |
|  a. UFLL Mission                 |Mbantuwe|        |       |
|  b. APR Mission                  |Tambossa|        |       |
|27. Prison Break                  |  Self  |   4%   |  81%  |
|                                  |        |        |       |
|ACT III � GRAND FINALE:           |        |        |       |
|28. Reprisal Killing              |        |   3%   |  84%  |
|  a. Oliver Tambossa Reprisal Ass.|Voorhees|        |       |
|  b. Addi Mbantuwe Reprisal Ass.  |Greaves |        |       |
|29. House Cleaning                | Lieut. |   4%   |  88%  |
|  a. UFLL Mission                 |        |        |       |
|  b. APR Mission                  |        |        |       |
|30. House Cleaning (Other Faction)| Lieut. |   4%   |  92%  |
|31.1 Reuben�s Atonement           | Reuben |   0%   |  92%  |
|31.2 Rendezvous with the Jackal   |  Self  |   4%   |  96%  |
|32.1 Heart of Darkness            | Jackal |   0%   |  96%  |
|32.2 Killing the Disease          | Jackal |   4%   | 100%  |
|33. Epilogue                      |   --   |   0%   | 100%  |
+- -- -- -- -- -- -- -- -- -- -- --+-- -- --+-- -- --+-- -- -+
| *: One of the six faction missions will complete only 3%,  |
|    though this is not always the same mission.             |
+-------------------+----------------------------------------+
|Buddy Missions Done|
+-------------------+----------------------------------------+
|This number indicates how many buddy missions you have      |
|completed. Please note that it does not refer to the        |
|missions you receive from buddies at Mike�s, but to the     |
|subverted versions of the faction missions, acquired through|
|your best buddy. There are 6 missions from each faction,    |
|which brings the total amount to 12 buddy missions.         |
+------------------+-----------------------------------------+
|Side Missions Done|
+------------------+-----------------------------------------+
|The number of side missions are also kept up in this tab.   |
|There are 12 assassination missions (6 in both regions), 8  |
|convoy missions (4 in both regions), and 20 buddy missions  |
|(12 in the first region, 8 in the second). Note that in this|
|case, the buddy missions are the missions you receive at    |
|Mike�s Bar.                                                 |
+-------------------------+----------------------------------+
|Underground Missions Done|
+-------------------------+----------------------------------+
|The final mission type is the underground mission. There are|
|8 underground missions in total, but since they�re not      |
|technically obligatory, they�re seen as side missions. Most |
|people will have performed 5 or 6 underground missions by   |
|the end of the game.                                        |
+-----------+------------------------------------------------+
|Buddies Met|
+-----------+------------------------------------------------+
|Logically, the amount of buddies you have met and freed in  |
|total. In total, you can meet 11 buddies in one playthrough,|
|6 in Leboa-Sako, and 5 in Bowa-Seko.                        |
+----------------+-------------------------------------------+
|Buddies Deceased|
+----------------+-------------------------------------------+
|The deceased buddy count does not include missing buddies.  |
|It only includes buddies who achieve the status �Mercy      |
|Killed�. This status is given to a buddy if you directly    |
|shot him in battle or if you shot him out of mercy (when    |
|he�s wounded and you don�t have any medicine).              |
+-----------------+------------------------------------------+
|Buddies Abandoned|
+-----------------+------------------------------------------+
|This count includes all the buddies who have the status     |
|�Missing�, which means you have abandoned them in battle.   |
+-------------+----------------------------------------------+
|Buddy Rescues|
+-------------+----------------------------------------------+
|This is the number of times your second-best buddy has      |
|rescued you.                                                |
+----------+-------------------------------------------------+
|Best Buddy|
+----------+-------------------------------------------------+
|This is your current best buddy. If you don�t have any      |
|(yet), this option will be empty.                           |
+--------------+---------------------------------------------+
|Diamonds Found|
+--------------+---------------------------------------------+
|This number indicates the total amount of diamonds you have |
|ever received, so this includes diamonds rewarded from      |
|assassination missions, diamonds prepaid from faction       |
|missions, and diamonds found in diamond cases. Below, you   |
|will see the number of diamonds you can receive per type.   |
|                                                            |
|POSSIBLE SPOILER ALERT                                      |
|                                                            |
|=========================LEBOA-SAKO=========================|
+- -- -- -- -- -- -- -- -- -- -+ -- -- -- -- -- -- -- -- -- -+
|Main Missions: 120            |Assassination Missions: 60   |
|- First diamond case:     10  |- 10 per mission: 60         |
|- 15 per faction mission: 90  |                             |
|- Final mission:          20  |                             |
|                         ___+ |                             |
|                         120  |                             |
+- -- -- -- -- -- -- -- -- -- -+ -- -- -- -- -- -- -- -- -- -+
|Diamond Briefcases: 200                                     |
|- Number of diamond cases (NoDC) (numbers can also be found |
|in the topleft corner of the sector map in the game). Behind|
|it, you can see the number of diamonds each of the cases in |
|the sector contains (numbers are taken from the chapter     |
|�Where to Find...�). Behind that, you will see how many     |
|cases contain 1 diamond, and subsequently 2 and 3 diamonds. |
|Finally, you will see the total amount of diamonds in that  |
|sector. Everything is counted up at the bottom.             |
+                                                            +
 +-----+-----+-------------------------------+--+--+--+-----+
 |Sctr.| NoDC|Amount of diamonds in each case|#1|#2|#3|Total|
 +-----+-----+-------------------------------+--+--+--+-----+
 | NW  |  15 |2,1,2,1,2,2,1,3,1,1,1,2,3,3,2  | 6| 6| 3|  27 |
 |  N  |  12 |2,2,2,1,3,1,1,1,2,1,2,3        | 5| 5| 2|  21 |
 | NE  |   9 |2,2,2,2,1,1,3,1,3              | 3| 4| 2|  17 |
 |  W  |  15 |3,2,1,1,1,3,2,2,1,1,2,2,2,1,1  | 7| 6| 2|  25 |
 |Pala |  12*|2,1,2,2,2,1,1,2,1,1,3,3        | 5| 5| 2|  21 |
 |  E  |  12 |1,2,2,1,3,3,1,2,1,1,2,2        | 5| 5| 2|  21 |
 | SW  |  12 |1,2,1,3,1,1,2,3,1,2,1,2        | 6| 4| 2|  20 |
 |  S  |  12 |1,3,1,1,2,1,2,3,1,3,2,2        | 5| 4| 3|  22 |
 | SE  |  12 |2,2,1,1,2,2,1,1,3,2,3,1        | 5| 5| 2|  21 |
 | CD  |  2**|3,2                            | 0| 1| 1|   5 |
 +-----+-----+-------------------------------+--+--+--+-----+
 |Total| 113 |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|47|45|21|=200=|
 +-----+-----+-------------------------------+--+--+--+-----+
+                                                            +
|*: There are in fact 13 diamond cases in the Pala sector,   |
|but the first diamond case, which counts as main mission    |
|payout, is excluded in here.                                |
|                                                            |
|**: These are the two cases found in northern section of the|
|desert (above the border where the game loads the next      |
|region), and officially belong to Leboa-Sako.               |
+- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -+
|SUBTOTAL: 380                                               |
+- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -+
|==========================BOWA-SEKO=========================|
|Main Missions: 330               |Assassination Missions: 90|
|- Hornet�s Nest:              20 |- 15 per mission: 90      |
|- 30 per faction mission:    180 |                          |
|- 40 for both assassinations: 80 |                          |
|- 25 for both house cleanings:50 |                          |
|                             ___+|                          |
|                             330 |                          |
+- -- -- -- -- -- -- -- -- -- -- -+ -- -- -- -- -- -- -- -- -+
|Diamond Briefcases: 200                                     |
|- Number of diamond cases (NoDC) (numbers can also be found |
|in the topleft corner of the sector map in the game). Behind|
|it, you can see the number of diamonds each of the cases in |
|the sector contains (numbers are taken from the chapter     |
|�Where to Find...�). Behind that, you will see how many     |
|cases contain 1 diamond, and subsequently 2 and 3 diamonds. |
|Finally, you will see the total amount of diamonds in that  |
|sector. Everything is counted up at the bottom.             |
+                                                            +
 +-----+-----+-------------------------------+--+--+--+-----+
 |Sctr.| NoDC|Amount of diamonds in each case|#1|#2|#3|Total|
 +-----+-----+-------------------------------+--+--+--+-----+
 | NW  |   8 |2,3,1,2,2,3,1,1                | 3| 3| 2|  15 |
 |  N  |  15 |3,3,1,2,1,1,1,2,2,2,1,2,2,2,3  | 5| 7| 3|  28 |
 | NE  |  15 |2,2,1,1,2,1,2,3,2,1,3,2,3,1,1  | 6| 6| 3|  27 |
 |  W  |  15 |3,2,1,3,1,3,2,2,2,1,1,2,1,2,1  | 6| 6| 3|  27 |
 |S.Se.|  12 |2,1,3,1,2,3,2,2,1,3,2,1        | 4| 5| 3|  23 |
 |  E  |  14 |1,2,3,2,2,2,1,3,1,2,1,3,1,1    | 6| 5| 3|  25 |
 | SW  |  15 |1,1,3,1,2,2,2,2,1,2,1,3,3,2,2  | 5| 7| 3|  28 |
 |  S  |   8 |1,2,1,2,2,1,3,3                | 3| 3| 2|  15 |
 | SE  |   3 |2,2,3                          | 0| 2| 1|   7 |
 | CD  |   2*|2,3                            | 0| 1| 1|   5 |
 +-----+-----+-------------------------------+--+--+--+-----+
 |Total| 107 |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|38|45|24|=200=|
 +-----+-----+-------------------------------+--+--+--+-----+
 |Leboa|     |
 |Sako | 113 |
 +-----+-----+
 |First|     |
 | DC  |   1 |
 +-----+-----+
 |Total|=221=|
 +-----+-----+
+                                                            +
|*: These are the two cases found in southern section of the |
|desert (below the border where the game loads the next      |
|region), and officially belong to Bowa-Seko.                |
+- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -+
|SUBTOTAL: 620                                               |
+- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -+
|===========================TOTAL============================|
|Leboa-Sako:    380                                          |
|Bowa-Seko:     620                                          |
|              ____+                                         |
|              1000                                          |
+----------------+-------------------------------------------+
|Current Diamonds|
+----------------+-------------------------------------------+
|Obviously, this amount shows how many diamonds you currently|
|have in your possession.                                    |
+--------------+---------------------------------------------+
|Weapons Bought|
+--------------+---------------------------------------------+
|The total amount of weapons you have bought in the game. The|
|total amount of weapons in the game is 28, so that�s the    |
|maximum number this option can indicate.                    |
+------------------------+-----------------------------------+
|Accuracy Upgrades Bought|
+------------------------+-----------------------------------+
|Logically the amount of accuracy upgrades you have bought.  |
|The total amount is equal to the amount of weapons in the   |
|game, so 28.                                                |
+---------------------------+--------------------------------+
|Reliability Upgrades Bought|
+---------------------------+--------------------------------+
|Same as above.                                              |
+----------------------+-------------------------------------+
|Repair Upgrades Bought|
+----------------------+-------------------------------------+
|Should be obvious as well. There are 7 useless repair       |
|upgrades in total.                                          |
+--------------------+---------------------------------------+
|Ammo Upgrades Bought|
+--------------------+---------------------------------------+
|Not to hard to figure out either. There are 9 ammo upgrades |
|in total.                                                   |
+-----------------------------------------+------------------+
|Favorite Primary/Secondary/Special Weapon|
+-----------------------------------------+------------------+
|Should be obvious. In the case of the special weapon there  |
|is one bug (or it was stupendously done on purpose), as the |
|M-249 SAW turret on the back of the assault truck also      |
|counts as a special weapon.                                 |
+-----------------+------------------------------------------+
|Total Shots Fired|
+-----------------+------------------------------------------+
|Relatively useless, but fun if you�re bored. Obviously, this|
|amount will be less if you play on harder difficulties, as  |
|it limits your ammo.                                        |
+-------------+----------------------------------------------+
|Shot Accuracy|
+-------------+----------------------------------------------+
|Nice to know how well you actually aim, otherwise relatively|
|useless.                                                    |
+-------------+----------------------------------------------+
|Wounds Healed|
+-------------+----------------------------------------------+
|The number of times you healed a wound by either using a    |
|sirette or performing a healing move.                       |
+-----------------+------------------------------------------+
|Total time played|
+-----------------+------------------------------------------+
|�How addicted are you really? Today on Statistics: the truth|
|about YOUR life.�                                           |
+---------------+--------------------------------------------+
|Total game days|
+---------------+--------------------------------------------+
|Amount of times the sun ventured upward in the skies. If you|
|compare this to the last tab, you�ll see that one in-game   |
|day equals about an hour. The difference between the game   |
|days and time played is caused by bus stations or sleeping  |
|in safe houses, which can fast-forward the game half a day  |
|in a matter of seconds.                                     |
+---------------------------+--------------------------------+
|Distance walked/driven/swam|
+---------------------------+--------------------------------+
|Should be obvious.                                          |
+------------------------------------------------------------+



MMMMMNMMMM===================================$MMMMMMM
MMMNNMMNMM==================================MMMMMMNNM
MMM8#######################################MMMMD  MNM
NND8     |--                              ZMNNN      
NDDND8DD  \ .  Important Characters      IDD88       
MMNNN8O8 \/                         !ImC .ZDD8?      
D88O######################################+88O87=    
ZOOO========================================DZ7I$ZI$7
8OMD========================================.~ZOZ7$O 


Apart for the hundreds of enemies walking around the maps, there are a few 
individuals that won�t actually shoot you on first sight. Some are buddies, 
some will become enemies later on, and some die. In this chapter, I will 
list the most important characters in the game.

Note #1: MAJOR SPOILERS are revealed here. If you have not finished the 
game yet, it is advised that you skip this part.

Note #2: In Far Cry 2, choices are very important. In the end of Leboa-
Sako, one of the faction ends out on top, and this determines a large part 
of the rest of the game. It�s a lot more complicated than it might look at 
first. If you can find a mistake in this chapter, please tell me (my E-Mail 
is on top of this FAQ/Walkthrough). Also, for more information concerning 
these choices, scroll down to the �Choices� chapter.


=============
#############
|  Friends  |
#############
=============


=================
Reuben Oluwagembi
=================

Reuben Oluwagembi is a Nigerian journalist specializing in covering African 
conflicts for several international news organizations. At first, 
Oluwagembi remotely covered the second civil war in the failed African 
state. He became increasingly uneasy with the implications of the country�s 
collapse and subsequent reliance on foreign mercenaries. Against the wishes 
of his bureau chief, he decided to take a production crew into the country 
to determine the real effects of the conflict on its citizens. After being 
confined to their hotel for nearly a week, Reuben�s crew was recalled to 
Johannesburg; he elected to remain in the country on his own after a chance 
meeting in the hotel bar with a man who turned out to be the Jackal.


==========
The Jackal
==========

The Jackal could be called the main antagonist of the game, since your main 
objective is to kill him, but he occasionally �helps� you. The Jackal is an 
almost mythical figure, and has been dealing weapons to both sides of 
various conflicts for almost 20 years now. He is known to be a very 
dangerous arms dealer.


====================
####################
|  UFLL Characters |
####################
====================


Addi Mbantuwe�s United Front from Liberation and Labour was primarily 
formed from the remains of the former Authenticity Party following the 
collapse of the government. Mbantuwe quickly rallied local militia and 
labour organizers to his cause, despite Major Tambossa�s effort to draw the 
nation under the fl ag of the Alliance for Popular Resistance (APR). 
Lacking any military background or experience of his own, Mbantuwe relies 
on stranded Bastion UK contractor Hector Voorhees for most security 
concerns. But Mbantuwe is always the public face of the UFLL, despite 
Voorhees�s increasingly involved role.


=============
Addi Mbantuwe
=============

Role: UFLL Leader
Age: 42
POB: Suburbs of Port City
Nationality: Indigenous to game world
Height: 5ft 11in
Weight: 210 lbs
Eyes: light brown
Hair: black
Active in: Bowa-Seko

History:
----
Addi Mbantuwe is a local labour leader who has risen to prominence in the 
aftermath of the second civil war. Following the collapse of the state-run 
diamond industry (and cascading bankruptcies that resulted), the surviving 
leaders on both sides of the conflict fled the country. Mbantuwe stepped 
into the resulting vacuum and began rallying disenfranchised militia and 
labour to form a new cadre, which came to be known as the UFLL. He was the 
first person of significant authority to learn of the Jackal�s presence in-
country, and sought him out at the Port Hotel with an interest in 
purchasing his inventory. His most important recent success was in securing 
the support of the Deputy Chief of the Gendarmerie and negotiating trade 
and mutual security deals with his immediate neighbours.


================
Dr. Leon Gakumba
================

Role: UFLL Co-chairman
Age: 39
POB: Pala
Nationality: Indigenous to game world
Height: 5ft 10in
Weight: 145 lbs
Eyes: dark brown
Hair: black
Active in: Leboa-Sako

History:
---- 
Following the second civil war, Gakumba was outraged when many of the 
higher-ups within the rebellion abandoned the country after the collapse of 
the diamond industry; at the same time, he found a new level of respect for 
Addi Mbantuwe (who stuck around) and agreed to help him strike a deal with 
the stranded Bastion UK consultants. Mbantuwe invited Gakumba to serve as 
co-chairman of the UFLL, believing that his credentials as a medical doctor 
would serve to legitimize the faction and give them leverage in soliciting 
outside aid.


===============
Hector Voorhees
===============

Role: UFLL Advisor
Age: 38
POB: Bulawayo, Rhodesia (now Zimbabwe)
Nationality: South African
Height: 6ft
Weight: 190 lbs
Eyes: light brown
Hair: brown
Active in: Leboa-Sako and Bowa-Seko

History:
----
Hector Voorhees is the UFLL�s primary security consultant, originally 
employed by Bastion UK. He had been in the failed state for six weeks, 
coordinating between his troops and  native UFLL fighters, when the word 
leaked out that the country�s major diamond mine had gone bust months 
before. In a matter of hours, the figurehead president was missing and 
presumed dead, the commander of the army and his UFLL counterpart were 
boarding private aircraft to Paris and Tripoli, respectively, and the share 
prices for both Bastion UK and MacGrudder-Powell�s parent company began to 
plummet uncontrollably. Hector and his men were left out in the cold.


=================
Joaquin Carbonell
=================

Role: UFLL Lieutenant
Age: 28
POB: Vejer de la Frontera, Spain
Nationality: Spanish
Height: 5ft 10in
Weight: 170 lbs
Eyes: brown
Hair: black
Active in: Leboa-Sako

History:
----
On the ground, once contact had been established with the Authenticity 
rebels, Carbonell proved instrumental in coordinating Bastion mercenaries 
recruited from Spanish- and Portuguese-speaking countries, in particular 
the Argentineans, the Sao Tomeans, the Angolans, and the Moroccans. He 
fought extensively during the second civil war, prior to the collapse, and 
probably saw more action than any of the other upper echelon mercenaries in 
the current UFLL.


=============
Anto Kankaras
=============

Role: UFLL Lieutenant
Age: 39
POB: Boan, Yugoslavia
Nationality: Serbian
Height: 6ft 1in
Weight: 195 lbs
Eyes: gray
Hair: light brown
Active in: Leboa-Sako

History:
----
Kankaras worked briefly advising the government of Uganda, a job that sent 
him to gather intel on foreign investors in the country neighboring the 
failed African state. While he was there, he began to pick up murmurings 
that the diamond industry in the country had been hollowed out. When the 
second civil war broke out there, he started meeting with exiled 
Authenticity Party chiefs, including Addi Mbantuwe. He began selling 
information to Mbantuwe shortly before Authenticity announced its deal with 
Bastion UK, and after the collapse he offered to help Mbantuwe enforce 
internal discipline with the nascent UFLL.


===================
###################
|  APR Characters |
###################
===================


The Alliance for Popular Resistance (APR) was formed in the aftermath of 
the government�s collapse, headed by Major Oliver Tambossa of the National 
Army. Tambossa sought to form a broad coalition in an attempt to restore 
national unity and restore his own brand of government, but he was woefully 
unprepared or the rise and popularity of Addi Mbantuwe�s UFLL. In an effort 
to restore authority over the northern and southern districts, Tambossa has 
retained foreign �security consultants� from (now-defunct) MacGrudder-
Powell. While Tambossa still calls the shots, Nicholas Greaves is never far 
from his side,  orchestrating the APR�s activities in Leboa-Sako and Bowa-
Seko.


===============
Oliver Tambossa
===============

Role: APR Leader
Age: 33
POB: Loropeni village
Nationality: Indigenous to game world
Height: 6ft 2in
Weight: 185 lbs
Eyes: dark brown
Hair: black
Active in: Bowa-Seko

History:
----
Major Oliver Tambossa has parlayed his position in the military in an 
attempt to reunite the country. Using the remaining funds from the 
treasury, the major paid off key leaders of a number of independent militia 
groups, as well as disenchanted elements of the Authenticity movement that 
arose in the wake of the government�s collapse. 

This effectively unified their membership into a new organization 
ostensibly dedicated to the restoration of �peace and security.� After 
winning the confidence of former MacGrudder-Powell operators, Tambossa 
declared the Alliance for Popular Resistance to be the legitimate successor 
to the former government.


================
Prosper Kouassi
================

Role: APR Captain
Age: 26
POB: Port City
Nationality: Indigenous to game world
Height: 6ft
Weight: 180 lbs
Eyes: dark brown
Hair: black
Active in: Leboa-Sako

History:
----
Kouassi has been active in the country�s most powerful extortion ring since 
his teen years. Although he was critical of Tambossa�s early efforts to 
organize and maintain the loyalty of the various cadres that came to 
comprise the APR,
Kouassi was rewarded for his �patriotism.� Tambossa put him in charge of 
APR activities in the northern district and gave him a free hand to seize 
and confiscate private property. In his current role, Kouassi is 
ridiculously overconfident and models himself after Hollywood gangsters. 
However, his main sore point has been his inability to round up all of the 
displaced civilians who are currently hiding out in various locations 
around Leboa-Sako.


================
Nicholas Greaves
================

Role: APR Advisor
Age: 52
POB: Nicosia, Cyprus
Nationality: British and Cypriot
Height: 5ft 9in
Weight: 175 lbs
Eyes: hazel
Hair: gray
Active in: Leboa-Sako and Bowa-Seko

History:
----
MacGrudder-Powell had been in operation since the mid-1980s, but had been 
largely limited to providing site consultation and VIP protection for 
clients in the Caribbean and Latin America. At the time that Greaves bought 
his way in, they had no aviation division and only a small group of 
operators, mostly French, Brazilians, a few Canadians, and the two former 
US Navy SEALs who founded the business. 
After the 2003 invasion and subsequent occupation of Iraq, MacGrudder-
Powell grew to nearly 6,000 employees, among those some 64 fixed-wing and 
helicopter pilots who answered directly to Greaves. But now with the 
company disintegrating, Greaves earns his paycheck by advising Tambossa�s 
APR.


=============
Arturo Quiepo
=============

Role: APR Lieutenant
Age: 30
POB: Visayas, Philippines
Nationality: Filipino
Height: 5ft 8in
Weight: 155 lbs
Eyes: brown
Hair: black
Active in: Leboa-Sako

History:
----
As a Mac_Grudder-Powell associate, Quiepo deployed to the failed African 
state to begin training National Army troops in counterinsurgency 
operations during the second civil war. After the government collapsed, 
rumors circulated that Quiepo had assassinated his Canadian manager in 
order to replace him within the senior advisor team working with the APR.


==============
Walton Purefoy
==============

Role: APR Lieutenant
Age: 34
POB: Biloxi, Mississippi, USA
Nationality: American
Height: 6ft 2in
Weight: 215 lbs
Eyes: green-gray
Hair: blond
Active in: Leboa-Sako

History:
----
Purefoy was MacGrudder-Powell�s point man for implementing their contract 
with the government of the failed African state. He was part of the initial 
five-man team that arrived during the last month of the civil war, to plan 
recruitment and training of foreign auxiliaries. Purefoy nearly evacuated 
after the government�s collapse, but at the airport he was convinced by 
Oliver Tambossa to stay on.


=============
#############
|  Buddies  |
#############
=============


=============
Marty Alencar
=============

Age: 28
Nationality: Nationalized U.S.
POB: Sao Paulo, Brazil
Height: 5ft 10in
Weight: 190 lbs
Hair: brown
Eyes: hazel
Exp: USMC (Force protection); SOUTHCOM
advisory group Colombia, Peru (ret.)

History:
----
Marty�s family immigrated to the US when he was 14. He joined the US Marine 
Corps out of high school and made corporal. He re-enlisted at age 21 after 
completing two years of college and went through Security training before 
being assigned to a Force Protection Brigade at the US Naval Station in 
Hurghada, Egypt, with the rank of sergeant. Alencar mustered out at age 25 
and moved back to the States with his Egyptian-born wife. The two divorced 
a year later, shortly after Marty landed a job with an Atlanta-based 
private security firm. Alencar transferred to an overseas posting for one 
of the firm�s corporate clients and has been busy ever since.


============
Xianyong Bai
============

Age: 24
Nationality: Chinese
POB: Urumqi, Xianjiang
Height: 5ft 9in
Weight: 140 lbs
Hair: black
Eyes: green
Exp: Contraband smuggler; informant, FIA,
ISI; stop-loss consultant, Cameroon, Zambia

History:
----
Xianyong Bai is a former smuggler. As a teen he was involved with 
trafficking people, narcotics, and arms between western China and Pakistan.

After several months consulting for the Chinese government in Cameroon and 
Zambia, Bai began cultivating useful contacts in local black markets and 
using his official credentials to move medical supplies, particularly 
malaria meds, into impoverished areas. He left his job (and broke his 
probation) after evidence of his �extracurricular� activities surfaced; 
friends working inside a nongovernmental organization (NGO) assisted his 
departure and arranged transport for him to the failed African state, where 
he spent a few months helping out in the logistics of aid shipments. During 
the second civil war, Bai was unable to evacuate with the other aid workers 
because of his lack of proper travel papers; he used his own resources to 
slip out of the populated centers and hide out in the desert frontier 
regions.


=============
Frank Bilders
=============

Age: 36
Nationality: Northern Irish
POB: Fermanagh, Northern Ireland
Height: 6ft
Weight: 170 lbs
Hair: blond
Eyes: blue-grey
Exp: Prov. IRA (direct action); loan-shark;
inmate �The Maze�; police informant;
contraband smuggler, Morocco, Yemen,
Chenya

History:
----
Growing up, Bilders had little contact with his father, who was serving a 
life sentence for his involvement in a Belfast bombing only a month after 
Frank�s birth. Frank was recruited by militants in his neighbourhood while 
still in public school, and began his career as a courier. By 19, he had 
moved into intimidation and enforcement rackets, developing a fearsome 
reputation. Bilders was arrested when he was 22 and sentenced to five years 
for �membership in a proscribed group.� While in the notorious prison �The 
Maze,� he was linked with at least four inmate deaths. His time behind bars 
ended after he was attacked and kneecapped in a machine shop. Frank was 
released after serving three years and spending six months in rehab, then 
abruptly disappeared from Ulster amid rumors that he�d turned informant. 
Between 1995 and 1999, he resurfaced in Spain, Morocco, the former 
Yugoslavia, Yemen, and Chechnya, involved with virtually every facet of the 
illicit economy. Immediately following 9/11, Bilders attempted to retire 
and briefly settled down in South Africa.


============
Warren Clyde
============

Age: 33
Nationality: U.S.
POB: Tulsa, Oklahoma
Height: 6ft 3in
Weight: 230 lbs
Hair: black
Eyes: brown
Exp: Registered security permit Florida
State; VIP protection Dom. Rep, Ecuador;
civil aviation license, Bahamas

History:
----
Warren Clyde grew up on an Arapaho reservation in Oklahoma. As a youth, 
Warren worshipped his eldest brother, who served as an Army Ranger in 
Panama and Kuwait. Earning a scholarship, Warren delayed enlisting himself 
to attend Tulane University, where he played football and worked toward an 
aeronautics degree. His military hopes were derailed by a sports injury 
that kept him out of jump school. Disappointed and bitter, Warren applied 
to several police departments but was disqualified when his psych 
evaluations exposed instabilities. Later obtaining private security 
credentials in Florida, Clyde worked for several years in the Dominican 
Republic and Ecuador, doing personnel protection for a US drilling company. 
He was eventually dismissed on disciplinary grounds. A year later, he was 
detained and deported to the States after attempting to enter Cuba on a 
false passport. After the loss of his certification, Clyde attended a civil 
aviation school in the Bahamas and began flying twin-engine planes for a 
small charter company. In 2005 he was hired as a copilot for a now-bankrupt 
Liberian airline.


==============
Michele Dachss
==============

Age: 35
Nationality: French
POB: Bayonne-Anglet-Biarritz, France
Height: Unknown
Weight: Unknown
Hair: blond
Eyes: brown
Exp: Unknown

History:
----
Michele Dachss is a �snatch-back� specialist, helping reunite parents with 
their abducted children. In 2007, Michele was investigating military 
exploitation of children in Burundi, the Central Asian Republics (CAR), 
Rwanda, the Sudan, and Uganda. At first this was a private initiative, but 
later Dachss received the backing of several NGOs and the tacit support of 
a number of governments. This effort culminated in her illegally entering 
Uganda, where she was arrested and put on trial on several charges ranging 
from passport fraud to assault and violations of weapons restrictions. She 
made a calculated decision to turn her trial into a platform for presenting 
evidence of state-sponsored child exploitation, which resulted in her 
testimony being sealed and her being deported immediately back to France. 
That same year she entered Zimbabwe and was arrested in connection with a 
shooting in Harare. She rotted in a women�s prison for two months before 
she was able to bribe her way out.


=============
Nasreen Davar
=============

Age: 33
Nationality: Tajikistani
POB: Gorno-Badakhshan, Tajikistan
Height: 5ft 4in
Weight: 120 lbs
Hair: black
Eyes: Green
Exp: Unknown

History:
----
Davar was born in the former USSR, in an autonomous region sandwiched 
between China, Afghanistan, and the CAR. She has extensive military 
training and experience having spent most of her teen years growing up in 
insurgent camps. During the buildup to the US-led invasion of Afgahnistan, 
Davar was approached by a CIA officer tasked with assembling a roster of 
deniable, native-language assets for use in clandestine operations. For two 
years, Davar conducted �extrajudicial actions� against suspected terror 
networks in Iran and Pakistan. Her relationship with the CIA ended badly 
after the nature of her missions shifted, and she disappeared in
Kurdistan in 2004. She was arrested while attempting to enter Somalia and 
held at a US military brig in Djibouti for six months without charges. 
Davar escaped during her secret �rendition� to Kuwait and hasn�t been seen 
since.


=============
Hakim Echebbi
=============

Age: 38
Nationality: Algerian
POB: Constantine, Algeria
Height: 5ft 9in
Weight: 190 lbs
Hair: black
Eyes: brown
Exp: Lt. Cmdr, Navy (ret.), maritime
counterinsurgency; real estate broker, UAE;
marine freight security consultant

History:
----
Hakim spent two years in the US at the Naval Postgraduate School before 
returning to Algeria to command a maritime counterinsurgency unit. Echebbi 
was involved in the Ad Dakhla incident, in which the patrol boat El Chihab 
engaged in a battle with a Moroccan vessel while extracting a commando unit
from the Western Sahara. After narrowly escaping an assassination attempt 
that claimed the lives of his sister and brother-in-law, Echebbi was 
granted an indefinite leave. For a year, his movements were erratic. He 
moved back and forth between Paris and Zurich and Tripoli, and at one point 
was linked to a car bombing at a train station. Returning to Algeria long 
enough to tender his resignation, Echebbi invested a substantial personal 
fortune into Dubai real estate. He exploited the emirate�s lenient rules 
regarding foreign ownership to incorporate a security company there, and
began providing services to ships traversing the pirate-infested waters off 
the Somali coast. Shortly after the outbreak of the Iraq War, Echebbi�s 
firm became embroiled in a multimillion dollar insurance suit. He emptied 
out his accounts and disappeared.


===========
Paul Ferenc
===========

Age: 34
Nationality: Nationalized Israeli
POB: Budapest, Hungary
Height: 5ft 11in
Weight: 170 lbs
Hair: light brown
Eyes: blue
Exp: Corporal, IDF (ret.); contraband
smuggler

History:
----
Prior to his family�s immigration to Israel in the 1980s, Paul spent his 
childhood moving back and forth between Hungary and Czechoslovakia. During 
the first year of his compulsory Israel Defense Forces (IDF) service, 
Ferenc was an unrepentant jobnik, dismissing the volunteer infantry as 
expendable �marks.� He requested a transfer to an armored unit and played 
the system until he was sent into the southern Lebanon security zone during 
the waning years of the occupation. Unofficially, Ferenc went AWOL in the 
aftermath of an extended firefight with Hezbollah forces less than four 
weeks before he was scheduled to muster out. Officially he was listed as 
MIA.
Under various aliases and on numerous passports, he relocated to Cyprus for 
several years before jump-starting a wildly successful pipeline for stolen 
cars through Turkey and the Black Sea ports of the former USSR. The Turks 
eventually ordered Ferenc out after he was picked up in a security sweep 
aimed at PKK (Kurdistan Workers� Party) finances. Concerned that he might 
face extradition back to Israel, he used false credentials to broker a 
tractor parts shipment to South Africa and boarded a freighter bound for 
Durban.


=============
Flora Guillen
=============

Age: 39
Nationality: Cuban-Angolan
POB: Matanzas, Cuba
Height: 5ft 8in
Weight: 140 lbs
Hair: black
Eyes: brown
Exp: unknown

History:
----
Flora was born into a post-revolutionary Cuban military family. Drawn to 
the military even before her compulsory service, Flora entered the Career 
Officers School at age 16. She excelled in her ideological education as 
well as military drills and was offered an opportunity to serve abroad. She 
selected an exchange program in Angola, which, though ruled by the Cuban-
backed MPLA (Popular Movement for the Liberation of Angola), was still in 
the midst of a civil war. When the decision was made to withdraw Cuban 
forces from Angola, Flora was among the thousands of Cubans who elected to 
stay. She eventually accepted a commission with the Angolan Armed Forces 
(FAA). Guillen spent most of her professional life battling sporadic 
insurgencies. She was seriously wounded in the 1999 offensive against 
UNITA, not long after being promoted to captain. She struggled through 
rehabilitation, but by the time she was deemed fit for active duty, the 
insurgency had disarmed and joined the democratic process. Flora officially 
retired in 2002 but immediately began taking training contracts with 
various armed groups in Africa with whom she felt ideologically aligned: in 
Eritrea, Liberia, Uganda, and most recently Somalia, where she fought 
against the Islamic Courts Union (ICU).


===============
Andre Hyppolite
===============

Age: 40
Nationality: Hatian
POB: Port-au-Prince, Haiti
Height: 6ft 2in
Weight: 190 lbs
Hair: black
Eyes: brown
Exp: private, NA (ret.); paramilitary;
insurgent

History:
----
Andre Hyppolite grew up in the Cit�-Soleil neighbourhood of Port-au-Prince. 
During his early life, he was sent away to school to shield him from the 
ongoing violence. But that didn�t prevent him from being swept up in the 
crime and corruption constantly surrounding him. In late 2003 Andre was 
wounded during a firefight with private security forces outside Port-au-
Prince and briefly taken into custody. Shortly after President Aristide was 
forced to step down and go into exile, Andre�s release was arranged through 
agents of a large investment bank. At the request of a Medellin-based 
cartel, Andre traveled to South Africa and began organizing a team to 
assassinate the exiled Aristide in Johannesburg. 
Suffering a last-minute crisis of conscience, Andre refused to go through 
with the hit. Returning to Haiti was out of the question, so he struggled 
to find a purpose for himself in Africa.


==============
Josip Idromeno
==============

Age: 48
Nationality: Kosovar Albanian
POB: Prizren, Former Yugoslavia
Height: 6ft 2in
Weight: 240 lbs
Hair: grey
Eyes: brown
Exp: Paratrooper, YPA (ret.); bodyguard;
teamster; guerrilla (KLA)

History:
----
Josip was raised in the former Yugoslavia. The youngest of six children, he 
was drafted into the army in the late 1970s, choosing to serve as a 
paratrooper for better benefits. With the outbreak of the Yugoslav War in 
1992, Josip took any work he could find to provide for his family, often 
putting him in contact with unsavoury individuals and organizations. For a 
year after the war�s end, he struggled to support his extended family 
through various criminal enterprises. He moved with his wife and children 
to Sofia, Bulgaria, where he used his business contacts to establish a 
small trucking company. Concerned about the cost of sending his daughter to 
university in Germany, Josip took a number of lucrative overseas contracts 
in high-risk locations. Between 2002 and 2005 he ran various freight 
operations in the Gaza Strip, Northern Iraq, and Nigeria. It was while on 
an oil company contract in Nigeria that Josip seized an opportunity to 
branch out into industrial security.


==============
Quarbani Singh
==============

Age: 45
Nationality: Mauritian
POB: Port Louis, Mauritius
Height: 6ft
Weight: 195 lbs
Hair: grey
Eyes: grey
Exp: Assistant superintendent, SMF (ret.);
instructor, Kenya GSU (ret.); rail security
officer; counter-piracy officer; security
coordinator, Darfur

History:
----
Singh served 14 years in the Mauritius National Police, including several 
paramilitary rotations in the Special Mobile Force, where he received 
training in France and India. In the mid-1990s Singh was hired by a Kenyan 
rail services company as a security officer during a spate of freight 
hijackings near the Somali border. Frustrated by the overall lack of 
progress in curtailing piracy activity in the Horn of Africa, and under 
increasing pressure from his employers, he assembled several off-the-book 
troubleshooting teams, drawn mainly from former South African, Kenyan, and 
Indian military and police; throughout 2001 they conducted black bag 
operations in Somalia, Madagascar, Yemen, and Sudan, and in international 
waters.
In 2005 Singh took a new contract as security coordinator for the Red 
Crescent in Darfur that lasted for 18 months. Later he attained a security 
contract in the failed African state in the final months of the second 
civil war, escorting medical observer teams from the African Union (AU); he 
bungled the evacuation of his clients after the collapse of the government 
ushered in lawlessness.


MMMMMNMMMM===================================$MMMMMMM
MMMNNMMNMM==================================MMMMMMNNM
MMM8#######################################MMMMD  MNM
NND8      /                               ZMNNN      
NDDND8DD /\ .        Choices             IDD88       
MMNNN8O8 \/                         !Chc .ZDD8?      
D88O######################################+88O87=    
ZOOO========================================DZ7I$ZI$7
8OMD========================================.~ZOZ7$O 


As you might have seen in the last chapter, a lot of the storyline is 
determined by the choices you make. These choices include where you lose 
consciousness in Pala at the beginning of the game (Not really a choice at 
first) and which faction you work for. These choices eventually determine 
which characters live or die. Because it can get a little confusing, I�ve 
decided to explain it in further detail in a separate chapter.

Note: Again, this chapter contains MAJOR SPOILERS, as it reveals most, if 
not all of the plot.

First of all, there are four lieutenants that might save you after you lose 
consciousness in Pala. Obviously, two are from the UFLL faction (Carbonell 
and Kankaras), and two are from the APR faction (Quiepo and Purefoy). One 
of these four will rescue you, and give you a starting mission. The game 
lets you �choose� which lieutenant will save you, by checking in which 
quadrant of Pala you pass out. If you pass out in the north-western part of 
Pala, Anto Kankaras will be the first one you see once you wake up. If your 
mission ends in the north-eastern part, however, Joaquin Carbonell will 
rescue you from certain death. The southwestern quadrant puts you in the 
responsive hands of Arturo Quiepo. Finally, the southeastern quadrant will 
deliver you to Walton Purefoy.
Each of these 4 lieutenants will send you on a mission. Anto Kankaras will 
send you on the Pit fighter mission, while Joaquin Carbonell will give you 
the Lumber camp mission. Arturo Quiepo needs you in the Slaughterhouse 
mission, and Walton Purefoy wants you on the Dunk Cage mission.

After that, you won�t hear from these lieutenants again, apart from some 
mission briefings, until near the end of Bowa-Seko. Meanwhile, during the 
first act (in Leboa-Sako) a power struggle between the APR and the UFLL has 
begun. You will perform missions for both of the factions. Each mission 
benefits the faction you did them for, and might be bad for the other 
faction. For example, if you have to assassinate a random person for the 
UFLL, it will benefit them, but if the UFLL tells you to kill an APR 
official, it will also put APR in a worse position.

All of these benefits and disadvantages to both teams are written down on 
an invisible scoreboard. Eventually, one of the factions ends up on top (by 
your doing). The faction that wins will ask you to kill the chairman of the 
losing faction (Gakumba or Kouassi) in the Goka Falls retreat. If you 
successfully kill him, you�ll find out it was a trap, and tons of members 
from the winning factions are waiting to kill you outside. While you are 
fleeing, you�ll get a call from Reuben. He�ll inform you that both the 
Church (with father Maliya) and Mike�s bar (with your buddies) are under 
attack. You have to choose which one you will save. However, this choice 
won�t affect anything in the future, since you�ll lose consciousness from 
your wounds in both cases. You will eventually end up in a sand storm, 
where you barely reach a house. You lose consciousness again, and when you 
wake up, the Jackal is taking care of you. He flees when someone arrives, 
however. This someone is the captain (Hector Voorhees or Nicholas Greaves) 
of the losing faction. He will tell you to kill the chairman of the winning 
faction (again, Gakumba or Kouassi) while he is holding a speech. Once you 
killed him, your work in Leboa-Sako is done, and you will move on to Bowa-
Seko.

Once in Bowa-Seko, the same captain as before will contact you. You have a 
meeting with him in Sefapane, where he tells you that both factions are 
having a ceasefire after what happened in Leboa-Sako. The captain will put 
you on a mission to end this ceasefire, by bringing a ship full with 
weapons into the capital in the name of the losing faction (the one the 
captain works for). The factions are at war again, and you�re back in 
business (as is the Jackal). 

A second power struggle begins, this time situated in Bowa-Seko. You will 
again perform missions from both factions, and the one that ends up most 
beneficial, will give you a final mission. They have yet another ceasefire, 
and the leader of the clan (Mbantuwe or Tambossa) wants you to bring an 
official agreement to the other leader. That leader will then give you a 
case full of diamonds. Once you get there however, you find him murdered by 
the Jackal. You are thrown in prison, but you escape. Once out, the captain 
of the losing factions will contact you, and ask you to kill the other 
leader, to even out the odds. 

Then, you are called back by the lieutenant who first found you. He wants 
you to kill the other lieutenant of the faction, and the captain (Greaves 
or Voorhees, depending on which faction). Once you arrive at their place, 
you can kill one person. The other one asks you to kill your original 
lieutenant (the one who gave you the mission), instead of him. You can 
choose to do so. After this, you are called by Reuben at the bar, where 
you�ll meet up with one of the lieutenants of the opposing faction. He asks 
the same thing of you as before: kill the other lieutenant and the captain. 
You can again choose to save one of them, and kill the original lieutenant 
instead. So basically, there are 6 characters in total (2 captains and 4 
lieutenants), and you will spare 2 of them, one of each faction.

After this, Reuben will eventually lead you to the Jackal. The Jackal has a 
few missions for you, in a separate part of Bowa-Seko. At this moment, each 
faction now has one of the remaining leaders. They are meeting up somewhere 
in the woods. The Jackal requires you to kill them. The second mission from 
the Jackal is to go to the airfield and retrieve a case full of diamonds. 
He needs these diamonds so he can bribe the guards at the airport to let 
the civilians out of the country. Once you get there, however, you�ll find 
all of your buddies (even the ones presumed dead) with the diamond case. 
They intend to escape in a helicopter. You�ll have to kill every single one 
of them.

Once you�ve done both of the missions, the Jackal has one final task for 
you. You can choose between two jobs. When you choose one, the Jackal will 
perform the other. The first one requires you to activate a large bomb, so 
that the mountain pass is shut down, and the factions (APR and UFLL) won�t 
be able to kill the civilian. However, the detonator doesn�t work. He has 
an auto battery that can activate it, but the one who uses the auto 
battery, will die in the process because he is too close to the explosion. 
The second task is to deliver the case of diamonds. The one who chooses 
this job, will move up to the guards at the airfield, give them the 
diamonds, and then shoot himself in the head. Whichever one you choose, it 
is not seen if you or the Jackal die.


===========
Choice tree
===========

If you�re still a bit confused after this long story, here is a tree to 
help you see exactly how it works.


                       Start of Game
                             | 
     _ _ _ _ _ _ _ _ _ _ Pass out? _ _ _ _ _ _ _ _ _ _
    |                |       |       |                |
  North             North    |     South            South
 Western           Eastern   |    Western          Eastern
 Sector            Sector    |    Sector           Sector
    |                |       |       |                |
 Kankaras        Carbonell   |    Quiepo           Purefoy
    |                |       |       |                |
Pit Fighter    Lumber Camp   |Slaughterhous       Dunk Cage
 Mission          Mission    |    Mission          Mission   
    \                \       |       /                /
     \                \      |      /                /
      \                \     |     /                /
       \                \    |    /                /
        \                \   |   /                /
         \                \__|__/                /
          \ _ _ _ _ _ _ _ _ _|_ _ _ _ _ _ _ _ _ /
                             |
            _ _ _ _ _ Winning Faction?_ _ _ _ _
           |                 |                 |
         UFLL                |                APR
           |                 |                 |
    Kouassi dies             |            Gakumba dies
   UFLL sets you up          |          APR sets you up
           |                 |                 |
 Greaves visits you          |         Voorhees visits you
           |                 |                 |
    Gakumba dies             |            Kouassi dies
            \                |                /
             \               |               /
              \              |              /
               \_ _ _ _ _ _ _|_ _ _ _ _ _ _/
                             |
                            -+-
                         BOWA-SEKO
                            -+-
                             |
            _ _ _ _Winning Faction (2)? _ _ _ _
           |                 |                 |
         UFLL                |                APR
           |                 |                 |
Bring Agreement to Tambossa  |     Bring Agreement to Mbantuwe
   Tambossa is dead          |        Mbantuwe is dead
           |                 |                 |
     Kill Mbantuwe           |           Kill Tambossa
            \                |                /
             \               |               /
              \              |              /
               \_ _ _ _ _ _ _|_ _ _ _ _ _ _/
                             |
  _ _ _ _ _ _ _ _ _ _ _ _ _ _|_ _ _ _ _ _ _ _ _ _ _ _ _ _
 |           After this, you will subsequently           |
 |kill the 2 lieutenants and the advisor of both factions|
 +-------------------------------------------------------+
                             |
                            /|\



MMMMMNMMMM===================================$MMMMMMM
MMMNNMMNMM==================================MMMMMMNNM
MMM8#######################################MMMMD  MNM
NND8     --/                              ZMNNN      
NDDND8DD  / .   Weapons and Vehicles     IDD88       
MMNNN8O8 /                          !WaV .ZDD8?      
D88O######################################+88O87=    
ZOOO========================================DZ7I$ZI$7
8OMD========================================.~ZOZ7$O 


Far Cry 2 contains an immense variety of objects, ranging from weapons to 
manuals and from grenades to vehicles. In this chapter, you will find a 
sorted list of all objects you can find in Africa.


============
############
|  Weapons |
############
============

Statistics
----------
I�ll first provide a list of the statistics of each weapon, sorted 
alphabetically. The ratings for Dmg (Damage), Rng (Range), Acc (Accuracy), 
Rel (Reliability), and FR (Fire Rate) are on a scale from 1 to 5.

+---------------+----+---+---+---+---+---+----+-----+-----+
|    Primary    |    |   |   |   |   |   |    | A/R |Amm. |
|    Weapons    |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Upgr. Upgr.|
+---------------+----+---+---+---+---+---+----+-----+-----+
| AK-47         |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  2  |  10 |
| AR-16         |Aslt| 2 |2.5|#5#| 3 | 3 | 20 |  5  |  10 |
| AS50          |Snip|#5#|#5#| 3 |2.5| 1 | 35 |  8  |  15 |
| Dragunov SVD  |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  5  |  15 |
|FAL Paratrooper|Aslt| 2 |%4%|%4%|3.5|2.5| 10 |  3  |  10 |
| G3-KA4        |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  3  |  10 |
| Homeland 37   |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  1  |  10 |
| M1903         |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  3  |  15 |
| MGL-140       |Gren|4.5|3.5|%4%|%4%|0.5| 35 |  8  |  10 |
| Silent MP-5   |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  5  |  10 |
| SPAS-12       |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  3  |  10 |
| USAS-12       |Shot| 2 | 1 | 2 | 2 | 3 | 35 |  8  |  10 |
+---------------+----+---+---+---+---+---+----+-----+-----+


+---------------+----+---+---+---+---+---+----+-----+-----+
|   Secondary   |    |   |   |   |   |   |    | A/R |Amm. |
|    Weapons    |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Upgr. Upgr.|
+---------------+----+---+---+---+---+---+----+-----+-----+
| Eagle .50     |Pist|2.5|1.5|3.5|2.5| 1 | 10 |  3  |  7  |
| Flare Pistol  |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  1  | 10  |
| IED�s         |Expl|#5#| 0 | 0 | 0 | 0 | 10 | N.A | 10  |
| M-79          |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  5  | 10  |
| MAC-10        |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  3  | 10  |
| Makarov       |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  1  |  7  |
| Silent Makarov|Pist| 1 | 1 |4.5| 3 | 2 |  6 |  2  |  7  |
| Star .45      |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  2  |  7  |
| Uzi           |SMG | 2 | 2 |3.5| 3 |2.5| 20 |  5  | 10  |
+---------------+----+---+---+---+---+---+----+-----+-----+

+---------------+----+---+---+---+---+---+----+-----+-----+
|    Special    |    |   |   |   |   |   |    | A/R |Amm. |
|    Weapons    |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Upgr. Upgr.|
+---------------+----+---+---+---+---+---+----+-----+-----+
|CarlG R. Launch|Rock|#5#|%4%|3.5|2.5|0.5| 35 |  8  |  15 |
| Dart Rifle    |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  3  |  10 |
| LPO-50        |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  5  |  10 |
| M-249 SAW     |LMG | 2 | 1 | 3 | 3 | 3 | 20 |  5  |  15 |
| PKM           |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  3  |  15 |
|RPG-7 R. Launch|Rock|#5#|%4%| 3 | 3 |0.5| 20 |  5  |  15 |
| Type 63 Mortar|Mort|#5#|%4%| 3 | 3 |0.5| 20 |  5  |  15 |
+---------------+----+---+---+---+---+---+----+-----+-----+


In-depth
--------
Now that we�ve covered the basic stats, I�ll further explain the weapons.


===============
PRIMARY WEAPONS
===============

-----\
AK-47 \
=======
             +----+----+----+----+----+
Damage       |/////////|    |    |    |
Range        |////////////  |    |    |
Accuracy     |///////////////////|    |
Reliability  |//////////////////////  |
Fire Rate    |////////////  |    |    |
             +----+----+----+----+----+

Weapon Type: Assault Rifle
Magazine Capacity: 30
Unlock: Leboa-Sako, mission 2
Weapon Cost: 10 Diamonds
Acc/Rel. upgrade: 2 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Assault Webbing

Notes:
The AK-47 is an excellent weapon, due to its superb reliability. If you 
need a weapon for long periods, this weapon is the one you need. Even 
rusty, the AK-47 will rarely jam. You should watch out with its accuracy, 
though. If you keep firing the weapon, its recoil will build up 
tremendously. Fire in short bursts to contain the recoil.
Despite of its recoil, this weapon should provide excellent use while in 
the heat of the battle, but don�t try to make long-distance kills.

Note: Throughout the world, you can find 16 golden AK-47�s. The reliability 
of these weapons is even higher. Check the �Where to find...� section to 
see where these are hidden, or follow the walkthrough.

-----\
AR-16 \
=======
             +----+----+----+----+----+
Damage       |/////////|    |    |    |
Range        |////////////  |    |    |
Accuracy     |////////////////////////|
Reliability  |////////////  |    |    |
Fire Rate    |//////////////|    |    |
             +----+----+----+----+----+

Weapon Type: Assault Rifle
Magazine Capacity: 30
Unlock: Bowa-Seko, mission 2
Weapon Cost: 20 Diamonds
Acc/Rel. upgrade: 5 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Assault Webbing

Notes:
Probably one of the best weapons in the game, the AR-16 will suit all your 
needs for excellent accuracy. It is equipped with a green dot sight (GDS), 
and its 3-round burst helps you keep on target. It�s reliability is a large 
weakness, however. It�ll start jamming frequently after a short period of 
time. Also, don�t let yourself be fooled by that nice scope on top; the 
range isn�t by far as good as a sniper.

Overall, this weapon is the best assault rifle in accuracy, but when facing 
multiple enemies, don�t use it. It�s also advised to keep an Uzi or MAC-10 
with you, just in case things go wrong and you find yourself surrounded by 
enemies.


----\
AS50 \
======
             +----+----+----+----+----+
Damage       |////////////////////////|
Range        |////////////////////////|
Accuracy     |//////////////|    |    |
Reliability  |////////////  |    |    |
Fire Rate    |////|    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Sniper Rifle
Magazine Capacity: 5
Unlock: Bowa-Seko, mission 1
Weapon Cost: 35 Diamonds
Acc/Rel. upgrade: 8 Diamonds
Ammo Upgrade: 15 Diamonds
  Upgrade Type: Marksman Bandolier

Notes:
Without a doubt the best sniper of the game. Providing an awesome firepower 
and range, the AS50 will undisputedly belong in your arsenal if you feel 
like sniping. Still, the reliability is a major weakness of this weapon. 
Though not life-threatening considering the type of weapon, you might think 
twice if you�re going on a long trip. 


------------\
Dragunov SVD \
==============
             +----+----+----+----+----+
Damage       |/////////////////  |    |
Range        |////////////////////////|
Accuracy     |//////////////|    |    |
Reliability  |//////////////|    |    |
Fire Rate    |///////  |    |    |    |
             +----+----+----+----+----+

Weapon Type: Sniper Rifle
Magazine Capacity: 10
Unlock: Leboa-Sako, mission 4
Weapon Cost: 20 Diamonds
Acc/Rel. upgrade: 5 Diamonds
Ammo Upgrade: 15 Diamonds
  Upgrade Type: Marksman Bandolier

Notes:
Ah, the good old Dragunov that gave me so many helicopters to... oh wait, 
this isn�t Call of Duty. Anyways, this sniper might not be as powerful as 
the AS50, its reliability and cost more than compensate for it. If you�re a 
regular sniper (or a hardcore sniper with a long trip ahead of him), this 
should be your weapon.


---------------\
FAL Paratrooper \
=================
             +----+----+----+----+----+
Damage       |/////////|    |    |    |
Range        |///////////////////|    |
Accuracy     |///////////////////|    |
Reliability  |/////////////////  |    |
Fire Rate    |////////////  |    |    |
             +----+----+----+----+----+

Weapon Type: Assault Rifle
Magazine Capacity: 30
Unlock: Bowa-Seko, beginning
Weapon Cost: 10 Diamonds
Acc/Rel. upgrade: 3 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Assault Webbing

Notes:
This weapon can best be described as an AK-47 with worse reliability and 
better recoil. The reliability is still sufficient, though, so be sure to 
pick it up when you need a quick, accurate weapon.


------\
G3-KA4 \
========
             +----+----+----+----+----+
Damage       |///////  |    |    |    |
Range        |/////////|    |    |    |
Accuracy     |//////////////|    |    |
Reliability  |/////////|    |    |    |
Fire Rate    |/////////|    |    |    |
             +----+----+----+----+----+

Weapon Type: Assault Rifle
Magazine Capacity: 30
Unlock: Leboa-Sako, beginning
Weapon Cost:  6 Diamonds
Acc/Rel. upgrade: 3 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Assault Webbing

Notes:
This is one of the favourite weapons of the locals in Far Cry 2, though I 
don�t see why. It�s not nearly as good as the other assault rifles, and it 
has the annoying habit of jamming in the heat of a battle. The damage is 
downright bad, and the range won�t save lives either. Overall, you�re 
better off buying the FAL or AK. Of course, if you don�t have a choice...


-----------\
Homeland 37 \
=============
             +----+----+----+----+----+
Damage       |//////////////|    |    |
Range        |////|    |    |    |    |
Accuracy     |////////////  |    |    |
Reliability  |//////////////////////  |
Fire Rate    |////|    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Shotgun
Magazine Capacity: 6
Unlock: Leboa-Sako, beginning
Weapon Cost:  4 Diamonds
Acc/Rel. upgrade: 1 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Shotgun Bandolier

Notes:
The Homeland can be called the best shotgun, though some will disagree. 
Nevertheless, its reliability is phenomenal, and that�s exactly how it 
should be with a close-range weapon. Its power slightly outmatches the 
other shotguns, and its the cheapest primary weapon on the market. Its fire 
rate, however, is its greatest weakness. The weapon has to be reloaded one 
shell at a time, which makes for a very slow rate of fire.


-----\
M1903 \
=======
             +----+----+----+----+----+
Damage       |///////////////////|    |
Range        |////////////////////////|
Accuracy     |/////////////////  |    |
Reliability  |/////////|    |    |    |
Fire Rate    |//  |    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Sniper
Magazine Capacity: 5
Unlock: Leboa-Sako, beginning
Weapon Cost: 10 Diamonds
Acc/Rel. upgrade: 3 Diamonds
Ammo Upgrade: 15 Diamonds
  Upgrade Type: Marksman Bandolier

Notes:
The M1903 will probably be the first sniper you�ll buy, and you won�t be 
disappointed. This weapon is deadly at any range, but its bolt-action 
design makes for a slow fire rate. Therefore, always take your time for a 
shot, and make it count, to avoid missing and losing your target.


-------\
MGL-140 \
=========
             +----+----+----+----+----+
Damage       |//////////////////////  |
Range        |/////////////////  |    |
Accuracy     |///////////////////|    |
Reliability  |///////////////////|    |
Fire Rate    |//  |    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Grenade Launcher
Magazine Capacity: 4
Unlock: Bowa-seko, mission 4
Weapon Cost: 35 Diamonds
Acc/Rel. upgrade: 8 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Grenadier Webbing

Notes:
The MGL-140 is a semi-automatic grenade launcher, capable of taking out 
vehicles, and even, with good aiming, entire guard posts. Its range may not 
be perfect, but the magnified scope makes up for this. The biggest downside 
is its ammo. This MGL eats away you grenades, so be sure to buy the 
Grenadier Webbing.


-----------\
Silent MP-5 \
=============
             +----+----+----+----+----+
Damage       |////|    |    |    |    |
Range        |/////////|    |    |    |
Accuracy     |//////////////////////  |
Reliability  |///////////////////|    |
Fire Rate    |//////////////|    |    |
             +----+----+----+----+----+

Weapon Type: SMG
Magazine Capacity: 30
Unlock: Leboa-Sako, mission 3
Weapon Cost: 20 Diamonds
Acc/Rel. upgrade: 5 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Assault Webbing

Notes:
The silent MP-5 is the only weapon in the game with a sound suppressor 
integrated in it. This handy tool eliminates the sound and recoil of the 
weapon. This weapon can be life-saving, since you won�t be detected when 
you kill someone. The suppressor also reduces the range and damage 
significantly, so you�ll have to get in close with your enemy. It�s also 
advised to go for the headshot when possible. This means you�re gonna want 
to use this weapon during night. 


-------\
SPAS-12 \
=========
             +----+----+----+----+----+
Damage       |//////////////|    |    |
Range        |//  |    |    |    |    |
Accuracy     |////////////  |    |    |
Reliability  |////////////  |    |    |
Fire Rate    |///////  |    |    |    |
             +----+----+----+----+----+

Weapon Type: Shotgun
Magazine Capacity: 12
Unlock: Leboa-Sako, mission 3
Weapon Cost: 10 Diamonds
Acc/Rel. upgrade: 3 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Shotgun Bandolier

Notes:
The SPAS-12 is a semi-automatic shotgun, but must still be reloaded one 
shell at a time. Its damage is enough to kill someone at once, but recoil 
and dispersal makes it easier to miss the target. This weapon is excellent 
for close combat, but avoid running out of ammo.


-------\
USAS-12 \
=========
             +----+----+----+----+----+
Damage       |/////////|    |    |    |
Range        |////|    |    |    |    |
Accuracy     |/////////|    |    |    |
Reliability  |/////////|    |    |    |
Fire Rate    |//////////////|    |    |
             +----+----+----+----+----+

Weapon Type: Shotgun
Magazine Capacity: 12
Unlock: Bowa-Seko, mission 3
Weapon Cost: 35 Diamonds
Acc/Rel. upgrade: 8 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Shotgun Bandolier

Notes:
The USAS-12 is the only automatic shotgun on the market, and can be called 
the best shotgun of the game. A huge benefit is the fire rate, which is 
heavily increased due to its assault-like system. Once you shoot, it 
automatically loads the next shell, and fast. You can hold down you mouse 
button, and the USAS will blast 12 shells into the enemy. Reloading is also 
much faster because of this. The reliability, however, is a major issue, 
and if you actually shoot all shells immediately while the weapon is a bit 
old, it�ll jam. The USAS also eats ammo, so be sure to buy the Shotgun 
Bandolier while your at it.


=================
SECONDARY WEAPONS
=================

---------\
Eagle .50 \
===========
             +----+----+----+----+----+
Damage       |////////////  |    |    |
Range        |///////  |    |    |    |
Accuracy     |/////////////////  |    |
Reliability  |////////////  |    |    |
Fire Rate    |////|    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Pistol
Magazine Capacity: 8
Unlock: Bowa-Seko, beginning
Weapon Cost: 10 Diamonds
Acc/Rel. upgrade: 3 Diamonds
Ammo Upgrade: 7  Diamonds
  Upgrade Type: Pistol Belt

Notes:
The Eagle .50 is a decent weapon, if you can handle the huge recoil and 
slow fire rate. If you can, the eagle can kill enemies in seconds. You�ll 
find these weapons all around Bowa-Seko, and your buddies occasionally give 
them after saving you.


------------\
Flare Pistol \
==============
             +----+----+----+----+----+
Damage       |////|    |    |    |    |
Range        |//////////////|    |    |
Accuracy     |//////////////|    |    |
Reliability  |//////////////|    |    |
Fire Rate    |//  |    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Pistol
Magazine Capacity: 1
Unlock: Leboa-Sako, mission 1
Weapon Cost: 4  Diamonds
Acc/Rel. upgrade: 1 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Pyrotechnic Satchel

Notes:
An odd weapon to use in combat, the flare pistol is originally used to 
signal for reinforcements. If you intend to use the pistol for this 
purpose, though, prepare to be disappointed. However, the flare pistol is 
also excellent for starting a fire, and, when fired near an opponent, it 
can burn them in seconds. Still watch out, as the pistol must be reloaded 
one flare at a time. 


---\
IED \
=====
             +----+----+----+----+----+
Damage       |////////////////////////|
Range        |    |    |    |    |    |
Accuracy     |    |    |    |    |    |
Reliability  |    |    |    |    |    |
Fire Rate    |    |    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Explosive
Magazine Capacity: 1
Unlock: Leboa-Sako, beginning
Weapon Cost: 10 Diamonds
Acc/Rel. upgrade: 3 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Grenadier Webbing

Notes:
The Improvised Explosive Device, or IED, is constructed by attaching 
remotely detonated devices to regular explosives, like mortar shells or 
mines. When detonated, it gives quite a bang. This is, without a doubt, my 
favorite weapon, and should be bought immediately in my opinion. When used 
tactically, this weapon can take out entire guard posts in a matter of 
seconds: attach an IED to the car your driving in, smash it into an 
explosive spot at the guard post, get out, get to a safe distance, and 
BOOM. An IED can be a perfect distraction, but also eliminate troops of 
enemies, convoys, and it even starts a fire while doing it. If you want to 
place more explosives at once, press the right mouse button when holding 
the detonator to bring out the IEDs again.


---------------------\
M-79 Grenade Launcher \
=======================
             +----+----+----+----+----+
Damage       |//////////////////////  |
Range        |////////////  |    |    |
Accuracy     |//////////////|    |    |
Reliability  |///////////////////|    |
Fire Rate    |//  |    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Grenade Launcher
Magazine Capacity: 1
Unlock: Leboa-Sako, mission 4
Weapon Cost: 20 Diamonds
Acc/Rel. upgrade: 5 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Grenadier Webbing

Notes:
The M-79 Grenade Launcher is a very good choice, especially since it�s a 
secondary weapon. The M-79 can easily destroy troops of enemies, especially 
when they�re close to explosives. The range may not be optimal, but this 
can be compensated for by aiming high.


------\
MAC-10 \
========
             +----+----+----+----+----+
Damage       |////|    |    |    |    |
Range        |///////  |    |    |    |
Accuracy     |///////////////////|    |
Reliability  |/////////|    |    |    |
Fire Rate    |////////////////////////|
             +----+----+----+----+----+

Weapon Type: SMG
Magazine Capacity: 30
Unlock: Leboa-Sako, mission 2
Weapon Cost: 10 Diamonds
Acc/Rel. upgrade: 3 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Light Assault Webbing

Notes:
The MAC-10 is incredibly handy, especially when used correctly. It�s damage 
may be low, but the fire rate compensates for it. It�s range is a downside, 
though, so use it in close quarters. Also, keep a fresh one in your 
inventory, since the MAC will start jamming after a short time. This 
weapon, or the Uzi, is a must-have when you have, say, a sniper and a 
flamethrower, and you still need some firepower.


-------\
Makarov \
=========
             +----+----+----+----+----+
Damage       |////|    |    |    |    |
Range        |////|    |    |    |    |
Accuracy     |//////////////////////  |
Reliability  |//////////////|    |    |
Fire Rate    |/////////|    |    |    |
             +----+----+----+----+----+

Weapon Type: Pistol
Magazine Capacity: 8
Unlock: Leboa-Sako, beginning
Weapon Cost:  4 Diamonds
Acc/Rel. upgrade: 1 Diamonds
Ammo Upgrade:  7 Diamonds
  Upgrade Type: Pistol Belt

Notes:
Standard equipment, you�ll find the Makarov on a lot of corpses. It�s 
damage is minimal, but it�s accuracy and low recoil make up for this. 
Picked-up Makarov�s will still be reliable, since it�s a durable weapon.


------------------\
Silent Makarov 6P9 \
====================
             +----+----+----+----+----+
Damage       |////|    |    |    |    |
Range        |////|    |    |    |    |
Accuracy     |//////////////////////  |
Reliability  |//////////////|    |    |
Fire Rate    |/////////|    |    |    |
             +----+----+----+----+----+

Weapon Type: Pistol
Magazine Capacity: 8
Unlock: Leboa-Sako, mission 1
Weapon Cost:  6 Diamonds
Acc/Rel. upgrade: 2 Diamonds
Ammo Upgrade:  7 Diamonds
  Upgrade Type: Pistol Belt  

Notes:
The silenced version of the Makarov, has equal accuracy and no sound, but 
at the cost of some range (though the stats say it�s the same; in fact, it 
rates both weapons entirely the same). Get close with your victim to use 
this weapon to its full potential, similar to the Silent MP-5.


--------\
Star .45 \
==========
             +----+----+----+----+----+
Damage       |///////  |    |    |    |
Range        |///////  |    |    |    |
Accuracy     |///////////////////|    |
Reliability  |///////////////////|    |
Fire Rate    |///////  |    |    |    |
             +----+----+----+----+----+

Weapon Type: Pistol
Magazine Capacity: 8
Unlock: Leboa-Sako, mission 1
Weapon Cost:  6 Diamonds
Acc/Rel. upgrade: 2 Diamonds
Ammo Upgrade:  7 Diamonds
  Upgrade Type: Pistol Belt    

Notes:
The Star .45 is the average between the underpowered Makarov and the 
overpowered Eagle, and is a formidable weapon to use as a Secondary weapon, 
before you get to the real strong ones. It still has high recoil, though, 
so watch out.


---\
Uzi \
=====
             +----+----+----+----+----+
Damage       |/////////|    |    |    |
Range        |/////////|    |    |    |
Accuracy     |/////////////////  |    |
Reliability  |//////////////|    |    |
Fire Rate    |////////////  |    |    |
             +----+----+----+----+----+

Weapon Type: SMG
Magazine Capacity: 30
Unlock: Bowa-Seko, beginning
Weapon Cost: 20 Diamonds
Acc/Rel. upgrade: 5 Diamonds
Ammo Upgrade: 19 Diamonds
  Upgrade Type: Light Assault Webbing

Notes:
The Uzi is a better type of SMG then the MAC-10. It has a slower fire rate, 
making it easier to control, and the recoil is minimal too. It�ll jam less 
frequently then the MAC as well. All in all, this weapon is perfect when 
having a sniper rifle or shotgun equipped as primary weapon.


===============
SPECIAL WEAPONS
===============

----------------------\
Carl G Rocket Launcher \
========================
             +----+----+----+----+----+
Damage       |////////////////////////|
Range        |///////////////////|    |
Accuracy     |/////////////////  |    |
Reliability  |////////////  |    |    |
Fire Rate    |//  |    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Rocket
Magazine Capacity: 1
Unlock: Bowa-Seko, mission 3
Weapon Cost: 35 Diamonds
Acc/Rel. upgrade: 8 Diamonds
Ammo Upgrade: 15 Diamonds
  Upgrade Type: Rocketeer Satchel

Notes:
The Carl G Rocket Launcher is an excellent weapon, and might even be the 
best rocket launcher in the game. The Carl G is perfect for thinning out 
the enemy troops at a long distance, especially when used on explosives or 
vehicles. It�s scope makes for a high accuracy. When shooting a rocket, you 
can direct it by aiming your scope to another direction. This makes it much 
easier to hit moving targets like vehicles.

Watch out with picking them up, though. With old weapons, the projectile 
can alter its direction, and sometimes even shoot upwards and fall on the 
ground, exploding right in your face. Also, the exhaust behind the launcher 
might cause a fire when firing in grass. Always look behind you to see if 
your legs aren�t burning.


----------\
Dart Rifle \
============
             +----+----+----+----+----+
Damage       |////////////////////////|
Range        |////////////////////////|
Accuracy     |//////////////|    |    |
Reliability  |////////////  |    |    |
Fire Rate    |////|    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Sniper Rifle
Magazine Capacity: 5
Unlock: Leboa-Sako, mission 4
Weapon Cost: 10 Diamonds
Acc/Rel. upgrade: 3 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Marksman Bandolier

Notes:
The Dart Rifle is an excellent sniper, mainly because it belongs to the 
special weapon category. Apart from that, this weapon will instantly kill 
the target, and without making a sound. Watch out with the reliability, it 
will often jam, and break down pretty quickly. But for this price, this is 
the best sniper you can get.


------\
LPO-50 \
========
             +----+----+----+----+----+
Damage       |//////////////|    |    |
Range        |//  |    |    |    |    |
Accuracy     |//////////////////////  |
Reliability  |///////////////////|    |
Fire Rate    |//  |    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Flamethrower
Magazine Capacity: N/A (fuel)
Unlock: Bowa-Seko, mission 3
Weapon Cost: 20 Diamonds
Acc/Rel. upgrade: 5 Diamonds
Ammo Upgrade: 10 Diamonds
  Upgrade Type: Pyrotechnic Satchel

Notes:
The LPO-50 is the only flamethrower on the market, and is an excellent 
weapon to start fires, or to kill small troops of enemies. It can also be 
used to destroy vehicles and explosives, but while you�re at a close range. 
This weapon eats fuel, however, so be sure to buy a Pyrotechnic Satchel if 
you have the money.


---------\
M-249 SAW \
===========
             +----+----+----+----+----+
Damage       |/////////|    |    |    |
Range        |////|    |    |    |    |
Accuracy     |//////////////|    |    |
Reliability  |//////////////|    |    |
Fire Rate    |//////////////|    |    |
             +----+----+----+----+----+

Weapon Type: LMG
Magazine Capacity: 100
Unlock: Bowa-Seko, mission 1
Weapon Cost: 20 Diamonds
Acc/Rel. upgrade: 5 Diamonds
Ammo Upgrade: 15 Diamonds
  Upgrade Type: Gunner Pack    

Notes:
The M-249 SAW is one of two LMGs in the game, and it�s certainly the better 
one. It has lower recoil, higher rate of fire and a better accuracy then 
the PKM, at the price of slightly less damage and less reliability. 
Nevertheless, this LMG can easily thin out enemy troops. Be sure to take 
cover when reloading, though.


---\
PKM \
=====
             +----+----+----+----+----+
Damage       |/////////|    |    |    |
Range        |////|    |    |    |    |
Accuracy     |////////////  |    |    |
Reliability  |//////////////////////  |
Fire Rate    |////////////  |    |    |
             +----+----+----+----+----+

Weapon Type: LMG
Magazine Capacity: 100
Unlock: Leboa-Sako, beginning
Weapon Cost: 10 Diamonds
Acc/Rel. upgrade: 3 Diamonds
Ammo Upgrade: 15 Diamonds
  Upgrade Type: Gunner Pack

Notes:
The PKM is the first LMG available, and will provide excellent fire power. 
The recoil is incredibly high, though, so fire in short burst. Still, The 
PKM has great reliability, making it an excellent LMG until the SAW 
arrives.


---------------------\
RPG-7 Rocket Launcher \
=======================
             +----+----+----+----+----+
Damage       |////////////////////////|
Range        |///////////////////|    |
Accuracy     |//////////////|    |    |
Reliability  |//////////////|    |    |
Fire Rate    |//  |    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Rocket Launcher
Magazine Capacity: 1
Unlock: Leboa-Sako, mission 2
Weapon Cost: 20 Diamonds
Acc/Rel. upgrade: 5 Diamonds
Ammo Upgrade: 15 Diamonds
  Upgrade Type: Rocketeer Satchel

Notes:
The RPG-7 Rocket Launcher and the Carl G are very much alike, differing 
only in accuracy. The Carl G has a scoped aim and can guide the rocket, 
whereas the RPG only has an iron sight, and the rocket can�t be guided 
anywhere. Still, the RPG provides excellent use when blowing up explosives 
or stationary vehicles. 20 diamonds is still a lot, though, so you might 
want to wait until the Carl G is unlocked.


--------------\
Type 63 Mortar \
================
             +----+----+----+----+----+
Damage       |////////////////////////|
Range        |///////////////////|    |
Accuracy     |/////////|    |    |    |
Reliability  |/////////|    |    |    |
Fire Rate    |//  |    |    |    |    |
             +----+----+----+----+----+

Weapon Type: Mortar
Magazine Capacity: 1
Unlock: Bowa-Seko, mission 2
Weapon Cost: 20 Diamonds
Acc/Rel. upgrade: 5 Diamonds
Ammo Upgrade: 15 Diamonds
  Upgrade Type: Rocketeer Satchel

Notes:
The Type 63 Mortar is one of the most difficult weapons in the game. But 
once you know how to use it, this weapon can be absolutely devastating. If 
you�re not sure whether or not you�re going to hit your target, you can 
press reload to use smoke shells instead. With these, you can easily see 
where your shells are going to land. This will be noticed by the enemy, 
however.

Be very careful with enemies using this weapon. In Bowa-Seko, for example, 
there is a very annoying sniper who uses a mortar in Lake Segolo south of 
the capital. Kill these guys as soon as possible.


=============
OTHER WEAPONS
=============

Hand-Tossed
-----------

------------\
M-67 Grenade \
==============

The M-67 grenade is a standard type grenade, equipped with a 4.3-second 
time-delayed fuse. The grenade can easily be used to blow up vehicles, or 
any enemy within 15 meters. The M-67 can be upgraded in ammo with the 
Grenadier Webbing.


----------------\
Molotov Cocktail \
==================

Molotov Cocktails are bottles that explode on impact, setting the surface 
on fire. Molotovs are mainly used to start a fire, a good distraction or 
destruction. 


Explosive Objects
-----------------

-----------------\
Explosive Barrels \
===================

Explosive barrels are red or yellow in color, and will explode on impact. 
Always look on top of the barrel: if it is open and you see wood and fire 
in it, it won�t explode. Red barrels explode horizontally, setting 
everything around it on fire. Yellow barrels, however, explode vertically, 
shooting up in the sky like a rocket. If you tip over a yellow barrel 
before blowing it up, it will shoot along the ground, setting everything on 
fire. Try aiming it towards other explosives, and you�ll have your very own 
rocket launcher.


----------\
Fuel Tanks \
============

Fuel tanks can be easily blown up by using a few shots, and they provide 
quite the explosion.


-------------\
Propane Tanks \
===============

Propane tanks differ from fuel tanks in that they don�t immediately blow 
up. Instead, when you fire a hole in it, it will blast a thin, but strong, 
jet of flame from the hole. With it, you can set people or other things on 
fire. You have small and large versions. Small tanks will start spinning 
around wildly, setting the ground it on fire. This will cause it to explode 
quickly, and produce a wildfire. Large tanks are stuck on the ground, and 
they have a much larger capacity, so they�ll burn longer. If you puncture 
the large tank a lot, it will eventually explode.


-------------\
Gas Cylinders \
===============

Gas cylinders act similarly to yellow barrels when shot, differing only in 
the direction they will shoot. They�ll fly through the air uncontrollably, 
eventually exploding. Don�t stand to close though, since it�s unpredictable 
where these cylinders might end up.


======== 
SUPPLIES
========

To restock on ammo, sirettes, fuel etc. you need supplies. Each type of 
stocking has a different type of supply. I will list all of them here:

     _ _
 _ _|_ _|_ _
|           |
| Ammo Box  |
|_ _ _ _ _ _|

Appearance: A green box
Restocks: Snipers, assault rifles, shotguns, LMG�s, SMG�s, pistols
Collection: Ammo piles
   Appearance: Box with grass and three ammo boxes, on top of closed 
               crates, on top of a wooden box.

     _ _ _
 _ _|_ _ _|_ _
|             |
|Explosive Box|
|_ _ _ _ _ _ _|

Appearance: A brown open toolbox with explosives in it
Restocks: Grenades, rocket launchers, mortars, IEDs
Collection: Explosive piles
   Appearance: three explosive boxes on top of two large crates with 
               similar color

 _ _ _ _
|       \-
|        \  
|Fuel Can |
|         |
|_ _ _ _ _|

Appearance: A regular fuel can
Restocks: Molotov�s, flare pistols, flamethrowers
Collection: Fuel Pile
   Appearance: three fuel cans atop two large light-brown crates

 _ _ _ _
|       |
| First |
|  Aid  |
|  Kit  |
|_ _ _ _|
Appearance: small white box with a figure on it, large hangs on the wall
Restocks:
   Small: 1 sirette
   Large: 3 sirettes


=============
#############
|  Vehicles |
#############
=============

Finally, I will list all vehicles and provide accurate info with them.


 /\/\/\/\/\/\/\/\
/ Assault Truck / 
\/\/\/\/\/\/\/\/  

Mounted weapons: 1 M-249 (LMG), M2 (HMG) or MK-19 (GL)
Speed: Moderate
Acceleration: Poor
Handling: Moderate
Durability: Excellent
Repair Upgrade: 15 Diamonds


 /\/\/\/\/\/\
/ Big Truck / 
\/\/\/\/\/\/  

Mounted weapons: None
Speed: Poor
Acceleration: Poor
Handling: Poor
Durability: Excellent
Repair Upgrade: 10 Diamonds


 /\/\/\/\
/ Buggy / 
\/\/\/\/  

Mounted weapons: None
Speed: Excellent
Acceleration: Excellent
Handling: Excellent
Durability: Poor
Repair Upgrade: 15 Diamonds


/\/\/\
/ Car / 
\/\/\/  

Mounted weapons: None
Speed: Moderate
Acceleration: Moderate
Handling: Moderate
Durability: Moderate
Repair Upgrade: 10 Diamonds


 /\/\/\/\/\/\/\/\
/ Fishing Boat  / 
\/\/\/\/\/\/\/\/  

Mounted weapons: 1 M-249 (SMG) 
Speed: Moderate
Acceleration: Poor
Handling: Poor
Durability: Moderate
Repair Upgrade: 10 Diamonds


 /\/\/\/\/\/\/\/\
/ Jeep Liberty  / 
\/\/\/\/\/\/\/\/  

Mounted weapons: None
Speed: Moderate
Acceleration: Moderate
Handling: Excellent
Durability: Moderate
Repair Upgrade: 10 Diamonds


 /\/\/\/\/\/\/\/\
/ Jeep Wrangler�/ 
\/\/\/\/\/\/\/\/  

Mounted weapons: None
Speed: Moderate
Acceleration: Moderate
Handling: Excellent
Durability: Moderate
Repair Upgrade: 10 Diamonds


 /\/\/\/\/\/\/\
/ Para glider / 
\/\/\/\/\/\/\/  

Mounted weapons: None
Speed: Poor
Acceleration: --
Handling: Moderate
Durability: Poor
Repair Upgrade: None


 /\/\/\/\/\/\/\
/ Swamp Boat  / 
\/\/\/\/\/\/\/  

Mounted weapons: 1 M-249 (LMG), M2 (HMG) or MK-19 (GL)
Speed: Moderate
Acceleration: Moderate
Handling: Moderate
Durability: Poor
Repair Upgrade: 15 Diamonds



MMMMMNMMMM===================================$MMMMMMM
MMMNNMMNMM==================================MMMMMMNNM
MMM8#######################################MMMMD  MNM
NND8     /\                               ZMNNN      
NDDND8DD >< .   Tape Recordings          IDD88       
MMNNN8O8 \/                         !TRe .ZDD8?      
D88O######################################+88O87=    
ZOOO========================================DZ7I$ZI$7
8OMD========================================.~ZOZ7$O 


Throughout the world, you can find many recordings. A lot of tapes are 
recordings of an interview between the Jackal and Reuben, but there are 
also a few from a so-called Predecessor, who was trying to hunt down the 
Jackal, and almost succeeded. Below you can find the in-game descriptions 
and typed versions of all recordings.


 /\/\/\/\/\/\/\
/JACKAL TAPES /
\/\/\/\/\/\/\/


==========\
00. Infamy \
============\
RECORDED 17/09/2008 � A true
monster? The Jackal revealed his dark
side. �To break a man�s will... you have to
break his mind.�
--
The Jackal: �You can�t break a man the way you break a dog, or a horse. The 
harder you beat a man, the taller he stands. To break a man�s will, to 
break his spirit, you have to break his mind. Men have this idea that we 
can fight with dignity. That it�s a proper way to kill someone. It�s 
absurd, it�s unaesthetic. We need it to endure the bloody horror of murder. 
You must destroy that idea. Show him what a messy, terrible thing it is to 
kill a man, and then show him that you relish in it. Shoot the wound, then 
execute the wounded. Burn them, take them in close combat, destroy their 
preconceptions of what a man is, and you become their personal monster. 
When they fear you, you become stronger. You become better. But let's never 
forget, it's a display, it's a posture, like a lion�s roar or a gorilla 
thumping in its chest. If you lose yourself in the display, if you succumb 
to the horror, then you become the monster. You become reduced. Not more 
than a man, but less. And it could be fatal.�


=============\
01. Smuggling \
===============\
RECORDED 2/10/2008 � One of my final
recordings with the Jackal. Dark,
revealing insight into the UFLL�s
Mbantuwe � a heartless man.
--
The Jackal: �Getting them in is easy. I brought them in over the mountains, 
through the desert, whatever. The hard part is moving them inside the 
country. Whenever you get stopped, you�re gonna bribe someone, shoot 
someone, not good for business. No. Once you�re inside, you wanna hand off 
as fast as possible. Let the customer deal with it.�
Reuben: �How do they move a shipment?�
The Jackal: �Hm. I delivered 300 kilos of C4 to Mbantuwe about six months 
ago. He showed up with a dozen of his men. Dead men. He packed C4 into 
their corpses, figured no-one would search them. Smart guy.�


===============\
02. Circulation \
=================\
RECORDED 20/09/2008 � Taking
advantage of cease-fires, the Jackal
circulates old weapons to fresh conflicts
elsewhere.
--
Reuben: �Where do you get the weapons?�
The Jackal: �It�s a romantic notion that they all came out of the Soviet 
Union after the collapse. That was a win fallback in �89, maybe through 
�91, but that�s all over. I move weapons, I profit from circulation. You 
get a cease-fire in Liberia, both sides disarmed, you think they slide 2000 
tons of guns? No. They sell �em to me. I resell �em wherever the next war 
is starting.�
Reuben: �Those are Soviet guns from 1989?�
The Jackal: �That�s about half. The rest mostly come from old European 
armies. After they abandoned their colonies in the sixties and seventies, 
you know, French guns, Dutch, Belgium.�
Reuben: �So some of these guns are very old, have been sold, bought, and 
sold repeatedly?�
The Jackal: � (laughs) They�re not bio-degradable. Only the dead are bio-
degradable.�


=============\
03. Economics \
===============\
RECORDED 24/09/2008 � No moral code.
Jackal equates illegal arms with portable
radios. Everything reduced to 
economics.
--
Reuben: �Why arms, why not car parts, radios?�
The Jackal: �What�s the difference? Same job, really. You get up, you get 
on the phone, you meet your clients, you discuss a fair price. You make a 
delivery, and receive payment. Sounds boring, but it�s not, it�s just... 
simple. I�m doing what men have been doing for thousands of years: trading 
one thing for another. If it�s you who wants to attach morality to it, make 
it evil? Insane. People working in gun factories in Belgium or the States. 
They�re unionized, right? You think kids making radios in Bangladesh pull 
down 40 grand a year on a 40-hour week? You start thinking too much about 
morality. That�s insane.�


========\
04. Home \
==========\
RECORDED 17/09/2008 � Jackal blames
Africans for their misery. Doesn�t care.
Accepts no responsibility.
--
Reuben: �Why Africa? People need weapons all over the world, why here? Why 
my home?�
The Jackal: �Every place is somebody�s home, pal. But it doesn�t stop 
people from going to war. I don�t start wars, I didn�t start this one. It 
seems like it�s your fellow Africans that want each other dead. Besides, 
why should I give a shit about your home, why should anyone? You want me to 
go somewhere else, so there�s someone�s home you don�t give a shit about?�
Reuben: �What if it was your home?�
The Jackal: �War is my home.�


===============\
05. Rat-Catcher \
=================\
RECORDED 24/09/2008 � Jackal
recounts story of man sinking to
insanity. Madness. Horror.
--
The Jackal: �I spent a year in Black Beach once, in the dark. It�s a 
hellhole. Covered in raw sewage, guards breaking some inmate�s fingers with 
a hammer, just out of pure fucking meanness. Men die of starvation there 
all the time. I saw a guy in the opposite cell catch a rat with his teeth, 
�cause they had him in handcuffs 24 hours a day for 2 months. He couldn�t 
eat. Seeing someone do that, he was weeping while he crushed it to death in 
his mouth. Seeing his eyes, his face, it�s madness. He was dead three days 
later.�
Reuben: �What killed him?�
The Jackal: �Realization of what he�d turned into.�


=====================\
06. Career counseling \
=======================\
RECORDED 20/09/2008 � Explains how
he became arms dealer.
--
Reuben: �How did you become an arms dealer in the first place?�
The Jackal: �Back in the navy we�d deliver guns all over the world, 
dropping off guys with 20 crates of rifles for the local fighters, so they 
could knock over some dictator. Mind you, that�s not 20 crates of factory 
M-16�s, these were illicit weapons, confiscated in some raid and then 
redistributed. No paper work, right? If a crate here or there goes missing, 
hey, it happens. Military teaches you two things: how to deal with 
bureaucracy, and how to avoid it. Learning how to avoid it means learning 
how to deal in arms. You muster out, you apply what you learned. Every 
gunman I ever met has thought that way. Using illicit weapons in transport 
were the national militaries.�


=============\
07. Stability \
===============\
RECORDED 2/10/2008 � No ideology in
Jackal�s arms trade. Sells weapons for
maximum profit.
--
Reuben: �Do you ever choose sides in a conflict?�
The Jackal: �I did it once, it was a bad idea. Cut my profits in half, 
almost got me killed. Never again. You sell to both sides, you can level 
the fields, stabilize the market, draw out the conflict to make more money. 
A big sale to one side doesn�t generate repeat business. Both the APR and 
the UFLL are using my weapons. Now, they�re in ?? . Both sides are 
stockpiling. Less violence, more spending. It�s perfect.�
Reuben: �But it�s anarchy. thousands are dead. Hundreds of thousands are 
displaced.�
The Jackal: �If I picked sides, fewer would be displaced, but more would be 
dead. And I would probably be one of them.�


============\
08. Humanist \
==============\
RECORDED 17/09/2008 � Jackal
believes his choices are circumstance.
Could anyone be an arms dealer?
--
Reuben: �Have you ever refused to sell weapons to anybody?�
The Jackal: �I�m a humanist, I don�t judge. Maybe you would.�
Reuben: �I couldn�t sell arms.�
The Jackal: �Bullshit, Reuben. You have all the skills to be an arms 
dealer. Better one than me, even. You�re smart, you�re creative, you�re a 
salesman. (laughs) You sold me on doing these dumb interviews. Nah, the 
rest is just paperwork.�
Reuben: �I mean I�ll be unable, psychologically, to sell arms.�
The Jackal: �I�m talking facts and you�re talking theory. You�re not a good 
person, Reuben, you�ve just been lucky enough. You�ve never had to be 
otherwise. When it comes down to it, what a man can do is what a man will 
do. But believe what you want.�


==================\
09. Stealing Boots \
====================\
RECORDED 15/10/2008 - Boy soldier stealing
from the dead.
--
The Jackal: �Saw this kid on the side of the road yesterday. Couldn�t have 
been 18, 17. Had a shotgun across his lap, and a dead APR half in the ditch 
next to him. Couple of close range blast with that 12-gauge tore a big 
chunk of hamburger (??) on his torso. Kid was lifting up the guys leg, 
taking his boots. Kid just looked tired, just beaten down, ragged, tired, 
old. Kid that age shouldn�t look like that.�


===============\
10. Gluten-Free \
=================\
RECORDED 30/10/2008 - Jackal challenges the
West�s moral high ground. AK-47 the great
equalizer.
--
The Jackal: �I�ll tell you what�s sick: people in the UK, in the US, 
fucking Canada, Sweden. They pay their taxes and some remote piloted
drone fires a missile into a public market to hit some warlord. Yeah, so 
maybe war doesn�t happen for another six months, and the price of their 
gluten-free sorgan (??) bread stays low. It�s not sick to arm people, it�s 
sick to bump off their crooks and dictators in protection of our interests 
and then call it international justice. These people don�t have remote 
piloted drones guarding their interests ten thousand miles away, they don�t 
have a war machine paid for with taxes. Where I am, they usually don�t even 
have a fucking government. The drone is the oppressor, the gluten-free 
sorgan bread is the oppressor, the AK-47 is the great equaliser. I empower 
these people.�


==================\
11. Necessary Evil \
====================\
RECORDED 5/10/2008 - Jackal untouchable?
Believes his role is encouraged by foreign
governments.
--
The Jackal: �What do you think you�re gonna achieve with this interview? 
D�you think somebody in the Pentagon is gonna read it and come after me? 
Shit, no. I�m a necessary evil. They want me here. They�re glad I�m here. 
Because if I wasn�t, they might have to come try to stem the tide. It would 
be thankless and worthless, and once the bodies started coming holding bags 
(??), they�re screwed. A dead 23-year old from Iowa gets more air-time then 
the death of fifty thousand people he gave his life to protect. So even if 
they did give a shit, their own media prevents them from taking action.�

================\
12. Lion�s Share \
==================\
RECORDED 13/10/2008 - Jackal understands his
position, but still gets what he wants.
--
The Jackal: �Who gets the lion�s share, that�s what it�s all about. Whether 
it�s between children, or animals, or warlords. It�s not that everyone 
wants a piece, it�s that everyone wants the biggest piece. And the biggest 
piece doesn�t go to the monkey or to the giraffe. The biggest piece goes to 
the lion. Because the lion is the fucking king. That�s how it works. It 
worked that way a million years before there were men saying otherwise. 
That�s probably how it should work.�
Reuben: �But you are not a lion. They call you the Jackal.�
The Jackal: �Shh. Sometimes the jackal steals the lion�s share. But don�t 
tell anyone.�


=================\
13.Unrecognizable \
===================\
RECORDED 30/10/2008 - Last words of the
Jackal. Interview over?
--
The Jackal: �I saw that truck you were driving in, perforated with 50 cal. 
rounds and torched on the side of the road. I looked inside, corpses blown 
to pieces and burnt, non-recognizable. No camera, no tape recorder, no, no 
book. So, I don�t know, maybe you�re dead, and maybe not. Maybe you�ll find 
these stupid tapes and do whatever the hell you want to do with them. Or 
maybe the interview�s over, wasted words, wasted life. Maybe I�ll see you 
soon.�
--
Note: The Jackal addresses you personally here.


===========\
14. Gutshot \
=============\
RECORDED 13/10/2008 - Jackal crosses a
firefight. Spots dying man. Did he finish him
or not?
--
The Jackal: �Saw a firefight today. Little skirmish broke out of this 
roadblock when some APR guys got lost in the truck. Maybe five or six of 
them trading fire with the UFLL guys manning the CP. Went on for 20 
minutes, guys popping up from behind rocks to spray a few shots. You know, 
random at each other. All of the men were (??) too afraid to die. When it 
was over, the two UFLL guys who were unhurt ended up running off into the 
jungle, terrified. I went down and had a look around, a guy had been shot 
through the stomach. Bloody mess. He saw me and whimpered at me to finish 
him off. Funny how guys get shot because they�re too afraid to die, and 
when they�re lying and dying in there, they�re too afraid to live. Idiots.�


============\
15. No Sense \
==============\
RECORDED 5/10/2008 - Jackal asks what they
fight for. Where�s the ideology? What are they
dying for?
--
The Jackal: �You see these APR kids, or UFLL kids or whoever�s listening to 
these damn broadcasts on the radio. Mbantuwe, Tambossa, I can�t even 
remember who, �cause, what�s the difference? (??) had a little shit 
shouting out and support of whatever propaganda and lies, bullshit�s being 
spouted at them. It�s absurd, these guys are already dead. They�re blowing 
each other away for someone else�s, for someone else. Tambossa, Mbantuwe, 
UFLL, APR, there�s no popular resistance, no liberty labour, there�s no 
ideology at all. There isn�t even a desire to win. There�s no sense in it. 
No sense in it at all. What would it matter if we butchered the lot of 
them. It wouldn�t change anyting.�


===========\
16. Numbers \
=============\
RECORDED 19/10/2008 - Jackal turns murder
into cold numbers.
--
The Jackal: �If you have to kill someone, if you HAVE to, is it somehow 
better to do it clean with a bullet through the head? Is it somehow worse 
than chopping him up with an axe? And what if you have to kill ten, or a 
hundred, or a thousand? What if, in doing it, you save a thousand, or you 
spare ten? What if you save yourself? What is the measure of a man, or of 
his murder, by what insane calculus can we answer questions like these? 
Should we even try?�


 /\/\/\/\/\/\/\/\/\/\
/ PREDECESSOR TAPES /
\/\/\/\/\/\/\/\/\/\/  


============\
The Moroccan \
==============\
Predecessor leaves message for the
Jackal. This tape found on corpse of
Moroccan informant.
--
Predecessor: �Dear Jackal, our mutual friend from Tanjir�s had an 
intriguing story to share with me. I was wondering how a bunch of goons 
living in a 200-year old fortress got a shipment of new combat shotguns. 
Now I know. I suggest you be more careful about who you trust in the 
future.�


============\
The Georgian \
==============\
Predecessor�s tape found on corpse of
Georgian informant. He was getting
closer to the Jackal.
--
Predecessor: �Dear Jackal, your Georgian friend Gergenitzi, he didn�t say 
much. Even when I started cutting off fingers. I realized afterwards that 
the OL on his PKM still had that new gun smell, so I know you�re selling 
them. Now I�ve gotta figure out, where does one hide a hundred tons of guns 
during total anarchy?�


============\
The Bolivian \
==============\
Predecessor�s tape found on corpse of
Bolivian informant. Is killing his way
towards the Jackal.
--
Predecessor: �Dear Jackal, they know you�ll kill them if they talk, and 
they know I�ll kill them if they don�t, so all they can do is scurry. I 
just wonder where they�ll all run to. The Bolivian ran for the border, that 
was too bad. Maybe the next one will run to you for help.�


============\
The American \
==============\
Predecessor�s tape found on corpse of
American informant. He wonders if
fear�s the motivation for informants�
loyalties. Seems the American crossed
paths with a blowtorch.
--
Predecessor: �Dear Jackal, please remind me once we finally meet in person 
to ask why these men were so loyal to you. I (??) as fear of a slow death. 
I decided to test that theory on your American friend here. He assured me 
it wasn�t fear, and while it�s impossible to prove it negative, several 
hours against a blowtorch makes a compelling case.�


===========\
Le Francais \
=============\
Predecessor�s tape found on French
informant. Asks if money is a motivation
for informants� loyalties to the Jackal.
--
Predecessor: �Dear Jackal, if it�s not fear that makes them loyal it must 
be money, correct? Your Frenchman turned out to be quite the anarcho-
capitalist. He�s been moving guns back and forth like a broker shuffling 
heads funds. If any man had a price you�d think it would be Pierre, but he 
just wouldn�t accept any of my offers to sell you out.�


========\
The Brit \
==========\
Predecessor�s tape found on British
informant. Learns he�s being tracked
while he tracks the Jackal.
--
Predecessor: �Dear Jackal, I had a very interesting conversation with this 
chap from Cornwall. Of course, we talked about you. But he also told me 
that you�re not the only one being tracked. Someone�s trying to find me, 
I�m looking for you and even you�re looking for someone. Are you lonely, 
Jackal? Do you just miss your friends? Or are you looking for someone in 
particular?�



==========\
The Bullet \
============\
Predecessor�s last tape. Found on his
corpse. Suicide.
--
Predecessor: �Dear Jackal, they called you insane, described you as a 
sociopath who thrived on killing. They were correct. But it seems like 
you�re trying to end this war - if it can even be called a war - regardless 
of the cost.
I realized something sad today. I won�t be able to resist the man who comes 
after me, the way your friends resisted me. Since I�m not strong enough to 
keep your secret, I�ll protect it the only way I know how: by blasting it 
out the side of my head. I know you have plenty of bullets, Jackal, but 
I�ll save you this one.�



MMMMMNMMMM===================================$MMMMMMM
MMMNNMMNMM==================================MMMMMMNNM
MMM8#######################################MMMMD  MNM
NND8      /\                              ZMNNN      
NDDND8DD  \/ .     Where to find...      IDD88       
MMNNN8O8  /                         !WtF .ZDD8?      
D88O######################################+88O87=    
ZOOO========================================DZ7I$ZI$7
8OMD========================================.~ZOZ7$O 


The two regions of Far Cry 2 are filled with collectable items, waiting for 
you to find them. In this chapter, I will list all the locations of the 
collectables. 

Overview
--------
Below, you will find a table containing all the number of diamonds in each 
diamond case. These numbers are taken from further below.
The in-game country consists of two districts: Leboa-Sako and Bowa-Seko. 
Through the main storyline, you�ll eventually be able to access the second 
district. 
The first column shows the 9 different sectors of the map of a district. 
When you take out your map in the game, you�ll see (in normal conditions) a 
part of the entire map. This part you see is one sector. Each sector is 
labeled through its position (northwest, north, etc.), and the middle 
sector is named after the capital in it (Pala or Mosate Selao).
The second column shows the number of diamond cases in the sector. This 
number is equal to the number you see in-game at the topleft corner of the 
map. Notice that the Pala sector actually has 13 diamond cases instead of 
12, but one of them contains 10 diamonds and is part of the main mission.
The third column shows the number of diamonds in each cases, as taken from 
further below into the chapter. Note that these numbers have no specific 
order; they have been ordered in the way I found them while writing the 
walkthrough.
The third, fourth and fifth column show the number of diamond cases 
containing 1, 2 and 3 diamonds (respectively). These columns are included 
for easier calculation.
The final column, obviously, shows the total amount of diamonds collected 
in the sector.
At the bottom of each table, the numbers are added up. You�ll see the total 
number of diamond cases in each district, as well as the number of diamond 
cases containing 1, 2, and 3 diamonds. Finally, you�ll see the total amount 
of diamonds collected from diamond cases in the district.

All the way at the bottom, you�ll see everything is counted up. The row 
�First DC� is the first diamond case you open, belonging to the main 
mission (explained above).


 +-----+-----+-------------------------------+--+--+--+-----+
 |Sctr.| NoDC|Amount of diamonds in each case|#1|#2|#3|Total|
 +-----+-----+-------------------------------+--+--+--+-----+
 |========================LEBOA-SAKO========================|
 | NW  |  15 |2,1,2,1,2,2,1,3,1,1,1,2,3,3,2  | 6| 6| 3|  27 |
 |  N  |  12 |2,2,2,1,3,1,1,1,2,1,2,3        | 5| 5| 2|  21 |
 | NE  |   9 |2,2,2,2,1,1,3,1,3              | 3| 4| 2|  17 |
 |  W  |  15 |3,2,1,1,1,3,2,2,1,1,2,2,2,1,1  | 7| 6| 2|  25 |
 |Pala |  12*|2,1,2,2,2,1,1,2,1,1,3,3        | 5| 5| 2|  21 |
 |  E  |  12 |1,2,2,1,3,3,1,2,1,1,2,2        | 5| 5| 2|  21 |
 | SW  |  12 |1,2,1,3,1,1,2,3,1,2,1,2        | 6| 4| 2|  20 |
 |  S  |  12 |1,3,1,1,2,1,2,3,1,3,2,2        | 5| 4| 3|  22 |
 | SE  |  12 |2,2,1,1,2,2,1,1,3,2,3,1        | 5| 5| 2|  21 |
 | CD  |  2**|3,2                            | 0| 1| 1|   5 |
 +-----+-----+-------------------------------+--+--+--+-----+
 |Total| 113 |                               |47|45|21|=200=|
 +-----+-----+                               +--+--+--+-----+
 |=========================BOWA-SEKO========================|
 | NW  |   8 |2,3,1,2,2,3,1,1                | 3| 3| 2|  15 |
 |  N  |  15 |3,3,1,2,1,1,1,2,2,2,1,2,2,2,3  | 5| 7| 3|  28 |
 | NE  |  15 |2,2,1,1,2,1,2,3,2,1,3,2,3,1,1  | 6| 6| 3|  27 |
 |  W  |  15 |3,2,1,3,1,3,2,2,2,1,1,2,1,2,1  | 6| 6| 3|  27 |
 |S.Se.|  12 |2,1,3,1,2,3,2,2,1,3,2,1        | 4| 5| 3|  23 |
 |  E  |  14 |1,2,3,2,2,2,1,3,1,2,1,3,1,1    | 6| 5| 3|  25 |
 | SW  |  15 |1,1,3,1,2,2,2,2,1,2,1,3,3,2,2  | 5| 7| 3|  28 |
 |  S  |   8 |1,2,1,2,2,1,3,3                | 3| 3| 2|  15 |
 | SE  |   3 |2,2,3                          | 0| 2| 1|   7 |
 | CD  |   2*|2,3                            | 0| 1| 1|   5 |
 +-----+-----+-------------------------------+--+--+--+-----+
 |Total| 107 |                               |38|45|24|=200=|
 +=====+=====+===============================+==+==+==+=====+
 |First|     |                               |85|90|45|=400=|
 | DC  |  1  |                               +--+--+--+-----+
 +-----+-----+
 |Total|=221=|
 +-----+-----+


==========\
LEBOA-SAKO \
============\
Note: Use the following map for more help with finding the diamond cases:
http://img27.imageshack.us/img27/6821/diamondlist1.jpg 

+========+
|DIAMONDS|
+========+----------------------------------------------------------------+
|The layout is as follows:                                                |
|                                                                         |
|    ---+-----------------------------------------------+-+-------+       |
|    AA.|                                                                 |
|       |                                               +-+-------+       |
|       |                                               |B|CCCCCCC|       |
|    ---+-----------------------------------------------+-+-------+       |
|                                                                         |
|A: Number of diamond case.                                               |
|B: amount of diamonds in case.                                           |
|C: String used in the walkthrough.                                       |
+-------------------------------------------------------------------------+


Northwestern Sector (15)
========================

--+-----------------------------------------------------------
1.|North of the bus station, a little above the road. It�s    
  |near a large tree.                              +-+-------+
  |                                                |2|D_C#L11|
--+------------------------------------------------+-+-------+
2.|In the northernmost guard post of the sector, behind the   
  |large waste pile.                               +-+-------+
  |                                                |1|D_C#L12|
--+------------------------------------------------+-+-------+
3.|Between the 3 mountains in the middle of the sector, on top
  |of the wooden structure.                        +-+-------+
  |                                                |2|D_B#L06|
--+------------------------------------------------+-+-------+
4.|In the Petro Sahel area, on top of a train unit. Get to it 
  |by jumping from the middle pipe structure.      +-+-------+
  |                                                |1|D_B#L07|
--+------------------------------------------------+-+-------+
5.|Northwest of the safe house to the left of Cattle Xing, in 
  |a hut.                                          +-+-------+
  |                                                |2|D_B#L08|
--+------------------------------------------------+-+-------+
6.|To the west of Cattle Xing, outside a hut on a couch.      
  |                                                +-+-------+
  |                                                |2|D_B#L09|
--+------------------------------------------------+-+-------+
7.|Below the lower end of the bridge south to Cattle Xing.    
  |                                                +-+-------+
  |                                                |1|D_B#L10|
--+------------------------------------------------+-+-------+
8.|In the lake north of Cattle Xing. It�s on top of an        
  |underwater wrecked car near the rock in the     +-+-------+
  |middle of the lake.                             |3|D_M#L16|
--+------------------------------------------------+-+-------+
9.|In the guard post northeast of the North Railyard. It�s in 
  |a house behind some wooden bars.                +-+-------+
  |                                                |1|D_M#L17|
--++-----------------------------------------------+-+-------+
10.|In Cattle Xing, southwest of the building. It�s surrounded
   |by wooden bars.                                +-+-------+
   |                                               |1|D_M#L18|
---+-----------------------------------------------+-+-------+
11.|In the northern railyard, on top of the truck in the large
   |building. Get to it by jumping through a       +-+-------+
   |gap in the roof.                               |1|D_R#L11|
---+-----------------------------------------------+-+-------+
12.|Along the road leading northwest out of the guard post    
   |next to the railyard. It�s in a wrecked bus.   +-+-------+
   |                                               |2|D_R#L12|
---+-----------------------------------------------+-+-------+
13.|Directly south of Petro Sahel, between the two rock       
   |formations.                                    +-+-------+
   |                                               |3|D_R#L13|
---+-----------------------------------------------+-+-------+
14.|The diamond case itself is north of the railyard, next to 
   |the railtrack on a giant rock. Locate it with the tracker 
   |and remember its position. Then, south of Petro Sahel are 
   |two rock formations. The left one has a paraglider on top,
   |close to (but a little bit higher) the diamond case       
   |described above. With the paraglider, navigate +-+-------+
   | your way to the diamond case on the rock.     |3|D_R#L14|
---+-----------------------------------------------+-+-------+
15.|From the railyard, follow the railtrack north. The moment 
   |you see a mountain to your right, go left to   +-+-------+
   |find a diamond case on some rocks.             |2|D_R#L15|
---+-----------------------------------------------+-+-------+
                                                  /27|        
                                                 +---+        
Northern Sector (12)
====================

---+----------------------------------------------------------
16.|Behind the weapon shop. Slice away the bars to find it   .
   |                                               +-+-------+
   |                                               |2|D_C#L08|
---+-----------------------------------------------+-+-------+
17.|Near the lake above the weapon shop. It�s behind a rock.  
   |                                               +-+-------+
   |                                               |2|D_C#L09|
---+-----------------------------------------------+-+-------+
18.|West of the weapon shop, in a mountain pass. It�s in a    
   |small hut.                                     +-+-------+
   |                                               |2|D_C#L10|
---+-----------------------------------------------+-+-------+
19.|In the small village east of Shwasana. It�s in a hut.     
   |                                               +-+-------+
   |                                               |1|D_B#L02|
---+-----------------------------------------------+-+-------+
20.|Near the bridge to the southeast of Shwasana. From the    
   |southern side, hop down on the left to get on a rock, then
   |jump to the base of the bridge to find a       +-+-------+
   |diamond case there.                            |3|D_M#L12|
---+-----------------------------------------------+-+-------+
21.|Near the guard post south of Shwasana. It�s on a rock, get
   |to it by using the rocks to jump up.           +-+-------+
   |                                               |1|D_M#L13|
---+-----------------------------------------------+-+-------+
22.|On the map, you�ll see two black spots to the east of     
   |Shwasana. There�s a diamond case on top of the roof of one
   |of the houses there. Get to it by jumping from +-+-------+
   |the wrecked truck next to it.                  |1|D_M#L14|
---+-----------------------------------------------+-+-------+
23.|Look for a wrecked bus north of Shwasana. Jump from the   
   |front of the bus on top of it to access the diamond case. 
   |It contains 1 diamond.                         +-+-------+
   |                                               |1|D_M#L15|
---+-----------------------------------------------+-+-------+
24.|Along the road going east from the guard post northeast of
   |Shwasana. It�s in a hut.                       +-+-------+
   |                                               |2| D#L10 |
---+-----------------------------------------------+-+-------+
25.|In Shwasana, along the eastern bank between to rock       
   |collections, looking out onto the docks.       +-+-------+
   |                                               |1|D_A#L17|
---+-----------------------------------------------+-+-------+
26.|On the northeastern shore of the river, you will see a hut
   |half underwater (check your tracker to see if it�s the    
   |right one � there are two huts). Swim in it to +-+-------+
   |find the diamond case.                         |2|D_A#L18|
---+-----------------------------------------------+-+-------+
27.|Follow the northern road leading into Shwasana. You�ll    
   |eventually pick up a signal. Go off the road and jump down
   |to get to a wrecked car with a diamond case.   +-+-------+
   |                                               |3|D_A#L19|
---+-----------------------------------------------+-+-------+
                                                  /21|        
                                                 +---+        
Northeastern Sector (9)
=======================

---+----------------------------------------------------------
28.|On the island to the southeast of the underground         
   |location. It�s inside a small house surrounded +-+-------+
   |by enemy troops.                               |2|D_C#L04|
---+-----------------------------------------------+-+-------+
29.|To the left of the bus station, inside a small hut.       
   |                                               +-+-------+
   |                                               |2|D_C#L05|
---+-----------------------------------------------+-+-------+
30.|From the guard post west of the bus station, walk north   
   |into a mountain passage. It�s at the end of    +-+-------+
   |the pass.                                      |2|D_C#L06|
---+-----------------------------------------------+-+-------+
31.|There�s an enormous tree above the fort. Directly north of
   |that, behind a rock and next to a shovel, you  +-+-------+
   |can find the diamond case.                     |2|D_C#L07|
---+-----------------------------------------------+-+-------+
32.|At the beginning of the river below the Goka Falls. When  
   |approaching it, use the left shore and use the tree to    
   |cross the river, then get behind the waterfall +-+-------+
   |to find the diamond case.                      |1|D_B#L03|
---+-----------------------------------------------+-+-------+
33.|In the fort area, next to the base tower, behind some     
   |wooden planks.                                 +-+-------+
   |                                               |1|D_B#L04|
---+-----------------------------------------------+-+-------+
34.|In the fort area, behind the fort itself, jump from the   
   |rock to the other outsticking rock. Walk further and hop  
   |down to get to a hut with the case inside.     +-+-------+
   |                                               |3|D_B#L05|
---+-----------------------------------------------+-+-------+
35.|In the eastern area of the Oasis. It�s near a giant tree. 
   |                                               +-+-------+
   |                                               |1|D_M#L19|
---+-----------------------------------------------+-+-------+
36.|In Goka Falls, there�s a paraglider beyond the explosive  
   |pile and the cars. Use the paraglider to glide through the
   |narrow mountains, then turn right a bit and look for a hut
   |on top of a rock. If you don�t know where it is, quicksave
   |beforehand and use the paraglider the first    +-+-------+
   |time to check where it is.                     |3| D#L11 |
---+-----------------------------------------------+-+-------+
                                                  /17|        
                                                 +---+        
Western Sector (15)
===================

---+----------------------------------------------------------
37.|Near the northeastern safe house. It�s behind the right   
   |waterfall.                                     +-+-------+
   |                                               |3|D_M#L03|
---+-----------------------------------------------+-+-------+
38.|In the northernmost guard post on the riverbank. It�s on  
   |top of the house next to the ammo pile.        +-+-------+
   |                                               |2|D_M#L04|
---+-----------------------------------------------+-+-------+
39.|In a hut to the west of the guard post described above.   
   |                                               +-+-------+
   |                                               |1|D_M#L05|
---+-----------------------------------------------+-+-------+
40.|Northeast of the Police station, close to the crossing.   
   |It�s in a wrecked bus.                         +-+-------+
   |                                               |1|D_M#L06|
---+-----------------------------------------------+-+-------+
41.|Along the road leading south into the southwestern sector.
   |It�s between the bushes.                       +-+-------+
   |                                               |1|D_C#L13|
---+-----------------------------------------------+-+-------+
42.|In the southwestern corner of the sector, close to the    
   |railtrack. It�s on the western side of the mountain in the
   |bottom-left corner.                            +-+-------+
   |                                               |3|D_C#L23|
---+-----------------------------------------------+-+-------+
43.|Near the bridge to the west of the scrap salvage. It�s on 
   |the western side, inside the remains of a pipe.+-+-------+
   |                                               |2|D_C#L24|
---+-----------------------------------------------+-+-------+
44.|Near the guard post to the northwest of the scrap salvage.
   |Walk around the river until you get to the north side. The
   |diamond case is behind the rocks there, on the +-+-------+
   |wrecked car.                                   |2|D_C#L25|
---+-----------------------------------------------+-+-------+
45.|Near the cellular antenna. It�s on top of the hut there.  
   |                                               +-+-------+
   |                                               |1|D_C#L26|
---+-----------------------------------------------+-+-------+
46.|On the eastern side of the scrap salvage. When you  follow
   |the road left, you�ll get to a kind of improvised gate.   
   |Next to it is a wrecked bus. Break the wooden  +-+-------+
   |bars to find the case.                         |1|D_M#L20|
---+-----------------------------------------------+-+-------+
47.|On the western side of the scrap salvage, south of the    
   |entrance into the area. You�ll find a bus. Slice away at  
   |the wooden bars, then walk further into a      +-+-------+
   |container to find the case.                    |2|D_M#L21|
---+-----------------------------------------------+-+-------+
48.|Follow the railroad when it crosses the water in the      
   |north. When you�ve crossed the bridge, hop down to the    
   |base of the bridge (on the western side) to    +-+-------+
   |find the diamond case.                         |2|D_R#L07|
---+-----------------------------------------------+-+-------+
49.|In the mountain pass leading north out of the police      
   |station. Use the tree growing sideways to get over the    
   |rocks, then open the diamond case.             +-+-------+
   |                                               |2|D_R#L08|
---+-----------------------------------------------+-+-------+
50.|There�s a pair of houses in the middle of the police      
   |station. The diamond case is on the southern of those two.
   |Get to it by jumping from the rock below it.   +-+-------+
   |                                               |1|D_R#L09|
---+-----------------------------------------------+-+-------+
51.|In the far northwest corner, to the left of the railtrack.
   |                                               +-+-------+
   |                                               |1|D_R#L10|
---+-----------------------------------------------+-+-------+
                                                  /25|        
                                                 +---+        
Pala Sector (12)
================

---+----------------------------------------------------------
52.|This diamond serves as payment for your first missions,   
   |and is acquired in your starting location     +--+-------+
   |(one of four places).                         |10| D#L01 |
---+----------------------------------------------+--+-------+
53.|The first building you come across in Mike�s Bar. Slice   
   |away the wooden planks in front of the entrance+-+-------+
   |to access it.                                  |2| D#L02 |
---+-----------------------------------------------+-+-------+
54.|On the road between Mike�s Bar and Pala, you can find a   
   |small patch of desert grass just south of Pala. The       
   |diamond case is near a wrecked car.            +-+-------+
   |                                               |1| D#L03 |
---+-----------------------------------------------+-+-------+
55.|In the southeastern red zone in Pala. You can reach it by 
   |either entering the districted zone, or by standing behind
   |the window next to it and open it from there.  +-+-------+
   |                                               |2| D#L04 |
---+-----------------------------------------------+-+-------+
56.|Close to the guard post east from Pala. It is hiding      
   |behind some rocks, on a tree trunk.            +-+-------+
   |                                               |2| D#L05 |
---+-----------------------------------------------+-+-------+
57.|In the northwestern red zone in Pala. You can only reach  
   |it by entering it, however, you can sneak in   +-+-------+
   |without anybody seeing you.                    |2|D_A#L01|
---+-----------------------------------------------+-+-------+
58.|Along the northern road out of Pala. It�s close to a      
   |circular rock on the map.                      +-+-------+
   |                                               |1|D_M#L01|
---+-----------------------------------------------+-+-------+
59.|East of the Slaughterhouse area, and (as the crow flies)  
   |south of the highest safe house in the Pala    +-+-------+
   |sector.                                        |1|D_M#L02|
---+-----------------------------------------------+-+-------+
60.|To the east of the Fresh Fish area, beyond the first      
   |mountain collection. Follow the path from the river south 
   |to get to an ammo pile and the case.           +-+-------+
   |                                               |2|D_B#L01|
---+-----------------------------------------------+-+-------+
61.|To the west of the left dock of Pala. It�s north of the   
   |collection of houses that�s on fire at the beginning of   
   |the game. It�s behind some rocks.              +-+-------+
   |                                               |1|D_B#L11|
---+-----------------------------------------------+-+-------+
62.|In the black spot to the east of the cock-fighting area.  
   |                                               +-+-------+
   |                                               |1|D_B#L12|
---+-----------------------------------------------+-+-------+
63.|To the west of the Fresh Fish area, just before the road  
   |heading into the north sector, head west to get to a      
   |paraglider. Use it to get to a hut on top of   +-+-------+
   |some rocks, to find a diamond case.            |3|D_M#L11|
---+-----------------------------------------------+-+-------+
64.|In the mountain pass heading north from the Slaughter-    
   |house. It�s on top of the hut.                 +-+-------+
   |                                               |3|D_A#L16|
---+-----------------------------------------------+-+-------+
                                                  /21| (+ 10)|
                                                 +---+-------+
Eastern Sector (12)
===================

---+----------------------------------------------------------
65.|At the end of the road in the bottom-right corner in the  
   |eastern sector, lying next to a golden AK.     +-+-------+
   |                                               |1| D#L07 |
---+-----------------------------------------------+-+-------+
66.|At the safe house above the eastern weapon store, there�s 
   |a small lake. Near the northern bank you can find a       
   |diamond case between the bushes.               +-+-------+
   |                                               |2| D#L08 |
---+-----------------------------------------------+-+-------+
67.|Near the Guard Post east of the OCG. It�s on a couple of  
   |rocks, get there by jumping from rock to rock. +-+-------+
   |                                               |2|D_C#L02|
---+-----------------------------------------------+-+-------+
68.|Below the highest safe house in the sector. It�s on top of
   |a wrecked car.                                 +-+-------+
   |                                               |1|D_C#L03|
---+-----------------------------------------------+-+-------+
69.|Near the lake to the left of the weapon shop. It�s on the 
   |southeastern bank, behind a waterfall.         +-+-------+
   |                                               |3|D_M#L07|
---+-----------------------------------------------+-+-------+
70.|In the Private Property area, north to the guard post at  
   |the entrance, next to a lake on a pair of      +-+-------+
   |rocks.                                         |3|D_M#L08|
---+-----------------------------------------------+-+-------+
71.|In the Private Property area, on the west side of the     
   |villa on top of a garage. Get to it by jumping on the     
   |other garage, and crossing over using the      +-+-------+
   |ladder.                                        |1|D_M#L09|
---+-----------------------------------------------+-+-------+
72.|From the safe house in the Private Property area, jump up 
   |the rocks behind it to access the case.        +-+-------+
   |                                               |2|D_M#L23|
---+-----------------------------------------------+-+-------+
73.|Near the safe house east of the Private Property area.    
   |From the house, follow the road east until you +-+-------+
   |see this case laying on a tree trunk.          |1|D_M#L24|
---+-----------------------------------------------+-+-------+
74.|In the OCG greenhouses. It�s along the western road in the
   |area, in a hut. Access it by jumping on top    +-+-------+
   |then hopping down in the hut.                  |1|D_M#L25|
---+-----------------------------------------------+-+-------+
75.|In the mountain pass south of the OCG greenhouses, hard to
   |miss.                                          +-+-------+
   |                                               |2|D_M#L26|
---+-----------------------------------------------+-+-------+
76.|To the east of the bottomleft safe house. The case is hard
   |to miss, and so is the Jackal tape next to it. +-+-------+
   |                                               |2|D_A#L07|
---+-----------------------------------------------+-+-------+
                                                  /21|        
                                                 +---+        
Southwestern Sector (12)
========================

---+----------------------------------------------------------
77.|Near the southwestern underground location. The diamond   
   |case is on a wooden box standing against the   +-+-------+
   |side of the house.                             |1| D#L09 |
---+-----------------------------------------------+-+-------+
78.|To the east of the northern safe house. It�s along the    
   |road near a small lake.                        +-+-------+
   |                                               |2|D_C#L14|
---+-----------------------------------------------+-+-------+
79.|Near the northern safe house. It�s behind a few rocks at  
   |the end of the mountain pass.                  +-+-------+
   |                                               |1|D_C#L15|
---+-----------------------------------------------+-+-------+
80.|In the middle of the eastern shore of the large lake. It�s
   |between some rocks.                            +-+-------+
   |                                               |3|D_C#L16|
---+-----------------------------------------------+-+-------+
81.|Near the large lake in the sector. It�s on the roof of a  
   |hut in the guard post on the southern shore.   +-+-------+
   |                                               |1|D_C#L17|
---+-----------------------------------------------+-+-------+
82.|In the guard post above the underground location. It�s on 
   |the roof of a hut. Get to it by using the      +-+-------+
   |ladder next to the hut.                        |1|D_C#L18|
---+-----------------------------------------------+-+-------+
83.|Along the lake to the northeast of the weapon store.      
   |                                               +-+-------+
   |                                               |2|D_C#L19|
---+-----------------------------------------------+-+-------+
84.|In the bottom-left corner of the sector. It�s on the left 
   |side of the rock collection on top of a        +-+-------+
   |wrecked car.                                   |3|D_C#L20|
---+-----------------------------------------------+-+-------+
85.|To the northwest of the western-most safe house in the    
   |sector. It�s near some rocks.                  +-+-------+
   |                                               |1|D_C#L21|
---+-----------------------------------------------+-+-------+
86.|In the top-left corner of the sector, on the southeastern 
   |side of the mountain. It�s below a roof.       +-+-------+
   |                                               |2|D_C#L22|
---+-----------------------------------------------+-+-------+
87.|Below the southernmost safe house, in a train  +-+-------+
   |unit.                                          |1|D_A#L02|
---+-----------------------------------------------+-+-------+
88.|Some distance north of the lowest safe house, between the 
   |two mountains. It�s near a small lake.         +-+-------+
   |                                               |2|D_R#L06|
---+-----------------------------------------------+-+-------+
                                                  /20|        
                                                 +---+        
Southern Sector (12)
====================

---+----------------------------------------------------------
89.|In the guard post south of the Class Products. It�s on the
   |roof of the hut, get to it by jumping from the +-+-------+
   |rock behind it.                                |1|D_B#L13|
---+-----------------------------------------------+-+-------+
90.|The railroad going south from the Chemical Corporation    
   |crosses with the normal road at some point in the southern
   |sector. Near this crossing is a river. Drop down to the   
   |river and look for a diamond case at the       +-+-------+
   |southern shore of the river.                   |3|D_B#L14|
---+-----------------------------------------------+-+-------+
91.|In the airfield area, in a red container to the east of   
   |the large building.                            +-+-------+
   |                                               |1|D_B#L15|
---+-----------------------------------------------+-+-------+
92.|In the Class Products area, get in the large building and 
   |head up the stairs, then jump on the large     +-+-------+
   |truck to access the cage.                      |1|D_M#L22|
---+-----------------------------------------------+-+-------+
93. Near the road going away from the airfield. When the road 
   |turns north, search the mountain walls for a   +-+-------+
   |diamond case behind some rocks.                |2|D_A#L03|
---+-----------------------------------------------+-+-------+
94.|In the guard post to the east of the antenna. It�s below  
   |the small dock.                                +-+-------+
   |                                               |1|D_A#L04|
---+-----------------------------------------------+-+-------+
95.|On the small island to the east of the Class Products. The
   |island�s near the safe house, and the case is  +-+-------+
   |on the southern shore.                         |2|D_A#L05|
---+-----------------------------------------------+-+-------+
96.|Close to the northernmost guard post. It�s at the base of 
   |the bridge.                                    +-+-------+
   |                                               |3|D_A#L06|
---+-----------------------------------------------+-+-------+
97.|When you follow the airstrip east, you should get to the  
   |case lying on a wrecked car.                   +-+-------+
   |                                               |1|D_A#L13|
---+-----------------------------------------------+-+-------+
98.|In the mountain passage that leads to the lumber camp, in 
   |the guard post there. It�s directly below the  +-+-------+
   |explosive pile.                                |3|D_R#L03|
---+-----------------------------------------------+-+-------+
99.|In the mountain passage leading to Mokuba, on the south   
   |side of the small lake, next to the waterfall. Get to it  
   |by shimmying on the mountainside.              +-+-------+
   |                                               |2|D_R#L04|
---++----------------------------------------------+-+-------+
100.|Behind the northernmost safe house.           |2|D_R#L05|
----+----------------------------------------------+-+-------+
                                                  /22|        
                                                 +---+        
Southeastern Sector (12)
========================

----+---------------------------------------------------------
101.|From the lake north of the highest guard post on the map,
    |go north to see a collection of rocks. Jump   +-+-------+
    |your way up to the case.                      |2|D_C#L01|
----+----------------------------------------------+-+-------+
102.|Above the southeastern bus station. It�s east of a       
    |circled rock (seen on the map), and is located on a bus. 
    |Access the case by jumping from the rock next +-+-------+
    |to it.                                        |2| D#L06 |
----+----------------------------------------------+-+-------+
103.|Along the road leading through Mokuba, in a wrecked bus  
    |in the middle of the area.                    +-+-------+
    |                                              |1|D_M#L10|
----+----------------------------------------------+-+-------+
104.|On the road leading south out of Mokuba, you can find a  
    |guard post. In here, you�ll find a wrecked    +-+-------+
    |van with a case in it.                        |1|D_A#L08|
----+----------------------------------------------+-+-------+
105.|To the west of the guard post described above, against   
    |the mountains.                                +-+-------+
    |                                              |2|D_A#L09|
----+----------------------------------------------+-+-------+
106.|Behind the bus station, hard to miss.         |2|D_A#L10|
----+----------------------------------------------+-+-------+
107.|A large distance north of the underground location,      
    |between the two paths.                        +-+-------+
    |                                              |1|D_A#L11|
----+----------------------------------------------+-+-------+
108.|Near the southwestern road, just before it heads in the  
    |southern sector. It�s on the southern shore   +-+-------+
    |of the river.                                 |1|D_A#L12|
----+----------------------------------------------+-+-------+
109.|Close to the southernmost safe house. Get to it by using 
    |the narrow mountain path.                     +-+-------+
    |                                              |3|D_A#L14|
----+----------------------------------------------+-+-------+
110.|In the mountain passage to the west of the Oasis.        
    |                                              +-+-------+
    |                                              |2|D_A#L15|
----+----------------------------------------------+-+-------+
111.|Near the easternmost mountain. It�s in the open space on 
    |the eastern side.                             +-+-------+
    |                                              |3|D_R#L01|
----+----------------------------------------------+-+-------+
112.|In the oasis, on the eastern side. Use your tracker to   
    |locate the case.                              +-+-------+
    |                                              |1|D_R#L02|
----+----------------------------------------------+-+-------+
                                                  /21|        
                                                 +---+        
Central Desert (2)
==================
Note: The two diamond cases in the northern area of the central desert 
officially belong to Leboa-Sako.

----+---------------------------------------------------------
113.|In a wrecked bus along the road leading from the border  
    |to the southwestern sector.                   +-+-------+
    |                                              |3|  D#C1 |
----+----------------------------------------------+-+-------+
114.|at the end of the railtrack, inside a crashed train unit.
    |                                              +-+-------+
    |                                              |2|  D#C2 |
----+----------------------------------------------+-+-------+
                                                  / 5|        
           +-------------------------------------+---+        
           |27, 21, 17, 25, 21, 21, 20, 22, 21, 5|200|        
           +-------------------------------------+---+        


+============+
|JACKAL TAPES|
+============+------------------------------------------------------------+
|The layout is as follows:                                                |
|                                                                         |
|    +------------+                                                       |
|    |CCCCCCCCCCCC|                                                       |
|    +--+---------+------------------------------------------------       |
|    AA.|                                                                 |
|       |                                                  +------+       |
|       |                                                  |BBBBBB|       |
|    ---+--------------------------------------------------+------+       |
|                                                                         |
|A: Number of Jackal Tape.                                                |
|B: String used in the walkthrough.                                       |
|C: Sector of the Tape.                                                   |
+-------------------------------------------------------------------------+


+-----------+                                                 
| Northwest |                                                 
+--+--------+-------------------------------------------------
1. |From diamond case no. 5, follow a small path not noted on 
   |the map. It leads you to a small hut with a       +------+
   |Jackal Tape.                                      |J_B#L1|
+--+--------+-----------------------------------------+------+
|   North   |                                                 
+--+--------+-------------------------------------------------
2. |Near the northernmost guard post, above the railtrack.    
   |                                                  +------+
   |                                                  |J_C#L2|
+--+--------+-----------------------------------------+------+
| Northeast |                                                 
+--+--------+-------------------------------------------------
3. |Near the railtrack when it turns 90 degrees to the left   
   |close to the northern border, in a hut.           +------+
   |                                                  |J_C#L1|
+--+-------+------------------------------------------+------+
|   West   |                                                  
+--+-------+--------------------------------------------------
4. |From the crossing northeast of the Police Station, there�s
   |a road leading to a dead end in the east. The     +------+
   |Jackal Tape is near the dead end.                 |J_M#L1|
+--+-------+------------------------------------------+------+
|   Pala   |                                                  
+--+-------+--------------------------------------------------
5. |Received during a main mission from Reuben in Mike�s Bar. 
   |                                                  +------+
   |                                                  | J#L1 |
+--+-------+------------------------------------------+------+
|   East   |                                                  
+--+-------+--------------------------------------------------
6. |To the left of the southernmost guard post. It�s next to  
   |diamond case no. 76.                              +------+
   |                                                  |J_A#L1|
+--+--------+-----------------------------------------+------+
| Southwest |                                                 
+--+--------+-------------------------------------------------
7. |From diamond case no. 83, go northeast to find the Jackal 
   |Tape on a plane.                                  +------+
   |                                                  |J_C#L3|
+--+--------+-----------------------------------------+------+
|   South   |                                                 
+--+--------+-------------------------------------------------
8. |To the far east of the Airplane, next to crescent-shaped  
   |mountain. It�s lying on a plane.                  +------+
   |                                                  |J_A#L2|
+--+--------+-----------------------------------------+------+
| Southeast |                                                 
+--+--------+-----------------------------------------+------+
9. |Next to diamond case no. 102, lying on a bench.   | J#L2 |
---+--------------------------------------------------+------+


+==============+
|GOLDEN AK-47�S|
+==============+----------------------------------------------------------+
|The layout is as follows:                                                |
|                                                                         |
|    +------------+                                                       |
|    |CCCCCCCCCCCC|                                                       |
|    +--+---------+------------------------------------------------       |
|    AA.|                                                                 |
|       |                                                 +-------+       |
|       |                                                 |BBBBBBB|       |
|    ---+-------------------------------------------------+-------+       |
|                                                                         |
|A: Number of Golden AK.                                                  |
|B: String used in the walkthrough.                                       |
|C: Sector of the Golden AK.                                              |
+-------------------------------------------------------------------------+


+-----------+
| Northwest |
+--+--------+--------------------------------------------------------------
1. |In the mountain pass south of diamond case no. 5. It�s behind some     
   |wooden bars on the eastern mountainside.                      +-------+
   |                                                              |GA_B#L1|
+--+-------+------------------------------------------------------+-------+
|   East   |                                                               
+--+-------+------------------------------------------------------+-------+
2. |Lying right next to diamond case no. 65.                      | GA#L1 |
+--+--------+-----------------------------------------------------+-------+
| Southwest |                                                              
+--+--------+--------------------------------------------------------------
3. |Directly south of Jackal Tape nr. 7. It�s on the mountainside behind   
   |some wooden bars.                                             +-------+
   |                                                              |GA_C#L1|
+--+--------+-----------------------------------------------------+-------+
| Southeast |                                                              
+--+--------+--------------------------------------------------------------
4. |Draw a line from the southernmost guard post. The AK-47 is on the line 
   |on the west side of the mountain formation.                   +-------+
   |                                                              |GA_A#L1|
---+--------------------------------------------------------------+-------+


=========\
BOWA-SEKO \
===========\
Note: Use the following map for more help with finding the diamond cases:
http://img27.imageshack.us/img27/6821/diamondlist2.jpg 

+========+
|DIAMONDS|
+========+----------------------------------------------------------------+
|The layout is as follows:                                                |
|                                                                         |
|    ---+-----------------------------------------------+-+-------+       |
|    AA.|                                                                 |
|       |                                               +-+-------+       |
|       |                                               |B|CCCCCCC|       |
|    ---+-----------------------------------------------+-+-------+       |
|                                                                         |
|A: Number of diamond case.                                               |
|B: amount of diamonds in case.                                           |
|C: String used in the walkthrough.                                       |
+-------------------------------------------------------------------------+


Northwestern Sector (8)
=======================

--+-----------------------------------------------------------
1.|To the southwest of the weapon store. It�s in the second of
  |the train units you come across.                +-+-------+
  |                                                |2| D#B01 |
--+------------------------------------------------+-+-------+
2.|Near the lake to the northwest of Sefapane. Get on the rock
  |to the north of the lake from the side and jump +-+-------+
  |over the tires to get to it.                    |3| D#B02 |
--+------------------------------------------------|-+-------+
3.|In the southern area of Sefapane. It�s in the largest      
  |tower, get in there by breaking the wooden bars in front of
  |the entrance, then climb up the ladders to get  +-+-------+
  |to the case.                                    |1| D#B03 |
--+------------------------------------------------+-+-------+
4.|Near the mountains to the southeast of Sefapane. It�s in   
  |the crescent shape in the mountains, next to a  +-+-------+
  |campfire.                                       |2| D#B04 |
--+------------------------------------------------+-+-------+
5.|To the southwest of the bus station, in the green area in  
  |the river (check your map). It�s waiting for you+-+-------+
  |atop some rocks.                                |2|D_C#B01|
--+------------------------------------------------+-+-------+
6.|From the eastern safe house, cross the river, then look for
  |a rock on your right. Jump on them, then cross the other   
  |rocks until you reach two wooden bars. Use them +-+-------+
  |to cross the final gap and reach the case.      |3|D_C#B02|
--+------------------------------------------------+-+-------+
7.|From the southern border of the sector, you should see a   
  |long mountain passage going northwest. At the northern end 
  |of the passage, a little to the northwest, you will find   
  |the case waiting for you on top of some rocks.  +-+-------+
  |                                                |1|D_C#B03|
--+------------------------------------------------+-+-------+
8.|To the southwest of the western safe house is a small side-
  |road. Head to the place where to road ends, and +-+-------+
  |climb on the buswreck to find the case.         |1|D_C#B04|
--+------------------------------------------------+-+-------+
                                                  /15|        
                                                 +---+        
Northern Sector (15)
====================

--+-----------------------------------------------------------
9.|Draw an imaginary line from the antenna to the east. From  
  |the location where the line and the border meet,+-+-------+
  |head west into the mountain to find the case.   |3| D#B31 |
--++-----------------------------------------------+-+-------+
10.|From the antenna, head southwest toward Sediko. You should
   |see a hut just north of the area. Use the      +-+-------+
   |ladder (or jump up the rocks) to find the case.|3| D#B32 |
---+-----------------------------------------------+-+-------+
11.|In the Sediko area, in the house with the sniper on top.  
   |Get there through the gap in the roof.         +-+-------+
   |                                               |1| D#B33 |
---+-----------------------------------------------+-+-------+
12.|Near the small lake in the southwestern corner of the map.
   |It�s behind a large rock on the western shore. +-+-------+
   |                                               |2|D_M#B05|
---+-----------------------------------------------+-+-------+
13.|Southwest of the Outpost area, near a carwreck.|1|D_M#B06|
---+-----------------------------------------------+-+-------+
14.|In the outpost area, in the trunk of a wrecked car        
   |situated near the main road.                   +-+-------+
   |                                               |1|D_M#B07|
---+-----------------------------------------------+-+-------+
15.|In the Dogon Village area, near the northern edge is a set
   |of stairs leading towards the cliff. If you    +-+-------+
   |take the stairs right, it�ll lead to the case. |1|D_M#B08|
---+-----------------------------------------------+-+-------+
16.|In the small village to the east of the outpost. From the 
   |large rock near the western edge, jump on a    +-+-------+
   |roof, and from there jump inside a house (GPS).|2|D_M#B09|
---+-----------------------------------------------+-+-------+
17.|In the river delta near the eastern border of the map. It 
   |is close to a rock in the middle of the delta. +-+-------+
   |                                               |2|D_C#B14|
---+-----------------------------------------------+-+-------+
18.|All the way in the northeastern corner of the map, near   
   |a wrecked car.                                 +-+-------+
   |                                               |2|D_B#B03|
---+-----------------------------------------------+-+-------+
19.|Along the northern border, in the middle. It�s below a    
   |billboard of Segolo.                           +-+-------+
   |                                               |1|D_B#B04|
---+-----------------------------------------------+-+-------+
20.|In the northwestern corner of the map, to the east of the 
   |mountains, in a small hut surrounded by rocks. +-+-------+
   |                                               |2|D_B#B05|
---+-----------------------------------------------+-+-------+
21.|In Dogon Village, on top of a hut. Get there by jumping   
   |from the wooden roof on a hut, then on another +-+-------+
   |wooden roof and then to the diamond case.      |2|D_A#B12|
---+-----------------------------------------------+-+-------+
22.|Southwest of the guard post on the river shore. The case  
   |is on top of a hill, next to a thin white      +-+-------+
   |tree.                                          |2|D_A#B16|
---+-----------------------------------------------+-+-------+
23.|Just before the road heads into the northwestern sector,  
   |there�s a small mountain path leading north,   +-+-------+
   |to a small wooden hut with the diamond case.   |3|D_A#B17|
---+-----------------------------------------------+-+-------+
                                                  /28|        
                                                 +---+        
Northeastern Sector (15)
=======================

---+----------------------------------------------------------
24.|In the mountain passage a little southwest of the weapon  
   |store. It�s in the vertical part of the path   +-+-------+
   |(on the map), sitting on a rock.               |2| D#B30 |
---+-----------------------------------------------+-+-------+
25.|Between the two mountains north of Sepoko. It�s in a      
   |wrecked bus, get to it by jumping on the bus,  +-+-------+
   |then falling through the gap.                  |2|D_B#B01|
---+-----------------------------------------------+-+-------+
26.|In the Sepoko area, on a roof north of the eastern exit.  
   |Get to it by jumping from the sniper�s spot on +-+-------+
   |some boxes, and from there on the roof.        |1|D_B#B02|
---+-----------------------------------------------+-+-------+
27.|North of the weapon store, close to a large rock (though  
   |not noted on the map).                         +-+-------+
   |                                               |1|D_C#B13|
---+-----------------------------------------------+-+-------+
28.|South of Sepoko, near the southeastern border. It�s       
   |resting along the fence you�ll find there.     +-+-------+
   |                                               |2|D_A#B08|
---+-----------------------------------------------+-+-------+
29.|On the eastern wall of the mountain formation west of     
   |Sepoko, next to a large tree. It�s resting on  +-+-------+
   |a bench, waiting for someone to find it.       |1|D_A#B09|
---+-----------------------------------------------+-+-------+
30.|To the north-northwest of the northern safe house, you    
   |will eventually see two large rocks. The       +-+-------+
   |diamond case is in between the rocks.          |2|D_A#B10|
---+-----------------------------------------------+-+-------+
31.|Northeast of diamond case n. 30, near a collection of     
   |rocks and a lone tree.                         +-+-------+
   |                                               |3|D_A#B11|
---+-----------------------------------------------+-+-------+
32.|Close to the southwestern guard post is a small lake.     
   |On the northern shore of that lake (high up on +-+-------+
   |top of some rocks), you�ll find the case.      |2|D_A#B13|
---+-----------------------------------------------+-+-------+
33.|In the westernmost lake, between the left shore and the   
   |mountain, sitting on a bench next to a trunk.  +-+-------+
   |                                               |1|D_A#B14|
---+-----------------------------------------------+-+-------+
34.|The road leading out of the Crash Site through the south  
   |exit, bends to the south just before the western border.  
   |To the north of that bend is a rock formation. The diamond
   |case is on the eastern side of that formation, high up on 
   |some rocks. To get to it, use the paraglider close to the 
   |safe house southeast of the Crash Site.        +-+-------+
   |                                               |3|D_A#B15|
---+-----------------------------------------------+-+-------+
35.|Near the road heading southeast into the sector. The case 
   |is on the shore of a thin lake to the west of  +-+-------+
   |the guard post, close to a tree.               |2|D_A#B18|
---+-----------------------------------------------+-+-------+
36.|Close to the locked safe house southwest of Sepoko. It�s  
   |lying right in the middle of the path leading  +-+-------+
   |to the house.                                  |3|D_A#B19|
---+-----------------------------------------------+-+-------+
37.|From the junction southeast of the Crash Site, head north 
   |until you pick up a signal, coming from a      +-+-------+
   |diamond case next to a tree.                   |1|D_A#B20|
---+-----------------------------------------------+-+-------+
38.|From the southernmost safe house, walk east to come across
   |the diamond case near the mountain wall.       +-+-------+
   |                                               |1|D_M#B20|
---+-----------------------------------------------+-+-------+
                                                  /27|        
                                                 +---+        
Western Sector (15)
===================

---+----------------------------------------------------------
39.|South of the lowest safe house, against the mountains.    
   |It�s near a corpse and a buggy.                +-+-------+
   |                                               |3| D#B22 |
---+-----------------------------------------------+-+-------+
40.|In the Post Office area, near the western edge. It can be 
   |found near a wrecked truck, inside a pipe.     +-+-------+
   |                                               |2| D#B23 |
---+-----------------------------------------------+-+-------+
41.|In the Post Office area, on the roof of the northernmost  
   |house (prison block). Use the ladder at the    +-+-------+
   |back to reach it.                              |1| D#B24 |
---+-----------------------------------------------+-+-------+
42.|Do you see the junction to the left of the ranger station?
   |Draw a line to the north from there, and draw a line to   
   |the west from the safe house above the station. At the    
   |location where the two lines meet, you should find a small
   |graveyard, with a diamond case tucked away below some hay.
   |Throw a grenade in there to access the diamond +-+-------+
   |case.                                          |3|D_C#B05|
---+-----------------------------------------------+-+-------+
43.|At the northeastern border of the Ranger Station area.    
   |It�s in a scouting post, laying on the floor.  +-+-------+
   |                                               |1|D_C#B06|
---+-----------------------------------------------+-+-------+
44.|From the southwestern guard post, cross the river, swim-  
   |ming directly north. When you reach the nor-   +-+-------+
   |thern shore, look for a hut with the case.     |3|D_C#B07|
---+-----------------------------------------------+-+-------+
45.|Close to the junction south of the antenna station. It�s  
   |in a hut, hard to miss.                        +-+-------+
   |                                               |2|D_C#B08|
---+-----------------------------------------------+-+-------+
46.|In the southwestern corner of the sector, in the desert.  
   |For a precise location, draw a line from the southernmost 
   |safe house to the west. The hut is on that line+-+-------+
   |in between two hills in the corner of the map. |2|D_C#B09|
---+-----------------------------------------------+-+-------+
47.|Close to the safe house northeast of the Post Office. It�s
   |resting on some rocks near the campfire.       +-+-------+
   |                                               |2|D_M#B01|
---+-----------------------------------------------+-+-------+
48.|On a small island north of the Post office, also noted on 
   |the map. The diamond case is sitting on the    +-+-------+
   |campfire.                                      |1|D_M#B02|
---+-----------------------------------------------+-+-------+
49.|In the Dental Clinic, near a tree along the road leading  
   |towards the northwestern exit. The tree and the+-+-------+
   |case are both surrounded by fences.            |1|D_M#B03|
---+-----------------------------------------------+-+-------+
50.|In the ditch to the northeast of the guard post to the    
   |left of the Dental Clinic. It�s next to an     +-+-------+
   |explosive barrel (yellow).                     |2|D_M#B04|
---+-----------------------------------------------+-+-------+
51.|south of diamond no. 50, close to the junction. It�s in   
   |a stone hut, with the entrance covered by      +-+-------+
   |wooden bars.                                   |1|D_M#B10|
---+-----------------------------------------------+-+-------+
52.|Northeast of the Ranger Station, on a patch of land on the
   |northern shore of the river. On the land,      +-+-------+
   |search for an opening in the rocks to reach it.|2|D_M#B11|
---+-----------------------------------------------+-+-------+
53.|In the Ranger Station, near the spot of the rocket launch-
   |er. It�s beneath a wooden roof, on a few boxes.+-+-------+
   |You need to destroy the roof to access it.     |1|D_M#B12|
---+-----------------------------------------------+-+-------+
                                                  /27|        
                                                 +---+        
Port Selao Sector (12)
======================

---+----------------------------------------------------------
54.|Above the northwestern road leading into the sector. It�s 
   |along the border of a sector, next to a        +-+-------+
   |wrecked car.                                   |2| D#B05 |
---+-----------------------------------------------+-+-------+
55.|Near the small lake along the railtrack leading northwest 
   |out of Port Selao. The diamond case is in a    +-+-------+
   |flipped-over wrecked van.                      |1| D#B06 |
---+-----------------------------------------------+-+-------+
56.|In Mosate Selao, climb up the ladder in the middle of the 
   |town to get on the roof of the building. Then jump off    
   |from the northwestern side to land on a wooden roof. From 
   |there, jump on the fence in front of you to    +-+-------+
   |get to the diamond case.                       |3| D#B07 |
---+-----------------------------------------------+-+-------+
57.|On the southern side of Selao, you can see a church. The  
   |large tower next to the church has an entrance on the     
   |backside. Inside, climb up the two ladders to  +-+-------+
   |find the diamond case.                         |1| D#B08 |
---+-----------------------------------------------+-+-------+
58.|Near the bus station, in the first red container behind   
   |the blue barrel.                               +-+-------+
   |                                               |2| D#B09 |
---+-----------------------------------------------+-+-------+
59.|Directly south of Port Selao is a rectangular rock        
   |formation surrounded entirely by water. On the southern   
   |side, look for an opening between two rocks and follow it 
   |to an underground cave with a diamond case.    +-+-------+
   |                                               |3| D#B10 |
---+-----------------------------------------------+-+-------+
60.|Southeast of Port Selao is a passage between two rock     
   |formations. To the left of the river that runs through it,
   |you can find a small hut. From there, follow the rocks on 
   |the southern mountain formation until you      +-+-------+
   |reach the diamond case.                        |2| D#B11 |
---+-----------------------------------------------+-+-------+
61.|If you look to the southwest of Selao, you�ll see the end 
   |of a small lake, near the mountains. The case is on the   
   |southern shore there, behind a wrecked car     +-+-------+
   |next to the waterfall.                         |2| D#B25 |
---+-----------------------------------------------+-+-------+
62.|Near the weapon store. It�s next to the armory, get to it 
   |by slashing away the wooden bars at the back.  +-+-------+
   |                                               |1|D_A#B04|
---+-----------------------------------------------+-+-------+
63.|From the safe house in the northwestern corner, use the   
   |paraglider and turn 180 degrees to the left and pass the  
   |guard post, then cross the river to reach the  +-+-------+
   |case. Clear out the guard post beforehand.     |3| D#B34 |
---+-----------------------------------------------+-+-------+
64.|North of Selao, behind the rock formation, in the mountain
   |passage. It�s close to a campfire.             +-+-------+
   |                                               |2| D#B35 |
---+-----------------------------------------------+-+-------+
65.|Near the guard post east of Selao. It�s in the house along
   |the shore.                                     +-+-------+
   |                                               |1|D_A#B07|
---+-----------------------------------------------+-+-------+
                                                  /23|        
                                                 +---+        
Eastern Sector (14)
===================

---+----------------------------------------------------------
66.|Near the road going south away from the airfield, you can 
   |see a small dock (underground location). The case is to   
   |the west of the dock, close to the southern    +-+-------+
   |rock formation, laying in the grass.           |1| D#B28 |
---+-----------------------------------------------+-+-------+
67.|In the southwestern corner of the sector, directly to the 
   |west of the case #66. It�s close the eastern   +-+-------+
   |mountainside, accessed by jumping on the rocks.|2| D#B29 |
---+-----------------------------------------------+-+-------+
68.|Close to the road ending near the river shore southeast of
   |the antenna station. It�s sitting on the road, +-+-------+
   |out in the open.                               |3|D_A#B01|
---+-----------------------------------------------+-+-------+
69.|On the small island southwest of the antenna station. It�s
   |at the southern side, sitting on some boxes.   +-+-------+
   |                                               |2|D_A#B02|
---+-----------------------------------------------+-+-------+
70.|From the guard post to the far west of Rail Xing (near the
   |river shore), head northwest to reach a tiny   +-+-------+
   |mountain passage with a diamond case.          |2|D_A#B03|
---+-----------------------------------------------+-+-------+
71.|You can see two junction close to each other to the east  
   |of Polytechnic. The diamond case is to the     +-+-------+
   |northwest of that, defended by two guards.     |2|D_A#B05|
---+-----------------------------------------------+-+-------+
72.|Close to the guard post south of the Polytechnic area     
   |(near the railtrack). The diamond case is in a +-+-------+
   |rail unit.                                     |1|D_A#B06|
---+-----------------------------------------------+-+-------+
73.|A little bit south of the jackal tape, high up on a rock. 
   |Jump from rock to rock to get to it. If it�s too difficult
   |head to Rail Xing and use the paraglider there +-+-------+
   |to get to it.                                  |3|D_C#B18|
---+-----------------------------------------------+-+-------+
74.|In the Polytechnic, in a room on the southwest corner of  
   |the building, behind some boxes.               +-+-------+
   |                                               |1|D_M#B16|
---+-----------------------------------------------+-+-------+
75.|At the safe house west of Rail Xing, you can see a small  
   |opening in the mountains on the map. At that opening, jump
   |from rock to rock until you reach a tree with  +-+-------+
   |a diamond case behind it.                      |2|D_M#B21|
---+-----------------------------------------------+-+-------+
76.|The diamond case is located close to the northern border  
   |Rail Xing. Find it first, then head up on the bridge, and 
   |use the paraglider close to the guard post to  +-+-------+
   |get to it.                                     |1|D_M#B22|
---+-----------------------------------------------+-+-------+
77.|In the southeastern corner of the sector, close to the end
   |of the river. It�s on the southern shore, up on+-+-------+
   |some rocks.                                    |3|D_M#B23|
---+-----------------------------------------------+-+-------+
78.|A little bit south of the airfield, only accessible       
   |through it. It�s behind a rock.                +-+-------+
   |                                               |1| D#B38 |
---+-----------------------------------------------+-+-------+
79.|On the road to the towards the southeastern sector, near
   |the southern border. It�s up on an elevated    +-+-------+
   |rock, get to it from the northern side.        |1| D#B39 |
---+-----------------------------------------------+-+-------+
                                                  /25|        
                                                 +---+        
Southwestern Sector (15)
========================

---+----------------------------------------------------------
80.|From the guard post southeast of the weapon store, draw a 
   |line south, and from the safe house southwest of the mine,
   |draw a line west. At the point where the two   +-+-------+
   |lines meet, is the diamond case inside a car.  |1| D#B19 |
---+-----------------------------------------------+-+-------+
81.|A bit south of the three-way junction to the northeast of 
   |the weapon store. It contains 1 diamond.       +-+-------+
   |                                               |1| D#B20 |
---+-----------------------------------------------+-+-------+
82.|In the small mountain passage above the northernmost safe 
   |house, look for a small path to the right. It  +-+-------+
   |leads to a corpse and the diamond case.        |3| D#B21 |
---+-----------------------------------------------+-+-------+
83.|Above the northwestern guard post, just below the border, 
   |near a campfire.                               +-+-------+
   |                                               |1|D_C#B10|
---+-----------------------------------------------+-+-------+
84.|To the far west of the weapon store, beyond the mountains,
   |and very close to the border. It�s below a     +-+-------+
   |jeep, so drive it forward to access the case.  |2|D_C#B11|
---+-----------------------------------------------+-+-------+
85.|From the western safe house, when you follow the road to- 
   |ward the bus station, you should eventually encounter a   
    encounter a commercial board. The case is      +-+-------+
   |behind the board, near a small lake.           |2|D_C#B12|
---+-----------------------------------------------+-+-------+
86.|East of the bus station, close to the mountain wall.      
   |You�ll find a small hut with a pit next to it. +-+-------+
   |The case, among other things, is in the pit.   |2|D_C#B15|
---+-----------------------------------------------+-+-------+
87.|South of the guard post below TaeMoCo Mine and west of the
   |safe house close to it. It�s near a humungous  +-+-------+
   |tree.                                          |2|D_C#B16|
---+-----------------------------------------------+-+-------+
88.|In the northeastern corner of the sector, in a grave with 
   |a corpse next to it.                           +-+-------+
   |                                               |1|D_C#B17|
---+-----------------------------------------------+-+-------+
89.|In the northeastern corner of Weelegol Village. It�s in a 
   |hut.                                           +-+-------+
   |                                               |2|D_M#B13|
---+-----------------------------------------------+-+-------+
90.|In Weelegol Village, the main structure, in a house sur-  
   |rounded by guards.                             +-+-------+
   |                                               |1|D_M#B14|
---+-----------------------------------------------+-+-------+
91.|Just south of the west entrance of Weelegol Village, in a 
   |lookout high up on the rocks. You can�t access it on foot,
   |so use the paraglider in the southeastern corner of       
   |Weelegol village to fly over the village       +-+-------+
   |itself, then get to the lookout.               |3|D_M#B15|
---+-----------------------------------------------+-+-------+
92.|Northwest of the mine, against the mountain wall. When you
   |use the GPS, you�ll see it points towards some high rocks.
   |Get on the high rocks from the western side, then locate a
   |hole in the ground with a diamond case. Make sure you fall
   |through the gap so that you land on the ele-   +-+-------+
   |vated platform next to the diamond case.       |3|D_M#B17|
---+-----------------------------------------------+-+-------+
93.|In the TaeMoCo Mine, accessed through a conveyor belt in  
   |the middle of the area.                        +-+-------+
   |                                               |2|D_M#B18|
---+-----------------------------------------------+-+-------+
94.|In the northeastern exit out of the mine. It�s stashed    
   |beneath some hay, use a grenade to access it.  +-+-------+
   |                                               |2|D_M#B19|
---+-----------------------------------------------+-+-------+
                                                  /28|        
                                                 +---+        
Southern Sector (8)
===================

---+----------------------------------------------------------
95.|In the Bowa-Seko Brewing Co. It�s below the structure     
   |north of the large building.                   +-+-------+
   |                                               |1| D#B13 |
---+-----------------------------------------------+-+-------+
96.|On the island between the Mertens-Segolo and the Brewing  
   |Co. area. As soon as you set foot on the island, you�ll   
   |pick up a signal. The diamond case is lying    +-+-------+
   |between some trunks.                           |2| D#B14 |
---+-----------------------------------------------+-+-------+
97.|In the Mertens-Segolo area. It�s in the hut in the        
   |northwest, hidden behind some barrels.         +-+-------+
   |                                               |1| D#B15 |
---+-----------------------------------------------+-+-------+
98.|Close to the communication tower. It�s to the east near   
   |the shore, on a terrace.                       +-+-------+
   |                                               |2| D#B16 |
---+-----------------------------------------------+-+-------+
99.|Along the western road leading north from the MS Pipeline 
   |area. It�s lying next to the mountainside,     +-+-------+
   |about halfway up.                              |2| D#B17 |
---++----------------------------------------------+-+-------+
100.|In the MS Pipeline area, in the largest building.        
    |                                              +-+-------+
    |                                              |1| D#B18 |
----+----------------------------------------------+-+-------+
101.|In the northeastern corner of the sector, to the right of
    |where the river enters the small passage.     +-+-------+
    |Crawl through a pipe to get to it.            |3| D#B36 |
----+----------------------------------------------+-+-------+
102.|North of the Prison, in a small hut. Get to it by        
    |climbing the ladder you find.                 +-+-------+
    |                                              |3| D#B37 |
----+----------------------------------------------+-+-------+
                                                  /15|        
                                                 +---+        
Southeastern Sector (3)
=======================

----+---------------------------------------------------------
103.|At the western border of the sector, in a hut along the  
    |shore of Lake Segolo. The hut is marked as a  +-+-------+
    |black spot on the map.                        |2| D#B12 |
----+----------------------------------------------+-+-------+
104.|Near the black spot to the south of the Bus Station. It�s
    |inside the hut located there.                 +-+-------+
    |                                              |2| D#B26 |
----+----------------------------------------------+-+-------+
105.|Near the lake going from Marina. It�s at the southeastern
    |shore, behind a waterfall laying on some      +-+-------+
    |rocks.                                        |3| D#B27 |
----+----------------------------------------------+-+-------+
                                                  / 7|        
                                                 +---+        
Central Desert (2)
==================
Note: The two diamond cases in the southern area of the central desert 
officially belong to Bowa-Seko.

----+---------------------------------------------------------
106.|On top of the hut on the south side of the border. Get to
    |it by jumping from the sand hill behind it.    +-+------+
    |                                               |2| D#C3 |
----+-----------------------------------------------+-+------+
107.|Lying near the beginning of the railroad.      |3| D#C4 |
----+-----------------------------------------------+-+------+
                                                  / 5|        
           +-------------------------------------+---+        
           |15, 28, 27, 27, 23, 25, 28, 15,  7, 5|200|        
           +-------------------------------------+---+        


+============+
|JACKAL TAPES|
+============+------------------------------------------------------------+
|The layout is as follows:                                                |
|                                                                         |
|    +------------+                                                       |
|    |CCCCCCCCCCCC|                                                       |
|    +--+---------+------------------------------------------------       |
|    AA.|                                                                 |
|       |                                                  +------+       |
|       |                                                  |BBBBBB|       |
|    ---+--------------------------------------------------+------+       |
|                                                                         |
|A: Number of Jackal Tape.                                                |
|B: String used in the walkthrough.                                       |
|C: Sector of the Tape.                                                   |
+-------------------------------------------------------------------------+

+-----------+                                                 
| Northwest |                                                 
+--+--------+-------------------------------------------------
1. |Very close to Diamond case nr. 7. It�s near a campfire (at
   |night) and a wrecked bus.                         +------+
   |                                                  |J_C#B1|
+--+--------+-----------------------------------------+------+
|   North   |                                                 
+--+--------+-------------------------------------------------
2. |From the Dogon Cliff part of Dogon Village, head north and
   |down the set of stairs to reach a separate part   +------+
   |of the cliff. The tape is at the end of the cliff.|J_M#B1|
+--+--------+-----------------------------------------+------+
| Northeast |                                                 
+--+--------+-------------------------------------------------
3. |Near the same lake as diamond case nr. 33, close to a     
   |truck on the western end. It�s lying on the       +------+
   |ground.                                           |J_A#B1|
+--+-------+------------------------------------------+------+
|   West   |                                                  
+--+-------+------------------------------------------+------+
4. |Right next to diamond case no. 46.                |J_C#B2|
+--+-------+------------------------------------------+------+
|Port Selao|                                                  
+--+-------+--------------------------------------------------
5. |In a hut in the mountain pass to the west of diamond case 
   |no. 60. In the hut, hop down to the basement to   +------+
   |find the Tape.                                    | J#B1 |
+--+-------+------------------------------------------+------+
|   East   |                                                  
+--+-------+--------------------------------------------------
6. |A little south of diamond nr. 68, also on the river shore.
   |The tape is next to a crashed plane.              +------+
   |                                                  |J_C#B4|
+--+--------+-----------------------------------------+------+
| Southwest |                                                 
+--+--------+-------------------------------------------------
7. |Along the road towards the bus station. It�s in a wrecked 
   |bus, hard to miss.                                +------+
   |                                                  |J_C#B3|
+--+--------+-----------------------------------------+------+
|   South   |                                                 
+--+--------+-------------------------------------------------
8. |Close to diamond case no. 99, lying next to a wrecked car.
   |                                                  +------+
   |                                                  | J#B2 |
---+--------------------------------------------------+------+


+==============+
|GOLDEN AK-47�S|
+==============+----------------------------------------------------------+
|The layout is as follows:                                                |
|                                                                         |
|    +------------+                                                       |
|    |CCCCCCCCCCCC|                                                       |
|    +--+---------+------------------------------------------------       |
|    AA.|                                                                 |
|       |                                                 +-------+       |
|       |                                                 |BBBBBBB|       |
|    ---+-------------------------------------------------+-------+       |
|                                                                         |
|A: Number of Golden AK-47.                                               |
|B: String used in the walkthrough.                                       |
|C: Sector of the Golden AK-47.                                           |
+-------------------------------------------------------------------------+

+-----------+
|   North   |
+--+--------+--------------------------------------------------------------
1. |Near the circular black spot close to the south border. Search for a   
   |steep path to the left of the paraglider to find it.          +-------+
   |                                                              | GA#B1 |
+--+-------+------------------------------------------------------+-------+
|   East   |                                                               
+--+-------+---------------------------------------------------------------
2. |Some distance north of Rail Xing is a guard post. From the guard post, 
   |Cross the river to the east, then head south and keep a close eye on   
   |the mountainside. When you see a red barrel, head to it to    +-------+
   |find a Golden AK-47 right next to the barrel on the ground.   |GA_C#B2|
+--+--------+-----------------------------------------------------+-------+
| Southwest |                                                              
+--+--------+--------------------------------------------------------------
3. |To the east of the TaeMoCo mines, you�ll see a small black spot along  
   |the long road leading north. At that location, park the jeep on the    
   |southern side of the hut, then use it to jump on the roof, and into the
   |the hut, where you�ll find the AK-47 lying on the ground. Get +-------+
   |out of the hut by using the broken roof.                      |GA_C#B1|
+--+--------+-----------------------------------------------------+-------+
| Southeast |                                                              
+--+--------+--------------------------------------------------------------
4. |Behind the Heart of Darkness in the swamp, when the path is directed to
   |the east, look for a fallen-down trunk. Follow it up to a     +-------+
   |ridge to find the AK-47 resting on a rock.                    | GA#B2 |
---+--------------------------------------------------------------+-------+



MMMMMNMMMM===================================$MMMMMMM
MMMNNMMNMM==================================MMMMMMNNM
MMM8#######################################MMMMD  MNM
NND8     /|  /\                           ZMNNN      
NDDND8DD  | |  | .   Walkthrough          IDD88      
MMNNN8O8 _|_ \/                     !Wat .ZDD8?      
D88O######################################+88O87=    
ZOOO========================================DZ7I$ZI$7
8OMD========================================.~ZOZ7$O 


And now, finally, we�ll move on to the walkthrough. The walkthrough tells 
you exactly what you have to do to finish the game. 

================
NOTES BEFOREHAND
================
- This walkthrough will guide you through the entire game, picking up all 
221 diamond cases and unlocking all 58 guard posts on the way, while also 
completing all main and side missions, and purchasing every weapon. If you 
do not intend to do this, please skip over to the �Mission List� chapter.

- Before beginning the game, head over to the tab �Additional Content� in 
the main menu. Once there, type in the following passwords:
- sa7eSUPR
- tar3QuzU
- THaCupR4
- SpujeN7x

If done correctly, a message should appear for every code, stating that the 
missions are unlocked. Now, when playing the game, you will occasionally 
come across extra missions. These will be covered in the walkthrough.
Also, the Intel Bonus missions have been installed prior to this game. 
These include 2 extra missions, obtained throughout the walkthrough. The 
newest patch (1.01) has been installed as well.

For the die-hards, it�s possible to unlock extra machetes without having to 
log on to multiplayer. To do this, open the Register Edit (Regedit), and go 
to HKEY_CURRENT_USER/Software/UBISOFT/Far Cry 2. In here, you should find a 
standard key, and the keys PartnerKey1 and PartnerKey 2 (assuming you�ve 
unlocked the above missions). Right mouse click, new, then click the 32-bit 
key (DWORD) to create a new key. Change the name to MachetesKey, 
doubleclick it, and change the value to 1. Once you�ve done this, you�ll 
find the new machete�s in the options tab of the MAIN MENU (not the in-game 
menu).

===============
SEARCH FUNCTION
===============
Throughout this walkthrough, you will find a lot of collectables and 
whatnot. In order to keep track of everything, every time the walkthrough 
finds a collectable, it�s marked with a special code. These codes can later 
be used in combination with the search function (Ctrl-F). This small 
section is dedicated to explaining the several codes.

Basically, a collectable code has the following base:

X#01

In place of the X, you�ll find either D (diamond) or J (jackal tape). 
However, sine the game is randomized, you�ll acquire one side mission from 
a list of several. For example, there are 4 convoy missions, and you�ll get 
a random mission from those 4 every time you accept a mission. This means 
that I cannot predict what mission you�ll get. Diamonds found in these 
missions are marked as following:

X_Y#01

X again replaces D or J, whereas the Y replaces one of 3 letters: M (Main 
mission), C (Convoy mission) or A (Assassination mission). The number 
behind the # again counts up. This letter and the underscore in front of it 
is ignored if the collectable is found in none of the missions (so while 
travelling to those missions).

Finally, the collectable can be found in either Leboa-Sako (first district) 
or Bowa-Seko (second district). This is marked with either an L or a B 
between the # and the number.

So, in the walkthrough, you could have a code like this:

D_M#L05

This would represent the fifth Diamond being found in the Main mission in 
Leboa-sako.

Keep in mind that Jackal tape codes never have a zero behind the B or L, as 
there are less than 10 tapes in each of the districts.

=================
/\/\/\/\/\/\/\/\/
TABLE OF CONTENTS
\/\/\/\/\/\/\/\/\
=================
In the table of contents, you can clearly see that the walkthrough follows 
the main missions closely. If you look at the statistics tab in you in-game 
journal, you see that there are 33 main missions. These missions are also 
named in the walkthrough. Every subchapter (1.2, 2.3, etc.) stands for a 
new main mission. The subchapter you are in should match the number of main 
mission you�ve completed, as stated in the statistics tab.

Act I: Leboa-Sako                           
-----------------                           
                                            
1.  Prologue                           !Pro 
  1.1  Opening                         #OPN 
  1.2  Escape From Pala                #EFP 
  1.3  Lieutenant Mission              #LMI 
  1.4  Delivery                        #DEL 
  1.5  Underground                     #UND 
                                            
2.  Trapped in Between                 !TiB 
  2.1  APR�s Buddy Rescue              #APL 
  2.2  UFLL�s Buddy Rescue             #UFL 
  2.3  Faction Mission #1              #FL1 
    2.3.1  Buddy Mission #1/12         #BU01
    2.3.2  Assassination Mission #1/6  #AS01
    2.3.3  Buddy Mission #2/12         #BU02
    2.3.4  Convoy Mission #1/4         #CO1 
    2.3.5  Bonus Mission #1/3          #BO1 
    2.3.6  Buddy Mission #3/12         #BU03
    -------                                 
    2.3.7  Faction Mission #1/6        #MA01
    -------                                 
                                            
3.  Trust and Loyalty                  !TaL 
  3.1  Faction Mission #2              #FL2 
    3.1.1  Buddy Mission #4/12         #BU04
    3.1.2  Convoy Mission #2/4         #CO2 
    3.1.3  Bonus Mission #2/3          #BO2 
    3.1.4  Buddy Mission #5/12         #BU05
    3.1.5  Assassination Mission #2/6  #AS02
    3.1.6  Buddy Mission #6/12         #BU06
    3.1.7  Bonus Mission #3/3          #BO3 
    -------                                 
    3.1.8  Faction Mission #2/6        #MA02
    -------                                 
  3.2 Faction Mission #3               #FL3 
    3.2.1  Underground Mission #1/3    #UN1 
    3.2.2  Convoy Mission #3/4         #CO3 
    3.2.3  Buddy Mission #7/12         #BU07
    3.2.4  Assassination Mission #3/6  #AS03
    3.2.5  Buddy Mission #8/12         #BU08
    -------                                 
    3.2.6  Faction Mission #3/6        #MA03
    -------                                 
  3.3 Faction Mission #4               #FL4 
    3.3.1  Assassination Mission #4/6  #AS04
    3.3.2  Convoy Mission #4/4         #CO4 
    -------                                 
    3.3.3  Faction Mission #4/6        #MA04
    -------                                 
                                            
4.  Raising the Stakes                 !RtS 
  4.1  Faction Mission #5              #FL5 
    4.1.1  Underground Mission #2/3    #UN2 
    4.1.2  Diamond Run #1/3            #DR1 
    4.1.3  Assassination Mission #5/6  #AS05
    4.1.4  Diamond Run #2/3            #DR2 
    4.1.5  Buddy Mission #9/12         #BU09
    -------                                 
    4.1.6  Faction Mission #5/6        #MA06
    -------                                 
  4.2  Faction Mission #6                   
    4.2.1  Buddy Mission #10/12        #BU10
    4.2.2  Diamond Run #3/3            #DR3 
    4.2.3  Buddy Mission #11/12        #BU11
    4.2.4  Assassination Mission #6/6  #AS06
    4.2.5  Buddy Mission #12/12        #BU12
    -------                                 
    4.2.6  Faction Mission #6/6        #MA06
    -------                                 
    4.2.7  Underground Mission #3/3    #UN3 
                                            
5.  The Climax                         !TCL 
  5.1  Fool�s Errand                   #FOE 
  5.2  Defense Reversal                #DER 
                                            
6.  On the Brink of Death              !OBD 
  6.1  Exile to Bowa-Seko              #ETB 
  6.2  Reprisal Killing                #RK1 
                                            
Act II: Bowa-Seko                           
-----------------                           
7.  A Fresh Start                      !AFS 
  7.1  Hornet�s Nest                   #HNN 
  7.2  Jackal�s Buddy Rescue           #JBR 
                                            
8.  Back in Business                   !BIB 
  8.1  APR�s Buddy Rescue              #APB 
    8.1.1  Convoy Mission #1/4         #CO5 
    8.1.2  Buddy Mission #1/8          #BU13
    8.1.3  Assassination Mission #1/6  #AS07
  8.2  UFLL�s Buddy Rscue              #UFB 
  8.3  Faction Mission #1              #FS1 
    -------                                 
    8.3.1  Faction Mission #1/6        #MA07
    -------                                 
                                            
9.  The Old Routine                    !TOR 
  9.1  Faction Mission #2              #FS2 
    9.1.1  Underground Mission #1/2    #UN4 
    9.1.2  Bonus Mission #1/3          #BO4 
    9.1.3  Buddy Mission #2/8          #BU14
    9.1.4  Convoy Mission #2/4         #CO6 
    9.1.5  Buddy Mission #3/8          #BU15
    9.1.6  Assassination Mission #2/6  #AS08
    -------                                 
    9.1.7  Faction Mission #2/6        #MA08
    -------                                 
  9.2  Faction Mission #3              #FS3 
    9.2.1  Bonus Mission #2/3          #BO5 
    9.2.2  Convoy Mission #3/4         #CO7 
    9.2.3  Buddy Mission #4/8          #BU16
    9.2.4  Assassination Mission #3/6  #AS09
    9.2.5  Buddy Mission #5/8          #BU17
    -------                                 
    9.2.6  Faction Mission #3/6        #MA09
    -------                                 
  9.3  Faction Mission #4              #FS4 
    9.3.1  Underground Mission #2/2    #UN5 
    9.3.2  Buddy Mission #6/8          #BU18
    9.3.3  Convoy Mission #4/4         #CO8 
    9.3.4  Bonus Mission #3/3          #BO6 
    9.3.5  Predecessor Mission         #PRE 
    9.3.6  Buddy Mission #7/8          #BU19
    9.3.7  Assassination Mission #4/6  #AS10
    -------                                 
    9.3.8  Faction Mission #4/6        #MA10
    -------                                 
                                            
10. Destined Survival                  !DSu 
  10.1 Faction Mission #5              #FS5 
    10.1.1 Buddy Mission #8/8          #BU20
    10.1.2 Assassination Mission #5/6  #AS11
    -------                                 
    10.1.3 Faction Mission #5/6        #MA11
    -------                                 
  10.2 Faction Mission #6              #FS6 
    10.2.1 Assassination Mission #6/6  #AS12
    -------                                 
    10.2.2 Faction Mission #6/6        #MA12
    -------                                 
                                            
11. The Same Mistake Twice             !SMT 
  11.1 Warlord Assassination           #WAS 
  11.2 Prison Break                    #PrB 

ACT III: Grand Finale:                      
----------------------                      
  11.3 Reprisal Killing                #RK2 
  11.4 House Cleaning � Part 1         #HC1 
  11.5 House Cleaning � Part 2         #HC2 
                                            
12. The Jackal�s Associate             !TJA 
  12.1 Reuben�s Atonement              #RAT 
  12.2 Rendezvous with the Jackal      #RwJ 
  12.3 Heart of Darkness               #HoD 
  12.4 Killing the Disease             #KtD 
  12.5 Epilogue                        #Epi 


==================================
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
       CHAPTER 1: Prologue        
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!Pro
==================================
�The Jackal continues to be a destabilizing influence - Orders are to 
terminate.�


---/// Journal Entry #1 \\\---

Five minutes in this country and it�s      
Clear � things are about to go very bad.   
The UFLL and the APR are gearing up        
For open fighting. My mission is simple �  
To kill �The Jackal� � the bastard that    
armed both sides.                          
                                           
It wasn�t so long ago that this was        
another one of those dirty little wars     
that barely rated a sidebar. There was     
an arms embargo in place, and everyone     
back home could just cluck their           
tongues and plan their next tax-           
deductible donation...                     
                                           
When The Jackal showed up here with        
Containers full of AKs and RPGs � That     
Set off some alarm bells somewhere.        
This guy really puts the fear in the       
black-bag crowd. There must be some        
history there they can�t afford to have    
walking around.                            

---/// New Sickness Level! \\\---

Level 5:
Shakes, sweating, fever. Convulsions are severe. Feel like I could die.

\\\---


                              +----------+
                              |0. OPENING|
                              +0%----#OPN+


---/// New Objective! \\\---

OBJECTIVES: Find the Jackal and kill him.
   DETAILS: The target�s presence in the state continues
            to be a destabilizing influence. He is largely 
            responsible for the recent influx of weapons
            into the country, in clear violation of the Joint
            Signatory Framework. His reputation as a
            dangerous arms dealer is well-deserved.
            Orders are to terminate.
\\\---

�Okay, we go...�
You�re in a cab, and you�re being driven to a hotel in Pala. You can look 
around with your mouse to check the environment while the cab driver is 
starting the engine. Check out the various locals NOT shooting you. 
Probably the only time in the entire game you�ll see them like that. About 
halfway through you�ll see a group of houses in fire. In time, you will be 
able to do that. For now, just be patient. Shortly after that, you�ll start 
sighing and coughing. the screen gets vague. The driver doesn�t notice. It 
fades away after a few seconds, only to return moments later. the driver 
has parked his car next to the hotel, and finally notices something�s the 
matter. he tries to help you, but you faint.

When you regain consciousness, you�re lying on a bed. Someone is kneeling 
in the corner of the room. He�s checking your briefcase. Once he�s found 
your journal, he comes up to you reading parts of it (�The target�s 
presence in the state continues to be...�). Finally, he�ll tell you that it 
didn�t work out as planned: he (apparently the Jackal) is still breathing, 
and you have malaria (so that�s what it is). having failed, you�ll most 
likely be fired and be left in this country. you�re not his problem 
anymore. He stresses that he can�t be killed by anyone. He�s about to 
plunge a knife into your head, but instead, he jabs it into the wall. 
putting the gun on the desk, he walks away. you�ll pass out again.


                              +-------------------+
                              |1. ESCAPE FROM PALA|
                              +1%-------------#EFP+


Once you regain consciousness again, you�ll try to grab your journal. Once 
you�re up, a large explosion will crush your exit. You quickly grab the 
knife and weapon, and you gain control. Walk out.


---/// New Objective! \\\---

OBJECTIVES: Get out of town.
   DETAILS: There�s fighting all over the streets. And it�s 
            only gonna get uglier. I gotta get out of town if
            I want to avoid the cross-fire.

\\\---


Walk out of your room, and jump over the table. turn right at the blasted 
wall, and crouch to get through.

  _____________
 /_Informative_\________________________
|                                       |
|Your first choice                      |
+-                                      |
|In this city, you will pass out, either|
|from your wounds, or from malaria (once|
|you reach the edge of the city), after |
|which you will be saved by one of four |
|leaders of two factions. To control who|
|you will end up with, I�ve described   |
|how to get the four different          |
|lieutenants. This is important to a    |
|later event in the game. If you don�t  |
|care either way, just pick a random    |
|person.                                |
|_______________________________________|


|Anto Kankaras (UFLL)|
+--------------------+

Walk along the left side of the wall, and go in the first opening. Press E 
to pick up a G3. Walk up to the window. Jump, and press C and W whilst in 
midair to go through the window. jump to the ground on your left. Walk 
forward and pass through the small openining on the right. Walk through the 
grass. From this point, you�re allowed to pass out from your wounds. Run 
along the path through your right. If you want, you can turn around and 
kill some enemies following you. If you make it to the bridge, you�ll pass 
out from the malaria.


|Joaquin Carbonell (UFLL)|
+------------------------+

Walk forward and grab the weapon (G3) with F. go through the right opening, 
and jump through the window on your left. You can die already if you want 
to. Walk to the right, and check for enemies on the right and in front of 
you. If it�s clear, walk further, until you reach a road. Sprint left, 
occasionally turning around to shoot some enemies. you�ll eventually pass 
out from the malaria.


|Arturo Quiepo / Walton Purefoy (Both APR)|
+-----------------------------------------+

Walk up to the doorway, and pick up the weapon. Now turn around and jump 
off the ledge. there�ll probably be an enemy with his back turned to you at 
the exit. Kill him (headshot), and you�ll be noticed. two guys will block 
the exit, kill both of them. pick up their shotguns if you want, then pick 
up the ammo box next to you. walk out of the hotel, and kill any enemies 
directly in front of you. to the left and right, there are multiple enemies 
� they were originally fighting each other, but they�ll gladly start 
shooting you as soon as you pass by. Therefore, sprint to the other 
side of the road, to the right of the building in front of you. walk to the 
end, and turn left. You�ll come across a hole in the wall. Crouch through 
it. If you want Quiepo as your saviour, turn right, and walk through the 
gap between the building and the rock. keep next to the rock to get on the 
other side of the house. walk to the left of the next house, and then run 
to the bridge to pass out.

If you want Purefoy to save you, walk to the back of the building on your 
left. Once there, turn around to kill any followers, then make your way to 
the back of the second building. take a breather, then follow the road to 
the right, where you�ll eventually pass out.

---/// Objective Completed \\\---


                              +---------------------+
                              |2. LIEUTENANT MISSION|
                              +1%---------------#LMI+


---/// New Objective! \\\---

OBJECTIVES: Heal yourself
   DETAILS: I�m badly injured. I need to stabilize myself
            with first-aid.

\\\---


When you wake up, the first thing you�ll see is your desired lieutenant: 
Anto Kankaras, Joaquin Carbonell, Arturo Quiepo or Walton Purefoy. He�ll 
tell you that you�re in bad condition. press H to heal yourself (more 
information on healing can be found in the �Surviving in Africa� chapter). 
Next, he�ll tell you that you killed one of his men. in return, you�re 
gonna work for him. you can save your game in the glowing box to the left. 
Then walk to the next room. You�ll find some weapons on the table. Grab 
them, and grab some sirettes from the medkit. Use one to heal yourself 
completely. The lieutenant then starts explaining that there was supposed 
to be a ceasefire in Pala, but that�s over now (obviously). The faction�s 
(either APR or UFLL) got his hands full, so every man available is holding 
down the other faction. This means you�re pretty valuable (even though he 
doesn�t admit it). He�ll also remind you of your malaria, so watch out. 
Your first mission is to fix the car outside.


---/// Objective Updated! \\\---

OBJECTIVES: Pop the hood and fix the car.
   DETAILS: The lieutenant told me to repair the car
            parked outside.

\\\---


Once the door opens up, walk out. press 5 (by default) to bring out your 
map and GPS. the map can be zoomed in or out by pressing reload (R by 
default). you�ll find a flashing red circle. that�s where your objective 
(in this case a car) is located. walk up to the car and stand in front of 
the engine to make an icon appear at the bottom of the screen. This means 
that you can interact with something. To activate the object, press the 
interact-button (E by default). Your character will open the hood and use 
his wrench on the engine. follow some of the on-screen objections (to 
familiarize yourself with the controls). Eventually, your phone will start 
ringing. Press 5 to pick it up. it�s your lieutenant, and he has a mission 
for you.


---/// Objective Updated! \\\---

OBJECTIVES: Kill the scouts at the safehouse to unlock it.
   DETAILS: The lieutenant told me to go to the safe 
            house and terminate the scouts there. 

\\\---


Get in the car (with E) and take out your map. it�s a good habit of always 
taking out your map while in a car. This way, you�ll never get lost. In the 
car, press W to step on the gas, and use the space bar to brake. When the 
car has a mounted weapon, you can press C to move yourself behind the 
turret. In this car, however, there is no mounted weapon, so just drive 
towards your objective south. When driving, you�ll notice that some of the 
direction boards are colored red. This indicates that the main objective is 
in the pointed direction. 

When you�re close to the safehouse, step out of the car. Walk to the 
safehouse, and keep your eyes open. There are two or three enemies that are 
guarding the safehouse. There is a small hut with ammo and a medkit near 
the road that leads up to the safehouse. You�ll know you�ve killed all 
enemies when you see the text �You�ve just unlocked a safehouse� on top of 
the screen.

  _____________
 /_Informative_\________________________
|                                       |
|Safehouses                             |
+-                                      |
|Safehouses are small huts that can be  |
|unlocked once you�ve killed all the    |
|enemies guarding it. In a safehouse,   |
|you can rest, and access your special  |
|crates (more on this later). Your safe |
|house will also be upgraded through the|
|main mission. Safehouses are marked on |
|the map as a tent. When you see a small|
|lock in the top-right corner of the    |
|icon, you haven�t unlocked it yet. Once|
|a safehouse is unlocked, it will stay  |
|that way forever.                      |
|_______________________________________|

Immediately after unlocking the house, you�ll get another call from your 
lieutenant. He has another mission for you, but wants you to sleep first, 
so you don�t pass out in the middle of the job.


---/// Objective Updated! \\\---

OBJECTIVES: Use the bed-roll in the safehouse.
   DETAILS: The lieutenant told me to use the safehouse
            and get as much sleep as I needed before 
            attempting the next job. There�s a bed-roll in
            there that looks comfortable enough... 

\\\---


Go into the safehouse and grab the glowing boxes from the shelf. One 
contains Molotov Cocktails, and the other grenades. For more info on both, 
check the �Weapons and Vehicles� chapter. Now get some rest. It might be 
best to sleep until night (at about half past 10). Once you get up, you�ll 
get another call from your lieutenant. He tells you about your next 
mission. The mission you have to perform is dependant of the lieutenant 
that saved you.


#############
Anto Kankaras
#############

---/// Objective Updated! \\\---

OBJECTIVES: Reach the Observation point and scout the camp.
   DETAILS: The lieutenant told me to scout out the
            enemy camp from the observation point on
            the map.

\\\---


Follow the road back to your car (if you need ammo, take some from the hut) 
and start driving towards the cock-fights area. At the crossing, get out of 
the car and take the small road to the right. When you reach some boxes, 
get out your map. If you press the right mouse button now, you will take 
out your monocular. This is used to scout the area. When you find a 
particular object of interest (Cars, ammo piles, turrets, snipers, etc.), 
the red circle will turn green. Press the left mouse button at this point 
to note this object, and all objects of this kind, on your map. Scouting is 
very important, and can be vital on the infamous difficulty. Use the 
monocular and check out the turret behind the direction boards. Click on 
your left mouse button to note this down on the map. You�ll get a call from 
Kankaras. He�ll tell you that you�re supposed to save a hostage in the 
building to the far end.


---/// Objective Updated! \\\---

OBJECTIVES: Free the captive from the bricked-up building at
            the cock-fighting area.
   DETAILS: I can build up my credibility with the UFLL by
            busting out some captive held by the APR at
            the cock-fighting arena.

\\\---


Before saving the hostage, use your monocular to spot an ammo pile below 
the direction boards. Now, crouch forward until you fall down. Still 
crouching, go to the left of the structure (grab some sirettes if you want 
to). You should not be spotted while doing this. walk across the road (if 
you slept until 10, it�s night-time by now) and into the far-left building. 
walk to the other opening, and you�ll probably see some enemies, though be 
careful they don�t see you. If it�s only a few, you can safely shoot them. 
Else, walk back and into the room on your left, and start shooting �em from 
the window. When you have to reload, fall back into the building, reload 
and use a sirette, then attack again. once a lot are down, you can come out 
of the building and kill the leftover enemies. when they�re all done for, 
get in the large building. At the end is your target. Open the door, and 
you�ll be confronted with the malaria again. Quickly open the closed door, 
freeing the hostage.


---/// New Buddies! \\\---

You will now get 3 new buddies. One of them is the one you freed just now, 
the other two are friends of the former (you don�t actually know them yet).

---/// Reputation increased! \\\---

Nobody knows me here. I�m just another 
stiff with a gun. Think I�ll shake things up a
bit.

\\\---


The buddy you helped escape in this mission is your best buddy. He will 
help you with missions in the future.


#################
Joaquin Carbonell
#################

---/// Objective Updated! \\\---

OBJECTIVES: Reach the Observation point and scout the camp.
   DETAILS: The lieutenant told me to scout out the
            enemy camp from the observation point on
            the map.

\\\---


Get out of your safehouse, take an ammo box from the small hut, and step in 
the car. Take out your map so you won�t get lost, and drive to the Lumber 
Camp area. Once you see a small path on your left, get out of your car and 
use the road to get on top of a small cliff. When you�re on top, crouch and 
get out your map. If you press the right mouse button now, you will take 
out your monocular. This is used to scout the area. When you find a 
particular object of interest (Cars, ammo piles, turrets, snipers, etc.), 
the red circle will turn green. Press the left mouse button at this point 
to note this object, and all objects of this kind, on your map. Scouting is 
very important, and is vital on the infamous difficulty. You can spot the 
glowing medkit below the cliff. You�ll get a call from Carbonell, who�ll 
tell you about a captive held in the bricked-up building. That�s your 
target.


---/// Objective Updated! \\\---

OBJECTIVES: Free the captive from the bricked-up building at
            the lumber camp.
   DETAILS: I found out about some foreigner being held
            at the APR lumber camp. I�ll earn points with
            the UFLL if I can break this hostage out.

\\\---


Spot a mounted weapon to the right of the yellow barrel to find out another 
turret�s located in front of the bricked-up building with the captive. Keep 
an eye on that one. Now, a little more scouting will find that all enemies 
are centered in the upper-left area, in front of the target building. 
Therefore, head right. crouch to the two barrels (yellow and red). 
Quicksave if you want, then throw a grenade near both barrels. As soon as 
you�ve done that, run up the ledge behind the barrels. The grenade should 
explode when you�re up there. Hide behind the wood collection and shoot any 
enemies in sight. There�s a guy with a shotgun in the house next to you. 
Once all enemies are eliminated run back to the target building and get in. 
You�ll get a malaria attack again. Unlock the door to find the captive.


---/// New Buddies! \\\---

You will now get 3 new buddies. One of them is the one you freed just now, 
the other two are friends of the former (you don�t actually know them yet).

---/// Reputation increased! \\\---

Nobody knows me here. I�m just another 
stiff with a gun. Think I�ll shake things up a
bit.

\\\---


The buddy you helped escape in this mission is your best buddy. He will 
help you with missions in the future.


#############
Arturo Quiepo
#############

---/// Objective Updated! \\\---

OBJECTIVES: Reach the Observation point and scout the camp.
   DETAILS: The lieutenant told me to scout out the
            enemy camp from the observation point on
            the map.

\\\---


Grab some ammo and sirettes if you need to, and get in your car. Use your 
map to get to the slaughterhouse. When you spot a small path leading up a 
cliff on the left of the road, step out of the car and walk up the cliff. 
When you see 2 tanks, you�ve reached the edge. Look left to see the 
slaughterhouse. Crouch and get out your map. If you press the right mouse 
button now, you will take out your monocular. This is used to scout the 
area. When you find a particular object of interest (Cars, ammo piles, 
turrets, snipers, etc.), the red circle will turn green. Press the left 
mouse button at this point to note this object, and all objects of this 
kind, on your map. Scouting is very important, and is vital on the infamous 
difficulty. You�ll find a glowing medkit next to the road leading up the 
house. Click it to see several ammo piles and medkits on your map. You�ll 
immediately get a call from Quiepo, who will inform you of a captive within 
the slaughterhouse.


---/// Objective Updated! \\\---

OBJECTIVES: Free the captive from the back room at the
            slaughterhouse.
   DETAILS: It�ll be a coup for the APR if I manage to free
            this prisoner held by the UFLL at the
            slaughterhouse.

\\\---


Before rushing in the slaughterhouse, take a moment to finish your 
scouting. In front of the large white door, you�ll spot a mounted weapon. 
Look out for that one. Now, on to saving the captive. Use the path going 
down between the board you�re hiding after and the path you used to come up 
here, to get down. walk through the bushes (follow the cliff to your left), 
until you eventually reach a doorway with a medkit next to it. take a left, 
passing the house. Once you get to train station, it might get tricky, so 
quicksave. you�ll see the side entrance to the slaughterhouse there. An 
enemy is walking around here, look around where he is. Take out your 
machete. You have to try to get behind him. This might be done by a subtle 
distraction (no grenades, but make him vaguely see you so he faces your 
way, then get behind him), or simply by following him. To get the kill, you 
have to be standing. If you�re within melee range, your character will hold 
up his machete. At this point, press the left mouse button to strike him. 
He might be alive, so strike again and you�ll plunge the machete in his 
chest, killing him. At this point, the other guards might be alarmed (the 
machete is a loud weapon, after all), and will make their way for the 
slaughterhouse. Luckily, the slaughterhouse is an excellent defending spot. 
It has an ammo pile to stock up, nice dark edges to hide in, and four 
entrances to quickly disappear. Don�t worry � there are no enemies behind 
you, so they will only enter through the main and (rarely) side entrances. 
Kill all of them, use a sirette when wounded. Once they are all killed, 
enter the door. You will start to have malaria seizures again, so quickly 
open the door at the end of the room to free the captive.


---/// New Buddies! \\\---

You will now get 3 new buddies. One of them is the one you freed just now, 
the other two are friends of the former (you don�t actually know them yet).

---/// Reputation increased! \\\---

Nobody knows me here. I�m just another 
stiff with a gun. Think I�ll shake things up a
bit.

\\\---


The buddy you helped escape in this mission is your best buddy. He will 
help you with missions in the future.

 
##############
Walton Purefoy
##############

---/// Objective Updated! \\\---

OBJECTIVES: Reach the Observation point and scout the camp.
   DETAILS: The lieutenant told me to scout out the
            enemy camp from the observation point on
            the map.

\\\---


get out of the safehouse, grab some ammo, and get in your car. get out the 
map, and drive towards the �Fresh Fish� area. Once you get to the road 
leading in the area, step out of the car, and take the small road left. 
When you reach the boxes, crouch behind it and get out your map. If you 
press the right mouse button now, you will take out your monocular. This is 
used to scout the area. When you find a particular object of interest 
(Cars, ammo piles, turrets, snipers, etc.), the red circle will turn green. 
Press the left mouse button at this point to note this object, and all 
objects of this kind, on your map. Scouting is very important, and is vital 
on the infamous difficulty. Scout to the left of the boxes your crouching 
behind. Do you see a small tank? next to that is an ammo pile. Note it down 
on your map. you�ll also see 3 health stations. You�ll get a call from 
Purefoy, who tells you about a hostage in the bricked-up building to the 
far end.


---/// Objective Updated! \\\---

OBJECTIVES: Free the captive from the bricked-up building at
            the fishing camp.
   DETAILS: Looks like I can score points with the APR if I 
            free some hostage held by the UFLL in the 
            fishing camp.

\\\---


Before you go storming the house, however, take a few moments to finish 
your scouting. If you look to the right, you�ll find a turret next to the 
road just across the ledge. Luckily, it�s the only one in the area. Since 
you probably have about 40 � 60 bullets left (on Infamous), you�re gonna 
need the ammo pile. Fortunately, you carry a rocket launcher with you. See 
the red barrel in front of the hostage�s house? Go ahead and blast a rocket 
in there. That should stir things up a little, and it�ll clear the way for 
the hostages house too. As soon as you shot the rocket, get out your G3 and 
jump down the ledge, then sprint to the ammo pile. You should barely make 
it while sliding (press C while sprinting), so grab a box (in a rare case 
the enemy is waiting at the ammo pile � kill him). Once you�ve recollected 
yourself, kill a few enemies on the left. They now know where you are, but 
that doesn�t mean they�re running straight to you. If you�re wounded, use a 
sirette (H). Don�t forget to reload as well. Some enemies might show up to 
the left of the rock left of you. Once they�re dead, check the other side 
of the ammo pile for any leftovers. Finally, check the right-most house. 
Once done, walk in the house with the hostage. As soon as you enter, you�ll 
get a malaria attack. Open the door right to free the hostage. 


---/// New Buddies! \\\---

You will now get 3 new buddies. One of them is the one you freed just now, 
the other two are friends of the former (you don�t actually know them yet).

---/// Reputation increased! \\\---

Nobody knows me here. I�m just another 
stiff with a gun. Think I�ll shake things up a
bit.

\\\---


The buddy you helped escape in this mission is your best buddy. He will 
help you with missions in the future.

---/// Objective Complete! \\\---


                              +------------+
                              |3.1 DELIVERY|
                              +1%------#DEL+


When you get out of the building, you�ll get another call from your 
lieutenant. He wants to reward you. Grab some ammo, fill up on sirettes, 
and get in the car in the garage. It�s an assault truck, so you�ll have a 
nice turret behind it. Drive back to your safehouse.

You are now back at your safehouse. You might want to wait (sleep) until 
daylight to get to your lieutenant, but either way, get back for your next 
mission. Once inside his office, he�ll explain you that the only currency 
accepted in this country is diamonds. Somewhere in the area you�re in, 
there is a case of diamonds a guy dropped off. He was later killed (perhaps 
by you), and thus, the location of the diamonds is unknown.


---/// New Objective! \\\---

OBJECTIVES: Locate the diamonds using the flashlight on my 
            GPS.
   DETAILS: The lieutenant�s offered me the contents of a
            diamond briefcase � if I can locate it in the
            camp outside.

\\\---


Get out of the house and take out your map and GPS. You�ll see a green 
light flashing on your GPS. That is your diamond tracker.
  _____________
 /_Informative_\________________________
|                                       |
|Diamond Tracker                        |
+-                                      |
|Throughout the world, you can find     |
|cases with diamonds in it. The amount  |
|varies from 1 to 3 diamonds, and even  |
|though there are a lot of cases, they  |
|can still be hard to find. Luckily,    |
|your GPS is equipped with a tracker    |
|that will warn you when a case is      |
|nearby. In this case, a green light on |
|the GPS will start to pulse. The       |
|frequency of the pulse depends on how  |
|close you are to the case. When you    |
|exactly face the direction of the case,|
|the green light will continuously      |
|shine. Keep in mind that the tracker   |
|only looks in the horizontal direction,|
|so if it flashes like crazy but you    |
|can�t see it, it might be on the roof  |
|or tree above you. For the exact       |
|location of all the cases, see the     |
|�Where to Find...� chapter, or follow  |
|the entire walkthrough.                |
|_______________________________________|


So, start circling until the flashing becomes a constant light. When that 
happens, run in that direction. If you come across any obstacles, keep 
facing your imaginary target, while walking around the obstacle. Once you 
get close, you�ll hear a low beeping sound. Start searching for a glowing 
case. Once you found it, activate it to receive your first payment (D#L01). 
This case is unique in that it grants you 10 diamonds (it is the only one 
in the game).

Quickly after you found the diamonds, the game will inform you (if it 
hasn�t already) that old weapons will often jam (for more info on jamming 
and reliability, check the �Surviving in Africa� chapter in the weapons 
section), and tells you to go to a weapon store in Mike�s Bar. So that�s 
our next destination.


---/// Objective Updated! \\\---

OBJECTIVES: Use the Weapon Shop�s computer to buy new weapons.
   DETAILS: Rumor has it the Weapon Shop is the place for
            all the best fire power. That�s gotta be my
            next stop.

\\\---


Mike�s Bar is south of Pala. Since you�re at one of four locations now, I 
can�t tell you how to go there, but it shouldn�t be too difficult with the 
map. You�ll likely have to get through Pala. Pala is a ceasefire area, 
which means that you won�t be shot at, but you should never shoot at anyone 
in there as well. Ceasefire area�s are marked as yellow sectors on the map.

Once you get to Mike�s Bar, step out of your car. The Weapon Shop is the 
first building on your left. Once you get in, you�ll find a medkit and a 
save box on your right. The game will also inform you that if there is a 
mission available, the arms dealer will be present. But, since he�s not, 
just interact with the computer.

The computer shows the weapons you can buy. You�ll see that, with your 
current amount of diamonds, you can only buy the Homeland 37, G3-KA4 (which 
you�re carrying with you now) and the Makarov. It�s best to either buy the 
shotgun or the Assault rifle, and buy the pistol on top of that. You might 
say that there is no use in buying the G3 since you already have it in your 
possession, but it�s important to know that weapons you pick up from the 
shop will always be in perfect shape. The weapon you carry with you now may 
already be starting to rust, and will begin to jam if you continue to use 
it. If you�re more of a shotgun type, buy the Homeland 37. On the other 
hand, if you liked the G3, buy a new one. This walkthrough suggest buying 
the G3.

If you press the arrow next to the �WEAPONS� title at the top, you�ll 
switch over to �MANUALS�. Purchasing manuals can increase reliability, 
recoil and accuracy for each weapon. Pressing the arrow again will bring 
you to the �EQUIPMENT� tab. Here you will find ammo upgrades and other 
various equipment, like a camouflage suit or special crates. You won�t be 
able to buy any of these, so turn it off and get out of the weapon shop.


---/// Objective Updated! \\\---

OBJECTIVES: Go to the armory to pick up your new weapons. 
   DETAILS: First order of business is picking up my new
            weapons.

\\\---


The armory can always be found next to a Weapon Shop. Get in the armory. 
Inside, you�ll find a large chamber with enough room for lots of weapons. 
There are also ammo, fuel and explosive piles, and special crates. Grab 
your two weapons from the shelf, stock up on ammo etc. and get out.

---/// Objective Complete! \\\---


                              +---------------+
                              |3.2 UNDERGROUND|
                              +1%---------#UND+


---/// New Objective! \\\---

        UNDERGROUND

OBJECTIVES: Find someone at Mike�s Bar who can provide medicine.

\\\---


Next order of business: finding a medicine for that annoying Malaria. Your 
buddies told you to meet them at Mike�s Bar, so get there now. It�s the 
last of the three buildings in this area.
Once you get in, you�re best buddy will greet you. He/She tells you that 
the man sitting at the table might have a medicine for you. By the way, you 
might notice one or two of your other buddies walking around in the bar. 
You can talk with them if you want. You�ll be able to interact with one of 
them. Once you do, he will be your second best buddy: he�ll aid you when 
you�re down in battle, give you side missions, or meet you at safehouses 
randomly. Anyway, talk to the man at the table now. 

He mistakes you for an enemy at first. Apparently, he has certain tapes 
that people want to destroy. Anyway, he informs you that Father Maliya at 
the church of Pala can provide you with medicine. You have to give the tape 
to him in exchange for medicine. Pick up the Tape (J#L1).


---/// Objective Updated! \\\---

        UNDERGROUND

OBJECTIVES: Go to the church and give the tape to Father Maliya.

\\\---


Once you get the tape, it�ll start playing. Apparently, it�s a conversation 
between The Jackal and Reuben (the guy you just spoke with). The Jackal 
tape is another collectible item you can find scattered around the world. 

Get out of Mike�s Bar. Before you get in a car, walk up to the building to 
your left. Your GPS will tell you there�s a diamond inside. To get there, 
though, you�ll have to shoot or slice open the doorway to get through. Once 
in, you�ll find the grand prize of 2 diamonds (D#L02). Now get back to your 
car (or take the Assault Truck at Mike�s Bar) and drive out of the area.

Once you�re out of the area, head left to Pala. By the way, you�ll probably 
notice a new icon on the map. These are Guard Posts. Guard posts are spots 
along the road, often at a crossing. These spots always contain guards, 
shooting you on sight once you pass them. But you won�t run into them on 
your way to Pala.
When you see a large patch of desert grass on your left. Step out. Your GPS 
will probably be flashing already. The case is located close to the wrecked 
car (D#L03).
A few inches further you�ll reach the Ceasefire zone. Turn left and park 
your car near the buildings on the left.
If you take out your map now, you�ll see some red spots. If you get in 
these spots, people will start attacking you. There is a diamond case in 
the southeastern red area that you can get without getting in the actual 
building, thus not angering the enemies. The spot is close to you. Stand in 
front of the window behind the wrecked car, and you�ll see the case. Look 
at the case from different angles until you can interact with it, and get 
the diamonds (D#L04).
Follow the road into the town, and go left. The church is on your left hand 
now, so get in. Walk to the end of the room to find Father Maliya. He sees 
you�re not well, and gives you some pills in exchange for the tape. Take 
one by pressing H. 


---/// Objective Updated! \\\---

OBJECTIVES: Exit the church to find a job. 
   DETAILS: Now that I�ve (temporarily) treated my malaria,
            I need to find work.

\\\---


Maliya tells you that they can give you medicine if you help them. But 
since you have enough pills, exit the church.
Once you get out, the game will inform you that the tutorial part of the 
game is now over. It will go on to explain some icons on the map. If you 
need more information on icons, scroll up to the �Surviving in Africa...� 
chapter.

---/// Objective Completed! \\\---


==============================================================
##############################################################
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
                Chapter 2: Trapped in Between                 
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!TiB
##############################################################
==============================================================
�In this land, the most powerful man is not the one holding the gun, it�s 
the one selling �em.�


---/// Journal Entry #2 \\\---

**This entry may differ in your game.**

I�m sick. Malaria. Somehow the Jackal 
managed to track me down to my hotel...
not sure why he didn�t kill me... probably
thought I wouldn�t survive another day...
And I nearly didn�t... Bottom line, I
couldn�t stay in that town...

I ended up in the custody of Watton
Purefoy. Guy�s middle-management in
the APR. He sent me into a UFLL
garrison where I busted out a foreigner
named Warren Clyde. We met up again 
later at a bar called Mike�s, where I got a
source for malaria meds from a reporter
named Reuben.

I made my way back to Pala and met
Father Maliya at the church. The priest
gave me some pills to control the malaria
attacks, buy he also made it clear that
there are folks trapped in Leboa-Sako
who need his help more than I do... if I
want regular access to meds, I�ll need to
step up from time to time and help his
people.

---/// New Sickness Level \\\---

Level 5:
This stuff�s bad. No wonder they call it malaria. I�ve got convulsions and 
fever. I need to keep up on pills.

\\\---


Now, take out your map. You�ll see an icon at the APR (right) and at the 
UFLL (left). The faction your lieutenant was part of has a small yellow 
exclamation mark in the top-right corner. This means there is a mission 
available. If you want, you can already start this mission. But you�re 
better off performing some side missions first in order to obtain some 
weapons and diamonds.

There are four types of side missions. At the antenna icons, you�ll perform 
assassination missions for diamonds. The missions at Mike�s Bar give you 
more reputation, while the missions at weapon stores unlock new weapons. 
Finally, underground missions provide you with new medicine. It would be 
wise perform an assassination mission for some money, and a weapon shop 
mission to destroy a convoy and unlock some weapons. This walkthrough will 
also provide room to perform all 12 buddy missions, but you don�t have to 
do them.

Buddy missions differ from regular missions in that you can�t perform two 
or more of them without any other mission in between. In other words, after 
you�ve completed a buddy mission, you have to complete at least one other 
mission (convoy, assassination, main, whatever) to be able to start another 
buddy mission. It is therefore advised to perform a buddy mission between 
every side mission.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #1 / 12                  |
|                           #BU01                          |
|                                                          |

       +---------------------+             +----------------------+
       |4. APR�S BUDDY RESCUE|             |5. UFLL�S BUDDY RESCUE|
       +0%---------------#UFL+             +0%----------------#APL+


Before doing anything, you should find two other buddies that need your 
help. They are in the two remaining areas (next to the area you met your 
lieutenant in and the area he sent you to) in the Pala sector. If you need 
help on getting these buddies out, scroll up to that part of the 
walkthrough. While you�re at it, you should unlock the safe house that�s 
between those two area�s. After you�ve freed them, you should have 5 
buddies.

Side Note: If you don�t free them now, you�ll get this mission later, 
counting as an official main mission. Hence the two mission headings above.

Since the buddies are picked completely random, I can�t predict which 
mission you get (missions are dependant of the buddy). Instead, you can 
find the buddy missions in the next chapter, �Mission List�. In the buddy 
missions, you will not be referred to any diamond cases or Jackal Tapes. 
It�s best to get to the target location as quickly as possible (via bus). 
To quickly jump to your mission guide, press ctrl+F, then type in �B#�, 
followed by the first letter of the buddies name and the first letter of 
his surname (his initials), and then either 1 or 2, depending on how many 
missions you have already performed for this buddy. Since this is your 
first mission, you should enter 1. For example, if you accepted a mission 
from Flora Guillen, you should search for �B #FG1� (without the space). 
When you�re done, get back to Pala, and search for �# AS01�.

---/// Objective Completed! \\\---

|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #1 / 6               |
|                           #AS01                          |
|                                                          |

                       +---------------------+
                       |6. FACTION MISSION #1|
                       +4%---------------#FL1+

Once you�re back in Pala, you might get a call from a stranger. Ignore this 
for now, as I�ll come back to this mission later on.

We�re going to the satellite in the eastern sector, so take the road 
heading from Pala towards the east.  You�ll eventually run into your first 
guard post. The best thing to do (assuming you have an Assault Truck) is to 
drive in and press C to move over to the turret. Then use the turret to 
kill everyone around you. There are probably 2 or 3 of them. Watch out for 
anyone trying to get on a car. If you�re playing on infamous, you might 
choose a more subtle approach, though.
Once they�re all dead, step out of the car and inspect the small huts 
between the crossings. Once you �touch� the explosive pile, this guard post 
is marked as �scouted�. There are 57 guard posts to scout in total. By the 
way, if you haven�t unlocked the safehouse to your north, you might want to 
do so. 
Once you�re back on the road to the east again, you�ll see your GPS 
flashing. Step out of the car and follow the signal to a case behind a 
large group of rocks. It contains two diamonds (D#L05). Get back on the 
road and drive to the eastern sector. Once you arrive in the eastern 
sector, follow the road to the Antenna icon. Step out of the car once 
you�ve reached it, and walk up the mountain. Once at the antenna, interact 
with it to get a phone call. A dark voice will inform you of your target 
that you should eliminate.


---/// New Objective! \\\---

OBJECTIVES: Terminate the target on the map. 
   DETAILS: Received a cellular message to terminate a
            target.

\\\---

  _____________
 /_Informative_\_____________________________________________
|                                                            |
|Randomized Assassination Missions                           | 
+-                                                           |
|                                                            |
|In Far Cry 2, there are 6 different assassination missions  |
|in our current area. But, FC2 has the annoying attribute    |
|of randomizing these missions. That means that I don�t have |
|a clue as to which mission you�ll be getting. This proves   |
|extremely annoying for both me, as a writer, and you, as a  |
|reader. Nevertheless, I will try to explain how I�m going   |
|to solve this problem in this paragraph.                    |
|                                                            |
|First off, the separate mission guides are located at the   |
|end of the Leboa-Sako (your current area) part of the walk- |
|through. You can get there quickly by using the Ctrl-F      |
|tool. In each mission you�ll be getting around 8 diamond    |
|cases, which equals about 20 diamonds. This will keep your  |
|amount of diamonds relatively the same. However, the two    |
|Pala targets each have very few diamonds. This is because   |
|there�s simply too few diamond cases in and around Pala.    |
|                                                            |
|Some diamond cases we pass during a mission are skipped to  |
|keep the amount the same in all missions. If you find a     |
|diamond case yourself, you can safely take it. Remember     |
|which one you found, though.                                |
|                                                            |
|Keep in mind that whatever items you may receive during a   |
|mission (Jackal Tapes, etc.), eventually you�ll perform ALL |
|missions, so you�ll get all items at some point.            |
|____________________________________________________________|


The target is in one of 5 areas (some targets share an area). Below, you 
will find a table of where you should go, and what you should search for 
with the Ctrl-F tool, without the spaces. Note: since there is practically 
no difference in the two Pala targets, there is one guide for both.

+------------------+-----------+------------------+
| Target Location  |  Head to: | then search for: |
+------------------+-----------+------------------+
| Pala Sector      |   Pala    |      A #PAS      |
+------------------+-----------+------------------+
|Southern Sector   |Southwest  |                  |
| \-> Convoy       |Bus Station|      A #SSC      |
+------------------+-----------+------------------+
|Southern Sector   |Southeast  |                  |
| \-> Airfield     |Bus Station|      A #SSA      |
+------------------+-----------+------------------+
|Northern Sector   |   Pala    |                  |
| \-> Shwasana     |           |      A #NOS      |
+------------------+-----------+------------------+
|S.E Sector        | Eastern   |                  |
| \-> Mokuba       | Antenna   |      A #SEM      |
+------------------+-----------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #2 / 12                  |
|                           #BU02                          |
|                                                          |


When you�ve completed the assassination mission, you should be at the 
southeastern bus station. Right now, to your northeast, there should be an 
icon with a closed letter. This is the bonus mission, activated with the 
additional content (typing in the passwords). If you don�t have this 
mission yet, but you did enter the codes, head to Pala and wait for a phone 
call there (you can only acquire the mission in Pala).

Head to the mission location. There are about 3 guards here, so take �em 
out. Then, on the table, you�ll find a blinking letter. Pick it up, then 
look at your map. Zoom out entirely, and you�ll see a white icon in the 
somewhere on the map. Fortunately, it doesn�t count as a mission, which 
means you can accept a mission on top of this.

While you�re here, look for a Jackal tape on the couch (J#L2), and a 
Diamond Case on the bus, which you can reach by jumping from the rock next 
to it (D#L06). 

Now that you�re done in this area, head directly north, towards the eastern 
passage of the mountain north. Once your map switches to the new sector, 
look for a black spot near your position. Head there to find a diamond case 
(D#L07). 

---/// GOLDEN AK-47! \\\---

You�ll find a golden AK-47 next to the diamond case (GA#L1). The golden AK 
has an incredible durability, and it�s a decent weapon too.

\\\---

Now head further north, following the road, until you get to a crossing. 
Take a left towards the Weapon store.

You can head into the armory and refresh your weapons, but don�t buy any 
new for now or accept a mission. Instead, get to the small lake north of 
the weapon store (above the safe house). Once there, take out your GPS and 
follow the trail to another case of diamonds in a hole in the ground 
(D#L08). Now get back in your car and drive straight towards Pala. You�ll 
pass one new guard post on the way, which you can scout for a first aid 
kit, but except for that, there�s not much interesting on the way.

Once you get in the Pala sector, head towards Mike�s Bar (don�t pass the 
lumber area � it�s filled with enemies). In Mike�s Bar, search for another 
mission from one of your pals.

Before you head out on the mission, use your diamonds for some weapons or 
upgrades at the weapon store.
Of course, I don�t know the exact amount of diamonds you have at this 
point, but it should be about 30 � 40 (I have 36), provided you followed 
the walkthrough entirely. For now, you should leave the manuals alone. As 
long as you don�t have a lot of money, you should only buy the upgrades 
that are really necessary. If you buy the PKM, you MIGHT consider buying 
the accuracy upgrade to reduce the recoil.
As for the weapons, you can buy the PKM, M1903 Sniper Rifle, IED�s, the 
Makarov, and either the Homeland or the G3, depending on which weapon you 
bought last time. I highly encourage you to buy IED�s, as they are vital in 
convoy missions, and otherwise extremely handy in taking out guard posts, 
etc. Sniper fans will want to buy the M1903, but then you should buy the 
PKM too to have some firepower left, as the M1903 replaces your primary 
weapons (G3 or Homeland), which brings you to a sum of 20 diamonds.
On top of that, it�s a good thing to buy the weapon crates early, 
especially if you want to hold on to that golden AK. You can also choose to 
buy the M1903 and the primary weapon crate, so you can switch between your 
main weapon and the sniper. You shouldn�t buy the medkit or the ammo 
upgrades just yet, as it�s simply too expensive.

I bought the IED�s, the M1903 and the Primary Weapon Crate, which cost a 
total amount of 36 diamonds � exactly the amount I had. If you have less 
than 36 diamonds, keep your money for our next visit to the weapon shop. 
Still buy the IED�s, though.

Whatever you bought, go to the armory and pick up your weapons. Don�t 
forget to refresh your old weapons and put something in a weapon crate, if 
you have one. Also, don�t forget to restock your weapon if you�re gonna put 
it in the crate. For now, don�t take the sniper, because it will get you 
nowhere with guard posts.

When you�re done, use the ctrl-F search function to find the guide for your 
mission. When you�re done, search for �# CO1�, again, without the space.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                  CONVOY MISSION #1 / 4                   |
|                           #CO1                           |
|                                                          |


When you�re done with the buddy mission, head on to the weapon store and 
activate your first convoy mission.

Unfortunately, the convoy mission are randomly picked as well, which again 
means I can�t predict what mission you�ll be getting. Fortunately, the 
different targets aren�t far from each other. There is one in the 
southwest, close to a bus station. Then there�s one near the eastern weapon 
store, which we�ll access through the southeastern bus station. Finally, 
there�s two convoy�s in the north (one in the northwest). Those two 
convoy�s will be accessed by the route that leads from the far east, all 
the way to the northeast into the north, and eventually into the northwest. 
On this route, as well as one the route to the southwestern convoy, we�ll 
pick up A LOT of diamonds. 

Below, you�ll find a table of the strings you need to search for. Don�t 
search with the space in between, they are included to avoid getting to 
this spot when searching for them. When you�re finished, search for # BO1.
 
+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
|North / Northwest |      C #NWT      |
+------------------+------------------+
| Southwest        |      C #SWT      |
+------------------+------------------+
| East             |      C #EAT      |
+------------------+------------------+

|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BONUS MISSION #1 / 3                   |
|                            #BO1                          |
|                                                          |

Now that we�re done with the convoy, we will complete the predecessor 
mission, located at the white mission target on the map. Again, the 
predecessor missions are randomized, which the guides are located at the 
bottom of this section. Look below for the search strings. When you�re 
done, search for # BU03.

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
| Northwest        |      B #NWT      |
+------------------+------------------+
| Northeast        |      B #NET      |
+------------------+------------------+
| South            |      B #SOT      |
+------------------+------------------+

|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #3 / 12                  |
|                           #BU03                          |
|                                                          |


When you have the tape, get back to Mike�s as quickly as possible. When you 
get there, get in the weapon store. First off, the game informs you of the 
weapons you�ll unlock next time you complete a mission, namely the AK-47, 
the MAC-10 and an RPG. Certainly worth performing the convoy. There are 
also new items available since you completed a convoy mission. The unlocked 
weapons are: the Star .45, the Flare Pistol, and the Silent Makarov 6P9. 
It�s not surprising shit, but oh well. If you followed the walkthrough 
exactly, you should now have about 25-35 diamonds . From now on, I�ll be 
using a list of all the items you can purchase.

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#01 |
\------------+------/

-------\
WEAPONS \
=========\
As it is the first time you�re using this table, I�ll explain it first.
The Type, Dmg, Rng, Acc, Rel, FiR and Cost columns serve the same purpose 
as in the �Weapons and Vehicles� chapter. The �Advised� column will tell 
you if the walkthrough advises you to do this. If it says �No�, you�re 
better off not purchasing that item (yet). Keep in mind that eventually 
(near the end of the game), you will be able to buy all items.
The �PbW� column tells if the particular item has been purchased by the 
walkthrough.

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  | No|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |   No  | No|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  | No|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |   No  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+


-------\
MANUALS \
=========\
Note: Manuals are only available once you buy the weapon.

+-----------------+----+------+---+
|Accuracy Upgrade |Cost|Advise|PbW|
+-----------------+----+------+---+
| G3-KA4          |  3 |   No | No|
| Homeland 37     |  1 |  Yes | No|
| M1903           |  3 |  Yes | No|
| Flare Pistol    |  1 |   No | No|
| Makarov         |  1 |   No | No|
| Silent Makarov  |  2 |  Yes | No|
| Star .45        |  2 |   No | No|
| PKM             |  3 |  Yes |Yes|
+-----------------+----+------+---+
| Reliab. Upgrade |Cost|Advise|PbW|
+-----------------+----+------+---+
| G3-KA4          |  3 |  Yes | No|
| Homeland 37     |  1 |  Yes | No|
| M1903           |  3 |   No | No|
| Flare Pistol    |  1 |   No | No|
| Makarov         |  1 |   No | No|
| Silent Makarov  |  2 |   No | No|
| Star .45        |  2 |   No | No|
| PKM             |  3 |   No | No|
+-----------------+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |   No | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Wrangler�  | 10 |   No | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |   No | No|
+-----------------+----+------+---+

---------\
EQUIPMENT \
===========\
+-----------------------+----+------+---+
|Ammo Upgrade           |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Grenadier Webbing     | 10 | Yes  | No|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 |  No  | No|
| Medium Kit            | 25 |  No  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  | No|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a specific type 
of specialty (Sniper, Close Combat, etc.). Note that this paragraph only 
concerns weapons and upgrades.


/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
\ Flare Pistol /   |Silent Makarov|   | Flare Pistol |
 \------------/    \ L.A. Webbing /   | IED�s        |
                    \------------/    \Shotgun Band. /
                                       \------------/


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- PKM
- PKM Acc. Upgrade
- Silent Makarov 6P9
- Secondary Weapon Crate

==============================================================

When you�re done, get to the armory, refresh/change any weapon, and restock 
on ammo, fuel and explosives. Then get to Mike�s Bar.

|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #1 / 6           =====|\|
|\|=====                   #MA01                    =====|/|
|/|=====                                            =====|\|


Depending on what faction your lieutenant belongs to, you will acquire one 
of two missions. If you have to enter the left building (as seen on the 
map), skip over to the first UFLL mission, else go to the first APR 
mission.


  _____________
 /_Informative_\________________________
|                                       |
|The Power Struggle                     |
+-                                      |
|As you may know, a power struggle has  |
|sprouted between the two leading       |
|factions. Believe it or not, you can   |
|determine the outcome of this battle.  |
|                                       |
|Each faction has 3 missions available  |
|or you, and each mission can be        |
|performed in two different ways,       |
|namely the mission the faction gives   |
|you, or an alternate mission given by  |
|your buddy. Each of these missions     |
|are an advantage to one of the         |
|factions. The score is written down    |
|on an invisible scoreboard, which      |
|eventually creates 1 winner.           |
|                                       |
|As far as I know, the score is         |
|accumulated as follows: If you re-     |
|ceive a mission from, for example,     |
|the UFLL, performing the basic         |
|mission gives that faction 1 point.    |
|Completing the buddy mission, how-     |
|ever, gives the APR a point. Like-     |
|wise, performing a main mission from   |
|the APR gives them a point, whereas    |
|that buddy mission gives the UFLL      |
|a small advantage. If the score ties,  |
|the UFLL wins by default.              |
|                                       |
|As of now, I am not entirely certain   |
|that this system is the one the game   |
|uses. So, whenever you complete a      |
|mission, keep the score on a separate  |
|piece of paper, and also note which    |
|missions you�ve taken (buddy or basic).|
|If the score doesn�t match the game,   |
|please mail me (e-mail is at the top   |
|of this walkthrough).                  |
|_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _|


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                APR MISSION #01 / 03 : COP KILLER             
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#AP1
==============================================================

Once you get in the building, use the save and med box, then head up the 
stairs. You�ll hear two people talking about the Jackal. 
When you get in the room, you�ll see two men. One of them is Arturo Quiepo, 
who may be your lieutenant. The other one introduces himself as Prosper 
Kouassi. Kouassi will inform you that your next job requires assassinating 
a cop. Quiepo will tell you it�s a moving target in a big SUV. Sounds a bit 
like a convoy mission, doesn�t it? They�ll pay you up front, and payment is 
15 diamonds. Finally, Quiepo will give you one last warning: only you know 
about this mission, so other APR agents will shoot on sight. Get out of the 
building.

As you�re walking to your car, your buddy will give you a call. He asks you 
to meet him at a safe house.


---/// New Objective! \\\---

 OBJECTIVES: Either complete the APR job and kill
             the Police Chief now,
ALTERNATIVE: Or meet my buddy who might have a better deal
             for me.
    DETAILS: The UFLL-friendly Police Chief is riding  
             around in a convoy. The APR has paid me to
             kill him. My buddy claims to have more 
             information on the mission.

\\\---


You now have two options to complete this mission. The basic mission 
requires you to assassinate the Police Chief convoy-style, which is 
relatively easy. Your buddy will send you to Shwasana, where you�ll pick up 
a ledger that will lock up the Police Chief, so you�ll be able to 
assassinate him while he�s in prison. Afterwards, you�ll have to destroy an 
arms convoy heading to the UFLL. As a bonus though, you�ll get an upgrade 
for your safe houses for every buddy mission you complete, and your 
reputation will increase at a quicker rate. This time, a car will 
automatically be waiting for you at every safe house if you complete the 
buddy mission.

Grab a car from somewhere in Pala, then get out through the north exit. 
Follow the road until you see a circular rock to your left (check the map 
for this). Get out and follow the GPS signal for a diamond case behind a 
wrecked car, containing 1 diamond (D_M#L01). Get back in the car, and drive 
further down the road, towards the north.

When you reach the river, there�ll be an unofficial guard post. Kill �em, 
then head over the bridge.

Head right when you�re across the bridge. Follow the road to your hut (you 
might pick up a diamond signal, but you won�t be able to get to it now). 
You�ll now have to option to either accept your buddy�s mission, or just go 
ahead and perform the basic mission. If you choose to do the buddy�s 
mission, get in the safe house and talk with him. Then follow the 
walkthrough below. Else, skip the following part.


==================
BUDDY MISSION ONLY
==================

---/// Objective Updated! \\\---

 OBJECTIVES: Either intimidate the Chief�s brother
             into handing over the ledger,
ALTERNATIVE: Or complete the APR job and kill the
             Police Chief.
    DETAILS: The UFLL-friendly Police Chief is riding  
             around in a convoy. The APR has paid me to
             kill him. But my buddy says the Chief�s
             brother has a secret ledger in his possession.
             He�s as the fishing village. I could shake down
             the Chief�s brother for that ledger.
\\\---


The Chief�s brother is in Shwasana, which is a little north from here. It�s 
best to get in during night to avoid patrolling swamp boats. Also, don�t 
forget to pick up a Carl G. Rocket Launcher in the safe house. This 
launcher is the best around, and you won�t get another one until near the 
end of the game. It is also advised to exchange the sniper for a rifle (I 
had a golden AK in the crate).

Follow the river into the north sector. There�s a guard post at the 
crossing into the fishing village, but just ignore it for now. As soon as 
the map zooms in, head left. Once you arrive at the shore, start swimming 
along it. You�ll eventually reach a ladder (look around). Get on it, then 
quicksave. The next part is going to be very difficult, but we�re gonna try 
to sneak in. If you can�t make it, just start killing everybody off, or run 
for your target.

Anyway, you should be near an ammo pile. If it�s night, a guy will probably 
be sleeping on this deck. If he�s not, or if there�s no-one, wait for 
someone to come and start sleeping (that�s one guy less). Use your machete 
to kill him silently. Then use the wooden path towards your target. This 
path is very dangerous. There�s guards all around you. If you made it to a 
few boxes, hide behind it and check around if no-one�s looking. Quicksave a 
lot, and at all costs, keep crouching. Once you made to the end, an even 
more difficult path awaits you. You are now directly between guards, and 
it�s luck that�s keeping you from being noticed. However difficult it may 
be, trust me, it can work. If you find it too difficult, just blast away at 
the enemies.

Wait until the men at the house have turned their back against you. Also 
pay attention to the sniper above, and to a turret behind you (no-one 
should man it). Then, still crouching, get to the house and enter through 
the front, then quicksave.

You made it in, the hard part�s over. Mind you, this is a very buggy house, 
and guards sometimes see you when they�re not supposed to (through walls). 
If this happens, quickload, wait a few seconds for the supposed guard to 
turn away, and try again. Anyway, head left into the small room. Head up 
the stairs, plant an IED in front of the opening to the right, then head in 
the left room. The brother will be waiting there. Intimidate him by 
interacting. He�ll point towards the ledger. Kill him, then get the ledger.


---/// Objective Updated! \\\---

 OBJECTIVES: Kill the Police Chief while your buddy
             destroys the UFLL convoy.
    DETAILS: I have secret ledger. Now I need to go to the 
             Police Station and kill the Chief. After that,
             my buddy will ambush and destroy an   
             arms convoy protected by UFLL troops.
\\\---


Detonate the IED to kill the sniper outside, then jump through the opening, 
and again to get in the water. You�re definitely caught by now, so stay 
underwater and swim towards the shore. Pick up your phone, it�s Warren. 
He�ll inform you that the cops are heading back to the station. Get back to 
the bridge, and get back to the safe house the way you came.

It�s also advised to attempt the next part in daylight.


==============
==============


Regardless of what missions you have, get back in your car, and head west. 
Just before the slaughterhouse, step out of the car and head south. Once 
you pick up a signal, search for the case behind a wrecked car (D_M#L02). 
Then get back in the car.

Once you reach the west sector, you�ll see the target. If it�s close, you 
might already set up a trap, but there�s still a series of diamonds we must 
achieve in this sector.

At the crossing, go left and then right towards the safe house. Once you 
cross a (according to the map) bridge, look right and swim towards the 
waterfall. There�s a diamond case containing 3 diamonds behind a rock 
(D_M#L03). Get back on the road and unlock the safe house.

Afterwards, get back on the road and follow it further northwest. 
Eventually, you�ll find a guard post on the other side of the river. Swim 
towards it and take it out. Scout the post for an ammo pile, then get on 
the roof of the house next to the ammo pile and search around for a diamond 
case (D_M#L04).

Get in a car, but don�t follow the road. Instead, drive directly west. 
You�ll arrive at a small hut pretty soon. Slash your way in with your 
machete, then open the case for another diamond (D_M#L05). Get back in the 
car and follow the mountainside. There�s a Jackal Tape between the wrecked 
car and a tree (follow the signal) (J_M#L1). Once you�ve got it, follow the 
road to the west.
Just before the crossing, you�ll see a wrecked bus next to the road. In it 
is another diamond case (D_M#L06).

If you�re performing the basic mission (red), take a right at the crossing. 
If, on the other hand, you�re following your buddy�s orders (blue), head 
left.


==================
BASIC MISSION ONLY
==================

At the end of this road, there�s a guard post. If you need to stock up on 
IED�s, there�s an explosive pile in the train wreck. The guard post lies at 
a point where 3 roads come together. You should place the IED�s on the road 
that the convoy will be arriving on. Plant 2 or 3 IED�s, preferably on a 
truck next to the road or a barrel, then get to a safe distance. When the 
convoy arrives, ignite the fireworks and done.


==================
BUDDY MISSION ONLY
==================

As you�ll head south, you�ll come across an unmanned guard post. Head right 
here, and head right again before the bridge. Unlock the Safe House there, 
and wait until night.

Get back to the main road, and this time, head over the bridge. Take a 
right after the bridge to get into the Police station.

Once your map zooms in, jump into the water and swim towards the other 
side. Watch out, as this station is crawling with guards. Crouch, and 
follow the mountain side. There�s a guard close to the bridge. This guy has 
a grenade launcher, and will prove very annoying later, so it�s advised to 
slice him quietly. Then move on.

Stay in the shadows, and keep following the mountainside until you see a 
building in front of you. Closer observation reveals a sniper on top of it. 
Watch out, and head down the rocks. You�ll see a hut in front of you now. 
Behind that hut is your target.

Getting into the house is more difficult. Hide behind the right side of the 
hut in front of you. There are a few guards by the dock, and there may be 
some patrolling guards. Wait for the patrolling guards to leave, and check 
if the guards at the dock are looking the other way. Then, still crouching, 
make you way into the building. Quicksave, then turn around the corner. 
There is an enemy in front of the other entrance to this house. Make sure 
he has his back turned to you, then head left to find your target. He�s 
making a phone call. Slice him with your machete, grab the medkit, and wait 
until you receive the phone call. Warren Clyde needs your help with the 
convoy (that wasn�t part of the deal, was it?).


---/// Objective Updated! \\\---

 OBJECTIVES: Meet your buddy and help
             destroy the UFLL convoy.
    DETAILS: The Police Chief is dead. Now I gotta
             rendezvous with my buddy and help
             destroy the UFLL convoy.
\\\---


It�s not advised to go back the way you came, so you�re gonna have to bust 
out wildstyle. The entrance to your left has 1 guard in front of it, but 
there are a lot more behind him. Should you head out using that entrance, 
there will be an ammo pile to your left. That�s a good killer � shoot it, 
and bullets will shoot out to all side. Furthermore, there�s a boat at the 
docks.

So, here�s the plan: First shoot the guy in the doorway. Once everyone�s 
got your attention, take out your rocket launcher and blast the boat for a 
nice distraction. Watch out for any wood in this house � the launcher might 
set it on fire. Quickly get to the other entrance (the one you used to get 
inside this house) and destroy the ammo pile from behind the boxes (a well-
placed grenade should do it). After that, get inside the house again.

Once the ammo pile did most of the work, the fire should�ve already spread. 
Quickly run across the fire (if there is any) and jump in the water, your 
way out of here.

Swim out of the area, then head left. There should be some swamp boats, 
guarded or not, at the shore. Kill the enemies if there are any, then take 
the boat and drive to the east. Once you get closer to the bridge, get out 
of the boat. There�s a guard post up ahead, and you might want to evade it. 
If you need sirettes, though (and you really need at least 2), sneak in the 
post and steal some. Else, stay close to the mountain side, and cut in on 
the road further north.

You�ll hear shooting on your way there � don�t worry, it�s from the convoy. 
Prepare for a fight.

When you turn around the corner, you�ll see a large tree fallen down, with 
the enemies behind it. Shoot the motherfuckers, also use the rocket 
launcher to stir things up good. Watch out, though � the launcher may 
already start to malfunction. Shoot the rest of the enemies. If you go 
down, you�re second buddy will pick you up. If you see blue smoke coming 
from somewhere in the area, it�s your buddy in need. The smoke means he�s 
in serious trouble. Get to it as quickly as possible, and interact with 
him. Since this is (probably) the first time a buddy is in trouble, the 
game will inform you of your options: you can press H to give him one of 
your sirettes. If you don�t have any, but you don�t want to abandon your 
buddy, press 2 to take out your sidearm. Your buddy will agree with you. 
Press the left mouse button to end his life without too much pain.
So basically, make sure you have sirettes.
You can also press E to leave him. Remember that your buddy will be dead 
forever.

Once all of the enemies are gone, you�ll complete the mission.


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
==============================================================


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                 UFLL MISSION #01 / 03 : DIRECT SPEAR         
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#UF1
==============================================================

When you get inside the HQ, walk to the second room. Use the save box and 
medkit, then head up the stairs. You�ll hear talking from another room. You 
can wait and eavesdrop to hear what they have to say. When you get in the 
room, you�ll see your lieutenant sitting, with a man standing next to it. 
He introduces himself as Doctor Gakumba. He is the co-chairman of the UFLL. 
Then, your lieutenant starts explaining the problem. There is a special 
forces unit armed to the teeth with expensive weapons. They want to take 
out an important man from the APR (the opposing faction). If they succeed, 
there won�t be anyone left for the UFLL to fight (what a morale...). Apart 
from that, if people hear about this, they�ll automatically think Gakumba 
is behind the attack, and that�s not a positive influence on his name. The 
SF is in the southern desert. Your mission is to destroy all their gear: 
cars, radio, etc. Gakumba ends with explaining that Africa is for Africans. 
take the money (15 Diamonds) and get out. A final warning from your 
lieutenant: you�re performing a secret mission, so UFLL minors won�t know 
anything about it � they�ll shoot you on sight.

Get out of the HQ, and walk to your car. While you�re walking, you�ll get a 
phone call from your best buddy. He asks you to meet him at a safe house in 
the eastern sector, above the weapon store.


---/// New Objective! \\\---

OBJECTIVES:  Either destroy the foreign commandos� gear,
ALTERNATIVE: Or meet your buddy who might have a better deal.
   DETAILS:  A team of foreign commands are hiding in an
             oasis to the southeast preparing to kidnap
             some �person of interest� in APR territory.
             Afraid of taking the blame the UFLL hired me
             to destroy their gear, forcing them to abort
             their mission.

\\\---


At this point, you can choose to go to your buddy and listen to his 
proposal. These buddy missions (also called Subverted missions) usually 
have an alternative setup that is in the better interest of the buddy, a 
friend of him, or sometimes you (easier mission accomplishment). You can 
choose to follow the subverted mission or just follow the regular mission. 
Buddy mission grant you a higher reputation, and an upgrade to your safe 
houses. If you perform this buddy mission, a car will be installed to all 
of your houses.

Because of the buddy locations and the mission location, this walkthrough 
will only provide a guide for the buddy mission. With this, APR will be in 
a slight advantage, but this can be easily made up for later if you want. 
If you still choose to perform the main mission, skip over to the �Mission 
List� chapter. You will miss a lot of collectables.`

Head to the safe house in the east. This is the 3rd time we�re driving along 
this road, so there�s nothing to pick up.

At the safe house, let your buddy explain the game plan. He�ll advise you 
that fighting the men in the desert is too dangerous. Instead, he needs you 
to head to a Belgium informant in a villa, and force him to send a message 
to the Spec Ops in the desert. The Spec Ops should then move to Mokuba, a 
much better location to kill them off.


---/// Objective Updated! \\\---

OBJECTIVES:  Either intimidate the informant at
             the villa into sending the false
             coordinates,
ALTERNATIVE: Or destroy the foreign commandos� gear.        
   DETAILS:  A team of foreign commands are hiding in an
             oasis to the southeast preparing to kidnap
             some �person of interest� in APR territory.
             Afraid of taking the blame the UFLL hired me
             to destroy their gear, forcing them to abort
             their mission. But my buddy told me
             these commandos have an informant. He�s in
             a villa to the East of town. I gotta force him to
             send the commandos to new coordinates �
             into a trap at Mokuba.
\\\---


If you want, you can choose to grab the MGL-140 grenade launcher instead of 
your main weapon. If so, you might want to head to the weapon store south 
to pick up some other weapons. The MGL will start jamming quickly, though.

After picking up some weapons, drive to the west. When you�re nearing the 
eastern side of the river, go south. There�s a diamond case behind the 
waterfall containing three diamonds (D_M#L07). After this, head northwest 
towards the target.

Once you�re nearing the guard post, get out of the car. This post is an 
excellent spot to try out your new MGL if you want to. The MGL can easily 
thin out entire posts, especially if you shoot it towards an explosive or 
car. Once you�ve eliminated the troops, head into the house to find a 
medkit, explosive box and ammo pile (scout it). Once you�ve picked up 
everything, get out of the house through the back entrance and follow the 
path to the right. As soon as the path ends, go left, and get on the rocks. 
Follow your diamond tracker to a diamond case with 3 diamonds (D_M#L08).

Jump off the rocks, and follow the water trail to another path. Follow it 
again until the path turns to merge with the other paths. When it does, 
keep facing your target and walk straight towards it. Stay in the shadows, 
until you�ll reach a good observation spot on a rock to the left of a 
fallen down tree. The Belgian informant is in the large building on the 
second floor.

The best way to get in is to sneak in through the side entrance. You might 
want to place a distraction, like an IED or by use of the MGL. anyway, jump 
off the rock walk towards the house on your left. Enter it and walk to the 
back entrance. There are piled boxes between the two houses. Make 
absolutely sure you aren�t seen, then jump up the boxes. Do not get on the 
roof yet � there�s a sniper on the balcony. Wait for the sniper to turn his 
back, then jump up the roof, use the ladder to get to the other house and 
grab the diamond case (D_M#L09). Get back on the ground and face the 
target.

There�s a very high chance you�re already been seen, so rush inside and 
kill the enemy waiting for you. Then get up the stairs, and you�ll see the 
informant. Intimidate him into giving the coordinates, then kill him if you 
want.


---/// Objective Updated! \\\---

OBJECTIVES:  Head into Mokuba and destroy the
             commandos� gear.
   DETAILS:  The intimidation worked. The commandos are
             driving into a trap at Mokuba. Head there now
             and destroy the commandos� gear. It�ll be
             easier with the APR fighting them too.
\\\---


Soon after, you�ll get a call from your buddy � the distraction worked, and 
they are moving to Mokuba. Getting out may pose a difficult task - a lot of 
guards are waiting for you. Large groups of enemies (4 or 5) can easily be 
tackled with the MGL. On higher difficulties, however, the guards will 
spread more. In this case, you�re gonna have to target explosives. The 
truck you passed earlier gives an excellent explosion.

Get out of the house and use your MGL to blast the truck. It gives quite a 
bang. Watch out for any guards (if there are two many, go back inside), and 
try to kill them one by one. If you see 2 or more guards close to each 
other, use the MGL to wipe them out. Always use sirettes � there are some 
leftovers upstairs. When the group thins out, you can get out and shoot the 
leftover enemies.

You�re done in this area, so grab a car and get out through the south exit. 
The guard post you eliminated earlier might have new guards, so watch out.

Once your out of the area, drive directly south. The bottom-left exit to 
the southeastern sector leads directly into Mokuba. You�ll pass another 
guard post, so prepare.

As soon as you enter the southeastern sector, get out of the car and walk 
the last part to Mokuba. Your MGL is probably jamming already, so don�t use 
it as often as before.

Walk down the path, but stay in the shadows. When you are nearing Mokuba, 
you�ll see a sniper with an RPG checking out the area. get on his side of 
the path, then crouch behind a fence. Wait for him to turn his back on you, 
then crouch left down a small path.

Crouch, then take out you diamond tracker. He�s picking up a signal from 
behind the fence. Get through the small opening in the fence, and watch out 
- there are guards on the other side. lots of guards. The case is inside 
the wrecked bus, but the opening is on the other side. It�s nearly 
impossible to get in without being seen, so you�ll better take out all the 
guards. Don�t do it here, though, as you�ll be blasted in no time. Get back 
through the fence, and take the path behind the house to your right. It 
leads to a medkit and a car. Follow the path further (walking), until you 
see a small house on your right. Watch out for any guards, then get in the 
house. You should be able to see an explosive pile in front of you when you 
look outside the other exit. Reload your MGL and quicksave. Pray that the 
weapon won�t jam, then fire one shot towards the explosive pile, followed 
by two or three shots in random places. You�re definitely noticed now, so 
take out your PKM (or whatever weapon you have on you), run out the way you 
came in this hut, take a left to get behind the house, and run towards the 
diamond case, killing anyone directly in your way. There�s a car behind the 
case, destroy it as soon as possible, then get the diamonds (D_M#L10). 

Shoot any guards from inside the bus, then run out through the side 
entrance. Run straight, until you can get inside a house on your left. Get 
inside the next house, and out again, and turn halfway right. Run straight 
forward through the opening, until you fall to lower ground. Kill any 
followers behind you, then look to your left. It�s your target � a large 
truck. Throw a grenade, and start running the other way. A large explosion 
should finish the mission, right?

No. You�ll quickly get a call from your buddy � he�s in big trouble. He�s 
with the APR, and they know who�s behind this plan. You gotta help him as 
quick as you can.


---/// Objective Updated! \\\---

OBJECTIVES:  Help your buddy fight the APR
             troops. 
   DETAILS:  The APR is pissed off. Their medicine was
             destroyed along with the commandos� gear.
             They have my buddy pinned down at the
             crossroads in the South. I gotta get there
             and lend a hand.
\\\---


Follow the route towards the south exit of Mokuba. Your buddy is pinned 
down in the guard post to the south. When you get there, reload your MGL. I 
was able to pull as much as 8 grenades out of the weapon without jamming 
it. Take a defensive position and blast some explosive stuff to set the 
whole thing on fire. Watch out for blue smoke though � this means your 
buddy is in trouble. Watch out for guards, Get to him as quickly as 
possible, and interact with him. Since this is (probably) the first time a 
buddy is in trouble, the game will inform you of your options: you can 
press H to give him one of your sirettes. If you don�t have any, but you 
don�t want to abandon your buddy, press 2 to take out your sidearm. Your 
buddy will agree with you. Press the left mouse button to end his life 
without too much pain.
So basically, make sure you have sirettes.
You can also press E to leave him. Remember that your buddy will be dead 
forever.

Once you�ll see �mission completed� at the top of the screen, all the 
enemies are dead. You�ve just completed the first mission of the UFLL.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


---/// New Sickness Level \\\---

SICKNESS LEVEL 3
My fever�s high. I�m vomiting. That�s a
bundle of fun. The joint pain won�t go
away. Add to that the head-to-toe shivers
and I got myself a party.

---/// Safe house Upgraded! \\\---

If you performed a buddy mission, a vehicle has been added to your safe 
house.

\\\---


==============================================================
##############################################################
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
                Chapter 3: Trust and Loyalty                  
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!TaL
##############################################################
==============================================================
�Are you a spy, a traitor, or both?�


                       +---------------------+
                       |7. FACTION MISSION #2|
                       +4%---------------#FL2+


Now that you�ve completed your first main mission, we can get on with some 
side missions. Before doing anything, get on the bus to the southeastern 
station, then drive north to pick up your next Bonus Mission. Afterwards, 
back on the bus to Pala, and get to Mike�s Bar.

 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|                   BUDDY MISSION #4 / 12                  |
|                           #BU04                          |
|                                                          |


You can buy some weapons from the store if you want, but other than some 
useless weapons like the flare pistol, there�s not much interesting stuff. 
Still, the bonus weapon you picked up in the last mission (a Carl G. Rocket 
Launcher or an MGL) might still be useful, so maybe you want to hold on to 
it and buy a special weapon crate to store it in. I had 24 diamonds left. 
This amount can hugely differ depending on what missions you have 
completed. This walkthrough advises not to buy the special weapon crate. 
You can still choose to hold on to your special weapon, provided you have a 
decent primary weapon in your inventory.

From the weapon store, head to the armory, then straight to Mike�s Bar. 
That�s right, we�re doing another buddy mission. When you�re done, search 
for # CO2.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                  CONVOY MISSION #2 / 4                   |
|                           #CO2                           |
|                                                          |


---/// Reputation Increased! \\\---

REPUTATION LEVEL 1
These guys look at me with contempt.
They think they can take me on? I look
forward to that debate.

\\\---


If I�m correct, completing the last mission will increase your reputation 
by 1 level.

When your back at Mike�s Bar, head to the weapon store. The next weapons 
you�ll unlock are the AK-47, the MAC-10 and the RPG-7 Rocket Launcher. 
These are certainly interesting weapons. Accept the mission from the arms 
dealer. Again, you�ll have 1 of four convoys. If this mission is your 
second mission in the north/northwest, use the bus to get to the convoy, 
since you already picked up all the diamonds on that course.

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
|North / Northwest |      C #NWT      |
+------------------+------------------+
| Southwest        |      C #SWT      |
+------------------+------------------+
| East             |      C #EAT      |
+------------------+------------------+


Once you�re safely back in Mike�s Bar, head into the weapon store. It�s 
time to pick up some new toys.

When you get in, the game already informs you of the next mission. If 
completed, you�ll unlock the SPAS-12, Silent MP-5 (hell yeah), and LPO-50 
Flamethrower.
At this point, I have 26 diamonds. Your amount may differ depending on what 
missions you performed. Don�t worry, eventually you�ll perform all 
missions, and thus get every diamond case.

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#02 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes* | No|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  | No|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |   No  | No|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  | No|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |   No  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |   No  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+

*: Unless you still have the Golden AK-47, which won�t start jamming for a 
long time.

-------\
MANUALS \
=========\
Note: Manuals are only available once you buy the weapon.

+-----------------+----+------+---+
|Accuracy Upgrade |Cost|Advise|PbW|
+-----------------+----+------+---+
| AK-47           |  2 |   No | No|
| G3-KA4          |  3 |   No | No|
| Homeland 37     |  1 |  Yes | No|
| M1903           |  3 |  Yes | No|
| Flare Pistol    |  1 |   No | No|
| MAC-10          |  3 |   No | No|
| Makarov         |  1 |   No | No|
| Silent Makarov  |  2 |  Yes | No|
| Star .45        |  2 |   No | No|
| PKM             |  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |   No | No|
+-----------------+----+------+---+
| Reliab. Upgrade |Cost|Advise|PbW|
+-----------------+----+------+---+
| AK-47           |  2 |   No | No|
| G3-KA4          |  3 |  Yes | No|
| Homeland 37     |  1 |  Yes | No|
| M1903           |  3 |   No | No|
| Flare Pistol    |  1 |   No | No|
| MAC-10          |  3 |  Yes | No|
| Makarov         |  1 |   No | No|
| Silent Makarov  |  2 |   No | No|
| Star .45        |  2 |   No | No|
| PKM             |  3 |   No | No|
| RPG-7 R. Launch |  5 |   No | No|
+-----------------+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |   No | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Wrangler�  | 10 |   No | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |   No | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
|Ammo Upgrade           |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Grenadier Webbing     | 10 | Yes  | No|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 |  No  | No|
| Medium Kit            | 25 |  No  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  | No|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a specific type 
of specialty (Sniper, Close Combat, etc.). Note that this paragraph only 
concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   \ L.A. Webbing /   | IED�s        |
\+ Rel. Upgrade/    \------------/    |Shotgun Band. |
 \------------/                       |RPG R. Launch.|
                                      \+ Acc. Upgrade/
                                       \------------/


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- MAC-10

==============================================================


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BONUS MISSION #2 / 3                   |
|                           #BO2                           |
|                                                          |

Having finished the convoy mission, we�ll start searching for the second 
predecessor tape. The location is marked as a white target on the map, and 
can be in one of 3 places. When you�re done, search for # BU05.

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
| Northwest        |      B #NWT      |
+------------------+------------------+
| Northeast        |      B #NET      |
+------------------+------------------+
| South            |      B #SOT      |
+------------------+------------------+

|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #5 / 12                  |
|                           #BU05                          |
|                                                          |


You should be back in Pala now. If you want, you can now enter one of the 
factions and start a main mission instead of performing the buddy mission. 
If you choose to do this, press Ctrl-F and search for �#MA 01� (without the 
space). If you want to perform a buddy mission first, head directly to 
Mike�s Bar.

From there on, you should know it all. Pick a buddy, then search for �B#� 
plus his initials, plus which mission you are performing of this buddy (1 
or 2). When you�re done, search for �# MA01�, again without the space in 
between.



|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #2 / 6               |
|                           #AS02                          |
|                                                          |


When you�re back in Mike�s Bar, refresh your weapons first, then head into 
the east sector, towards the cellular tower. Use the table below to get to 
your guide, do not type in the spaces in your search function.


+------------------+-----------+------------------+
| Target Location  |  Head to: | then search for: |
+------------------+-----------+------------------+
| Pala Sector      |   Pala    |      A #PAS      |
+------------------+-----------+------------------+
|Southern Sector   |Southwest  |                  |
| \-> Convoy       |Bus Station|      A #SSC      |
+------------------+-----------+------------------+
|Southern Sector   |Southeast  |                  |
| \-> Airfield     |Bus Station|      A #SSA      |
+------------------+-----------+------------------+
|Northern Sector   |   Pala    |                  |
| \-> Shwasana     |           |      A #NOS      |
+------------------+-----------+------------------+
|S.E Sector        | Eastern   |                  |
| \-> Mokuba       | Antenna   |      A #SEM      |
+------------------+-----------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #6 / 12                  |
|                           #BU06                          |
|                                                          |


You should be at the southeastern bus station now. From here, head north 
towards the special mission. Clear out the area, then pick it up. The next 
target should be in the middle of the south sector, on the airfield. Take 
the bus back to Pala.

From Pala, drive towards Mike�s Bar, and take another buddy mission. When 
you�re done, search for # BO3.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BONUS MISSION #3 / 3                   |
|                           #BO3                           |
|                                                          |

Now that you�re back in Mike�s Bar, we�re picking up another Predecessor 
tape. The next tape you�ll find is the last one in Leboa-Sako, and is 
located in the last of the 3 area�s that you haven�t visited yet. When 
you�re done, search for L #03.

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
| Northwest        |      B #NWT      |
+------------------+------------------+
| Northeast        |      B #NET      |
+------------------+------------------+
| South            |      B #SOT      |
+------------------+------------------+

Having found the last predecessor tape, we�ve finished the bonus missions, 
for now. With your new diamonds, get to the weapon store at Mike�s.

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#03 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes* | No|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |   No  | No|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  | No|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |   No  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |   No  |Yes|
+-----------------+-----------------------------+-------+---+

*: Unless you still have the Golden AK-47, which won�t start jamming for a 
long time.


-------\
MANUALS \
=========\
Note: Manuals are only available once you buy the weapon.

+-----------------+----+------+---+
|Accuracy Upgrade |Cost|Advise|PbW|
+-----------------+----+------+---+
| AK-47           |  2 |   No | No|
| G3-KA4          |  3 |   No | No|
| Homeland 37     |  1 |  Yes | No|
| M1903           |  3 |  Yes | No|
| Flare Pistol    |  1 |   No | No|
| MAC-10          |  3 |   No | No|
| Makarov         |  1 |   No | No|
| Silent Makarov  |  2 |  Yes | No|
| Star .45        |  2 |   No | No|
| PKM             |  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |   No | No|
+-----------------+----+------+---+
| Reliab. Upgrade |Cost|Advise|PbW|
+-----------------+----+------+---+
| AK-47           |  2 |   No | No|
| G3-KA4          |  3 |  Yes | No|
| Homeland 37     |  1 |  Yes | No|
| M1903           |  3 |   No | No|
| Flare Pistol    |  1 |   No | No|
| MAC-10          |  3 |  Yes |Yes|
| Makarov         |  1 |   No | No|
| Silent Makarov  |  2 |   No | No|
| Star .45        |  2 |   No | No|
| PKM             |  3 |   No | No|
| RPG-7 R. Launch |  5 |   No | No|
+-----------------+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |   No | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Wrangler�  | 10 |   No | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |   No | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
|Ammo Upgrade           |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Grenadier Webbing     | 10 | Yes  | No|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 |  No  | No|
| Medium Kit            | 25 |  No  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  | No|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a specific type 
of specialty (Sniper, Close Combat, etc.). Note that this paragraph only 
concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   \ L.A. Webbing /   | IED�s        |
\+ Rel. Upgrade/    \------------/    |Shotgun Band. |
 \------------/                       |RPG R. Launch.|
                                      \+ Acc. Upgrade/
                                       \------------/


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- RPG-7 Rocket Launcher
- Homeland 37

==============================================================


If you�re going to perform a mission for the APR for the second time, it�s 
advised to pick a Rocket Launcher. 
Get in the armory and refresh/restock all your weapons. Don�t forget to 
restock the weapons in the crates too. Then get back to Pala, and prepare 
for the next main mission.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #2 / 6           =====|\|
|\|=====                   #MA02                    =====|/|
|/|=====                                            =====|\|


When you enter Pala, check your map. You�ll see that right now, both 
factions have a mission for you. Which means that you have two options: 
either perform the second mission of your own faction, or perform the first 
mission of the rivaling faction. Don�t worry, eventually you�ll perform 
every mission.

If you decide to perform the first mission of the other faction, type in 
either # AP1 or # UF1, depending on the faction. If, on the other hand, you 
are going to perform the second mission of your own faction, read on ahead.


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
            APR MISSION #02 / 03 : REAP WHAT YE SOW           
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#AP2
==============================================================

Get in the HQ, and get upstairs. You can eavesdrop and listen to what they 
have to say, though its not that important. Get in the room. Kouassi 
introduces you as his �secret weapon�. The guy sitting next to Kouassi is 
Greaves. He starts explaining the mission.

Apparently, the UFLL is blackmailing some Africans west of the border. At 
this moment, they are keeping a tanker full of natural gas at the rail yard 
in the west. The plan is to destroy the tanker. Regular bullets won�t cut 
it � only explosives will do.

Get out of the HQ. While you�re walking to your car, you�ll get a call from 
your buddy. He�s at the safe house a little east from the rail yard.


---/// New Objective! \\\---

 OBJECTIVES: Either head to the rail yard and
             destroy the tanker,
ALTERNATIVE: Or meet my buddy who might have a better deal
             for me.
    DETAILS: The APR hired me to destroy a tanker car 
             containing natural gas. The UFLL is using it to
             pay for food, arms, and medicine. My buddy
             claims to have more information about
             the mission.

\\\---


Grab a car, then exit through the northern road. Drive all the way to the 
north. When you reach the edge of this sector, go left towards the river. 
At the end of the road, get out and quicksave. You need the paraglider to 
access a diamond case. The case is just across the river (less far than you 
think). When you�re on the glider, turn a little bit right to face the 
diamonds. When you spot a small hut, use W to get down and land on the 
mountain. Open the diamond case to get 3 diamonds (D_M#L11). When you have 
the case, get back to your car (you�ll pass a guard post on the way back) 
and drive into the northern sector.

Two guard posts are already waiting for you in this sector. When you get to 
the bridge, hop down on the left side to land on a rock. From there, jump 
towards the base of the bridge and open the diamond case (D_M#L12).

Use the iron bar to get back on the rock. From there, you can safely jump 
down from rock to rock to get to the bottom. Take out the guard post ahead, 
then scout it for an ammo pile. From there, get out your map and check the 
diamond tracker. The case is on the rock. On the left side, there are some 
small rocks that you can use to get to it (D_M#L13). There�s a path leading 
back up on the northeast side of the bridge. When you�re up the mountain 
again, take out the guard post (there�s a sniper as well), then scout it 
for a medbox. 
When you�re done, grab a car and start driving north.

At some point, you�ll see 2 huts to your left (marked as black spots on the 
map). Take out the duo manning the huts. Then search for a wrecked van next 
to the hut. Use the small rock in front of the van to jump on it. From 
there, jump on the hut and grab the diamond case there (D_M#L14).

Driving further north, you�ll come across another guard post. This one�s 
pretty tough, but you should be able to handle it. Afterwards, scout the 
camp for an explosive pile. From this post, drive west towards Shwasana.

Just before Shwasana, take the road north (right). When you pass an old 
bus, stap out of the car. Jump on the box in front of the bus, then jump a 
few times to get on the roof and access the diamond case (D_M#L15). Get 
back in your car, and drive into the northwestern sector.

As soon as you enter the new sector, go north. Drive towards the river 
along the road. When you get there, Swim towards the small island in the 
middle. Search for a wrecked car underwater on the north side of the 
island. There�s a diamond case containing three diamonds on top of it 
(D_M#L16).

When you�ve got the diamonds, use your car to drive all the way southwest. 
When driving, you should approximately face the guard post northeast of the 
rail yard. There might be one or two guards in the area, but they shouldn�t 
pose a problem.

Once you reach the southwestern road, drive further south to arrive at a 
guard post. Take it out, then scout it for an ammo pile. Also slash away 
the wooden bars in the house to find another diamond case (D_M#L17). From 
here, head south.

You now have the choice to perform the buddy mission or the basic one. I 
advise you, again, to perform the buddy mission, since you�ll gain more 
rep, diamonds, and upgrades.
If you�re performing the main mission, head left into the mountain passage 
and skip the next part. If not, get to the safe house.


==================
BUDDY MISSION ONLY
==================

---/// Objective Updated! \\\---

 OBJECTIVES: Either kill the UFLL official at the
             ranch,
ALTERNATIVE: Or complete the APR job and
             destroy the tanker car.
    DETAILS: The APR hired me to destroy a tanker car 
             containing natural gas. The UFLL is using it to
             pay for food, arms, and medicine. My buddy
             says a UFLL official is holding back a
             troop train full of reinforcements. Eliminating
             the official will free up the troops to respond
             to an attack � exposing them to an ambush.

\\\---


Apparently, your buddy wants to kill a large troop as an act of revenge, 
and the gas tanker is the perfect distraction. If you want, you can grab 
the FAL Paratrooper lying next to the bed. Be careful though, as it�s 
pretty rusty.

Get out of the safe house and in your car. Drive east towards the guard 
post. Take it out and scout it if you haven�t done so already. Then get to 
the Ranch.

The ranch is undoubtedly the easiest area to get in to. You should have no 
problem getting into the house. Shoot the fuel pile to start a fire if you 
want. You can also sneak in through the back. Get into the house and kill 
the target. You�ll get a call from your buddy. You should now get to the 
rail yard and blow up the tanker.


---/// Objective Updated! \\\---
 OBJECTIVES: Destroy the tanker car at the rail
             yard.
    DETAILS: The APR hired me to destroy a tanker car 
             containing natural gas. The UFLL is using it to
             pay for food, arms, and medicine. I took out
             the UFLL official who was holding back his
             reinforcements. Time to destroy the tanker at
             the rail yard. My buddy will then ambush
             the train carrying the UFLL troops who
             respond to my attack.
\\\---


While you�re at it, grab a diamond case lying around on the west side of 
the area, enclosed by breakable wooden bars. It contains 1 diamond 
(D_M#L18). 

From the ranch, drive back the way you came. You can sleep at the safe 
house if you want. If you�re out of rockets, get to the weapon store and 
restock. If you don�t have a rocket launcher, buy one (the cases we 
obtained in this run should suffice).


=============
=============


As soon as you enter, find a nice spot to get a good overview. There�s a 
rock to your left that sticks out. On it, you can have a nice look at the 
gas tanker. Take out your RPG, aim, and fire. That�s about all you have to 
do. If you followed the main mission, you�re done now.


==================
BUDDY MISSION ONLY
==================

The tanker will explode, and you�ll immediately get a call from your buddy, 
who informs you that the train has started to move. Time to go.


---/// Objective Updated! \\\---
 OBJECTIVES: Proceed to the ambush point and
             help your buddy eliminate all
             UFLL troops.
    DETAILS: I�ve destroyed the tanker car. My buddy
             has ambushed the train carrying the UFLL
             troops who responded to my attack. I gotta
             rendezvous at the ambush point and help
             my buddy eliminate all UFLL troops.

\\\---


The ambush point is all the way in the north, so it will take some time to 
get there. Recollect yourself at the safe house below (meet your second-
best buddy there as well, so he�s stand-by). Then drive/walk towards the 
ambush point.

You�ll be greeted by a large explosion. If you have 1 rocket left, shoot it 
at a large group of enemies. Hide behind rocks and kill the others. Slowly 
make your way towards your buddy, who is behind a defensive structure. If 
he�s wounded, you know what to do. Kill as many enemies as you can until 
the words �Mission Completed� show up on the screen.

---/// Objective Complete! \\\---

==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
==============================================================


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
             UFLL MISSION #02 / 03 : OEDUARD REX             
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#UF2
==============================================================

When you get in the building, you can already hear Gakumba talking with an 
unknown second man. When you get in the room, you�ll see Carbonell standing 
next to Gakumba. They don�t look too happy, and they have a good reason to: 
the former king, Kgosi Nnyere, has returned. Apparently, he thinks that 
enough gold can stop the war between APR and UFLL. A stupid idea, but the 
APR is more than happy to accept the gold. They are guarding it in the 
oasis, at the northeastern corner of the map. Your mission is simple: go to 
the oasis, kill the APR men, and send the coordinates of the gold to the 
UFLL with your mobile phone. Get out of the HQ.

Soon after the briefing, your buddy will call you again. He�s expecting you 
at the safe house in the northeast.


---/// New Objective! \\\---
 OBJECTIVES: Either go to the oasis and tag the
             gold for the UFLL,
ALTERNATIVE: Or meet my buddy who might
             have a better deal.
    DETAILS: King Nnyere�s gold�s being guarded by the
             APR in the oasis. The UFLL�s hired me to find
             that gold. My buddy wants me to have a chat
             about the king. It sounds like there are some
             family politics involved, with the gold at the
             center of it.

\\\---


You can choose to perform the basic mission. You won�t miss any diamond 
cases, but you will miss a guard post. If you perform the buddy mission, 
use the following part as a guide, else, skip this part.


==================
BUDDY MISSION ONLY
==================

Use the Pala bus station to get to the northeastern sector. From there, get 
in the car and drive towards the south. When you reach the road, drive west 
towards the safe house. You might encounter some resistance on the way, but 
just keep driving towards the guard post in the south. If you�re having too 
much problems with getting past the enemies, step out of the car before 
reaching the road and take them out or sneak past them.

In any case, when you arrive at the guard post, take it out, then scout it 
for a medkit. When you�re done, go to the safe house.

Your buddy is already waiting for you. And he�s got important news. He 
happens to know the king�s son, who�s more than happy to see his father�s 
death. If that happens, the son, named Oeduard, will call of all the men at 
the oasis. Good stuff. The first thing you�re gonna have to do is kill the 
king, who�s safely hidden up in the old fort. Well, safely... when you kill 
him, you have to take his signet ring with you as proof of his death.


---/// Objective Updated! \\\---
 OBJECTIVES: Either kill the King and pick up his
             ring,
ALTERNATIVE: Or go to the oasis and tag the gold
             for the UFLL.
    DETAILS: King Nnyere�s gold�s being guarded by the
             APR in the oasis. The UFLL�s hired me to find
             that gold. The King�s son likes being an exiled
             playboy back in Europe and he�s looking to
             succeed his old man the hard way. Right now
             the King�s protected by the APR in an old fort.
             I just gotta find him, kill him, then rip the
             signet ring from his cold, dead hand. Prince
             Oeduard get the ring... and control over the
             bank accounts back in Belgium.

\\\---


Wow, some family. Anyway, the fort is not too far from here, but you will 
have to pass two guard posts on the way. Before you leave the safe house, 
you can choose to pick up the AS50 on the ground. It�s a bit rusty, but 
otherwise it�ll do fine. Get out of the safe house, and get to the guard 
post. It might still be empty, otherwise kill the guards again. Grab a car 
if you can find one, then drive north. When you reach the other guard post, 
take it out too (it�s a hard one). Make sure you kill the sniper as well. 
Afterwards, scout it for an explosive pile if you haven�t done so already.

Afterwards, drive further north and follow the road towards the safe house. 
Rest and change weapons if you have to (you should have a sniper with you), 
then make your way towards the fort.

Take the first path towards the fort (the path is not on the map). The fort 
has two very perceptive guards, one on each tower. As soon as they see you, 
take them out with a sniper.

As you approach the fort, take out your map to find a path leading towards 
the back entrance. When you arrive, go left around the walls. There is a 
side entrance there. The guards probably defend the entrance here. Throw a 
grenade or rocket towards the explosive barrel you see. That should knock 
out the enemies in your way. Quickly run into the doorway to your right, 
kill the guard there, then run up the stairs. The king is on the first 
floor. When you walk in the room, he�ll be surprised at first. Then he�ll 
warn you that he has a loving son, who will avenge his father if you shoot 
him. �He�ll eat your heart...�. If only he knew. Shoot him, then pick up 
the ring by interacting with his corpse.


---/// Objective Updated! \\\---
 OBJECTIVES: Meet Prince Oeduard and give him
             the ring,
ALTERNATIVE: Or go to the oasis and tag the gold
             for the UFLL.
    DETAILS: King Nnyere�s gold�s being guarded by the
             APR in the oasis. The UFLL�s hired me to find
             that gold. The King�s son likes being an exiled
             playboy back in Europe and he�s looking to
             succeed his old man the hard way. Thanks to
             me, it looks like he might get an early
             coronation. The King�s dead, and now I just
             have to deliver his signet ring to Prince
             Oeduard and my buddy.

\\\---


Wait for your buddy to call you for confirmation, then get out of the ford. 
The walk out isn�t too long, so just run to the same exit, only stopping 
when an APR guard is directly in your way.

Run out the area, and get to your safe house next to the fort. Stock up on 
ammo / weapons / sirettes, then get in a car and quickly drive towards the 
safe house. You can drive by the guard posts without too much trouble.

When you arrive at the safe house, you�ll find Oeduard alone. He tells you 
your buddy has already gone ahead to the oasis. Give him the signet ring. 
As a gift, the kind man will give you his royal SUV for your trouble. What 
a guy (how long will this car last?).


---/// Objective Updated! \\\---
 OBJECTIVES: Go to the oasis and tag the gold for
             the UFLL.
    DETAILS: The Prince appreciated my efforts and gave
             me one of his SUV�s. Even better, he ordered
             the APR out of the oasis and sent my
             buddy ahead to secure the gold. Maybe the
             Prince isn�t such a bad guy after all... if you
             don�t count royal fratricide.

\\\---


With the royal family�s treason finished, you can finally head on to the 
oasis and tag the gold. Only now, there won�t be any guards to take you 
down. Will there? Take some IED�s with you if you have them. Don�t take any 
snipers, you won�t need �em. On your way to the oasis, your buddy will call 
you and inform you that everything�s going according to plan. That�s good 
to hear.


=============
=============


If you perform the main mission, make sure you have a rocket launcher or a 
sniper and a good assault rifle or LMG, then use the Pala bus station to 
get to the northeastern sector. From there, grab a car and drive towards 
the area EAST of the oasis. Same goes if you performed the buddy mission. 
If you perform the main mission, make sure it�s nighttime when you reach 
the area.

At the southeastern corner of the oasis, you should be able to find a 
diamond case next to a very large tree and a shovel. Open it to find 1 
diamond (D_M#L19).


==================
BASIC MISSION ONLY
==================

If you did not perform the buddy mission, the oasis is stuffed with APR 
guards. It�s near impossible to sneak in the cistern holding the gold, so 
you�ll have to blast your way through. Luckily, the area has a few 
explosives (barrels, cars) to thin out the troops, and you can use rocket 
launcher or snipers as well. Try to keep your distance until the larger 
part of the enemies are wiped out. When you�re done, get down into the 
cistern and interact with the gold to tag it. Quickly get out of the 
cistern before the APR troops regroup, and drive away in the assault truck, 
towards the bus station.


==================
BUDDY MISSION ONLY
==================

If you did perform the buddy mission, just make your way towards your 
buddy. He�s waiting for you next to the cistern leading to the gold. Before 
tagging the target, plant some IED�s around the area, just in case things 
go wrong.  I planted three, one on the car, one near a yellow explosive 
barrel, and one on a fuel pile. Make sure that the ammo pile next to the 
cistern is saved, in case you need it later. Also remember where you 
planted them. Then get in the cistern.

When you drop down, pick up the ammo box, fuel can, and explosive box. Drop 
down further and pick up the medkit. Then interact with the gold to tag it. 
You�ll immediately hear gunshots from above. Woops.


---/// Objective Updated! \\\---
 OBJECTIVES: Help my buddy fight off the
             APR in the oasis.
    DETAILS: The APR figured out they�ve been screwed
             by the new King. They�re closing in on the
             oasis � fast. I gotta help my buddy
             neutralize these guys.

\\\---


The area above you is crawling with guards. Save, then quickly climb up the 
ladders, and hide behind something. You can activate the IED�s whenever you 
want, and well-placed explosives should wipe out the troops in a matter of 
seconds. Make sure your buddy is not near an explosion, however. Also, 
remember that the explosives will cause a fire. If you�re unlucky and the 
wind is blowing the wrong way, it might end up really bad for you and your 
buddy. It shouldn�t be life-threatening, though.

Kill any leftover enemies to finish the mission. Make sure your buddy is 
not wounded on the ground. If he is, heal him. Then get in a car and drive 
towards the bus station. Take the bus to Pala.

---/// Objective Complete! \\\---

|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


---/// New Sickness Level \\\---

SICKNESS LEVEL 2
This Malaria is worse than any flu I�ve ever
had. I�ve got bad joint pain and shivers.

---/// Safe House Upgraded! \\\---

If you performed a buddy mission, you now have a small medical kit always 
laying around in your safe house.

\\\---


                       +---------------------+
                       |8. FACTION MISSION #3|
                       +4%---------------#FL3+


Having completed your second mission, a new icon joins the objectives menu. 
Press Esc to see an underground mission has appeared. This sign means that 
you�re almost out of medicine. You should get some new medicine as soon as 
possible, so that�s what we�re going to do next.


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|                UNDERGROUND MISSION #1 / 3                |
|                           #UN1                           |
|                                                          |


The underground missions are acquired in Pala, so that�s where you have to 
go.

When you arrive in Pala, check the map for an underground icon in the 
church. Get in the church, and walk up to father Maliya. He�ll send you to 
one of four places on the map. They�re all close to a bus station, so it 
shouldn�t be too hard to get to them. All the places act like a safe house: 
you need to kill the enemies guarding the house to unlock, and from then 
on, you can enter at any time and sleep there.

If your target is in the southwest, check for a diamond case next to the 
building after you�ve unlocked it (D#L09).


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                  CONVOY MISSION #3 / 4                   |
|                           #CO3                           |
|                                                          |


After the underground mission, we�re going to unlock some more weapons. The 
next set is a good one (SPAS-12, Silent MP-5 and the flamethrower), and 
unlocking it makes life a hell lot easier.

Get to Mike�s Bar and accept the mission. Again, use the search strings 
below to get to your corresponding guide. To get back, search for # BU07.


+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
|North / Northwest |      C #NWT      |
+------------------+------------------+
| Southwest        |      C #SWT      |
+------------------+------------------+
| East             |      C #EAT      |
+------------------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #7 / 12                  |
|                           #BU07                          |
|                                                          |


Before performing the Buddy mission, we�re going to buy some new weapons, 
so get in the weapon store.

The game informs you of the next set of unlocked weapons, which are the M-
79, the Dragunov and the dart rifle. Certainly something to look forward 
to.

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#04 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes* | No|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |   No  | No|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  | No|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |   No  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  | No|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |   No  |Yes|
+-----------------+-----------------------------+-------+---+

*: Unless you still have the Golden AK-47, which won�t start jamming for a 
long time.


-------\
MANUALS \
=========\
Note: Manuals are only available once you buy the weapon.

+-----------------+----+------+---+
|Accuracy Upgrade |Cost|Advise|PbW|
+-----------------+----+------+---+
| AK-47           |  2 |   No | No|
| G3-KA4          |  3 |   No | No|
| Homeland 37     |  1 |  Yes | No|
| M1903           |  3 |  Yes | No|
| Silent MP-5     |  5 |   No | No|
| SPAS-12         |  3 |  Yes | No|
| Flare Pistol    |  1 |   No | No|
| MAC-10          |  3 |  Yes |Yes|
| Makarov         |  1 |   No | No|
| Silent Makarov  |  2 |  Yes | No|
| Star .45        |  2 |   No | No|
| LPO-50          |  5 |   No | No|
| PKM             |  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |   No | No|
+-----------------+----+------+---+
| Reliab. Upgrade |Cost|Advise|PbW|
+-----------------+----+------+---+
| AK-47           |  2 |   No | No|
| G3-KA4          |  3 |  Yes | No|
| Homeland 37     |  1 |  Yes | No|
| M1903           |  3 |   No | No|
| Silent MP-5     |  5 |   No | No|
| SPAS-12         |  3 |  Yes | No|
| Flare Pistol    |  1 |   No | No|
| MAC-10          |  3 |  Yes |Yes|
| Makarov         |  1 |   No | No|
| Silent Makarov  |  2 |   No | No|
| Star .45        |  2 |   No | No|
| LPO-50          |  5 |  Yes | No|
| PKM             |  3 |   No | No|
| RPG-7 R. Launch |  5 |   No | No|
+-----------------+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |   No | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Wrangler�  | 10 |   No | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |   No | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
|Ammo Upgrade           |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Grenadier Webbing     | 10 | Yes  | No|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 |  No  | No|
| Medium Kit            | 25 |  No  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a specific type 
of specialty (Sniper, Close Combat, etc.). Note that this paragraph only 
concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   \ Silent MP-5  /   |Shotgun Band. |
\ Silent MP-5  /    \------------/    |RPG R. Launch.|
 \------------/                       |+ Acc. Upgrade|
                                      | SPAS-12      |
                                      |+ Upgrades    |
                                      | LPO-50       |
                                      \+ Rel. Upgrade/
                                       \------------/


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- Silent MP-5
- Special Weapon Crate
- MAC-10 Acc. Upgrade

==============================================================


When you�ve bought what you wanted, get to armory and refresh / restock all 
weapons that you want. Don�t forget to fill the weapon crates you have 
purchased.

Then get to Mike�s Bar. Again, choose a buddy and accept a mission. Then 
search for the corresponding string to get to your guide. When you�re 
finished, search for # AS03.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #3 / 6               |
|                           #AS03                          |
|                                                          |


Now that you�ve finished another buddy mission, we�re off to the next 
assassination. From Mike�s Bar, drive towards the eastern antenna and 
accept a mission. You can see below what string you have to search for.

+------------------+-----------+------------------+
| Target Location  |  Head to: | then search for: |
+------------------+-----------+------------------+
| Pala Sector      |   Pala    |      A #PAS      |
+------------------+-----------+------------------+
|Southern Sector   |Southwest  |                  |
| \-> Convoy       |Bus Station|      A #SSC      |
+------------------+-----------+------------------+
|Southern Sector   |Southeast  |                  |
| \-> Airfield     |Bus Station|      A #SSA      |
+------------------+-----------+------------------+
|Northern Sector   |   Pala    |                  |
| \-> Shwasana     |           |      A #NOS      |
+------------------+-----------+------------------+
|S.E Sector        | Eastern   |                  |
| \-> Mokuba       | Antenna   |      A #SEM      |
+------------------+-----------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #8 / 12                  |
|                           #BU08                          |
|                                                          |


When you�ve finished the mission, you should be at the southeastern bus 
station. Unfortunately, you�ll notice that there is no bonus mission left 
in this district. So, get the bus going for Pala.

From Pala, go south towards Mike�s Bar. Refresh your weapons, then get to 
Mike�s Bar and accept yet another buddy mission. You know the drill, search 
for �B#�, then the initials of your buddy, then either 1 or 2. When you�re 
done, search for 
# MA03.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #3 / 6           =====|\|
|\|=====                   #MA03                    =====|/|
|/|=====                                            =====|\|


With the eighth buddy mission out of the way, we can already begin our 
third main mission. There are two different possible scenario�s in Pala 
when you get in. If you performed one mission for both factions, you will 
now have to perform a mission for the faction you last worked for. If, on 
the other hand, you chose to perform two missions for one faction, you can 
again work for both factions.

Logically, if you performed one mission for both factions, you should now 
perform the second mission. If that is the case, search for �# AP2� or �# 
UF2�. If you performed two missions for 1 faction, you either type in �# 
AP1� or �# UF1� if you are going to perform a mission for the other 
faction, or scroll down if you will perform the last mission of your own 
faction. So basically, you can have 1 of 6 missions.


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
             APR MISSION #03 / 03 : JUNKYARD DOG              
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#AP3
==============================================================

Get in the HQ. While you�re walking up to the room, you�ll hear Kouassi and 
a second man speculating about the Jackal. Get in. You�ll find Walton 
Purefoy standing next to Kouassi.

Apparently, the UFLL is creating a motor pool at the junkyard in the 
western sector, which gives them a slight advantage over the APR. your 
mission is simple: take out their machinery to disable the pool. Their air 
compressor should be destroyed in particular.

When you walk to your car, you�ll get (surprise surprise) another call from 
your buddy. He�s in the safe house near the northeastern bus station. If 
you want to follow the Buddy mission (advised), use the bus to get to the 
northeastern sector, else, skip the part below and head straight for the 
junkyard. Performing the main mission will not make you miss any diamond 
cases.


---/// New Objective! \\\---

 OBJECTIVES: Either destroy the compressor in
             the junkyard garage,
ALTERNATIVE: Or meet my buddy who might have a better deal
             for me.
    DETAILS: The APR wants me to sabotage the UFLL
             motor pool at the junkyard. It�s a matter of
             destroying the compressor in the garage. 
             My buddy wants to meet me. He�s got a
             proposition. He�s southeast of the fuel depot.

\\\---


==================
BUDDY MISSION ONLY
==================

When you arrive in the northeastern sector, grab the buggy and drive 
straight towards the safe house. Get in the safe house to get some more 
information from your buddy.

He wants you to steal the daily truck schedule first. When you blow up the 
air compressor, the trucks will drive back to petro sahel, and since your 
buddy�s got the schedule, he can predict where they will pass, and blow 
them up. Who knows why. Anyway, this mission will net you another upgrade 
for your safe house, so you might as well just do it.


---/// Objective Updated! \\\---

 OBJECTIVES: Either steal the map from the fuel
             depot,
ALTERNATIVE: Or complete the APR job and
             destroy the compressor.
    DETAILS: The APR wants me to sabotage the UFLL
             motor pool at the junkyard. It�s a matter of
             destroying the compressor in the garage. 
             My buddy wants me to hit the fuel depot
             first and take the daily route map for the oil
             refueling plan.

\\\---


If you want, take the USAS-12 shotgun from the safe house. It�s the best 
shotgun in the game, and it can fire 6 shells within no-time, due to its 
assault rifle-like buildup. It�s a bit rusty however.

Get out of the safe house and drive west. You can take out the guard post 
if you want. You could also drive around it to avoid wasting your ammo.

In any case, approach the gas station in whatever way you want. I 
personally planted an IED on a car, then drove towards the entrance, got 
out, ran up the sniper�s spot, took him out, then detonated it, along with 
a truck an a lot of other explosives. You can also try to snipe or sneak 
your way in there. When sniping, shoot the endless amount of explosives to 
burn the entire area. Don�t forget to take out the sniper. In whatever you 
do it, you need to get the truck schedule inside the small house.

When you got it, your buddy will call you again. He�s ready to take out the 
truck, so you can destroy the air compressor. The fastest and safest way to 
the junkyard is to get back to the bus station to get to Pala, and from 
there head to the junkyard. Get to the bus station and take it back to 
Pala.


=============
=============


Before going to the scrap salvage, wait until night, which makes it much 
easier to sneak in. Also make sure you have IED�s with you.
From Pala, take a car and take the southeastern exit out. You�ll drive 
through the cock-fighting arena, but they won�t be able to hurt you. When 
you get to the western sector, follow the road to the eastern entrance of 
the junkyard. When you�re there, get in.

At the entrance, you�ll come across a crossing. Stay on the left side of 
the road, and go left. When you get to a large structure that looks like 
some kind of improvised gate, you�ll see a wrecked bus. Slice away the 
wooden bars at the back entrance to avoid making noise, then get in to find 
a diamond case (D_M#L20). Get out of the bus, but from there, turn around 
and walk all the way to the south. When you see another wrecked bus to your 
right, get in through the back entrance.

When you get out of the bus, be careful. The next road has a guard 
patrolling it. Stay behind the garbage, and wait for him to pass. When he 
does, quickly (but still crouching) cross the road and follow it left. When 
you see an opening halfway to your right, walk to it and hide, then 
quicksave.

The next part is going to be really tricky, so save often. get out on the 
other side, and go left. There are no guards here, so you can safely walk. 
Go in a southwest direction, until you see a long blue bus. Get in it and 
go out of it on the opposite side. From here, go west. You should be 
directly south of the air compressor now. Face your target. A small hill is 
blocking your view. On the left side of that hill, there is another 
opening. Get through it. You should see a white truck in front of you. 
Quicksave, then head right. Crouch through the small opening. Watch out, as 
there may be a guard to your right. He�s probably sitting against the 
container. As long as it�s dark, you can pass him. Go left towards the air 
compressor. Quickly get in the doorway to your left so that nobody can see 
you. You�ll now be at the air compressor.

It is very important to save the game BEFORE placing the IED on the 
compressor. This is because IED�s don�t always function properly after 
loading once. You need to get out the same way you came, until the long bus 
you saw earlier. When you get there, instead of heading left, head right 
(west on the map). If you stay behind the fences, you can keep running 
without being seen. Run all the way towards the mountainside, then check 
your diamond tracker. Follow it to a diamond case inside a container 
(D_M#L21). You need to break some wooden bars to get to it.

From there, walk out of the junkyard through the western exit. 
If however, you are following the buddy mission, make your way back to the 
eastern exit. You can quickly get there through the southern part of the 
junkyard. Don�t make sure you follow the southern mountainside, because 
you�ll come across some rocks you can�t get over.

If you�re following the main mission, detonate the IED�s while walking out 
of the area. You�re mission is finished.


==================
BUDDY MISSION ONLY
==================

When you arrive at the bus you found the first diamond, detonate the 
explosives. You�ll immediately get a call from your buddy. He�s engaging a 
truck at the eastern exit of the junkyard. 


---/// Objective Updated! \\\---

 OBJECTIVES: Head to the ambush point and help
             my buddy eliminate all UFLL
             troops.
    DETAILS: Compressor�s taken care of. Now Warren
             Clyde will light up an oil truck near the
             junkyard entrance. This�ll draw UFLL troops. I
             gotta help him eliminate those troops.

\\\---


Head there quickly. This ambush shouldn�t be too hard (I counted 4 
enemies). Your buddy is on top of the structure above the road. Save a 
sirette in case he gets wounded. The mission is finished when you see 
�Mission Completed� on top of the screen.

---/// Objective Complete! \\\---

==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
==============================================================


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
               UFLL MISSION #03 / 03 : GROW OP                
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#UF3
==============================================================

Get in the HQ. As you are walking up the stairs, you�ll hear Gakumba and an 
unknown associate talking. They don�t sound too happy. When you get in the 
room, you�ll see Hector Voorhees, the UFLL�s advisor, standing next to 
Gakumba. Leon starts with congratulating you. According to him, the UFLL 
has risen in power thanks to you. Voorhees then continues by stating the 
mission. Apparently, the APR is giving protection to a European 
Agricultural company, the OGC. In turn for the security, OGC supplies the 
APR with fresh produce � valuable stuff in this country. You are to shut 
down the business by destroying the irrigation system. That�ll teach the 
OGC never to contract the APR again.

As you walk out of the HQ, you�ll again get a call from your buddy. This 
time, he�s awaiting your arrival in the southern sector.


---/// New Objective! \\\---

 OBJECTIVES: Either destroy the red pumps in the
             greenhouse,
ALTERNATIVE: Or meet my buddy who might 
             have a better deal.
    DETAILS: The APR is providing security for some
             European agribusiness. They�re protecting
             some greenhouses in the foothills to the east.
             The UFLL wants me to shut down the
             operation. My buddy claims to have more
             info about the mission.

\\\---


If you choose to perform the Main mission, skip the following part. You 
will miss one diamond case, however.


==================
BUDDY MISSION ONLY
==================

Leave Pala through the western exit leading to the small dock. Get in the 
swamp boat, and follow the river south into the southern sector. Ignore the 
guard post you pass on the way, and get out of the boat when you reach the 
safe house. Get in to find your buddy.

As always, you buddy has a plan to ease up the mission. He knows of a 
defoliant tank lying around in the chemical dump a little bit to the west 
of your position. If you steal the tank and bring it to him at the airport, 
he can use it to kill the plants at the OGC. Plants that the APR uses for 
cover.


---/// Objective Updated! \\\---

 OBJECTIVES: Either pick up the defoliant canister
             from the chemical dump shed,
ALTERNATIVE: Or destroy the red pumps in the
             greenhouse.
    DETAILS: The APR is providing security for some
             European agribusiness. They�re protecting
             some greenhouses in the foothills to the east.
             The UFLL wants me to shut down the
             operation. My buddy says there�s an old
             chemical dump at the rail spur. I should find a
             canister of defoliant there that can wipe out
             APR cover. Then I can bring that defoliant to
             the airstrip south of the dump.

\\\---


Before leaving the safe house, you can choose to pick up the SAW standing 
against the wall. It�s the best LMG of the game, but, as always, it�s a bit 
rusty, which can be annoying with weapons of that size. Anyway, make sure 
it�s night before you leave the safe house, then go left, towards the 
northern entrance to the Class Products. 

When you enter the area, walk to the blue container and hide behind it. The 
tank is in the large building behind the container. There shouldn�t be any 
enemies guarding the entrance. If there are, wait for them to leave, or 
silently kill them if you have the weapons.

When the coast is clear, quickly, but still crouching, enter the building. 
Hide behind some tanks and save. There are probably some guards at the 
other entrance. The tank is lying on the table, right below the only strip 
light in the building. Wait for the guards to turn their back on you, then 
grab the defoliant canister from the table. Don�t exit the building. 
Instead, head up the stairs and follow it until you�re standing above the 
truck. You�ll get a call from your buddy on the way, who�s waiting for you 
on the airstrip. Jump on the truck, then open the diamond case lying there 
(D_M#L22). You can hide behind the boxes if the guards are looking your 
way. Be careful when jumping off the truck. Exit the building the same way 
you entered it.


---/// Objective Updated! \\\---

 OBJECTIVES: Either deliver the defoliant canister
             to my buddy,
ALTERNATIVE: Or destroy the red pumps in the
             greenhouse.
    DETAILS: The APR is providing security for some
             European agribusiness. They�re protecting
             some greenhouses in the foothills to the east.
             The UFLL wants me to shut down the
             operation. My buddy sent me to an old
             chemical dump at the rail spur where I
             retrieved the canister of defoliant. Now I can
             deliver that defoliant to the airstrip.

\\\---


When you�ve exited the building, sprint to the right until you reach the 
mountainside. From there, you can safely run all the way south and exit the 
area. You will come across a guard post, take it out if you want, then go 
south and drive/walk straight towards the airfield.

Against all odds, the airfield is entirely empty. Head for the building 
marked on your map, and open the door. You�ll see your buddy waiting for 
you. Give him the canister.


---/// Objective Updated! \\\---

OBJECTIVES: Destroy the red pumps in the
            greenhouse.
   DETAILS: I got the defoliant and gave it to my
            buddy, who�s gonna load it onto the crop-
            duster at the airstrip and drop it on the APR�s
            cover. Now to head for the greenhouses to
            destroy the irrigation system.

\\\---


Before leaving the room, pick up the medbox and ammo box, then get out and 
get in a car. Drive west from the airfield until you reach the bus station, 
and use it to get back to Pala.


=============
=============


From Pala, go to the eastern docks and get in a swamp boat. Drive east and 
follow the river into the eastern sector.

When you reach the safe house, get out of the boat and unlock it (if you 
haven�t done so already). Then jump up the rocks next to the safe house to 
reach a diamond case containing 2 diamonds (D_M#L23). When you�ve got it, 
get back in a swamp boat. You�re gonna drive by the Private Property area, 
so save beforehand in case things go wrong. Then get in the swamp boat, and 
quickly drive by the docks.

When you successfully passed the area, get out of the swamp boat and unlock 
the next safe house. Get in it, and refresh your ammo/sirettes. For the 
next mission, you don�t need any sniper, so leave those behind. Rocket or 
grenade launchers work well, and so does the flamethrower. Shotguns are 
excellent too. IED�s are advised, though not obliged.

Rest, then get out and follow the road left. You�ll find another diamond 
case laying on a tree trunk. Open it to find 1 diamond (D_M#L24). Then get 
back in your swamp boat and drive further towards the OGC. You might 
encounter a patrolling boat on the way, take it out quickly. When you are 
nearing the area, get out of the swamp boat and walk the last part to the 
greenhouses.

Once the map zooms in, check out the area. Head right and stay hidden. 
Navigate through the trees and rocks until you reach the road leading to 
the western exit. At the beginning of this road, you can see a hut. Save, 
then use the rock next to it to jump on top of the hut. Hop down inside it, 
then open the diamond case (D_M#L25). Climb up the ladder and jump off the 
hut on the ground. Make sure you are not seen while doing this.

From the hut, head south until you face some rocks. Turn towards your 
target, make sure you are not seen, then crouch into the plants. Staying 
hidden between plants takes some luck. You can�t predict where the guards 
will show up. In any case, make your way towards the entrance to the first 
greenhouse. There may be a guard patrolling here too, so watch out.

The space between the greenhouses is also very difficult. Save, make 
absolutely sure there are no guards watching you, then crouch into the 
other greenhouse. You�ll find the irrigation system in here. If you have 
IED�s, plant them, then get out and carefully make your way towards the 
southern mountain pass. If not, throw a grenade into the system. If no-one 
saw you throwing the grenade, you are still undetected. Get out of the 
greenhouse through the western exit (you used it to enter), and sprint 
towards the southern exit. Use the mountain pass to exit the area. There�s 
a diamond case in the passage containing two diamonds (D_M#L26).


==================
BUDDY MISSION ONLY
==================

If you gave the defoliant tank to your buddy earlier, he will now fly over 
the area and drop the acid. Make sure you�re out of the way (you�re safe 
between the mountains). Pick up the diamond case described above. You will 
get a phone call from your buddy. He�s been shot down, and he needs your 
help.


---/// Objective Updated! \\\---

OBJECTIVES: Reach my buddy�s crash site
            before it�s too late.
   DETAILS: I wrecked the irrigation system, but now
            my buddy has been shot down and needs
            my help against the APR forces.

\\\---


Even though the phone call sounds distressing, he�s not in such a bad 
condition. Make your way towards the crash site and kill all the guards you 
can see until the mission is completed (I had to kill one guy before it was 
over). Make sure your buddy is alright, then leave for Pala (by the way, if 
you care about getting all the guard posts, scout the guard post in the 
west).

---/// Objective Complete! \\\---

|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


--/// Safe House Upgraded! \\\---

If you performed a buddy mission, you now have a first aid box hanging 
inside your safe house.

\\\---


                       +---------------------+
                       |9. FACTION MISSION #4|
                       +4%---------------#FL4+


With the third mission completed, we can again begin travelling through the 
vast jungles and deserts of Leboa-Sako, in hopes to find new diamonds. 
First off, check your map and zoom out. At this point, there is a very high 
chance that the icon of Mike�s Bar will not have an exclamation sign, which 
would mean no new buddy mission is available. If this is the case, there 
are 2 buddies that you have probably never seen in the bar, and one of 
those is probably your rescue buddy.

The two buddies providing the remaining 4 buddy missions will probably 
never show up, and this is due to an annoying bug of Far Cry 2. For now, 
there is nothing that we can do about it.


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #4 / 6               |
|                           #AS04                          |
|                                                          |


Head to the cellular antenna in the east and pick up another assassination 
mission. You know the drill. To get back, search for # CO4.

+------------------+-----------+------------------+
| Target Location  |  Head to: | then search for: |
+------------------+-----------+------------------+
| Pala Sector      |   Pala    |      A #PAS      |
+------------------+-----------+------------------+
|Southern Sector   |Southwest  |                  |
| \-> Convoy       |Bus Station|      A #SSC      |
+------------------+-----------+------------------+
|Southern Sector   |Southeast  |                  |
| \-> Airfield     |Bus Station|      A #SSA      |
+------------------+-----------+------------------+
|Northern Sector   |   Pala    |                  |
| \-> Shwasana     |           |      A #NOS      |
+------------------+-----------+------------------+
|S.E Sector        | Eastern   |                  |
| \-> Mokuba       | Antenna   |      A #SEM      |
+------------------+-----------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                  CONVOY MISSION #4 / 4                   |
|                           #CO4                           |
|                                                          |


From the bus station, take the bus back to Pala, and head to Mike�s from 
there.

The last convoy mission will net us some nice new weapons (the dart rifle, 
M-79 and the Dragunove). Certainly worth destroying another convoy. Before 
taking off, take a minute to refresh your weapons. When you�re done, get 
back here with 
# CO4. As a side note, my golden AK started jamming during this mission.

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
|North / Northwest |      C #NWT      |
+------------------+------------------+
| Southwest        |      C #SWT      |
+------------------+------------------+
| East             |      C #EAT      |
+------------------+------------------+


From Pala, drive south to Mike�s, and get in the weapon store. Inside, the 
game already tells you what you�ll unlock on your next mission (AS50 and M-
249 SAW). Don�t worry, you won�t have to do any convoy mission for the time 
being.

Your diamond count should be approximately 70-80 (I had 73), depending only 
on what assassination mission you�ve had. 

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#05 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes* | No|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |   No  | No|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  | No|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
+-----------------+-----------------------------+-------+---+

*: Unless you still have the Golden AK-47, which won�t start jamming for a 
long time.


-------\
MANUALS \
=========\
Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes | No|  2 |   No | No|
| Dragunov SVD    |  5 |   No | No|  5 |  Yes | No|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes | No|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes | No|  3 |   No | No|
| Silent MP-5     |  5 |  Yes | No|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes | No|  3 |  Yes | No|
| Flare Pistol    |  1 |   No | No|  1 |  Yes | No|
| M-79            |  5 |   No | No|  5 |  Yes | No|
| MAC-10          |  3 |  Yes | No|  3 |  Yes |Yes|
| Makarov         |  1 |   No | No|  1 |  Yes | No|
| Silent Makarov  |  2 |  Yes |Yes|  2 |   No | No|
| Star .45        |  2 |  Yes | No|  2 |   No | No|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |   No | No|  5 |  Yes | No|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |   No | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Wrangler�  | 10 |   No | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |   No | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
|Ammo Upgrade           |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Grenadier Webbing     | 10 | Yes  |Yes|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 |  No  | No|
| Medium Kit            | 25 | Yes  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a specific type 
of specialty (Sniper, Close Combat, etc.). Note that this paragraph only 
concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
\ Dragunov SVD /   \+ Rel. Upgrade/   |+ Acc. Upgrade|
 \------------/     \------------/    | SPAS-12      |
                                      |+ Upgrades    |
                                      | LPO-50       |
                                      |+ Rel. Upgrade|
                                      |M-79 Gren. L. |
                                      \+ Rel. Upgrade/
                                       \------------/
 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- Dart Rifle
- Flare Pistol
- Makarov
- Grenadier Webbing
- Homeland 37 Acc. Upgrade
- G3-KA4 Acc. Upgrade
- Homeland 37 Rel. Upgrade
- Silent MP-5 Rel. Upgrade
- Silent Makarov 6P9 Acc. Upgrade
- MAC-10 Rel. Upgrade
- RPG-7 Rocket Launcher Acc. Upgrade
- Dart Rifle Acc. Upgrade
- Dart Rifle Rel. Upgrade
- RPG-7 Rocket Launcher Rel. Upgrade
- PKM Rel. Upgrade

==============================================================


A big shopping list, but we have to buy the upgrades sooner or later. Stock 
up / refresh on everything, make sure you have the right weapons in your 
weapon crates (refresh them to). The dart rifle has an incredible 
advantage, because it is a special weapon. Make sure you have one of those.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #4 / 6           =====|\|
|\|=====                   #MA04                    =====|/|
|/|=====                                            =====|\|


Your next mission is again one of the 6 main missions. Since I�ve provided 
a guide for each mission, you have to use the search functions. Type in �# 
AP� or �# UF� followed by which mission you are performing for that faction 
(1, 2 or 3). Do not include the space. Before performing the mission, 
however, read the following paragraph.

As you already know, we are stuck on 8 buddy missions. There is, however, a 
way to get the 2 remaining buddies to Mike�s Bar. To do this, you will have 
to kill a buddy, to make room in Mike�s Bar. Since the only buddy you can 
kill is your best buddy, you will have to kill him (or let him die). The 
next mission is a good moment to do it. If you don�t want your buddy to 
die, just forget the final four buddy missions. Don�t worry, though: if you 
kill your main buddy it will be replaced by the buddy with the most history 
(your second buddy in this case).


---/// New Sickness Level \\\---

SICKNESS LEVEL 1
I got a nasty fever. There�s this bad
tingling all through my shoulders and
arms. Malaria pills help.

---/// New Reputation Level! \\\---

REPUTATION LEVEL 2
I get lots of looks � and they ain�t happy
ones. Guess I�m supposed to be dead by
now, but that�s not on my schedule.

---/// Safe House Upgraded! \\\---

If you performed a buddy mission, you now have an ammo pile at every safe 
house.

\\\---


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|



==============================================================
##############################################################
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
                Chapter 4: Raising the Stakes                 
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!RtS
##############################################################
==============================================================
�Corruption is like sand in this place � it�s everywhere.�

                       +----------------------+
                       |10. FACTION MISSION #5|
                       +4%----------------#FL5+

Completing the fourth mission brings us further towards the grand finale of 
Leboa-Sako. By the way, check your journal to see that you are once again 
in need of pills.

Having completed the bonus and the convoy missions, and being unable to 
complete the last buddy missions, leaves us very little side missions to 
complete. However, if you click on the �statistics� option in the menu, 
you�ll see that you have found about 240 � 255 diamonds in total, and the 
total amount of diamonds in this district is 380. Which means we still have 
a lot of diamond cases to find. Therefore, I�ll introduce a new kind of 
�mission�: the diamond runs. Diamond runs do not in any complete an 
official mission. However, in this run, we�ll travel through the land of 
Leboa-Sako and pick up some extra diamonds we wouldn�t have found 
otherwise. Don�t think this is an easy job, though � some of the cases are 
in well-guarded area�s, and are very difficult to obtain.

   _____________
 _/_Informative_\___________________________________________
|                                                           |
|Diamond Cases                                              |
+-                                                          |
|Now that we�re getting close to obtaining all the diamond  | 
|cases, here are some facts about how I�ve spread them      | 
|throughout the various side missions.                      |
|                                                           |
|First of all, there are 11 diamond cases obtained in the   | 
|regular part of the walkthrough. They are found in         |
|between missions. 15 cases are collected in bonus missions,|
|and during the main mission, you will collect 26 cases in  |
|total. Convoy and Assassination missions net you 26 and 19 |
|cases, respectively.                                       |
|                                                           |
|This brings us to a total of 97 diamond cases. If you look |
|at the maps, you can see the total number of cases in the  | 
|topleft corner. These numbers are:                         |
|                                                           |
|                     Northwestern: 15                      |
|                     North:        12                      |
|                     Northeastern:  9                      |
|                     West:         15                      |
|                     Pala:         13                      |
|                     East:         12                      |
|                     Southwestern: 12                      |
|                     South:        12                      |
|                     Southeastern: 12                      |
|                                   __+                     |
|                                  112                      |
|                                                           |
|Since we have 97 cases, there 15 more diamond cases to     |
|find. These 15 are found during diamond runs.              |
|_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _|


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|                UNDERGROUND MISSION #2 / 3                |
|                           #UN2                           |
|                                                          |

When you arrive in Pala, you�ll probably already notice the rep change. 
When you bump into someone, instead of spitting in your face, they�ll react 
with fear. If they don�t, just aim your gun at them. Feels good.

The soldiers aren�t the only people noticing your rise in power, though. 
When you get in the church, Father Maliya will make it clear how he feels 
about your popularity. Anyway, he�ll give you another location on the map, 
so get there as soon as possible.

Again, if you receive the location in the southwest, look for a diamond 
case next to the house. Get back to Pala afterwards.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       DIAMOND RUN                        |
|                                                          |
|                           #DR1                           |
|                                                          |


For our first diamond run, we�re heading to the southeastern sector to pick 
up two leftover cases, so take the bus to the southeastern bus station.

From the bus station, go in the eastern direction. You�ll end up above the 
mountains. Follow the mountainside (not the mountain passage) to the south 
until your diamond tracker picks up a signal. Follow it to a diamond case 
with 3 diamonds (D_R#L01).

From the mountainside, head further south until your enter the oasis. If 
you approach the area from the east, you can remain unseen. Crouch and 
follow the signal of your diamond tracker to a diamond case containing 1 
diamond (D_R#L02).

That�s all the cases we�ll obtain in this run. The next run, however, will 
contain 4 diamond cases, and the one after that no less then 9. Walk back 
to the bus station. From here, you can decide to either drive towards the 
eastern cellular antenna, or take the bus to Pala, and use a car from 
there.

By the way, if you killed your best buddy, check your map. There might 
already be missions available at Mike�s Bar, but sometimes it takes a few 
missions before the new buddy will appear.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #5 / 6               |
|                           #AS05                          |
|                                                          |


With the fifth assassination mission, you will again receive 10 diamonds 
upon completion, plus a few diamond cases on the way. With this mission, 
we�re getting more close to getting all the diamonds in Leboa-Sako.

When you�ve accepted the mission, check the table below and search for the 
mission guide. Afterwards, search for # DR2.


+------------------+-----------+------------------+
| Target Location  |  Head to: | then search for: |
+------------------+-----------+------------------+
| Pala Sector      |   Pala    |      A #PAS      |
+------------------+-----------+------------------+
|Southern Sector   |Southwest  |                  |
| \-> Convoy       |Bus Station|      A #SSC      |
+------------------+-----------+------------------+
|Southern Sector   |Southeast  |                  |
| \-> Airfield     |Bus Station|      A #SSA      |
+------------------+-----------+------------------+
|Northern Sector   |   Pala    |                  |
| \-> Shwasana     |           |      A #NOS      |
+------------------+-----------+------------------+
|S.E Sector        | Eastern   |                  |
| \-> Mokuba       | Antenna   |      A #SEM      |
+------------------+-----------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       DIAMOND RUN                        |
|                                                          |
|                           #DR2                           |
|                                                          |


From the bus station, get back to Pala. Take the western exit there (the 
one that leads to a small dock), and get in a swamp boat. Drive left into 
the southern sector.

You�ll pass a guard post, but they won�t be able to hit you from above. 
When the river turns 90 degrees (for a second time), get out of the boat on 
the eastern side. There�s a mountain passage in the northwest that leads to 
the lumber camp. Go there, and take out the guard post. Scout it for an 
explosive pile, then look for a diamond case directly below it (D_R#L03).

Get out of the mountain passage, and head south. You�ll eventually find 
another passage, this one leading to Mokuba. Follow this one as well, until 
you see a small lake to your right. There�s another diamond case next to 
the waterfall. This one is really hard to get to, however. If you swim 
towards it, you can�t open the case since you�ll be stuck in the water. 
Therefore, walk to the corner of the lake (to the right of the case), and 
use the small platform of the mountains to carefully shimmy towards the 
diamonds. Open it for 2 diamonds (D_R#L04).

Follow the mountain passage further until you get to a safe house. Use the 
mountain path to reach it, then kill the duo manning the house. Walk around 
it to find another diamond case, containing 2 diamonds (D_R#L05). 
Save/sleep in the safe house, then go back the way you came.

Once you are out in the open air again, get back on the road and drive 
south. Take out the guard post if they�re bothering you, then drive west, 
past the antenna. Finally, take the southern road into the southwestern 
sector.

As soon as you arrive in the southwestern area, drive south towards a small 
lake. On the eastern shore of the lake is a small hut, manned by three 
guards. In there, you�ll find the last diamond case of this run, containing 
� again � 2 diamonds (D_R#L06). When you�ve got it, walk / drive towards 
the bus station. From there, go to Pala.

Once in Pala, grab a car and drive to Mike�s. You should be able to accept 
a new buddy mission now, but before doing that, we�re buying some new 
weapons.

You should have around 60 - 70 diamonds (I had 66). 

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#06 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes* | No|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  | No|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
+-----------------+-----------------------------+-------+---+

*: Unless you still have the Golden AK-47, which won�t start jamming for a 
long time.


-------\
MANUALS \
=========\
Note: Manuals are only available once you buy the weapon.
+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes | No|  2 |   No | No|
| Dragunov SVD    |  5 |   No | No|  5 |  Yes | No|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes | No|  3 |  Yes | No|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes | No|  2 |   No | No|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |   No | No|  5 |  Yes | No|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |   No | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Wrangler�  | 10 |   No | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |   No | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
|Ammo Upgrade           |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Grenadier Webbing     | 10 | Yes  |Yes|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 |  No  | No|
| Medium Kit            | 25 | Yes  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a specific type 
of specialty (Sniper, Close Combat, etc.). Note that this paragraph only 
concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
\ Dragunov SVD /   \+ Rel. Upgrade/   |+ Acc. Upgrade|
 \------------/     \------------/    | SPAS-12      |
                                      |+ Upgrades    |
                                      | LPO-50       |
                                      |+ Rel. Upgrade|
                                      |M-79 Gren. L. |
                                      \+ Rel. Upgrade/
                                       \------------/
 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- M-79 Grenade Launcher
- Silent MP-5 Acc. Upgrade
- M1903 Sniper Rifle Acc. Upgrade
- G3-KA4 Rel. Upgrade
- M1903 Sniper Rifle Rel. Upgrade
- Makarov Acc. Upgrade
- M-79 Grenade Launcher Acc. Upgrade
- Flare Pistol Acc. Upgrade
- Makarov Rel. Upgrade
- M-79 Grenade Launcher Rel. Upgrade
- Flare Pistol Rel. Upgrade
- Silent Makarov 6P9 Rel. Upgrade

==============================================================


It�s advised to finish buying every upgrade for all the weapons you own 
this time (that�s what I did).


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #9 / 12                  |
|                           #BU09                          |
|                                                          |


Once you�re finished with the weapon store, refresh / restock, then go to 
Mike�s. If you�ve killed your main buddy, there are now new buddy missions 
available.

When you get in the bar, you�ll see the two remaining buddies: your second 
best buddy is replacing your old main buddy and is leaning against the bar, 
the other replaces the buddy that replaced your second best buddy (see if 
you can follow). In any case, walk up to one of them and accept a mission.

You know the drill: search for the right string to get to the guide. When 
you�re done, search for # MA05.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #5 / 6           =====|\|
|\|=====                   #MA05                    =====|/|
|/|=====                                            =====|\|


Our fifth faction mission brings us a little bit closer to the ending of 
Leboa-Sako. Again, search for the right mission to get to your guide. 
Afterwards, search for �# BU10�.


---/// Safe House Upgraded! \\\---

If you performed a buddy mission, a fuel pile has been added to your safe 
house.

\\\---


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


                       +----------------------+
                       |11. FACTION MISSION #6|
                       +4%----------------#FL6+


Having finished yet another faction mission, only one job lies between you 
and the climax of the power struggle. Before finishing this job, however, 
we�re going to dot the I�s and cross the T�s by performing the last 3 buddy 
missions, the final assassination mission, and the last diamond run. 


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|                   BUDDY MISSION #10 / 12                 |
|                           #BU10                          |
|                                                          |


From Pala, go to Mike�s bar. Refresh / restock at the weapon store, then 
accept a new buddy mission at Mike�s. When you�re done, search for �# DR3�.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       DIAMOND RUN                        |
|                                                          |
|                           #DR3                           |
|                                                          |


For our last diamond run, we�re heading into the western sector, pick up 4 
diamonds, then head into the north to pick up another 5 diamond cases. It�s 
advised to bring a dart rifle along.

Leave Pala through the northwestern exit. Cross the bridge, then take out 
the small guard post. From there, go north and then left into the 
Slaughterhouse area. Pass the area quickly to arrive in the western sector.

Follow the railroad by going north. You will approach the bridge on the 
northern edge of the sector. Instead of crossing it, get on the railroad 
just before the bridge and cross the rail bridge instead. When you crossed 
it, step out of the car and take out your map. The diamond tracker points 
to a diamond case below the bridge. To get there, go to the left side of 
the bridge (when looking at it), and drop down to the rock below. Then open 
the diamond case lying next to the dead body (D_R#L07). Drop down to the 
lower level, then get back to your car by walking around the rocks.

Follow the railroad further until you can get back on the regular path, 
then follow it to a guard post. Take it out, then scout it for an explosive 
pile (if you haven�t already). From the guard post, drive directly south, 
towards the mountain passage leading to the police station.

When you arrive at the entrance of the passage, get out of your car. Use 
the loose tree on your right to walk up the rocks, then drop down on the 
other side to find a diamond case with two diamonds (D_R#L08). Open it, 
then get back to the other side of the rock and follow the mountain passage 
into the police station.

To sneak inside the police station and get the diamond case without being 
seen will be pretty difficult. This is where your dart rifle comes in 
handy.
When you enter the area, look left to find a wooden structure with a sniper 
on top. Use your dart rifle to silently take him out. Then crouch towards 
the rocks in front of the structure to get a good overview. The diamond 
case is on the roof of the house BEHIND the building in front of you (some 
might remember a police chief being locked up there). Kill one or more 
enemies (depending on the ammo of your dart rifle) that you think will pose 
a problem later on, then descend from the rock on the left side. Past the 
building is an ammo pile. Restock your dart rifle, and look around for any 
enemy in your way, then run directly towards the second house.

Don�t enter it, instead look for the large rock behind the house. Get on 
it, then sprint and jump on top of the roof. Open the diamond case for only 
one diamond (D_R#L09). If you only used the dart rifle and no-one saw you, 
you will still be undetected. Get out of the police station the way you 
came. Your car should still be waiting for you at the end of the passage.

See the safe house all the way in the northwest? That�s where we�re heading 
next. Take the quickest route there (you shouldn�t come across any enemy 
troops), and unlock the safe house. Rest and restock, then head to the far 
northwestern corner of this sector. You�ll find the last diamond case of 
this sector on a wrecked car, containing one diamond (D_R#L10). Get back in 
your car and drive into the northwestern sector.

There�s another diamond case in the railyard. This case is incredibly 
difficult to obtain. Make sure it is night time before attempting to get 
this diamond.
When you approach the area, use your dart rifle to kill the sniper on top 
of the large building. Then approach that large building. There�s a small 
structure at the southeastern side of the building that you can use to get 
on top of it. Getting to this structure will be very hard, however. Hide 
behind fences, in pipes, or whatever, as soon as a guard comes your way. 
Also, don�t forget to save often.
When you are on the building, take out your diamond tracker. Follow the 
signal, until you can see the case through a gap in the roof, lying on a 
train unit. Fall through the gap, then open the diamond case for (again) 
only one diamond (D_R#L11).

When you have the diamond, get out of the building through the western 
side. Stay hidden, and crouch until you get to the railroad. Follow it 
north until you are out of the area.

Follow the railroad further until your diamond tracker picks up a signal. 
The diamond case is located on top of the huge rock. For now, you can�t 
access it, but remember the location.

Get back on the road and follow it up the mountain to the right, until your 
diamond tracker picks up a signal. On the left side of the road is a 
wrecked bus holding the diamond case (D_R#L12), this one containing 2 
diamonds.

When you�ve got the diamonds, head directly north, towards the opening 
between the two mountains. On your way there, your tracker should pick up 
another signal. On top of some rocks is another diamond case, containing 3 
diamonds (D_R#L13). When you�ve got it, look up toward the rock above you. 
You should be able to see a paraglider. Walk around the rocks until you 
reach it. We�re going to use this paraglider to access the diamond case on 
the rock we saw earlier. Save, then interact with it. Once you are in the 
air, make sure you do not go down (W button), only left or right. Smoothly 
fly around the mountain (you might encounter some enemies, just ignore 
them) until you are facing the large rock. Don�t descend until you are 
nearing the rock. Time your fall, then use W to land on the rock. Open the 
diamond case to receive 3 well-deserved diamonds (D_R#L14).

Just one more diamond case to go. While standing on the rock, use the map 
to face in the exact northern direction. You should encounter some rocks. 
Then, still using the map, face approximately 20 degrees to the left of the 
northern direction. Walk straight in that direction. When your tracker 
picks up a signal, follow it to the last diamond case of this sector, 
containing 2 diamonds (D_R#L15).


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #11 / 12                 |
|                           #BU11                          |
|                                                          |


Huh? another buddy mission? but we didn�t do an official in between, right? 
right, but since you�re nearing the end of the game, there aren�t enough 
missions to perform in between the buddy missions. Therefore, the game lets 
you perform the buddy missions back-to-back. However, there has to be one 
bus travel in between. So if you look at the map now, the icon of Mike�s 
Bar might not indicate a new mission is available. However, if you head to 
the bus station and use it to get back to Pala, a new mission is available 
when you arrive.

From Pala, grab a car and go to Mike�s Bar. Before accepting a new mission, 
head into the weapon store. You should have 45-55 diamonds by now (I have 
49).

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#07 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes* |Yes|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  |Yes|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
+-----------------+-----------------------------+-------+---+


-------\
MANUALS \
=========\
Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Dragunov SVD    |  5 |   No | No|  5 |  Yes | No|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes | No|  3 |  Yes | No|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes | No|  2 |   No | No|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |  Yes |Yes|  5 |  Yes |Yes|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |   No | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Wrangler�  | 10 |   No | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |   No | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
|Ammo Upgrade           |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Grenadier Webbing     | 10 | Yes  |Yes|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 |  No  | No|
| Medium Kit            | 25 | Yes  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\
This section is dedicated to the players who are going for a specific type 
of specialty (Sniper, Close Combat, etc.). Note that this paragraph only 
concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
\ Dragunov SVD /   \+ Rel. Upgrade/   |+ Acc. Upgrade|
 \------------/     \------------/    | SPAS-12      |
                                      |+ Upgrades    |
                                      | LPO-50       |
                                      |+ Rel. Upgrade|
                                      |M-79 Gren. L. |
                                      \+ Rel. Upgrade/
                                       \------------/

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- AK-47
- LPO-50 Flamethrower
- AK-47 Acc. Upgrade
- LPO-50 Flamethrower Acc. Upgrade
- AK-47 Rel. Upgrade
- LPO-50 Flamethrower Rel. Upgrade

==============================================================


From now on, every time you purchase a new weapon, it�s advised to 
immediately purchase both upgrades with it.

When you�re done buying, head to the armory etc., then accept a new buddy 
mission at Mike�s. When you�re finished, search for �# AS06�.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #6 / 6               |
|                           #AS06                          |
|                                                          |


For the final assassination mission, drive to the cellular antenna in the 
east. Once you�ve accepted it, you should receive the last remaining 
assassination mission. Look below for further instructions. Afterwards, 
search for �# BU12�.

+------------------+-----------+------------------+
| Target Location  |  Head to: | then search for: |
+------------------+-----------+------------------+
| Pala Sector      |   Pala    |      A #PAS      |
+------------------+-----------+------------------+
|Southern Sector   |Southwest  |                  |
| \-> Convoy       |Bus Station|      A #SSC      |
+------------------+-----------+------------------+
|Southern Sector   |Southeast  |                  |
| \-> Airfield     |Bus Station|      A #SSA      |
+------------------+-----------+------------------+
|Northern Sector   |   Pala    |                  |
| \-> Shwasana     |           |      A #NOS      |
+------------------+-----------+------------------+
|S.E Sector        | Eastern   |                  |
| \-> Mokuba       | Antenna   |      A #SEM      |
+-------------------------------------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #12 / 12                 |
|                           #BU12                          |
|                                                          |


After completing the last assassination, we�ll finish the side missions of 
Leboa-Sako by performing the last buddy mission. Get to Mike�s Bar (refresh 
and restock your weapons first), and accept the last mission. When you�re 
finished, search for �# MA06�.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #6 / 6           =====|\|
|\|=====                   #MA06                    =====|/|
|/|=====                                            =====|\|


With the last buddy mission completed, nothing stands between you and the 
final faction mission. Refresh your weapons in the armory, then get back to 
Pala and get into the HQ of the right faction. You know the drill, search 
for �#�, then the first 2 letters of your faction, and then �3�. To get 
back, search for �# UN3�


---/// Safe House Upgraded! \\\---

If you performed a buddy mission, the vehicles at your safe houses now has 
an upgraded turret on its back. Instead of the regular M-249 SAW, the cars 
will have a M2 .50 Cal, a heavy machinegun.

---/// New Sickness Level! \\\---

SICKNESS LEVEL 0
Symptoms are gone. Wish I could say the
same for the malaria. It�s in me, just
keeping quiet right now. I have to keep
my pills stocked. Never know when it�ll strike
again.

---/// New Reputation Level! \\\---

REPUTATION LEVEL 3
People are scared. Rumors are spreading
about me. No one can believe I�m just one
man. Time to raise that terror up a notch.

\\\---


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


Having completed the final faction mission, you are again in need of 
medicine. Before doing anything, go to the menu and press the option 
statistics. Here, you can find all kinds of handy information. The 
information we�re looking for, is the number behind �diamonds found�. THIS 
NUMBER SHOULD BE 350 DIAMONDS! If it�s not, you have missed a diamond case. 
Go to all the sectors, and check if you have found as many cases as the 
number in the topleft corner. Some diamond icons are in the same place as 
other icons (guard posts, etc.) and might not be seen. For a complete list, 
go to the �Where to find...� chapter. Check per sector which diamond cases 
are in the same spot as guard posts or other icons. When you found the 
missing diamond case, go to the location and open it by using the same 
chapter.

If you have 350 found diamonds, congratulations! There are only 2 more 
diamond cases to find in this district. But before acquiring those, we are 
going to perform an underground mission.


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|                UNDERGROUND MISSION #3 / 3                |
|                           #UN3                           |
|                                                          |


When you arrive in Pala, you can already see on the map which faction won 
the power struggle. The faction that has a mission available is the victor. 
If this outcome is in contradiction with the counting process of the game I 
described earlier, please mail me about this (e-mail is at top of page). 
Please mention in what order you took the main missions, and in which way 
you completed it (basic or buddy). If you performed all buddy missions, 
which is advised, the UFLL is the outcome by default.

Before accepting the last mission, however, go to father Maliya and accept 
a new underground mission.

Father Maliya is even less happier with you than before. Apparently he 
doesn�t like your reputation. Oh well. Accept the underground mission, and 
get to the next location. Quickly empty it, give the papers, get the 
medicine, then get back to Pala.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|



==============================================================
##############################################################
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
                    Chapter 5: The Climax                     
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!TCl
##############################################################
==============================================================
�When we shoot our enemies, we want them to die in the streets.�


                              +-----------------+
                              |12. FOOL�S ERRAND|
                              +4%-----------#FOE+


Get in the HQ of the right faction. While you are walking towards the room, 
there is no sound. You don�t hear anybody talking. When you get in the 
room, you will either see Gakumba or Kouassi, depending on the winning 
faction.

The commander starts with telling how great their faction has become, 
thanks to you. They are almost unstoppable. As a final push, he wants the 
commander of the opposing faction (Gakumba or Kouassi) eliminated. That 
way, he can gain control of the north. You are the only person to 
successfully complete this mission. The commander is at Goka Falls Lodge, 
with only a few bodyguards. As payment, you�ll receive 20 diamonds.


===/// New Objective! \\\===

OBJECTIVES: Head to Goka Falls and kill the losing faction�s
            commander.
   DETAILS: The winning faction�s commander has ordered me up
            to the Goka Falls retreat � North side of Mt.
            Thabamolaetsa. I�m to kill the losing faction�s
            commander.

\\\===



Before heading up to the roof, go to Mike�s and purchase the last bit of 
weapons. If you followed the walkthrough exactly, you should now have 64 
diamonds. 

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#08 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes* |Yes|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  |Yes|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
+-----------------+-----------------------------+-------+---+


-------\
MANUALS \
=========\
Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Dragunov SVD    |  5 |   No | No|  5 |  Yes | No|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |  Yes |Yes|  5 |  Yes |Yes|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |   No | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Wrangler�  | 10 |   No | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |   No | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
|Ammo Upgrade           |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Grenadier Webbing     | 10 | Yes  |Yes|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 |  No  | No|
| Medium Kit            | 25 | Yes  |Yes|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a specific type 
of specialty (Sniper, Close Combat, etc.). Note that this paragraph only 
concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
\ Dragunov SVD /   \+ Rel. Upgrade/   |+ Acc. Upgrade|
 \------------/     \------------/    | SPAS-12      |
                                      |+ Upgrades    |
                                      | LPO-50       |
                                      |+ Rel. Upgrade|
                                      |M-79 Gren. L. |
                                      \+ Rel. Upgrade/
                                       \------------/
 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- SPAS-12
- Star .45
- Medium Kit
- SPAS-12 Acc. Upgrade
- Star .45 Acc. Upgrade
- SPAS-12 Rel. Upgrade
- Start .45 Rel. Upgrade

==============================================================


Get into the armory and pick up / refresh / restock your weapons. You won�t 
need a sniper, but a shotgun might come in handy. IED�s can also be 
effective, just like grenade launchers or rocket launchers.

When you�re done, drive back to Pala. From there, take the northern exit 
out. Drive all the way up until you reach the northern sector.

Once in the northern area, Take out the guard post blocking your way, then 
drive further north. When the mountain opens up on the right side, get off 
the road and drive northwest towards the safe house. When you reach it, 
kill the man guarding the safe house, then restock on ammo. From there, go 
further north, climbing up the hill. On top of the hill you can find a hut. 
Inside is diamond case #111, containing 2 diamonds (D#L10).

When you�ve got the diamonds, follow the road north until you reach the 
weapon store. In the armory, refresh every weapon, then get back out. This 
is the last armory we�ll access before the mission, so make sure you have 
everything you need. When you�re done, follow the road into the 
northeastern sector.

Follow the road until you see a red direction board with �Goka Falls�. 
There�s a small path not noted on the map behind that board. Follow it and 
take go left at the crossing. As soon as the path starts to ascend, get out 
of the car (if you were in one), and save.

The Goka falls area is stocked with enemy troops. But, there�s no sense in 
sneaking in. You have to kill every guard alive before entering the lodge. 
Don�t forget to save a lot, even in between short pauses of the firefights.
There are a few guards patrolling the path leading into the area. Kill the 
first two or three guys. Then follow the road until you can see the lodge. 
Shoot a rocket or grenade at it with your launcher, make sure no-one is 
targeting you. When there are no guards around the lodge, run straight 
towards it, only killing guards directly in your way, until you made it to 
the lodge. Behind the building is an ammo pile. If you hide behind the 
lodge, you can kill the enemies one by one. Save often. Don�t forget to 
blast the guy at the other end of the bridge (he has a shotgun). Make sure 
you don�t shoot the guy in the lodge.

When all the guards are dead, get out your IED�s. Place all your 
explosives, then grab new ones at the explosive pile and place those 
explosives too. I placed a few around the paths leading towards the lodge, 
one on the explosive pile itself, and one on the ammo pile. Make sure some 
IED�s are surrounded by plants, so it�ll start burning upon detonation. 
Then, get out on the rocks overlooking the west side, and search for a hut. 
You should find one atop some rocks. There�s our last diamond case. 
Remember the location. Then head to the building. Save, use a sirette, and 
step in the lodge.

The commander might already be shooting at you. In any case, just shoot him 
to update the mission.


===/// Objective Updated! \\\===

OBJECTIVES: Escape the Goka Falls Lodge.
   DETAILS: Kouassi�s dead... Just like Gakumba wanted.
            Now UFLL gunmen are coming out of the
            woodwork. I�ve been set up. If I don�t get off
            this mountain quickly, I�m a dead man.

===/// Objective Updated! \\\===
OBJECTIVES: Escape the Goka Falls Lodge
   DETAILS: Gakumba�s dead... just like Kouassi wanted.
            Now APR gunmen are coming out of the 
            woodwork. I�ve been set up. If I don�t get off
            this mountain quickly, I�m a dead man.

\\\===


There are probably some guys in the lodge already. Kill them, then detonate 
the IED�s. In the confusion you�ve just created, rush out the lodge, and 
through the fire the explosive pile created, you should get burned a 
little, but not too much. Run past the cars until the edge, then hop down 
on the rocks. Walk further until you see a paraglider. Don�t forget to 
save, then use the paraglider.

It�s pretty difficult to navigate your paraglider through the narrow 
opening between the mountains, so it might take a few tries. Remember not 
to press W. When you�re out, go right and try to remember where you saw 
that hut earlier. The hut itself is hiding behind a rock from your point of 
view, but if you fly a bit further, you should be able to see it. Navigate 
towards it, then plan your landing. If you succeeded, open the final 
diamond case of this district, containing 3 diamonds (D#L11)! 
Congratulations! Hop down the rocks safely to get on the ground. From 
there, kill the 2 men guarding the hut to your south. In the hut, you can 
find some ammo and explosive boxes. When you�re done, get in the swamp boat 
and follow the river into the northern sector.

===/// Objective Completed! \\\===


                              +--------------------+
                              |13. DEFENSE REVERAL |
                              +4%--------------#DER+


Once on the swamp boat, you�ll get a phone call from Reuben. He�s telling 
you �the situation has changed�, whatever that means. He�s expecting you at 
the lumber camp.


===/// New Objective! \\\===

OBJECTIVES: Talk to Reuben at the lumber camp.
   DETAILS: Reuben has some vital info for me. He�s
            hiding out at that deserted lumber camp
            southeast of the town. He�ll be waiting there
            inside a building.

\\\===


Use the swamp boat to get back to the Pala sector. You can stop for a safe 
house, but never stop in front of a guard post. If you pass them with full 
speed, they won�t be able to seriously damage you.

When you the Pala sector, don�t stop at Pala, instead, drive to Mike�s Bar. 
Once there, get into the armory and refresh your weapons. Don�t pick up any 
snipers or IED�s. It�s advised to take an assault rifle or shotgun with 
you, as well as an LMG and the grenade launcher. Restock on ammo and 
explosives, then get out and get in a car. Drive straight to the lumber 
camp.

The lumber camp is entirely empty. Get in the house to find Reuben. He has 
some bad news. Apparently, the winning faction has launched an all-out 
attack in the northern region, and you were their first target, along with 
the other foreigners � your buddies. Everyone�s been declared spies. 
Massive amounts of soldiers are heading to Mike�s Bar. They intend to line 
up all the foreigners and kill them. Another troop is head for Pala, where 
they�ll round up all the villagers � including Father Maliya. You�re going 
to have to make a choice � save your buddies, or save Maliya.


===/// Objective Updated! \\\===

 OBJECTIVES: Meet you buddy at Mike�s,
ALTERNATIVE: or meet Father Maliya at the town
             church.
    DETAILS: The winning faction has begun wiping out all
             opponents including hired guns and civilian
             dissenters. Just heard that both Mike�s and the
             church in Pala are targeted for huge attacks.

\\\===


No matter which option you choose, the outcome will be the same. Anyway, 
below you�ll find a guide for both options.


==========\
THE CHURCH \
============\

Grab some sirettes from the first aid kit behind Reuben, then get in a car 
and drive back the way you came. This time, instead of entering Mike�s, 
drive past it and head for Pala.

When you enter Pala, the entire town is deserted. Everyone has left in fear 
of the impounding attack. Get in the church. Father Maliya is just helping 
the last civilians get in a secret passage. When you approach him, he 
greets you, and asks you to move over the cabinet to hide them. Do it, and 
prepare.


===/// Objective Updated \\\===

OBJECTIVES: Defend the church.
   DETAILS: The winning faction is attacking the church in
            Pala. They plan to destroy it and everyone inside.

\\\===


The enemies enter from the closed-off windows. Hide behind something and 
try to hold them off. You won�t last long, though, and you�ll eventually 
succumb to your wounds.


==========\
MIKE�S BAR \
============\

Grab some sirettes from the first aid kit, then get out of the house. Get 
back in your car, and drive back to Mike�s the way you came.

When you enter, you�ll already hear gunshots. The bar is heavily under 
attack. Get out of your car while driving, then blow it up from a distance 
with a grenade (launcher) or rocket launcher. Rush towards Mike�s Bar, kill 
any guards in your way, and get in.

Your best buddy is waiting for you inside. Help him move the fridge in 
front of the door. At that moment, the windows are blasted open.


===/// Objective Updated! \\\===

OBJECTIVES: Defend Mike�s Place.
   DETAILS: The winning faction is attacking Mike�s. They plan
            to destroy it and everyone inside.

\\\===


Poor Mike. Never got to see his bar and now it�s being laid to ashes. 
Anyway, try to hold the enemies off as much as you can. They�ll keep 
coming, though, and eventually you�ll succumb to your wounds.

===/// Objective Complete! \\\===



==============================================================
##############################################################
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
               Chapter 6: On the Brink of Death               
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!OBD
##############################################################
==============================================================
�You don�t fight the Jackal - the Jackal fights you.�

                              +----------------------+
                              |14. EXILE TO BOWA-SEKO|
                              +2%----------------#ETB+

---/// Reputation Decreased! \\\---

REPUTATION LEVEL 1
These guys look at me with contempt.
They think they can take me on? I look
forward to that debate

\\\---


When you wake up, the first thing you see, the first thing you hear, is a 
storm. You look around you. You�re on a truck, full with corpses. They�re 
driving you to a mass grave somewhere in the south. Apparently, they 
thought you were dead.


---/// New Objective! \\\---

OBJECTIVES: Get to shelter.
   DETAILS: Leboa-Sako fell to the winning faction, and me
            with it. They�re hauling the dead out to some mass
            grave in the desert... Looks like I�m the only
            one in this truck with a pulse... They must
            have thought I was dead...

\\\---


When the truck hits something on the ground, you�re bounced off of it. Not 
to say you�re safe � you�re in a desert storm, and you can barely move. 
They took your map, GPS, and all of your weapons. Look in which way the 
wind is blowing, and walk that way. You should eventually reach a small 
house. You�ll pass out in front of it.

You wake up again. You�re lying on a bed, and a man is pulling out bits of 
metal out of your body. That man is none other than the Jackal! When he�s 
done, he compliments you on being stronger than he thought � but not strong 
enough to stop the faction from taking over. The Jackal paints a picture of 
what will happen � the faction will take everything. They�ll rob banks, 
stores, everything. �Then, the men will be lined up against the wall and 
shot. They�ll chop the children�s arms off, and cut the tendons in their 
necks. And the women.� Not a happy future. �It�s a goddamned disease is 
what it is. A cancer � You see it. They can�t get enough. They just TAKE 
and TAKE until it kills them. And once they�re gone, someone else takes 
their place, and they�re diseased too. Every cell is infected.� You finally 
get a look into the mind of the Jackal. �And the longer you stay, the 
deeper the virus goes. In the end, nobody will be left. Just the disease � 
So what do you do about this particular situation? Quarantine the patients. 
Or you just get dirty along with the rest of them.� Pretty pessimistic 
view. Then, a car is pulling over outside. The Jackal is a bit shocked. He 
gives you one last advice, then leaves through the back entrance.

You�ll hear voices outside. A man enters the room. This man is either 
Nicholas Greaves or Hector Voorhees, depending on which faction lost. He�s 
surprised at first. He tells the men outside to stand by, then approaches 
you. He�ll inform you that Leboa-Sako�s a mess. His men aren�t in the 
position to do anything about it. He can park a car at the hut, so you can 
get out, but he will want something in return � you will have to kill the 
other commander. He�s holding a troop rally back in the north, an easy 
event for an assassination. He�ll throw a water can your way, then leaves. 
You will lose consciousness again.

                              +---------------------+
                              |15. REPRISAL KILLING |
                              +4%---------------#RK1+


---/// New Objective! \\\---

OBJECTIVES: Terminate the winning faction�s commander at his
            troop rally.
   DETAILS: The losing faction fleeing the north are
            regrouping under the advisor. He�s no fool. He
            wants me to take his revenge by crashing the
            faction�s celebrity party and wiping the smirk off
            the commander�s face. Then I�ll meet up with him
            at Sefapane in the south.

---/// Journal Entry #5 \\\---

* This entry might be different in your game. *

In the end, I couldn�t trust Leon
Gakumba or the UFLL. I went back to
work for Prosper Kouassi and the APR.
Turned out they paid better. Naturally I
haven�t been winning too many points
with Walton Purefoy.

I was too effective. Leon Gakumba
started getting ideas. He sent me to
Goka Falls to eliminate Prosper Kouassi,
and then tried to kill me when the job
was done. All part of a larger offensive
across Leboa-Sako. In the end, I tried to
mount a defense at Mike�s Place. Tried
and failed.

After the Jackal dragged me out of that
sandstorm and took off, Nick Greaves
showed up, mid-retreat, with a couple
truckloads of APR troops. He offered me
my life in exchange for me going back
up north to take out Leon Gakumba as
payback for Prosper Kouassi�s.
assassination.

\\\---


When the storm dies down, you will again wake up and grab the water can. 
Interact with it to take a sip, then stand up. Grab the weapons lying 
around the room (a Mortar, makarov and AK-47), and grab some sirettes from 
the medbox. Then get out of the house and take out your map (also check for 
your buddies in your journal � they�re all missing). You�re in the central 
desert now. Get in the car and follow the road north. When you see a 
wrecked bus along the road, get out and look for a diamond case in the 
bust, containing 3 diamonds (D#C1).

Get back in the car and follow the road further. When you approach the 
railroad, watch out. A car may be patrolling here. Get out of the car, and 
follow the railroad to its end south. There, look for another diamond case 
in a crashed train unit (D#C2). This is officially the last diamond case of 
Leboa-Sako, and bring your number of found diamonds up to 380. Get back to 
your car and drive past the railroad into the southwestern sector.

Before heading to your target, go to the weapon store in the west. Get in 
the armory and refresh your weapons (if you want to keep the mortar, store 
it in a weapon crate). Make sure you have the Dart Rifle with you. Then get 
in your car and drive towards the target.

Pass the guard post as quickly as possible (or avoid it). Get out of your 
car on a relatively large distance from the target, and walk the last part. 
Don�t stay on the road, or they�ll see you. Instead, head right, off the 
road, behind  the rocks. From there, carefully approach the target. You 
should already hear the commander shouting towards his troops. You will 
reach a small hill overlooking the rally. Save, then find the commander 
standing on a truck, aim at him with your rifle, and shoot. Quickly get out 
before the troops see you.


---/// Objective Updated! \\\---

OBJECTIVES: Meet the advisor at Sefapane.
   DETAILS: I did my part; the commander is dead. The losing
            faction�s commander told me to meet him at the
            faction command post in Sefapane. Town�s split
            down the middle between the factions, so I�ll have
            to be careful where I tread.

\\\---


Grab a car as soon as possible, and drive back to the central desert. Make 
your way towards the target, which functions as a border between the two 
districts. When you enter the target, the game will load the new district. 
Search for ! AFS to reach the next chapter.


---/// Objective Complete! \\\---


====================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
           CONVOY MISSIONS          
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================


===========\
East Target \
========C#EAT\

This target is in the eastern sector, so use the bus to the southeastern 
station. Once there, grab a car and start driving north. Follow the road 
until you�ll eventually get to a Guard Post. Clean it out and scout it, 
then head further north until there�s a lake to your east (check your map 
for this). North of this lake is a collection of rocks. Your diamond 
tracker may already be beeping. Get on the rocks to find a diamond case 
(D_C#L01). Head further north until you reach the eastern sector. Head to 
the weapon store, stock up on IED�s if you need to, then find a good spot 
to ambush the convoy. Plant two IED�s with a relative distance from each 
other, both on the road, so they�ll also destroy the assault trucks 
defending the convoy.
When the convoy arrives, detonate the IED�s to complete the mission. When 
you�re done, get back to Pala.


========================\
North / Northwest Target \
=====================C#NWT\

Head east towards the weapon store. When you�re there, take the road to the 
north.

Once you get closer to the upcoming guard post, you can either take it out 
or sneak around it, though it�s better to empty it out, as there is a 
diamond case close to the post. If you�re driving a car, put an IED on the 
car before the enemies see you. Then drive in, get out of the car, run 
away, and activate it. If you can, drive your car into some other cars or 
explosive barrels. There�s also a buggy in the garage, you can throw a 
grenade or an IED in for fun there too. As for the rest, just shoot them 
off. Once you�re done, take out your diamond tracker. The GPS points 
towards the mountains, and the case is on top of the green rock about 
halfway up. Try to jump your way on the rock, and grab the case (D_C#L02), 
containing 2 diamonds.

Get back in the car, and take out your map. See the safe house in  the 
northeast? There�s another diamond case below that, close to the mountains. 
Drive there, and take out your diamond tracker. The case is next to a car 
and a dead body (D_C#L03). Once you got it, drive or walk up to the safe 
house north and take out the enemies. Save (sleep if you want to), then get 
back to your car and drive to the Northeast sector.

Once you�re map switches to the new sector, you�ll see that the road splits 
very soon. Park your car at the split, and carefully walk down the left 
road. Be careful, as the enemies may already see you. There�s a diamond 
case in the large house on the island. I managed to sneak in and out 
without anybody noticing it. If you walk up to the huts on your side of the 
river, then manage to swim over to the island, you�ll enter at the back of 
the house, and you can basically walk in and grab the case (it�s close to 
the back entrance) (D_C#L04). 

Once you�ve got the diamonds, get out of the area, and get back on the 
road. We�re taking the horizontal road in the north so we�ll drive by 
another weapon store. Take the eastern way around the large rock to your 
north (don�t follow the road). When you arrive at the bus station, get back 
on the road.
When you see a house on your left, get out of the car. You�ll find another 
diamond case in the hut (D_C#L05). If you proceed down the road, you�ll 
come across a strong guard post. I personally encountered some problems 
with this one, so be careful. Check the guard post for an explosive pile.

Once you�re done with the guard post, look to the north (use your map) and 
look for a lone tree on a higher piece of land. Walk towards that tree, and 
follow the passage into the mountain. You�ll eventually find a diamond case 
on a car (D_C#L06).
Walk back and get in a car. Now drive the road to the north. You�ll 
eventually come across a safe house to your left. Unlock it if you want, 
rest, and get back on the road.

When you�re back on the road, take out your map. See the small circle east 
of the railroad? There�s another diamond case a little southwest of that 
circle. Drive there and search the area to find a case near a shovel 
(D_C#L07). Once you got it, find a small black spot close to the curve of 
the railroad. Drive there to find an explosive pile and a Jackal Tape 
(J_C#L1). Now get back on the road and you�ll eventually come across 
another guard post. This post is an excellent place to stock up. There�s an 
ammo pile, and in the hut you�ll find grenades and sirettes. Once you�re 
done with the guard post, pick a car and drive further towards the North 
Sector.

Once you enter the new sector, if you have the north convoy, first check if 
the convoy isn�t close enough to see you. If it isn�t, go to the weapon 
store to your south. Finally! Drive to the store and enter it.

Get into the armory and change/refresh all of your weapons. It�s advised 
not to buy any weapons yet. Don�t forget to grab an ammo box, fuel can and 
explosive box. When you�re done, save, and get out. Note that you shouldn�t 
use any IED�s from now on.

Before driving away, use your diamond tracker to find a hole in the rocks. 
Slash away at the bars to find a diamond case inside (D_C#L08). Get back to 
the armory, and get in your car.

If your convoy is north, you can already take him down. Pick a nice spot 
(not too far south � if the convoy is there, just wait a few minutes), and 
place at least 2 IED�s with some distance from each other both on the route 
of the convoy. 1 explosive should take out the convoy, the other one is to 
destroy the assault trucks defending the convoy. When you�re done, hide in 
a safe place and wait for the target to arrive. When it does, detonate it, 
and watch the fireworks.

Even if you just completed your mission, it�s a good idea to follow this 
guide through the end, since there�s still an extra mission to complete.

Take out your map. see the river north? Head there and search for a diamond 
case on the northern side (D_C#L09). When you got it, cross the railroad 
again, but don�t get on the road. Instead, go into the narrow mountain pass 
to your south.

You�ll eventually get to a small hut. In there, you�ll find yet another 
case (D_C#L10), and a small ammo box near the side entrance.
Get back in your car and follow the passage to a safe house. Free it, rest 
if you want, then get back in the car. Now drive straight to the east.

You�ll see smoke coming from the mountain pretty soon. Head closer, and 
you�ll see it�s actually a crashed plane! Get to the plane to find a 
wounded person on the ground. He/she will ask you to help him. There�s 
sirettes in his bag. Give him the medical aid, and he�ll be able to get up. 
He�ll assure you that he can get real medical attention in a village 
nearby, and he�ll ask you to leave. From now on, he is you new buddy!

You now have all (6) buddies available in Leboa-Sako. When you�re done 
here, head north to get back on the road.
You�re very close to the guard post now. Use your new-bought weapons to 
take out all enemies. Search the post for a fuel pile, then walk directly 
north. When you see 2 huts, look around for another Jackal Tape (J_C#L2). 
Get back on the road and free the safe house in your southwest.

As soon as you get to the Northwestern sector, get off the road and cross 
the railroad. You�ll pick up another signal, so follow it to a case next to 
a tree (D_C#L11). With this diamond, you have already found about 1/8 of 
the total amount of diamonds!
Get back on the road (this might be a little difficult, as you�ll have to 
go up a slope), and drive past the bus station.

Look at your map and locate the nearest safe house (mine was already 
unlocked). Get there, save/sleep if you want, then get out. 

If you had the northwestern convoy mission, make sure you have at least 2 
IED�s, then check your map. You�ll see that the target is moving. Don�t 
worry, it�s only making circles. Of course, I don�t know where you�re 
target is at the moment, but I advise you to go to the Guard post and wait 
for it there.
Clean out the guard post quickly (depending on how far away the convoy is � 
if it�s close to your position, wait until it passes so they won�t see you) 
and plant at least 2 IED�s on the road, with a relatively small distance 
between them. Also notice the Diamond case to the right of the large waste 
pile you see when you get in the guard post (D_C#L12). 

If you want to test your sneaking abilities, though, see if you can plant 
the IED�s without being noticed by the guards. If you want to try this, 
stay behind the large waste pile (grab the case as well), and enter the hut 
when no-one�s in there. Watch out, there�s a guard patrolling from the hut 
towards the road, where he�ll pause near the turret and head further away. 
You�ll see an explosive pile in the hut (scout it). After you get out of 
the hut, look for a guard standing next to the turret. Wait for him to 
leave (he will eventually), then quickly plant the explosives when he turns 
your back on you. If you feel like you have enough time, get back to the 
explosive pile and stock up on more IED�s, then plant those as well. Make 
sure that the IED�s will also explode the two cars parked behind the road. 
The sneaking might take a few tries, so don�t forget to quicksave. 
In whatever way you plant, remember the positions of the explosives. Then 
hide in the shadows and wait for the convoy to pass. Once it does, activate 
the explosives the moment the big truck drives over one of them. The other 
IED is for the surrounding assault trucks. Once you see �Mission Complete� 
on top of your screen, and you have scouted the guard post AND found the 
diamond case, you can get out of the area before the guards find you (I 
managed to get the diamond case after detonating the explosives � the case 
is fairly well hidden). Get back to your safe house and rest.


================\
Southwest Target \
=============C#SWT\

Drive back to Pala, and from there, take the southeastern exit out. Take 
out the Guard post at the crossing, then head through the cock-fighting 
area into the west sector.

In the western sector, take the road south and unlock the safe house to 
your left. Get back on the road and drive until your diamond tracker picks 
up a signal. Search for a diamond case between the bushes (D_C#L13), then 
get back in your car and follow the road into the southern sector.

When your diamond tracker starts to react, get out of the car and look for 
a diamond case to your left (D_C#L14). There�s a mountain passage to your 
right with a safe house at the end. Drive to it, and unlock it. Then walk 
all the way to the end of the mountain passage to find a diamond case 
(D_C#L15).

Get out of the mountains, then drive southwest, straight towards the lake. 
In the middle of the eastern bank, you�ll find a diamond case in between 
some large rocks containing 3 diamonds (D_C#L16). If you want, swim towards 
the middle of the lake and unlock the safe house. Be careful though, as 
there is a swamp boat patrolling.

From any direction, go to the southern bank of the lake. Eliminate the 
guard post there, and look for a diamond case on top of a hut (D_C#L17). 
Also scout the guard post for a ammo pile.

Take the road east. When you pass a crossing, go right and take out the 
guard post there. Scout it for a medbox, then use the ladder on the side of 
the house to get on the roof and grab a diamond case there (D_C#L18).

From the guard post, follow the road south, and take the first turn right 
towards one of the underground locations. Drive past the underground hut 
below the rocks, in the direction of the weapon store. When you passed the 
second mountain collection, go north towards the lake. On the eastern bank, 
you can find another diamond case (D_C#L19). From the lake, follow the 
mountains further by going east. Stay close to the mountainside, because 
you�ll eventually find some wooden planks that lead to a brand-new golden 
AK!.

From the location of the AK, go north. Look for an airplane (shouldn�t be 
too hard to miss). You�ll find a Jackal Tape on the airplane (J_C#L3). When 
you�ve found all the collectables, get to the weapon store in the 
southwest.

---/// GOLDEN AK-47 \\\---

Instead of heading for the weapon store, walk directly south from the 
position of the tape. When you reach the mountainside, look around for some 
wooden bars. Slash away at them to find the golden AK-47 waiting for you 
(GA_C#L1).

\\\---

At the weapon store, refresh and restock all your weapons, your IED�s in 
particular. When you�re done, get out.

Find a good spot to ambush the convoy. Plant two IED�s with a relative 
distance from each other, both on the road of the convoy, so they�ll also 
destroy the assault trucks defending the convoy. Since this convoy isn�t 
really driving on a road, it might be difficult to predict where the convoy 
will be driving. Therefore, look for a large tree east of the mountain 
collection below the weapon store. North of the tree, plant the IED�s. When 
the convoy arrives, detonate the IED�s to complete the mission. 

You�re done with the objective, but there are still some diamond cases in 
this run. Drive or walk to the far west, behind the rock collection in the 
bottom-left corner of the map. You�ll find a diamond case on top of a 
wrecked car there (D_C#L20).

From the far southwest corner, drive all the way north to the safe house. 
Unlock it, then head in a northwest direction until you pick up a signal. 
Follow it to a diamond case with 1 diamond (D_C#L21).

To your east is a passage through the mountains. Drive through it, and head 
north until your diamond tracker picks up another signal. You�ll find the 
diamond below a roof with a buggy next to it (D_C#L22). When you have the 
diamonds, go back to the west the way you came, then enter the western 
sector from this side.

Follow the rail track to the north, until your diamond tracker picks up a 
signal. Follow it to a hut behind the rocks forming the beginning of the 
mountain. The diamond case contains 3 diamonds (D_C#L23).

Follow the rail track further north a little bit, but go right into the 
mountain passage. Unlock the safe house there, rest/save if you want, then 
get out of the passage on the east side.

Head northeast towards the bridge. Before crossing it, look for a diamond 
case below the bridge. It�s laying in the remains of a pipe, and contains 2 
more diamonds (D_C#L24).

Take out the guard post at the other end of the bridge. Afterwards, check 
it for an ammo pile. From there, head north (off the road) up to the next 
guard post. Eliminate that one too, scout it for an explosive pile, then 
walk around the river until you are at the north bank. Walk all the way 
towards the rocks to find another diamond case sitting on top of a wrecked 
car (D_C#L25).

Get back to the guard post and grab a car, then drive east toward the 
cellular antenna. You�ll see a small hut next to the antenna tower. Climb 
on top of it with the ladder, and open the diamond case (D_C#L26). Drive 
north towards the next guard post, and scout it for a medbox inside the 
house. Oh yeah, don�t forget to take it out. When you�re all done, head 
southeast to arrive in the Pala sector. From there, drive back towards 
Pala.


====================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
       ASSASSINATION MISSIONS       
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================


===============\
Pala Targets(2) \
============A#PAS\

Pala has two separate targets with virtually no difference between them. 
First off, since we�re here anyway, get to the northern Red sector. It 
contains a diamond case. Before you enter the sector, walk to the crossing 
north of it. From there, walk behind the first house, and approach the 
sector through the gap in the wall. Crouch, quicksave, then make sure 
nobody�s looking (there�s one guard), then, still crouching, get in the 
house, and grab the case (D_A#L01). Get out through the back entrance.

Now, onto the target. He is in one of two places. The two different targets 
are practically the same. The best approach to assassinating them, is to 
plant an IED near them, and then head to the bus station. Stand in front of 
one of the boards, then detonate the IED, and quickly interact with the 
board to get out of there.


=====================\
Convoy Target (South) \
==================A#SSC\
Amount of diamonds collected: 9 diamonds

From the bus station, grab a car and start driving east. Below the safe 
house, you can find a diamond case in a wrecked train (D_A#L02). From 
there, drive through the desert towards your target. You�ll pass a safe 
house pretty soon, you can unlock it if you want. Then, drive into the 
Southern Sector. Drive towards a good spot in your opinion, some distance 
from the approaching target. If you have IED�s, plant a few of them. If 
not, you can use a rocket launcher or a well-placed grenade. It shouldn�t 
be too hard. 

Once you�ve finished the job, make your way towards the road that leads 
from the airfield to the east. When you found it, follow it to the north, 
towards Pala. When the road curves directly north, get off the road to the 
left, and search for a diamond case behind some rocks (It might be further 
north) containing 2 diamonds (D_A#L03). When you found it, drive further 
north.

Take a right at the crossing, but watch out for the guard post up ahead. 
Clear out the post and scout for a medkit. Then look for a diamond case 
below the small dock (D_A#L04). It contains one diamond.

Get in a boat and start driving west. When you get to a small island, get 
out and look for another diamond case on the other side containing 2 
diamonds (D_A#L05). 

Head further north, to another guard post. First look under the bridge for 
another case containing 3 diamonds (D_A#L06) behind one of the bases of the 
bridge, then head up and empty out the guard post. Search it for an ammo 
pile.

After this, drive further up north until you eventually arrive at Mike�s 
Bar. Take some time to refresh your weapons, then head up to Pala and take 
the bus to the southeastern station.


=========================\
Mokuba Target (Southeast) \
======================A#SEM\

Amount of diamonds collected: 7 diamonds

The target is to the south, so you�ll have to follow the road down the map 
across the large bridge. You may want to unlock the safehouse to the west. 
Either way, get to the guard post further down the road to the south.
The guard post has a first aid kit in the house you can scout. Before 
proceeding to the target, get in the water to the right of the bridge (left 
on the map). Follow the water to its end, and take out your map. walk 
towards the mountain until your GPS starts flashing. Keep searching to 
eventually get to half of a bus. Inside, you�ll find another diamond case 
with two diamonds (D_A#L07), and a Jackal Tape next to it (J_A#L1). Once 
you�re done collecting the goodies, get back on the road and drive to the 
Southeastern sector (By the way, it�s best if you wait until night to 
attempt this mission).

When your map switches to the new area, you�ll see that you�re immediately 
close to the target. Step out of the car, and continue to walk carefully 
from here. Once you come to a crossing, take the left road. walk to the 
first rock on your right. This is a good spot to scout. Take out your 
monocular and look all the way down to find a guy with an RPG. Better watch 
out. Now, look more north for four tires stacked onto each other. To the 
left of that is your target. The house next to the tires, with its entrance 
facing you directly, can be activated with your monocular to expose 2 ammo 
piles and an explosive pile. You�ll probably need some ammo, so we need to 
get there. That�s all for now.

Walk down the steep path and get out your machete. For those of you who 
haven�t done this already, I�ll explain it again. approach the sniper while 
crouching. When you�re close, stand up. Your character will raise his 
machete. This is the time to press the left mouse button. This will 
�silently� kill them. Quickly slice another time to definitely finish them. 
However silent your kill may have been, the enemy has probably noticed you. 
Quickly grab his RPG and start running. Follow the mountain on your right 
and take a left in the small hole (you need to crouch). Use a sirette, kill 
any followers behind you, then grab the medkit on the barrel.  now run in 
the house. You should probably get to an ammo pile, so keep searching, 
using the map if possible. You�re in a dense area, so the enemy won�t be 
able to do some serious damage. You might even run across your target, a 
man dressed in a suit with a tie. If you located the ammo pile, quickly 
grab a box, and then start searching for your target. He shouldn�t be far, 
since he�s probably shooting you at this very moment. If you can�t find 
him, use your map.
Once you�ve killed your target, 10 diamonds will be transferred to your 
account immediately. Now you need to get out. Exit any way you can, until 
they can�t see you. Try to make your way to the southeastern exit, if 
you�re not there already. Use bushes and shadows to get there, and stay 
near the edges.

Once you�re out, probably without a car, follow the road until the guard 
post. If you have enough sirettes and ammo, you can attack it and take a 
car. Else, avoid the enemies and use your monocular to scout the post for a 
first aid kit. There is a diamond case at the north side of the post, in a 
car. It contains 1 diamond (D_A#L08). Grab sirettes from the kit if you�ve 
cleared the area, and search for some ammo scattered around the post. Then, 
From the guard post, start walking directly west (if you didn�t attack, 
follow the trail with your map), until you pick up another GPS signal. You 
need to climb up some rocks to find this diamond case waiting for you on a 
few rocks. It contains 2 diamonds (D_A#L09). Now get back and get in a car. 
Start driving east. Once you get to the bus station, get out. There�s a 
diamond case behind the building, containing two diamonds (D_A#L10).


=======================\
Airfield Target (South) \
====================A#SSA\

Amount of diamonds collected: 8 diamonds

Make sure you bring a sniper with you before attempting this mission.
The assassination target is in the south sector, so we�ll drive towards the 
west and pick up some diamonds along the way.

Get in the assault truck at the bus station, and take the road south. 
You�ll get to a guard post eventually, so take it out and scout it for an 
explosive pile. You�ll also find some ammo boxes and medkits lying around 
the post.

When you�re done, drive further towards the west. When your diamond tracker 
starts blinking, get out the car and follow the signal to a diamond case 
near an encampment containing 1 diamond (D_A#L11). Get back in your car, 
and drive through the bushes to the road directly north. Once there, turn 
left and continue driving towards the west.

---/// GOLDEN AK-47 \\\---

Instead of following the road to the north, drive northeast until you meat 
with the southern shore of the river. Follow the shore to the eastern side 
to find the golden goodie (GA_A#L1).

\\\---

Your diamond tracker will start beeping again pretty soon. The case is down 
the rocks on your right. Jump down from rock to rock to find the next 
diamond case containing 1 diamond (D_A#L12). Get back up, and drive into 
the southern sector.

Once in the southern sector, immediately go south and follow the 
mountainside. You should eventually get to a small hut with a crashed 
airplane. In the hut, you�ll find a Jackal tape (J_A#L2). From here, go 
straight west by using the buggy. When you pick up another signal, follow 
it to a diamond case (D_A#L13), again with one diamond.

When you�ve got the diamond, drive directly south towards the border. Be 
careful not to cross it, as it is the end of the game world as you know it 
now. When you arrive at the southern border, get out of your buggy, and 
start running west. There�s a sniper in the airfield, so watch out. When 
you�re directly below the airfield, walk north. You should find a huge rock 
sticking out of the ground. You can get on it. From here, grab your sniper 
and face your target. He�s in the large building. Aim, and shoot to 
complete your mission.

The troops might have noticed you, but in any case, get out the way you 
came. If you have enough firepower, kill the enemies on the patrol cars and 
use it to get out quickly. There�s also a propane tank north of the landing 
zone. Blast it for some defense.

In any case, stay near the southern edge and drive east until you get to 
the eastern sector. From there, head to the safe house and unlock it. Get 
some rest and change your weapons.

When you get out of your safe house, follow the mountainside to the east 
until you find a way up. Once you do, walk back along the mountain ridge to 
get to a diamond case containing 3 diamonds (D_A#L14). Get back to your 
safe house and get in a car. Take out your map. See the mountain passage to 
your east? Drive there, and get in. About halfway your tracker should pick 
up another signal. Follow it to the last diamond case of this run 
containing 2 diamonds (D_A#L15). Get out of the mountain passage on the 
east side and drive towards the safe house in the north. Unlock it, then 
finally drive to the bus station.


=======================\
Shwasana Target (North) \
====================A#NOS\
Amount of Diamonds collected: 9 diamonds

You should be in Pala right now. Leave Pala through the northwestern exit. 
Follow the road and take out the guard post up ahead. Drive north until you 
reach the edge of the Slaughterhouse area. From there, get off the road and 
drive through the mountain passage north.

When you reach a small hut (marked as a black spot on your map), look for a 
ladder and use it to get on top of the hut. Open the diamond case there to 
receive 3 diamonds (D_A#L16). When you�ve got it, follow the path further 
into the northern sector.

When your in the new sector, the road will split. Go left (north) into 
Shwasana. Walk a bit to the north, then take out your map. See the tiny 
space between the two rocks to your east? Walk up there to find a diamond 
case containing one diamond (D_A#L17). When you�ve got it, walk further 
north while staying hidden until you reach the road leading to the northern 
exit of Shwasana. Don�t follow it, instead, stay in the shadows and crouch 
towards the east. When you�ve passed the building, follow the eastern shore 
of the lake. We�re looking for something that looks like a hut that fell in 
the water. When you see it (make sure it�s on the eastern bank � there�s 
another hut on the northern bank that you should pass), get in  through the 
window and look for a diamond case underwater containing 2 diamonds 
(D_A#L18).

The Shwasana target is incredibly annoying, as it is surrounded by 
buildings and he is always in a different place. The best thing to do is to 
get on the bridge in the southwest, and snipe him from there. If there is a 
building between your line of sight, you will have to move closer towards 
the target.

In any case, you will most certainly be noticed by the troops, so get in 
the water as quick as you can, and stay under, only coming up for air. The 
enemy should lose you sooner or later, even in broad daylight. Get to the 
northern shore, then take the path north out of Shwasana. 

Keep out your map. When you reach the edge of the area, your tracker should 
pick up a (very) feint signal. Face the case directly, then hop off the 
rocks and walk towards the wrecked car to find the last diamond case of 
Shwasana, containing 3 diamonds (D_A#L19). Get back on the road and walk 
out of the area.

The hard part is over. Get a car as soon as possible, and drive towards the 
northwestern bus. Take it to the southwestern station.


====================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
        PREDECESSOR MISSIONS        
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================


===================\
Northeastern Target \
================B#NET\

Drive back to Pala. Then, take the road to the right of the southeastern 
red sector (make sure you don�t enter it). There�s a small dock to your 
right, where you�ll find a swamp boat. Take the boat and go right.

Follow the river. You shouldn�t come across to many guards. Eventually the 
river will split into two ways. Go left, and drive towards the shore on the 
right. From there, follow the path up the mountain.

Once you�ve reached the top, use the diamond tracker to locate a case next 
to an ammo pile (D_B#L01). Get back on the road and travel further north. 
Go right at the next crossing, into the northern sector.

After some traveling, you�ll reach a safe house. Unlock it and  save/rest. 
It might be a good idea to grab your M1903 and a MAC-10 if you have it. The 
next part can be completed easily with a sniper.

get out of your safe house and go further north. Once you near the shore, 
take out your sniper. Kill all the guards you can see. Don�t worry, this 
spot barely has any enemies in it. Take out your regular weapon, swim 
towards the other side, and walk up the hill. Check the houses for any 
enemies. When you�re sure there�s no more, take out your map and follow the 
diamond tracker to a case containing one diamond (D_B#L02).

Get back to the south and pick up a swamp boat. This time, go left towards 
the east. Once you see a safe house to your left, get out of the boat and 
use the small path leading up to the house. Unlock it, an go inside. If you 
have the MAC-10, it�s advised to change back to your regular weapons � this 
thing eats bullets. You�ll definitely need the sniper, though. This is the 
last safe house we�ll come across before getting the tape, so make sure you 
have all the weapons you need. When you�re done, get out, walk/jump back to 
your boat, and go further north, into the northeastern sector.

As soon as your map switches, you�ll see you�re nearing a guarded area very 
quickly. The first hut you�ll see to your left is unmanned, however. But 
the rivers is narrowing very quickly, so you�ll have to walk from now on. 
Get on land on the left side, and follow it. When you see a tree on your 
right side, use it to climb over the water to the other side. Then get 
behind the waterfall to find a diamond case (D_B#L03). Swim all the way 
back to the hut you saw before. In the hut you can stock up on explosives, 
ammo and gasoline. From here, head north. Your tracker might respond to a 
diamond case on your left, but leave it for now. You can�t access it.

When you travelled all the way to the north, get on the road and go right. 
There�s a guard post ahead. Kill all the enemies and scout it if you still 
have to. In any case, follow the road toward the fort. Be prepared, though 
� this is gonna be one hell of a fight.

Don�t use the road to enter the fort, instead, go left of the road. Watch 
out for 2 very perceptive sniper on the large towers. Kill them both with 
your sniper. Walk to the fort. You�ll come across two huts and a lot of 
explosive barrels. The right hut has an ammo pile. Watch out for a guard in 
this area. If it�s safe, head up the path towards the fort.

Hide behind some rocks and take out the turret above the entrance. Then run 
inside. There�s another turret on the 1st floor, but there are some guards 
on ground floor too. Take them out first, then aim and kill the turret. If 
you�re having trouble hitting the guy, quickly sprint to the left up the 
stairs and get in the tower, then kill him from behind a window. From there 
run up the stairs and find the medbox. Kill all the enemies that are coming 
for you. If you�re having trouble with one, the shotguns in particular, 
sprint behind a wall or in a hut, then blast him through one of the many 
windows. In any case, make your way towards the target (it�s in a separate 
hut between the mountains and the fort). If your buddy rescued you, keep an 
eye out for him. If you lose him out of your sight, press Esc from time to 
time and check his status (bottom-left). If he�s in danger, look for blue 
smoke, then get to him as fast as possible.

If you made it to the tape, grab it. Get back in the fort, and search for 
any leftover guards. Once the place is quiet, get out your tracker. Use the 
signal to track a diamond case behind wooden bars on the top floor (not in 
a tower) (D_B#L04). After this, leave through the back entrance. There�s a 
rock sticking out right in front of you. Use it to jump on the other rock 
(quicksave beforehand). From here, go left and drop down a bit until you 
come on the same level as a hut. In there, you�ll find another diamond case 
(D_B#L05) containing three diamonds. From here, get back on the normal 
road, and get to the bus station in the east. Use it to get back to Pala.


===================\
Northwestern Target \
================B#NWT\

There�s a high chance that you finished the north/northwestern convoy 
before starting this mission. If so, you should now be at the safe house. 
If you completed another convoy, take the bus to the northwestern station, 
and head west towards the safe house.

You�ll now see that the target is in Petro Sahel. Grab a sniper from the 
weapon crates (if you have one), take out or sneak in the guard post and 
stock up on IED�s if you have to, then follow the road a little bit to the 
south, until you get to a mountain passage on your right. There�s a single 
guard near a hut, also get the diamond case here (D_B#L06). If you need 
ammo, 
there�s an ammo pile close by. When you�ve got everything, head up to the 
place where you found the diamonds. If you have a sniper, you can already 
stir things up down at Petro Sahel if you want. First shoot the sniper 
standing on top of the circular building. Then shoot the yellow barrel next 
to the car. Jump down, walk a bit to the right and zoom in again. You�ll 
see a lot of barrels. In fact, the entire area is surrounded by explosive 
objects. Shoot a few barrels, a small fuel tank laying next to a turret, 
and a huge fire will begin to erupt. When you see some enemies, shoot those 
as well.

Get down to the area. By the time you�re there, the fire should have done 
most of the work. Get to the target to find a new tape. This is a 
predecessor tape, and you�ll hear someone who�s getting closer to finding 
the Jackal. Before you�re done here, get the diamond case on top of the 
train wreck by jumping from the high building (D_B#L07), then get out.

To get back to Pala, first head to your safe house. From there, we�re going 
to ignore the main road and head south. Take out your map. Do you see the 
passage between the mountains below your position? That�s where we�re 
heading. To get there, first go to the Safe house directly south of your 
position.

When you get there, kill the guards to unlock the safe house. Save/rest if 
you want, change to your golden AK (or whatever assault rifle you have), 
then get out. Take out your map and look for a black spot to your west. Go 
there, but look out, as there are enemies as well. Once at the hut, check 
inside for another diamond case (D_B#L08) and a med kit.

From here, go southwest until you see a small road not noted on the map. 
Follow it to a small hut with a single guard. Kill him, then pick up the 
Jackal tape laying on a box (J_B#L1). Also grab an ammo box from the pile

Once you�re done, enter the mountain passage (now to your east). Be careful 
for enemies in this region. 

---/// GOLDEN AK-47! \\\---

I you check the mountain wall on your left, you�ll eventually see a grotto 
blocked by some wooden bars. Break the wooden bars to find a Golden AK 
(GA_B#L1).

\\\---

Follow the passage further until there�s a small hut on your left. Kill the 
enemies, and look for a diamond case outside on the couch (D_B#L09). here�s 
also an ammo pile outside, and an explosive box on the table in the hut.

When you stocked up on everything, get back on the road. You probably don�t 
have a car now, so you�ll have to walk south to the next guard post. If you 
don�t feel like taking out the guards and you don�t need a car, you can 
spot the med kit hanging on the outside of the hut with your monocular.
In whatever way you want to pass the guard post, look for a diamond case 
below the bridge containing 1 diamond (D_B#L10). Then cross the bridge and 
follow the road into the western sector.

You won�t be long in the western sector though. At the crossing, go left 
(as indicated by the red direction boards), and head into the Pala sector. 
You�ll drive into the Slaughterhouse, which contains enemies. Just drive 
past them (if you�re on foot, stay hidden) and take a right at the 
crossing.
You�ll come across yet another Guard post. Empty it, and look around for a 
fuel pile. Then get in a car and drive to Pala.


===============\
Southern Target \
============B#SOT\

Head to Pala, and take the southwestern exit from there. After you�ve 
crossed the bridge, step out of the car and look for an opening between the 
two rock formations. Walk through it to get to the river. Use your diamond 
tracker to locate a case with one diamond to your left (D_B#L11). Get back 
in 
the car and follow the road further to the south.

Take out the next small guard post and scout it for an ammo pile. Then 
drive further south. Just before heading into the southern sector, check 
for a lone black spot on the map. Head there and cut away the wooden bars 
to find another case (D_B#L12). After this, get back to your car and drive 
into the southern sector.

Once you�re in the southern sector, don�t cross the bridge. Instead, head 
directly south towards the safe house. It should already be unlocked. 
Save/rest, change weapons, then head further south.

When you reach the road, go right (west). Head to the guard post beyond the 
crossing. Take it out in whichever way you want, then scout it for a fuel 
pile. There�s a diamond case on the roof of the hut in the guard post. get 
to the case by jumping from the rock behind it (D_B#L13).

From the guard post, get to the railroad and follow it south a bit. When 
you see a small lake on the left, search it for a diamond case (D_B#L14). 

From here, head directly for the Airfield. It might be a problem getting 
in, but the place is stocked with explosives, so it shouldn�t be too hard 
setting the area on fire. When you�ve killed all the guards, get in the 
large building and look for a tape on a bed. This one is called �The 
Bolivian�.

On the east side of the large building, you�ll also find a diamond case 
(D_B#L15). With that, your work here is done. Grab a car and drive towards 
the bus station in the west. Take the bus to Pala.

Before we start on the next mission, get to the weapon store in Mike�s Bar. 
You should have 30-50 diamonds now, and it�s advised to buy some new 
goodies before starting the main mission.






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                   Chapter 7: A Fresh Start                   
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!AFS
##############################################################
==============================================================
�I�m a necessary evil. They want me here. They�re glad I�m here.�


Congratulations! You have made it to the second district, Bowa-Seko. From 
your starting point, look for a hut on the left. Jump on the top from the 
sand hill behind it to access the diamond case, containing 2 diamonds 
(D#C3). Then, get in the buggy and drive southeast to the beginning of the 
railroad. Once there, open the diamond case for 3 diamonds. (D#C4). Then 
drive south into the new sector.


                            +-----------------+
                            |16. HORNET�S NEST|
                            +4%-----------#HNN+


When you arrive in Bowa-Seko, take a moment and zoom out to check the new 
district. Bowa-Seko looks a lot like Leboa-Sako in that it has 4 bus 
stations, 4 weapon stores and 4 communication towers. It also has another 
Bar, in the southeastern sector. However, geographically, this district 
differs quite a lot. First off, the capital of this district is called 
Mosate Selao, often referred to as Port Selao. South of Port Selao is a 
huge lake, crowded with enemy troops. If you look more closely, you�ll see 
a thin white line going from the southern communications tower along the 
southern bank of the lake. That�s the pipeline. In the southeast corner of 
the map is a separate area. In there, you will complete the final missions. 

Drive south towards the weapon store. Refresh all of your weapons at the 
armory, then get back in the buggy and drive to the southwest. You should 
reach a train wreck. In the second train unit, look for your first diamond 
case of Bowa-Seko containing 2 diamonds (D#B01). From there, head east and 
take out the guard post. Scout it for an ammo pile, then get in a car and 
drive east toward Sefapane.

When the mountains open up to your left, drive north towards the small 
lake. You�ll see a small hut with 4 men guarding it. Take them out, then 
follow the signal on your tracker. It leads to a large rock, with a passage 
up on the right side. Follow it to get to a diamond case containing 3 
diamonds (D#B02). When you�ve got it, get back in your car and drive into 
Sefapane.

Sefapane is a cease-fire area, so any gunshot will work against you. 
Greaves or Voorhees is waiting for you at one of the HQ�s, depending on the 
faction he belongs to. Before entering the HQ, make your way to the 
southeastern part of the town, and take out your diamond tracker. It�ll 
point to the large tower. Get around it until you see an opening blocked by 
wooden bars. Break them, then climb the two ladders to reach a diamond 
case, containing 1 diamond (D#B03). Then get in the HQ.

When you enter the room, the advisor is talking with somebody on the phone. 
As soon as he sees you, he hangs up and congratulates you on your 
assassination. 

Things aren�t looking well for you and him, though. Due to the commotion of 
what happened in Leboa-Sako, the big bosses of the factions (Major Tambossa 
and Mbantuwe) might start thinking about joining forces. If that happens, 
you will lose your job, and you might even be executed. So, the advisor has 
a plan to stir things up good, without his boss knowing it. The Jackal has 
a big weapon cache on his island, Lake Segolo. The advisor planned for the 
weapon cache to sail into Port Selao � under the opposing faction�s flag. 
The boss will think they�re being framed, and whatever plans he had to join 
force will be out the window.

Sounds like an excellent plan, with one downside � driving the weapons into 
Port Selao will be difficult, as a lot of mercenaries want their hand on 
it. That�s where you come in. You are to defend the ship holding the cache 
until it arrives in the city. Accept the mission to get paid 20 diamonds, 
and get out of the HQ. 


---/// New Objective! \\\---
OBJECTIVES: Meet the barge�s skipper at The
            Jackal�s island in Lake Segolo.
   DETAILS: The fall of Leboa-Sako brought a cease-fire in
            the south. Greaves resents the APR�s
            Tambossa negotiating a new status quo
            instead of fighting. He�s secretly hired me to
            go to the island 	in Lake Segolo and bring The
            Jackal�s arms barge into Port Selao. This will
            make it look like the UFLL is double-dealing
            and force Tambossa to rally the APR.

---/// New Objective! \\\---
OBJECTIVES: Meet the barge�s skipper at The
            Jackal�s island in Lake Segolo.
   DETAILS: The fall of Leboa-Sako brought a cease-fire in
            the south. Voorhees resents the UFLL�s
            Mbantuwe negotiating a new status quo
            instead of fighting. He�s secretly hired me to
            go to the island in Lake Segolo and bring The
            Jackal�s arms barge into Port Selao. This will
            make it look like the APR is double-dealing
            and force Mbantuwe to rally the UFLL.

\\\---


Touch the medkit to your left to reveal all the restocking objects on the 
map. Use it to restock on explosives, ammo, and fuel, then 
get in a car and get out of Sefapane through the southeastern exit. 

From Sefapane, follow the river to the southeast. When you reach the 
mountains, follow it to the right. Look for smoke in the sky or follow your 
diamond tracker. Jump up the rocks and you�ll find a diamond case next to a 
campfire (D#B04).

When you have the case, get back on the road and drive south into the 
western sector. Follow the railtrack into the Middle Sector (Port Selao 
Sector).

As soon as you enter the Port Selao sector, head immediately north, and 
drive along the border of the sector. When you see a wrecked car, look for 
a diamond case next to it. Open it to receive 2 diamonds (D#B05).

Get back on the road and follow it further towards Port Selao. You�ll 
eventually reach some enemy troops. Take them out, then look on your map 
for a small lake close to your position. Find the lake, then follow the 
diamond tracker to diamond case inside a flipped-over wrecked van, 
containing 1 diamond (D#B06). Then, drive into Mosate Selao.

Once you enter the cease-fire area, your phone will ring. The informant on 
the phone has more information about the Predecessor. He leaves messages in 
the Post Office in the western sector. When he hangs up, walk towards the 
space between the two houses between the HQ�s. Climb up the ladder there. 
When you reached the top, walk to the corner to your left and jump up the 
fence. Look down to see a wooden roof. Jump on it, then jump on the fence 
to get to a diamond case containing 3 diamonds (D#B07). Jump off to land on 
the ground. Get back to the ladder and from there, walk south to find a 
large tower similar to the one in Sefapane. You�ll again find an entrance 
on the backside. Climb up the two ladders to access another diamond case, 
this one containing 1 diamond (D#B08).

Now that we have both diamond cases of the town, leave through the 
southeastern exit. You�ll arrive at the bus station. Look inside the first 
red container behind the blue barrel for another diamond case, containing 2 
diamonds (D#B09). Then get to the dock and get in the swamp boat. Save, 
then take out your map. See the large rectangular mountain formation to 
your south? Drive around the eastern side of that formation. When you reach 
the corner, turn right and follow the formation further until you see a 
small patch of land. Stop there, get out of the swamp boat, an look to the 
right (east) for some rocks. You should see a small opening between the 
rocks. Swim through that opening to reach a small cave with a diamond case, 
containing 3 diamonds (D#B10).

Get back in your boat, and drive east, towards your target. Make your way 
to the boat between the two rock formations. When you get there, get out of 
the boat and walk further to your target. When you see a hut to your right, 
get in it. In here, drop down to the basement and grab the Jackal Tape on 
the table (J#B1). This might very well be the hiding place of the Jackal. 
Climb up the ladder and rest if you want. It�s advised to sleep until 
daylight.

Get out of the hut, then turn right. Don�t follow the path descending down, 
instead, follow the rocks on the right side. Jump from rock to rock to 
eventually reach a diamond case containing 2 diamonds (D#B11). Open it, 
then jump into the water and swim towards the barge. Save, then enter it.

Walk up the stairs and pick up the Carl G Rocket Launcher lying on the box. 
With this launcher, you can direct your missiles by aiming in the right 
direction. Get in the captain�s room. Here, you will meet your first buddy. 
This is either Hakim Echebbi, Andre Hyppolite (most likely), Xianyong Bai, 
or Nasreen Davar. He/she is not your buddy yet, though. After a short 
introduction and a quick summary of what�s going to happen, the skipper 
asks you to go to Dr. Obua when you�ve docked at Selao. He needs to know a 
firefight is going to erupt, so he can prepare his hospital for gunshot 
victims. Use the save box in the room before exiting. Prepare for a fight.


---/// Objective Updated! \\\---
OBJECTIVES: Defend the barge until you dock at
            Port Selao. If the barge breaks
            down, repair the engine.
   DETAILS: The skipper took the job of piloting the
            barge full of The Jackal�s guns into Port
            Selao. I�m riding shotgun, so I�ll stay out on
            deck to engage any gunboats. If that doesn�t
            provoke the other faction, I don�t know what will.
\\\---


When you get out on the deck, the boat will start moving. In front of the 
wheelhouse, on the deck, is the engine that you will have to interact with 
to repair the boat if it breaks down. There�s an ammo pile about halfway up 
the deck, and all the way at then end, behind the wheelhouse. Check them 
out so you know where to go in the heat of the battle. Don�t hide next to 
the pile, as it might explode. When you�re really in trouble (out of ammo, 
out of health, lots of swamp coming at you and a mortar shell dropping at 
the same time), flee to the back of the deck and into the small room. 
There, organize all your stuff, then get back out as quickly as possible. 
The room also holds two small explosive boxes (for your launcher), and a 
medkit. The edges of the boat are manned with MK-19 grenade launcher 
turret. That�s heavy stuff: one shot can sink boats.

Before you head out into the open, I�ll warn you: this will be one heated 
battle, especially if you�re playing on the Infamous difficulty. Swamp 
boats will pop up all around you, enemy troops will throw grenades from the 
sidelines, and a sniper has his mortar ready to blast you. He�s very 
accurate. Save often, and try to hide as much as possible. The turrets pack 
a lot of power, but you will be open for an attack. If you are being pinned 
down behind a crate, use the Carl G to destroy the target.

When you almost reach the open water, man the turret in front of the deck. 
Enemies will start appearing on your left and right, so take them out 
quickly with a blast. When you�re done, watch out: On the island in front 
of you, the sniper is awaiting your arrival. He has a rocket launcher, so 
hide behind a crate. If you have a sniper with you yourself, quickly try to 
kill him, else, fire a grenade from the turret after he fired a rocket.

By now, the first swamp boats might already be showing up. When they do, 
kill them with a single grenade. When you see yellow smoke near your barge, 
that�s the sign of the mortar. The sniper will always shoot a smoke shell 
before firing an explosive (to see how high etc. he must shoot his 
explosive). The mortar is really the most annoying weapon here: one hit and 
the barge breaks down. If that happens, it�ll stop moving immediately. 
You�ll have to get to the engine and repair it. Make sure the area is 
clear, as you�ll be open for an attack when you�re kneeling over the 
engine. Take out the mortar as soon as possible. He�s somewhere on the 
island far ahead. If you can�t find him, look in the air when a mortar 
shell is shot to see where it comes from. When you know his position, use 
the rocket launcher to make sure he dies.

Killing the mortar makes the mission a whole lot easier. Save often, keep 
your health high, and you should do fine. At some point, the swamp boats 
stop coming. Don�t let your guard down, however: they�ll start showing up 
again in a bit. Only this time, they�re entering from behind. This means 
you can�t immediately target them with the grenade launcher. Therefore, 
hide until they�re within range, then quickly man the turret and take them 
out.

After taking out the last few boats, you should arrive at Port Selao. Phew. 
When the boat docks in, get out.


---/// Objective Updated! \\\---
OBJECTIVES: Go to the clinic and talk to Doctor
            Obua.
   DETAILS: Now that the barge is docked, the skipper
            needs me to run ahead to the clinic in Port
            Selao. I have to warn some civilian doctor
            named Obua that the cease-fire is about to
            come unstuck.

---/// Reputation Increased! \\\---

REPUTATION LEVEL 2
I get lots of looks � and they ain�t happy
ones. Guess I�m supposed to be dead by
now, but that�s not on my schedule.

\\\---


It won�t take long for the faction to find the boat, so quickly get in a 
car and drive to Selao, then get into the clinic. In there, you�ll see 
either Hakim Echebbi, Andre Hyppolite (most likely), Xianyong Bai, or 
Nasreen Davar (again). He will later become your second-best buddy. Stock 
up on sirettes on your left, then get into the right room to see Doctor 
Obua.

He�ll introduce him, but he won�t get far. In midsentence, you�ll hear 
gunshots. The ceasefire is over. Obua will advise you to leave. You can 
return later when it�s calm to receive malaria pills. Walk out of the room. 
When you try to reach the front exit, the foreigner will warn you. He 
advises you to exit through the back door.


---/// Objective Updated! \\\---
OBJECTIVES: Escape Port Selao.
   DETAILS: That didn�t take long. By the time I finished
            talking to Doctor Obua, fighting between the
            militia broke out over the big boat load of guns
            that mysteriously appeared down in the
            docks... I nearly walked straight into it, but
            some other foreigner at the clinic decided I
            deserved a warning.
\\\---


Pretty nice of him to tell you, though it was pretty useless. You need to 
go south to escape anyway. Jump over the fence to your left, then head 
through the narrow alley into the open fire. Don�t worry though, quickly 
run right along the road, and cross it at the end. Follow the road there, 
only killing enemies when they�re directly in your way. Rush further south 
until you see a blue jeep to your left. Quickly get in, turn around, and 
drive towards the bus station to complete your mission.


---/// New Weapons Unlocked! \\\---

New weapons are unlocked at the weapon shop!

\\\---

---/// Objective Complete! \\\---


                         +-------------------------+
                         |17. JACKAL�S BUDDY RESCUE|
                         +4%-------------------#JBR+


It�s not over yet, though. The skipper will call you immediately after 
leaving the area. He�s in trouble � someone has traced the boat all the way 
to the far side of Lake Segolo. You have to help him.


---/// New Objective! \\\---
OBJECTIVES: Rendezvous with the skipper�s
            barge and eliminate all attackers.
   DETAILS: Got a frantic call from the skipper.
            Someone was sharp enough to track the
            barge after all the cargo was offloaded, and
            now they�ve chased it across Lake Sgolo. If
            either side figures out what we pulled, things
            could get bad. I better intercept them and
            make sure no one talks.
\\\---


The barge is near Mike�s Bar at Marina, in the southeast corner of Lake 
Segolo. Get in a swamp boat, and drive straight south. When you enter the 
southern sector, you�ll get another call from the skipper. The barge�s 
dead, and both factions have turned their fire towards him/her. You better 
hurry up.

When you reach the southeastern area, turn south and get out when you reach 
the land. Walk towards the hut you see to find a diamond case inside 
containing 2 diamonds (D#B12). From there, follow the road to get to the 
Marina.

As you�re nearing the area, you�ll already hear gunshots. Grab the Carl G 
if you still have it, reload it, then jump on the rock next to the road 
overlooking the area. You�ll see a few men on the shore of the river 
blasting at the barge, as well as some men on the main deck. Shoot a rocket 
into the men at the shore, then jump off the rock on the roof of a house. 
From there, hop on the ground, then sprint and jump on the main deck. Kill 
the men on the deck to update the mission.


---/// Objective Updated! \\\---
OBJECTIVES: Go talk to the skipper on the
            stranded barge.
   DETAILS: The skipper sailed straight into a cross-fire
            trying to find somewhere to ditch the barge. I
            neutralized the forces firing from the old
            marina in the inlet. Now I better go have a
            chat with my new pal and make sure
            everything�s okay.
\\\---


Get in the captain�s room. You�ll have a short talk with your new best 
buddy, who will have to find another job now that the barge is mainly 
destroyed. But, he�ll probably be alright. For now, your mission is 
complete.

---/// Objective Complete! \\\---


==============================================================
##############################################################
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
                  Chapter 8: Back in Business                 
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!BiB
##############################################################
==============================================================
�How do I know you aren't a rebel? Give me one good reason to trust you.�


---/// Journal Entry #6 \\\---

* This entry might be different in your game. *

Leon Gakumba betrayed me... but he
didn�t finish the job. The Jackal found
me in the desert... taking off once Nick
Greaves showed up. He was desperate
enough to send me to kill Leon Gakumba
while the APR tried to regroup. I
would�ve done it anyway.

When I turned up in Sefapane, Nick
Greaves decided I was his secret
weapon. He sent me with some expat
to haul a boat-load of guns into
the cease-fire zone... Just
to trick his own boss Oliver Tambossa
into taking a harder line with UFLL in
Bowa-Seko.

While I was warning Doctor Obua at the
clinic and dodging street battles in Port
Selao, the skipper was looking for
somewhere to ditch the ferry after
delivering the Jackal�s guns. My new
friend phoned in a distress call: The
ferry was under fire from militia
gunboats. Obviously it didn�t take long
for the cease-fire to fall apart. Nick
Greaves�s plan worked like a charm.

\\\---


                              +----------------------+
                              |18. APR�S BUDDY RESCUE|
                              +0%----------------#APB+


Having successfully finished the mission, the UFLL and APR despise each 
other more than ever, which means you have a job again. If you take out 
your map, you�ll see that the cellular antenna, weapon shop and faction HQ 
all have missions available. We�ve got a lot to do. First off, get in the 
weapon store.

If you followed the walkthrough exactly, you should now have 72 diamonds. 
The computer will show you that there�s a lot of new stuff available. The 
Uzi, FAL Paratrooper and Eagle .50 are unlocked, as well as the remainder 
of the repair and ammo upgrades. Check below for a full list.

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#09 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes  |Yes|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| FAL Paratrooper |Aslt| 2 |%4%|%4%|3.5|2.5| 10 |  Yes  |Yes|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Eagle .50       |Pist|2.5|1.5|3.5|2.5| 1 | 10 |  Yes  |Yes|
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  |Yes|
| Uzi             |SMG | 2 | 2 |3.5| 3 |2.5| 20 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  |Yes|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
+-----------------+-----------------------------+-------+---+


-------\
MANUALS \
=========\

Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Dragunov SVD    |  5 |   No | No|  5 |  Yes | No|
| FAL Paratrooper |  3 |   No | No|  3 |  Yes |Yes|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Eagle .50       |  3 |  Yes |Yes|  3 |   No | No|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Uzi             |  5 |  Yes | No|  5 |  Yes | No|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |  Yes |Yes|  5 |  Yes |Yes|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |  Yes | No|
| Buggy           | 15 |   No | No|
| Swamp Boat      | 15 |  Yes | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Liberty�   | 10 |  Yes | No|
| Jeep Wrangler�  | 10 |  Yes | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |   No | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
| Ammo Upgrade          |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Assault Webbing       | 10 | Yes  |Yes|
| Marksmans Bandolier   | 15 | Yes  | No|
| Rocketeer Satchel     | 15 | Yes  |Yes|
| Grenadier Webbing     | 10 | Yes  |Yes|
| Pyrotechnic Satchel   | 10 |  No  | No|
| Gunner Pack           | 15 |  No  | No|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 | Yes  | No|
| Medium Kit            | 25 | Yes  |Yes|
| Large Kit             | 25 |  No  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a 
specific type of specialty (Sniper, Close Combat, etc.). Note 
that this paragraph only concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
| Dragunov SVD |   |+ Rel. Upgrade|   |+ Acc. Upgrade|
| Uzi          |   | Camo Suit    |   | SPAS-12      |
| + Upgrades   |   | Uzi          |   |+ Upgrades    |
| Marksmans B. |   \ + Upgrades   /   | LPO-50       |
| FAL Paratr.  |    \------------/    |+ Rel. Upgrade|
\+ Rel. Upgrade/                      |M-79 Gren. L. |
 \------------/                       |+ Rel. Upgrade|
                                      | Rocketeer S. |
                                      | Pyrotech. S. |
                                      | Gunner Pack  |
                                      | Eagle .50    |
                                      \+ Acc. Upgrade/
                                       \------------/


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- FAL Paratrooper
- Eagle .50
- Assault Webbing
- Rocketeer Satchel
- FAL Paratrooper Rel. Upgrade
- Eagle .50 Acc. Upgrade

==============================================================


When you�re done, head into the armory and refresh/restock all your 
weapons.

Before we will start our regular routine again (convoy, assassination, 
buddy, etc.), we will pick up some things first. First off, we need to free 
another foreigner, who will be added to our buddy list. Luckily, he�s 
close.

Get in a car and drive out of the marina, then follow the road to the west. 
You�ll eventually reach a guard post in the southern sector. Take it out, 
and scout it for an ammo pile. Then take the road north into the Brewing 
Co.

The brewing area is pretty heavily guarded, but it�s still easy to sneak 
in. The target house is the one on the northeast side (it can be seen on 
the regular map). Stay close to the riverbank and keep crouching behind the 
grass. When you reach the house, either sneak to the door or kill the 
guards that might see you. Either way, quickly enter the building and open 
the door to free the foreigner. He�ll be your buddy from now on.

---/// Objective Completed! \\\---



Now that we�ve freed another foreigner, we�re off to pick up the new 
predecessor mission. It�s located in the post office, so that�s where we�re 
headed.

When you leave the building, watch out. There�s a mortar somewhere. As long 
as you keep moving, though, he won�t be able to hurt you. Quickly turn 
right and sprint to the structure there. You should be able to see a 
diamond case. Open it to receive 1 diamond (D#B13). Then, quickly check 
your map, and run to the swamp boat above the building where you freed your 
buddy. Step in the swamp boat, save, and drive west, out of the sector.

You should get to a small island pretty soon. The island is between the two 
area�s on this bank. When you arrive at the island, get out of the boat. 
There are some boats patrolling, so watch out. The mortar is on this 
island, so kill him. When everything is safe, take out your GPS and follow 
the diamond signal to another diamond case, this one containing 2 diamonds 
(D#B14).

When you�ve got the diamonds, take out the swamp boats patrolling the area. 
Most of them have a grenade launcher equipped, so be very careful. Once 
you�ve taken them out, look around for the mortar the sniper dropped. Pick 
it, then go the southern bank of the small island. See the area to your 
south? We�re gonna practice some mortar on there.

Save beforehand. Then hold down the right mouse button to deploy the 
mortar. The weapon has two types of ammunition: smoke shells and explosive 
shells. Smoke shells are mainly used to test the mortar. If you�re not sure 
whether the explosive will hit the ground where you want it, you can use 
the smoke shells beforehand instead. The blue shells are smoke shells, 
whereas the red shells are explosives. Switch between them with the reload 
button. The area you�re going to blow up is a relatively short distance 
away, so move the mortar back with your mouse. I kept it at the second-
lowest bar. If you�re not sure, shoot a smoke shell beforehand. The smoke 
shell has a disadvantage, since the enemies will immediately know they 
should get the hell out of there. Therefore, if you think you can hit them, 
immediately fire an explosive shell. If it misses, quickload and try again.

Once the shell hits the area, quickly swim over there (keep the mortar) and 
take out some survivors. Grab ammo from the ammo pile, then take out your 
map. You need to get to the small hut to your west. You�ve only bombed this 
area, so watch out for enemies further inland.

When you reach the hut, look for a diamond case behind the 5 barrels next 
to each other, containing 1 diamond (D#B15). save, then get in the car and 
head south for the guard post.

Take out the guard post in any way you want. There�s a pipeline running 
directly above the post, though, so attacks from above like the mortar 
won�t work. When you�re done, grab a car if possible and follow the road 
going west.

When you�re nearing the safe house, get out of the car and take out the two 
guards. They�re probably at the terrace near the lake. When you�ve unlocked 
the safe house, get in (notice that most of the safe house upgrades are 
gone). Your second-best buddy is probably waiting for you. If he�s not, 
sleep and he�ll be there when you wake up. Interact with him to make him 
rescue-ready. 

Get out of the safe house and go to the terrace to find a diamond case, 
containing 2 diamonds (D#B16). After opening it, head north and take out 
the next guard post (try your new mortar skills). Scout it for a medbox 
afterwards, then head west to your safe house. Rest/restock if you need to, 
then follow the road to the south.

When your diamond tracker picks up a signal, follow it to another Jackal 
Tape near a wrecked car (J#B2). After picking it up, the tracker is still 
picking up a signal, though. Follow it further to a diamond case containing 
2 diamonds (D#B17).

Drive south until you approach the MS Pipeline zone. Save, then take out 
the small post up ahead. When it�s entirely empty, sprint down the stairs 
and man the turret, which happens to be a grenade launcher. Use the 
launcher to quickly take out all the hostile forces in the area in front of 
you. Make sure everyone�s dead. When they are, hop down the rocks, then 
walk up the hill on the other side to get to the area. You can find a 
medbox, 2 ammo piles and a fuel pile here, so stock up wherever you can, 
then look for a diamond case in the largest building containing 1 diamond 
(D#B18).

Now that you�re done in this area, get in a car and drive off the hill 
through the western side. From there, follow the road into the western 
sector. Once in, drive straight for the guard post. Get out of the car as 
you approach it.

If you feel confident about your mortar skills, try to drop a shell in 
there. The post is stuffed with explosive objects, so the impact should be 
devastating. Other explosives, like grenades or IED�s, are also effective 
for the same reason.

When the post is empty, look around for a fuel pile and scout it. Then, get 
in a car (if there�s one left), and drive west across the bridge.

Drive towards the safe house and unlock it. From there, take out your map 
and walk west, south of the mountains. Make sure you follow the small 
opening between the mountain and the circular rock (as seen on your map). 
When you�re through the passage, run in a western direction.

When your diamond tracker picks up a signal, follow it to a car wreck. The 
diamond case is half inside the car, hidden behind the door. It contains 
only 1 diamond (D#B19).

After opening the case, head for the guard post in the north. Clear it out, 
then search the walls for a medkit. Get in a car, and follow the road 
north. When you reach a junction, follow neither road, but head in an 
eastern direction. When you reach a wrecked car, step out and recover the 
diamond case, containing 1 diamond (D#B20).

If you desperately need some ammo or you want to buy a new weapon, take a 
quick detour and drive towards the weapon store.
After heading for the weapon store (or not), drive north towards the safe 
house there. Unlock it, save/rest, then continue your trip into the small 
mountain passage in the north.

Just before you enter the western sector, you�ll see a small path heading 
right. Follow it to another diamond case, this one containing three 
diamonds (D#B21).

When you�ve reached the new sector, follow the mountains to the west, until 
you pick up yet another diamond signal. Walk around the rocks until you 
reach a buggy and an opening, which leads to another corpse and another 
case containing another 3 diamonds (D#B22). Open the diamond case, then get 
in the buggy.

Use the buggy to drive north towards the next safe house. Kill the two men 
occupying the house, then get in. It�s advised to take the dart rifle with 
you. If you want, you can sleep until nightfall. When you�re ready, drive 
straight for the Post Office in the northeast.

When you near the area, get out of the car and off the road. Carefully 
approach the office until your map zooms in, then proceed north. Be careful 
no-one sees you. There�s a diamond case laying inside a pipe (use the 
diamond tracker). Open it to receive 2 diamonds (D#B23).

From there, get out of the pipe through the back and crouch behind the 
wrecked truck. Save, then use the diamond tracker to locate the next case. 
the signal points to a prison. The case is on top, reached via the ladder 
at the back. Look around if anyone is passing by (if there is, silently 
kill them with your dart rifle), then cross the road and hide next to the 
propane tank. Place an IED on the tank, then follow the wall towards the 
prison block, while staying in the shadows. Again, look for any hostiles 
who might stand in your way and kill them, then quickly but silently walk 
towards the west (left) side of the prison. Save, then carefully look 
around the back if no-one sees you. If you think you can make it, walk 
around the back of the house and place an IED next to the small fuel tank 
standing against the eastern wall. Then, crouch back, climb up the ladder 
and recover the diamond (D#B24). You better hope no-one saw you. If someone 
did, reload and try it again.

If no-one saw you, take a moment to look around the area. With a small bit 
of luck, there�ll be one or more guard(s) standing in front of you, right 
next to the two explosive barrels. Shoot the yellow barrels to send them 
flying, and detonate the fuel tanks in the process. This is a good moment 
to activate your IED�s for even more fireworks. This should cause the 
entire area to be on fire. The fire on your left needs some time to really 
erupt, so hide behind the boxes. In the meantime, kill some leftover guards 
in front of you. It might also be a good idea to lob a grenade next to the 
ammo pile (don�t worry, there are more of them). When the fire is thinning 
out, jump down into the house, then use the window to shoot the guards one 
by one. When it�s safe to come out, do so and shoot the final leftover 
guards. Save, then make your way to the target. The mission is again in the 
form of a small blinking letter. When you pick it up, a white target is 
added to the map, in one of three places.

Now that we�ve got what we wanted, get in a car and start driving east, 
towards Mosate Selao. You�ll come across a guard post on the way, so take 
it out quickly and scout it for a fuel pile, then drive into the Selao 
Sector. 

Once in the new sector, get out of the car when the road curves to the 
north. Descend from the rocks until you reach a lake. Look for a diamond 
case behind the carwreck next to the waterfall. It contains 2 diamonds 
(D#B25). After opening it, walk east to get back on the road. Follow it 
straight to Selao.


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|                  CONVOY MISSION #1 / 4                   |
|                           #CO5                           |
|                                                          |


Having picked up the predecessor mission, we�ll start following our regular 
routine. First off, once you reached Selao, get in a car and drive south 
toward the bus station. Use it to get to the southeastern sector. Once 
there, check your map and look for a small black spot to the south of your 
position. travel there to locate a hut, housing an ammo box, explosive box 
and a diamond case containing 2 diamonds (D#B26). Watch out for hostiles, 
then get back to the bus station and get in the car. Drive straight to 
Mike�s at Marina.

Head in the weapon store. You can buy some new stuff, but I suggest you 
wait until you�ve completed the first convoy mission. Therefore, walk up to 
the counter and accept the dealer�s proposition.

Check the table below to see what string you have to search for. The guide 
for each specific convoy is again located at the bottom of the walkthrough. 
Afterwards, search for �#BU 13�

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
| West             |      C #BWT      |
+------------------+------------------+
| North            |      C #BNT      |
+------------------+------------------+
| East             |      C #BET      |
+------------------+------------------+
| Southwest        |      C #BST      |
+------------------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #1 / 8                   |
|                           #BU13                          |
|                                                          |


After completing the convoy mission, new weapons have been unlocked. You 
should be back at the Marina now, so head inside the weapon store.

Once you get in, the game informs you of the weapons that can be unlocked 
in the next convoy mission (the AR-16 and the Mortar .63). Awesome. Log on 
to the computer.

The AS50 and the M-249 SAW have been unlocked. The AS50 is the best sniper 
in the game, and the saw is the best LMG. Since you�ve performed one of 4 
convoy missions, I can�t know for sure how much diamonds you have, but it 
should probably be somewhere in between 50-75.

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#10 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes  |Yes|
| AS50            |Snip|#5#|#5#| 3 |2.5| 1 | 35 |  Yes  |Yes|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| FAL Paratrooper |Aslt| 2 |%4%|%4%|3.5|2.5| 10 |  Yes  |Yes|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Eagle .50       |Pist|2.5|1.5|3.5|2.5| 1 | 10 |  Yes  |Yes|
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  |Yes|
| Uzi             |SMG | 2 | 2 |3.5| 3 |2.5| 20 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  |Yes|
| M-249 SAW       |LMG | 2 | 1 | 3 | 3 | 3 | 20 |  Yes  | No|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
+-----------------+-----------------------------+-------+---+


-------\
MANUALS \
=========\

Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes |Yes|  2 |  Yes |Yes|
| AS50            |  8 |   No | No|  8 |  Yes | No|
| Dragunov SVD    |  5 |   No | No|  5 |  Yes | No|
| FAL Paratrooper |  3 |  Yes | No|  3 |  Yes |Yes|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Eagle .50       |  3 |  Yes |Yes|  3 |   No | No|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Uzi             |  5 |  Yes | No|  5 |  Yes | No|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |  Yes |Yes|  5 |  Yes |Yes|
| M-249 SAW       |  5 |  Yes | No|  5 |  Yes | No|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |  Yes |Yes|
| Buggy           | 15 |   No | No|
| Swamp Boat      | 15 |  Yes | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Liberty�   | 10 |  Yes | No|
| Jeep Wrangler�  | 10 |  Yes | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |  Yes | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
| Ammo Upgrade          |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Assault Webbing       | 10 | Yes  |Yes|
| Marksmans Bandolier   | 15 | Yes  |Yes|
| Rocketeer Satchel     | 15 | Yes  |Yes|
| Grenadier Webbing     | 10 | Yes  |Yes|
| Pyrotechnic Satchel   | 10 |  No  | No|
| Gunner Pack           | 15 | Yes  | No|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 | Yes  | No|
| Medium Kit            | 25 | Yes  |Yes|
| Large Kit             | 25 |  No  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a 
specific type of specialty (Sniper, Close Combat, etc.). Note 
that this paragraph only concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
| Dragunov SVD |   |+ Rel. Upgrade|   |+ Acc. Upgrade|
| Uzi          |   | Camo Suit    |   | SPAS-12      |
| + Upgrades   |   | Uzi          |   |+ Upgrades    |
| Marksmans B. |   \ + Upgrades   /   | LPO-50       |
| FAL Paratr.  |    \------------/    |+ Rel. Upgrade|
|+ Rel. Upgrade|                      |M-79 Gren. L. |
\ AS50         /                      |+ Rel. Upgrade|
 \------------/                       | Rocketeer S. |
                                      | Pyrotech. S. |
                                      | Gunner Pack  |
                                      | Eagle .50    |
                                      |+ Acc. Upgrade|
                                      | M-249 SAW    |
                                      \+ Acc. Upgrade/
                                       \------------/

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- AS50
- Marksmans Bandolier
- Assault Truck Rep. Upgrade

==============================================================


When you�re done, do your other thing at the armory, then head for Mike�s 
(notice how the bar�s terrace looks out over the beautifully sunken barge), 
and get in.

Inside, you will find 2 or 3 of your new buddies. Walk up to one of them 
and start the buddy quest. I�ll explain it again in case you forgot: press 
ctrl-f, then type in �B#�, followed by the initials of the buddy and the 
number of the mission you are performing for this buddy (1 or 2). If, 
however, the buddy is Marty Alencar (it is possible he appears in Bowa-
Seko), then this number should be 3 or 4. When you�ve finished the mission, 
search for �#AS 07�.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #1 / 6               |
|                           #AS07                          |
|                                                          |


After the buddy mission, get in the armory and refresh every weapon. Make 
sure you refresh the weapons in the crates if you used them. Don�t forget 
to bring IED�s with you. Then get out the armory, and head for the dock. 
Get in the swamp boat there, and drive out of the marina.

Follow the river until it splits, and head right for the water fall. Slowly 
drive through the waterfall with you boat, and you should be able to see a 
diamond case. Jump on the small land and open the final case of this sector 
for 3 diamonds (D#B27). Get back in the swamp boat, and drive all the way 
to the north, past the bridge and into the eastern sector. You should cross 
a large rock formation, pass it by going around it on the left side. After 
passing the rocks, go directly north. You should approach another rock 
formation, but this, drive straight for it and stop. Step out of the boat 
and onto the small piece of land in front of the rocks. You should find 
another diamond case lying in the grass, and containing 1 diamond (D#B28).

Get back in the boat, and drive in a western direction. You should stumble 
across another rock formation. Get out again, and follow the diamond signal 
up the rocks to reach another diamond case, containing 2 diamonds (D#B29). 
When you�ve got them, get back in the boat again and northeast, towards the 
shore. After reaching it, follow the road west (there�s a truck patrolling, 
so steal it if you want some wheels). When you reach a junction, go left 
into the Selao sector.

You�ll come across a guard post pretty soon. Take it out pass by it, but 
don�t forget to scout the post for an ammo pile. Take the road leading 
northeast to get back in the eastern sector.

At the Y-junction, keep driving forward, then cross the bridge to reach 
another guard post. Take this one out as well, and scout it afterwards for 
an ammo pile. Then grab a car from the guard post and drive northeast 
towards the cellular antenna. When you arrive at the location, activate an 
assassination mission.

Once again, the assassination missions are randomized, but with a slight 
difference from the original missions. This time, you start from this exact 
spot in every assassination mission. So, just use the string below to get 
to the guide. You�ll always end up at one of the bus stations. When you�re 
done, type in �#BU 14� to get back. 

+-----------------+--------------+
| Target Location | Search for:  |
+-----------------+--------------+
| Selao (2)       |    A# BSL    |
+-----------------+--------------+
| Sefapane        |    A# BSF    |
+-----------------+--------------+
| Selao Sector    |              |
|  Guard Post     |    A# BGP    |
+-----------------+--------------+
| Northern Sector |              |
|  Dogon Village  |    A# BDV    |
+-----------------+--------------+
| N.E Sector      |              |
|  Convoy         |    A# BCO    |
+-----------------+--------------+


                              +-----------------------+
                              |19. UFLL�S BUDDY RESCUE|
                              +0%-----------------#UFB+


After completing our first assassination mission, we�ll take a quick detour 
and free the last foreigner (buddy) from imprisonment. He�s locked up in 
Dogon Sediko, in the northern sector. You should be at a bus station now, 
so take the next bus to the northeastern sector. Make sure you have IED�s 
with you (if not, make a quick stop at Mike�s).

Get in the car, and drive west to the weapon store. Once there, get in the 
armory and refresh your weapons. Make sure you bring a silent weapon (dart 
rifle preferred) along.

Get out of the armory, and, instead of following the road, drive directly 
west, into the opening between the mountains. Follow the passage as it 
bends to the left, and get out when you receive a diamond signal. Follow it 
to a diamond case sitting on a rock, holding 2 diamonds (D#B30). Get back 
in the car, and follow the passage further south.

When you reach the first Y-junction (use the map to locate it), head right. 
You should get to another junction, head left this time. For the final 
junction, go right again.

When you enter the northern sector, check your GPS for another signal. 
Follow it deep into the mountain, where you�ll eventually find another 
case, containing 3 diamonds (D#B31).

Back out of the mountain, then head west toward the antenna. When the 
mountain opens up on your left, head south, straight toward Dogon Sediko. 
You should see a small hut in front of you after a while, with a ladder in 
front of it. Use the ladder (in some cases, the ladder has fallen down, if 
so, use the rocks to jump up from the side) to access the hut, then open 
the diamond case you find there, containing 3 diamonds (D#B32).

Hop down to the ground, then head right (east), and when the mountain opens 
up on the right, head into Sediko.
Freeing your buddy here is incredibly simple. The first building you see 
(the large rectangular building) is the one holding the captive. The 
entrance is on your side of the house.

Get in the house and climb up the ladder, then open the locked door to free 
the prisoner. Congratulations, you have freed your last buddy!

---/// Objective Complete! \\\---


                       +----------------------+
                       |20. FACTION MISSION #1|
                       +4%----------------#FS1+


We�re not done in this area, though. Get out through the other (western) 
entrance. Then, turn right and crouch in that direction. You should pass 
one building, after which you should see a set of stairs to your left 
(behind the bushes). But watch out: the roof behind it is defended by a 
sniper. Take out your dart rifle (or other silent weapon) and take him out 
quietly. Then use the set of stairs to get to the roof. You�ll see a gap 
covered with wooden bars on the ground. Crouch, then use your machete to 
hack away the bars and drop down. There, grab the diamond case to receive 
one diamond (D#B33).

Drop down to the bottom level and take out your map. From the building 
you�re in now, you have to rush out through the western exit, following the 
road. Save, then make a sprint to safely get out of the area.

Follow the path to get to the main road. If you want a car, wait for a 
patrol to come by and take it from them. Then drive west. Drive straight 
forward at the first junction, then go left at the second and third. Take 
out the guard at the end of the road.

---/// GOLDEN AK-47! \\\---

To the left of the paraglider near the cliff, you can find a steep path 
heading down, leading to a Golden AK-47 (GA#B1).

\\\---

Drop down to ground level and dive into the river. There�s no swamp boat in 
sight, but if you swim south, you�ll eventually see one along the shore. 
Get in it and drive into the Selao sector.

When you arrive in the new sector, look for a dock on the western shore. 
When you find one, stop, and approach the guard post behind it. Take it out 
and scout it for a large medkit in the house. Get out of the guard post, 
and head for the rivershore. You should pick up a diamond signal pointing 
to a tall rock. The diamond case is on top of the rock. Remember the 
location.

To get to the case, we�re going to take a quick detour from our route to 
Mosate Selao. Follow the path leading away from the guard post behind the 
house (not noted on the map), and when the mountain opens up on your right, 
head for the safe house. You should find a steep path leading up there.

Unlock the safe house (don�t go in it), then check out the cliff. You 
should see a paraglider. Take out your map. Before we use the paraglider, 
you need to know exactly where the diamond case is. Look for the small 
piece of land close to the mountains on the other side of the river to your 
northeast. The diamond case is at the point where the mountains bend 
towards the south. We�re going to get there by using the paraglider to turn 
180 degrees to the left, after which we�ll pass the guard post, then cross 
the river to eventually end up near the diamond case. The big problem, 
however, is the guard post. Depending on the game�s script, it sometimes 
resets and sometimes it doesn�t. If it does, you will be shot and you�ll 
tumble down with the paraglider. Therefore, you�re just going to have to 
try it a few times. For some reason (I don�t know why), there�s a higher 
chance you�ll succeed if you stay close to the eastern mountain formation 
(so, after you�ve turned 180 degrees and are pointing toward the guard 
post, on your right side). It has a slightly smaller chance of resetting, 
for some reason.

Anyway, after you�ve successfully passed the guard post, head for the rock 
containing the diamond case (or one of the rocks close to it). Open the 
diamond case to receive 3 diamonds (D#B34). Get back in your original swamp 
boat, and drive to the east. When you reach a junction, instead of heading 
towards Selao, head left.

Halfway through the mountain passage, you should pick up another diamond 
signal. When you do, get out of the swamp boat and get on land. There are 
two or three guards defending this area, so take them out, then search for 
a diamond case near the campfire. Open it to receive 2 more diamonds 
(D#B35). Get back in your boat, drive out of the mountain passage, then 
head straight for Mosate Selao.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #1 / 6           =====|\|
|\|=====                   #MA07                    =====|/|
|/|=====                                            =====|\|


It�s finally time to accept a mission from the large factions. The two 
groups both have a mission for you to complete, so head inside one of the 
HQ�s.


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
              APR MISSION #01 / 03 : DENTAL PLAN              
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#AP4
==============================================================

Get in the APR HQ. Walk up the stairs. You can hear Greaves and an unknown 
second man talking about the Jackal. He�s giving away the weapons for free 
this time. Get in the room.
Inside, you�ll see the leader of the APR: Major Oliver Tambossa. Greaves 
will get right down to business: Apparently, morphine is a serious problem 
in Bowa-Seko. It�s nowhere to be found, and in their desperation, people 
use other, slightly less efficient, anaesthetics.
How hopeless this may seem, this is actually a good thing for the APR, or 
so Greaves says. If there is no way of stunning the patient, less soldiers 
will survive. However, the UFLL has a small tank of nitrous oxide. Your 
mission is to take out that tank, located at the old dental clinic. You�re 
paid 30,00 stones, as usual. Get out of the HQ.

Once you�re you�ll get a call from your buddy. (s)he�s in a safe house 
south of the clinic, and wants you to come there to.

---/// New Objective! \\\---

 OBJECTIVES: Either go to the village dental clinic
             and destroy the nitrous tanks on
             the flatbed,
ALTERNATIVE: Or meet my buddy who might
             have a better deal.
    DETAILS: The UFLL has a truckload of nitrous oxide
             parked outside an old dental clinic. The APR�s
             hired me to destroy that nitrous by any
             means... My buddy phoned, claiming to
             have more info about the mission.

\\\---

This particular buddy mission is one of the more difficult ones, but it�s 
certainly worth a try. If you want to perform the base mission, head 
northwest, directly for the clinic, then skip the following part. If you 
want to follow the buddy mission, however, read on.


================== 
BUDDY MISSION ONLY
==================

If you want to attempt the buddy mission, make sure you have a sniper (and 
not the dart rifle), an LMG and IED�s with you.

Get in a car and take the southwestern exit out of Selao. However, just 
before you would enter the bridge, get out, and search the shore on the 
right side of the bridge for a swamp boat. Get in, and follow the river 
northwest. At the junction, go left to pass a guard post. Just drive by it 
to remain unharmed.

When you reach the western sector, dock at the shore on the left (south), 
and head for the safe house. Get in.

In the briefing with your buddy, it�ll get clear why this buddy mission is 
so tough. Apparently, instead of blowing up the truck, he wants you to 
drive into his old garage at Sefapane, and blow it up there instead. This 
way, his traces will be wiped out and he can start anew. Before you can 
drive the truck, however, it needs a new distributor cap. But, coincidences 
exist indeed, as there happens to be one wrapped up in a parcel at the post 
office just around the corner.

---/// Objective Updated! \\\---

 OBJECTIVES; Either retrieve the parcel
             containing the truck part from the
             Post Office,
ALTERNATIVE: Or go to the village dental clinic and
             destroy the nitrous tanks on the
             flatbed.
    DETAILS: The APR wants me to destroy the nitrous
             truck at the village dental clinic, but my
             buddy suggests actually delivering the truck
             to the UFLL garage in Sefapane before
             blowing it up. First, the truck needs a new
             distributor cap. The part I need is sitting in 
             the Post Office.

\\\---

Make sure you have your sniper and IED�s with you, then head out. However, 
before going to the Post Office, take out your GPS and walk northwest to 
find a diamond case sitting on some rocks. Jump from rock to rock to access 
it. It contains 2 diamonds (D_M#B01). Then make your way towards the post 
office.

There�s a hill with a good overview over the office, to the east of the 
area. Head there, and take out your sniper. Sniping is by far the best way 
to approach this situation, but it�s still difficult.

First off, shoot the yellow barrel to the left of the large building. As 
the grass starts burning, shoot off any enemies you see. The ammo pile next 
to the large building is also a good target. You might think there�s a lot 
of hidden enemies from this side, but eventually, they�ll all show up.
If you�re not too experienced with a sniper, moving targets can be a 
problem. If a vehicle comes your way, take out your LMG (or another weapon) 
and start shooting the hell out of them. 

When you think it�s safe to approach the area, save, then take out your LMG 
and make your way for the large building. Kill any excess enemies, and head 
inside the post office. The glowing parcel is your target. Pick it up to 
get another phone call.

---/// Objective Updated! \\\---

 OBJECTIVES: Either go to the village dental clinic
             and repair the truck,
ALTERNATIVE: Or go there and just destroy the
             nitrous tanks on the flatbed.
    DETAILS: The APR wants me to destroy the nitrous
             truck at the village dental clinic, but my
             buddy suggests actually delivering the truck
             to the UFLL garage in Sefapane before
             blowing it up. I secured the replacement part
             from the Post Office and know I can get the
             flatbed running...

\\\---

Before leaving the post office, search for an ammo pile to the west of the 
building and restock (watch out, there�s a sniper nearby). Then head north 
until you come across a small dock near the shore. However, if you look to 
the east you should see a small island with smoke (or a campfire) raising 
from it. Head there, and you�ll find a diamond case resting next to the 
campfire. Open it to receive 1 diamond (D_M#B02). Then swim north towards 
the dental clinic.


==============
==============


The best approach to the clinic is probably through the western entrance, 
near the (possible) underground location, so follow the road north as it 
bends to the left, and then go into the opening between the mountains 
there.


=================
BASE MISSION ONLY
=================

If you are performing the base mission, the mission is much easier. Plant 
an IED or grenade near the flatbed, and quickly get out as it explodes, 
mission complete.


==================
BUDDY MISSION ONLY
==================

As you get in, you�ll already be very close to the truck. However, fixing 
it now will result in certain death, so you need to take out every one of 
the enemies in the area (if there are some left when you drive away with 
the truck, they might damage it again). If you stay close to the truck, 
though, you�ll be fine. Use your LMG to take out the enemies close to your. 
There�s a car to your left, and a lot of explosive barrels to your rights. 
Blast all of them (use a grenade for the car), to create a nice fire. 
Taking out the rest of the men shouldn�t be easy. Use sirettes often, and 
refill them by using the medkit to your right. There�s also an ammo pile to 
your right in the unlikely case you might need them, unless it was blown up 
with the rest of the explosives. Use your sniper to take out the other 
sniper in the elevated building.

When you are absolutely sure every single unit has been killed, fix the 
truck in the same way as you would a normal car, then get in it and drive 
away. You should get a phone cal from your buddy. She�s waiting for you at 
Sefapane.

---/// Objective Updated! \\\---

 OBJECTIVES: Either drive the truck into the
             garage at Sefapane,
ALTERNATIVE: Or just destroy the nitrous tanks on
             the flatbed.
    DETAILS: The APR wants me to destroy the nitrous
             truck at the village dental clinic, but my
             buddy suggests actually delivering the truck
             to the UFLL garage in Sefapane before
             blowing it up. I fixed the truck, now to drive it
             north to the garage without getting into any
             trouble.

\\\---

Before heading for Sefapane, however, get out of the car and follow the 
road to the west, until you pick up a diamond signal. Follow it to a 
diamond case near a tree surrounded by fences. Open it to receive another 
diamond (D_M#B03).

Now that we�ve finished our work at the clinic, we need to move the truck 
to Sefapane. But remember, we�re basically driving a bomb on wheels. You�ll 
see that there are two roads to Sefapane. The northern exit of this area, 
however, is inaccessible for a truck this size. So, we need to move past 
the guard post to the west. Before heading out with the truck, exit the 
area on foot (however, drive the truck until you are out of the area 
itself, or the area might reset and you have to it all over again).

As you approach the guard post, take it out from a distance using your 
sniper rifle. The post is a cakewalk compared to the post office and the 
clinic. When you think the post is cleared out, approach it and make sure 
everyone is dead. There might be a patrolling car driving by the guard post 
from time to time, so make sure he�s down to. While you�re here, take a 
moment to find a diamond case in the ditch to the east of the guard post. 
It�s lying next to a yellow barrel, and contains 2 diamonds (D_M#B04). 
Don�t forget to scout the guard post for an explosive pile as well.
When you�re all done, save, and get back in the truck. Go right at the 
guard post, into the northwestern sector.

The road to Sefapane may be relatively short, the truck isn�t too fast 
either. Luckily, you will rarely see any guards passing these parts, so 
carefully drive towards the target.
When you arrive at Sefapane, drive in the city, and go right just before 
the railroad. You should reach the back entrance of the garage. Drive 
towards it and it�ll open. Don�t drive the truck inside, though. Not yet.

You can understand that the inhabitants of Sefapane won�t be very happy 
with the explosion, so detonating the truck will cause them to turn against 
you. You�ll have to kill them all. To give yourself a headstart, take out 
your IED�s and plant them around the garage. You don�t have to fill the 
entire town with it, as they�ll be heading your direction anyway. Make sure 
no-one sees, because planting explosives is not allowed in a ceasefire 
zone.

I placed one IED near the ammo pile south of the garage, one next to the 
propane tanks west of that ammo pile, and one at the explosive pile a bit 
to the west of the garage, where I picked up some more IED�s and placed 
them at the ammo pile close to that explosive pile, a red barrel to the 
south, and one against a wall close to the road.

When you�ve placed all the IED�s, refill your ammo, then get back in the 
truck and drive it into the garage, then get out. Your buddy appears. He�ll 
rig the junction box. If you release the nitrous oxygen now, the entire 
garage will explode.

---/// Objective Updated! \\\---

OBJECTIVES: Climb into the back of the flatbed
            and open the valve on one of the
            nitrous tanks.
   DETAILS: I�ve parked the nitrous truck in the UFLL
            garage in Sefapane, just as my buddy
            suggested. While my buddy rigs the fuse box
            to short out, I need to break open one of the
            nitrous tank valves and fill this place up with
            flammable gas.

\\\---

Get to the back of the truck and interact with it. Your character will take 
out his wrench, and smash one of the nitrous tanks, so that the gas will 
start pouring out. Your buddy opens the door. Get out, get out!

---/// Objective Updated! \\\---

OBJECTIVES: Move to the safe cover point and
            wait for the explosion.
   DETAILS: This is a stupidly dangerous plan... But now
            that I�ve got one of these tanks leaking
            nitrous oxide, I guess I�m committed. My
            buddy got the junction box sparking. Now I
            need to get the hell away from this garage...
            And get ready to deal with some seriously
            pissed-off UFLL guys.

\\\---

Follow your buddy to a safe spot, and watch the garage explode. Quite a 
bang.

---/// Objective Updated! \\\---

OBJECTIVES: Help my buddy eliminate the
            UFLL troops.
   DETAILS: That did the job. As soon as their ears stop
            ringing, these UFLL troops are going to be out
            for blood... Specifically mine and my buddy�s.

\\\---

This is your cue to set off the IED�s. Even though you just detonated 6 
IED�s, it�s nothing in comparison to the garage explosion. Still, it should 
thin out the troops considerably.
Hide behind the wrecked car and kill all the guards you see. Your buddy is 
a good help, but still keep watching him: he might get wounded. Most of the 
enemies will appear from the right side, so make sure you secure that area. 
When all the enemies have been destroyed, your mission is complete.


---/// Objective Complete! \\\---

==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
==============================================================


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
             UFLL MISSION #01 / 03 : FLYING JACKAL            
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#UF4
==============================================================

Get in the UFLL HQ. Head up the stairs, then get in the room. You�ll see 
the UFLL�s advisor, Hector Voorhees, along with the big boss of the 
faction: Addi Mbantuwe (you might remember a Jackal recording about him). 
After a short introduction, Mbantuwe will get right down to business: 
apparently, the APR has some sort of remedy against malaria, by using a 
special plant that only grows in these parts Africa: Artemisia. The APR is 
able to dry out the plant, turning it into a cure. For this, they use 
kilns, located in Dogon village. The UFLL needs you to destroy these kilns, 
effectively taking out their access to the medicine. The aim of this 
mission, ultimately, is to cause distrust towards Tambossa, the leader of 
the APR. You are paid 30 diamonds for this mission. Not too shabby. Head 
out of the HQ.

After the mission briefing, it shouldn�t be too long before you receive a 
call from your new best buddy, who, naturally, wants to meet you. He or she 
is in the safe house southeast of Dogon village.

---/// New Objective! \\\---

 OBJECTIVES: Either destroy the kiln at the Dogon
             Village,
ALTERNATIVE: Or meet my buddy who might
             have a better deal.
    DETAILS: The UFLL wants to destroy the APR�s source
             of malaria remedy. My job is to reach the top
             of the Dogon cliff-village and demolish the big
             kiln they use to dry the Artemisia plant into
             medicinal powder. My buddy claims that
             to have some additional intel on this gig.

\\\---

Make sure you have some IED�s and a sniper (or a rocket launcher) with you. 
If not, head for a weapon store (Mike�s is the closest), change your gear, 
then head back to Selao.

Grab a car from somewhere in the town, then head out of through the western 
exit. Cross the bridge, then head right. You should be able to follow the 
road towards the northern sector undisturbed, though you will pass a guard 
post near the border. Just drive straight through it and head into the 
northern sector.

When you�ve passed the border, look for a small lake to your northwest. 
Head there, then look behind the large rock to find a diamond case (use 
your GPS tracker), containing 2 diamonds (D_M#B05). Get back in your car 
and drive further north, crossing the bridge. You should reach some 
direction boards. If you want to perform the buddy mission, head left and 
follow the guide below. If you want to complete the base mission, drive 
straight on and go left at the Y-junction to reach another junction further 
to the north. From there, skip the following guide and read on. You will, 
however, miss 2 diamond cases.


==================
BUDDY MISSION ONLY
==================

Follow the road to reach the safe house. Get in to find your best buddy 
waiting for you. (S)he�ll get right down to business: she knows of a 
courier, situated at the outpost. This courier delivers the Artemisia 
medicine to various locations. If you kill him, your buddy can steal some 
of his documents to determine the location of the store house of the 
medicine. After that, she can take it out, while you destroy the kilns in 
the meantime.

---/// Objective Updated! \\\---

 OBJECTIVES: Either eliminate the APR truck
             driver at the outpost,
ALTERNATIVE: Or destroy the kiln at the Dogon
             Village.
    DETAILS: The UFLL wants me to destroy the big kiln at
             the top of the Dogon village to cut off the
             APR�s source of malaria remedy. My buddy
             thinks I should take it a step further. If I
             get rid of the driver who transports the
             processed powder, we can find out where the
             APR has their storehouse for this stuff.

\\\---

Get in a car, and get out of the safe house. Go left at the junction. When 
you reach the junction leading to a bridge, go left, but, as soon as the 
mountain opens up on your right, get off the road and drive straight for 
the outpost.

About halfway towards the outpost, your GPS should pick up a diamond 
signal. Follow it to a diamond case near a carwreck, containing 1 diamond 
(D_M#B06). get back in the car and drive towards the outpost.

When you near the area, get out of the car and walk up to the large rock in 
front of you. Hide behind it, and look around the left side to see the road 
going through the outpost. Make absolutely sure that there are no
patrolling cars from either side, save, then cross the road and hide in the 
shadows. When you�re sure no patrolling cars are in sight again, follow the 
road to the left, while crouching and staying in the shadows. Hide behind 
the first tree you see. You should be near a wrecked car. In the trunk is 
another diamond case. Open it unseen to get another diamond (D_M#B07).

Still behind the tree, move in a northwestern direction, while still 
crouching, until you are at the top of the hill. From there, take out your 
map. Do you see the location of the target? Move in a northeastern 
direction until you are able to see the courier�s legs through the opening 
of the hut. From there, snipe him to update the mission (a rocket launcher 
should also do fine).

---/// Objective Updated! \\\---

OBJECTIVES: Destroy the kiln at the Dogon
            Village
   DETAILS: The UFLL wants me to destroy the big kiln at
            the top of the Dogon village to cut off the
            APR�s source of malaria remedy. I took out
            the APR�s driver at the outpost... Now
            my buddy can go through the driver�s
            papers and figure out where the storehouse
            is while I go destroy these kilns.

\\\---

Follow the road towards the south on foot, going left at both junctions. 
You should see the road splitting in two. Follow one of them (doesn�t 
really matter which).


==============
==============


You should now be at the Y-junction. Head for the guard post close by and 
take it out. Afterwards, scout it for a medbox inside one of the huts. For 
those of you who need some IED�s, there�s an explosive box on the bench. 
From there, head straight for Dogon Village.

When you approach the area, follow the road for a bit. When you come across 
the second large rock (use your map), head right and follow the road up the 
hill. You should reach a small path leading through the village and a 
turret. Make sure no-one is patrolling the path, then cross it to get to a 
set of stairs. Climb the stairs, then head right at the junction to go 
further up the hill. Save, then hide behind the hut. The path in front of 
you contains an ammo pile, but, more importantly a lot of guards, most of 
which will patrol from their current position towards you, and then back. 
This means you can�t cross them. Wait for them to start coming in you 
direction, then head around the left side of the hut. When you reach an 
opening, wait for the guards to your right to pass, then cross towards the 
second hut. Once you�re there, get around it and save. You should be at the 
other side of the ammo pile.

From your current position, make sure it�s safe, then crouch and head for 
the elevated hut in front of you. Hide beneath it, then head in a northern 
direction to get behind another hut. You should now be between another 
elevated hut and a regular one. Crouch further north to reach another set 
of stairs. Climb it. The road in front of you is covered in shadows (most 
of the time), but there might still be one or two guards patrolling it. If 
you have a silent weapon, take them out, otherwise just wait until they 
leave your sight. If a guard goes into the path on the right, wait for him 
to come back and patrol the other way. Then head down the path and go 
right.

Climb the set of stairs you see, then go right when the stairs split. 
Follow the road all the way into the mountains, out of the area, until you 
find a diamond case sitting on the ground. Open it for only one diamond 
(D_M#B08).

Get back to where the stairs split in two, and take the other set of stairs 
leading up. Head left to reach the Dogon cliff. Follow it until you see a 
set of stairs to your right. Climb it, to finally locate the kiln. Place an 
IED on it, or, if you don�t have any, throw a grenade, then get out and 
head left. You should arrive back at where you entered the cliff, but this 
time, take the other set of stairs on your left, which leads down to a 
paraglider. Our way out! Before using it, however, head further down using 
yet another set of stairs to reach another part of the cliff. Sprint all 
the way to the end and use your GPS to find a jackal tape amidst the rubble 
(J_M#B1).

When you have the tape, get back up to the paraglider. Detonate the IED�s, 
save and use the paraglider (in that exact order). Navigate the paraglider 
to get out of the area. Go right when the river splits up.


==================
BUDDY MISSION ONLY
==================

Whereas the base mission would be over, we still have some work to do. Pick 
up the phone as soon as you can to hear your buddy. He/she has found the 
location of the storehouse, to the west of the outpost. Get there ASAP.

---/// Objective Updated! \\\---

OBJECTIVES: Back up my buddy at the
            medicine storehouse.
   DETAILS: The kiln is toast. That takes care of the job for
            the UFLL. But now I have to rendezvous with
            my buddy, who used to the confusion from
            my attack to infiltrate that secret
            storehouse... A risky move, but one that could
            really hit the APR hard.

\\\---

On the map, you�ll see an opening between the mountains on your left, but 
in reality, it�s inaccessible from this side. So, Follow the road towards 
the guard post you took out earlier. Stay on the left side of the road, 
and, when you reach the post, use the opening between the mountains to 
avoid another firefight. From there, head straight for the storehouse.

You�ll hear gunshots from some distance. Take out your heavy weaponry. 
Taking out the enemies can best be performed with a rocket launcher. 
Otherwise, any assault rifle and some well-placed grenades should do the 
trick.

Your buddy is located near the southeastern corner of the village. However, 
he can handle himself fine, so head for the northeastern corner. There, 
take out as many as you can. Shoot a rocket at a crowded place to stir 
things up, and throw a grenade near the buggy you see there to take out 
most of the troops. Stay near the sidelines of the village, however, and 
look in the sky from time to time to check for blue smoke. If you see it, 
quickly head there and save your buddy. If you don�t have any sirettes, 
find one between the ruins before heading there. Once you healed your 
buddy, stay there and kill the leftover guards until your mission is 
complete.

Before you leave, however, Get on the rock overlooking the village on the 
west side, and, from there, jump in the direction the diamond signal is 
pointing to land on a roof. From there, jump in the house to reach a 
diamond case containing 2 diamonds (D_M#B09).


==============
==============

---/// Objective Complete! \\\---


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


---/// New Sickness Level \\\---

SICKNESS LEVEL 0
Symptoms are gone. Wish I could say the
same for the malaria. It�s in me, just
keeping quiet right now. I have to keep my
pills stocked. Never know when it�ll strike
again.

---/// Safe House Upgraded! \\\---

If you just performed a buddy mission, you now have a full medical station 
at each of your safe houses!

---/// Journal Entry #7.1 \\\---

Once I�d killed the chairman, my work
in Leboa-Sako was done. The advisor
was willing to let bygones be bygones
after my false-flag operation with
my new buddy put the fear back into
the big boss and The Jackal�s guns
back on the streets of Port Selao.

The gambit paid of for the advisor.
Tensions between the factions mounted,
and suddenly my services were in
demand again. He introduced me to
his boss at their HQ in Port
Selao. The stakes may be higher now,
but it�s the same drill. I�m back to 
pulling pulling jobs off-the-books.

My latest assignment from the UFLL � To
assault the Dogon cliff-dwellings and
destroy the kilns used by the APR to
prepare their Artemisia powder for
medicinal use.

---/// Journal Entry #7.2 \\\---

Once I�d killed the chairman, my work
in Leboa-Sako was done. The advisor
was willing to let bygones be bygones
after my false-flag operation with
my new buddy put the fear back into
the big boss and The Jackal�s guns
back on the streets of Port Selao.

The gambit paid of for the advisor.
Tensions between the factions mounted,
and suddenly my services were in
demand again. He introduced me to
his boss at their HQ in Port
Selao. The stakes may be higher now,
but it�s the same drill. I�m back to 
pulling pulling jobs off-the-books.

My latest assignment from the APR � to
attack a dental clinic where the UFLL
kept a supply of Nitrous Oxide gas to use
as anesthetic. The tanks were stacked
outside on a truck so blowing them up
would be easy enough.

\\\---


==============================================================
##############################################################
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
                  Chapter 9: The Old Routine                  
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!TOR
##############################################################
==============================================================
�Clearly, you don�t see the real issue. The Popular Resistance and the 
Liberation Front are not fighting for control over the country � that goal 
was lost long ago.�


                       +----------------------+
                       |21. FACTION MISSION #2|
                       +4%----------------#FS2+


And with that, we�ve already completed our first mission. However, as you 
might have seen, check your journal for a little surprise: you�re in need 
of medicine again!


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|                UNDERGROUND MISSION #1 / 2                |
|                           #UN4                           |
|                                                          |


Head for Mosate Selao as quickly as you can. Once there, get to the church 
and talk to dr. Obua to get an underground mission. They are, again, fairly 
simple in that they can be compared to safe houses, only a little tougher. 
Make your way to the Underground HQ as fast as possible, take out the 
troops guarding it, and exchange the transit papers for the medicine, 
mission accomplished.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BONUS MISSION #1 / 3                   |
|                            #BO4                          |
|                                                          |


Now that we�ve got enough medicine, we�re going to pick up the next 
predecessor tape. But before we do that, head to Mike�s first. We have a 
lot of diamonds, and there might be some new stuff you want to buy.

If you followed the walkthrough exactly, you should have 70-90 diamonds.

Since there�s not a lot of new weapons, this might be a good time to buy 
some of the miscellaneous stuff: Camo suit, sirette upgrade or maybe some 
repair upgrades.

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#11 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes  |Yes|
| AS50            |Snip|#5#|#5#| 3 |2.5| 1 | 35 |  Yes  |Yes|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| FAL Paratrooper |Aslt| 2 |%4%|%4%|3.5|2.5| 10 |  Yes  |Yes|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Eagle .50       |Pist|2.5|1.5|3.5|2.5| 1 | 10 |  Yes  |Yes|
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  |Yes|
| Uzi             |SMG | 2 | 2 |3.5| 3 |2.5| 20 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  |Yes|
| M-249 SAW       |LMG | 2 | 1 | 3 | 3 | 3 | 20 |  Yes  |Yes|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
+-----------------+-----------------------------+-------+---+


-------\
MANUALS \
=========\

Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes |Yes|  2 |  Yes |Yes|
| AS50            |  8 |   No | No|  8 |  Yes | No|
| Dragunov SVD    |  5 |   No | No|  5 |  Yes | No|
| FAL Paratrooper |  3 |  Yes |Yes|  3 |  Yes |Yes|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Eagle .50       |  3 |  Yes |Yes|  3 |   No | No|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Uzi             |  5 |  Yes | No|  5 |  Yes | No|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |  Yes |Yes|  5 |  Yes |Yes|
| M-249 SAW       |  5 |  Yes |Yes|  5 |  Yes | No|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |  Yes |Yes|
| Buggy           | 15 |  Yes | No|
| Swamp Boat      | 15 |  Yes | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Liberty�   | 10 |  Yes | No|
| Jeep Wrangler�  | 10 |  Yes | No|
| Big Truck       | 10 |   No | No|
| Car             | 10 |  Yes | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
| Ammo Upgrade          |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 |  No  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Assault Webbing       | 10 | Yes  |Yes|
| Marksmans Bandolier   | 15 | Yes  |Yes|
| Rocketeer Satchel     | 15 | Yes  |Yes|
| Grenadier Webbing     | 10 | Yes  |Yes|
| Pyrotechnic Satchel   | 10 |  No  | No|
| Gunner Pack           | 15 | Yes  | No|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 | Yes  |Yes|
| Medium Kit            | 25 | Yes  |Yes|
| Large Kit             | 25 | Yes  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a 
specific type of specialty (Sniper, Close Combat, etc.). Note 
that this paragraph only concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
| Dragunov SVD |   |+ Rel. Upgrade|   |+ Acc. Upgrade|
| Uzi          |   | Camo Suit    |   | SPAS-12      |
| + Upgrades   |   | Uzi          |   |+ Upgrades    |
| Marksmans B. |   \ + Upgrades   /   | LPO-50       |
| FAL Paratr.  |    \------------/    |+ Rel. Upgrade|
|+ Rel. Upgrade|                      |M-79 Gren. L. |
\ AS50         /                      |+ Rel. Upgrade|
 \------------/                       | Rocketeer S. |
                                      | Pyrotech. S. |
                                      | Gunner Pack  |
                                      | Eagle .50    |
                                      |+ Acc. Upgrade|
                                      | M-249 SAW    |
                                      \+ Acc. Upgrade/
                                       \------------/

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- M-249 SAW
- M-249 SAW Acc. Upgrade
- FAL Paratrooper Acc. Upgrade
- Camo Suit

==============================================================

after buying the stuff, go to the armory. Then it�s time to start our 
predecessor mission. Check below for which string etc. etc. you know the 
drill. When you�re done, search for #BU 14.

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
| Northeast        |      B #BNE      |
+------------------+------------------+
| North            |      B #BNO      |
+------------------+------------------+
| South            |      B #BSO      |
+------------------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #2 / 8                   |
|                           #BU14                          |
|                                                          |


As usual, get in Mike�s, then accept a mission. Search with the right 
string to find your guide. To get back, search for #CO 6.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                  CONVOY MISSION #2 / 4                   |
|                           #CO6                           |
|                                                          |


After completing the buddy mission at Mike�s, head over to the weapon store 
and accept a convoy mission from the dealer. When you�re done, search for 
# BU15.

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
| West             |      C #BWT      |
+------------------+------------------+
| North            |      C #BNT      |
+------------------+------------------+
| East             |      C #BET      |
+------------------+------------------+
| Southwest        |      C #BST      |
+------------------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #3 / 8                   |
|                           #BU15                          |
|                                                          |


After completing the convoy, the AR-16 and the Mortar .63 have been 
unlocked. We won�t buy them just yet, though, so head for Mike�s Bar and 
accept a new mission.

Search for the right string (you know how it works). When you�re done, 
search for # AS08.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #2 / 6               |
|                           #AS08                          |
|                                                          |

Before attempting the next assassination mission, we�re going to head out 
and pick up another predecessor mission. This means we have to get back to 
the Post Office.

Head for the post office area as soon as possible. When you�re there, take 
out the guards. There�s a lot of them. If you�re really desperate, use the 
same tactic as before. Anyway, when you�ve cleared the area, head into the 
main building and pick up the next bonus mission.

From the Post office, head back to Selao, and then straight to the easter 
antenna tower. There, pick up the next assassination mission. 

Look below to see which string to look for. After assassinating the target, 
search for # MA08.

+-----------------+--------------+
| Target Location | Search for:  |
+-----------------+--------------+
| Selao (2)       |    A# BSL    |
+-----------------+--------------+
| Sefapane        |    A# BSF    |
+-----------------+--------------+
| Selao Sector    |              |
|  Guard Post     |    A# BGP    |
+-----------------+--------------+
| Northern Sector |              |
|  Dogon Village  |    A# BDV    |
+-----------------+--------------+
| N.E Sector      |              |
|  Convoy         |    A# BCO    |
+-----------------+--------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #2 / 6           =====|\|
|\|=====                   #MA08                    =====|/|
|/|=====                                            =====|\|


If you�re not there already, take the bus to the Selao sector. From there, 
get in the jeep and drive towards Mosate Selao. It�s time to accept a 
mission from the big bosses again.

It is possible to accept a mission from the other faction as the last time. 
So, if you�ve completed the first mission for the APR, you are allowed to 
perform the first mission for the UFLL now. On the other hand, you can also 
perform the second mission of your own faction.

If you are performing the first mission of either of the factions, search 
for #__4, where you replace __ with the first two letters of the faction 
(AP and UF). If you want to complete the second mission of one of the 
factions, look below.


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
           APR MISSION #02 / 03 : RADIO ARMAGEDDON            
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#AP5
==============================================================

Get in the HQ, and walk up the stairs. Get in the room to find Greaves and 
Tambossa, again discussing some matters.
The UFLL�s Liberation Radio�s main reporter is spreading lies about the 
APR. According to Greaves, these propaganda methods have proved very 
effective in the past, so the reporter forms a serious threat. You need to 
shut the radio channel down.
The APR�s learned that the radio is broadcasting from a mobile device � to 
avoid attacks like these, probably � but they�ve made an important mistake 
they won�t soon forget: APR troops have spotted the radio�s generator in 
Weelegol Village. Destroying the generator should put an end to the lies of 
the UFLL.
Accept the mission and receive 30 diamonds. Then get out of the HQ.

Naturally, not long after the Briefing with Tambossa, your buddy gives you 
another jingle. He wants to meet you in the safe house close to the post 
office.

---/// New Objective! \\\---

 OBJECTIVES: Destroy the generator powering the
             transmitter in Weelegol village,
ALTERNATIVE: Or go meet my buddy north of
             the Post Office.
    DETAILS: The APR wants me to silence the UFLL�s radio
             station. I need to destroy the mobile
             broadcast rig near the dried-up fishing village
             of Weelegol. My buddy has got an offer,
             and wants to meet in a safe house north of
             the Post Office.

\\\---

As you can see on your map, the safe house is far away from Weelegol 
Village. Because of this distance, this walkthrough will now only provide a 
guide for the buddy mission. If you still want to complete the base 
mission, head over to the mission list section.

Before attempting this mission, it is advised to take a Dart Rifle and 
IED�s with you.

Get in a car, and get out of Selao through the western entrance. Cross the 
bridge, then go left as soon as you can. Follow the road into the western 
sector.

Take out the guard post up ahead (watch out for the sniper in the lookout), 
and scout it for a medkit. Then, drive further west and go left at the next 
junction. Before crossing the bridge, however, get out of the car and hike 
west to find the safe house. Get in to see your buddy.

He has some more news on the situation. Apparently, the UFLL�s propaganda 
minister is situated very close to your location � the tourist resort. This 
minister can immediately shut down the radio if he hears something that 
doesn�t suit him. Taking him out opens up a few more options to this 
mission: like intimidating the DJ into reading a special message before 
destroying it yourself. The special message will upset the masses, 
resulting in a riot and killing a guest of Mbantuwe. That�s not so good for 
his reputation. However, your buddy will be very close to the target when 
the riot starts, so you probably need to bust her out.

---/// Objective Updated! \\\---

 OBJECTIVES: Either go to the tourist resort and
             kill the UFLL minister,
ALTERNATIVE: Or destroy the generator powering
             the transmitter in Weelegol village.
    DETAILS: The APR wants me to silence the UFLL�s radio
             station. I need to destroy the mobile
             broadcast rig near the dried-up fishing village
             of Weelegol. My buddy told me about the
             UFLL propaganda minister up at the tourist
             resort. He monitors the radio broadcasts with
             one hand on the kill-switch. My buddy
             wants me to take this guy out of the equation.

\\\---

Before heading to the tourist resort, we�re going to take a small detour to 
pick up a diamond case. Drop down into the water, and follow it to the 
north until it ends. Then, walk further north until you reach the junction. 
From there, use your GPS to find 2 huts. Use your machete to create an 
opening in the stone house, then enter to find a diamond case containing 1 
diamond (D_M#B10).

Get back to the river and follow it towards the Ranger Station, while 
staying close to the northern shore. When you use a patch of land in 
between the rocks, go there and take out your GPS. Follow the signal to a 
small opening in between the rocks, leading to a diamond case containing 2 
diamonds (D_M#B11).

From here, take out your dart rifle and search for the sniper. He�s pretty 
high up, in the middle of the station. Once you�ve taken him out, search 
for another sniper, this one holding a rocket launcher, and take him out 
too. Jump in the water and swim towards the middle of the station. You 
should find a set of stairs here. Take it and take the next stairs on your 
right. Once up, go right. You should reach the sniper�s spot. Take the 
first opening to the left, then head up the stairs to reach some sort of 
balcony. Save, then enter the middle of the three huts to find the target. 
He might see ou, but two quick slashes with your machete should silence 
him, and won�t trigger the other guards. You should get a call from your 
buddy.

---/// Objective Updated! \\\---

 OBJECTIVES: Either intimidate DJ Lord Haw-Haw
             into reading the message,
ALTERNATIVE: Or destroy the generator powering
             the transmitter in Weelegol village.
    DETAILS: The APR wants me to silence the UFLL�s radio
             station. I need to destroy the mobile
             broadcast rig near the dried-up fishing village
             of Weelegol. DJ Lord Haw-Haw is operating
             from a shack near the transmitter. My
             buddy needs me to threaten him into reading
             a prepared message on the air.

\\\---

Unfortunately, we�re not done here yet, since there is one last diamond 
case. Get out of the hut and go left. Descend from the stairs. There�s a 
couple of guards here, so watch out. Crouch forward, passing the spot where 
the rocket launcher was standing, when no-one sees you. When the coast is 
clear, jump over the fence on the left. You should now be at the diamond 
briefcase. Unfortunately, you can�t access it without destroying the small 
roof. So, place an IED (if you have one; if not, use a grenade) near the 
boxes, then walk towards the western edge of the tourist station and 
detonate it. Rush back, open the diamond case to receive 1 diamond 
(D_M#B12), then rush all the way towards the western end of the station. 
Jump in the water and exit the area. Save when you�re out.

Cross the river to reach the road, then follow it south. Take out the guard 
post (scout it if you haven�t already for an ammo pile), then take a car 
and take it all the way south (go right at the first junction) into the 
southwestern sector. There, take out the next guard post containing an 
explosive pile, and drive straight on towards the weapon store. Refresh 
your weapons, make sure you have a dart rifle and IED�s with you, then 
continue driving south.

You�ll pass another guard post containing a medkit before you reach the 
village. Get out of the car and take the western entrance.

Some distance away is the collection of wooden structures. That�s where the 
main troops are located. Do you see the entrance to the village? Stay clear 
of that part, and head to the left of the entrance. You should see a set of 
stairs. Carefully climb it, and be ready to kill anyone who might be in 
your way with your dart rifle. There�s an opening into a hut to your right. 
Save, then try to enter the building. You should be able to do it unseen 
after a few tries. Once you�re in, open the diamond case to your left to 
receive 1 diamond (D_M#B13). Silently get out the way you came, then 
proceed to the southwestern mountain. From there, approach the village 
again from the southern side, while staying in the shadows of the mountain.

You can proceed pretty far into the village like this before actually 
coming across any guards. Some guards might hear something, but if you keep 
moving, they�ll never find you.

When you reach the buggy, take out your dart rifle. There is a rocket 
launcher in the building far to the east. Take him out, then continue on, 
proceeding towards that same building.

Apart from the sniper, no-one is present in the hut, so you can safely pass 
it. Before heading for the target, however, head towards the northeastern 
corner of the area. Don�t worry, there are no guards to bother you. Once 
there, look for a hut. In the hut, you�ll find a diamond case containing 2 
diamonds (D_M#B14). Then, get back to the hut where the sniper, and go 
south towards the target.

Follow the road as it bends south towards the target. When you reach a hut, 
get in to find DJ Lord Haw-Haw. Intimidate him and he will read the 
message. Kill him afterwards (or not).

---/// Objective Updated! \\\---

OBJECTIVES: Destroy the generator powering the
            transmitter in Weelegol village.
   DETAILS: I convinced the DJ to read the statement.
            Now I just need to take down that antenna �
            permanently � to fulfill my deal with the
            APR...

\\\---

South of your position is the antenna. Save, then place some IED�s, (in 
that order) then get out. Don�t detonate them yet, though. Start walking 
back to the hut where the DJ was. As soon as you see a path to your left 
leading up the mountain, however, follow it to reach a paraglider. Use it 
to pass the village. When you fly over the guards, don�t worry, you�re to 
high up for them to see you. If they do pose resistance, detonate the IED 
before using the paraglider, then wait for the guards to move out of the 
village towards the antenna.

When you�ve passed the village, don�t land with the paraglider yet, but go 
left. After flying further for a bit, you should find a lookout near the 
mountains. Head there with the paraglider to reach it, then get in the 
lookout to find a diamond case containing 3 diamonds (D_M#B15). Then 
detonate the explosives if you haven�t already done so. Your buddy will 
give you another call.

---/// Objective Updated! \\\---

OBJECTIVES: Head to the ambush point and help
            my buddy wipe out the UFLL
            troops.
   DETAILS: Blew the generator and the antenna�s toast.
            Now I�ve received word that my buddy
            was ambushed near a lone stretch of highway
            not far from the dust town. It was a group of
            UFLL troops.

\\\---

Your buddy is ambushed at the guard post to the north. Quickly get back to 
your old car, and drive to the guard post as quickly as possible. When 
you�re there, take out all the guards. This one isn�t too hard. If you hide 
behind the obstacles and kill them one by one, you should do fine. Continue 
until you�ve completed the mission. Make sure your buddy is alright, then 
leave.

---/// Objective Complete! \\\---

==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
==============================================================


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
             UFLL MISSION #02 / 03 : BUNKER BUSTER            
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#UF5
==============================================================

Get in the UFLL HQ and head up the stairs. You�ll see Mbantuwe and 
Voorhees, discussing plans for future assaults on APR. And you�re needed in 
one of them.
Mbantuwe is particularly pissed off at a guy named Seth Uniya. The man used 
to be a shop teacher, but now, he�s learning the APR how to make bombs. 
Pretty dangerous. He�s situated in the Polytechnic, an old school, and 
thinks he�s safe there. Let�s prove him wrong. Accept the 30 diamonds, and 
get out of the HQ.

Your buddy should be calling you not too long after the briefing with 
Mbantuwe. He�s in a safe house just southwest of the Polytechnic.

---/// New Objective! \\\---

 OBJECTIVES: Either go to the Polytechnic and kill
             Seth Uniya in his office,
ALTERNATIVE: Or meet Nasreen Davar who might
             have a better deal.
    DETAILS: Seth Uniya � a former shop teacher at the
             Polytechnic � is training the APR in bomb
             assembly and disposal. I�ve been hired by the
             UFLL to terminate the instructor. My
             buddy has some more details on Uniya and
             wants to meet to talk.

\\\---

After the phone call, make your way towards the northern end of the 
village, then get in the swamp boat and follow the river northeast, into 
the eastern sector.

If you want to help your buddy, dock at the safe house and follow the guide 
below. If not, head straight for the Polytechnic and skip the next part. 
You won�t miss any diamonds when performing the base mission.


==================
BUDDY MISSION ONLY
==================

Enter the safe house to find your buddy waiting for you, as usual. He tells 
you that you need to get a binder at the Sepoko telecom station in the 
northeast. The binder shows the location of all of the cell towers in the 
country, which is normally used by smugglers - including Seth Uniya. After 
retrieving the binder, intimidate Uniya before killing into sending new 
coordinates to his pilot, who will be carrying a shipment of illegal 
supplies. After giving the new coordinates, your buddy will be waiting to 
pick up the supplies, which she will then sell herself for some profit.

---/// Objective Updated! \\\---

 OBJECTIVES: Either go to the Afreqa Telecom
             office at Sepoko and pick up the
             map,
ALTERNATIVE: Or go to the Polytechnic and kill
             Seth Uniya in his office.
    DETAILS: The UFLL has hired me to kill the APR�s bomb
             specialist, Seth Uniya, who works out of the
             Polytech. My buddy says Uniya has been
             using cell towers to signal corrupt pilots to
             divert relief supplies. If I can get a map of the
             cell towers, I can force Uniya to send his next
             plane-load where WE want it...

\\\---

The quickest way to Sepoko is probably through the bus station at Port 
Selao. Use a swamp boat docked at the safe house to drive back to the town, 
then use the Bus station to get to the northeastern sector. Pick up a dart 
rifle at the weapon store to the east, then head for Sepoko.

Get out of the car from a safe distance of the area. There�s a very 
perceptive sniper you need to take out. From your position, he�s very 
difficult to spot, but some careful searching will find him.

After taking out the sniper, approach the office from the northern side. 
You should find a hole in the fence at the northeastern corner of the area. 
Get through it, and take out an assault or something similar. Watch out for 
enemies, and proceed through the opening in front of you (a bit to your 
left). Watch out, as a rocket launcher is waiting for you. As soon as you 
get through the opening, hide behind the boxes and the rocket should hit 
the fence and destroy the launcher in the process.

Proceed to the next opening, and kill any guards you see, then rush to the 
right until you see an opening. Get through it, and check the tables to 
find the map. Once you�ve got it, save, then jump through the window on the 
other side and rush out of the area through the western exit. Throw some 
grenades at the trucks to delay the enemy, and get out of the area. You 
should get a phone call from your buddy.

---/// Objective Updated! \\\---

OBJECTIVES: Go to the Polytechnic and
            intimidate Seth Uniya into sending
            the new coordinates. Then kill him.
   DETAILS: Seth Uniya is training the APR in bomb
            assembly and disposal. I�ve been hired by the
            UFLL to terminate him. I got the cell tower
            map for my buddy. Now I can head to the
            Polytechnic and �convince� Uniya to change
            the drop zone co-ordinates. Once he�s done
            being useful, I can kill Uniya.

\\\---

Get back to your car, and drive back to the bus station (stop by your safe 
house if you need to restock on ammo etc.). Take it to Port Selao, and grab 
a swamp boat from there. Take it to the Polytechnic, until you reach the 
southern entrance.


==============
==============


From the southern entrance, move towards the main building and go right, so 
that you move into an eastern direction. Go left when you see an entrance, 
and go in it. Go through the next opening to hear a diamond case is nearby. 
It�s behind the boxes. Open it to receive 1 diamond (D_M#B16).

Get back to the southwestern entrance, and this time, move towards the 
northwestern corner of the area. It shouldn�t be hard sneaking past the 
troops, as they�re mostly centered in the middle of the area, but still use 
caution.

When you reach the shack at the northwestern end of the school building, 
walk around the building until you reach the southern entrance, and enter. 
You�ll already hear Seth. Approach him.

If you are performing the base mission, take him out and get out of the 
area the same way you came for a job well done.


==================
BUDDY MISSION ONLY
==================

However, if you are performing to kill him, intimidate him into giving the 
new coordinates. When he texted the new location to his pilot, expecting 
that you leave him after doing it, take him out with your machete. Your 
buddy will call you not too long after taking him out that the plane is on 
his way. Get out of the area. On your way out, you should hear a plane 
entering, and an explosion some time after. Something must�ve gone wrong.

---/// Objective Updated! \\\---

OBJECTIVES: Go to the airstrip and help my
            buddy wipe out the APR troops
            surrounding the supply drop.
   DETAILS: Uniya phoned in the new drop-zone
            coordinates, and then I killed him. My
            buddy called and said that the drop went as
            scheduled... but the wind picked up and
            dumped it on top of an APR garrison at the
            airport. I need to get over there or my friend
            is going to be in big trouble.

\\\---

Rush back to your safe house and get in a swamp boat. With it, follow the 
river going east, and eventually bends to the south. Just before the river 
turns left again, get out of the boat and on the right (western) shore. 
Check the mountain wall to find a small path leading to the airfield and 
follow it.

The resistance in the airfield is minimal. In fact, I only had to kill one 
guy to complete the mission. The situation might of course be different in 
you case. Just take out as many enemies as you can until the mission is 
completed. Make sure your buddy is A-OK, then leave through the 
northwestern exit.


---/// Objective Complete! \\\---


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


---/// New Sickness Level \\\---

SICKNESS LEVEL 1
I got a nasty fever. There�s this bad
tingling all through my shoulders and
arms. Malaria pills help.

---/// Safe House Upgraded! \\\---

If you just completed a buddy mission, an ammo pile has been added to your 
safe houses (again).

\\\---


                       +----------------------+
                       |22. FACTION MISSION #3|
                       +3%----------------#FS3+


We�ve already completed the second faction mission, and it brings us that 
much closer to the ending of the game. Fortunately, we don�t have to stock 
up on pills this time, which means we can begin completing side missions 
immediately. First off, the next predecessor mission.


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|                   BONUS MISSION #2 / 3                   |
|                            #BO5                          |
|                                                          |


You�ve already picked up the next mission, so you can start finding the 
next tape without too much hesitation. But first, we�re going to stop by 
Mike�s to buy some weapons.

Get to the Marina as quickly as possible. When you�re there, get in the 
weapon store. Depending on which missions you have completed, you should 
now have 50-80 diamonds. The game should inform you of the weapons unlocked 
after the next convoy: the ASUS-12 and the Carl G Rocket Launcher 
(finally).


 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#12 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes  |Yes|
| AR-16           |Aslt| 2 |2.5|#5#| 3 | 3 | 20 |  Yes  |Yes|
| AS50            |Snip|#5#|#5#| 3 |2.5| 1 | 35 |  Yes  |Yes|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| FAL Paratrooper |Aslt| 2 |%4%|%4%|3.5|2.5| 10 |  Yes  |Yes|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Eagle .50       |Pist|2.5|1.5|3.5|2.5| 1 | 10 |  Yes  |Yes|
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  |Yes|
| Uzi             |SMG | 2 | 2 |3.5| 3 |2.5| 20 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  |Yes|
| M-249 SAW       |LMG | 2 | 1 | 3 | 3 | 3 | 20 |  Yes  |Yes|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
| Type 63 Mortar  |Mort|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  | No|
+-----------------+-----------------------------+-------+---+


-------\
MANUALS \
=========\

Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes |Yes|  2 |  Yes |Yes|
| AR-16           |  5 |   No | No|  5 |  Yes |Yes|
| AS50            |  8 |  Yes | No|  8 |  Yes | No|
| Dragunov SVD    |  5 |   No | No|  5 |  Yes | No|
| FAL Paratrooper |  3 |  Yes |Yes|  3 |  Yes |Yes|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Eagle .50       |  3 |  Yes |Yes|  3 |   No | No|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Uzi             |  5 |  Yes | No|  5 |  Yes | No|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |  Yes |Yes|  5 |  Yes |Yes|
| M-249 SAW       |  5 |  Yes |Yes|  5 |  Yes | No|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
| Type 63 Mortar  |  5 |   No | No|  5 |  Yes | No|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |  Yes |Yes|
| Buggy           | 15 |  Yes | No|
| Swamp Boat      | 15 |  Yes | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Liberty�   | 10 |  Yes |Yes|
| Jeep Wrangler�  | 10 |  Yes |Yes|
| Big Truck       | 10 |   No | No|
| Car             | 10 |  Yes | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
| Ammo Upgrade          |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 | Yes  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Assault Webbing       | 10 | Yes  |Yes|
| Marksmans Bandolier   | 15 | Yes  |Yes|
| Rocketeer Satchel     | 15 | Yes  |Yes|
| Grenadier Webbing     | 10 | Yes  |Yes|
| Pyrotechnic Satchel   | 10 |  No  | No|
| Gunner Pack           | 15 | Yes  | No|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 | Yes  |Yes|
| Medium Kit            | 25 | Yes  |Yes|
| Large Kit             | 25 | Yes  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a 
specific type of specialty (Sniper, Close Combat, etc.). Note 
that this paragraph only concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
| Dragunov SVD |   |+ Rel. Upgrade|   |+ Acc. Upgrade|
| Uzi          |   | Camo Suit    |   | SPAS-12      |
| + Upgrades   |   | Uzi          |   |+ Upgrades    |
| Marksmans B. |   \ + Upgrades   /   | LPO-50       |
| FAL Paratr.  |    \------------/    |+ Rel. Upgrade|
|+ Rel. Upgrade|                      |M-79 Gren. L. |
\ AS50         /                      |+ Rel. Upgrade|
 \------------/                       | Rocketeer S. |
                                      | Pyrotech. S. |
                                      | Gunner Pack  |
                                      | Eagle .50    |
                                      |+ Acc. Upgrade|
                                      | M-249 SAW    |
                                      |+ Acc. Upgrade|
                                      |Type 63 Mortar|
                                      \+ Rel. Upgrade/
                                       \------------/

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- AR-16
- AR-16 Reliability Upgrade
- Jeep Liberty� Repair Upgrade
- Jeep Wrangler� Repair Upgrade

==============================================================

After purchasing new weapons, refresh all of your old ones at the armory.

Now that we�ve finished at the weapon store, it�s time to pick up the next 
predecessor tape. Afterwards, search for # CO7.

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
| Northeast        |      B #BNE      |
+------------------+------------------+
| North            |      B #BNO      |
+------------------+------------------+
| South            |      B #BSO      |
+------------------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                  CONVOY MISSION #3 / 4                   |
|                           #CO7                           |
|                                                          |


You should be back at Mike�s Bar now, so head over to the weapon store and 
accept the next convoy mission. Make sure you have IED�s with you.

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
| West             |      C #BWT      |
+------------------+------------------+
| North            |      C #BNT      |
+------------------+------------------+
| East             |      C #BET      |
+------------------+------------------+
| Southwest        |      C #BST      |
+------------------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #4 / 8                   |
|                           #BU16                          |
|                                                          |


Once safely back at the Marina, get in Mike�s Bar and accept the next buddy 
mission. Once you�re done, search for # AS09.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #3 / 6               |
|                           #AS09                          |
|                                                          |


From Mike�s bar, get to the eastern antenna station as quickly as possible. 
When you�re there, accept a mission. Afterwards, search for # BU17

+-----------------+--------------+
| Target Location | Search for:  |
+-----------------+--------------+
| Selao (2)       |    A# BSL    |
+-----------------+--------------+
| Sefapane        |    A# BSF    |
+-----------------+--------------+
| Selao Sector    |              |
|  Guard Post     |    A# BGP    |
+-----------------+--------------+
| Northern Sector |              |
|  Dogon Village  |    A# BDV    |
+-----------------+--------------+
| N.E Sector      |              |
|  Convoy         |    A# BCO    |
+-----------------+--------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #5 / 8                   |
|                           #BU17                          |
|                                                          |


From the bus station, take the bus to the southeastern sector and drive to 
Mike�s. There, get in the armory.

With the last convoy, the USAS-12 and the Carl G Rocket Launcher has been 
unlocked. The last convoy, as you are now informed, will unlock the final 
weapon of the game: the MGL-140.



 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#13 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes  |Yes|
| AR-16           |Aslt| 2 |2.5|#5#| 3 | 3 | 20 |  Yes  |Yes|
| AS50            |Snip|#5#|#5#| 3 |2.5| 1 | 35 |  Yes  |Yes|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| FAL Paratrooper |Aslt| 2 |%4%|%4%|3.5|2.5| 10 |  Yes  |Yes|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  |Yes|
| USAS-12         |Shot| 2 | 1 | 2 | 2 | 3 | 35 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Eagle .50       |Pist|2.5|1.5|3.5|2.5| 1 | 10 |  Yes  |Yes|
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  |Yes|
| Uzi             |SMG | 2 | 2 |3.5| 3 |2.5| 20 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Carl G R. Launch |Rock|#5#|%4%|3.5|2.5|0.5| 35 |  Yes  |Yes|
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  |Yes|
| M-249 SAW       |LMG | 2 | 1 | 3 | 3 | 3 | 20 |  Yes  |Yes|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
| Type 63 Mortar  |Mort|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  | No|
+-----------------+-----------------------------+-------+---+


-------\
MANUALS \
=========\

Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes |Yes|  2 |  Yes |Yes|
| AR-16           |  5 |   No | No|  5 |  Yes |Yes|
| AS50            |  8 |  Yes | No|  8 |  Yes | No|
| Dragunov SVD    |  5 |  Yes | No|  5 |  Yes | No|
| FAL Paratrooper |  3 |  Yes |Yes|  3 |  Yes |Yes|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes |Yes|  3 |  Yes |Yes|
| USAS-12         |  8 |   No | No|  8 |  Yes | No|
| Eagle .50       |  3 |  Yes |Yes|  3 |  Yes | No|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Uzi             |  5 |  Yes | No|  5 |  Yes | No|
|Carl G R. Launch |  8 |   No | No|  8 |  Yes |Yes|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |  Yes |Yes|  5 |  Yes |Yes|
| M-249 SAW       |  5 |  Yes |Yes|  5 |  Yes | No|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
| Type 63 Mortar  |  5 |   No | No|  5 |  Yes | No|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |  Yes |Yes|
| Buggy           | 15 |  Yes | No|
| Swamp Boat      | 15 |  Yes | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Liberty�   | 10 |  Yes |Yes|
| Jeep Wrangler�  | 10 |  Yes |Yes|
| Big Truck       | 10 |   No | No|
| Car             | 10 |  Yes | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
| Ammo Upgrade          |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 | Yes  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Assault Webbing       | 10 | Yes  |Yes|
| Marksmans Bandolier   | 15 | Yes  |Yes|
| Rocketeer Satchel     | 15 | Yes  |Yes|
| Grenadier Webbing     | 10 | Yes  |Yes|
| Pyrotechnic Satchel   | 10 |  No  | No|
| Gunner Pack           | 15 | Yes  |Yes|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 | Yes  |Yes|
| Medium Kit            | 25 | Yes  |Yes|
| Large Kit             | 25 | Yes  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a 
specific type of specialty (Sniper, Close Combat, etc.). Note 
that this paragraph only concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
| Dragunov SVD |   |+ Rel. Upgrade|   |+ Acc. Upgrade|
| Uzi          |   | Camo Suit    |   | SPAS-12      |
| + Upgrades   |   | Uzi          |   |+ Upgrades    |
| Marksmans B. |   \ + Upgrades   /   | LPO-50       |
| FAL Paratr.  |    \------------/    |+ Rel. Upgrade|
|+ Rel. Upgrade|                      |M-79 Gren. L. |
| AS50         |                      |+ Rel. Upgrade|
|C.G. R. Launch|                      | Rocketeer S. |
\+ Rel. Upgrade/                      | Pyrotech. S. |
 \------------/                       | Gunner Pack  |
                                      | Eagle .50    |
                                      |+ Acc. Upgrade|
                                      | M-249 SAW    |
                                      |+ Acc. Upgrade|
                                      |Type 63 Mortar|
                                      |+ Rel. Upgrade|
                                      |C.G. R. Launch|
                                      |+ Upgrades    |
                                      | USAS-12      |
                                      \+ Rel. Upgrade/
                                       \------------/

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- Carl G Rocket Launcher
- Carl G Rocket Launcher Rel. Upgrade
- Gunner Pack

==============================================================

After buying the new stuff and stopping by the armory, get in Mike�s Bar 
and accept a mission. get to the guide using the known string. When you�re 
done, search for # MA09.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #3 / 6           =====|\|
|\|=====                   #MA09                    =====|/|
|/|=====                                            =====|\|


At the Marina, refresh all of your weapons, then head for the bus station 
and take it to Port Selao. There, it�s time to start the third faction 
mission.

If you�ve finished two mission of the same faction, you now have to 
complete the third one of that faction. Use the guides below to help you 
further. If, however, you�ve finished the first mission of both factions, 
you now have to complete the second mission of the last faction you 
completed a mission for. In that case, search for #__5, where __ should be 
replaced with the first two letters of the faction (AP or UF).


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
           APR MISSION #03 / 03 : PIPELINE CROSSING           
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#AP6
==============================================================

Get in the APR HQ. You will find Tambossa and Greaves yet again. And they 
have another plan that will bring the UFLL down a notch.
Addi Mbantuwe is selling cheap water to the neighbouring countries through 
a pipeline. Highly against moral standards, thinks Tambossa; his people 
will not suffer for other countries. The pipeline should shut down in its 
entirety, and soon. Obviously, putting the APR up to this would be lethal: 
they can�t have a war with another country as well. They need someone who 
works alone. Someone like you.
The pipe is most vulnerable at its construction site, located at the 
southwestern shore of Lake Segolo. But first you need to obtain TNT, which 
you can �borrow� at the TaeMoCo Mine, not very far from the construction 
site. Accept the 30 diamonds, then get out.

Not soon after you leave the HQ, your buddy will.... wait a minute! No-
one�s calling you! No worries, he�s just waiting for you to steal the TNT. 

---/// New Objective! \\\---

OBJECTIVES: Go to the diamond mine and steal
            the TNT.
   DETAILS: The UFLL is using a pipeline to pump fresh
            water out of Lake Segolo and sell it out-of-
            country for hefty profits. The APR wants me
            to rupture the pipeline. I�ll need proper
            demolitions to do it. The kind I can only get
            from the TaeMoCo diamond mine.

\\\---

It�s advised to take IED�s and a dart rifle with you.

Get in a car and take the southwestern exit out of Selao. Drive all the way 
south into the southern sector. There, you�ll come across a guard post. 
Take it out (or just pass it), and go right at the post. When you reach the 
junction near the safe house, go right and head into the southwestern 
sector. However, it�s a good idea to head to the safe house first and sleep 
until nighttime.

When you enter the southwestern sector, take out the guard post in the west 
and scout it for an ammo pile. Then, follow the road further towards the 
diamond mine.

Just before the road bends south towards the area, however, get out of the 
car and stay on the right (northern) side of the ride. You should walk up a 
hill. Follow the path to the west, until your GPS picks up a signal. If you 
look for it, you�ll see it points to some high rocks. Circle around the 
diamond case until you see a small opening below the rocks. Get through it 
to find the diamond case, though you can�t reach it. Remember the place, 
then get out again. You need to get on the high rocks. To get on there, 
jump on the diagonal rock formation on the western side, then jump on the 
rocks. Then, locate the gap and make sure you fall on the elevated platform 
with the diamond case. Open it to receive 3 diamonds (D_M#B17). Then, get 
back on the road and follow it into the TaeMoCo Mine.

Follow the road further � be careful, there are patrolling cars � until you 
reach the junction. Take out your map, face the target, then use your 
monocular to scout a medkit and a car, right next ot each other. Once 
you�ve done that, look for a thin mountain formation sticking out of the 
normal mountains in the southwestern part of the area. Carefully make your 
way towards the left (western) side of that mountain formation.

Once you�re there, you should find a way down towards the explosive pile. 
Follow it, then save. Grab an explosive box from the pile if you need to, 
then grab your dart rifle and take out the sniper in the lookout. Then, 
make your way towards the east, in the direction of the target. You should 
find a set of stairs, take it, but don�t take the next one. If you head up 
the stairs to your left, your almost certainly will be caught. So, from 
your current position, jump on the rocks to your right. You should now be 
right next to the hut with the TNT. Walk around the hut using the rocks, 
until your are on the eastern side.

From there, save, then enter the hut and walk up the TNT to update the 
mission. You�ll get a phone call from your buddy, who wants to meet you in 
the safe house to the northeast.

---/// Objective Updated! \\\---

 OBJECTIVES: Either rupture the pipe at the
             construction site with the TNT,
ALTERNATIVE: Or go meet my buddy who
             might have a better idea.
    DETAILS: The UFLL is using a pipeline to pump fresh
             water out of Lake Segolo and sell it out-of-
             country for hefty profits. With the explosives I
             got from the mine, I can rupture that pipe at
             the main construction site. My buddy got
             wind of this scheme and wants to talk to me
             about tweaking my plans a little.

\\\---

We�re not quite done here yet though. If you look out the main entrance of 
the hut, you�ll see a small conveyor belt leading up. You need to access 
that. Save, make absolutely sure no-one is looking the direction of the 
route, then quickly, but while crouching, walk towards the belt and jump on 
it. Follow it all the way up (attempting the mission at nighttime helps) 
and jump on the rocks to access the diamond case, containing 2 diamonds 
(D_M#B18). If you�re not discovered yet, hop down to the ground, then 
retreat towards the northern exit but don�t leave the area yet. Take out 
your map and look for the northeastern exit. Head there through the bushes, 
and follow it out of the area until you see a pit covered with hay. Throw a 
grenade on it to be able to access the diamond case lying underneath, 
containing 2 diamonds (D_M#B19). Then leave, and follow the road into the 
southern sector.

If you want to follow the base mission, head south to reach the 
construction site, and skip the following part (make sure you bring along a 
dart rifle). If, however, you want to follow the buddy mission, make your 
way towards the safe house close to your position. If you follow the base 
mission, you won�t miss any diamonds.


==================
BUDDY MISSION ONLY
==================


When you arrive at the safe house, get in to find your buddy, who claims to 
know more about this. And he does.
Your buddy knows of a safety cutoff system of the pipeline, that 
automatically shuts off the water flow of the pipe when it encounters an 
error (such as TNT blowing it to pieces). But, if you destroy that safety 
system, the water flow will continue after breaching the pipe, causing a 
large area to flood. Why does your buddy want this? Well, partially to 
clear the area of UFLL troops, but also because the diamond mine will be 
flooded as well. According to your buddy, Mbantuwe promises the workers of 
the mine that they will become rich, but in reality, there�s no diamonds to 
be found anywhere in the mine. So flooding the area should shut down the 
system.
There�s only one problem: if the UFLL troops find out the TNT has been 
stolen and the pipeline has been breached, they�ll probably link it back to 
your buddy, putting her in a very bad situation. You may need to rescue her 
(as always).

---/// Objective Updated! \\\---

 OBJECTIVES: Either rupture the pipe at the
             construction sit with the TNT,
ALTERNATIVE: Or destroy the safety cutoff system
             at the pump house.
    DETAILS: The UFLL is using a pipeline to pump fresh
             water out of Lake Segolo and sell it out-of-
             country for hefty profits. My buddy had
             some crucial info for me. There�s a safety
             cutoff system at the pump house. If I disable
             that first, breaching the pipeline with the TNT
             will cause even more havoc.

\\\---

From the safe house, get in a car and drive east towards the guard post. 
Take it out or pass it, but go right at the post until you reach another 
safe house. From there, follow the road towards the pump house area.

Get out of the car. In the area, the only real threats are the guard post, 
the pump house and the patrolling boats in the lake. If you stay clear of 
the guard post and keep your distance from the lake, you can easily get to 
the pump house without being seen.

Once you reach the pump house, crouch and hide. It is crucial that you 
won�t be seen, because getting out then is near impossible: there�s a 
deadly mortar close by, as well as swamp boats equipped with grenade 
launchers, and let�s not forget about the guards near the pump house 
itself.

It�s not difficult to sneak in the pump house, however. You should be 
somewhere on the western side of the house. Save, then walk around the 
area, until you are at the southeastern part of the pump house (but still 
some distance between you and the target). You should find a fence. Move 
around the fence until you are at the eastern side, and from there, follow 
the fence towards the target. When you reach the pump house, you�ll see an 
entrance right in front of you. Make sure no-one is watching, then enter 
the pump house. Save beforehand. To update the mission, you need more than 
just one explosive. place 2 or 3 IED�s in the house, scattered around the 
target, then get out through the northern exit. From there, safely get out 
of the pump house area, and proceed towards the western exit, past the 
guard post. Then detonate the IED�s to receive a phone call from your 
buddy.

---/// Objective Updated! \\\---

OBJECTIVES: Rupture the pipe at the
            construction site with the TNT.
   DETAILS: The UFLL is using a pipeline to pump fresh
            water out of Lake Segolo and sell it out-of-
            country for hefty profits. The pump house
            systems are good and wrecked now. Time to
            breach that pipeline and watch this place
            flood.

\\\---

There�s one little problem now, though. Instead of approaching the 
construction site from your current position, you need to head back to your 
safe house, and follow the road south from there to reach an observation 
point close to the construction site. From there, you can use the MK-19 
grenade launcher to take out the entire UFLL infantry. At the safe house, 
pick up a dart rifle if you haven�t got it already.


==============
==============


When you reach the observation point in the pipeline area, get out of the 
car and use your dart rifle to take out the sniper at the lookout, and the 
guard who is either patrolling the area or standing near the grenade 
launcher. Once they�re both dead, walk up to the grenade launcher. Don�t 
use it yet, though. First, use your dart rifle again to take out a sniper 
high up on the construction site. After you�ve taken him out, use the 
grenade launcher. Blow up the entire construction site until you�re sure 
everyone�s dead. When it�s done, head out of the observation site through 
the western exit, and check out the rocks to find a paraglider. Use it to 
get to the construction site quickly. Once you�re there, head up to the 
pipeline and place the dynamite. Wait for it to explode.


==================
BUDDY MISSION ONLY
==================

If you�ve rigged the safety cutoff system first, water will pour from the 
pipeline, flooding the canyon below. It�s a beautiful sight, though the 
diamond mine workers probably feel different about it. Descend from the 
construction site on the western side to find a swamp boat, waiting for the 
water to rise. When there�s no more water coming out of the pipeline, your 
buddy will give you another call. The diamond mine is flooding as expected, 
but they�re looking for him. You need to bust him out.

---/// Objective Updated! \\\---

OBJECTIVES: Go to the diamond mine and help
            my buddy.
   DETAILS: The pipe�s blown... Riverbed�s starting to
            flood, just like we planned it. But the UFLL are
            already starting to connect the stolen TNT
            back to my buddy�s security gig at the
            diamond mine. I need to reach the mine and
            run interference against those troops.

\\\---

Get in the swamp boat, and follow the new river to the west. Somewhere 
south of the mine, you�ll reach a dead end, so get out of the boat. On the 
other side of that hill, however, the river continues. Follow it as it 
leads into the mine. When you reach the area, you�ll already hear gunshots. 
Your buddy is in a heavy firefight.

From the side you�re approaching the area, you have a clear shot with your 
dart rifle. Take out as much guards as you can from here, then approach the 
area and finish off the rest with an assault rifle or other weapon. 
Continue until your mission is complete. Make sure your buddy is not 
wounded, then get out of the area.

---/// Objective Complete! \\\---

==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
==============================================================


==============================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
           UFLL MISSION #03 / 03 : A BRIDGE TOO FAR           
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++#UF6
==============================================================

get in the UFLL HQ as usual. After walking up the stairs, get in the room 
to find Mbantuwe and Voorhees, as always. The target this time is an arms 
dealer.
His name�s Yabek, and he�s the leader of the black market. Unfortunately 
(but expected), he�s only selling to the APR. Enough reason for the UFLL to 
want him dead.
Word is he�s afraid of Mbantuwe, and is hiding from him by using a barge to 
move from place to place. The UFLL got intel, however, that he will be on 
the Noga River soon, below the rail bridge. The Noga River is APR 
territory, so they need an undercover man to do the job. Someone like you. 
Accept the mission � and the 30 diamonds � and get out of the HQ.

Not soon after the briefing, as always, your buddy will give you a phone 
call. She claims to have good news, and wants to meet you southwest of 
Sepoko.

---/// New Objective! \\\---

 OBJECTIVES: Either go to the weapons barge and
             kill Yabek,
ALTERNATIVE: Or meet my buddy who might
             have a better deal.
    DETAILS: The UFLL has hired me to kill an arms broker
             named Yabek. He sells exclusively to the APR
             from an old barge deep inside APR territory
             on the Noga River, just under the big rail
             span. My buddy may know a way to do
             even more damage to the APR here.

\\\---

Due to the huge difference in location and mission type, I�ve decided to 
only describe the buddy mission here. If you still want to complete the 
base mission, skip over to the mission list section.

The quickest way to the safe house is probably through the northeastern bus 
station. from there, follow the road south to reach the safe house. Get in 
it to find your buddy waiting for you as usual.

Your buddy is happy to announce that she is in the possession of a very 
powerful warhead. However, all that misses on it... is the fuse. She wants 
you to get it for her. Why? Because she knows (and so do you) that the 
barge of the arms broker is situated below a bridge. Blowing up that bridge 
will make sure tons of rubble fall down into the river, destroying the 
barge � and Yabek � in the process. Obviously, after blowing up the bridge, 
the APR will be looking for you.

---/// Objective Updated! \\\---

 OBJECTIVES: Either get the bomb fuze from the
             salvage site,
ALTERNATIVE: Or go to the weapons barge and kill
             Yabek.
    DETAILS: The UFLL has hired me to kill an arms broker
             named Yabek who sells exclusively to the
             APR from an old barge. My buddy says
             the APR has a 500 lb. bomb salvaged from a
             wrecked Hind � it�s missing the fuze. If I can
             get the fuze from the salvage site, we can
             detonate the bomb on the bridge over
             Yabek�s barge.

\\\---

Before leaving the safe house, walk east until you reach the mountain wall, 
then use your GPS to locate a diamond case containing 1 diamond (D_M#B20).

Make sure you have a sniper and an LMG of some sorts with you, then follow 
the road north, which would lead into the eastern entrance of the Crash 
Site.

However, before entering the area, get off the road and out of the car. 
Approach the southwestern corner of the area by foot. When you�re there, 
follow the road north until you see a small path to the left. When you�ve 
found it, save, then look for a sniper along the path. Do you see him? 
Don�t take him out yet, but use your monocular to scout him, and the two 
other snipers. Then use your sniper to take him. Walk up to his position 
and take out the other sniper. Now it�s time to raise some hell.

Since sneaking is not an option in this area, you have to take out most of 
the guards on the site. Use the explosive stuff scattered around the area 
to create a fire and smoke out a lot of the enemies. Then use your LMG or 
whatever weapon you have to take out the remaining guards.

When the area�s clear, drop down on the ground and walk towards the target. 
The fuse is a cone-shaped yellow object, so find it and pick it up to 
receive a phone call. Your buddy is expecting you at the bridge.

---/// Objective Updated! \\\---

 OBJECTIVES: Either go to the rail bridge and
             deliver the fuze to my buddy,
ALTERNATIVE: Or, go to the weapons barge and kill
             Yabek.
    DETAILS: The UFLL has hired me to kill an arms broker
             named Yabek who sells exclusively to the
             APR from an old barge. I got a fuze for that
             500 lb. bomb. If I meet my buddy on the
             bridge over the barge, he�ll rig the thing to
             blow.

\\\---

From the crash site, get in a car and drive north to the bus station. Take 
the bus to Port Selao, and from there follow the railroad all the way into 
the eastern sector, towards the Rail Xing.

After driving for some time, you should cross a safe house just before 
entering the target area. Unlock it and restock. You don�t need the sniper 
anymore, so take something more powerful instead.

Get out of the safe house, but before leaving, take out your map. See the 
small passage that leads a little bit deeper in the mountains? get to it, 
and find a way up the rocks. When you�ve found a way up, follow the path in 
the mountain, hopping on some rocks when you have to, until you find a 
diamond case behind a tree, containing 2 diamonds (D_M#B21).

Get back to your car, and drive east towards Rail Xing. Before entering the 
area, however, you�ll reach a guard post first. Don�t worry, though, it�s 
entirely empty. Scout it for an ammo pile behind the wrecked train unit, 
then make your way onto the huge bridge, toward your buddy and his bomb.

Your buddy will greet you and ask you for the fuse. Hand it over, and he�ll 
attach it to the bomb.

---/// Objective Updated! \\\---

OBJECTIVES: Move to the safe cover point and
            wait for the detonation.
   DETAILS: My buddy used the fuze to arm the
            bomb. In a moment, Yabek is going to be
            buried under a hundred tons of scrap metal.
            Of course that will attract some APR
            attention.

\\\---

As soon as your buddy attaches the fuse, rush off the bridge towards the 
guard post. You can watch the fireworks, but as soon as the rubble fell 
down on the barge, rush back to the guard post and man the turret. 
Trouble�s on its way.

---/// Objective Updated! \\\---

OBJECTIVES: Help my buddy destroy the
            responding APR troops.
   DETAILS: Yabek and the barge are just debris now... Not
            exactly subtle. If my buddy and I are
            going to live to brag about this little stunt, we
            have to wipe out the APR�s first-responders.

\\\---

Use the turret to take out all of the incoming enemies. You should be able 
to take out at least 6 of them before the machinegun overheats. If that 
happens, join your buddy behind the wooden bars and finish the battle. When 
the mission is complete, make sure your buddy is alright. We�re not done 
yet, though. Follow the road a little bit to the west from the guard post, 
but look for a small path on your right. Once you�ve found it, follow it to 
a hang glider. Save, then, before using the paraglider, take out your map 
and use your monocular. You need to know where we�re headed first. With 
your monocular, carefully scout the northern mountain wall. You should find 
the a small glowing object behind a tree. There is the diamond case. Use 
the paraglider to fly to it. When you�ve reached the briefcase, open it for 
(unbelievable) only 1 diamond (D_M#B22). From your current position, take 
out the remaining guards that survived the crash, then follow the river 
south. Swim/walk until you reach the end of the river, where you�ll come 
across a large waterfall. Get on the southern shore, then use your GPS to 
locate another diamond case. Jump from rock to rock to get to it, then open 
it to receive 3 diamonds (D_M#B23).


---/// Objective Complete! \\\---


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


---/// Reputation Increased! \\\---

REPUTATION LEVEL 3
People are scared. Rumors are spreading
about me. No one can believe I�m just one
man. Time to raise that terror up a notch.

---/// Safe House Upgraded! \\\---

If you just completed a buddy mission, every safe house now
has a car with a M2 heavy machinegun.

\\\---


                       +----------------------+
                       |23. FACTION MISSION #4|
                       +4%----------------#FS4+


You�ve probably seen it already: you�re in need of pills again. So our next 
stop is Port Selao.


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|                UNDERGROUND MISSION #2 / 2                |
|                           #UN5                           |
|                                                          |


Once you arrive at Mosate Selao, quickly head for dr. Obua and ask fro 
medicine. He�s a bit skeptic about your reputation, but he�ll give you 
papers you need to bring to an underground location. Get to it as fast as 
possible and clear out all the enemies, then get in the HQ and trade the 
travel papers for medicine. Get back to Port Selao afterwards.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #6 / 8                   |
|                           #BU18                          |
|                                                          |


Before accepting the next buddy mission, take some time to head to the Post 
Office and pick up the last Predecessor Mission. Taking it out with one of 
your M2 heavy machinegun (provided you completed the last buddy mission) 
shouldn�t be too hard. After clearing out the area, head in the main 
building and pick up the last white letter, then go to Mike�s Bar.

After paying a visit to the armory, accept a new mission at Mike�s.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                  CONVOY MISSION #4 / 4                   |
|                           #CO8                           |
|                                                          |


Once safely back at Mike�s, it�s time to finish the last convoy mission, 
and, in the process, unlock the very last weapon of the game. Get in the 
weapon store and talk to the weapon dealer to accept the mission. When 
you�re done, search for # BO6.

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
| West             |      C #BWT      |
+------------------+------------------+
| North            |      C #BNT      |
+------------------+------------------+
| East             |      C #BET      |
+------------------+------------------+
| Southwest        |      C #BST      |
+------------------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BONUS MISSION #3 / 3                   |
|                            #BO6                          |
|                                                          |


Congratulations, you have completed the final convoy mission, and you�ve 
unlocked the MGL-140, one of the most deadly weapons of the game. You 
should have around 40-55 diamonds now. Get in the weapon store and turn on 
the computer. Check below for the complete purchase list of Far Cry 2!


 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#14 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes  |Yes|
| AR-16           |Aslt| 2 |2.5|#5#| 3 | 3 | 20 |  Yes  |Yes|
| AS50            |Snip|#5#|#5#| 3 |2.5| 1 | 35 |  Yes  |Yes|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| FAL Paratrooper |Aslt| 2 |%4%|%4%|3.5|2.5| 10 |  Yes  |Yes|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| MGL-140         |Gren|4.5|3.5|%4%|%4%|0.5| 35 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  |Yes|
| USAS-12         |Shot| 2 | 1 | 2 | 2 | 3 | 35 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Eagle .50       |Pist|2.5|1.5|3.5|2.5| 1 | 10 |  Yes  |Yes|
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  |Yes|
| Uzi             |SMG | 2 | 2 |3.5| 3 |2.5| 20 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Carl G R. Launch |Rock|#5#|%4%|3.5|2.5|0.5| 35 |  Yes  |Yes|
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  |Yes|
| M-249 SAW       |LMG | 2 | 1 | 3 | 3 | 3 | 20 |  Yes  |Yes|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
| Type 63 Mortar  |Mort|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  | No|
+-----------------+-----------------------------+-------+---+


-------\
MANUALS \
=========\

Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes |Yes|  2 |  Yes |Yes|
| AR-16           |  5 |  Yes | No|  5 |  Yes |Yes|
| AS50            |  8 |  Yes | No|  8 |  Yes | No|
| Dragunov SVD    |  5 |  Yes | No|  5 |  Yes | No|
| FAL Paratrooper |  3 |  Yes |Yes|  3 |  Yes |Yes|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| MGL-140         |  8 |   No | No|  8 |   No | No|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes |Yes|  3 |  Yes |Yes|
| USAS-12         |  8 |  Yes | No|  8 |  Yes | No|
| Eagle .50       |  3 |  Yes |Yes|  3 |  Yes | No|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Uzi             |  5 |  Yes | No|  5 |  Yes | No|
|Carl G R. Launch |  8 |   No | No|  8 |  Yes |Yes|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |  Yes |Yes|  5 |  Yes |Yes|
| M-249 SAW       |  5 |  Yes |Yes|  5 |  Yes | No|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
| Type 63 Mortar  |  5 |  Yes | No|  5 |  Yes | No|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |  Yes |Yes|
| Buggy           | 15 |  Yes | No|
| Swamp Boat      | 15 |  Yes | No|
| Fishing Boat    | 10 |   No | No|
| Jeep Liberty�   | 10 |  Yes |Yes|
| Jeep Wrangler�  | 10 |  Yes |Yes|
| Big Truck       | 10 |   No | No|
| Car             | 10 |  Yes | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
| Ammo Upgrade          |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 | Yes  | No|
| Light Assault Webbing | 10 | Yes  | No|
| Shotgun Bandolier     | 10 | Yes  | No|
| Assault Webbing       | 10 | Yes  |Yes|
| Marksmans Bandolier   | 15 | Yes  |Yes|
| Rocketeer Satchel     | 15 | Yes  |Yes|
| Grenadier Webbing     | 10 | Yes  |Yes|
| Pyrotechnic Satchel   | 10 |  No  | No|
| Gunner Pack           | 15 | Yes  |Yes|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 | Yes  |Yes|
| Medium Kit            | 25 | Yes  |Yes|
| Large Kit             | 25 | Yes  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a 
specific type of specialty (Sniper, Close Combat, etc.). Note 
that this paragraph only concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
| Dragunov SVD |   |+ Rel. Upgrade|   |+ Acc. Upgrade|
| Uzi          |   | Camo Suit    |   | SPAS-12      |
| + Upgrades   |   | Uzi          |   |+ Upgrades    |
| Marksmans B. |   \ + Upgrades   /   | LPO-50       |
| FAL Paratr.  |    \------------/    |+ Rel. Upgrade|
|+ Rel. Upgrade|                      |M-79 Gren. L. |
| AS50         |                      |+ Rel. Upgrade|
|C.G. R. Launch|                      | Rocketeer S. |
\+ Rel. Upgrade/                      | Pyrotech. S. |
 \------------/                       | Gunner Pack  |
                                      | Eagle .50    |
                                      |+ Acc. Upgrade|
                                      | M-249 SAW    |
                                      |+ Acc. Upgrade|
                                      |Type 63 Mortar|
                                      |+ Rel. Upgrade|
                                      |C.G. R. Launch|
                                      |+ Upgrades    |
                                      | USAS-12      |
                                      |+ Rel. Upgrade|
                                      \ MGL-140      /
                                       \------------/

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- MGL-140

==============================================================

After paying a visit to the armory, it�s about time we pick up the last 
predecessor tape of the game. Afterwards, search for # PRE

+------------------+------------------+
| Target Location  | then search for: |
+------------------+------------------+
| Northeast        |      B #BNE      |
+------------------+------------------+
| North            |      B #BNO      |
+------------------+------------------+
| South            |      B #BSO      |
+------------------+------------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                    PREDECESSOR MISSION                   |
|                                                          |
|                            #PRE                          |
|                                                          |


Completing the last bonus mission has given us the final predecessor tape. 
But that�s it? The predecessor knows you�re after him, then it ends? No, 
not really. From Mike�s, drive to the bus station and take it to Port 
Selao. Once there, you�ll have a new message on your phone. Listen to it. 
It�s the predecessor! He wants you to meet him, at Sehlakalase island, 
southeast of Port Selao. Find a boat at the dock and get there immediately.

Once you dock in, head for the Predecessor�s hut. In there, you�ll find a 
dead body, and a final Predecessor tape.

Before heading back to Selao, we�re going to pick up another diamond case 
close by. Go further east until you reach the dock where your buddy�s barge 
first was. Get in the swamp boat there, and follow the river south, into 
the southern sector.

As soon as you get out of the mountains, turn left (your GPS is already 
picking up a signal). You should see a half-broken pipe on your left. Get 
out of the boat and crouch through the pipe. On your left should now be a 
diamond case containing 3 diamonds (D#B36). Get back in the swamp boat, and 
use it to get to Mike�s Bar at the Marina.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|                   BUDDY MISSION #7 / 8                   |
|                           #BU19                          |
|                                                          |


At Mike�s, accept a new buddy mission. When you�re done, search for # AS10.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #4 / 6               |
|                           #AS10                          |
|                                                          |


Take the bus to Port Selao, and from there, drive to the eastern antenna 
station. There, accept a new assassination mission. When you�re done, 
search for # MA10.

+-----------------+--------------+
| Target Location | Search for:  |
+-----------------+--------------+
| Selao (2)       |    A# BSL    |
+-----------------+--------------+
| Sefapane        |    A# BSF    |
+-----------------+--------------+
| Selao Sector    |              |
|  Guard Post     |    A# BGP    |
+-----------------+--------------+
| Northern Sector |              |
|  Dogon Village  |    A# BDV    |
+-----------------+--------------+
| N.E Sector      |              |
|  Convoy         |    A# BCO    |
+-----------------+--------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #4 / 6           =====|\|
|\|=====                   #MA10                    =====|/|
|/|=====                                            =====|\|


At your current bus station, take the bus to Port Selao. From there, head 
for the town.

If you�ve completed 3 missions in a row from the same faction, you now have 
to complete the first mission from the other faction. Search the right 
guide with #__4, where __ is replaced by either AP or UF. If, however, 
you�ve performed 1 mission from one faction, then 2 missions from the 
other, you now have to perform the 3rd mission of the last faction. Again, 
search for #__6. To get back, search for # FS5.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


---/// New Sickness Level \\\---

SICKNESS LEVEL 2
This malaria is worse than any flu I�ve ever
had. I�ve got bad joint pain and shivers.


---/// Safe House Upgraded! \\\---

If you performed a buddy mission, a fuel pile has been added to every safe 
house.

\\\---


==============================================================
##############################################################
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
                Chapter 10: Destined Survival                 
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!DSu
##############################################################
==============================================================
�You�re not a good person, Reuben, you�ve just been lucky enough. You�ve 
never had to be otherwise. When it comes down to it, what a man can do is 
what a man will do.�


                       +----------------------+
                       |24. FACTION MISSION #5|
                       +4%----------------#FS5+


after the fourth faction mission, there�s not a lot of side missions we 
haven�t done yet. We�ve completed all of the convoy missions, as well as 
the predecessor missions. There is 1 buddy mission and 2 assassination 
missions left.
Furthermore, some might be wondering why you can�t complete the 10 buddy 
missions, as you have 5 buddies. This is because in Bowa-Seko (opposite to 
Leboa-Sako), you CANNOT make your second-best buddy appear in Mike�s Bar. 
This is further realized by the statistics tab, which shows there are 40 
side missions available. If you subtract from that number 12 assassination 
missions, 8 convoy missions, and the 12 buddy missions from Leboa-Sako, 
there are 8 buddy missions left, thus given by 4 buddies.


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|                   BUDDY MISSION #8 / 8                   |
|                           #BU20                          |
|                                                          |


Head to Mike�s Bar. Before accepting the last buddy mission, we�re going to 
pay yet another visit to the weapon store.


 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#15 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes  |Yes|
| AR-16           |Aslt| 2 |2.5|#5#| 3 | 3 | 20 |  Yes  |Yes|
| AS50            |Snip|#5#|#5#| 3 |2.5| 1 | 35 |  Yes  |Yes|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  | No|
| FAL Paratrooper |Aslt| 2 |%4%|%4%|3.5|2.5| 10 |  Yes  |Yes|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| MGL-140         |Gren|4.5|3.5|%4%|%4%|0.5| 35 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  |Yes|
| USAS-12         |Shot| 2 | 1 | 2 | 2 | 3 | 35 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Eagle .50       |Pist|2.5|1.5|3.5|2.5| 1 | 10 |  Yes  |Yes|
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  |Yes|
| Uzi             |SMG | 2 | 2 |3.5| 3 |2.5| 20 |  Yes  | No|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Carl G R. Launch |Rock|#5#|%4%|3.5|2.5|0.5| 35 |  Yes  |Yes|
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  |Yes|
| M-249 SAW       |LMG | 2 | 1 | 3 | 3 | 3 | 20 |  Yes  |Yes|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
| Type 63 Mortar  |Mort|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  | No|
+-----------------+-----------------------------+-------+---+


-------\
MANUALS \
=========\

Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes |Yes|  2 |  Yes |Yes|
| AR-16           |  5 |  Yes | No|  5 |  Yes |Yes|
| AS50            |  8 |  Yes | No|  8 |  Yes | No|
| Dragunov SVD    |  5 |  Yes | No|  5 |  Yes | No|
| FAL Paratrooper |  3 |  Yes |Yes|  3 |  Yes |Yes|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| MGL-140         |  8 |   No | No|  8 |   No | No|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes |Yes|  3 |  Yes |Yes|
| USAS-12         |  8 |  Yes | No|  8 |  Yes |Yes|
| Eagle .50       |  3 |  Yes |Yes|  3 |  Yes | No|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Uzi             |  5 |  Yes | No|  5 |  Yes | No|
|Carl G R. Launch |  8 |  Yes | No|  8 |  Yes |Yes|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |  Yes |Yes|  5 |  Yes |Yes|
| M-249 SAW       |  5 |  Yes |Yes|  5 |  Yes | No|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
| Type 63 Mortar  |  5 |  Yes | No|  5 |  Yes | No|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |  Yes |Yes|
| Buggy           | 15 |  Yes | No|
| Swamp Boat      | 15 |  Yes | No|
| Fishing Boat    | 10 |  Yes | No|
| Jeep Liberty�   | 10 |  Yes |Yes|
| Jeep Wrangler�  | 10 |  Yes |Yes|
| Big Truck       | 10 |   No | No|
| Car             | 10 |  Yes | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
| Ammo Upgrade          |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 | Yes  |Yes|
| Light Assault Webbing | 10 | Yes  |Yes|
| Shotgun Bandolier     | 10 | Yes  | No|
| Assault Webbing       | 10 | Yes  |Yes|
| Marksmans Bandolier   | 15 | Yes  |Yes|
| Rocketeer Satchel     | 15 | Yes  |Yes|
| Grenadier Webbing     | 10 | Yes  |Yes|
| Pyrotechnic Satchel   | 10 | Yes  | No|
| Gunner Pack           | 15 | Yes  |Yes|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 | Yes  |Yes|
| Medium Kit            | 25 | Yes  |Yes|
| Large Kit             | 25 | Yes  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a 
specific type of specialty (Sniper, Close Combat, etc.). Note 
that this paragraph only concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
| Dragunov SVD |   |+ Rel. Upgrade|   |+ Acc. Upgrade|
| Uzi          |   | Camo Suit    |   | SPAS-12      |
| + Upgrades   |   | Uzi          |   |+ Upgrades    |
| Marksmans B. |   \ + Upgrades   /   | LPO-50       |
| FAL Paratr.  |    \------------/    |+ Rel. Upgrade|
|+ Rel. Upgrade|                      |M-79 Gren. L. |
| AS50         |                      |+ Rel. Upgrade|
|C.G. R. Launch|                      | Rocketeer S. |
\+ Rel. Upgrade/                      | Pyrotech. S. |
 \------------/                       | Gunner Pack  |
                                      | Eagle .50    |
                                      |+ Acc. Upgrade|
                                      | M-249 SAW    |
                                      |+ Acc. Upgrade|
                                      |Type 63 Mortar|
                                      |+ Rel. Upgrade|
                                      |C.G. R. Launch|
                                      |+ Upgrades    |
                                      | USAS-12      |
                                      |+ Rel. Upgrade|
                                      \ MGL-140      /
                                       \------------/

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- USAS-12
- USAS-12 Reliability Upgrade
- Pistol Belt
- Light Assault Webbing

==============================================================

After heading to the armory, get in Mike�s bar and accept the last 
available buddy mission. When you�re done, get back here by searching for 
# AS11.


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #5 / 6               |
|                           #AS11                          |
|                                                          |


From Mike�s Bar, take the bus to Port Selao and drive to the eastern 
antenna station. There, accept a new assassination mission as usual. When 
you�re done, search for # MA11.

+-----------------+--------------+
| Target Location | Search for:  |
+-----------------+--------------+
| Selao (2)       |    A# BSL    |
+-----------------+--------------+
| Sefapane        |    A# BSF    |
+-----------------+--------------+
| Selao Sector    |              |
|  Guard Post     |    A# BGP    |
+-----------------+--------------+
| Northern Sector |              |
|  Dogon Village  |    A# BDV    |
+-----------------+--------------+
| N.E Sector      |              |
|  Convoy         |    A# BCO    |
+-----------------+--------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #5 / 6           =====|\|
|\|=====                   #MA11                    =====|/|
|/|=====                                            =====|\|


From your current bus station, take the bus to Port Selao. We�re getting 
closer to the game finale, so it�s time to accept the next faction mission.

If you�ve performed 1 mission for one faction, then 3 for the other, you 
obviously have to perform the 2nd mission from the former now. In this case, 
search for #__5, and replace __ by either AP or UF (you know the drill). 
The same goes if you�ve performed 3 missions in a row for one faction, then 
the first from the other one. 

When you�ve finished the mission, search for # FS6.

|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


---/// Reputation Increased! \\\---

REPUTATION LEVEL 4
People believe I�m the Devil himself. Heard
a rumor that I eat my victims and that I prefer 
wounding rather than killing outright... just
for the fun of it.

---/// Safe House Upgraded! \\\---

If you just performed a buddy mission, an explosive pile has been added to 
every safe house.

\\\---


                       +----------------------+
                       |25. FACTION MISSION #6|
                       +3%----------------#FS6+


Only one faction mission and one assassination mission remain. It�s time 
for the finishing touches.


 ___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
|                       SIDE MISSION                       |
|               ASSASSINATION MISSION #6 / 6               |
|                           #AS12                          |
|                                                          |


From your current location, take the fastest rout available towards the 
eastern cellular station. There, pick up the last assassination mission. 
When you�re done, search for # MA12.

+-----------------+--------------+
| Target Location | Search for:  |
+-----------------+--------------+
| Selao (2)       |    A# BSL    |
+-----------------+--------------+
| Sefapane        |    A# BSF    |
+-----------------+--------------+
| Selao Sector    |              |
|  Guard Post     |    A# BGP    |
+-----------------+--------------+
| Northern Sector |              |
|  Dogon Village  |    A# BDV    |
+-----------------+--------------+
| N.E Sector      |              |
|  Convoy         |    A# BCO    |
+-----------------+--------------+


|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
|\|=====================MAIN MISSION=====================|/|
|/|=====           FACTION MISSION #6 / 6           =====|\|
|\|=====                   #MA13                    =====|/|
|/|=====                                            =====|\|


It�s time for the final faction mission, so take the bus to Port Selao, and 
get in the faction that needs your help one more time. To get to the right 
guide, search for #__6, where __ is replaced by either AP or UF. To get 
back, search for ! DSu.

|                                                          |
|___ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____|


---/// New Sickness Level \\\---

SICKNESS LEVEL 3
My fever�s high. I�m vomiting. That�s a
bundle of fun. The joint pain won�t go
away. Add to that the head-to-toe shivers
and I got myself a party.

---/// Safe House Upgraded! \\\---

If you just performed a buddy mission, every vehicle at your safe houses 
now have an MK-19 grenade launcher equipped.

\\\---


==============================================================
##############################################################
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
              Chapter 11: The Same Mistake Twice              
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!SMT
##############################################################
==============================================================
�The trick is to never become whatever you hunt.�


---/// Journal Entry 8.1 \\\---

After I strengthened his position, Nick
Greaves took me under his wing. He
introduced me to the Oliver Tambossa �
head of the APR. I figured that if anyone
could help me find the Jackal, it would
be him.

It didn�t take Oliver Tambossa and Nick
Greaves long to start giving me the
runaround... So I paid a visit to Addi
Mbantuwe. We reached an
understanding, and started bringing
some pain on behalf of UFLL.

---/// Journal Entry 8.2 \\\---

After I strengthened his position, Hector
Voorhees took me under his wing. He
introduced me to the Addi Mbantuwe �
head of the UFLL. I figured that if anyone
could help me find the Jackal, it would
be him.

It didn�t take Addi Mbantuwe and Hector
Voorhees long to start giving me the
runaround... So I paid a visit to Oliver
Tambossa. We reached an
understanding, and started bringing
some pain on behalf of APR.

\\\---


                       +-------------------------+
                       |26. WARLORD ASSASSINATION|
                       +3%-------------------#WAS+


Finishing the last mission should have provided you with a lot of diamonds. 
You should be only 3 diamond cases away from finding them all. Check your 
statistics tab. The number behind �Diamonds found� SHOULD BE 865! If it�s 
not, recheck all of the sectors to see which diamond you didn�t find. Use 
the diamond list in this walkthrough to help you.

When the number is correct, then congratulations. It�s time to end the 
power struggle. Drive back to Mosate Selao.

The faction that has won the power struggle, has another mission available 
for you. That�s not a very good sign. Get in and walk up the stairs. you�ll 
see the big boss and his advisor in the room. The leader says that he has 
talked with the other faction�s leader, and they�ve reached an agreement. 
They�ll stop fighting. You are to take a note from your leader to the other 
one, telling him that the faction agrees with the truce. As a symbol of 
peace, the other leader will hand you a briefcase stuffed with diamonds. If 
the UFLL is giving you this mission, Tambossa will be waiting for you at 
Dogon Sediko in the northern sector. If, however, the APR is the winning 
faction, Mbantuwe is located at the brewing company in the southern sector. 
You are paid a hefty 40 diamonds for this mission.

===/// New Objective! \\\===

OBJECTIVES: Deliver Mbantuwe�s letter to
            Tambossa at the Dogon Sediko and
            collect the diamonds.
   DETAILS: Mbantuwe is sending me to deliver a note to
            Tambossa agreeing to the terms of the peace
            deal. I�ve been instructed to bring back a
            �good-faith� tribute of diamonds from
            Tambossa. Who knows? this could actually
            mean peace � in spite of what Voorhees may
            think...

===/// New Objective! \\\===

OBJECTIVES: Deliver Tambossa�s letter to
            Mbantuwe at the brewery and
            collect the diamonds.
   DETAILS: Tambossa is sending me to deliver a note to
            Mbantuwe agreeing to the terms of the peace
            deal. I�ve been instructed to bring back a
            �good-faith� tribute of diamonds from
            Mbantuwe. Who knows? this could actually
            mean peace � in spite of what Greaves may
            think...

\\\===

Head down the stairs to find an unexpected surprise � your buddy is waiting 
for you. he finds the truce a bad idea (how does he know that already?). 
She has arranged a plane out of the country for all the foreigners, and the 
pilot is to be given the briefcase full of diamonds. Your buddy thinks that 
if the two factions work together, they might turn on foreigners like us, 
and we should be out of the country by then. For now, just get out of the 
HQ.

Before heading for the target area, you�ll probably have a lot of diamonds 
left (I had 161, if you�ve followed the walkthrough exactly, you should 
too). Take the bus to the southeastern station and drive to Mike�s.

All of your buddies have left Mike�s Bar, except for Reuben. head in the 
weapon store and turn on the computer. As you can deduce with some 
calculations, you are 105 diamonds short of being able to buy everything 
(in other words, the amount of diamonds you need to buy everything is 
exactly 1000).

 _ _ _ _ _ _ _ _ _ _
|WEAPON STORE| L#16 |
\------------+------/

-------\
WEAPONS \
=========\

+-----------------+----+---+---+---+---+---+----+-------+---+
|Primary Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| AK-47           |Aslt| 2 |2.5|4.5|#5#|2.5| 10 |  Yes  |Yes|
| AR-16           |Aslt| 2 |2.5|#5#| 3 | 3 | 20 |  Yes  |Yes|
| AS50            |Snip|#5#|#5#| 3 |2.5| 1 | 35 |  Yes  |Yes|
| Dragunov SVD    |Snip|3.5|#5#| 3 | 3 |1.5| 20 |  Yes  |Yes|
| FAL Paratrooper |Aslt| 2 |%4%|%4%|3.5|2.5| 10 |  Yes  |Yes|
| G3-KA4          |Aslt|1.5| 2 | 3 | 2 | 2 |  6 |  Yes  |Yes|
| Homeland 37     |Shot| 3 | 1 |2.5|#5#| 1 |  4 |  Yes  |Yes|
| M1903           |Snip|%4%|#5#|3.5| 2 |0.5| 10 |  Yes  |Yes|
| MGL-140         |Gren|4.5|3.5|%4%|%4%|0.5| 35 |  Yes  |Yes|
| Silent MP-5     |SMG | 1 | 2 |4.5|%4%| 3 | 20 |  Yes  |Yes|
| SPAS-12         |Shot| 3 |0.5|2.5|2.5|1.5| 10 |  Yes  |Yes|
| USAS-12         |Shot| 2 | 1 | 2 | 2 | 3 | 35 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Second. Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
| Eagle .50       |Pist|2.5|1.5|3.5|2.5| 1 | 10 |  Yes  |Yes|
| Flare Pistol    |Pist| 1 | 3 | 3 | 3 |0.5|  4 |  Yes  |Yes|
| IED�s           |Expl|#5#| 0 | 0 | 0 | 0 | 10 |  Yes  |Yes|
| M-79            |Gren|4.5|2.5| 3 |%4%|0.5| 20 |  Yes  |Yes|
| MAC-10          |SMG | 1 |1.5|%4%| 2 |#5#| 10 |  Yes  |Yes|
| Makarov         |Pist| 1 | 1 |4.5| 3 | 2 |  4 |  Yes  |Yes|
| Silent Makarov  |Pist| 1 | 1 |4.5| 3 | 2 |  6 |  Yes  |Yes|
| Star .45        |Pist|1.5|1.5|%4%|%4%|1.5|  6 |  Yes  |Yes|
| Uzi             |SMG | 2 | 2 |3.5| 3 |2.5| 20 |  Yes  |Yes|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Special Weapons  |Type|Dmg|Rng|Acc|Rel|FiR|Cost|Advised|PbW|
+-----------------+----+---+---+---+---+---+----+-------+---+
|Carl G R. Launch |Rock|#5#|%4%|3.5|2.5|0.5| 35 |  Yes  |Yes|
| Dart Rifle      |Snip|#5#|#5#| 3 |2.5| 1 | 10 |  Yes  |Yes|
| LPO-50          |Flam| 3 |0.5|4.5|%4%|0.5| 20 |  Yes  |Yes|
| M-249 SAW       |LMG | 2 | 1 | 3 | 3 | 3 | 20 |  Yes  |Yes|
| PKM             |LMG | 2 | 1 |2.5|4.5|2.5| 10 |  Yes  |Yes|
| RPG-7 R. Launch |Rock|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
| Type 63 Mortar  |Mort|#5#|%4%| 3 | 3 |0.5| 20 |  Yes  |Yes|
+-----------------+-----------------------------+-------+---+


-------\
MANUALS \
=========\

Note: Manuals are only available once you buy the weapon.

+-----------------+---------------+---------------+
|      Weapon     |Accuracy Upgr. |Reliab. Upgr.  |
|       Name      |Cost|Advise|PbW|Cost|Advise|PbW|
+-----------------+----+------+---+----+------+---+
| AK-47           |  2 |  Yes |Yes|  2 |  Yes |Yes|
| AR-16           |  5 |  Yes |Yes|  5 |  Yes |Yes|
| AS50            |  8 |  Yes |Yes|  8 |  Yes |Yes|
| Dragunov SVD    |  5 |  Yes |Yes|  5 |  Yes |Yes|
| FAL Paratrooper |  3 |  Yes |Yes|  3 |  Yes |Yes|
| G3-KA4          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Homeland 37     |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M1903           |  3 |  Yes |Yes|  3 |  Yes |Yes|
| MGL-140         |  8 |  Yes |Yes|  8 |  Yes |Yes|
| Silent MP-5     |  5 |  Yes |Yes|  5 |  Yes |Yes|
| SPAS-12         |  3 |  Yes |Yes|  3 |  Yes |Yes|
| USAS-12         |  8 |  Yes |Yes|  8 |  Yes |Yes|
| Eagle .50       |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Flare Pistol    |  1 |  Yes |Yes|  1 |  Yes |Yes|
| M-79            |  5 |  Yes |Yes|  5 |  Yes |Yes|
| MAC-10          |  3 |  Yes |Yes|  3 |  Yes |Yes|
| Makarov         |  1 |  Yes |Yes|  1 |  Yes |Yes|
| Silent Makarov  |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Star .45        |  2 |  Yes |Yes|  2 |  Yes |Yes|
| Uzi             |  5 |  Yes |Yes|  5 |  Yes |Yes|
|Carl G R. Launch |  8 |  Yes |Yes|  8 |  Yes |Yes|
| Dart Rifle      |  3 |  Yes |Yes|  3 |  Yes |Yes|
| LPO-50          |  5 |  Yes |Yes|  5 |  Yes |Yes|
| M-249 SAW       |  5 |  Yes |Yes|  5 |  Yes |Yes|
| PKM             |  3 |  Yes |Yes|  3 |  Yes |Yes|
| RPG-7 R. Launch |  5 |  Yes |Yes|  5 |  Yes |Yes|
| Type 63 Mortar  |  5 |  Yes |Yes|  5 |  Yes |Yes|
+-----------------+----+------+---+----+------+---+
| Repair Upgrade  |Cost|Advise|PbW|
+-----------------+----+------+---+
| Assault Truck   | 15 |  Yes |Yes|
| Buggy           | 15 |  Yes | No|
| Swamp Boat      | 15 |  Yes | No|
| Fishing Boat    | 10 |  Yes | No|
| Jeep Liberty�   | 10 |  Yes |Yes|
| Jeep Wrangler�  | 10 |  Yes |Yes|
| Big Truck       | 10 |  Yes | No|
| Car             | 10 |  Yes | No|
+-----------------+----+------+---+


---------\
EQUIPMENT \
===========\

+-----------------------+----+------+---+
| Ammo Upgrade          |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Pistol Belt           |  7 | Yes  |Yes|
| Light Assault Webbing | 10 | Yes  |Yes|
| Shotgun Bandolier     | 10 | Yes  | No|
| Assault Webbing       | 10 | Yes  |Yes|
| Marksmans Bandolier   | 15 | Yes  |Yes|
| Rocketeer Satchel     | 15 | Yes  |Yes|
| Grenadier Webbing     | 10 | Yes  |Yes|
| Pyrotechnic Satchel   | 10 | Yes  | No|
| Gunner Pack           | 15 | Yes  |Yes|
+-----------------------+----+------+---+
| Other                 |Cost|Advise|PbW|
+-----------------------+----+------+---+
| Camo Suit             | 45 | Yes  |Yes|
| Medium Kit            | 25 | Yes  |Yes|
| Large Kit             | 25 | Yes  | No|
|Secondary Weapon Crate |  8 | Yes  |Yes|
| Primary Weapon Crate  | 16 | Yes  |Yes|
| Special Weapon Crate  | 24 | Yes  |Yes|
+-----------------------+----+------+---+


------------------\
ADVANCED PURCHASES \
====================\

This section is dedicated to the players who are going for a 
specific type of specialty (Sniper, Close Combat, etc.). Note 
that this paragraph only concerns weapons and upgrades.

/==============\   /==============\   /==============\
|>The Marksman<|   |>The  Sneaker<|   |>The Attacker<|
\==============/   \==============/   \==============/
| M1903 Sniper |   | G3-KA4       |   | PKM          |
|+ Upgrades    |   |+ Rel. Upgrade|   |+ Upgrades    |
| PKM          |   | Makarov      |   | Homeland 37  |
|+ Acc. Upgrade|   | IED�s        |   |+ Rel. Upgrade|
| Flare Pistol |   |Silent Makarov|   | Flare Pistol |
| MAC-10       |   | L.A. Webbing |   | IED�s        |
|+ Rel. Upgrade|   | Silent MP-5  |   |Shotgun Band. |
| Silent MP-5  |   | Dart Rifle   |   |RPG R. Launch.|
| Dragunov SVD |   |+ Rel. Upgrade|   |+ Acc. Upgrade|
| Uzi          |   | Camo Suit    |   | SPAS-12      |
| + Upgrades   |   | Uzi          |   |+ Upgrades    |
| Marksmans B. |   \ + Upgrades   /   | LPO-50       |
| FAL Paratr.  |    \------------/    |+ Rel. Upgrade|
|+ Rel. Upgrade|                      |M-79 Gren. L. |
| AS50         |                      |+ Rel. Upgrade|
|C.G. R. Launch|                      | Rocketeer S. |
\+ Rel. Upgrade/                      | Pyrotech. S. |
 \------------/                       | Gunner Pack  |
                                      | Eagle .50    |
                                      |+ Acc. Upgrade|
                                      | M-249 SAW    |
                                      |+ Acc. Upgrade|
                                      |Type 63 Mortar|
                                      |+ Rel. Upgrade|
                                      |C.G. R. Launch|
                                      |+ Upgrades    |
                                      | USAS-12      |
                                      |+ Rel. Upgrade|
                                      \ MGL-140      /
                                       \------------/

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Purchases in this visit:
- Dragunov SVD
- Uzi
- Type 63 Mortar
- USAS-12 Acc. Upgrade
- AR-16 Acc. Upgrade
- Dragunov SVD Acc. Upgrade
- MGL-140 Acc. Upgrade
- AS50 Acc. Upgrade
- Dragunov SVD Rel. Upgrade
- MGL-140 Rel. Upgrade
- AS50 Rel. Upgrade
- Uzi Acc. Upgrade
- Eagle.50 Rel. Upgrade
- Uzi Rel. Upgrade
- Carl. G. Rocket Launcher Acc. Upgrade
- Type 63 Mortar Acc. Upgrade
- M-249 Saw Rel. Upgrade
- Type 63 Mortar Rel. Upgrade

==============================================================

And with that, we�ve purchased every upgrade in the game (short of ammo and 
repair upgrades)). You don�t need any kind of weapons for your next 
objective � after all, it is a peace mission � so drive straight towards 
the target.

============\
DOGON SEDIKO \
==============\

As you approach the brewery, it�ll light up the night (or day). The entire 
village is laid to ashes. As you enter the town itself, you�ll see corpses 
everywhere. None of Tambossa�s men were spared. Everyone was killed � no, 
slaughtered, by the looks of the blood on the ground.
Approach the target building, and climb the ladder to see another corpse- 
General Oliver Tambossa.

===/// Objective Updated! \\\===

OBJECTIVES: Pick up the case of diamonds and
            rendezvous with my buddy.
   DETAILS: Tambossa�s sudden death isn�t gonna help me
            or the peace deal. At least the tribute was
            prepared. I need to grab the case of
            diamonds and get the hell out of here. It�s
            starting to look like my buddy has the
            right idea...

\\\---

=======\
BREWERY \
=========\

When you approach the brewery, something seems to be wrong. The entire area 
is covered in fire, and all of the men you see are dead, lying in a puddle 
of their own blood. This looks a lot like what happens when you yourself 
raid an area. Anyway, approach the target house and climb the stairs to see 
one more victim � Addi Mbantuwe.

===/// Objective Updated! \\\===

OBJECTIVES: Pick up the case of diamonds and
            rendezvous with my buddy.
   DETAILS: Mbantuwe�s sudden death isn�t gonna help me
            or the peace deal. At least the tribute was
            prepared. I need to grab the case of
            diamonds and get the hell out of here. It�s
            starting to look like my buddy has the
            right idea...

\\\---


================
================


Walk up to the diamond case and grab it. Then, someone grabs you by the 
neck and pushes a machete up your throat. The one that�s massacred the 
entire village and assassinated Tambossa is now standing behind you � The 
Jackal.

He�ll throw you down on the ground. He recognizes you, but he still holds 
his knife ready, and begins another lecture. According to him, the peace 
agreement is a joke. �You think these men wanted peace? They wanted 
privacy, is what they wanted. They wanted the world to stop paying 
attention to them, so they could go on with their raping and pillaging. � 
In peace, you see.
 �It�s going to stop. I�m going to stop them, and they�ll know. They�ll be 
cursing my name when the blood comes spurting out of their necks.�
 He points at you. �And you�re not going to stop me. � You think I don�t 
know you? What you�re about, what you came here to do? � Wake up, I used to 
BE you. They�re gonna think you did this. A dirty mercenary who�ll do 
anything for a payout.� Shit. �That�s good. It means the war will start all 
over again.� At first sight, it just looks like he wants the peace out the 
window so he can start selling his weapons again. But if you listen closely 
to his words, you�ll realize that it�s not that simple, just like the 
Predecessor realized it � too late, though. �The real bloodletting has 
begun. We�re going to cure these men of their disease. � You and I.� Say 
what? �We�re going to pull it right out of their veins.� He grabs the 
diamond briefcase, and looks at it. �What have you got there? Diamonds?� 
There goes your ticket out of the country. He stomps you in the head, and 
you lose consciousness.

---/// Objective Completed! \\\---


                       +----------------+
                       |27. PRISON BREAK|
                       +4%----------#PrB+



---/// Journal Entry #9 \\\---

Playing both sides against the middle
has been dangerous. I always knew one
side or the other would make their push
if they thought they could pull it off. I
hoped that working with my buddy
could keep me from being double-
crossed like last time.

After everything I did to keep the
conflict alive, the one thing I never saw
coming was a treaty between the
factions. It�s not like Mbantuwe and
Tambossa were stumping for a Peace
Prize. They were trying to keep off the
heat from their own people. They
wanted a scapegoat. And thanks to the
Jackal, they got one.

After murdering the faction�s boss, the
Jackal threw me to the wolves � no pun
intended. I ended up in a garden-variety
African prison hell-hole, with my
buddy in the cell next door. Escaping in
one piece became priority one...

---/// New Sickness Level \\\---

SICKNESS LEVEL 2
This malaria is worse than any flu I�ve ever
had. I�ve got bad joint pain and shivers.

---/// Reputation Decreased! \\\---

REPUTATION LEVEL 2
I get lots of looks � and they ain�t happy
ones. Guess I�m supposed to be dead by
now, but that�s not on my schedule.

===/// New Objective! \\\===

OBJECTIVES: Escape the prison.
   DETAILS: It�s all falling apart, thanks to The Jackal. He
            murdered the big boss. And when I showed up,
            he sucker-punched me and let me take the
            fall. Now I�m stuck in some cell, god knows
            where...

\\\===

When you regain consciousness again, you�re in what appears to be a cell 
block. From the cell next to yours, you�ll hear your best buddy. There�s a 
small gap in the wall between your cells. Your buddy informs you about what 
happened after your encounter with the Jackal: when you didn�t arrive with 
the diamonds, the pilot left, seeing as he didn�t get the diamonds. Then 
the soldiers arrived. Rounded everyone up � mind you, there were only 
foreigners � and locked your buddy up here. They�re blaming the foreigners 
for the troubles (again), and are planning to kill everyone. Sounds 
familiar.

Then, two guards will arrive at your buddy�s cell door. They�ll open it and 
take him with them. When they leave, interact with the gap your buddy was 
talking through to stomp it open. You�ll crawl through the gap and get in 
the other cell block, where the guards left the door open. Lucky for you, 
your machete and (empty) bottle of medicine is lying on the ground. Your 
buddy was probably able to drop it before being dragged away. Time to move.

Get out of the cell block and turn left. At the end of the hallway, climb 
the stairs to your left until you reach the top. In front of you now is the 
exit. That was easy. Unfortunately, your buddy is still in captivity, and 
you�d do best to get him out too. Fortunately, you�ll see his blood on the 
ground, which you can easily follow.

Crouch forward, then left to find a FAL Paratrooper and an eagle.50, as 
well as a medbox. Use everything, then proceed forward.
The blood leads down into a chamber, but getting in the chamber requires 
some stealth. Watch the guards in the middle of the arena, and when they�re 
not looking, crouch down the stairs.
Follow the bloodstains to the left, right, and left again (or something 
like that). You�ll eventually hear voices. Stop immediately, and wait for 
them to finish. The guards are in the next opening on the left. Save, then 
slash them both. If you�re fast, they won�t be able to fire a single shot, 
and the guards above won�t hear you (if they fire one or two shots, they 
won�t hear it as well, though). 
After taking them out, continue following the bloodstains until you reach a 
door. Open it to find your buddy.

---/// Reputation Increased! \\\---

REPUTATION LEVEL 3
People are scared. Rumors are spreading
about me. No one can believe I�m just one
man. Time to raise that terror up a notch.

\\\---

She�ll meet up with you, and tells you she�s too weak too run. You should 
leave now, and she�ll follow later.

Follow the blood trails back out of the cell block, being careful as you 
head up the stairs. When you reach the medbox again, go left out of the 
prison. 

Follow the road down the hill. Just before you reach the target, you�ll 
come across a junction. To the right is a small hut, and your GPS says 
there�s a diamond case nearby. Watch out, though, a foursome guards are 
defending the huts, and attacking them with your current weaponry will 
prove very difficult. Therefore, circle around the huts until you reach the 
southern side, then approach it through the grass. You should reach the 
circular hut. Wait for the guards to move away, then get in the hut. 
Restock on ammo, grenades and sirettes if you have to, then throw a grenade 
beneath the truck. Rush out through the exit to the left, and wait for the 
truck to explode. Kill any guards firing at you. If another truck passes by 
and stops, throw a grenade under there too.
When they�re all dead, climb up the ladder below the hut to reach diamond 
case nr. #219, and the final case of the southern sector. Open it to 
receive 3 diamonds (D#B37). Hop down again, then walk north to reach the 
target.

===/// Objective Complete! \\\===


                       +--------------------+
                       |28. REPRISAL KILLING|
                       +3%--------------#RK2+


---/// New Sickness Level \\\---

SICKNESS LEVEL 3
My fever�s high. I�m vomiting. That�s a
bundle of fun. The joint pain won�t go
away. Add to that the head-to-toe shivers
and I got myself a party.

\\\---

As soon as you�ve escaped the prison, you�ll get a phone call. Pick it up 
to hear the advisor of losing faction (the advisor of the dead boss). He 
wants you to meet him over at Sefapane.

===/// New Objective! \\\===

OBJECTIVES: Meet Greaves at Sefapane.
   DETAILS: I�m in the clear for now, but with Tambossa
            dead, both sides are on alert. It�s tense, but
            no one wants to make the first move. Nicholas
            Greaves called me from Sefapane, so it�s
            clearly not business as usual around here. He
            wants to meet. I can�t imagine what about...

===/// New Objective! \\\===

OBJECTIVES: Meet Voorhees at Sefapane.
   DETAILS: I�m in the clear for now, but with Mbantuwe
            dead, both sides are on alert. It�s tense, but
            no one wants to make the first move. Hector
            Voorhees called me from Sefapane, so it�s
            clearly not business as usual around here. He
            wants to meet. I can�t imagine what about...

\\\===

It should be pretty obvious what he wants... Anyway, follow the road 
towards the guard post in the east. Take it out or pass it quietly, and 
head for the southeastern sector.

Once in the new sector, make your way to the Marina. There, head in the 
armory and pick up your own weapons again. I use the MGL-140, M-249 SAW and 
the Silent Makarov for this mission, but you can take whatever you want. It 
is advised to take a silent weapon along, though.

From the Marina, get in a car and drive to the bus station, then take it to 
the northwestern sector. From there, swim/drive straight to Sefapane. Once 
there, get to the HQ and let the guard take your weapons. Then go in.

You�ll see the advisor standing there. Due to his boss� death, he is now in 
charge of the faction. And his first order is killing the other boss. He 
thinks you�re the perfect man for the job.

The target, Mbantuwe or Tambossa, is respectively at the Brewery or Dogon 
Sediko, just like the first time. You are to go over there, take him out, 
and debrief in Port Selao. You are paid 40 diamonds for this mission.

===/// Objective Updated! \\\===

OBJECTIVES: Go to the Brewery and kill Addi
            Mbantuwe.
   DETAILS: Sounds like Greaves really intends to do it...
            He�s running the APR now that Tambossa is
            dead � And he�s sending me to eliminate
            Mbantuwe once and for all. I�ll find Addi
            hiding out at the Brewery.

===/// Objective Updated! \\\===

OBJECTIVES: Go to the Dogon Sediko and kill
            Oliver Tambossa.
   DETAILS: Sounds like Voorhees is having to step up...
            He�s running the UFLL now that Mbantuwe is
            dead � And he�s sending me to eliminate
            Tambossa once and for all. I�ll find the
            major hiding out at the Dogon Sediko.

\\\===


============\
DOGON SEDIKO \
==============\

From Sefapane, take the eastern exit out into the northern sector. It�s not 
wise to follow the road all the way to Sediko, just carve a path straight 
through the land.

Taking out Sediko with the MGL-140 is very easy. From the northeastern 
entrance, blast grenades at any place you see more than 2 guards. When the 
concentration is considerably smaller, approach the village and take out 
the rest, then get in the target building and climb up the ladder to find 
Tambossa.

The major is visibly shocked at your arrival. Apparently he realizes that 
you�ve got orders to take him out, and is trying to escape his imminent 
death. Don�t listen to him, and shoot a bullet right through his brains.


=======\
BREWERY \
=========\

Sneaking into the brewery is incredibly easy, and one might wonder if 
Mbantuwe shouldn�t have put more effort into the defensive structure of his 
own house. Anyway, approach the area from the southern side (or from the 
eastern side, and moving along the southern border), until you reach the 
south side of his house. Wait for the guards to pass, then crouch towards 
the eastern wall of Mbantuwe�s house, and enter through the opening. Crouch 
to the stairs, climb it, then access the left chamber to find Mbantuwe.

Addi is considerably angry at you for trespassing, and his tirade won�t 
stop there. After letting him spit at you for entering his country, kill 
him silently with either a silent weapon or with the machete. Get out the 
same way you came, then leave through the eastern border.


===/// Objective Completed! \\\===


                       +---------------------------+
                       |29. HOUSE CLEANING � PART 1|
                       +4%---------------------#HC1+

---/// Journal Entry #10.1 \\---

After what happened up north, the
advisor warned me that the factions
might join forces to get rid of all the
�troublemakers�...My buddy
arranged an evac, and I tried to get the
diamonds to pay for it. But the Jackal set
me up to take the fall for Oliver 
Tambossa�s death...

I managed to bust out of that prison. I
still owe my buddy for that. But at
the time, the only one looking to collect
was Nick Greaves, who was scrambling
to hold the APR together. He needed a
level playing field, and that meant Addi
Mbantuwe had to go.

With Oliver Tambossa�s murder, Nick
Greaves put APR on high alert and fell
back to his CP in Sefapane. He knew
that if it came to shooting war, UFLL
would be in the stronger position. He
decided to take the direct route to
resetting the balance, and sent me to
kill Addi Mbantuwe.

---/// Journal Entry #10.2 \\\---

After what happened up north, the
advisor warned me that the factions
might join forces to get rid of all the
�troublemakers�...My buddy
arranged an evac, and I tried to get the
diamonds to pay for it. But the Jackal set
me up to take the fall for Addi
Mbantuwe�s death...

I managed to bust out of that prison. I
still owe my buddy for that. But at
the time, the only one looking to collect
was Hector Voorhees, who was scrambling
to hold the UFLL together. He needed a
level playing field, and that meant Oliver
Tambossa had to go.

With Addi Mbantuwe�s murder, Hector
Voorhees put UFLL on high alert and fell
back to his CP in Sefapane. He knew
that if it came to shooting war, APR
would be in the stronger position. He
decided to take the direct route to
resetting the balance, and sent me to
kill Oliver Tambossa.

\\\---

After taking out the winning faction�s boss and escaping the area, check 
out your map to see there�s another mission available back in Selao. Get 
there, either by bus or by car.

When you enter Selao, one of the factions has a mission. It�s unsure why, 
but get in the HQ anyway and walk up the stairs. Get in the room to find an 
unexpected surprise: your original lieutenant!

He�s had enough of his co-workers. Since the whole country is in a mess now 
due to the death of both the bosses, this is the perfect time to strike. He 
wants you to kill the advisor, and the other lieutenant of the faction. You 
are paid 25 diamonds for this job.

===/// New Objective! \\\===

OBJECTIVES: Go to Sepoko and kill Greaves and
            his aide.
   DETAILS: Found my old boss and lieutenant keeping
            Tambossa�s seat warm... Haven�t seen him
            since Leboa-Sako. My reputation for regime
            change precedes me, because he�s decided
            to clean house. He wants me to kill Greaves
            and the rest of the leadership, up at the old
            Sepoko border crossing. With those two out of
            the way, my old lieutenant becomes the APR
            warlord.

===/// New Objective! \\\===

OBJECTIVES: Go to the TaeMoco Mine and kill 
            Voorhees and his aide.
   DETAILS: Found my old boss and lieutenant keeping
            Mbantuwe�s seat warm... Haven�t seen him
            since Leboa-Sako. My reputation for regime
            change precedes me, because he�s decided
            to clean house. He wants me to kill Voorhees
            and the rest of the leadership, down at the
            TaeMoco Mine. With those two out of the way, 
            my old lieutenant becomes the UFLL warlord.

\\\===

Below, you can find who you have to kill and where you have to go depending 
on your original lieutenant.

+-----------------+--------+----------+--------+
|      Which      |  Kill  |   Kill   |   At   |
|    Lieutenant   |Advisor |Lieutenant|Location|
+-----------------+--------+----------+--------+
|   Anto Kankaras |Voorhees|Carbonell |TMC Mine|
+-----------------+--------+----------+--------+
|Joaquin Carbonell|Voorhees| Kankaras |TMC Mine|
+-----------------+--------+----------+--------+
|  Walton Purefoy |Greaves |  Quiepo  | Sepoko |
+-----------------+--------+----------+--------+
|  Arturo Quiepo  |Greaves | Purefoy  | Sepoko |
+-----------------+--------+----------+--------+

---/// Journal Entry #10.3 \\---

While the dust settled from the latest
crisis, I paid a visit to the APR HQ in the
Port and was surprised to find my original
lieutenant alive and well and sitting his
late boss�s chair. With his former
colleague holding the reigns, he was
feeling shut out of the big decisions...
and decided a shake-up in the front
office was in order.

---/// Journal Entry #10.4 \\---

While the dust settled from the latest
crisis, I paid a visit to the UFLL HQ in the
Port and was surprised to find my original
lieutenant alive and well and sitting his
late boss�s chair. With his former
colleague holding the reigns, he was
feeling shut out of the big decisions...
and decided a shake-up in the front
office was in order.

\\\---

============\
TaeMoCo Mine \
==============\

Drive to the bus station and take the bus to the southwestern sector. From 
there, drive directly north to reach the mine through the south entrance. 
Notice, by the way, that if you�ve performed the buddy mission Pipeline 
Crossing, the mine is still very much flooded.

After entering the area, approach the waterside (if there is one) and 
should two grenades towards the ammo pile with your MGL. The two shots 
should take out most of the guards, and the ammo pile does the rest. Swim 
or walk over to where the ammo pile was, then enter the target building 
from the southern entrance.

As with the first house cleaning, shoot one guy, and the other will make a 
proposition.

===/// Objective Updated! \\\===

 OBJECTIVES: Either eliminate both UFLL officers
             at the TaeMoCo mine,
ALTERNATIVE: Or return to Port Selao and kill
             the first lieutenant inside the UFLL
             headquarters.
    DETAILS  The surviving man made me an offer,
             naturally. He says that if I let him live, he�ll fix
             it so I can go back to Port Selao and pop
             my lieutenant from across the street, while
             he�s sitting there looking smug in Mbantuwe�s
             old chair. Says the shutters will be wide
             open. A tempting offer...


\\\===


============
BASE MISSION
============
If you don�t like the surviving man for any reason, just kill him and get 
out of the mine through the southern exit. Make your way back to the bus 
station, and take it to Port Selao.


=================
SUBVERTED MISSION
=================
If you want the first lieutenant to die, however, simply walk out of the 
hut, and get out of the mine through the southern exit. Get back to the bus 
station, and take it to Port Selao. Make sure you have an MGL-140 and a 
sniper with you. If not, stop by at Mike�s first and pick it up.

At Selao, grab a car and use it to get back in town. Once there, head for 
the middle of the town, between the two HQ�s, and climb up the ladder you 
see there. Once on top, take out your sniper and look through the windows 
of the target building. As promised, the shutters are open, and you�ll see 
your original lieutenant in there doing his thing. Shoot him, then prepare 
for a firefight in Selao.

===/// Objective Updated! \\\===

OBJECTIVES: Escape Port Selao.
   DETAILS: my lieutenant is dead. UFLL troops are going
            to be looking for the assassin. Time to get the
            hell out of Port Selao.

\\\===

This is the time to use the MGL-140. Shoot 3 or 4 grenades scattered around 
the town. Reload one more time, and shoot the remaining guards, especially 
behind the ladder to clear the way. When you�ve blown your ammo, quickly 
climb down the ladder and retreat to your car, then get out and take the 
bus to the southeastern sector.


===/// Objective Complete! \\\===


======\
Sepoko \
========\

Take the bus from Port Selao to the northeastern sector, but don�t approach 
Sepoko directly from there. Instead, drive south until you can approach the 
area from below.

Entering the telcom office brings you very close to the target shack. 
Crouch towards the office, then walk through the narrow opening to your 
right to reach the entrance. Inside, you�ll find Greaves and the other 
lieutenant. Kill one of them (the one you dislike most), then, before you 
can kill him, the other one gives you a proposition. You can kill your 
original lieutenant right there in Mosate Selao, through the HQ�s window.

===/// Objective Updated! \\\===

 OBJECTIVES: Either eliminate both APR officers
             at Sepoko,
ALTERNATIVE: Or return to Port Selao and kill
             your lieutenant from outside the
             APR headquarters.
    DETAILS: The surviving man made me an offer,
             naturally. He says that if I let him live, he�ll fix
             it so I can go back to Port Selao and pop
             my lieutenant from across the street, while
             he�s making himself at home in Tambossa�s
             old office. Says the shutters will be wide
             open. A tempting offer...

\\\===

If you want the other guy dead too, just kill him and walk away. Else,
leave and get out of the area.


============
BASE MISSION
============
If you�re loyal to your original lieutenant, kill the surviving guy to 
complete the mission. Get to the bus station in the north and take it to 
the southeastern sector.


=================
SUBVERTED MISSION
=================
If you let the surviving man live, get back to the bus station without 
killing him, grab a sniper and an MGL-140 from the weapon store to the west 
if you don�t have one yet, then use the bus station to get back to Port 
Selao.

At Selao, grab a car and use it to get back in town. Once there, head for 
the middle of the town, between the two HQ�s, and climb up the ladder you 
see there. Once on top, take out your sniper and look through the windows 
of the target building. As promised, the shutters are open, and you�ll see 
your original lieutenant in there doing his thing. Shoot him, then prepare 
for a firefight in Selao.

===/// Objective Updated! \\\===

OBJECTIVES: Escape Port Selao.
   DETAILS: my lieutenant is dead. APR troops are going
            to be looking for the assassin. Time to get the
            hell out of Port Selao.

\\\===

This is the time to use the MGL-140. Shoot 3 or 4 grenades scattered around 
the town. Reload one more time, and shoot the remaining guards, especially 
behind the ladder to clear the way. When you�ve blown your ammo, quickly 
climb down the ladder and retreat to your car, then get out and take the 
bus to the southeastern sector.


===/// Objective Complete! \\\===


                       +---------------------------+
                       |30. HOUSE CLEANING � PART 2|
                       +4%---------------------#HC2+


---/// Reputation Level Increased! \\\---

REPUTATION LEVEL 4
People believe I�m the Devil himself. Hear
a rumor that I eat my victims and I prefer
wounding rather than killing outright... Just
for the fun of it.

---/// New Sickness Level \\\---

SICKNESS LEVEL 4
This stuff�s bad. No wonder they call it
malaria. I�ve got convulsions and fever. I
need to keep up on pills.

\\\---

You should be at the southeastern bus station now. Not long after 
completing the last mission, you should receive a call from Reuben, asking 
you to get to urgently get to the bar. He warns you, though � some of your 
old associates are present.

===/// New Objective! \\\===

OBJECTIVES: Meet Reuben at the Marina bar.
   DETAILS: I got a call from Reuben Oluwagembi. He
            wants to meet me at the Marina bar. He says
            there�s been some kind of development in his
            story. That means The Jackal could be
            involved. Reuben also warned me that we
            might have visitors...

\\\===

Get in a car and drive to the Marina. Once there, get in Mike�s bar.

As you enter, you�ll see one of the lieutenants of the UFLL sitting near 
the entrance. He asks you to talk to him before you leave. So that was what 
Reuben was talking about. Leave him be for now and walk up to Reuben.

Reuben has some valuable (and apparently expensive � he paid the lieutenant 
a lot of money to have this conversation) info, as always. He heard there 
has been an accident at the airfield � a shootout between soldiers and some 
civilians (foreigners and journalists) desperately trying to leave. He�s 
heading there now, but if he gets in trouble, he�s going to phone you. 
Then, the lieutenant calls. Reuben greets you and goes back to his work.

Which of the 2 lieutenants is sitting in the bar is dependant of the 
lieutenant who gave you the last mission (your original lieutenant). Below, 
you will see the two pairs of lieutenants.

+---------------+----+-------------------+
| Anto Kankaras |<-->| Arturo Quiepo     |
|Walton Purefoy |<-->| Joaquin Carbonell |
+---------------+----+-------------------+

From this diagram you can deduce which of the lieutenants will be present 
at Mike�s. Look for your lieutenant�s name; the one sitting at the bar is 
the one at the other end of the arrow.

When you reach the lieutenant�s table, he�ll ask you if what you�ve been 
doing at the other faction (i.e. taking out almost all of the leaders) 
really happened. Apparently, he likes the idea and wants to do the same 
thing over at his faction. He wants you to take out the advisor (Greaves or 
Voorhees) and his co-lieutenant. Accept the mission to receive 25 diamonds.

---/// Journal Entry #10.5 \\\---

After APR found its leadership reduced
to one guy, I got a call from Reuben
asking me to meet him at the Marina. He
was there � but he wasn�t alone. a UFLL
lieutenant was there too, having arrived
in the aftermath of his boss�s killing. He
wanted me to replicate my heavy-
handed approach to career
advancement to his own situation at
UFLL.

---/// Journal Entry #10.6 \\\---

After UFLL found its leadership reduced
to one guy, I got a call from Reuben
asking me to meet him at the Marina. He
was there � but he wasn�t alone. an APR
lieutenant was there too, having arrived
in the aftermath of his boss�s killing. He
wanted me to replicate my heavy-
handed approach to career
advancement to his own situation at
APR.

===/// Objective Updated! \\\===

OBJECTIVES: Go to Sepoko and kill Greaves and
            his aide.
   DETAILS: Reuben wasn�t lying � we had visitors at the
            Marina bar. An APR lieutenant came south
            with the other APR commanders after
            Tambossa�s death. Greaves is consolidating,
            but the lieutenant has been inspired by
            my recent house-cleaning at the UFLL. He
            wants me to kill Greaves and the other
            lieutenant up at Sepoko, while he moves
            into Tambossa�s old office.

===/// Objective Updated! \\\===

OBJECTIVES: Go to the TaeMoco Mine and kill 
            Voorhees and his aide.
   DETAILS: Reuben wasn�t lying � we had visitors at the
            Marina bar. A UFLL lieutenant came south
            with the other UFLL commanders after
            Mbantuwe�s death. Voorhees is consolidating,
            but the lieutenant has been inspired by
            my recent house-cleaning at the APR. He
            wants me to kill Voorhees and the other
            lieutenant down at the TaeMoco Mine, while
            he moves into Mbantuwe�s old office.

\\\===

Before heading out to the mission, get to the weapon store and buy 
everything, except one item. You�re two diamonds short of buying 
everything, which we will be getting out of the last 2 diamond cases. For 
now, leave the last item. Get to the armory and pick up your weapons. You 
don�t need the sniper rifle anymore, but the MGL-140 is still very useful. 
The Silent Makarov or Silent MP-5 are also advised.


============\
TaeMoCo Mine \
==============\

Get in a car at the Marina and drive to the bus station close by. Take the 
bus to the southwestern sector, and from there, drive directly north to 
reach the mine through the south entrance. Notice, by the way, that if 
you�ve performed the buddy mission Pipeline Crossing, the mine is still 
very much flooded.

After entering the area, approach the waterside (if there is one) and 
should two grenades towards the ammo pile with your MGL. The two shots 
should take out most of the guards, and the ammo pile does the rest. Swim 
or walk over to where the ammo pile was, then enter the target building 
from the southern entrance.

As with the first house cleaning, shoot one guy, and the other will make a 
proposition.

===/// Objective Updated! \\\===

 OBJECTIVES: Either eliminate both UFLL officers
             at the TaeMoCo mine,
ALTERNATIVE: Or return to Port Selao and kill
             the first lieutenant inside the UFLL
             headquarters.
    DETAILS: There�s always a counter offer. The survivor
             says he has loyal men at UFLL headquarters
             who want nothing more than to see the original
             lieutenant dead. He�ll set it up so I can walk in
             the front door without checking my guns, and
             right up the stairs to Mbantuwe�s office. A
             pleasant change from the usual routine.

\\\===


============
BASE MISSION
============
If you don�t like the surviving man for any reason, just kill him and get 
out of the mine through the southern exit. Make your way back to the bus 
station, and take it to Port Selao.


=================
SUBVERTED MISSION
=================
If you want the first lieutenant to die, however, simply walk out of the 
hut, and get out of the mine through the southern exit. Get back to the bus 
station, and take it to Port Selao. From there, drive into the town.

Once you�re there, park your car near the eastern exit, and make your way 
for the UFLL HQ. Walk up to the guard. He�ll ask you for your weapons at 
first, but, if you interact with him, quickly gives you a thumbs up and 
lets you in. Walk up the stairs, and take the lieutenant down.

When you leave the HQ, be ready for an all-out attack. Everyone is ready to 
fire at you. Quickly kill the enemies directly in your way, then rush to 
your car and escape through the eastern exit.


===/// Objective Complete! \\\===


======\
Sepoko \
========\

From Mike�s Bar, drive to the bus station and take the bus to the 
northeastern sector, but don�t approach Sepoko directly from there. 
Instead, drive south until you can approach the area from below.

Entering the telcom office brings you very close to the target shack. 
Crouch towards the office, then walk through the narrow opening to your 
right to reach the entrance. Inside, you�ll find Greaves and the other 
lieutenant. Again, kill one of them, and the other makes an interesting 
proposition.

===/// Objective Updated! \\\===

 OBJECTIVES: Either eliminate both UFLL officers
             at the TaeMoCo mine,
ALTERNATIVE: Or return to Port Selao and kill
             the first lieutenant inside the UFLL
             headquarters.
    DETAILS: There�s always a counter offer. The survivor
             says he has loyal men at APR headquarters
             who want nothing more than to see the original
             lieutenant dead. He�ll set it up so I can walk in
             the front door without checking my guns, and
             right up the stairs to Tambossa�s office. A
             pleasant change from the usual routine.

\\\===


============
BASE MISSION
============
If you�re loyal to the first lieutenant, kill the surviving guy to complete 
the mission. Get to the bus station in the north and take it to Port Selao.


=================
SUBVERTED MISSION
=================
If you let the surviving man live, get back to the bus station without 
killing him, the take a bus to get back to Port Selao. grab a car at the 
bus station to get to the town.

Once you�re there, park your car near the eastern exit, and make your way 
for the APR HQ. Walk up to the guard. He�ll ask you for your weapons at 
first, but, if you interact with him, quickly gives you a thumbs up and 
lets you in. Walk up the stairs, and take the lieutenant down.

When you leave the HQ, be ready for an all-out attack. Everyone is ready to 
fire at you. Quickly kill the enemies directly in your way, then rush to 
your car and escape through the eastern exit.


===/// Objective Complete! \\\===


==============================================================
##############################################################
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
              Chapter 12: The Jackal�s Assoicate              
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/!TJA
##############################################################
==============================================================
�The Jackal continues to be a destabilizing influence - Orders are to 
terminate.�


                       +-----------------------+
                       |31.1 REUBEN�S ATONEMENT|
                       +0%-----------------#RAT+


Soon after finishing the second house cleaning, you should receive another 
phone call. It is Reuben, like he said he would. He informs you that he is 
at the airfield, and that the soldiers rounded up all of the journalists. 
The journalists are being told they will be deported, but Reuben believes 
they have other plans. He asks you to come to the airfield and save him.

===/// New Objective! \\\===

OBJECTIVES: Find Reuben in the airport hangar.
   DETAILS: Just got off the phone with Reuben. He�s
            been detained by militia at the airport along
            with a bunch of other foreigners. He�s facing
            deportation... if he�s lucky. Guess they don�t
            like his reporting. He�s been saying too much
            about the factions� attempts to stop the
            civilian exodus. I need to rescue him.

---/// Journal Entry #11.1 \\\---

Playing the factions in Bowa-Seko
turned out to be just as dangerous as it
was up north. The difference was that
the faction�s boss� murder put all their
futures in limbo. Me killing the other
faction leader on the advisor�s orders only
kept them there... for a while anyway.

While Voorhees and Greaves tried to
figure out how to be warlords, their
former comrades from Leboa-Sako were
showing their stripes. My first lieutenant
saw no reason why he shouldn�t run his faction
and recruited me to arrange his
�promotion�... another lieutenant
recognized a sound strategy when he
saw one and followed suit.

While I was still up in my ankles in the other
faction�s blood, I got another call from Reuben,
this time from the airport where he and
a bunch of other foreigners were being
detained. The situation was getting
worse, and there was no better indicator
of that than the fact that the UFLL and APR
troops were working together...

\\\---

You should be in or near Port Selao now, so get in a car if you�re not in 
one already and drive to the airport. Make sure you have an MGL-140 and/or 
a sniper with you, which is very useful for this mission.

The airfield isn�t really crowded, but there�s a lot of dangerous enemies. 
The first thing you need to do is to take out the mortar, who is situated 
at the original spot of the sniper, at the far eastern mountain wall. 
Locate him, then shoot him with the sniper or the MGL. If you use the 
grenade launcher, aim some distance above him, since the grenade will fall 
down a bit due to the distance.

After taking out the sniper, search for the rocket launcher on your right 
(south). Take him out before he can get a decent shot, then walk up to the 
building in front of you. There�s 3 or 4 guys in and around it, but still 
scattered, so take them out with an LMG or assault rifle one by one.
Moving up to the target building, there�s not a lot of guards left. Shoot 
them one by one, and when you see a large concentration of guards, use you 
MGL to take them out.

When you�ve taken out all of the guards, get to the target building and 
enter it through the door on the south wall. Inside, you�ll see Reuben, 
among others.

Reuben thanks you for your help. He realizes that the war in the country 
has reached its finale � the APR and UFLL are joining together for a 
massive massacre (didn�t the Jackal predict something like this?). He will 
pay you back for your assistance by giving the one thing he always gives: 
information.

As you already know, the APR and UFLL have finally called a truce. This was 
what the country was hoping for all along, but it isn�t quite the peace 
they expected � the factions are joining forces, which means none of the 
civilians is safe.
Furthermore, there seems to be a riot down at the prison you broke out of. 
The factions� first order of business is to stop it. What started the riot? 
No-one knows for sure, but Reuben is certain the Jackal is involved. 
Finally, Reuben has decided not to leave the country, even though it�s at 
the brink of destruction. It�s his home, and he will be there �til the end. 
He asks you one final favour: if he doesn�t make it, he wants you to 
deliver some things to his family. Interact with him to take the stuff. He 
suggests you find the Jackal.

===/// Objective Completed! \\\===


                     +-------------------------------+
                     |31.2 RENDEZVOUS WITH THE JACKAL|
                     +4%-------------------------#RwJ+

===/// New Objective! \\\===

OBJECTIVES: Go to the prison to meet The Jackal.
   DETAILS: Reuben is alive and well, and isn�t leaving
            until his story is done � but the story is
            getting uglier. The factions have joined
            forces and they don�t want any witnesses for
            what happens next. Reuben told me that
            there was some kind of uprising at the prison
            where I was held before. The Jackal�s there.

---/// Reputation Level Increased! \\\---

REPUTATION LEVEL 5
The mere sight of me is sending brave
men into panic. They know if I�m around,
they�re dead men. That isn�t so good for
their camp morale, but it�s good for me.

\\\---


Get out of the building and make your way towards the southern exit of the 
airfield. On your way there, your GPS should pick up a diamond signal. 
Trace it to diamond case #220 behind a rock, containing 1 diamond (D#B38).

Unfortunately, the southern exit is closed off with fences, so get back to 
the northern exit, get in your car, and follow the road south towards the 
southeastern sector.

Just before you enter the new sector, however, you�ll pick up one last 
diamond signal. Trace it to a diamond case high up on an elevated rock. To 
get to it, follow the elevated rock to the north until you find a way up. 
Follow the formation south again to reach the last diamond case of the 
entire game, sitting on a box. Open it to receive a diamond (D#B39). To 
know for certain go to your journal and check the statistics tab. If the 
number behind �diamonds found� says 1000, congratulations!

Drive to Mike�s Bar and get in the weapon store. Buy the last piece of 
equipment you hadn�t bought yet, then head into the armory.

For the final collection of missions, there are a few key weapons that you 
need. You�ll be able to access your weapon crates from time to time, 
though. Put an MGL-140 or an assault rifle/shotgun in the primary weapon 
crate, a Carl G Rocket launcher in the second, and IED�s in the third. As 
for the weapons your carrying, take your favourite assault rifle/shotgun, a 
dart rifle and an M-79 with you. Stock up on ammo, explosives, fuel and 
sirettes, then save and get in the assault truck parked near the armory. 
Get out of the HQ and drive west into the southern sector.

On your way to the prison, try not to use any of your weapons. If you come 
across a patrol, use the turret on your assault truck. At the small hut 
before the prison, use the M-249 on the turret to take the guards out, then 
drive to the prison.

Enter the prison and open the door. Refill on sirettes if you need to, then 
walk to the plaza of the prison to find the Jackal. He informs you that the 
most of the civilians have made it to the border. He tells you that they 
need to leave, in order to isolate the �disease� and destroy it. Then, he 
walks up to the eastern exit and asks you to do 2 things. Firstly, an arms 
dealer is at the airport some distance to the west. He�s waiting for a 
chopper to arrive and get him out of the country, and is willing to pay the 
pilot with a briefcase filled with diamonds. But, the Jackal needs them to 
bribe the border troops to let the civilians out. You need to obtain those 
diamonds from the Arms Vendor.
Secondly, there�s the UFLL and APR. The last two important members (the one 
that you didn�t kill at the house cleaning) have taken the lead. They�re at 
the Faction Bivouac discussing they�re plans. The Jackal recons you can 
walk in there since they know you, and then kill them. Finally, you are to 
meet them close to the border. Get through the opening, stock up on ammo if 
you want to, then exit the prison through the eastern exit.

===/// Objective Completed! \\\===


                       +----------------------+
                       |32.1 HEART OF DARKNESS|
                       +0%----------------#HoD+


===/// New Objective! \\\===

 OBJECTIVES: Go to the jungle bivouac and kill
             both factions� commanders.
ALTERNATIVE: Go to the LZ and recover the
             diamonds stolen by the Arms
             Vendor.
    DETAILS: The Jackal plans to lead the civilian exodus out
             of the country. The UFLL and the APR have
             joined forces to stop him. He wants me to
             take out the leaders, and to kill the Arms
             Dealer and get his diamond so we can bribe
             the border guards. He�s insane... but he�s
             right. I�ll help him first... and maybe kill him
             later.

---/// Journal Entry #11.2 \\\---

Based on Reuben�s intel, I tracked down
the Jackal to the same jungle prison that
I had escaped from. He had cleared the
place out and was using it as a way-
station for evacuating all of the
remaining civilians over the border. His
plan was batshit crazy, but it wasn�t
without its merits. Like the part where
he wanted me to eliminate the two remaining
faction leaders to keep their men
from interfering...

---/// New Sickness Level \\\---

SICKNESS LEVEL 5
Shakes, sweating, fever. Convulsions are
severe. Feel like I could die.

\\\---

Move east towards the separate part of the southeastern sector. Before 
entering it, the game will inform you that you won�t be able to go back 
once you trespass this area. Accept it, and walk into the southeastern 
sector. You�ll enter the Heart of Darkness.

Approach the center of the area and stand on the large rock overlooking the 
camp. You�ll see a small hut with an ammo pile to the right, and a small 
concentration of guards near a grenade launcher on the left. Not too hard.
Take out your M-79, and drop a grenade at the turret, killing most of the 
guards. Don�t drop anymore, as you need the grenades for later. Instead, 
use your dart rifle to kill one or two enemies at the hut, then hop down 
the rocks from the side and take out the rest of the enemies. Pick up an 
ammo box and continue east.

You�ll reach the first of three safe house. There are no piles along the 
safe house, so get in to find an ammo pile, and no crates. Rest if you need 
to, then continue.

Follow the path south, along the river, but watch out � there�s a few 
guards along the road. Take out your dart rifle and scout the path ahead of 
you to find them. Kill them one by one until you�re noticed, then take the 
last one out in whatever way you wish. When you�ve taken them out, follow 
the path further as it bends to the left twice. Follow the path further 
until you reach the Swamp.

---/// GOLDEN AK-47! \\\---

After the path bended to the east, look for a fallen-down trunk. Follow it 
up to a ridge, where you�ll find the final golden AK-47 of the game sitting 
on a rock (GA#B2).

\\\---

This area has a decent amount of guards, so you need to watch out. First 
off, use you monocular to scout a turret at the northern shore of the lake. 
The turret is, again, an MK-19 grenade launcher. You can also make out an 
ammo pile just behind the turret. That�s their weak spot. Save, then aim 
some distance above the pile with you M-79 so that the grenade drops near 
it. If you succeed, the blast should set off the ammo pile, killing all the 
guards near the turret.
From there, it�s easy work. Walk up to the turret while killing the guards 
directly in your way. When you reach the turret, make sure the exploded 
ammo pile killed everyone, then use the grenade launcher to take out the 
rest of the guards. Follow the road northeast of the area.

Before you can reach the safe house on the map, you need to pass a canyon. 
This canyon can�t be crossed from the top, so you need to move through the 
entire canyon to reach a way up at the end. The canyon is guarded, however.

Follow the path north to find a way down into the crevasse. Follow the path 
until you spot the enemies. The group consists of 4 or 5 guards. Take out 
as many as you can with the dart rifle before they notice you, then switch 
to your primary weapon and take out the rest. You might be running low on 
ammo, so pick up as many ammo as you can from the dropped weapons while 
taking down the rest.

When you�ve taken care of the group, move further south into the crevasse, 
until you reach a crashed plane. Walk up the hill on your right, then cross 
the crevasse using the rocks to finally reach a safe house. Get in.

Next to the ammo pile and the medbox, you can find the weapon crates in the 
safe house. Get out the Carl G rocket launcher and the IED�s, pick up an 
ammo box, and rest if you want, then get out again.

You have two options now, either take out the faction leaders or obtain the 
diamond case. It doesn�t matter which you will be doing first, but we�re 
going to assassinate the leaders, so head north. Along the way you�ll come 
across an explosive pile. Grab one to restock your grenades, then move into 
the area.

The Faction Bivouac is a ceasefire area, which means you can walk in and 
kill the leaders freely. The only problem with that strategy, is that it�s 
hard to get out (anyone who has tried to get out of Pala knows that � and 
there are no cars to escape with here).  For a more successful approach, 
we�re going to use our rocket launcher.

Follow the road leading south through the area. Once you have a clear sight 
at the house, use your monocular to see the two guys talking. Don�t shoot 
them yet, though � you have to escape through the eastern exit. Follow the 
path all the way to the eastern part of the area, then find a few rock from 
which you have a good view at the hut. You should be able to see their 
heads. Aim with the rocket launcher, and fire a shot to take them out. 
Don�t wait around, though. Immediately rush towards the eastern exit. Throw 
a grenade behind you to stall the guards when you�re fatigued, then get out 
of the area.

Follow the path south to reach the last of the safe houses. Rest and 
restock. It�s time for the final mission.

Move south towards the final area, and cross the lake. Once you enter the 
Landing Zone, walk up the hill and take a look at your target with your 
monocular � your best buddy is standing there! This doesn�t smell right. 
Don�t walk up to him/her yet. We didn�t bring along the IED�s for nothing, 
after all. Place 3 IED�s spread around the center of the area. Make sure 
they�re all placed at something explosive (the explosive pile is a good 
choice). Save, then approach your buddy.

He�ll greet you. Apparently your buddy has beaten you to the punch � he 
already killed the Arms Vendor, and is waiting for the chopper to lead him 
out of there. Something�s not right, that much is clear; and it becomes 
much clearer when another old friend of yours appears from behind the 
wreckage � your old best buddy from Leboa-Sako, who you thought had been 
killed at Mike�s! He tells your buddy that you�re not part of the plan, and 
suggests shooting a bullet through your head. As soon as he raises his 
weapon, kill him before he makes his move. The other one apologizes, and 
reaches for his weapon as well. Take him down with a clean headshot. But 
it�s not over yet. All around you, your old buddies presumed dead appear 
from behind the structures. Time to create some fire: detonate the IED�s.

Unfortunately, the buddies have a much better endurance then normal enemies 
� you noticed as much back when they helped you. Rush to the boxes behind 
the wreckage, killing only buddies in your way. You have to make headshot 
to take them down quickly. When you�re behind the boxes, reload, then 
systematically take down all of your buddies. When you don�t hear any 
shots, look around for survivors. Some buddies might still be moaning on 
the ground. Walk up to them and interact with them. You can�t give them any 
more sirettes � only the bullet.

After finishing off the rest of the buddies, get to the diamond briefcase 
and pick it up to update the mission.


                       +------------------------+
                       |32.2 KILLING THE DISEASE|
                       +4%------------------#KtD+


===/// Objective Updated! \\\===

OBJECTIVES: Go to The Jackal�s hut and deliver
            the diamonds.
   DETAILS: It�s done. Everyone�s dead. Enemies...
            friends. Everyone except me and The Jackal.
            He�s waiting at a small hut just past the
            canyon truck pass � waiting for these
            diamonds before he dynamites the pass shut.
            This is it.

---/// New Sickness Level \\\---

SICKNESS LEVEL 0                              
Symptoms are gone. Wish I could say the       
same for the malaria. It�s in me, just        
keeping quiet right now. I have to keep my    
pills stocked. Never know when it�ll strike   
again.                                        

---/// Journal Entry #11.3 \\\---

The two remaining faction leaders were
dead. So were all of my old buddies.
All at my hand. The only
question afterwards was, would I be
able to walk out of that jungle alive and
live with it?

\\\---

Head back to your safe house and restock, then head further north towards 
the Jackal�s hut. On your way, you should reach a pond with three guards. 
No problem. Use a rocket to kill the first two, then shoot the last one and 
move through to reach the Jackal�s hut.

Once you reach the hut, enter it to find the Jackal waiting for you. He 
needs you to hand over the briefcase, so interact with the table to lay it 
down on it. The Jackal checks the briefcase, puts an Eagle.50 in it and 
closes it again. It�s time for the final mission.

According to the Jackal, the APR and UFLL are still going after the 
civilians, trying to stop them. As you already know, however, the Jackal is 
trying to get them across the border. 
In order to stop the factions from getting to the civilians, the Jackal has 
planned to destroy the pass to the border with dynamite. Unfortunately, the 
detonation cord isn�t functioning properly. One of you has to reach up to 
the dynamite and short-circuit it with a car battery laying on the table. 
Obviously, that one will be caught in the blast, and die. While the Jackal 
starts to cover the hut in petrol, he continues.
The one that�s not taking the car battery has to get those diamonds to the 
border troops to bribe them into allowing the civilians across the border. 
When that guy (either you or him) has handed off the diamond briefcase, he 
will shoot himself in the head.
Remember the �disease� he was talking about over at the prison? The Jackal 
now tells what he meant by dead � according to him, this country is 
terrorized by this �cancer�, every single one of them; that includes you 
and the Jackal himself. In order to stop the cancer from spreading, every 
single one of the carriers should die; again including you and him. If 
either of you is allowed to live, the mission would have been a waste.

Diamonds or the dynamite? It�s up to you which mission you want to choose. 
It doesn�t really matter which one you choose, though I like the diamonds 
better. Choose one by interacting with either the car battery or the 
diamonds.

===/// Objective Updated! \\\===

OBJECTIVES: Either pick up the battery or the
            briefcase.
   DETAILS: Time�s running out, for everyone. The
            diamonds have to be delivered to the border
            guards, or the refugees may be no better off
            than they were with the factions. And the
            only way to block the factions from following
            the refugees over the border is to set off The
            Jackal�s dynamite � by hand, with a battery.

---/// New Sickness Level \\\---

SICKNESS LEVEL 5
Shakes, sweating, fever. Convulsions are
severe. Feel like I could die.

\\\---


============\
THE DYNAMITE \
==============\

===/// Objective Updated! \\\===

OBJECTIVES: Go to the canyon overhang and
            detonate the dynamite with the
            battery.
   DETAILS: To cut the road to the neighboring country,
            the Jackal has set up a cache of explosives.
            It�s at the foot of a large overhang above the
            narrow pass. Unfortunately, it can�t be
            triggered remotely. Guess I gotta go in there
            and do it manually. Battery and jumper cables.
            So long.

\\\===

When you pick up the car battery, the Jackal will move to the door. He�ll 
give a final confirmation that both of you are death within the hour, then 
lets you out.

The target is to the south, but you need to get up high, so walk west and 
follow the path to find a way up. On your way, you�ll meet two groups of 
three guards. Take them out easily, and don�t worry about ammo. When you�ve 
reached the top, you�ll find three boxes of dynamite. Interact with them. 
Your character will put down the car battery, then takes out his machete 
and a jumper cable. He cuts the cable, then throws his trusted knife away. 
Press E one final time to put the two halves of the cable into the car 
battery, instantly detonating the TNT. The screen turns black.

===/// Objective Complete! \\\===


============\
THE DIAMONDS \
==============\

===/// Objective Updated! \\\===

OBJECTIVES: Go to the Border Patrol camp and
            give the briefcases to the
            Commandmant.
   DETAILS: There�s a Border Patrol camp not far from the
            canyon, where the refugees have gathered.
            But they aren�t going anywhere till the guards
            get the money they were promised.

\\\===

When you pick up the diamonds, the Jackal will walk up to the door. He 
informs you that the gun inside the briefcase is a good one � it won�t jam. 
Then, he lets you out.

The Border Patrol camp is to the north, so follow the path that way. Get 
out your Rocket launcher and, when you see a group of guards along the 
path, hit them. Reload the launcher for when you need it later. Follow the 
path further until you reach a second defense. This one is a bit more 
difficult. Kill the guy at the front to alert the rest. Take them out to. 
When a group of guards comes running down the hill, quickly take out your 
launcher and use it to take them out. Hide behind the large tree when you 
need to reload or use a sirette, then take out the final guards. Follow the 
path further. You can already hear the border patrol speakers in the 
distance. When you reach a fence, go left and open the door into the target 
hut. You�ll hear a voice: �Let him pass.� The commandant is waiting for 
you. Hand over the diamonds to complete the mission. The screen turns 
black.

===/// Objective Complete! \\\===


                           +------------+
                           |33. EPILOGUE|
                           +0%------#Epi+


The next thing you see is a shot of the canyon, as it explodes. The camera 
zooms out and you see Reuben, surprised by the blow. He turns back forward. 
The camera zooms further back, and you see a border patrol with a briefcase 
and a diamond in his hand. After the camera zooms out a bit more, you see 
civilians, escaping to their safety. Reuben takes a picture. His report is 
complete.

---------------------------

Following the exodus, over two million refugees were displaced to
neighboring countries.

Aid organizations noted a surprisingly small number of casualties.
This was credited to the life-saving efforts of the underground movement
within the country.

The remaining leadership of the APR and the UFLL united to form an
interim government in an effort to impose order on the fractured country.

They failed. Anarchy rules to this day.

Reuben Oluwagembi�s coverage of the events has been ignored by the
International Press. He plans to publish the story independently on his
personal blog.

The identity of the Jackal remains a mystery. Officials insist he was 
killed during the conflict.

His body has never been found.




====================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
           CONVOY MISSIONS          
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================


===========\
West Target \
========C#BWT\

The convoy is in the western sector, and getting there by foot takes way 
too much time. Therefore, drive to the bus station and take it all the way 
to the northwestern corner. Don�t forget to bring IED�s with you.

When you enter the new sector, get in the car and drive south, toward the 
river. When you pick up a diamond signal, get out of the car and follow it 
to a diamond case lying on the rocks next to a bottle of wine. It contains 
2 diamonds (D_C#B01). Get back in your car and this time, drive west 
through the opening between the mountains. You should cross a small road 
also heading through the passage. Follow it until you reach the road 
heading for Sefapane. Don�t follow it, instead, continue south, along the 
shore. It might be difficult travelling by car, so get out and resume your 
travel on foot.

follow the river further south, until it turns and leads to a safe house. 
Find a way up the mountain to access it, then kill the men and get in. 
Save/rest/restock, then get out.

From the safe house, walk to the river and jump in. Swim to the other side, 
then look to your right. You should see some rocks. Jump on the first rock, 
then use it to get on top of the other. You should reach two wooden bars. 
Use them to cross the gap and to get to the last rock, and another diamond 
case holding 3 diamonds (D_C#B02). When you�ve got them, follow the river 
to the west. When the river ends, walk in a southwestern direction until 
you pick up a diamond signal. Follow it to another diamond case, holding 1 
diamond (D_C#B03). If you take out your GPS, however, you will still 
receive a signal. Follow this one to a Jackal Tape (you might find this one 
first) (J_C#B1). Pick it up, then run west until you reach a small side-
road. You�ll find another wrecked bus at the point where the road ends. 
Clear the location of enemies (there are about four of them), then climb on 
the wrecked bus (there�s a ladder you can use), then open the diamond case 
you find there, containing 1 diamond (D_C#B04). This case is the last one 
of the sector. Get in a car, then drive south into the western sector.

When you arrive in the new sector, drive southeast until you reach the 
mountains. Follow them south, to eventually reach a kind of graveyard. You 
should�ve picked up a diamond signal by now. Follow it to find a diamond 
case, but stashed away below the hay. Throw a grenade on there to be able 
to access the case, containing 3 diamonds (D_C#B05).

Right now, you�re very close to the convoy�s route. If he�s close to your 
position, you can already complete the mission by planting some IED�s at 
the junction to your south. 

In any case, get to the junction and look for a scouting post (hard to 
miss). Climb the stairs, then open the diamond case there for another 
diamond (D_C#B06). When you�ve got it, get down and follow the road further 
south (if you encounter the convoy at any point now, feel free to complete 
the mission). When the road turns right, get off of it and cross the river 
in front of you, then follow the shore bending around the mountains. You 
will have to swim a little when the shore gets too thin. As soon as you see 
land, get on it and take out your map. You should receive another diamond 
signal, so follow it to a small hut with a diamond case, containing 3 
diamonds (D_C#B07).

If you happen to have a sniper with you (and ammo), you can safely take out 
the guard post to your south. Else, sneak (or blast) your way in and take 
it out from close range. From the guard post, we will blast the convoy and 
complete the mission.

If you�ve cleared out the guard post (or not), place some IED�s on the 
road, and wait for the convoy to arrive. Then, as usual, detonate the IED�s 
from a distance to complete the mission.

From the guard post, head southeast to the junction, where you should 
encounter 2 huts. Inspect both of them to find another diamond case, 
containing 2 diamonds (D_C#B08). Then, from the position of the hut, head 
straight towards the west. You�ll cross the road, a small hill, to 
eventually reach the desert. In here, keep a lookout to your left, where 
you should eventually find a small hut. Head for the small hut to find a 
diamond case containing 2 diamonds (D_C#B09) and another Jackal tape 
(J_C#B2).

Get back on the road, and follow it further south into the southwestern 
sector. As soon as your map switches to the new area, stop your current 
route and head east, along the border of the map. You should come across a 
campfire near the mountainside, along with a diamond case holding 1 diamond 
(D_C#B10).

Walk a bit south and you�ll be in a perfect spot to have a nice overview of 
the guard post. It�s a pretty big one, though surrounded by car- and 
buswrecks (reminds me of Fallout...). Silently walk up the rock on your 
left and stand on the edge. Take out your monocular. Right in front of you, 
just behind the red carwreck, you can see the explosive pile. Scout it, 
then plan your attack. This is a well-guarded post, so be very careful. 
Since I had a silent weapon, I killed a few guys in my direct path, then 
hopped down the rocks and silently ran for the explosive pile. After 
stealing some dynamite, I placed an IED on two yellow barrels in the 
northeast corner of the post, one on a truck in the western area, and one 
near a turret in the southern corner. In total, the entire guard post was 
in shatters. You should be able to sneak in and out of a guard post with 
ease by now, but practice never hurts.

After taking out the guard post, get in a car, then drive southwest until 
you reach the border of the district. From there, follow the border to the 
south, passing the mountains to your left. You should reach a small 
campfire with a jeep pretty quickly. Get out of your car, in the jeep, then 
drive a little bit forward. Get out again, and, very inventively, you�ll 
find there was a diamond case under the car! Open it to receive 2 diamonds 
(D_C#B11).

Use the jeep to drive all the way to the south of the sector, carefully 
following the western border while doing it. When you close in on the 
corner of the map, you should pick up another diamond signal. The diamond 
case is close to a small lake not noted on the map, and contains 2 diamonds 
(D_C#B12). When you�ve got it, get on the road to your left, and head for 
the bus station.

Before you reach the station, however, you should pick up a final signal, 
leading to a jackal tape in the wrecked bus (J_C#B3). Once you�ve picked up 
the last collectible of this run, head for the bus station and take it to 
the southeastern sector. From there, drive straight for Mike�s at Marina.


============\
North Target \
=========C#BNT\

From Mike�s Bar, head for the bus station and take it to the northeastern 
sector. From there, get in the car and drive in a northwestern direction. 
As soon as you pick up a signal on your GPS, follow it to a diamond case 
near a huge rock, containing 1 diamond (D_C#B13). Open it, then take out 
your map. See the rock formation to the west of your location? Head for the 
opening on its north side.

When you arrive there, you should find a small hut. There�s no diamond case 
to be found, though there are two occupants awaiting your arrival. Take 
them out, then get in the buggy and drive southwest towards the road. 

When you reach the road, follow it northwest for a bit, but as soon as you 
can, head west towards the river delta. You should come across a few huts. 
Get out of the buggy and jump down towards the river. Follow the diamond 
signal you receive to find another diamond case behind the rock, containing 
2 diamonds (D_C#B14).

When you�ve got it, it�s time to plant the IED�s and wait for the convoy. 
Plant 2 or 3 explosives with a relative distance from each other, wait for 
the convoy to arrive, then detonate the IED�s to complete the mission. When 
you�re done, drive back to the bus station and take it to the southeastern 
sector. From there, drive to Mike�s Bar.


================\
Southwest Target \
=============C#BST\

The convoy is in the southwestern sector, so drive towards the bus station 
and take it to the southwestern bus station. Once there, get in the buggy, 
but, instead of following the road, drive in an eastern direction, until 
you reach a small lake with a hut on the other side. Get out of the buggy 
and walk towards the hut. Next to the hut, you�ll find a pit, containing 
bones, skulls, a corpse, a lot of blood, and, most importantly, a diamond 
case. Jump in the pit and open the diamond case to receive 2 diamonds 
(D_C#B15).

Get back in the buggy, and drive back towards the bus station, until the 
mountain on your right opens up (check your map for this). Then drive north 
all the way until you pick up another diamond signal. Follow it to a huge 
tree with a diamond case next to it, containing 2 diamonds (D_C#B16).

Get back in your buggy and drive west .When you reach the safe house, 
unlock it, and rest inside. Then, head north until you reach the road. 
Follow the road as it bends to the left, heading north past the mines.

You are now driving in the direct route of the convoy, so if it�s closing 
in, feel free to install the IED�s and complete the mission. Otherwise, 
just drive north until you reach the junction.

---/// GOLDEN AK-47! \\\---

On the road leading north, you�ll pass by a small hut. Put your car on the 
southern side, then use it to jump on the roof of the hut, then jump in the 
house to find a golden AK-47 lying on the ground (GA_C#B1). Get out again 
by using the broken roof.

\\\---

When you reach the junction, head left, and get out of the car. Walk all 
the way to the northeastern corner of the sector, to find a grave 
containing a diamond case. Open the case to receive 1 more diamond 
(D_C#B17).

When you�ve got the diamond, get back to the junction to the south, and 
follow the road leading east into the southern sector. Take out the guard 
post up ahead, then drive north towards Selao. There, take the bus to the 
southeastern sector, and drive straight to Mike�s at Marina.


===========\
East Target \
========C#BET\

The convoy is in the eastern sector, so drive to the bus station and take 
it to Port Selao. From there, drive east. You can pass the first guard post 
without too much trouble, but once you�re in the eastern sector, it might 
get a little rough. Take out the guard post behind the bridge, then follow 
the road until the junction. If the convoy is close by, you can set up the 
IED�s here and complete the mission already. If not, drive for the antenna 
station, and keep a close eye on the target.

If the convoy hasn�t passed you when you reach the antenna station, set up 
the bombs there and wait for it anyway. After completing the mission, 
follow the road east towards the safe house. Unlock it if you haven�t 
already, then follow the road further. When it turns towards the river, get 
off of it and just follow the river shore.

You should eventually see a crashed plane. Use your GPS to find a Jackal 
Tape next to it (J_C#B4). Then, continue south until you reach some rocks. 
Take out your GPS. You can see that there�s a diamond case nearby. Locate 
in what direction it is, then look up. The case is on the rock all the way 
at the top. It is possible to get up there by jumping from rock to rock, 
though it�ll take some time to find out how. It shouldn�t be too difficult 
though. Once you get there, open it for 3 diamonds (D_C#B18).

Jump down again, then take out the guard post to the south (don�t forget 
the sniper on the other side of the river). Afterwards, scout it for an 
explosive pile.

---/// GOLDEN AK-47! \\\---

From the position of the sniper, go south until you reach a few barrels on 
the tip of a rock. From there, look near the mountainside to see a red 
barrel. get to it to find a Golden AK-47 right next to the barrel on the 
ground (GA_C#B2).

\\\---

Now that we�ve gotten the collectibles we needed, you should retreat north 
to your safe house. From there, head west towards Port Selao and make your 
way for the bus station there, and take it to the southeastern sector. From 
there, drive to the Marina.


====================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
       ASSASSINATION MISSIONS       
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================


================\
Selao Targets(2) \
=============A#BSL\

Since there are two targets in selao, there is one guide for both. If you 
receive your second target, just get to selao as quickly as you can, and 
assassinate the target (possibly with the help of this guide), then get to 
the bus station.

From the antenna station, hop down on the path, and go left. Unlock the 
safe house if you want, then follow the road further until it ends near the 
river shore. While following the road, you should come across a diamond 
case laying right in the open, containing 3 (!) diamonds (D_A#B01).

Get to the rivershore. There�s no docked swamp boat you can use, but there 
are some guards patrolling on the waters, so steal theirs if you really 
want one. Head west, and follow the river until you come across a small 
island in the middle of the river. Get off the boat, walk to the southern 
end of the island, then look for a diamond case sitting on top some boxes, 
containing 2 diamonds (D_A#B02). Get back in the boat (or take the one 
docked here), and follow the river further south.

When the river bends towards the right, you�ll see another guard post. Take 
them out (watch out for the small post on the southern shore), then scout 
the area for a medkit. Before getting back in the swamp boat, head 
northwest until you pick up a diamond signal. Follow it to a mountain 
passage with a diamond case at the end of it, containing 2 diamonds 
(D_A#B03).

Get back in the swamp boat, and follow the river all the way into the selao 
sector. You�ll pass another guard post and you might receive some fire from 
the polytechnic area, but as long as you keep driving you shouldn�t end up 
with too much wounds. You�ll pass a (already unlocked) safe house just 
before entering the selao sector, use it to sleep or change weapons.

Upon entering the new sector, stop at the first dock you see and get out. 
You�ll find a weapon store here, so get in the armory to refresh and 
restock. You might want to think about taking some IED�s with you. 
On the left side of the armory, you�ll see a diamond case enclosed by 
fences. You could blast away the fences, but, for a more subtle approach, 
head around the back and slash away at the wooden bars there, then get in 
and retrieve the diamond (D_A#B04).

From here, you have two options. Either get back in your swamp boat and get 
to Selao over water, or get in a car and use the roads to get there. The 
car is the fastest, but you will run into a guard post, whereas the water 
route is entirely safe. 

Once in Selao, it�s time to eliminate the target. There are two various 
targets: one is out of sight from the defendants, the other right in front 
of them. The former one can easily be killed through machete, silent 
weapon, or IED. The latter, however, requires a subtler approach. Direct 
attacks on him will trigger the rest of the guards immediately. The best 
thing to do is to place an IED near him, but even that�s difficult. Make 
sure no-one�s watching, then place and IED close to his position. I placed 
them on the boxes right behind the spot where he�s smoking from time to 
time. You can easily hide behind it to place the explosive, and due to the 
blast, it will kill the target no matter where he stands.

Get out through the southeastern exit heading for the bus station. Once 
there, trigger the IED if you placed one, then take the bus (location 
depends on the walkthrough).


=================\
Guard Post Target \
==============A#BGP\

From the communication tower, take the road southwest towards the target. 
The path eventually bends to the right, leading to a junction. Once you 
reach the junction, get off the road, and drive west, along the upper side 
of the small rock formation. When you pick up a signal on your GPS, follow 
it to find two guards. Take them out, then follow the signal further to a 
diamond case with 2 diamonds (D_A#B05).

After picking up the diamonds, head south towards the guard post. Take it 
out or sneak by it, and cross the bridge to the west. From there, follow 
the road west, but turn south at the junction. Take out the guard post up 
ahead, then scout it for a fuel pile. Afterwards, look in the train unit to 
find a diamond case behind the blue barrels, containing 1 diamond 
(D_A#B06).

When you have everything, get in a car, then follow the railtrack to the 
west. It should lead you to the mountains. When you reach the Selao sector, 
you�ll see that you�re close to the target.

The guy you have to kill is probably near the southern section of the guard 
post. Sneak around the post until you can see the target, then quickly 
shoot him. If the guards noticed you, rush towards the shore. Kill any 
excess guards, then get in the house and open the diamond case there to 
receive another diamond (D_A#B07).

Clear out the rest of the guard post (or not), then get in a car and drive 
to Selao. From there, make your way towards the bus station.


====================\
Dogon Village Target \
=================A#BDV\

Get in a car, and take the road north from the communication tower into the 
northeastern sector. Follow the road until you reach a guard post. Take out 
the troops defending it, then scout the post for an explosive pile. Get 
back in your car and follow the road north, until it starts to bend to the 
left. At that point, get off the road on the right and drive forward to 
reach a large fence � the border of the country. You should see a campfire 
close by. Take out your GPS and follow the diamond signal to a case near 
the fence. Open it to receive 2 diamonds (D_A#B08).

Get back on the road and follow it as it bends to the left. When you reach 
a junction, head left, away from Sepoko. Take out the guard post you 
approach at the next junction, and scout it for an ammo pile. Then make 
your way for the mountain formation west of Sepoko. Head for the eastern 
side of the formation, then use your GPS to locate a diamond case resting 
on a bench, containing 1 diamond (D_A#B09). Then, head north until you 
reach the safe house. Unlock it if you haven�t already, then rest/restock.

From the safe house, head west, but keep a look out on your right. When you 
see two large rocks (the left one bigger than the right), head there, and 
use your GPS again to find a diamond case in between the rocks. Open it to 
receive 2 diamonds (D_A#B10).

Get back in the car and head further northeast, until you see a collection 
of rocks and a lone tree. Get to it to find yet another diamond case, this 
one containing 3 diamonds (D_A#B11). After picking it up, take out your 
map. Head for the weapon store in the south west (grab a dart rifle if you 
haven�t got one), and then follow the road into the northern sector.

From your current location, head for Dogon Village as quickly as possible. 
With a car, it�s possible to pass the outpost unharmed. Make sure you enter 
the village through the northern entrance.

When you approach the area, follow the road for a bit. When you come across 
the second large rock (use your map), head right and follow the road up the 
hill. You should reach a small path leading through the village and a 
turret. Make sure no-one is patrolling the path, then cross it to get to a 
set of stairs. Climb the stairs, then head right at the junction to go 
further up the hill. Save, then hide behind the hut. The path in front of 
you contains an ammo pile, but, more importantly a lot of guards, most of 
which will patrol from their current position towards you, and then back. 
This means you can�t cross them. Wait for them to start coming in you 
direction, then head around the left side of the hut. When you reach an 
opening, wait for the guards to your right to pass, then cross towards the 
second hut. Once you�re there, keep hiding behind the hut and save. You 
should be at the other side of the ammo pile.

The target, a man in a suit as usual, is patrolling the area. He might be 
in the middle of the village, where he is surrounded by guards, but, sooner 
or later, he�ll walk towards the ammo pile, right past you. When he�s 
there, use your dart rifle to take him out.

The mission is complete, but there is still a diamond case we need to 
collect. Unfortunately, it�s right in the middle of the village, which, as 
I said before, is crawling with guards.

Do you see the circular building close to the position of the target? head 
in there unseen, then climb the two ladders. At the top, look in a 
southwestern direction to see a guy with a mortar. Take him down. That�s 
one less we have to concern ourselves about.

Climb back down the ladders and return to your original position (behind 
the hut). Crouch in a western direction, and head left after you�ve crossed 
the first path. You should now see a gap in the stone wall to your left. 
Behind that gap is a wooden roof. Save, then sprint and jump through the 
gap, on the roof. From there, you have to move quick. Jump on the building 
in front of you, then turn right and jump on the next wooden roof. From 
there, jump left to land on a roof with a diamond case. Open it to receive 
2 diamonds (D_A#B12). The troops have almost certainly seen you by now, and 
you�re probably wounded. Take a moment to use a sirette, then jump to your 
right to land on the ground. From there, quickly sprint towards the 
southern exit. The village has many narrow passages that you can use to 
your advantage. Stop only to kill guards directly in your way, and try to 
lob grenades at explosive things you come across. In any case, get to the 
southern exit as quickly as possible.

Once you�re out, congratulations. Save, then follow the road into the 
northwestern sector. When you reach the bridge, drop down into the water, 
and swim north to reach the bus station. 


========\
Sefapane \
=====A#BSF\

The target�s in the northwestern sector, and we�re going to get there 
through the northeastern and the northern sector. It�s advised to take 
either the MGL-140 or Carl G Rocket Launcher, and IED�s with you.

Take the road leading southwest towards the polytechnic area. When you 
reach the first junction, head right into the northeastern sector.

Follow the road until you reach a guard post. Take it out (be watchful of 
the sniper, who also happens to have a rocket launcher), and scout it for a 
medkit. From the guard post, go left, but when the dirt road passes a small 
lake, get out. Walk around the lake until you are on top of the rocks at 
the northern shore to reach a campfire with a diamond case, containing 2 
diamonds (D_A#B13).

Get back on the road, and drive west until you see another lake to your 
right. Unlock the safe house to the north, then head for the lake and get 
out your GPS. Follow the signal to a diamond case sitting on a box on the 
western shore of the lake, containing 1 diamond (D_A#B14). Then, make your 
way towards the western end of the lake to find a truck. Near the truck is 
a Jackal Tape (J_A#B1).

Head north until you meet the road, and follow it to the east a bit, until 
you pick up another diamond signal. Follow it until you�re stopped at a 
rock formation. The diamond case is atop the formation. Remember the 
location, and continue east.

When the road bends to the left (north), get off of it and hike east until 
you reach the safe house. Unlock it, then follow the path behind. Just 
before the safe house-sign, you�ll see a small path going up the hill to 
the right. Follow it to reach a paraglider. Take a wild guess where we�re 
taking it. Exactly.

Save, then use the paraglider. Turn about 45 degrees to the left to face 
the location of the diamond case. When you get to it, open the briefcase to 
receive 3 diamonds (D_A#B15). Hop down to the ground via the side of the 
platform, then head southwest into the northern sector.

Move towards Sediko, then follow the mountain passage north of it. From 
there, head northwest towards the guard post. Take it out and scout it for 
an explosive pile, then walk in a southwestern direction. When you pick up 
another diamond signal, follow it to a white tree on top of the hill with a 
diamond case next to it, containing 2 diamonds (D_A#B16).

When you opened the briefcase, head west, across the river, to the safe 
house. Restock on ammo (if you have an ammo pile) and save, then head 
further west until you reach the road. Follow it to the west, until just 
before you enter the northwestern sector. Look for a small mountain path on 
your right. Follow it to a small wooden hut with another diamond case in 
it, containing 3 diamonds (D_A#B17). Get back on the road and follow it 
into the northwestern sector.

If you have the MGL-140 or Carl G rock launcher with you, you don�t have to 
enter the city, but take the target out from the road. Walk up the path 
towards Sefapane until you can clearly see into the main road of the city. 
Then, look for a tall building with blue squares on it. It should be behind 
another, lower house.
In case of the MGL-140, save, then aim for some distance above the tall 
building and shoot. The grenade will lose some height due to the distance, 
but if it lands on the building itself, it should take out the target. This 
might take a few tries, though.
If you have the Carl G Rocket launcher with you, save, then direct the 
rocket towards the top of the tall building, and with careful timing, point 
it downwards after it passed the first building. This will probably take a 
few tries.
If you�re not able to complete the mission this way, use IED�s.

In the case of the IED�s, you have to enter the village. Fortunately, the 
target is close to a fuel pile and an ammo pile. Place the IED at one of 
those piles when no-one is looking your way (preferably both), then get out 
of the city and detonate it to complete the mission and receive 15 
diamonds.

After finishing off the target, jump from the bridge in the water and swim 
north towards the bus station.


=============\
Convoy Target \
==========A#BCO\

From the antenna station, head north into the northeastern sector. Follow 
the road towards the guard post, but when you pick up a diamond signal near 
a thin lake, follow it to a briefcase next to a tree, containing 2 diamonds 
(D_A#B18).

When you�ve got the diamond, drive northeast and take out the guard post. 
Scout it for an explosive pile, then get back in the car and follow the 
road further north.

When you reach the junction south of Sepoko, head left, but don�t follow 
the road for too long. Instead, get off the road and drive towards the safe 
house in the west. Get out of the car when the road gets too thin, and 
continue on foot. When you pick up a diamond signal, follow it to a 
briefcase lying in the middle of the road, but containing 3 (!!) diamonds 
(D_A#B19).

Follow the road further to reach the safe house. Unlock it, restock and 
rest if you want to, then continue on and make your way to the main road in 
the west. When you reach it, follow it north until you reach the junction.

From here, you are in or close to the direct route of the target convoy, so 
anytime he comes close, feel free to set up the IED�s or rocket launcher 
and take it out.

From the junction, head north until you pick up another diamond signal. 
Follow it to a last diamond case, close to a tree, containing 1 diamond 
(D_A#B20).

Take the convoy out if you haven�t already, then head north until you reach 
the bus station.

====================================
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
        PREDECESSOR MISSIONS        
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
====================================


===================\
Northeastern Target \
================B#BNE\

From Mike�s Bar, make sure you have a silent weapon, then get in a car and 
drive towards the bus station. Take the bus to the northeastern sector.

From the bus station, drive to the safe house in the northeast. Unlock it, 
change some weapons inside if you need to, then get in a car and drive 
further east, along the northern wall of the mountain formation. When you 
see a wrecked bus in the distance, head there, jump on it, then fall 
through the gap in the roof to access a diamond case containing 2 diamonds 
(D_B#B01). Get back in your car, and drive south toward Sepoko. When you 
approach the area, save and continue on foot (remember the location of your 
car, though).

If you approach the area from the north, this mission really is a cakewalk. 
Approach the area, and you should reach the telecom office, surrounded by a 
fence. However, the fence is not really a good protection. Look for a gap 
in the defense close to where the fence makes a 90 degree turn (in the 
northeastern corner of the area). Use it to get in the closed-off grounds. 
The tape is lying right in front of you, beneath the stairs. We�re not done 
here yet, though. 

Above you is the sniper. Silently kill him, then climb the stairs and 
follow fences until you hit a dead end. There�s a diamond case in front of 
you, on the roof. To get to it, jump from your current position on the 
boxes in front of you, and from there on the roof. Open the diamond case to 
receive a diamond (D_B#B02). Hop down to the ground on the side of the ex-
sniper, then get out the way you came.

Find your original car again, then drive towards the safe house in the 
north. From there, head for the bus station and use it to get to the 
northeastern sector, then drive to Mike�s at Marina.

===============\
Northern Target \
============B#BNO

The target is in Dogon Village, so drive to the bus station, and take it to 
the northeastern sector.

From the bus station, get in the car and take out your map. You need to get 
to the northwestern corner of the sector, so drive straight there. When you 
arrive at the corner, drive into the northern sector.

You should pick up a diamond signal pretty soon after entering the new 
sector, so get out of your car and follow the signal to a diamond case near 
a wrecked car, containing 2 diamonds (D_B#B03). After you�ve got it, get 
back in the car and follow the northern border all the way to the west.

About halfway through, you should pick up a diamond signal again. This 
time, follow it to a diamond case below a billboard, containing 1 diamond 
(D_B#B04).

After picking up the diamond case, get back in your car and continue follow 
the border to the west, not following the road, until you are directly, but 
far, above Dogon Village. You should pick up yet another diamond signal. 
Follow this one to a hut containing the diamond case. Open it to receive 2 
diamonds (D_B#B05).

From here, head southeast towards the safe house. Unlock it if it isn�t 
already, and sleep until night. Then, head for Dogon Village. Enter through 
the northeastern entrance.

When you approach the area, follow the road for a bit. When you come across 
the second large rock (use your map), head right and follow the road up the 
hill. You should reach a small path leading through the village and a 
turret. Make sure no-one is patrolling the path, then cross it to get to a 
set of stairs. Climb the stairs, then head right at the junction to go 
further up the hill. Save, then hide behind the hut. The path in front of 
you contains an ammo pile, but, more importantly a lot of guards, most of 
which will patrol from their current position towards you, and then back. 
This means you can�t cross them. Wait for them to start coming in you 
direction, then head around the left side of the hut. When you reach an 
opening, wait for the guards to your right to pass, then cross towards the 
second hut. Once you�re there, get around it and save. You should be at the 
other side of the ammo pile.

From your current position, make sure it�s safe, then crouch and head for 
the elevated hut in front of you. Hide beneath it, then head in a northern 
direction to get behind another hut. You should now be between another 
elevated hut and a regular one. Crouch further north to reach another set 
of stairs. Climb it. The road in front of you is covered in shadows (most 
of the time), but there might still be one or two guards patrolling it. If 
you have a silent weapon, take them out, otherwise just wait until they 
leave your sight. If a guard goes into the path on the right, wait for him 
to come back and patrol the other way. Then head down the path and go 
right.

Climb the set of stairs you see, then go right when the stairs split. 
Follow the road all the way into the mountains, out of the area, until you 
find the Predecessor Tape next to a dead body.

Get back to where the stairs split, and this time, take the other set. 
Follow it all the way up, and when you�ve reach the end, turn right to find 
another set of stairs, this one leading down. Follow it to find a 
paraglider. Our ticket out of here. Save, then use it. Go left when the 
river splits up.

Afterwards, get to the safe house in the north and sleep until daylight. 
Then drive back to one of the bus stations (northwest or northeast), and 
take it to Mike�s.


===============\
Southern Target \
============B#BSO

The target is close to Mike�s Bar, so get in a car and follow the road into 
the southern sector. Make absolutely sure it�s night, and that you have a 
silent weapon with you.

As soon as you reach the southern sector, get out of the car and off the 
road. Walk in the direction of the target, until you reach the Bowaska 
area. You�ll see now that the tape is in the large building. Approach the 
large building from the southern side, you shouldn�t find to much 
resistance here. Once you reach the fence east of the building, carefully 
proceed through the side entrance. You can already see the tape lying on 
the bench, the only obstacle is the front entrance through which the guards 
might see you.

Save, then carefully look around the corner to see if anyone is looking. 
There might be a guy hanging against the wall with his face turned the 
other, but he won�t see or hear you as long as you�re careful. Proceed 
towards the tape and pick it up.

When you have it, get out the way you came and retreat to Mike�s.



MMMMMNMMMM===================================$MMMMMMM
MMMNNMMNMM==================================MMMMMMNNM
MMM8#######################################MMMMD  MNM
NND8     /|  /|                           ZMNNN      
NDDND8DD  |   |  .  Mission List          IDD88      
MMNNN8O8 _|_ _|_                    !MiL .ZDD8?      
D88O######################################+88O87=    
ZOOO========================================DZ7I$ZI$7
8OMD========================================.~ZOZ7$O 


In this chapter, I will deal with all the missions, main or optional, 
separately. Please note that in these mission guides, I will not name 
diamond cases or other optional collection items. Please note that for now, 
this chapter only contains the buddy missions. The remaining missions will 
be added in a future update.



==============
BUDDY MISSIONS
==============


ACT I: LEBOA-SAKO
-----------------

/===============\
|>Marty Alencar<|
\===============/

|PROFILE|
+-------+--------------------------------------+
|Age: 28                                       |
|Nationality: Brazilian, Nationalized U.S.     |
+                                              +
|Loves the action. Not exactly an intellectual,|
|But he can hold his own.                      |
+----------------------------------------------+

=============\
Harsh Default \
==========B#MA1\

---/// Briefing \\\---
OBJECTIVES: Go to the villa and destroy the cargo 
            down by the docks.
   DETAILS: Marty Alencar�s pretty choked about a local
            APR commander, Alessi. Says Alessi�s mercs
            have loaded up cargo from the docks behind
            the old villa... Stuff that Alencar brought in
            but has never been paid for. Marty wants me
            to get in there and destroy that cargo before
            it�s trucked out.
\\\---

The cargo is in the villa in the western sector. It�s advised to take a 
grenade or rocket launcher with you. Also, you should attempt this mission 
by night.

The best way to approach the villa is to enter from the north side. If you 
use a swamp boat or just swim, you can enter the area unseen.

When you arrive there, unlock the safe house north. After that, carefully 
approach the target from the northern shore of the lake. There�s a swamp 
boat patrolling, so be careful and save often. go east until you are 
directly above the cargo (on the map). The last part has no trees to cover 
you, so wait for the patrolling boat to leave, then crouch further. When 
you see the cargo, aim a rocket or grenade at it (grenade launcher is a bit 
more difficult), shoot, then quickly get out. Don�t engage in any combat. 
Instead, grab the swamp boat from the safe house and leave.

Afterwards, go to Mike�s and tell Marty the good news.


=============\
Junk Medicine \
==========B#MA2\

---/// Briefing \\\---
OBJECTIVES: Go to the Junkyard clinic and
            destroy the medic�s supplies.
   DETAILS: Marty Alencar got ripped off. Says the medic
            at the Junkyard triage sold him fake
            medicine. That�s pretty dirty even by local
            standards. Marty wants me to get into the
            clinic and destroy the medic�s inventory.
\\\---

The medicine is in the scrap salvage in the west sector, and it�s best to 
attempt it by night. Also, bring along a silent MP-5 (if you have one), and 
some IED�s.

Approach the area from the eastern side. Kill the first guard here, then 
follow the road left. When you are nearing the entrance, go south (left) 
along the mountainside. When you see a wrecked bus with an opening at the 
back, get in it.

When you get out of the bus, be careful. The next road has a guard 
patrolling it. Stay behind the garbage, and wait for him to pass. When he 
does, quickly (but still crouching) cross the road and follow it left. When 
you see an opening halfway to your right, walk to it and hide, then 
quicksave.

The next part is going to be really tricky, so save often. get out on the 
other side, and go left. There are no guards here, so you can safely walk. 
Go in a southwest direction, until you see a long blue bus. Get in it and 
go out of it on the opposite side. From here, go west. You should be 
directly south of the air compressor now. Face your target. A small hill is 
blocking your view. On the left side of that hill, there is another 
opening. Get through it. You should see a white truck in front of you. 
Quicksave, then head right. Crouch through the small opening. Watch out, as 
there may be a guard to your right. He�s probably sitting against the 
container. As long as it�s dark, you can pass him. Before passing, take out 
your map and remember where the target is. Wait for no-one to watch, then 
quickly cross the road into the hut with the medical supplies. You can 
plant an IED on the box, but the IED might not destroy the box when you 
detonate it (don�t know why). The best thing to do is to shoot the box with 
your silent MP-5. No-one should notice you. Save, then get out through the 
back entrance. Run all the way back to the eastern exit to get out of the 
scrap salvage. Afterwards, get back to Mike�s Bar and tell Marty he�s been 
avenged.


/==============\
|>Warren Clyde<|
\==============/

|PROFILE|
+-------+--------------------------------------+
|Age: 33                                       |
|Nationality: American                         |
+                                              +
|Cocky as hell. Don�t think he�s seen much     |
|action. But he�s hungry for it                |
+----------------------------------------------+


==============\
Burn the Water \
===========B#WC1\

---/// Briefing \\\---
OBJECTIVES: Go to the Shwasana Village and destroy the 
            fuel station.
   DETAILS: Warren Clyde�s learned that mercs from both
            sides are refueling their boats at the big
            fishing village at Shwasana. The guys in the
            village are making a killing. Warren wants me
            to go in there and neutralize the station.
\\\---

The objective is in Shwasana, so get to the northwestern bus station and 
approach the area from the north. It�s advised to take at least 2 IED�s 
with you. It�s also highly encouraged to go in nighttime, to avoid 
patrolling boats.
Once you enter Shwasana, look for a wooden deck near the north of the area. 
There�s an opening at then - use it to jump down the rocks (you might pass 
a diamond case) until you get on ground level. It might be difficult 
jumping down without dying, but if you stay close to the rocks, you will 
land on small edges all the time, so you won�t hurt yourself. This might 
take a few tries.

When you�re down, watch out � there�s a guard patrolling nearby. Wait for 
him to pass, then quietly cross the road until you reach the water. Face 
your target, then start swimming underwater, only going up if you need air. 
If you approach the target from the side, you�ll find a ladder. Use it to 
get on the deck, and you�ll be right in front of your target � a fuel pile. 
It�s best if you have IED�s, so you can get out before detonating it. Else, 
grenade�s or just good ol� bullets will do, but you will be noticed. There 
is another fuel pile on the other side of the hut. Watch out, though � 
there�s a guard patrolling. If you attempted the mission during night, 
he�ll probably be sleeping inside the hut. If so, silently kill him with 
your machete. Then plant IED�s on the fuel piles, and get out.

If you�re still undetected, use the water to get to the eastern side. The 
side you used to enter the area is not really an option, since you can�t go 
back up those rocks and the road around it is crawling with guards. 
If you are noticed, use the water to lose the enemy.

Once you reach land, take a breather and take out your map. Use it to 
locate the exit out: the river that leads to the south. Before you leave, 
detonate the IED�s if you haven�t done already to complete your mission.

Get out using the river leading south. If you have the firepower left, grab 
a swamp boat from the guard post. Swim or drive back to Mike�s Bar and tell 
Warren the good news.


=============\
Green Fingers \
==========B#WC2\

---/// Briefing \\\---
OBJECTIVES: Go to the greenhouses and steal
            the sack of leaves.
   DETAILS: According to Warren, someone at the OGC
            Greenhouse was cultivation khat... Obviously
            not something the company sanctions.
            There�s still a sack of khat leaves sitting
            there between the greenhouses and Warren
            thinks it would be hilarious for me to steal it.
\\\---

You�re gonna have to travel to the east, because the target is in the OGC 
Greenhouse. It�s best to approach the greenhouses from the east.

When you near the guard post, take it out quickly. Walk towards the 
entrance of the greenhouses. This is gonna be one tough battle.

Take out the guard on top of the house. There are two, so make sure you 
kill them both. Get around the back of the house, and get in the trench. 
Walk all the way to the end. The enemy should have lost you by know. Get 
out of the trench at the end, then carefully make your way towards the 
target. Keep in the bushes. Sooner or later, you�ll have to fight the 
enemy. They�re centered near the target. Once you have the target in sight, 
kill all the guards in your path, then sprint towards the bag. Grab it, 
then run to the other side of the greenhouses. Make your way towards the 
mountains, and only kill guards directly in your way. When you get to the 
mountains, look for a path up. This path leads you to the exit.

Get back to Clyde afterwards and give him the bag. Mission completed.


/================\
|>Michele Dachss<|
\================/

|PROFILE|
+-------+--------------------------------------+
|Age: 35                                       |
|Nationality: French                           |
+                                              +
|Seems older than her age. No doubt has        |
|lived a hard life.                            |
+----------------------------------------------+


=====================\
Lost in the Graveyard \
==================B#MD1\

---/// Briefing \\\---
OBJECTIVES: Go to the rail yard and find the lost
            box of files.
   DETAILS: Michele Dachss is pretty worried about some
            files she lost ages ago. Seems it was on some
            train that got raided by rebels. Long story
            short, the rail car she was riding in wound up
            dumped at the rail yard. So guess who she
            wants to retrieve the file box?
\\\---

The file box is in the rail yard in the northwestern sector, and it�s 
advised to approach the area from the southern side. Take a sniper with 
you, just in case. 

When you reach the area, carefully make your way towards the first train 
unit, and enter it from the side. Then, while in the shadows, crouch 
towards the file box and pick it up. Then quickly get out the way you came. 
It shouldn�t be too hard. When you�re out of the area, get back to the bus 
station and take the bus to Pala.

Afterwards, go to Mike�s for a debrief with Michele, who thanks you for a 
mission well done.


=========\
Hazelnuts \
======B#MD2\

---/// Briefing \\\---
OBJECTIVES: - Go to the small house on the south
            river and kill the trafficker.
            - Go to the airstrip and kill the other
            trafficker.
   DETAILS: Michele learned of a drug shipment arriving
            today. Street drug called Hazelnuts. She
            knows of two APR guys that traffic it...
            Selling it to children. Scumbag One is taking
            delivery at the airstrip. Scumbag Two is
            waiting at a shack on the southern river. I�m
            going to kill them both.
\\\---

Two missions at once, we don�t get that very often. When you�re ready, get 
in the swamp boat at Mike�s and follow the river into the southern sector.

You�ll now see that the Scumbag One (as your character brilliantly 
describes him) is in a guard post. down the river. Use the swamp boat to 
get there quickly (ignore the first guard post you pass). The trafficker is 
inside a house, so sniping is not an option. The best way to kill him, is 
to stir the entire post up: use grenades or IED�s to blast cars, boats or 
barrels, then kill the leftover guards with your normal weapon (watch out 
for the turrets). Once the area is safe, get in the house and kill the 
first trafficker.

---/// Mission Updated! \\\---
OBJECTIVES: - Go to the airstrip and kill the other
            trafficker.
   DETAILS: Michele Dachss tipped me off to the arrival of
            a drug shipment today. A couple of APR men
            have been selling it. I just killed one of them,
            on the river. The second guy is still at the
            airstrip.
\\\---

Grab a car from the post, then drive south towards the airfield. Save 
beforehand. There are a few ways to approach this assassination. I attached 
an IED to my car, then drove into the airfield and detonated it. After 
killing some guards, I finally ran into the large building and killed the 
trafficker. If you prefer a more subtle approach, I suggest killing the 
sniper beforehand. You can kill everyone from a distance with your dart 
rifle (or another sniper rifle), or you could snipe the drugs dealer 
himself, though that will be quite difficult.

In any case, when you�re done, get out of the area and get back to Mike�s. 
Talk with Michele to finish the mission.


/=============\
|>Paul Ferenc<|
\=============/

|PROFILE|
+-------+--------------------------------------+
|Age: 34                                       |
|Nationality: Israeli                          |
+                                              +
|Hard to believe this guy�s a merc. Dresses    |
|like a college drop-out backpacking Europe.   |
+----------------------------------------------+


=================\
Supply and Demand \
==============B#PF1\

---/// Briefing \\\---
OBJECTIVES: Go to the fort and recover the
            documents.
   DETAILS: Paul Ferenc told me about a small crew run by
            a Commander Davenport. They were operating a
            lucrative supply operation out of the
            legion Fort in APR territory. Being small
            kept them off the APR�s radar for a while,
            but in the end they were taken out pretty
            easily. Paul wants me to grab the operations
            documents they left behind at the fort.
\\\---

The target is in the northeastern sector, in the Fort. The fort is a 
difficult area to get in. 2 very perceptive snipers are standing on top of 
the large towers, and the entrance is guarded by multiple turrets. It�s 
best to either sneak in at night, or take out the snipers with a dart rifle 
(if you have one). The front entrance is not safe to approach, so get 
around and sneak to the back of the fort. From there, follow the wall left 
until you see a side entrance. From the side entrance, you will probably 
have to kill some guards in your way. Then, sprint into the keep and grab 
the documents. Get out the way you entered.

Afterwards, deliver the documents to Paul to earn more reputation.


============\
Agent Yellow \
=========B#PF2\

---/// Briefing \\\---
OBJECTIVES: Go to the chemical dump and
            find the agent Yellow recipe.
   DETAILS: Paul Ferenc has a knack for really weird
            stuff. I�d never heard of �Agent Yellow�
            but it�s supposed to be a military grade
            defoliant, even worse than the crap they
            used in �Nam. APR is sitting on a recipe
            for this poison, down at the chemical
            dump. Paul says he has a buyer for that
            recipe if I can snatch it.
\\\---

The target is in the Class Products area, in the southern sector. It�s 
advised to enter at night.

Approach the area from the south, and take out any hostiles you see. You 
can take out some of the guards with a sniper, but you will have to get to 
close range eventually. The area contains enough explosives to set 
everything on fire. I spotted a small propane tank and some barrels. Add to 
that some molotovs, and you can smoke out the enemy without too much 
trouble.

While the troops are dealing with the fire, sprint inside the target 
building and grab the recipe from the table. Rush out, kill any excess 
guards, and get out of the area. Afterwards, hand over the recipe to Paul 
and he will thank you for a job well done.


/===============\
|>Flora Guillen<|
\===============/

|PROFILE|
+-------+--------------------------------------+
|Age: 39                                       |
|Nationality: Cuban-Angolan                    |
+                                              +
|An excellent marksman, she knows her Warsaw   |
|Pact armaments very well.                     |
+----------------------------------------------+


=============\
Hidden Armory \
==========B#FG1\

---/// Briefing \\\---
OBJECTIVES: Destroy the ammo pile inside the ranch house.
   DETAILS: Flora Guillen apparently met the only guy left
            with a conscience. He kept a shitload of guns
            and ammo at his old ranch, and then the
            place got occupied during the fighting. If he
            tries to go back there, he�s dead. But he
            doesn�t want his ordinance being used by
            either side. So he wants someone... as in
            me... to destroy the ammo pile in his place.
\\\---

The Cattle Xing is in the Northeastern sector, and you�d best enter via the 
north side (easily manageable if you use the bus). This mission is one of 
the easiest around, by the way.

You can basically walk in the ranch without being noticed. Make your way 
towards the target. Once you�re inside the house, watch out - there are 
guards present. I encountered three, but you might find more. Or less... In 
any case, use IED�s, explosives, flamethrowers, or just regular bullets to 
destroy the ammo pile. If you need ammo yourself, make sure you grab a box 
before exploding it. If there are some guards in the same room as the ammo 
pile, throw a grenade in there, and the exploding ammo will take care of 
the rest.

In any case, get out as soon as the ammo pile is gone. Make your way 
through the bus station to get back to Pala, and head to Mike�s Bar to tell 
Flora all�s good.


==========================\
Oh, What a Beautiful Sight \
=======================B#FG2\

---/// Briefing \\\---
OBJECTIVES: Attack and destroy the convoy.
   DETAILS: I heard from Flora that Addi Mbantuwe�s got a
            convoy coming through the northern district
            today. It�s carrying new furniture for his
            mansion. His people starve in the streets and
            this guy�s buying gold-plated dishes. It�s
            disgusting. Flora suggests destroying the
            convoy. Can�t wait.
\\\---

Yippee, another convoy mission. Interesting little tidbit, though � Addi 
Mbantuwe is the leader of the UFLL, and you won�t deal with him until the 
southern district (that�s right, there�s another district except this one, 
and it�s just as big).
Anyway, you can take IED�s with you, though I prefer an RPG or Carl. G (if 
you happen to have one laying around) on this one. Take the bus to the 
southeastern station, stand on the rocks and wait for it to pass by. If you 
don�t have rocket launchers, place IED�s behind the station, that�s where 
the convoy will pass by. KABOOM.

Afterwards, get back to Flora and tell her Mbantuwe�s goods won�t be 
arriving any time soon.


/================\
|>Josip Idromeno<|
\================/

|PROFILE|
+-------+--------------------------------------+
|Age: 48                                       |
|Nationality: Kosovar Albanian                 |
+                                              +
|A heavy drinker and smoker, it�s taken a toll |
|on his 48 year old frame. But still a bear of | 
|a man who can break you in two.               |
+----------------------------------------------+


=================\
Fuel the Violence \
==============B#JI1\

---/// Briefing \\\---
OBJECTIVES: Go to the fuel depot and destroy the 
            liquid propane tank.
   DETAILS: Josip Idromeno says the UFLL crew at the
            fuel depot are planning to load up a big
            propane tank onto a car and ignite it at one of
            the border checkpoints. I gotta head to the
            fuel depot, find the propane tank and destroy
            it.
\\\---

It�s advised to take a sniper with you. A rocket launcher may also come in 
handy, but I prefer IED�s.
Head to the northwestern sector. It�s best to approach the Fuel Depot from 
the south (so not from the road). As you enter the zone, get out of your 
car (if you�re in one) and take out your map. Use your monocular to spot a 
sniper on the rightmost large pipe. Be careful for this guy, as he�ll see 
you pretty quickly. Below the sniper�s position, spot a vehicle to jot that 
down on the map too. If you look at your map now, you�ll also see a turret 
icon. Locate that with your monocular, then go right to find an ammo box. 
Check your map for the medkit that�s been noted as well. remember that 
position.

Now that you�re done with scouting, you can choose to kill the sniper. This 
will immediately alert all the other guards, except if you have the dart 
rifle. If you stay hidden after taking the sniper down, however, the guards 
will not notice you.
This guide explains how to sneak into the depot, plant an IED/grenade/ 
whatever near the propane tank, get out, and detonate it. You can also 
choose to kill every single guard, or blast a rocket into the propane tank 
from a distance, of course.

If you choose not to kill the sniper, be careful as you head down towards 
the depot. Hide behind trees and stay in the shadows. Approach the depot 
from the southwestern side.

You should come across a pile of wooden bars. Go left, and stay on the 
outside of the fences. Make sure no-one sees you.
When you get to the side entrance of the depot, watch out for guards, then 
enter. You�ll pass a buggy. If you have enough IED�s, plant one to free 
this passage and create an exit for later.
Crouch behind the two sets of wooden bars, and careful make your way 
towards the house. Go through the passage left of you, and you�ll see the 
propane tank. Now you can choose to throw a grenade, or plant an IED. if 
you plant an IED, you will not be noticed yet. I personally sneaked out of 
the area, and activated the IED from a safe distance, but you can choose 
whatever you want. If you are noticed by the guards, get out via the side 
entrance that you used to enter the depot, then get off the road into the 
bushes. If the sniper is bothering you, just kill him.

If you choose to sneak out of the depot and detonate the IED from a 
distance, watch out for any guards on your way back to the side entrance. 
If there�s anyone, wait for him to get back in the house.
If you successfully sneaked in and out of the depot, get up the hill and 
watch the fireworks.

You can get back to Pala in whatever way you want. You could take the bus 
and head straight there, or go south and take the river instead.

Once you get in Mike�s Bar, Josip will thank you for your time. You�re 
mission is complete.


================\
The Lemon Beater \
=============B#JI2\

---/// Briefing \\\---
OBJECTIVES: Terminate the car salesman at 
            Mokuba.
   DETAILS: Josip Idromeno tells me he recently bought a
            car from a dealer across the border. It was a
            complete shitbox and he lost his money. Go
            figure. But now the dealer�s entered the
            country. He�s taken refuge in the Mokuba
            shanty town. Josip wants me to take care of
            the guy.
\\\---

The car dealer is in Mokuba, southeast sector. It�s best to approach the 
area through the western mountain passage. When you do, you�ll be very 
close to the car dealer, who is hiding in the westernmost house. Simply get 
in, shoot him, and get out. If you don�t want to approach him, throw a 
grenade or rocket in there. Afterwards, get back to Mike�s and tell Josip 
his act of revenge has been completed.


/================\
|>Quarbani Singh<|
\================/

|PROFILE|
+-------+--------------------------------------+
|Age: 45                                       |
|Nationality: Mauritian Sikh                   |
+                                              +
|Hired for VIP protection in the city          |
|somewhere. Suspect things didn�t go down well |
|for him during the civil war here.            |
+----------------------------------------------+


=============\
The Prototype \
==========B#QS1\

---/// Briefing \\\---
OBJECTIVES: Go to the police station garage and 
            steal the prototype ammo.
   DETAILS: Quarbani Singh heard about some new
            prototype ammunition the APR�s been trying
            out. Clearly he thinks there�s something to it,
            because he wants me to snatch the latest 
            batch so he can get a look at it. The ammo�s
            being stored at the local police station, in the
            garage.
\\\---

The target�s in the west, and it�s easiest to go by car. It�s best if you 
approach the target from the small mountain passage in the north.

Once you enter the area, stay in the shadows, on the right side of the 
station. Not many guards will see you here, but still watch out. 
Eventually, you�ll see a house with a medkit hanging on the outside wall. 
Your target is in there.

Before you jump down, watch for any guards. If it�s safe, get to the house. 
Keep looking around for any guards who might be able to spot you. Also 
watch out for guards inside the house. If there are any, wait for them to 
leave, then enter yourself.
The target is a metal briefcase on a table in the corner. Grab it, then get 
out the way you came.

It�s a bit more difficult to get out than to get in, because you need to 
get up the ledge you jumped off a minute ago. Walk along the edges to 
eventually find a way up. Once you do, leave the area unseen.

Get to Mike�s Bar afterwards and deliver the prototype to Quarbani.


=========\
Dreadlock \
======B#QS2\

---/// Briefing \\\---
OBJECTIVES: Go to the oasis in the southeast and
            find Quarbani�s missing lockbox.
   DETAILS: Quarbani Singh says he hid a safety lockbox
            in the desert a while back. The times were
            tense I suppose. So now he wants me to go
            get it. One problem: he�s forgotten where he
            hid it. Says it�s at the bottom of a tree but he�s
            not sure which tree. Unbelievable.
\\\---

Your target�s in the oasis all the way southeast, so use the bus to get 
close. From there, take a car and drive directly towards the oasis. Once 
you enter the area, get out of the car and take out your map. Apparently 
your map is psychic, since it knows where the lockbox is while Singh 
didn�t. Anyway, if you approach the target from the north side, you can 
enter the passage and get the box without being seen. Get the box, then get 
out. Wow, that was easy. Get back to Singh to complete the mission.



ACT II: BOWA-SEKO
-----------------


/===============\
|>Marty Alencar<|
\===============/

|PROFILE|
+-------+--------------------------------------+
|Age: 28                                       |
|Nationality: Brazilian, Nationalized U.S.     |
+                                              +
|Loves the action. Not exactly an intellectual,|
|But he can hold his own.                      |
+----+-----------------------------------------+
|NOTE|
+----+-----------------------------------------+
|If you�re playing with one of the characters  |
|from Bowa-Seko, Alencar appears in this       |
|district instead of Leboa-Sako.               |
+----------------------------------------------+

===================\
Wipe the Competition\
================B#MA3\

---/// Briefing \\\---

OBJECTIVES: Go to Sefapane and kill the arms
            smuggler at the UFLL outpost.
   DETAILS: There�s a gun smuggler at the UFLL command
            post in Sefapane. He�s there to seal an
            agreement, supplying the UFLL with arms.
            Marty Alencar wants this business for
            himself. So he�s asked me to head there and
            take out the smuggler. That�ll clear the way.

\\\---

The target is in Sefapane, and you�d do wise to bring your Dart Rifle 
along.

Enter Sefapane, and head for the eastern exit. You should be able to see 
the target while still being close to the road out of the town. Take out 
your dart rifle and kill the target. There�s a high chance you�ll be 
caught, though a headshot will minimize this chance, so quickly flee 
through the eastern exit. Afterwards, head to Mike�s at the Marina and tell 
Marty his competition has been wiped.


================\
Little Conspiracy\
=============B#MA4\

---/// Briefing \\\---

OBJECTIVES: Go to the TaeMoCo mine and kill the
            mine chief.
   DETAILS: Marty tells me that Addi Mbantuwe wants
            the mine foreman dead, but he can�t ask his
            own UFLL troops to do it since there are
            some loyalties there. Marty passed it along
            to me. I guess if I do it right, everyone
            will blame the APR.
 
\\\---

The target is in the southwest, and a dart rifle (or other sniper) is 
preferred.

Head to the mine and approach it from the northwestern entrance. The target 
is located at the building closest to your position. Sneak through the 
bushes to approach him unseen. When you can make out a suit and tie, aim 
and shoot a clean headshot. Get out unnoticed and tell Marty you�ve 
finished this (incredibly simple) mission for Addi.


/==============\
|>Xianyong Bai<|
\==============/

|PROFILE|
+-------+--------------------------------------+
|Age: 24                                       |
|Nationality: Chinese                          |
+                                              +
|Dressed like he had to flee something fast.   |
|The guy�s made his share of enemies. Can      |
|see that on his face.                         |
+----------------------------------------------+

===============\
Passport to Hell\
============B#XB1\ 

---/// Briefing \\\---

OBJECTIVES: Go to the tourist resort and destroy
            the passport briefcase.
   DETAILS: Xianyong Bai was telling me about some guy
            he knows that�s sitting on some big stash of
            passports, waiting for some reason to sell
            them off. Bai hates this guy, and wants to
            destroy these travel docs just out of spite.
            He�s asked me to take care of it.

\\\---

The target�s in the western sector, and it�s advised to take a silent MP-5, 
a dart rifle and IED�s with you. Approach the area at night, and from the 
northern side.

Move until you are in the northeastern corner of the area. Take out your 
dart rifle, and look for a sniper to the left of the target. Take him out, 
and take out any more hostiles you see near the hut containing the target. 
Then, take out the MP-5 and jump in the water. Swim towards the left of the 
target to reach a set of stairs. Climb it, then quickly make your way 
towards the target. If you see anyone, take him out silently. Once you�re 
in the hut, plant an IED near the briefcase, then get out and jump over the 
fence in the water. Swim towards the other shore again, walk a safe 
distance away so no-one sees you, then detonate the explosive to update the 
objective. Get back to Mike�s afterwards and tell Xianyong the good news.


============\
Treasure Hunt\
=========B#XB2\

---/// Briefing \\\---

OBJECTIVES: Go to Sepoko and find the artifacts.
   DETAILS: Xianyong Bai says there�s a stash of small but
            valuable artifacts hidden near the old border
            post at Sepoko. Hector Voorhees is also
            looking for them and thinks Bai�s involved. Bai
            needs to stay clear of the artifacts or it could
            screw up my plans. I gotta find the artifacts
            for him.

\\\---

The target is in the northeastern sector, so get there by bus. Take a 
silent MP-5 along in case you find a guard.

From the bus station, drive straight towards the artifacts. When you 
approach Sepoko, get out and  continue on foot. When you reach the 
artifacts, pick it up, then get back to your car and drive towards the bus 
station. Xianyong Bai will be very pleased that you finished this 
incredibly easy mission for him.


/===============\
|>Frank Bilders<|
\===============/

|PROFILE|
+-------+--------------------------------------+
|Age: 36                                       |
|Nationality: Northern Irish                   |
+                                              +
|Stone killer. Tough SOB. Land in a pub fight, |
|make sure Bilders is on your side.            |
+----------------------------------------------+

========\
Wanted   \
=====B#FB1\

---/// Briefing \\\---

OBJECTIVES: Head to the old Dental Clinic and
            destroy the radio transmitter.
   DETAILS: Frank�s managed to piss off somebody with
            access to a high-powered radio transmitter...
            Now this guy�s broadcasting Frank�s 
            description on all channels, denouncing him
            and calling for his head. Frank�s
            understandably upset. He wants me to knock
            the radio transmitter out of commission.

\\\---

The target is in the west sector, and you�d best enter during night. Make 
sure you bring along the dart rifle and IED�s. Approach the target from the 
eastern side.

As you close in on the area, look for a sniper just north of the target. 
He�s in an elevated rectangular hut, and you shoot silently kill him before 
he triggers the alarm. Once he�s out of the way, you can safely approach 
the target.

The radio transmitter is close to the entrance, so you won�t have to sneak 
a lot. There�s one or two guards guarding the entrance. Wait until there is 
only one guard left, then take him out. Save, then, while crouching, 
approach the entrance. As soon as you enter, head right, behind the second 
fence.

When you think the coast is clear, head into the hut containing the radio 
transmitter. Place an IED, then get out the way you came. Get out of sight, 
then detonate the explosive to update the mission. Debrief with Frank 
afterwards.



===========\
School�s Out\
========B#FB2\

---/// Briefing \\\---

OBJECTIVES: Go to the Polytechnic and destroy
            the supplies.
   DETAILS: Frank Bilders says a former associate of his
            has gone into business for himself. And Frank
            has been cut out of the profits. I need to head
            to the Polytechnic, destroy his former
            partner�s supplies, and shut down that
            business.

\\\---

The target is in the eastern sector, and it�s advised to take a Dart rifle 
and IED�s with you. Take the bus to Port Selao, head for the northern part 
of the town and use the swamp boat there to enter the eastern sector 
through the river passing the Polytechnic, and old school.

Once you enter the eastern sector, enter through the southwestern opening. 
The target is close to your location now. There should be no-one in between 
you and the target, but if there is, silently take them out with the dart 
rifle.

Proceed towards the target (there�s a doorway on the northern side leading 
to it). Once there, place and IED on one of the barrels. Quickly get out 
and retreat to the safe house in the south, then detonate it. Go to Mike�s 
to tell Frank the mission�s done.


/===============\
|>Nasreen Davar<|
\===============/

|PROFILE|
+-------+--------------------------------------+
|Age: 29                                       |
|Nationality: Tajik                            |
+                                              +
|Has grown up with war. Can see it in her      |
|eyes. Most likely seen more combat than       |
|many of the men here.                         |
+----------------------------------------------+

==================\
Guina Assassination\
===============B#ND1\

---/// Briefing \\\---
OBJECTIVES: Go to the Dogon Village and kill the
            APR official.
   DETAILS: Nasreen Davar has put some past business up at
            the Dogon Village that she doesn�t want 
            anyone knowing about. She�s covered her
            tracks well enough, but now some high
            ranking APR official is snooping around there.
            She wants me to take him out.
\\\---

The target is in Dogon village, and you�d best approach the area from the 
south. Attempting the mission at night is recommended, though not 
obligatory. A sniper is not necessary, though a silent weapon (dart rifle 
preferred) may come in handy.

When you reach the area from the southern side, get off the main road when 
you see a small path to your left leading up the hill. Follow the path into 
the village. This section of the area is relatively empty, though you might 
find one or two guards. Sneak around them or kill them, your choice.

When the path descends to the right, crouch left instead, so that you end 
up behind the building, on the rocks. Take a short moment to overview the 
area, make sure no-one can see you, then hop down the rocks to land on 
another path. This is where it gets tricky for sneakers. You might consider 
blasting as many guards before they blast you, though you will be noticed.

follow the path in front of you, then hide in the shadows to the left. 
Save, then look in front of you. Do you see the gap between the two huts? 
Make sure no-one is looking your way, then sprint to that gap. Once you�ve 
made it, you�re safe for a while (keep crouching, though). follow the path 
left (east), but go left when you see a fuel pile. You should see a pile of 
hay in front of you. Follow the path to the right of the pile, passing by 
an open hut and a rock. Walk around the rock, then look for a way up on the 
other side. You should come across a path again. Look for a set of stairs 
on the other side of the path, make sure you�re unnoticed, then cross the 
path and climb up the stairs. Follow the path further until you reach an 
ammo pile. While doing this, watch out for any guards that might get 
suspicious.

Hide behind the ammo pile, then, when you think it�s safe, walk further 
down the path. Sometimes, guards will be standing in the same spot the 
whole time. If this is the case, you�d best distract them from another 
position, then walk around the hut to end up behind them, and quickly make 
your way across the road.

Follow the path all the way behind the circular hut, towards the set of 
stairs. The path in front of you is covered in shadow, though there might 
be one or two guards patrolling. Silently kill them or wait for them to 
leave, then follow the path to the right, leading (again) away from the 
target.

However, the path leads up a hill, until you are up on the rocks, at the 
highest spot of the area. Follow the empty path to the south, until it 
leads to a set of stairs, straight to the APR official.

If you�ve made it to the target completely unnoticed (congrats), you have 
various options of killing the man. The quickest way is to shoot him. A 
silent weapon is incredibly handy right now, since you can kill him 
unnoticed. Any other weapon will be noticed, and you might have a hard time 
getting out.
If you don�t have a silent weapon, or if you want a more classy kill, you 
might opt to place an IED near his position, then get out and detonate it 
to assassinate him. This is very risky, though, as the official might be 
out of the IED�s reach upon detonation.
A final option is to silently assassinate him with your machete. A full 
silent kill, completely unnoticed, is very difficult due the game�s script, 
but it is certainly possible. You have to make sure the official doesn�t 
ever see you, even when you�re about to kill him. As soon as he sees you, 
even for a very brief moment, your sneak status is gone. Also, machete 
kills are rarely silent because the victim is not dead after the first hit. 
He�ll fall to the ground, and start crying out for help, which is basically 
the end of your sneaking. However, a mission target is instantly dead after 
the first hit, making it much easier to assassinate him.

In whatever way you want to complete the mission, after you�re done, get 
out the way you came: climb back up the stairs, and rush all the way back 
through the empty rocks. Near the end, however, look for a set of stairs on 
the left. It should lead to a cliff and a waterfall, and, most importantly, 
a paraglider. Save, detonate the IED if you planted one, then use the 
paraglider to safely get out of the area. Take a left when the road splits.

If you�ve snuck inside the area, silently killed the APR official, snuck 
out, and used the paraglider, well done. This is one of the most difficult 
missions in terms of sneaking. After getting out of the village, you�d best 
get to the safe house and obtain a car, then drive towards the bus station 
in the northeastern sector. Take it to the southeastern station, then head 
for Mike�s to debrief with Davar.


======\
Driveby\
===B#ND2\

---/// Briefing \\\---

OBJECTIVES: Go to the airfield and kill the arms
            dealer.
   DETAILS: Nasreen Davar says a small arms dealer is
            arriving at the airfield east of Port Selao to
            broker a bunch of guns with one of the merc
            outfits. She thinks it�s best for everyone if the
            deal never happens... and the dealer goes
            away permanently.

\\\---

The target is in the airfield area. Take a dart rifle with you, and 
approach the area from the northwestern entrance. The big difficulty with 
this mission is, that the target is dressed like any other guard.

Enter the area on foot. There�s a guard behind the turret some distance in 
front of you. Jump on the rocks to the right, pass the fence and sprint to 
the next large rock. From here, look around the southern side of the rock 
in the direction of the target. You should spot a normal car. Scout it. On 
your map, you�ll see that the target is very close to the car. So now we 
know where he is.

Get to the other side of the rock you�re hiding behind. See the house in 
front of you. Rush towards the fence in front of it when no-one is looking. 
Crouch through the opening in the fence to reach the house. To your left is 
the guy behind the turret. Save, then, while crouching against the wall, 
pass him. Follow the wall. When you reach an ammo pile, hide behind it and 
save. Take out your dart rifle and check the eastern border of the area. 
You should find a guard with a rocket launcher. Take him out silently. 
Then, walk around the corner and in the house. Save again, then zoom in on 
the target with your dart rifle.

The target is white, wearing a light camo suit and khaki pants. He�s 
hanging around at one of the airplanes. Locate him, and kill him. If you 
don�t which one it is, shoot them all. If you still don�t see �Objective 
Updated� at the top of the screen, he might be out of sight.

Anyway, after the target is dead, quickly get out through the other doorway 
(on the southern side), and kill the guards close by, then sprint across 
the road back to the northern exit. Get out of the area, then drive back to 
Mike�s to debrief with Nasreen.


/===============\
|>Hakim Echebbi<|
\===============/

|PROFILE|
+-------+--------------------------------------+
|Age: 38                                       |
|Nationality: Algerian                         |
+                                              +
|Guy�s a neat freak. Looks like he�s had lots  |
|of military training. Heard he�s a millionare.|
+----------------------------------------------+

========\
From Afar\
=====B#HE1\

---/// Briefing \\\---

OBJECTIVES: Go to the Pipeline construction site
            and kill the man on the tower.
   DETAILS: Hakim Echebbi wants me to take out a thug
            manning the Pipeline tower. Sounds like had
            a run-in with him, and this guy stole from
            him. Hakim holds grudges.

\\\---

The target is in the M-S Pipeline area. The best way to approach the target 
is from the western side, so you�ll end up on a separate part of the area, 
on the other side of the gorge. Be sure to approach it by night, and to 
take a dart rifle with you.

When you reach the area, take out the sniper and the guard manning the 
grenade launcher silently, then approach the launcher yourself. Instead of 
using it, however, use your dart rifle to locate the target, next to the 
sniper. Take out both of them silently to complete the mission. Get back to 
Mike�s and tell Hakim what you�ve done to the guy.

=========\
Dirty Talk\
======B#HE2\

---/// Briefing \\\---

OBJECTIVES: Go to Sefapane and grab the
            meeting notes from the bedroom.
   DETAILS: Hakim Echebbi is trying to earn some favors
            with the UFLL. He got some intel from inside
            the APR command post in Sefapane...
            Apparently Nicholas Greaves is in the habit of
            leaving his meeting notes on his bedstand
            there. Hakim wants me to break in and take
            those notes.

\\\---

The target is in Sefapane, an easy area to steal from. Take the bus to the 
northwestern sector, then get to Sefapane by water. Once there, head for 
the target. The notes are inside an open HQ, on the second floor. If you 
can, sneak into the house so that no-one sees you. Then grab the meeting 
notes and get out.

If somebody sees you going in or coming out of the house, however, hell 
breaks loose. Quickly take out the guards in your path, and make your way 
towards the western exit. When you can�t get through the troops, try 
heading up to the roof first and taking them out from there before trying 
to escape.

In any case, after you�ve successfully fled from Sefapane, go back to 
Mike�s and hand the notes over to Hakim to complete the mission.


/=================\
|>Andre Hyppolite<|
\=================/

|PROFILE|
+-------+--------------------------------------+
|Age: 40                                       |
|Nationality: Haitian                          |
+                                              +
|Has lots of experience in guerilla warfare.   |
|Amazing he�s made it to 40. Travels light.    |
|Must be used to grabbing what he needs on     |
|the fly.                                      |
+----------------------------------------------+

==================\
A Pumping Explosion\
===============B#AH1\

---/// Briefing \\\---

OBJECTIVES: Go to the pump house and retrieve the
            briefcase.
   DETAILS: Andre Hyppolite wants me to retrieve a
            briefcase at the pump house. It�s got some
            important financial documents that might
            confirm his suspicions regarding a certain
            business dealing... I didn�t ask.

\\\---

getting in the pump house provides no challenge at all, but you should 
bring along a silent MP-5, just in case.

Approach the area from the southeastern side and look for a fence along the 
lake. Move around the fence until you are at the eastern side, and from 
there, follow the fence towards the target. When you reach the pump house, 
you�ll see an entrance right in front of you. Make sure no-one is watching, 
then enter the pump house. Grab the briefcase once inside, then get out the 
same way you got in.

Afterwards, meet Andre at the bar and hand off the briefcase.


============\
Jack in a Box\
=========B#AH2\

---/// Briefing \\\---

OBJECTIVES: Get the box from the killer in
            Weelegol.
   DETAILS: Andre said somebody killed Tambossa�s brother.
            As proof of the deed, the sick bastard took
            something from the victim and stuck it in a
            box. Addi Mbantuwe wants that box... for what,
            I don�t even want to speculate. But Andre thinks
            it might be in our interests if I retrieve the
            box and hand it over to the UFLL.

\\\---

Sick, sick objective. But someone has to do it. Unfortunately, sneaking 
isn�t an option with an area as heavily guarded as Weelegol is. So, equip a 
sniper, an LMG and an M-79 and move out. Approach the area from the western 
side (no like there�s another option).

Upon entering the village, find a high spot close to the village so that 
you have a good outlook over the village. Then, quickly, take out as many 
guards as you can with the sniper. When they�re on to you, just keep 
shooting, only stopping when you need to heal. Kill the one�s that are 
approaching you first.
When all of the visible guards are dead, equip your M-79 � there�s a lot 
more guards not showing themselves. With careful aiming, shoot 2 or 3 
grenades near explosive objects. Throw some molotov�s behind it if you�re 
close enough, and wait for the fire to spread. Kill any guards getting 
smoked out of their hiding places (or wherever they were). When the area 
seems empty, equip your LMG and enter the village. Be on your guard for 
anymore guards, and approach the target. When you�re there, pick up the 
bloody box and make your way out of Weelegol Village.

Afterwards, return to Andre and hand off the box to complete the mission.



MMMMMNMMMM===================================$MMMMMMM
MMMNNMMNMM==================================MMMMMMNNM
MMM8#######################################MMMMD  MNM
NND8     /|  /\                           ZMNNN      
NDDND8DD  |   /  .      Credits           IDD88      
MMNNN8O8 _|_ /_                     !Cre .ZDD8?      
D88O######################################+88O87=    
ZOOO========================================DZ7I$ZI$7
8OMD========================================.~ZOZ7$O 


Do you have anything that you think will improve this guide, be it errors, 
extra information, ASCII artwork, etc.? Don�t be afraid to e-mail me, and 
you will be listed in this section!

Open information
----------------
Below you will see some topics that I require information about. If you 
know anything about these topics, mail me!

+------------------------------------------------------------+
|+----------------------------------------------------------+|
||                      BUDDY MISSIONS                      ||
||Info: In Mike�s Bar, there is room for 4 of your buddies  ||
||inside. But if you performed all their missions, how can  ||
||you make the remaining 2 buddies to show up? For now, the ||
||only option I could think of was to kill your best buddy  ||
||to make room for another one. There�s gotta be another    ||
||way, though. If you have any information concerning this  ||
||subject, tell me.                                         ||
|+----------------------------------------------------------+|
+------------------------------------------------------------+

Credits
-------
TheJackel92 (Connor Standfield) � allowing me to implement parts of his 
typed versions of the Jackal Tapes into mine. 

Steven Stillwell � for correctly pointing out that there are in fact 5 
buddies in the southern district instead of 4.

James Williams � for finding an error concerning the Predecessor Missions 
in the walkthrough.

Special thanks
--------------
I am particularly grateful to the following people or instances:

- Ubisoft, for creating an intense game
- GameFAQs, for hosting this FAQ
- Prima, for publishing an Official Guide with a lot of info
- You, for reading this walkthrough.

Legal Information
-----------------
All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.


This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly but the websites:

- www.GameFAQs.com
- www.SuperCheats.com
- www.NeoSeeker.com
- www.chaptercheats.com

Use of this guide, or of any file related to the guide, on any other web 
site or as a part of any public display is strictly prohibited, and a 
violation of copyright. If you see this website published on any other 
website, please mail me.









Document created by Cheezzhead
Copyright � 2008-2009 Boris Versluis
______________________________________________________________