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

                           E-mail: bilpon1@yahoo.com

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

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

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

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

Update version: 1.2 August 25, 2011
Because this walkthrough advocates stealth tactics to accomplish missions in a
realistic manner rather than by brute force, I have added extensive details
throughout, further improving the tactics and combat strategies outlined to
accomplish this. Numerous details have been added about off-road routes,
allowing a player to avoid guard posts by taking full advantage of the enormous
open-world offered in Far Cry 2. This ability to play realistically is what
separates this game from so many linear shooters. I have also made minor
spelling and grammatical corrections. I have also added a point of origin for
all missions and a section detailing the weapons this walkthrough recommends.

                               INTRODUCTION  <INTO1>

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

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

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

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

Far Cry 2, as outlined in this walkthrough, will take at least 25 hours to
complete; and, the game play, for a video game, is quite realistic. There are no
aliens, no bosses and no plasma rifles. The hostiles are men and nothing more,
and both their weapons and yours are actual existing weapons with realistic
capabilities. The incredible landscape, its immensity and the frequency of
hostile elements in it will require the player to use tactics as much as force
to survive and to succeed.
 -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
                 THE GAME PLAN: TACTICS AND WEAPONS  <GPW03>
STRATEGY AND TACTICS:
Because of the open-world nature of Far Cry 2, there is no linear path to follow
and no "right way' to play the game. This walkthrough will chronicle a game
completed on "Hardcore" and will utilize reconnaissance, infiltration and
probing hit-and-run guerilla tactics rather than deliberate in-your-face
confrontation. Avoidance of the numerous guard posts and of the traveling
patrols by utilizing off-road routes will be strongly advised. That said, the
unpredictable course of enemy activities and the hazards of travel in this
sprawling world will ensure plenty of spontaneous action.

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

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

After completion of the opening tutorial, the first order of business will be to
harvest enough diamonds in the Pala area to purchase the IEDs that are necessary
to pursue the convoy missions. This walkthrough advocates doing all four convoy
missions prior to tackling the more challenging missions that follow. During the
convoy missions you will be given the locations of enough diamonds to purchase
your initial set of weapons, which will be essential to the completion of
subsequent missions as outlined. Thereafter locations will generally be given
only when you can acquire diamonds during the walkthroughs advised routes. My
companion “Diamond Guide,” available on this website, gives the location and
tactics needed to find the balance of the diamond cases, as well as all golden
AK-47s and all Jackal tapes.

MISSION FLOW:
Upon completion of the convoy missions you may choose any available mission.
Main and their subverted alternative, buddy and assassination missions are all
available whenever a mission flag is present on your map. Main missions will be
available in Pala or, in the second half of the game, in the Port of Mosate
Saleo. The optional main mission’s subverted alternative will be offered by
“buddies” at safe house locations. Assassination missions can be acquired at any
of the four communication towers flying the mission flag and “buddy” missions
are available at Mike’s Bar. Underground missions must be undertaken when you
run out of malaria medication and are given in the church in Pala or in the
clinic in Port Saleo. All mission outlines can be found in their respective
category in the index.

WEAPONS:
You may carry three weapons and a machete at all times. These weapons, however,
are segregated into primary, secondary and special categories that restrict your
possible combinations. If you carry a sniper rifle as your primary weapon, for
example, your secondary and special weapons should have a different function,
such as an assault rifle, shotgun or grenade launcher. If your special weapon is
the silent dart rifle, then a shotgun or assault rifle is a good choice as your
primary weapon. In this outline, the M-79 grenade launcher will dominate as your
secondary weapon during the game’s first half and beyond. The grenade launcher
is a superb assault truck killer and is integral in the completion of many
missions. It will remain the supreme assault truck killer until the MGL-140
grenade launcher is available on the final Bowa-Seka convoy.

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

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

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

Leboa-Seka sector:

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

Note: During this outline neither the RPG-7 nor the AK-47 will get heavy usage.
If a player prefers the AK-47 to the Homeland shotgun, it is worth the price.
Oftentimes I will suggest you carry either a shotgun or an assault rifle-if you
prefer the assault rifle buy an AK-47. You can also acquire a golden AK-47-the
locations are listed farther along in this section. The RPG-7 is useful but
probably not worth the price of 20 diamonds.

Bowa-Seka sector:

13) Marksman's bandolier                        15 diamonds
14) AS50 sniper rifle            (primary)      35 diamonds
15) SAW machine gun              (special)      20 diamonds
16) Uzi                          (secondary)    20 diamonds
17) USAS-12 auto shotgun         (primary)      35 diamonds
18) AR-16 assault rifle          (primary)      20 diamonds
19) MGL-140 grenade launcher     (primary)      35 diamonds
    Medium Health Kit            (advised on “Hardcore” mode)
    Large Health Kit             (advised on “Hardcore” mode)
    Camouflage suit              (not essential, but useful)
    Assault truck repair         (not essential, but useful)
    Ammo upgrades are advised for all your favored weapons.


WEAPON DESCRIPTIONS:
Homeland shotgun: This should be the first weapon purchased. While a pump rather
than an automatic shotgun, it is powerful, has decent range and is cheap. It can
also be used effectively throughout the entire campaign or, at least, until the
expensive but awesome automatic USAS-12 becomes available in the games second
half.

IEDs: In this walkthrough, the mission strategy and weapon choices are based on
doing the four Leboa-Seka convoy missions prior to doing the other missions.
While not absolutely essential to completing the convoy missions, they are the
best choice. Grenades, an assault truck, RPG-7, even the well worn MGL-140
grenade launcher, available in the safe house near the east Leboa-Seka weapon
shop, can also do the trick, but not as expediently as the IEDs. The IEDs are
also essential for at least one buddy mission and make successful completion of
several others more doable.

M1903 sniper rifle: This is a potent long-range sniper and is available before
doing any of the convoy missions. Its shortfall is its bolt-action mechanism
that requires you to re-acquire targets between shots. If you’re the impatient
type, you can purchase it and begin other missions before completing the initial
convoy missions.

Dragonov SVD sniper rifle: This automatic sniper rifle is as potent as the M1903
and is fully automatic. It is available on the fourth convoy and is worth the
wait. Its one shortfall is its scope, whose crosshairs can be hard to center.
That said it is the conventional sniper of choice in the game’s first half.

PKM machine gun: This is available before the convoy missions are done and is
the best “special” weapon to carry when you’re are not toting the game’s best
weapon-the dart rifle in that “special” slot. It has a large magazine and is an
excellent close-quarters companion to a sniper rifle. It will frequently be in
your possession.

M-79 grenade launcher: This weapon vies with the dart rifle as the game’s most
useful weapon-especially during the first half of the game. Available on the
fourth Leboa-Seka convoy, it is a must purchase weapon. It is deadly against
patrol vehicles and makes traipsing down a patrolled roadway far more dangerous
for the vehicle that it is for you. You will soon feel naked without it. It is
also critical for the completion of many missions as outlined. Only the advent
of the MGL-140 grenade launcher, not available until completion of the final
Bowa-Seka convoy, can it be replaced. Even then the M-79 grenade launcher is the
secondary weapon to carry when you’re not toting the MGL-140 rocket launcher. It
stands above its “secondary” weapon rivals.

Dart rifle: The dart rifle is available on the fourth Leboa-Seka convoy and
changes the complexion of the game and its price of a paltry 10 diamonds makes
it the game’s preeminent bargain. Any hit with this weapon is death and
headshots are totally silent kills. It is integral throughout the entire game
and can make any other sniper rifle obsolete on the “Easy” mode when you can
carry ten darts and increase that to 20 during the game’s second half. This
document requires stealthy, hit-and-run tactics where moving through hostile
territory without discovery is essential and the dart rifle makes that possible.
The two other stealth weapons-the silent Makarov pistol and the silent MP-5 sub-
machine gun require stealth that is difficult to attain and they are both weak
weapons, oftentimes allowing the death throes of your victims to betray your
presence. This document, played on “Hardcore,” requires carrying this weapon
more that any other in the game even though it initially has a capacity of only
four darts. Its only weakness is its fragility-after about twenty-five rounds it
will fail. Change it out often and invest in the “reliability” upgrade.

RPG-7: The rocket launcher is not an essential weapon, but more an alternative
or change of pace. This document suggests grabbing a free one on the north end
of Mokuba from the sniper and storing it to save the purchase price and invest
in the “special” weapons crate instead. It can be useful during several
missions.

AK-47: The AK-47 can be a useful weapon, but grabbing one of the golden ones can
save you diamonds but at a cost of only 10 diamonds it is cheap. This document
usually offers an either/or choice-a shotgun or an assault rifle. If you prefer
an assault rifle, find a golden one or purchase one. In general I prefer the
shotgun in the “primary” slot when carrying the dart rifle. The AK-47 also has
significant recoil but it is capable and durable.

AS50 sniper rifle: The 50 caliber AS50 sniper rifle is powerful, long ranged and
is hands-down the best of the conventional sniper rifles. Available on the first
Bowa-Seka convoy it is a must purchase. It will frequently be your primary
weapon during this walkthrough. It is only challenged by the MGL-140 grenade
launcher, available on the fourth Bowa-Seka convoy, which can be subbed for the
AS50 sniper rifle. Be sure to purchase the “reliability” upgrade, since it can
fail if heavily used.

SAW machine gun: When you complete the first Bowa-Seka convoy the SAW will make
the PKM obsolete. It is superior in every department and is the “special” close-
quarters weapon of choice once acquired.

AR-16 assault rifle: The AR-16 is a powerful, burst-fire, scoped assault rifle.
It isn’t an essential purchase but can provide extended firepower as a “primary”
weapon and is a decent mid-range sniper. Its weak point is close-quarters
combat, as the scope can be a bit of a hindrance when a hostile gets in tight.
If purchased, buy the “reliability” upgrade.

MGL-140 grenade launcher: The MGL-140 is available on the final Bowa-Seka convoy
and once purchased it equals or surpasses the AS50 sniper rifle as the supreme
“primary” weapon. It makes the M-79 grenade launcher expendable when it is
carried, and like the M-79 it is a supreme assault truck killer. A weapons combo
with the MGL-140, Uzi and the dart rifle is more than sufficient for most
missions. With the grenadier webbing purchased it can carry 16 grenades on
“Hardcore” and its flat trajectory makes it perform like a sniper rifle with a
grenades wide footprint. Always purchase the “reliability” upgrade for it ASAP.

Uzi machine pistol: If you’re not carrying the M-79 grenade launcher as you’re
secondary weapon, you will be carrying the Uzi once it is available. While not
as potent a close-quarter weapon as a shotgun or an assault weapon like the SAW,
it is a good weapon and a perfect complement to a nearly unbeatable combination,
which also includes the MGL-140 or AS50 sniper rifle and the silent dart rifle.
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
GOLDEN AK-47 LOCATIONS: LEBOA-SEKA

East sector: The golden AK-47 is on a table in a shack on the extreme southeast
portion of the east sector map. It will be on the east side of the mountain on
the opposite side of the east sector’s weapon shop. This is the easiest of the
golden AK-47s to find. There is also a diamond briefcase (1) in that same shack.

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

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

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

Weapon upgrades: if you frequently change weapons at the shop, jams will be
extremely rare. The weapons most likely to jam are the dart rifle, AS50 sniper
rifle, MGL-140 grenade launcher and the AR-16. Reliability upgrades for them are
definitely recommended.

Note: An excellent way to save diamonds is to purchase the weapons crates and
pilfer weapons from the environment. Buy the primary crate for 16 diamonds and
store a golden AK-47, which by the way, is a simple AK-47 that is extremely
durable. Buy the secondary crate for 8 diamonds and the special weapons crate
for 24, then enter Mokuba shanty town using the procedure outlined in
"ASSASSINATION MISSION: MOKUBA SHANTYTOWN", take down the sentry on the platform
to get a free RPG-7 rocket launcher and, usually, a MAC-10 machine pistol to
store in those crates. While weapons taken in this way are oftentimes in less
than prime condition, these weapons will not see hard usage and the RPG-7 will
serve you well. Since the weapons crates are on the purchase list anyway, buying
them rather than an AK-47, MAC-10 or the RPG-7 rocket launcher would save you 40
diamonds.

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

GUARD POSTS:
It seems that the frequency of and the re-spawning of guard post garrisons and
the numerous vehicle patrols are a problem for many Far Cry 2 players. The open-
world nature of the game, however, allows you to easily bypass nearly every one.
Simply identify a guard post on your map and drive off-road to avoid it; some
may require bypassing on foot. This is an open world game-you have the option to
use the vast terrain or not. You may choose to drive the roads near guard posts
and challenge their turret guns, pursuit vehicles, barricades and troops with
cover to fire from; or you can take advantage of the alternative routes the game
offers in abundance. Frequently these off-road routes are shorter than the same
route by road and will certainly save time and munitions. Numerous diamond cases
are also located away from the roadways. This walkthrough strongly advises and
repeatedly outlines these off-road routes. Use them!

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

BUS STATIONS: There are five bus stations in Leboa-Seka and five in Bowa-Seka.
One will be located in Pala in the north and another in Port Saleo in the south.
Both Leboa-Seka and Bowa-Seka will also have four additional stops, one in each
corner sector. Using these stations will allow you to travel safely and quickly
to the far reaches of the country, reducing the need to drive through hostile
checkpoints and facilities. A vehicle will also be provided at each stop and,
while routine patrols pass by many of them, your arrival will be uncontested.
Not using these stations will make travel a nightmare, reducing gameplay to
continuous conflict and reducing your ability to pursue missions as your health,
munitions and patience dwindle.

WALKTHROUGH DETAILS:
The details of this walkthrough reflect what is needed to complete a campaign on
“Hardcore” mode. The main difference in modes is the heightened awareness and
hostility of the AI and, more importantly, you’re reduced health bar, munitions
and health syrette carrying capacity. Therefore, the tactics outlined will also
work well for “Easy” and “Normal,” but will require more diligence on
“Infamous.” While it is possible to play a more in-your-face style on “Easy,”
this game is more a game of tactics, discretion, patience and selective
aggression, best played as if you were really there, trying to accomplish your
missions while staying alive. This is the modus operandi advocated throughout
this document. There is no point in trying to kill every hostile, tackle every
guard post or liberate every safe house or to even grab every diamond case
during the action. Every mission is outlined, allowing their completion as
safely and economically as possible.

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

                       FAR CRY 2 WALKTHROUGH  <WLK04>

TUTORIAL:   <TUT05>

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

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

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

NORTHWEST: SLAUGHTER HOUSE

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

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

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

Before going south, stock-up on syrettes and ammo in the shack near the main
road. Since you parked your car near a landmark, the windmill, you can find it-
this practice will allow you to more easily locate your vehicle and will serve
you well in the enormous African landscape.

Drive south and stop and park when prompted. Take the narrow dirt path on the
right side of the road, and follow the prompts to scout the facility with your
monocular. Kankaras will again call, asking you to rescue a foreign hostage from
a bricked-up building in the compound.

Move west from your elevated position, staying on the hillside, to get clear of
the large facility below. When clear descend to the low area and circle back to
approach the objective from the northwest. As you move back toward the facility,
cross the road to get near the mountainside and then sprint and jump to get over
the rocks where the cliff wall ends to gain the grassy area southwest of the
bricked-up building. Yeah! That jump is doable, just a pain!

Move along the cliff face until you are southwest of the objective building.
Carefully monitor the roving sentries. You should see several large circular
tiles near the building. Make your way into the open tile and then barge past
the pallet and go through the hole in the metal fence. Enter the bricked-up
building and, after your bout with your malaria, free the captive. He or she
will now become your Leboa-Seka buddy number one for as long as he is alive or
until you reject his subverted missions and fall out of favor. Save your
progress and exit the building.

After Kankaras' call-don’t even take it if you are under fire-retrace your
inbound route to avoid or flee from a confrontation with the locals. Get to your
vehicle and drive north to meet him back at the slaughterhouse briefing
location. Your payment will be 10 rough diamonds, if you can find them, and some
sound advice on malaria. The tutorial will walk you through the procedure to
locate the diamond briefcase (10), which is in a boxcar south of the main
building. Take Kankaras' advice and immediately head for Mike's Bar.

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MIKE'S BAR:

Drive your vehicle to the new objective, the weapons shop near Mike's Bar, which
is south of Leboa-Seka’s main town-Pala. As you drive it will be prudent to take
notice of the red (main objective), blue (secondary objective) and yellow
(underground objective) arrow indicators on the road signs. Learn to comfortably
open and close your map to help negotiate the rather convoluted road system as
you bypass Pala where a cease-fire is in effect.

Once near Mike's Bar, enter the weapon shop-it will have dollar signs and guns
above the entry-and interact with the computer to make your initial required
purchase. You have 10 diamonds and three choices: the Homeland shotgun, the G3-
KA4 assault rifle and the Makarov pistol. This walkthrough strongly recommends
the Homeland shotgun. It will serve you well throughout the game’s first half
and will cost only 4 diamonds-a real bargain. Note the “save” and full “health”
stations on the wall-all weapons shops have both.

Go to the armory next door and take a new Homeland shotgun off the wall. Drop it
and pick-up your assault rifle. The longer range of the assault rifle will make
it the better option while conducting the convoy missions, although a careful
player can complete all four convoy missions without firing a shot. This
interaction completes the mission and allows you to enter Mike’s Bar.

Visit the munitions piles and exit the armory and walk over to Mike's Bar. Buddy
number one, whom you just rescued, will speak to you, telling you, among other
things, to talk to Reuben, the reporter who is sitting at a nearby table. Reuben
should be able to help you acquire malaria medication. Talk to Reuben, a rare
"good guy," and be sure to pick up the recorder tape before speaking to buddy
number two who is lounging against the rear wall.

Exit Mike’s Bar, board your vehicle and start for the church in Pala. Delivering
Reuben's tape to the priest will get you your malaria medication, and future
Leboa-Seka sector malaria medication will be obtained by doing underground
missions for the priest.

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

Continue into Pala, taking note of the yellow road signs, and park near the
street barriers on the southwest side of town. Take note of the bus stop just
south of this area. You will be able to board busses there or at any of the
other four stops in Leboa-Seka to safely and quickly get to the far reaches of
the sector or back into Pala, bypassing numerous guard post checkpoints. Many of
these infamous guard posts with their patrolling assault vehicles are located in
interior areas. The area surrounding Pala itself is free of them, being in the
no-fire zone, and the fringe areas, around the perimeter of the map, are also
far less prone to patrols. Most of the patrol routes are also cyclical, allowing
a careful player to time his movements to their schedule.

Open your map to locate the church-its entrance is on its north side-and
interact with Father Maliya to exchange Reuben’s tape for your pills. The
tutorial portion of the game will conclude as you exit the church. Missions of
various types are now available, but pursuing them with your present armament
choices is not recommended. This documents strategy requires doing the four
Leboa-Seka convoy missions prior to taking on other missions. Before tackling
your first convoy mission, however, harvest the diamonds in the Pala area.
Harvesting some of these diamonds will allow you to purchase the IEDs necessary
for pursuit of the convoy missions.
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PALA AREA DIAMONDS:
The first order of business is to collect some or all of the 6 nearby diamonds
around the Pala sector. The first two diamond cases, located in the town’s
“forbidden zones,” can be the toughest two in this entire outline-at least on
“Hardcore”-and can be skipped if you find their acquisition too challenging at
this early point in the game.

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

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

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

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

Drive back to the weapon shop near Mike's Bar and interact with the computer.
Three new weapons are available: the M1903 sniper rifle, the PKM machine gun and
IEDs. Purchase the IEDs for 10 diamonds and turn left to accept your first
convoy mission from the arms dealer behind the mesh. Go to the armory next door
and take the IEDs from the wall. Visit the explosive and ammo piles to top-off
your ordnance. Refer to "CONVOY MISSIONS: LEBOA-SEKA" to find the particulars of
your first convoy mission.
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NOTE: This walkthrough is based on doing the four Leboa-Seka convoy missions
prior to taking on other missions. This will allow you to acquire the required
weapons and the diamonds needed to purchase them. Not all diamond briefcases
will be included in this document-only the more easily acquired in these initial
areas and thereafter many on the advised routes will also be documented. My
companion “Diamond Guide” can be used if acquisition of all the diamonds is your
goal. Doing the convoy missions will also allow you to explore, use the bus
stations and get a feel for the enormous landscape and its hazards before
tackling the more challenging missions to come.

It can be quite helpful to further prepare to tackle the four random convoy
missions by acquiring the MGL-140 grenade launcher that can be had for free at
the safe house near the east weapon shop. This is especially true on “Infamous”
when you have only 2 IEDs and it can also provide additional firepower on
“Hardcore” when you are toting only 3 IEDs. To get it ravel to the southeast bus
station, take the assault truck and drive east into the desert, turning north
when you see the isolated baobab toward another baobab on a raised dune. Turn
left or west toward another and this will place you in a valley that will allow
you to intersect the roadway to the west. This will allow you to both bypass the
guard post on the main road and the improvised one in the desert, indicated by a
black dot on your map. This route will also place you beyond the route of a
patrol truck from the south. This will be the advised route from the southeast
bus station for the remainder of the campaign in the north. The safe house with
the MGL-140 is just north of the east weapon shop and is unguarded. An assault
truck from the west uses its entry road area as a turnaround point in its route.

CONVOY MISSIONS: LEBOA-SEKA  <CON06>

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

Four convoy missions are available in the Leboa-Seka sector, each unlocking
three new weapons. Each of the four Bowa-Seka sector convoy missions will also
unlock new weapons during the second half of the game. These missions can be
acquired from any of the weapon shops whenever the mission flag is active at
that location. The locations of the convoys are random, but the weapons unlocked
are not. See the unlocking order below.

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

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

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

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

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

Weapons: Shotgun or assault rifle, (IEDs), whatever else you have
Time:    Doesn't matter.
Origin:  The arms dealer in any of the four Leboa-Seka weapons shops.

If the mission wasn't acquired at the north weapon shop, the best way to
approach the north convoy is via the northeast bus station. Before continuing
the mission, walk north along the mountainside to acquire the diamond case (2)
in the shack on the left side of the roadway. Patrol vehicles don’t come this
far south so staying off the road while on foot will prevent an encounter.
Return south to the bus station.

Commandeer the vehicle at the bus stop and drive east into the sandy scrub until
on a line with the east boundary of the oasis far to the north, as seen on your
map. This route will allow you to put distance between yourself and the roadway,
avoiding both the heavily garrisoned guard post on the roadway and the enemy
occupied safe house beyond it. Assault vehicles with turret weapons vigorously
deny the main roadway in this area. While it is possible to be spotted and
pursued by a patrol vehicle while on this off-road route, it is not likely if
you stay away from the roadway.

Continue north through the sandy rock-strewn terrain, moving north toward the
oasis. When the map changes to high resolution of the oasis, stop and park near
the huge baobab tree. There is a diamond case (1) just beyond it.

Unless the “Special Ops” main mission is in progress the oasis will be free of
hostiles, so take one of the assault trucks there and return to the southern
border of the oasis and drive northwest through the boulder-strewn scrub,
angling for the railroad tracks north of the guard post beyond the Fort, as
depicted on your map.

As you begin veering west you will see another huge baobab tree north of the
road north of the Fort. A diamond briefcase case (2) sits in the sand to the
north of the baobab. If you have gotten too close to the road it is possible to
encounter a patrol truck in this area. Continue northwest and you will see a
shack where you will find a Jackal Tape and an explosives pile.

Follow the tracks west where the cliffs will mask your passage from the guard
post to the south. As the game’s map changes to the north sector, approach the
south turn to the weapon shop carefully. Consult your map to locate and allow
the convoy, if close, to get clear of the nearby area. Park your vehicle near
the weapon shop.

An ideal spot for your ambush is the roadway southwest of the weapon shop. There
are no routine patrols in this area, but an SUV patrols just to the north. Place
your string of IEDs, spacing them out, near the large rectangular stones on the
north side of the road and then retreat to the hillside. Take a position on the
rocks and monitor the trucks as they head for disaster. Detonate the IEDs to
complete the mission. The SUV from the south will usually come to investigate so
be aware.

After re-arming at the weapon shop, go behind it and knock the boards from the
entry to a shallow grotto in the mountainside. You will find a diamond briefcase
(2) inside. If you haven’t completed all of the other convoy missions, see the
arms dealer to acquire the next one.

Northeast diamond locations:

(Note: The following are the diamond cases that can easily be obtained during
the convoy portion of the game play as outlined. For all diamond locations and
acquisition procedure see my “Diamond Guide” available on this website.)

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

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

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

North diamond locations:

(Note: The following are the diamond cases that can easily be obtained during
the convoy portion of the game play as outlined. For all diamond locations and
acquisition procedure see my “Diamond Guide” available on this website.)

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

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

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

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

Note: Shwasana is well into the interior of the sector map, but only a patrol
car will need to be addressed if you enter the area from the northwest bus stop.
The guard post and safe house can easily be avoided even when driving rather
than walking. The area and roads around Shwasana are not patrolled.

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

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

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

Weapons: Shotgun or assault rifle, (IEDs), whatever else you have
Time:    Doesn't matter
Origin:  The arms dealer in any of the four Leboa-Seka weapons shops.

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

Southwest diamond locations:

(Note: The following are the diamond cases that can easily be obtained during
the convoy portion of the game play as outlined. For all diamond locations and
acquisition procedure see my “Diamond Guide” available on this website.)




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

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

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

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

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

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

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

Weapons:   Shotgun or assault rifle, (IEDs), whatever else you have
Time:      Night is preferred.
Origin:    The arms dealer in any of the four Leboa-Seka weapons shops.

Go to the northwest bus station and commandeer the dune buggy. Head north and
bear right where the dirt road forks. Drive to the bottom of the grade and make
a hard left onto the railroad tracks to start westward. Grab the diamond case
(2) near the large baobab tree shortly after making the turn west.

Continue west along the tracks until they swing north around the mountain; and,
before the track curves southwest, drive into the desert, going north of the
huge outcropping, to avoid the large heavily defended Petro-Sahel facility.
Continue west toward the safe house. It is possible to just bypass the safe
house but stopping short of it and advancing on foot will allow you to surprise
and eliminate its two defenders, allowing you to advance time to nightfall. A
single grenade will oftentimes do the trick.

When the convoy is out of the area drive south from the safe house, paralleling
the tracks but staying well to their west. Park near the large rock outcropping
where your diamond locator will flash. This will be about two-thirds of the way
to the North Railyard. Check that the SUV is out of the area and set your IEDs
in the road. Use a landmark, like a tree or bush, to mark the location of the
center IED and get back to the outcropping. Detonate when the unsuspecting
convoy cruises over the explosives.

Follow your locator to the diamond briefcase (2) on the outcropping. Vacate the
scene of destruction before you are challenged by the SUV, which systematically
patrols the area.

Northwest diamond locations:

(Note: The following are the diamond cases that can easily be obtained during
the convoy portion of the game play as outlined. For all diamond locations and
acquisition procedure see my “Diamond Guide” available on this website.)

Directly north of the northwest bus station there is a briefcase (2) on the
north side of the tracks, near a large baobab tree-as outlined above.

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

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

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

Weapons: Shotgun or assault rifle, (IEDs), whatever else you have
Time:    Doesn't matter.
Origin:  The arms dealer in any of the four Leboa-Seka weapons shops.

If the mission isn't taken at the east weapon shop, you can best access the area
by fast traveling to the southeast bus station. Grab the diamond case (2) to the
rear of the station. Commandeer the patrol truck and be advised that an enemy
patrol truck frequents the area.

Drive east into the desert swinging north when you approach the lone baobab
tree. Continue north toward another baobab tree and veer west passing another
baobab. This route will allow you to bypass the roadway’s guard post and the
improvised desert guard post-shown as a black dot on your map. Continue west
through the valley and stop north of the large rocky knoll before you approach
the roadway. Use your tracker to acquire the diamond case (2) on the knoll.
Continue west to intersect the road well south of the weapon shop. This route
will place you north of a patrol vehicle’s turn-around point.

Make your way north while monitoring the position of the convoy so you don’t
blunder into its path. Park on the road well south of the weapon shop to keep
your vehicle out of the coming blast radius and walk north to set up your
ambush.

There is an unguarded safe house just north of the weapon shop where you can
acquire an MGL-140 grenade launcher-a weapon that otherwise isn’t available
until the final convoy of the second half of the game. It can provide much
welcomed firepower at this stage of the game and can provide back up for the
IEDs on any subsequent convoy missions. It will be rusty and will frequently jam
but you can usually get 25 or more shots through it before it fails completely.

Set up your string of IEDs at the roads junction near the weapon shop. Space
them out on both sides of the junction. Retreat into cover near the weapon shop
where you have a good view of the junction. When the convoy slows to make the
turn detonate your IEDs to complete the mission.

Before leaving this area harvest the diamonds in the sectors. Their positions
are noted below.

Southeast diamond locations:

(Note: The following are the diamond cases that can easily be obtained during
the convoy portion of the game play as outlined. For all diamond locations and
acquisition procedure see my “Diamond Guide” available on this website.)

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

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

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

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

Note: The next four locations are a bit remote but can provide 7 diamonds.

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

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

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

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

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

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

East diamond locations:

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

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

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

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

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

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

Weapons:    Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       Night is essential on this mission.
Payment:    10 diamonds upon mission completion
Origin:     Any of the four Leboa-Seka sector communications antennas.

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

Walk southwest, crossing the road south of the safe house, and then go west
along the rock face past the waterfall. Take the diamond briefcase (3) near the
waterfall. Bypass the guard post by staying in the undergrowth near the cliff
face.

Once past the guard post, follow the road south toward Mokuba. There will be no
patrols on this road. As you approach the outskirts of Mokuba, note the “50”
sign and begin a stealthy advance. Take the dirt path that splits to the right
off of the main road. Look for the large boulder to its left and advance toward
it.

Beyond and below the boulder a lone sentry with a rocket launcher will be on an
elevated platform overlooking the shantytown. He will be your first concern and
is the key to success. A patrolling sentry frequents the area near the sniper;
so check that he is not in the vicinity.

Use the dart rifle to put the rocket launcher sentry down, and immediately go
east along the rocky hillside until you are near the windmill. Jump down. Peer
around the rock and monitor for sentries. Sentries are rare in this area but, if
present, allow him to move away, but use the dart rifle if he becomes wary and
you are about to be detected. The two parallel fences you need to get between
are just ahead, the nearest marked by a red APR star. Creep forward past the
windmill and move quickly between the two sides of the metal fence. Patrols are
rare but unpredictable in this area so be prepared to use the dart rifle.

Monitor the targets position on your map and then locate him with your sniper
scope. He will be wearing a brown suit, and may occasionally squat down behind a
wooden fence, making the shot more difficult. Zero in with your dart rifle for
the kill. A headshot is not necessary in this case. You can also use the grenade
launcher if you can’t get a clear shot.

Escape Mokuba by moving back past the fence and turning right when past the
first metal shanty. Go east toward the parked assault truck and then go up the
hill and back to the entry road. If you have a “special” weapons crate, this is
a good time to grab the RPG-7 on the sniper’s platform and stash it. Retrace
your inbound route.
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ASSASSINATION MISSION: AIRPORT HANGAR:   <ASMAH>

Weapons:    Assault rifle or shotgun, grenade launcher, (dart rifle)
Time:       Night is best but not required.
Payment:    10 diamonds upon completion
Origin:     Any of the four Leboa-Seka sector communications antennas.


From the southwest bus station, drive east past the safe house following the
railroad track. Angle southwest away from the tracks into the arid scrub,
staying just south of the scattered outcroppings to obtain a position due south
of the hangar-open your map to stay on course. This position will be just
outside the octagonal boundary as shown on your map. There is a double-edged
rock outcropping whose heights provide a perfect line of sight into the hangar.
There is a sniper’s platform to the northeast and a patrol truck’s turnaround
point is just south of the hangars but they aren’t always on duty at night; and,
if present, they shouldn’t pose a threat if you stay on the rock outcropping.

The prey is in the northeast corner of the east hangar and he presents a long,
but doable shot with the dart rifle. If you miss he will scramble, so tag him
with the grenade launcher if need be. Any firefight will draw the large garrison
out with its two assault vehicles; but even if this happens your position high
above the fray made them east prey. Drive back to the southwest bus station to
escape the scene.
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ASSASSINATION MISSION: PALA-NORTH:   <ASMPN>

Weapons:    Sniper rifle, (IEDs), PKM
Time:       Doesn't matter.
Payment:    10 diamonds upon completion
Origin:     Any of the four Leboa-Seka sector communications antennas.


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

Weapons:    Assault rifle or shotgun, grenade launcher, (dart rifle)
Time:       Night is advised.
Payment     10 diamonds upon completion
Origin:     Any of the four Leboa-Seka sector communications antennas.

Travel to the northwest bus station, commandeer the vehicle and drive northeast.
A patrol vehicle will greet you on the long straightaway. When you see it, exit
the car and hit it with the grenade launcher. Do this far enough away so that it
doesn’t destroy your vehicle. The nearby safe house is manned by three hostiles
and can be taken if you need to advance time to night, but this isn’t necessary
and isn’t worth the expenditure of ammo.

Turn right off the main road into the grass before reaching the guard post near
the junction and use your map to penetrate into the mission area. Stop before
entering the switchback roads north of Shwanasa when your locator flashes. Jump
onto the derelict bus to get the diamond case (1).

Continue onto the switchback road and park your vehicle north of the village
when the locator flashes. Jump down from the wooden platform to find a diamond
briefcase (3).

Continue on until the road bends sharply and park near the “pedestrian” sign on
the northwest side of the fishing village. Take the footpath near the signpost
and work your way south along the west side of the village. On the southwest
side of the village the path splits. Take the left fork and continue east,
moving cautiously eastward through the undergrowth until south of the objective
area as depicted on your map.

Find a good vantage point, in cover, orientated toward the target as indicated
on your map. If the man in the brown suit isn't there, slightly adjust your
position for a better view and be patient. He will be in and out of the shack
but will eventually come into your field of fire. This is a fairly long shot
with the dart rifle, so take your time with the shot once when you spot the
prey. Reverse your entry path to escape Shwasana and regain your vehicle to get
back to the northwest bus station.
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ASSASSINATION MISSION: PALA-SOUTH:  <ASMPS>

Weapons:  Assault rifle or shotgun, (IEDs), dart rifle (hand grenades)
Time:     Doesn't matter.
Payment:  10 diamonds upon completion
Origin:   Any of the four Leboa-Seka sector communications antennas.


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

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

Weapons:    Sniper rifle, (grenade launcher), PKM
Time:       Night is preferred but not required.
Payment:    10 diamonds upon completion
Origin:     Any of the four Leboa-Seka sector communications antennas.

From the southwest bus station, drive east past the safe house, along the tracks
and then veer southeast cross-country but stop and check your map before you
enter the southern sector. Make sure the target convoy is heading east or is far
off to the east before you continue eastward. Approach the large isolated rock
outcropping southwest of the airport’s octagonal boundary as seen on your map.
Park your vehicle near the small boulder on the outcropping’s southwest side so
it's out of the coming blast radius. Climb the rocks, equip your grenade
launcher and look eastward.

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

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

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

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

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

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

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

Mission:   Destroy the cargo near the militia’s bivouac on the north river.
Weapons:   (Sniper rifle), (grenade launcher), PKM
Time:      Night is recommended but not essential.
Origin:    All “Buddy Missions” originate at Mike’s Bar.


From the northeast bus station, take the vehicle, make a “U” turn and drive off-
road going south through the desert scrublands far enough to bypass the marina
area. Continue south and park on the road northwest of the safe house. If
necessary, take the safe house to forward time to night. If you take the safe
house, walk due south of it to find a diamond case (1).

Take to the river where the mountains end allowing access to the river. Swim
west toward the north shoreline. Much of the north riverbank is walk able, so
continue until it isn’t. Take to the river and go ashore on the opposite side.
When you reach the north side of the OGC farm go ashore and take the dirt road
that parallels the river. Occasionally a lone sentry will linger near the boat
dock. The river below your position briefly widens at its northernmost point, as
can be seen on your map. Kill the lone guard near the boat dock on the opposite
bank and descend to river level. A patrol boat will soon approach on its rounds.
Take it out with the grenade launcher. This is best done far from the safe house
to allow your incursion to remain unnoticed. At times this boat will be moored
upstream rather than on patrol.

Swim towards the safe house and go ashore on the south side of the river. Sniper
the three guards at the safe house. This can almost always be done without
alerting the Villa’s garrison beyond.

Take the dirt path westward, stopping to raid the diamond briefcase (2) near the
path; and then carefully angle toward the objective, taking to the undergrowth,
crouching in cover as you close in on the big truck. The area ahead is swarming
with militiamen so when you see the cargo truck, hit it with the grenade
launcher. This should also ignite the nearby cargo piles. If not hit the pile
near the rear of the truck. Quickly reverse course and sprint to the patrol boat
at the safe house to exit the area. The lone guard at the boat dock upriver may
have re-spawned-speed past him. Return to Mike's Bar to report to Marty.
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MARTY ALENCAR:   <BDMA2)

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

Mission:   Destroy the medical supplies at the junkyard.
Weapons    Shotgun or assault rifle, (grenade launcher), (dart rifle)
Time:      Night is advised but not essential.
Origin:    All “Buddy Missions” originate at Mike’s Bar.

Take the boat from the west dock in Pala and pilot it west, past the bridge,
landing northeast of the salvage yard where the cliffs break and the shoreline
allows landfall. This will be near the first trees and is still far to the south
of the guard post. Walk southwest, staying near the mountainside to stay out of
sight of the patrol car frequenting this area. When you pass the edge of the
mountain on the west side of the road, cross the road and head southwest toward
the objective. Move in the undergrowth paralleling the entry road and when you
get to the derelict truck near the tire pile, snipe the lone sentry at the entry
guard post where the road forks. Restock your ammo from the ammo box on the
table near the assault truck.

Continue moving toward the objective, staying in the jungle close to the east
rock face as you move clockwise around the junkyard. When you get to the
southeast side locate and take out the sniper in the southern tower with a
silent headshot.

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

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

Mission:    Go to the rail yard and find the lost box of files.
Weapons:    Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       Night is essential.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

Drive southwest from the northwest bus station, park at the safe house and use
it, if needed, to forward time to night. Walk south through the pass and go down
the grassy slope, moving southeast toward the safe house near the Cattle King.
Cross the valley and move southwest along the slope east of the safe house,
keeping your distance. The three guards at the safe house higher on the
mountainside won’t take note of your passage unless a firefight erupts or you
get too close to the safe house. There is a hang glider there but it is of
little use unless you just want to try one out.

In the valley below there is an improvised guard post, indicated by a black dot
on your map. Two guards, one of which periodically walks the dirt path going
north to and past the sniper’s platform, man it. Stay on the hillside and
monitor their positions-be aware that one may be on the dirt path and out of
sight. Eliminate anyone at the guard post with the dart rifle and then descend
to the shack and take the diamonds (2).

Exit to the rear of the shack and look southwest. The dirt path leads to an
elevated sniper’s platform. Try to locate the sniper and take him down. If he
isn’t visible, move back up the slope to the east and move west until you can
locate him for a silent kill.

Check for that third sentry, patrolling the dirt path, if you didn’t get him
earlier. Go onto the sniper’s platform to get the Jackal Tape and to resupply.
Be aware that any noise made in this area may bring a patrol car into the area,
alerting the nearby guard post.

After replenishing your ammo on the sniper’s platform, move west staying near
the mountainside near the dirt path. It is possible to meet the aforementioned
patrol in this area so be aware. At the edge of the mountain, you will see a
guard post below and a sniper on the rocks to its north overlooking it. Take him
out with the dart rifle and then descend, staying close to the rock face to
bypass the guard post as you continue south.

There is a break in the mountain east of the rail yard. It is visible on your
map. The dirt path there will take you over the mountain to approach the rail
yard from the east slope.

Take the path and reconnoiter the rail yard from the top of the hill. There is a
sniper on the roof of the structure on the facilities west side but he won’t see
you if you stay low. Note the positions of the closest Pullman cars below.

Monitor the sentries, and, when it is clear near the cars below, move cautiously
down the hillside and go up the ramp and into the first Pullman car. Advance
into the next car and turn right, check for sentries, and then go down the ramp
and into the car ahead. Turn left to find Michele’s document briefcase. Reverse
course to escape the rail yard. If you are seen exiting, just hustle back up the
hill rather than making a stand.

Retrace the long inbound route, once again taking down both the sniper on the
overlook and the sniper on the platform to get back to the northwest bus
station. Return to Pala and then to Mike’s Bar to report to Michele.
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MICHELE DACHSS:   <BDMD2)

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

Mission:    Kill the drug trafficker at the airport.
            Kill the drug trafficker on the south river.
Weapons:    Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       Night is essential.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

AIRPORT TRAFFICKER:

Drive east from the southwest bus station and stop at the safe house to forward
time to night. Drive east on the tracks and veer southeast into the desert as
the tracks curve north. Stay south of the scattered outcroppings and outside the
airport’s boundary as seen on your map. Park the vehicle in the low sandy area
behind the large rock formation due south of the airport’s hangars.

Move toward the large rock outcropping south of the hangar. From its east edge
you can see the sniper’s tower to the northeast and a derelict truck south of
the hangar. During nighttime operations both the sniper in the tower and the
vehicle patrol are not always active. The sniper is at the extreme range of your
dart rifle, so allow the assault truck to go east, if it is active, and move
forward until you encounter a shallow ditch near the derelict truck. Walk
eastward out of the sightline of the airports defenders. The prey is in the
northwest corner of the east hangar so move to the crest of the ditch, using the
grass as cover, and take him out with your dart rifle to complete this half of
the assignment.

Return to your vehicle.

SOUTH RIVER TRAFFICKER:

Drive east from the airport and bear northeast toward the roadway’s junction due
south of the objective. This route should lead you past a smoking car near a
baobab tree. There is a diamond briefcase (1) on the car.

Continue northeast and park your vehicle before reaching the crossroads. Have
your grenade launcher equipped for a pesky patrol vehicle as you move across the
road but try to avoid it. Continue north staying east of the mountain as you
walk north alongside the dirt road. You will find a diamond briefcase (2) about
halfway along the mountain under a large tree.

Cross the roadway to get to the river. Walk north along the riverbank to avoid
detection by the hostiles on the hilltop. Follow the shoreline until you are
east of the objective. Stay crouched in cover as you creep toward the house to a
point where you have a view of its east entrance. The target will periodically
step out of the house, so be patient. When he does, take him out with the dart
rifle. If you’re not so patient a rocket or grenade fired into the shack will
complete the task but will quickly bring hostiles. Immediately vacate the area.
You can retrace your inbound route or you can steal the boat on the dock and
pilot it west and then north to get back to Mike’s Bar. Report to Michele at
Mike's Bar to complete the mission.
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JOSIP INDROMENA:   <BDJI1>

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

Mission:   Destroy the propane tank at Petro-Sahel.
Weapons:   Sniper rifle, (grenade launcher), PKM
Time:      Night is preferred.
Origin:    All “Buddy Missions” originate at Mike’s Bar.

The best starting point is the safe house northwest of Petro-Sahel. Make your
way there from the northwest bus station. Take the right fork of the road down
the hill, U-turn onto the railroad tracks and drive west on the tracks, veering
away from the tracks as they go south and then going north of the isolated
mountain into the desert to bypass the Petro-Sahel facility.

If you haven’t taken the northwest safe house, it is defended by only two
hostiles. Stop east of it and kill the defenders. Forward time to night.

Approach the fuel depot on foot from the northwest to minimize detection by the
SUV patrolling the area, which would alert the depot. The propane tank is at the
extreme west end of the facility, so stay west of the roadway and use the rock
outcroppings and scrub trees to make a stealthy approach and for cover if the
SUV approaches. Angle your approach to enter the facility where the railroad
tracks enter through a break in the fencing. Once you’re in, turn right, check
for any hostiles nearby, go past the concrete apron turn left and shoot a
grenade at the propane tank. Be on your way as it explodes. If there is pursuit,
a Molotov in your wake will start an impressive fire in the dry grass, and
distance will render the sniper on the north end harmless. Return to the safe
house for your vehicle and travel to Mike’s Bar via the bus stations to report
to Josip to complete the mission.
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JOSIP INDROMENA:   <BDJI2>

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

Mission:    Kill the car salesman in Mokuba.
Weapons:    Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       Doesn't matter.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

The key to this mission is a western approach to Mokuba. Take the patrol boat
from the dock near Mike's Bar, exit the cove and take the south fork, speeding
past the hillside guard post and stopping southwest of the canyon but west of
the river guard post. Sprint toward the canyon, cross the road, watching for the
patrol car, and enter the canyon. Take the diamonds (2) near the waterfall.
Continue forward and use the dart rifle to snipe the two guards manning the
elevated safe house. Go up the stairs and behind the safe house and you will
find a diamond case (2).

Continue east through the canyon toward the shantytown. As the canyon opens up,
locate the prey’s hangout, the isolated shack on the outskirts of the town. A
patrolling sentry will occasionally pass near the shack but the target is
usually there alone. Cautiously make your way to the hillside opposite the
shack, looking across the shallow ravine. The target will periodically exit the
shack. When he does, take him out with the dart rifle to complete the mission.
Reverse course, and return to Mike's Bar to report his demise to Josip.
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PAUL FERENC:   <BDPF1>

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

Mission:    Recover Paul's documents from the old fort.
Weapons:    (Sniper rifle), grenade launcher, (PKM)
Time:       Night is preferred.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

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

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

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

Mission:    Go to Claes Chemical and steal the defoliant formula.
Weapons:    Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       Night is preferred.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

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

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

Mission:    Retrieve Quarbani's personal items from the Oasis.
Weapons:    Shotgun, grenade launcher, (dart rifle)
Time:       Doesn't matter.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

From the southeast bus station drive briefly east to avoid the patrol vehicle,
or it will follow you to the ends of the earth, and then veer south and then
east to gain the desert area north of the objective. Stay in the low area and
stash your vehicle behind the large isolated rock outcropping. The area north of
the objective is devoid of patrols but a lone sentry roves atop the jumble of
rock formations and may occasionally descend to snoop. Don’t linger. Move up the
sandy slope toward the largest of the stark trees. Near it there is a cave
entrance in the rock face, masked by a bush. Enter it and grab Quarbani’s
lockbox. Reverse your inbound route and return to Mike's Bar to report to
Quarbani.
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QUARBANI SINGH:   <BDQS2>

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

Mission:    Obtain the prototype ammo from the garage near the police station.
Weapons:    Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       Night is best but not essential.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

From the southwest bus station drive west toward the weapon shop and then north
along the tracks. Three guards man the safe house well north of the weapon shop.
Save your ammo by driving through the dry grasslands west of the tracks to
bypass it.

Cut over onto the railroad tracks and speed north. When you enter the map’s west
sector, stop alongside the mountain southwest of the safe house. There is a
diamond case (3) on the mountainside under a crude canopy.

Continue north on the tracks. Park under the tree west of the junction and
continue east on foot. An assault truck patrols the road to the east of the
objective, with its turnaround point just east of it, so it can complicate the
skirmish if it is nearby during a firefight.

There can be as many as four combatants in or near the garage but others from
the police station will quickly reinforce them if the action is prolonged or
becomes heated. Crouch in the brush in the garage’s entrance road and note the
positions of the sentries and of the propane tank and of the explosive barrel
near the garage's entrance.

Kill as many visible hostiles with the dart rifle as quickly as possible; and,
if you are discovered, use the grenade launcher on the explosive items or on the
visible guards. Either way, don’t delay. Sprint toward the garage, grab the
prototype ammo and out get as quickly as possible. If you move quickly you
should be able to get out before the fire spreads, if you had to use the
explosive items, and before reinforcements arrive. Reverse your entry route and
watch for the patrol truck that will enter the fray if the action became noisy
when it was nearby. Return to your vehicle and drive south, avoiding the guard
post near the tracks. Return to Mike's Bar via the bus stations to report to
Quarbani.

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FLORA GUILLEN:  <BDFG1>

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

Mission:   Destroy the weapon's cache at the ranch house.
Weapons:   Shotgun, (IEDs), (dart rifle)
Time:      Night is best but not essential.
Origin:    All “Buddy Missions” originate at Mike’s Bar.

From the northwest bus station, drive southwest and park at the safe house.
Forward time to night and walk behind the shack and bear east toward the lake.
Angle for the southern edge of the lake north of the ranch. A lone sentry is
patrolling the large lake area, usually well to the east. If you spot him make a
silent kill and continue south toward the ranch.

When you arrive at the big baobab tree, begin a stealthy approach using the
scattered boulders and scrub for cover. Wait for any sentries in the area-there
is usually only one walking perimeter-to move away from the rear of the building
or use the dart rifle to make a silent kill. Sneak into breezeway between the
buildings and enter the left building. Place an IED or two near the supply
cache. At times you will confront a hostile, lurking in the back room.

Put distance between yourself and the ranch without delay, retreating toward the
lake whether you were discovered or not. Detonate the IEDs and start back to
your vehicle. Watch for that lone sentry on foot patrol if you didn’t get him
earlier. Additional hostiles from the ranch may be investigating the explosion,
so take care as you swim into the lake to find a diamond case (3) on the north
central side near the protruding boulder. Return to your vehicle and then to
Mike's to report to Flora.
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FLORA GUILLEN:   <BDFG2>

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

Mission:   Destroy Mbantuwe's personal convoy.
Weapons:   Sniper rifle, (grenade launcher), PKM
Time:      Doesn't matter.
Origin:    All “Buddy Missions” originate at Mike’s Bar.

Take the bus to the southeast bus station and walk north to the first big rock
outcropping on the west side of the road. Try to avoid a confrontation with the
assault truck whose route takes it past the bus station until you have dealt
with the convoy. Struggle your way to the top of the outcropping and face north.
The convoy will approach your position from the north, and you will be able to
see it coming. Use the grenade launcher to take out the convoy truck and its
escorts. The assault truck mentioned earlier will visit the ambush site, so be
aware before descending from your perch. If you have a grenade in your launcher
take it out before returning to the bus station. There is also an assault truck
at the nearby guard post but it doesn’t usually respond to the skirmish.
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WARREN CLYDE:   <BDWC1>

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

Mission:    Destroy the supply platform at Shwasana.
Weapons:    Shotgun or assault rifle, (IEDs), (dart rifle)
Time:       Night is strongly advised.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

Access Shwanasa fishing village from the northwest bus station. Take the buggy
there and travel east. Stop on the straightaway east of the bus stop and make
the patrol car stop so you can eliminate its driver. Do this away from the guard
post and the safe house so they don’t notice and interfere with your passage.
Turn south at the junction and continue toward the objective. Park your vehicle
after the switchback road turns east and make your approach to the northern pier
on foot.

Note: If you didn’t acquire the areas diamonds earlier. Climb onto the bus near
the roadway well north of the fishing village to get the diamond (1). Another
diamond case (3) is below a wooden platform alongside the switchback road north
of the village. Your locator will flash as you are driving in both instances.

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

Note: There is a plane crash site in the northern sector where you can rescue an
ex-pat, acquiring another buddy. After exiting the Shwanasa area you will begin
going north. There is a pass just south of the “elf-shoe” looking mountain south
of the guard post near the tracks in the center of the north sector. Just stay
alongside the south side of the mountain to locate the crash site. There is no
opposition in the area unless you continue north from the site. Return to your
vehicle after the rescue.
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WARREN CLYDE:   <BDWC2>

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

Mission:    Get the sack of "leaves" from the OGC farm.
Weapons:    (Sniper rifle), grenade launcher, (PKM)
Time:       Night is preferred but not essential.
Origin:     All “Buddy Missions” originate at Mike’s Bar.


Travel to the southeast bus station. This walkthrough strongly advises bypassing
the guard post north of the bus stop by traveling east, swinging north and then
back west after reaching the baobab on the sand dune, driving through the dry
scrub to emerge on the road south of the weapon shop. If you prefer battling the
guard post, however, expending your munitions on the guard post won’t jeopardize
your mission since there is a weapon shop not far to the north. An assault
vehicle routinely patrols the area near the guard post west of the bus stop,
traveling past the guard post north of the bus stop before turning around near
the lake to continues its circuit. If you take out the assault truck and then
attack the guard post, any survivor will board a second assault truck. Trying to
bypass it by closely paralleling the road will also lead to a prolonged skirmish
with the chase vehicles. It is less time consuming to simple go around it.

Whichever way you get there continue northeast from the weapon shop. At the main
junction, drive off-road into the dry savannah, angling for the cutout visible
in the rock formation south of the OGC farm. Stop well short of the roadway. An
assault vehicle is on a long circuit in this area, so watch for it as you cross
the roadway into the cutout. Take the dirt path and grab the diamond briefcase
(2) if you didn’t get it earlier. Jump up the rocks to get onto the dirt path
leading to the rear of the farm.

Use your scope to locate the sniper in the south tower and take him out. Then,
staying on the rocks, begin taking targets of opportunity. Pay close attention
to anyone attempting to come up the dirt path to your position. There are about
ten defenders, so when five or six go down begin advancing with your assault
rifle ready for action. Move between the greenhouses and get the goods and then
reverse course. If opposition looms use grenades to soften them up and sprint
south, reversing your inbound route. Return to your vehicle and exit the area.
Head for Mike's Bar to report to Warren, completing the mission.
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UNDERGROUND MISSIONS-LEBOA-SEKA:   <UNDLS>

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

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

Mission:    Deliver the documents to the veterinarian’s underground house.
Weapons:    (Sniper rifle), grenade launcher, (PKM)
Time:       Doesn’t matter.
Payment:    Malaria medication.
Origin:     Father Maliya at the church in Pala.

Drive southwest from the northwest bus station and park at the safe house.
Continue south on foot, heading downhill and then along the hillside west of the
safe house opposite the Cattle King ranch. The guards won’t take note of your
passage unless a firefight erupts or you get too close to the safe house. This
will allow you to bypass the valley guard post that is indicated by a black dot
on your map. Save your ammo and remain stealthy. Just stay on the hillside close
to the long narrow mountain, crouching while moving to avoid detection from the
guards in the valley camp below. When slightly past the valley camp start
looking south for an elevated platform.

A sentry will be on or near the platform just north of the boot-like mountain
near the dirt pathway. Sneak past him and check for an additional sentry that
patrols along the dirt path connecting the valley camp and the area near and
beyond the sentry on the platform. If any noise is made in this area a patrol
car will roar in to investigate.

At the edge of the mountain, you will see a sniper on the northwest cliff
overlooking the guard post but with luck he won’t notice you. Hustle south, even
if you are seen, to get away from the guard post.

Continue south and as you turn east toward the objective, stop to take out the
patrol car that routinely patrols the road, so you don’t have to watch your back
during the coming firefight. Get onto the high rocks overlooking the safe house
and begin sniping. If a group gathers near the assault truck, a salvo from the
grenade launcher can thin the ranks and start a fire, causing others to reveal
their positions. Watch for flankers on the road to your right and from farther
out on the left. You will usually take out about six hostiles before the safe
house is freed.
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NORTHEAST UNDERGROUND HOUSE:   <UNDNE>

Mission:    Deliver the documents to the well and windmill underground location.
Weapons:    (Assault rifle or shotgun), grenade launcher, (dart rifle)
Time:       Doesn’t matter.
Payment:    Malaria medication.
Origin:     Father Maliya at the church in Pala.

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

Mission:    Deliver the documents to the general store underground location.
Weapons:    (Sniper rifle), grenade launcher, (PKM)
Time:       Doesn’t matter.
Payment:    Malaria medication.
Origin:     Father Maliya at the church in Pala.

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

Mission:    Deliver the documents to the undertaker’s underground location.
Weapons:    (Sniper rifle), grenade launcher, (PKM)
Time:       Doesn’t matter.
Payment:    Malaria medication.
Origin:     Father Maliya at the church in Pala.

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

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

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

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

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

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

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

Mission:    Destroy the special operations gear at the oasis.
Weapons:    Shotgun or assault rifle, grenade launcher, dart rifle (grenades)
Time:       Doesn’t matter.
Payment:    15 diamonds
Origin:     UFLL headquarters in Pala.

From the Pala bus station travel to the southeast station, take the assault
truck and quickly drive east to avoid the patrol vehicle, or it will follow you
to the ends of the earth, and then veer south and then east to gain the desert
area north of the objective. Stay in the low area and stash your vehicle behind
the large isolated rock outcropping. The area north of the objective is devoid
of patrols but a lone sentry sometimes roves atop the jumble of rock formations
and may occasionally descend to snoop. Don’t linger. Move up the sandy slope
toward the largest of the stark trees. There is a cave entrance in the rock
face, masked by a bush. Enter it and go forward. The white first aid kit just
ahead marks the location of the gear. Toss a grenade at it to complete the
mission. This stirs up the hive, so get back to your vehicle before the
defenders scramble and zero in on you. Drive back to the bus station.
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MAIN MISSION 1 WITH SUBVERTED MISSION:

Subverted mission: Intimidate the informer into sending false coordinates.
Main mission:      Destroy the special operations gear stored in Mokuba.
Weapons:           (Shotgun or assault rifle), grenade launcher, (dart rifle)
Time:              Night is preferable.
Main Origin:       UFLL headquarters in Pala.
Subverted Origin:  The safe house near the east weapon shop.

From the southeast bus station, drive east off-road into the barrens, veering
north to speed past the improvised guard post, staying far to its east. Swing
west near the large baobab tree on the dune to enter the grassy valley and to
intersect the north-south road and then continue north to the weapon shop. Park
there and walk to the safe house for the briefing. This will prevent a possible
scuffle with a patrol vehicle.

Note: See the note below for an alternate method of doing the “Villa” portion of
the subverted mission.

After the briefing, advance time to night and go southwest on the safe house’s
entry road and across the main east-west roadway. Be aware that this is the
turnaround point for an assault truck on a short circuit from the guard post to
the west. Go up the grassy slope to the rock face. Move west along the mountain,
past the waterfall, taking the diamonds (3) if you haven’t acquired them, and
then sneak past the guard post and the bridge. Once past the bridge bear north
toward the objective.

As you move away from the guard post your locator should flash. You will find an
overturned bus in a ravine with both a Jackal Tape and a diamond case (2)
inside. The safe house to its west is guarded by three hostiles and isn’t worth
the ammo or the effort to take, so continue north, staying in the low area well
east of it. When past the safe house, veer west and move along the rock face
until you encounter the main road. Take the narrow dirt path just north of
there, which goes north toward the guard post. This path will allow you to pass
to the rear of the guard post undetected where your diamond locator will flash.
Jump onto the rocks to find the diamond case (3).

Continue along the path toward the objective. When the complex comes into view,
immediately take out the sniper on the balcony dead ahead with the dart rifle.

Drop down off the hillside and use the white fences to move toward the
objective. You need to make it into the west entrance and three or four hostiles
will be patrolling the Villa area. Use your dart rifle if possible to try to
maintain stealth but get into that entrance quickly. Go up the stairs to
confront the Belgian and to intimidate him into sending the false coordinates.
No hostiles will come up to intervene. Don’t hesitate to kill him afterwards or
he will pull a pistol.

If you were detected going in, which is highly likely, your goal is to get to
the big truck you passed on your way in. Use your shotgun or assault rifle on
any hostiles you encounter and run out the west entry and go around the backside
of the garages. Sprint to the big truck.

Drive east and run down any guards you may encounter near the Villa’s exit.
Making it back to the weapon shop in a vehicle is now extremely challenging.
While you can kill the guards at the guard post just east of the Villa and steal
their assault truck, you will still have to battle a horde of assault trucks,
including those at the river guard post farther southeast.

This walkthrough suggests abandoning the big truck before reaching the guard
post, east of the Villa, and getting back to the dirt path behind it to both
bypass it and avoid the assault trucks. You can now simply continue south and
then bear east, bypassing the river guard post and continuing along the
mountainside past the waterfall and on to the weapon shop.

Note: Taking on the large garrison at the Villa can be very difficult,
especially on ”Infamous;” and, while this alternate route will take you far
afield, it can get you into and, with luck, out of the Villa with minimal or no
confrontation. Have the dart rifle for this procedure. Return to Pala after the
briefing and take the boat from the east dock and go east toward the objective
marker. This route has no patrol boats. Stop short of the safe house in the
narrow watercourse and walk the east riverbank, taking to the water to swim,
underwater, past the safe house. An action prompt will allow you to get onto the
rocks. Follow them to the rear of the Villa.

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

Weapons:    Shotgun or assault rifle, (grenade launcher), (dart rifle)
Time:       Night is essential.

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

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

When the area is clear of sentries, move quickly forward past the scrub tree and
step onto the metal ramp with your grenade launcher equipped. Elevate the barrel
slightly and fire a grenade or two into the gear. Immediately turn and sprint to
your vehicle.

Drive south to where your buddy is under attack. He will be on the south side of
a group of metal buildings and he or she will be under fire from about six
hostiles. Snipe the attackers with the dart rifle from well out before moving in
for close combat. The randomly scattered structures provide good cover, but this
is also true for the enemy. This guard post is also the turn around spot for
patrol trucks from both the east and the west. Be aware that they may enter the
fight or may show up after the mission is completed.

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

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

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

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

Mission:             Go to the oasis and tag the King's gold for recovery.
Weapons:             (Sniper rifle,) grenade launcher, (PKM)
Time:                Doesn't matter.
Payment:             15 diamonds
Main Origin:         UFLL headquarters in Pala.

Drive north from the northeast bus station traveling off-road through the scrub
toward the oasis, staying far west of the hostile roadway. When groups of cactus
and then scattered palms appear, an excellent sniping position atop the rocks
near the south center of the area, overlooking the enemies stronghold will
command the oasis. Begin operations on the rock ledge near the tall rock spire.

An assault vehicle will be just below and a pair of lounging guards will be
milling below. Begin eliminating the defenders with your sniper rifle. Use the
rock ledge as cover as you pick off the enemy below. Watch out for the possible
advance of an assault vehicle and for flankers but the defenders will oftentimes
go to ground instead. Begin searching the oasis for targets, and when all of the
available targets are down, usually six or more, advance toward the objective.
Use Molotovs to flush lurking hostiles, clearing your pathway and don’t spare
the ammo on the survivors, but it isn’t really necessary to clear the oasis of
hostiles. The gold is underground, so locate the ladders and complete the
mission by interacting with the cache. Re-supply before surfacing, and then
claim an assault vehicle to make your getaway back to the bus station.
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MAIN MISSION 2 WITH SUBVERTED MISSION

Subverted mission:     Go to the old fort, kill the King and take his ring.
Mission:               Go to the oasis and tag the King's gold for recovery.
Weapons:               (Sniper rifle), grenade launcher, (PKM)
Time:                  Night for subverted mission, main doesn't matter.
Main Origin:           UFLL headquarters in Pala.
Subverted Origin:      The remote safe house in the northeast sector.

Since you’re not using the dart rifle and covert tactics are necessary to avoid
continuous strife, conducting operations at night is strongly recommended. The
most expedient way to forward time at this early stage of the game is by going
to the northwest bus station and taking the dune buggy to the unguarded safe
house to its southwest.

Return to the northeast bus station, commandeer the car, make a “U” turn and
drive south off-road through the sandy scrub. Stop and park near the first huge
tree before reaching the south end of the mountain. Start west on foot, staying
near the mountainside. A pair of guards loiter near the waterfront and another
is usually in or near the large structure. Try to sneak past them by crouching
and moving along the cliff face. If seen, the resultant action may draw the
patrolling SUV into the fray if it is nearby on its circuit, alerting the
hostiles farther west and south; but if it isn’t nearby, a skirmish should go
unnoticed.

Continue west, using the derelict vehicles on both sides of the roadway as cover
to cross the road. Listen for the SUV that patrols the roadway before crossing.
Any encounter with it will turn this passage into a heated firefight.

Continue south toward the guard post east of the objective. Stay crouched while
moving as close to the north cliff face as possible to bypass the guard post.
Being spotted here initiates a firefight with its six defenders, depleting your
supplies, so strive to avoid one. A lone sentry will occasionally be walking
west of the post but will normally be on the south side of the road.

After the briefing, exchange your sniper rifle for the AS50 sniper rifle that is
lying on the floor, though it may later jam, its great range makes the entry to
the fort a bit less challenging. Start back to your vehicle, attempting to again
bypass it. If more than a lone sentry lingers west of the guard post you may
have to take on the whole garrison to get past. If you do, do it from as close
to the safe house as possible to keep other area hostiles out of the action.
Either way, retrace your inbound route to regain your car.

Drive north past the bus station, staying off-road and to the east as you bypass
the guard post and then cutting west toward the safe house east of the
objective. The high rock outcropping just across the road from the safe house
provides an ideal sniping platform to kill the three defenders and affords
excellent protection from the patrol truck whose turnabout point is nearby. This
safe house is very handy for saving and advancing time during this and coming
missions.

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

Move up the winding path toward the eastern entrance, checking for any patrols
from the fort or from the guard post at the fort's western entrance. At most a
lone sentry will investigate. Gain access through the eastern portal and
immediately turn left into the chamber. Turn right, then left and go up the
staircase. Even if you are detected the enemy will not follow you to the King’s
chamber.

When you confront the King, don't hesitate to kill him because he will draw a
pistol if you do. Use your machete if you weren't detected on the way in. Don’t
forget the King’s ring. If you were detected on your way in, you will be
targeted through the windows and doors as you exit the King’s chamber and
descend the stairwell. Get to the east portal and sprint out of the fort and
down the dirt path to return to the safe house. If you need a vehicle there is a
dune buggy south of the safe house. You will have to go south, past the garage
and up the hill on the dirt path to find it.

Once again return to the briefing safe house to give the ring to the Prince.
Follow the same procedure that got you there and out again at this mission's
start. If you take the offered vehicle, be prepared to do battle with the guard
post and possibly with the patrolling SUV and with troops near the marina. It’s
much easier to just sneak past all the hostiles on foot and get to your vehicle.

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

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

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

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

Mission:    Destroy the pumps at the OGC greenhouse complex.
Weapons:    (Sniper rifle), grenade launcher, (PKM)
Time:       Night is preferred.
Payment:    15 diamonds
Origin:     UFLL headquarters in Pala.

Travel to the southeast bus stop, commandeer the patrol truck and be advised
that an enemy patrol truck frequents the area on its route. Drive east into the
desert swinging north when you see the lone baobab tree ahead. Continue north
toward another baobab tree and veer west passing another baobab. This route will
allow you to bypass the roadway’s guard post and the improvised desert guard
post (shown as a black dot on your map.) Continue west through the valley and
stop north of the large rocky knoll well before you approach the roadway. Use
your tracker to acquire the diamond case (2) on the knoll. Continue west to
intersect the road well south of the weapon shop. This route will take you just
north of a patrol vehicle’s turn-around point.

Continue north past the weapon shop. Stop at the safe house, if need be, to
advance time to night. Drive northeast, and at the intersection, drive off-road
across the savannah toward the center of the large arch-shaped rock formation
just south of the OGC farm. Park south of the roadway, since a patrol truck
roves the area. It is also possible to encounter that patrol truck near the
junction where you went off-road if it was at its turnaround point.

The mountain has a narrow passage at its mid-point and this is where you need to
go. Pass the diamond briefcase (2) and jump onto the rocks to gain the upper
footpath. Continue along until you see the OGC greenhouses ahead.

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

Subverted mission:    Get the defoliant canister from the chemical plant.
Mission:              Destroy the pumps at the OGC greenhouse complex.
Weapons:              (Sniper rifle), grenade launcher, (PKM)
Time:                 Night is preferred.
Main Origin:          UFLL headquarters in Pala.
Subverted Origin:     The riverside safe house south of Mike’s Bar.

Drive to Mike’s Bar from Pala and take the patrol boat from the dock. Pilot it
out of the cove. Take the left fork south going past the elevated guard post,
under the bridge and staying along the river’s west bank to get to the briefing
location.

From the safe house walk north and pick up the dirt path as you circle west to
approach the chemical plant from the north. The sniper overlooking the bridge
near the guard post across the river may fire on you. Take him out if you can
spot him or just sprint ahead to avoid his fire.

Find a good sniping position on the north end and begin taking out the enemy,
taking advantage of the range of your sniper rifle. A yellow barrel near the
main structure can help kill or flush out anyone in hiding near the front of the
structure. Try to spare the assault truck on the north side by killing anyone
trying to board it-you will need one. An assault truck from the south end may
come calling. Greet it with the M-79 grenade launcher.

Advance to the structure when opposition wanes. There may still be opposition on
the south side so hit the barrels or the assault truck, if it is still there,
for maximum explosive damage in the area. Take the defoliant canister.

The facility has eight troops, but oftentimes the fight may draw additional
troopers from the safe house to its southeast.

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

Take the assault truck on the north end of the facility and drive through the
depressed grassy area west of the facility and veer left onto the tracks going
south. When clear of the mountains, drive east to the safe house at the airport,
which is now devoid of opposition.

Take the diamond case (1) from the orange cargo container on the southeast side
of the east hangar.

Deliver the defoliant canister to your buddy at the safe house and drive west to
the bus station and travel to the southeast bus station.

Take the assault truck from the southeast bus stop and drive east into the
desert, veering north and turning west into the valley, allowing you to
intersect the roadway south of the weapon shop. Drive northeast to the weapon
shop to resupply and then continue to the junction to the north.

Veer northwest across the savannah toward the large arch-shaped rock formation
just south of the OGC farm. It has a narrow passage at its mid-point. This is
where you need to go. Park south of the road to avoid a confrontation with a
patrolling truck-if you didn’t already encounter it at the junction. Cross the
roadway on foot. Take the dirt pathway and take the diamonds if you haven’t
already. (2) Go past the diamond case and jump up onto the rocks to gain the
upper footpath. Continue until you see the OGC greenhouses ahead.

Use your scope to locate the sniper in the south tower and take him out. Climb
onto the rock ledge near the dirt path and begin taking targets of opportunity.
Sometimes defenders will rush out and attack; sometimes they will remain under
cover. If necessary draw them out by shooting or tossing a grenade into the
complex, but remember to keep one so you can destroy the irrigation pumps. When
they begin to advance, use your sniper rifle to thin their ranks and pay close
attention to anyone attempting to come up the dirt path to your position.

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

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

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

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

Mission:  Ambush the police chief's motorcade and kill him.
Weapons:  Sniper rifle, (grenade launcher), PKM
Time:     Doesn't matter.
Payment:  15 diamonds
Origin:   APR headquarters in Pala.

Take the boat from the west dock in Pala and pilot it west, past the bridge,
landing northeast of the salvage yard where the cliffs break and shoreline
allows landfall. This will be near the first trees and still far to the south of
the guard post. Walk southwest, staying near the mountainside to stay out of
sight of the patrol car frequenting this area.

When the target convoy is out of the area, go due west from your landing, across
the road and along the west-east road. About a third of the way to the western
guard post you will find a small rock outcropping on the south side of the road.
Climb atop it. The convoy will be hard to see through the foliage of the trees
to the east but they can easily be taken out as they pass by. This area is also
a good place to address any patrol vehicles coming from the areas guard posts.
Get back to your boat to exit the area.
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MAIN MISSION 4 WITH SUBVERTED MISSION

Subverted mission:  Go to Shwasana to get the incriminating ledger.
Mission:            Go to the police station to kill the police chief.
Weapons:            (Sniper rifle), grenade launcher, (PKM)
Time:               Night is preferred for the subverted mission.
Main Origin:        APR headquarters in Pala.
Subverted Origin:   The riverside safe house north of Pala.

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

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

Work your way counterclockwise from the east side of the lake, moving northwest
around the perimeter of the lake. There is a pair of guards at the boat dock on
the north end of the lake. Take them out, resupply and continue around the
fishing village, using the dirt path west of the mountain.

Continue to the overlook in the large rock formation northwest of the fishing
village. Consult your map to locate the overlook. Your locator will flash when
you get close to it. Take the diamond (1) from the case. Use this elevated
vantage point to eliminate the sniper on the upper walkway of the large blue
building. Then take targets of opportunity, including any patrol boat crews
coming to investigate. The enemy will largely go to ground after you get several
but be aware that the thin metal fencing they like to hide behind is no barrier
for your sniper rifle.

Continue south on the dirt path and enter the fishing village and advance on the
wooden walkway. Your sniping alone will not have eliminated the entire garrison,
so be prepared to meet opposition as you move forward.

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

You can now get to the police station by water or by boat. If you go by water,
make your way back along the walkway to exit Shwasana and get back to your boat
near the bridge. Be prepared for the game's longest most contested boat ride.
The two guard posts on the river back to Pala can be bypassed by speeding
through, but when you take to the west river be prepared for opposition from
several guard posts and from several patrol boats. This trip will be made even
more difficult by the river's winding course, snags and by the darkness.

This dark, contested boat ride can be eliminated by going to the north end of
the lake and stealing the car parked in the garage north of the big building.
Take it to the northwest bus station and take a bus to the southwest station.
Drive north to the police station. Enter the area from the southeast side and be
aware that this is the haunt of an assault truck.

The roads will “Y” south of the Police Station. Take the east leg and turn left
before reaching the bridge. An assault truck will be parked at the end of the
short dirt entry road. The rock outcropping overlooking the bridge and the
police station beyond is a good sniper’s perch. This is your goal whether you
get there by water or by land.

From the outcropping quickly locate and kill the sniper on the platform across
the valley. Look below and locate the propane tank and shoot it to start a
raging fire. With any luck it will engulf the sentry with the rocket launcher
before he can set up near the end of the bridge below. Hit any visible targets
in the complex, and watch out for flankers coming up alongside you although the
fire should have prevented this.

Even before the fire subsides jump down, cross the bridge and enter the jail to
take out the police chief. He will shoot on sight, so be aware. Just toss a
grenade into the brightly lit room to finish him.

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

In all likelihood there will still be hostiles in the vicinity, probably from
the garage on the hillside to the north. Make your way to the assault truck you
passed on the way in and drive east to your buddy’s ambush site. Speed through
the abandoned site and stop before the guard post at the bridge. Jump into the
river north of the bridge and swim across and sprint to the ambush site. This
should keep your “6” clear of the assault truck that will otherwise be on your
tail.

Help your buddy fend off the hostiles at the ambush site. A fallen tree will
block the road at the site and beyond it will be the hostiles. You can’t easily
get to your buddy beyond, so use your sniper and grenade launcher to help wipe
them out. Move in to mop up or to heal your buddy.

After the battle head west, cross the road, jump into the river and swim east
into Pala.
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MAIN MISSION 5 (APR): DESTROY THE NATURAL GAS TANKER  <MLSA5>

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

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

Mission:           Destroy the gas tanker at the rail yard.
Weapons:           Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:              Night is essential.
Payment:           15 diamonds
Main Origin:       APR headquarters in Pala.
Subverted Origin   The safe house near the northwest bus station.

Take the bus to the northwest bus station, take the dune buggy and drive
southwest. Stop at the nearby safe house, if needed, to forward time to night.
Continue south on foot through the pass behind the safe house, going downhill
across the valley toward the safe house opposite the Cattle King ranch. Climb
the slope and continue south on the hillside staying west of the elevated safe
house. The guards at that elevated safe house won’t take note of your passage
unless a firefight erupts or you get too close to the safe house. This route
will allow you to bypass the valley guard post that is indicated by a black dot
on your map.

If you haven’t harvested the diamonds (2) in the valley shack and you have a
clean shot at its defenders, take them out with the dart rifle and descend to
get the diamonds. Only two combatants use the shack and one is usually
patrolling the dirt path going southwest toward a snipers platform on the higher
ground.

If you descend to get the diamonds, return to the east hillside and work your
way southwest to the mountainside. There is a grassy slope at the edge of that
shoe-shaped mountain that will allow you climb the slope to locate the sniper’s
platform located north of that shoe-shaped mountain.

A sniper will be on or near the platform. Take him out with the dart rifle and
search for an additional sentry, if you didn’t get him in the valley camp. If
still in play he will be patrolling the dirt path connecting the valley camp and
the area near and, rarely, beyond the sniper’s platform. If any noise is made in
this area a patrol car will roar into the skirmish, alerting the nearby guard
post to the west.

Replenish your darts on the sniper’s platform and take the Jackal Tape. Continue
west staying near the mountainside paralleling the dirt path and watch for the
aforementioned patrol if you haven’t gotten him. At the edge of the mountain,
you will see a guard post below and a sniper on the north cliff overlooking it.
Take him out with the dart rifle and then descend, moving south, staying close
to the rock face to bypass the guard post.

Before you reach the road junction, there is a pass through the mountain east of
the rail yard. A dirt path there will take you over the mountain to approach the
objective from the east slope. Take the dirt path over the mountain.

As you near the end of the path, having crested the hill, climb the rocky
outcropping to the left of the path. This jutting perch will give you an
"eagle's eye" view of the compound far below. Use you monocular to locate the
whitish tanker at the far end of the facility partially obscured by a blue
railcar. Target it with the grenade launcher, elevating the barrel, to complete
the mission. If you have a rocket launcher in your crate, you can also go south
to the weapon shop and get it rather than use the grenade launcher. Escape the
area before pursuit can develop.
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MAIN MISSION 5 WITH SUBVERTED MISSION

Subverted mission:    Kill the UFLL official at the cattle ranch.
Weapons:              Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:                 Night is preferred.
Payment:              15 diamonds
Origin:               APR headquarters in Pala.
Subverted Origin;     The safe house near the weapon shop in the northwest
                      Sector.

Take the bus to the northwest bus station, take the dune buggy and drive
southwest. Stop at the nearby safe house, if needed, to forward time to night.
Continue south on foot through the pass behind the safe house, going downhill
across the valley toward the safe house opposite the Cattle King ranch. Climb
the slope and continue south on the hillside staying west of the elevated safe
house. The guards at that elevated safe house won’t take note of your passage
unless a firefight erupts or you get too close to the safe house. This route
will allow you to bypass the valley guard post that is indicated by a black dot
on your map.

If you haven’t harvested the diamonds (2) in the valley shack and you have a
clean shot at its defenders, take them out with the dart rifle and descend to
get the diamonds. Only two combatants use the shack and one is usually
patrolling the dirt path going southwest toward a snipers platform on the higher
ground.

If you descend to get the diamonds, return to the east hillside and work your
way southwest to the mountainside. There is a grassy slope at the edge of that
shoe-shaped mountain that will allow you climb the slope to locate the sniper’s
platform located north of that shoe-shaped mountain.

A sniper will be on or near the platform. Take him out with the dart rifle and
search for an additional sentry, if you didn’t get him in the valley camp. If
still in play he will be patrolling the dirt path connecting the valley camp and
the area near and beyond the sniper’s platform. If any noise is made in this
area a patrol car will roar into the skirmish, alerting the nearby guard post to
the west.

Replenish your darts on the sniper’s platform and take the Jackal Tape. Continue
west staying near the mountainside paralleling the dirt path and watch for the
aforementioned patrol if you haven’t gotten him. At the edge of the mountain,
you will see a guard post below and a sniper on the north cliff overlooking it.
Take him out with the dart rifle and then descend, moving south, staying close
to the rock face to bypass the guard post.

A break in the mountain east of the rail yard is visible on your map. A dirt
path there allows easy access to the rail yard from the east slope-remember its
location. Continue south toward the briefing location and beware of a patrol
car, which patrols the intersection and the roadway going east.

After the mission briefing, replenish your darts if the safe house has an ammo
pile or go south to grab a new dart rifle at the nearby weapon shop. Return
north and eliminate the re-spawned sniper overlooking the guard post and
continue north, past the guard post, veering east up the slope, retracing your
inbound route and remaining close to the northern edge of the shoe-like
mountain. Once again kill the re-spawned sniper on or near the platform.
Replenish your darts on the platform and be aware of the patrolling guard.

Continue north staying on the hillside east of the valley camp and away from the
safe house. Continue northeast around the mountain toward the lake north of the
Cattle King Ranch. As you bear east, stay as high on the slope as the terrain
allows and begin looking for the lone sentry that will usually be near the fire
pit on the southeast side of the lake near the lean-to. Take him out with the
dart rifle. There is a small ammo and incendiary pack under that lean-to.

Descend and make the turn south toward the objective at the ranch. Advance to
the large baobab tree and move forward, crouching in the grass to survey the
rear of the buildings. Patrols will filter into and out of the area. Let them
move off or use the dart rifle on a lone hostile that lingers and then sneak up
to the building. You will have to enter the breezeway to get a bead on the
target. A silent shot will keep you stealthy and if all is silent, re-stock at
the ammo pile on the walkway before going back toward the lake.

Re-trace your inbound route. The valley camp, the sniper on the platform and the
sniper on the guard post overlook will be back. Use the dart rifle to once again
eliminate the two snipers. You have a choice. The tanker can be taken out with
the grenade launcher by elevating the barrel or you can return to the weapon
shop and grab a rocket launcher.

Weapons:   Shotgun, (grenade launcher), dart rifle or
           Sniper rifle, grenade Launcher, (rocket launcher)

Either way, move up the dirt path east of the rail yard. As you near the end of
the path, having crested the hill, climb the rocky outcropping to the left of
the path. This perch will give you an "eagle’s eye" view of the compound far
below.

Use your monocular to locate the small whitish tanker on the west end of the
facility, partially obscured by a blue railcar. Target it with the grenade
launcher or the rocket launcher to complete the mission. Escape the area before
pursuit can develop. If you used a rocket launcher, return to the weapon shop to
change weapons.

Weapons:   Shotgun or assault rifle, grenade launcher, (dart rifle)

There are two ways to the rescue site. If you have a vehicle, you can drive
north and speed past the first guard post, stopping to use the turret gun
against the assault trucks and the patrol car that gives chase. Drive your
vehicle northeast cross-country prior to reaching the next guard post, to emerge
on the road west of the bus station where another assault truck patrols. Going
afoot is the better choice. Go north and eliminate the sniper on the overlook
with the dart rifle. Go up the slope and take out the sniper on the platform and
resupply your darts there. Go north and stay near the small mountain, as you
make your way east toward the ambush site. Don’t waste darts on the guards in
the valley camp below.

Get onto the roadway west of the bus station and then onto the hillside. Begin
sniping the hostiles as you move toward your buddy who is making his stand on
the southern hillside well above the wrecked train. He is in a low crudely
fortified enclosure and is assailed by half-a-dozen hostiles or more. Empty the
dart rifle and employ the M-79 grenade launcher on groups far from your buddy.
For once, your position above the battle allows you an excellent view of the
action.

Afterward you can resupply in the train cars and even steal the assault truck on
the flatcar to get back to the bus station.
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MAIN MISSION 6 (APR): JUNKYARD MAYHEM  <MLSA6>

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

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

Mission:       Destroy the compressors at the salvage yard.
Weapons:       (Sniper rifle), grenade launcher, (PKM)
Time:          Night is essential.
Payment:       15 diamonds
Main Origin:   APR headquarters in Pala.

Take the patrol boat from the west dock in Pala and pilot it west, past the
bridge, and go ashore northeast of the salvage yard where the western cliffs
break and the shoreline allows landfall. This will be near the first trees and
still far to the south of the guard post. Walk southwest, staying near the
mountainside to stay out of sight of the patrol car frequenting this area. When
you pass the edge of the mountain on the west side of the road, cross the road
and head southwest toward the guard shack, indicated by a black dot on your map,
where the junkyard’s entry road splits.

Move in the undergrowth paralleling the entry road and when you get to the
derelict truck near the tire pile, snipe the lone sentry at the entry guard post
where the road forks. Restock your ammo from the ammo box on the table near the
assault truck.

Continue moving alongside the entry road toward the objective, staying in the
jungle close to the east rock face as you move clockwise around the junkyard.
When you get to the southeast side locate and take out the sniper in the
southern tower. This will rile up the locals.

Begin killing the defenders, sniping and retreating back into the jungle and
changing position after shooting. There are more than a dozen defenders, so thin
them out before going for the objective-the compressors in the garage.

Make your final approach from due south of the objective. There will be a small
hill on the left and a blue Pullman car on the right. The compressors are in a
garage to the left side of the alleyway, so cautiously move toward the entrance.
It is likely that there is a hostile or two lurking in the garage. Toss in a
grenade or be ready with your PKM. Shoot or toss a grenade under the red
compressor to complete the objective.

The quickest route out of the junkyard is the alleyway that you just took into
the garage. Sprint away from the facility back east to get to your boat.

Note: Near the east entrance there is a boarded-up Pullman car. Dislodge the
boards with your machete to acquire the diamond briefcase. (1)

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MAIN MISSION 6 WITH SUBVERTED MISSION

Subverted mission:    Steal the map from the fuel depot.
Mission:              Destroy the compressors at the salvage yard.
Weapons:              (Sniper rifle), grenade launcher, (PKM)
Time:                 Night is preferred.
Payment:              15 diamonds
Main Origin:          APR headquarters in Pala.
Subverted Origin:     The safe house near the northwest bus station.

From the northwest bus station drive southwest to the nearby safe house for the
buddy briefing. Walk southwest from the rear of the safe house toward the guard
post, curl north and silently bypass it to the rear.

Note: While bypassing the above guard post you will pass a diamond case sitting
near the rock face near a pile of tires. This is on the northwest side of the
post. If you’re careful you can get the diamond (1) without riling up the locals
although you can wait to get it on your return when you will be wiping the
installation’s garrison out.

Continue west after passing the guard post, cross the road and take up position
south of the fuel depot near the large tree where a rock ledge allows a
panoramic view of the complex. Take note of the numerous yellow barrels and of
the propane tank on the central structures porch. Hit the distant sniper on the
east storage tank, and then any visible hostiles. Hit a flammable barrel or two
and then the propane tank near the central office building. Let the firestorm
rage. Toss a Molotov into the grass below to discourage pursuit if combatants
move toward you and use the rifle to finish them off. An assault truck may also
pay a visit-introduce him to the M-79 grenade launcher. When the firestorm
subsides, move into the office to get the map before exiting the complex.

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

On the return trip the guard post you bypassed on your way in won't be so lucky.
Looking east from the rock face just west of it, snipe the patrolling sentry and
then hit the flammable barrel to start a raging fire. Watch for the patrol car
and/or an assault truck that will enter the mix.

Return to your vehicle at the safe house, go to the bus station and return to
Pala. From there drive to the weapon shop near Mike's to resupply, if necessary,
for the main objective.

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

Take the patrol boat from the west dock in Pala and pilot it west, past the
bridge, and go ashore northeast of the salvage yard where the western cliffs
break and the shoreline allows landfall. This will be near the first trees and
still far to the south of the guard post. Walk southwest, staying near the
mountainside to stay out of sight of the patrol car frequenting this area. When
you pass the edge of the mountain on the west side of the road, cross the road
and head southwest toward the guard shack, indicated by a black dot on your map,
where the junkyard’s entry road splits.

Move in the undergrowth near the entry road and when you get to the derelict
truck near the tire pile, snipe the lone sentry at the guard post where the road
forks. Restock your ammo from the ammo box on the table near the assault truck.

Continue moving alongside the entry road toward the objective, staying in the
jungle close to the east rock face as you move clockwise around the junkyard.
When you get to the southeast side locate and take out the sniper in the
southern tower. This will rile up the locals.

Begin killing the defenders, sniping and retreating back into the jungle and
changing position after shooting. There are more than a dozen defenders, so thin
them out before going for the objective.

Make your final approach from due south of the objective. There will be a small
hill on the left and a blue Pullman car on the right. The compressors are in a
garage to the left side of the alleyway, so cautiously move toward the entrance.
It is likely that you will meet a hostile or two in the garage. Toss in a
grenade or be ready with your PKM. Shoot or toss a grenade under the red
compressor to complete the objective.

The quickest route out of the junkyard is the alleyway that you just took into
the garage. Sprint away from the facility, using the assault rifle as needed as
you make your way northeast to the ambush site to help your buddy.

Note: Near the east entrance there is a boarded-up Pullman car. Dislodge the
boards with your machete and take the diamond (1).

Snipe the hostiles as you approach the ambush site northeast of the salvage
yard, and then move in for close combat if needed. Your buddy will be surrounded
by about six hostiles from the truck ambush. Many times this battle will be
decided before you arrive. Also, watch your back. Combatants from the salvage
yard will follow you to the ambush if they get your scent as you exit the
facility.

Return to your boat to get to Pala, but be aware that it is usually gone. Swim
back to Pala.
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GOKA FALLS LODGE AND THE TRANSISTION TO BOWA-SEKA:   <GFT10>

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

Mission:  Assassinate the losing faction's commander at the lodge.
Weapons:  Shotgun or assault rifle, (grenade launcher), (dart rifle)
Time:     Night is advised.
Payment:  20 diamonds
Origin:   APR or UFLL headquarters in Pala.

Travel to the northeast bus station, commandeer the car and travel east off-road
into the desert, bypassing the guard post by bearing north toward the oasis. If
necessary, veer west and stop at the safe house to forward time to night, which
is advised on this mission. Bypass the next guard post by going cross-country
north of the Fort, and intersecting the tracks as you continue west. Park your
vehicle on the tracks to the north of the main road to avoid the attention of
the patrolling assault truck.

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

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

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

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

Mission:   Either help the refugees at the church in Pala or help your buddies
           at Mike's Bar.
Weapons:   Keep the Goka Falls weapons.
Time:      Doesn't matter.
Origin:    A phone call from Reuben after completing the Goka Falls mission.
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Mike's Bar:

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

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

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

Escape the desert rendezvous with the Jackal:

As you move straight ahead toward shelter you will once again collapse, to
awaken, yet again, to the Jackal. Listen to his surprising monologue and when an
agent of the losing faction enters, he will flee. The faction official will
solicit your services. He will let you live if you agree to assassinate the
winning faction's commander at a troop rally. Pick up the pistol, assault rifle
and the mortar and take the truck outside. Drive north from the desert shack and
stop at the bus when your locator flashes. Inside the bus is a diamond case. (3)
You will meet an assault truck in this area so be prepared to man the turret gun
on your vehicle. After you turn east you can find another diamond case in the
partially buried train car at the southernmost point of the vanishing trackway.
Continue north through the desert and veer west to the weapon shop to gear up
for the assassination.
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ASSASSINATE THE WINNING FACTION’S COMMANDER AT THE TROOP RALLY:

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

Mission:  Assassinate the winning faction leader at the troop rally.
Weapons:  Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:     Night is essential.
Payment:  Your life.
Origin:   The losing faction’s official at the desert safe house.

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

Note: If you haven’t gotten it earlier, there is a diamond case (3) on the
northeast side of the roadway/trackway junction. It is in the water-filled
ravine sitting on the rocks.

Park your vehicle to the east of the rally site. A good place is where the south
sector map transitions back to the southwest sector. Advance along the edge of
the mountain north of the road. A patrol car frequents the area on a long
circuit. Try not to engage it, since any skirmish in this area may put the
troops at the rally on alert, causing the target to go to ground. Use the low
grassy area north of the roadway to advance following along the base of the
mountain, aiming for the center of the red objective marker.

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

Reverse your entry course and go to the weapon shop. Get your sniper rifle,
grenade launcher and PKM and stock up on ammo and syrettes. Drive south
following the track of the red directional arrow to enter the Bowa-Seka sector.
Be prepared to encounter at least one assault truck as you progress south. Turn
east toward the bus station before reaching the weapon shop and you will
encounter another assault truck, its crew afoot, as you continue east toward the
bus station. Man the turret gun before they can board their own vehicle.
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BOWA-SEKA: MEET THE LOSING FACTION’S COMMANDER AT SEFAPANE

You have three choices for getting into Sefapane: take the main north/south road
south past the weapon shop, as seen on your map, and then drive east facing a
truckload of hostiles and patrol vehicles to reach Sefapane; you can swim/wade
into town by the river south of the bus stop or you can take the short unopposed
route between the two mountains south of the bus station.
Do yourself a big favor and familiarize yourself with the off-road path into
Sefapane between the two mountains south of the bus station. West of the bus
station you will see the white skeleton of a tree. Cut south and go between the
narrow gap in the two boulders-the left kinda’ big, the right pretty small.
Avoid driving in the lake-the vehicle will frequently stall if you don’t creep
through the water. Veer left, go through the small dip and turn right onto the
drive-able dirt path. This will take you between the two mountains north of
Sefapane. It parallels the north perimeter of the southern mountain and allows
you to emerge on the road west of Sefapane, which, like Pala, is under a cease-
fire. This route removes the need to constantly battle the guard post and its
assault trucks. Drive into town to see the faction official. He will be one of
the foreign advisors, either Hector Voorhees or Nicholas Greaves.

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

Mission:   Defend the weapons barge on its way to Port Saleo.
Weapons:   Sniper rifle, grenade launcher, PKM
Time:      Doesn't matter.
Payment    20 diamonds
Origin:    The losing faction’s commander in Sefapane.

Take the off-road dirt path from Sefapane north to the bus station, and go to
Port Saleo-the central stop as seen on the bus stations map. The boat dock is
south of the bus station. Find the diamond case (2) in the container at the bus
stop.

Commandeer the boat there and follow the directional arrow to reach the weapons
barge in the cove on the east side of Lake Segolo. Board the barge and pick up
the Carl G. rocket launcher before entering the tug’s pilothouse to speak to its
skipper. He needs you to defend the craft on its short voyage into Port Saleo.

When the weapons barge gets under way, go to the front of the barge and man the
grenade launcher. As the tug advances, hostiles will begin targeting you from
either side near the cove’s exit. The first opposition is among the rocks on the
left and then on the right side of the cove’s exit as you are about to enter
Lake Segolo. Eliminate them quickly. Immediately change your focus to the far
hillside. Use the scope of the Carl G. rocket launcher to locate the sniper with
the rocket launcher and quickly quide a rocket toward him before he can hit you.
You can also use the grenade launcher instead. Elevate the mounted grenade
launcher to saturate the far hillside dead ahead. If your barrage didn’t get
him, a rocket will be incoming and can be deadly if it hits close enough. If it
hits the barge it can badly damage the tug’s engine, causing it to slow or stop.
Before proceeding across the Lake, you will have to repair the damage by
interacting with the smoking engine in the same fashion you use to repair a
vehicle. A stalled boat can be good and bad at this point. It can be good if the
mortar operator has appeared so he can be eliminated before the patrol boats can
swarm-it can be bad if you don’t get him, making you a stationary target.

You have now entered the lake and numerous patrol boats will begin to appear.
Before moving farther into the lake allowing them to concentrate their attack,
locate the enemy with the mortar across the lake. He will be among the rocks on
the left side of the Port Saleo dock area. Quickly take him out with either the
Carl G. rocket launcher or with the mounted grenade launcher. Once he is down
any damage to the vessel will be greatly reduced during the voyage, with only
relatively minor damage from the patrol boats. Repair the boat if necessary to
get it moving.

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

Before leaving the barge, retrieve your PKM from near the wheelhouse. A few
patrol craft will probably be shooting at you. Oftentimes you can toss grenades
into their vessels from above-not necessary, but good fun.

Once you reach the Port Saleo dock, disembark and take the SUV to get to the
clinic in the town to the north. Having at least two grenades in the launcher
can be highly beneficial in the coming action.
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ESCAPE PORT SALEO:

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

Mission:   Go to the clinic and speak to the doctor, then escape the town when
           the cease-fire collapses.
Weapons:   (Sniper rifle), (grenade launcher), (PKM)
Time:      Doesn't matter.
Origin:    This mission is activated after speaking to Doctor Oboa in Mosate
           Saleo.

Park your SUV south of town on the road to the bus station, turning it to face
the bus station to aid in your getaway.  Go through the hole in the fence on the
southwest side of town and when you get to the cobblestone sidewalk, turn right
and locate the tall thin tower a short distance ahead. Walk south into the alley
next to the tall tower and take note of the benches against the stone wall. This
will be your escape route. Start north through the alley near the blue building
with the tall ladder to get to the clinic. Remember this route. Before entering
the clinic, equip your grenade launcher.

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

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

Going out the front may not be a cakewalk, but it is by far the best
alternative. Once out the front door, immediately sprint straight ahead with
your grenade launcher equipped, following the pathway you took to get into the
clinic. Use the grenade launcher to clear hostiles if needed as you sprint
toward the alleyway to the right of the tower. Sprint down the alley and jump
onto the left bench and then jump over the wall to get to your waiting car.

Take the bus from Port Saleo to the southeast bus station, and drive toward the
marina. Be aware that two truly pesky patrol cars infest this roadway and you
will frequently have to “make their day.” Park your car well before entering the
complex and get onto the rocks overlooking the harbor. Use the flat rock
overlooking the roofs as your perch and begin sniping. From here you can easily
eliminate the hostiles on the barge with your sniper rifle. Eliminate these guys
first or one of them may man a grenade launcher and target you. Your sniping
will cause the attackers attention to shift to you, so use the brow of the ledge
to stay off the skyline as much as possible. Watch your right flank and continue
sniping, moving into the lower area as the resistance thins. You can also swim
to the barge and use the grenade launchers to root out any stragglers attempting
to ambush you. When all the hostiles are down or the “mission complete” flashes,
talk to the skipper in the wheelhouse.
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BOWA-SEKA IS NOW YOURS TO EXPLORE:

You can now go to any location flying a mission flag. The first convoy mission,
however, is a great place to begin. It will yield two of the finest weapons
available on the Bowa-Seka convoys-the AS50 sniper rifle and the SAW assault
rifle-they will replace your current sniper rifle and the PKM for the rest of
the game. While this outline doesn’t require doing all four convoy missions,
doing them will also net you the game-changing MGL-140 grenade launcher,
available on the fourth convoy.
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CONVOY MISSIONS: BOWA-SEKA:   <CON11>

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

Unlike the Leboa-Seka portion of the game, this outline will not require doing
all of the convoy missions before embarking on the other missions, but it is
highly recommended that you do so very early on. The suggested weapons for many
missions will include many of the Bowa-Seka convoy weapons and since the
acquisition of buddy, assassination missions, etc. are variable and the players
own selection of available missions and subverted missions are variable, doing
the convoys early on is very strongly advised.

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

Weapons:   Sniper rifle, (M-79 grenade launcher), assault rifle
Time:      Doesn't matter.
Origin:    Any of the four weapons shops in the Bowa-Seka sector.

Commandeer the vehicle at the northeast bus station. Since this may be your
first entry into this area, be aware that a patrol truck with a deadly grenade
launcher turret has a circuit that periodically brings it past both the bus
station and the nearby weapon shop.

Drive west from the weapon shop, transitioning into the northern sector, timing
your arrival when the convoy is at the far end of its circuit. When you emerge
from the mountains a ruined village lays below, and beyond it there is a small
isolated mountain near the road junction. With the convoy still distant sprint
through the ruins, go across the road and hide in the undergrowth on the slope
of the small isolated mountain. You will be overlooking the road where the
convoy will pass.

Since you didn’t drive to your ambush site the safe house to the east, with its
patrol truck, should be unaware of your incursion. Monitor the convoys approach
from the south and use the grenade launcher on the convoy as it approaches from
near the Outpost. The demise of the convoy will quickly draw a patrol vehicle
from the nearby Outpost. Use that last grenade to take it out. The response from
the safe house is usually a single defender. Either snipe him and his two
buddies to liberate the safe house and to steal their vehicle or get back to
your own vehicle to exit the area. Taking this safe house can be handy on later
missions giving an alternate route into areas to the west.

Note: Before exiting the ruins, you can acquire a diamond case (2) lying in the
sand near a large boulder on the south side of the ruins.

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SOUTHWEST CONVOY: BOWA-SEKA:   <CMBSW>

Weapons:   Sniper rifle, (M-79 grenade launcher), assault rifle
Time:      Doesn't matter.
Origin:    Any of the four weapons shops in the Bowa-Seka sector.

Take the dune buggy at the southwest bus station and drive cross-country due
north into the depressed area. Hug the western cliff face to negotiate the
narrow canyon passage as you go north. Veer west, parking near the large baobab
tree where you can find a diamond case. (2) Leave the vehicle and monitor the
position of the convoy on your map as you walk north through the ravine. Cross
the roadway about midway between the safe house and the east guard post.

A large climbable rock formation on the north side of the road at that point is
a perfect ambush spot. Scamper up to the top and use the grenade launcher as the
convoy travels east toward the bridge and the guard post. Once the convoy is
destroyed, a vehicle from the guard post will respond very quickly. Use that
last grenade and then get back to your car, using the diamond case icon to more
easily locate it. Head south to vacate the scene of destruction.

Note: If you exit the ambush site via the east canyon and veer eastward the
diamond locator will flash and you will find a diamond case (2) in a bone-filled
pit near a crude lean-to.
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WEST CONVOY: BOWA-SEKA:   <CMBW>

Weapons:   Shotgun or assault rifle, (M-79 grenade launcher), (dart rifle)
Time:      Doesn't matter.
Origin:    Any of the four weapons shops in the Bowa-Seka sector.

From the southwest bus station drive the dune buggy west. Stop at the wrecked
bus and go into the bus to grab the Jackal Tape. Continue north on the desert
road and stop near the fence and the billboard. Use you locator to find the
diamond case (2) among the boulders west of the road.

Continue north on the fading roadway and bear west off-road before the road
fades south of the safe house. This point is near the two small cactuses, one on
each side of the road. Go northwest and then due north around the mountain
southwest of the weapon shop. This will allow you to bypass the first guard post
to the north. Stop at the SUV, drive it forward and take the diamonds from the
case. (2)

Continue north in the dune buggy, staying well west of the guard post. When the
steep dunes begin to break veer east to find an abandoned well with both a
Jackal Tape and a diamond case (2) southwest of the guard post.

Continue northeast, aiming for a point northwest of the guard post. Park and
climb the high overlook northwest of the facility. From this high overlook you
can both view the guard post and monitor the movement of the convoy.

The west convoy has a large circuit so; if it is out of the area, use the dart
rifle to systematically wipe out the three guards at the guard post. When the
convoy approaches from the north, use the grenade launcher to take out the big
truck. Taking out the escort trucks is not even necessary because your dune
buggy gives you an enormous advantage in the rough terrain if any pursuit
develops during your getaway. Take them out anyway because, if you wiped out the
guard post, you can descend, swim across the water and find the diamond case (3)
on the hillside. Return to your dune buggy and keep in mind that there is a
weapon shop not far to the south where you can resupply, purchase new weapons
and take on another convoy mission if you haven’t completed them.
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EAST CONVOY: BOWA-SEKA   <CMBSE>

Weapons:   Sniper rifle, (M-79 grenade launcher), assault rifle
Time:      Night is preferred.
Origin:    Any of the four weapons shops in the Bowa-Seka sector.

Take the patrol boat from the north riverside boat dock in Port Saleo and pilot
it northeast toward the Polytechnic. Stop at the boat dock at the weapon shop if
need be and then at the safe house, if needed, to forward time to night. Go
ashore south of the facility and carefully bypass it by going east along the
cliff face on the south side of the Polytechnic. This side of the facility isn’t
patrolled, so if you stay in the undergrowth near the cliff you can easily get
past it. Continue east on the roadway to the crossroads near the big baobab
tree. Beware of the improvised guard post northeast of the Polytechnic in this
open area.

Of all the convoys this one seems to most easily detect your intrusion and will
frequently stop and become defensive. Position yourself on the rocky hillside
just north of the intersection to set your ambush. When the convoy approaches,
use the M-79 grenade launcher to destroy it and its two escorts. If it stops you
will have to go after it.

The cellular tower is only a short walk away if you are inclined to take an
assassination mission, and the nearby safe house can also provide a vehicle; but
you can also retrace your inbound route and get the next convoy mission, if you
haven’t done them all, at the nearby weapon shop-highly advised.
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ASSASSINATION MISSIONS: BOWA-SEKA   <ASN12>

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

ASSASSINATION: DOGON VILLAGE    <ASNDV>

Weapons:     Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:        Night is advised.
Payment:     15 diamonds upon completion
Origin:      Any of the four communications antennas in the Bowa-Seka sector.

This mission can be accomplished with minimal force or it can, like Mokuba,
become a major firefight. Approach the area from the east, moving between the
gap in the mountains on the northeast side of Dogon village. Drop to the dirt
path and go south on the dirt path, veering right at the intersection. When the
conical hut appears ahead go up the grassy slope. When you reach the sandbags
and the burning barrel you are on course. Stop there.

Monitor the targets movement on your map and when he begins to move east or is
on the northeast side of the village, creep forward up the rock stairway and
take the right path. Look ahead. A sentry or two may occasionally pass this way.
If he is in sight take him with a silent headshot and then continue forward. The
target will stop near a hut dead ahead, but will move back west if you wait too
long. Before he can do this, take him out with the dart rifle or with the
grenade launcher. Retreat toward the sand bags. From there go south to the dirt
road, turn right and commandeer the blue assault truck. The road will lead south
into Sefapane.
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ASSASSINATION: SEFAPANE   <ASNS>

Weapons:       Assault rifle or shotgun, grenade launcher, (dart rifle)
Time:          Doesn't matter.
Payment:       15 diamonds upon completion
Origin:        Any of the four communications antennas in the Bowa-Seka sector.

Enter Sefapane via the northwest bus station and the off-road path south of it.
The target will be loitering in a courtyard and he will not wander much.

Park your vehicle on the southeast side of town, near the bridge for a quick
getaway. Walk west to the tower and dislodge the boards with your machete. Climb
to the top of the tower and take the diamond (1). Locate the victim with your
scope. A silent shot will place the defenders on alert but they won’t know your
location. Get back to your car and drive south until the alert clears.
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ASSASSINATION: PORT SALEO SOUTHWEST   <ASNSW>

Weapons:       Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:          Doesn't matter.
Payment:       15 diamonds upon completion
Origin:        Any of the four communications antennas in the Bowa-Seka sector.

There is a convenient hole in the wall on the southwest side of Port Saleo. Park
your vehicle near it, crouch, go through the hole and locate him without leaving
the safety of the alleyway. A single dart will do the job. Get to your vehicle
to escape the town.
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ASSASSINATION: PORT SALEO EAST   <ASNNE>

Weapons:       Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:          Doesn't matter.
Payment:       15 diamonds upon completion
Origin:        Any of the four communications antennas in the Bowa-Seka sector.

Drive into Port Saleo and monitor the prey’s position on your map. He will be
loitering near the APR Headquarters building on the east side of town, either
near the south or north barricade-he wanders a bit. Park your vehicle near
whichever barricade he is near, positioning it for a quick getaway out of town.
Stay near your car and put him down with your dart rifle when the vicinity isn’t
infested with hostiles that will immediately target you. Get into your vehicle
and drive out of town to clear the alert.
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ASSASSINATION: NORTHEAST CONVOY   <ASNNC>

Weapons:       Sniper rifle, (grenade launcher), assault rifle
Time:          Night is preferred.
Payment:       15 diamonds upon completion
Origin:        Any of the four communications antennas in the Bowa-Seka sector.

Travel to the northeast bus station. The prey is traveling in convoy with two
assault trucks on a short route in the northeast sector. Be advised that the
convoy's short route will require you to be discreet in your movements, lest the
prey goes to ground making this mission much more difficult. The elevated knoll
just west of the bus station is an excellent spot to ambush the convoy. The M-79
grenade launcher works well from the elevated position and provides flexibility
if you are detected by the target.
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ASSASSINATION: EAST PORT SALEO SECTOR GUARD POST   <ASNGP>

Weapons:       Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:          Doesn't matter.
Payment:       15 diamonds upon completion
Origin:        Any of the four communications antennas in the Bowa-Seka sector.

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

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

MARTY ALENCAR:   <BDMA3>

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

Mission:   Kill the arms dealer in Sefapane.
Weapons:   Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:      Doesn't matter.
Origin:    All “Buddy Missions” originate at Mike’s Bar.

From the northwest bus station take the dirt path into Sefapane. Park your
vehicle near the bridge on the southeast side of town. Go to the corner of the
church and look toward the objective marker. Check the targets position on your
map and locate him with your scope. He is usually sitting on or standing near a
bench and is an easy target. A silent headshot will complete the kill. Return to
your vehicle and drive south out of town until the alert passes. Return to
Sefapane, take the dirt path to the northwest bus station and return to Mike’s
Bar via the southeast bus station to report to Marty to complete the deal.
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MARTY ALENCAR: <BDMA4>

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

Mission:  Kill the mine foreman at the TaeMoCo diamond mine.
Weapons:  Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:     Night is preferred.
Origin:   All “Buddy Missions” originate at Mike’s Bar.

Take the patrol boat from the lakeside boat dock south of Port Saleo and pilot
it southeast toward Sehlakalase Island’s west coast. Veer south and then west
around the neighboring island, going west to moor on the western shore of Lake
Segolo well north of the lakeside guard post/boat dock. You can also arrive at
this spot by taking the southwest road out of Port Saleo, driving southwest
across the bridge and cutting back southeast where the road T’s to the
lakeshore. Move cautiously around the guard post, staying near the cliff face,
and be aware that the guard post is the turnaround point for an assault truck.
Take the road west toward the safe house.

If needed, stop at the safe house to advance time to night. Walk west and cross
the dirt road near the junction with the north/south road. Walk southwest into
the ravine toward the mine, staying near the mountainside and then passing
through the narrow canyon on the left. Your diamond locator will flash, but
avoid using a grenade on the diamond pit until after you complete the mission,
as this will alert the mine’s garrison.

Take up a concealed position on the hillside and monitor the victim's position.
He will be wearing a suit and tie and will be strolling around but will
eventually come into range. Take him out with a single dart and be on your way
back to see Marty before his body is discovered. Retrace your inbound route to
exit the area.

Note: As you exit through the canyon toss a grenade near the covered-over pit
where you will find a diamond case. (2)

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XIANYONG BAI: <BDXB1>

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

Mission:    Destroy the passports at the Tourist Resort.
Weapons:    (MGL-140 grenade launcher), Uzi, (dart rifle)
Time:       Night is essential.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

Take the patrol boat from the north riverside Port Saleo boat dock and pilot it
west and then down the south river, going under the bridge, west at the fork and
then speeding past the guard post. A sniper in a tower will target you as you as
you swing northeast. Stop to sniper him or just speed past him. If you need to
forward time, stop just after the bridge and hike the trail along the river
northwest to the safe house on the bluff east of the resort.

Take to the water near the safe house-jump from the bluff if you used the safe
house-and swim toward the resort. Go ashore on the north bank where the rocky
shoreline breaks northeast of the resort. You will see a small green bush on the
shore and behind that bush there is a diamond case (2) in the small grotto.
Advance along the shoreline and use the dart rifle to eliminate the visible
hostiles at the resort, including the sniper on the platform.

Swim west and get ashore on the north bank, opposite the facility. Stand near
the first large tree and use the MGL-140 grenade launcher to take out the
passports, which are in the second conical hut from the east. Aim high enough to
clear the low walls to get the passports. It may take more than one grenade to
accomplish this.

Retrace your inbound route to get to your boat and return to Mike’s Bar to
report to Xingyong.
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XINGYONG BAI: <BDXB2>

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

Mission:   Find and retrieve the artifacts near Sepoko.
Weapons:   Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:      Doesn’t matter.
Origin:    All “Buddy Missions” originate at Mike’s Bar.

Travel to the northeast bus station, commander the car and drive northeast
through the rough desert terrain toward the territory north of Sepoko.

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

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

Mission:     Destroy the radio transmitter at the Dental Clinic.
Weapons:     (MGL-140 grenade launcher), Uzi, dart rifle
Time:        Night is preferred.
Origin:      All “Buddy Missions” originate at Mike’s Bar.

Take the bus to the northwest bus station and use the off-road path to get into
Sefapane. Drive south out of town and park where the road bends east with the
railroad tracks. This will put the car in safe keeping since the road patrol
stops short of the turn. To the east there is a dirt path that goes over the
mountain and ends at the northern side of the clinic. Take that path, and begin
silent operations as you near the clinic.

When the dirt path ends you will see a small log pile. Go right and align
yourself with the objective. If the sniper in the overlook sees you, hit him
with the dart rifle and then use the MGL-140 grenade launcher to target the
thatched hut below his position to wreck the transmitter. Shoot nearer the base
to take it out. If you shoot too high it will just blow off the hut’s thatching.
Reverse your entry route, starting a fire in your wake if there is any sign of
pursuit.

On the return drive into Sefapane, stop when halfway there and go east to the
mountain. Your locator will flash and you will find a diamond case (2) at an
abandoned campsite. Return to the northwest bus stop and then get to Mike’s Bar
to report to Frank.
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FRANK BUILDERS: <BDFB2>

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

Mission:   Destroy the supplies at the Polytechnic.
Weapons:   Shotgun or assault rifle, (grenade launcher), (dart rifle) or
           (MGL-140 grenade launcher), Uzi, (dart rifle)
Time:      Night is highly advised.
Origin:    All “Buddy Missions” originate at Mike’s Bar.

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

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

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

Mission:   Get the briefcase from the pump house.
Weapons:   Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:      Night is essential.
Origin:    All “Buddy Missions” originate at Mike’s Bar.

Drive west from the Marina entry road, take the left fork and stop near the
assault truck parked near the thatched shack near the small cemetery. A pesky
patrol car will likely greet you in this area if not before. Take the dirt path
toward the lake and stop to grab the diamond case (2) from the hut in the pit.

Stay in the vegetation near Lake Segolo as you angle toward the Bowa-Seko
Brewing Company. Angle for the southern margin of the brewing company property
as depicted on your map. Cross the road and stay alongside the mountain as you
bypass the facility on the un-patrolled south side.

Continue south along the Lake Segolo shoreline, passing the abandoned
encampment, going south for the crossroads. Bear west at the crossroads and
approach the pump house staying in the narrow strip between the road and the
lake. Stay low to avoid detection, which will quickly draw the attention of both
patrol boats and trucks in the pipeline area.

Silently approach the pump house and scout the entrance. Four guards patrol the
pump house area and they can be anywhere. Be prepared to use the dart rifle on
any behind or in the pump house. Oftentimes one or more will be near the lake or
north of the pump house. Try to remain undetected as you enter the pump house
for the documents.

Whether or not you were detected, immediately reverse course, putting distance
between yourself and the pump house. While the patrol trucks don’t pass by the
pump house, your detection will draw them in and boat patrols will also converge
if there is a skirmish. A deadly mortar operator will also sometimes open up
from a small island west of the brewery. Reverse your inbound route to get back
to the Mike’s Bar to report to Andre.
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ANDRE HYPPOLITE: <BDAH2>

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

Mission:  Retrieve the "trophy" from Weelegol Village.
Weapons:  (MGL-140 grenade launcher), Uzi, dart rifle
Time:     Night is preferred.
Origin:   All “Buddy Missions” originate at Mike’s Bar.
Note: I will outline two ways to obtain the trophy-a bold approach and a
conservative approach.

Bold:
Make the long unopposed drive from the southwest bus stop and angle northeast
through the desert scrub south of the mountain before reaching the safe house.
This will allow an approach to the village from the southwest rather than along
the entry road. This will minimize your chances of encountering the assault
truck, which would spoil the surprise. Move toward the main entry road, using
the boulders to allow the assault truck to exit the village on its circuit. When
it’s clear move onto the main road and the first side path will lead to a wide
wooden walkway.

Weelegol Village is swarming with combatants but it is large, causing them to be
spread out. Do the following in quick succession so you can be in and out
quickly. As you approach the wooden walkway you will see a sentry, immediately
hit the front area with a grenade from the MGL-140. Shoot another grenade into
the entrance of the structure beyond the walkway. This will take out the two
pistol-packing agents wearing suits inside the structure. If any other hostiles
are nearby expend another grenade to suppress them.

Immediately sprint into the hut, grab the trophy and reverse course. Don’t try
to take the lone diamond (1) from the case-you don’t have the time. If you do
this quickly the remaining garrison should still be moving toward the
altercation and you will be able to get back to your car. If the patrol truck is
coming your way, make its day with the grenade launcher. Get back to your
vehicle and return to the bar to report to Andre.

Conservative:
Take the bus to the southwest station and drive north toward Weelegol village.
If preferred, take the safe house west of the village to forward time although
this isn’t necessary.

Drive northeast past the entrance road to the village and cut east following the
north face of the small mountain on the northwest edge of the village as seen on
your map. A patrol truck makes its rounds from the village, north and back
again-avoid it or take it out if you meet it. Park near the tree standing at the
top of the slope and get onto the rock ledge on the right overlooking the
village.

Start by thinning the defenders with your dart rifle. When you run out of
targets, coax them into your kill zone by tossing a Molotov into the dry grass
below. Use the MGL-140 grenade launcher to begin demolishing the village and its
defenders. There are well over a dozen hostiles and the patrol truck will join
the action if you didn’t take it out on your way in. Your position high above
the valley makes you nearly untouchable if you use the brow of the ledge to
block incoming fire. Continue sniping with the MGL-140 grenade launcher and toss
any remaining Molotovs or grenades over the ledge if anyone gets too close.

When you have devastated the village and littered it with corpses drop down and
advance toward the hut with the trophy. The devastation will likely have
eliminated the suit-wearing agents but keep an eye out for them and any other
wounded or surviving hostiles. Take the trophy and the diamond (1) in the case
in the same shack or the remnants of the shack.

Get back to your vehicle or steal the SUV, if it wasn’t part of the carnage, and
make your way to the southwest bus station and then back to Mike’s Bar to hand
Andre the gory box.


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NASREEN DAVAR: <BDND1>

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

Mission:    Kill the official at the Dogon village.
Weapons:    (Shotgun or assault rifle), grenade launcher, (dart rifle)
            Note: having the marksman's bandolier is vital to this mission.
Time:       Night is advised but not essential.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

Take the patrol boat from the north dock in Port Saleo and pilot it northwest.
Disembark near the safe house southeast of Dogon Village. Use the safe house to
advance time, if needed, and to pick up the assault truck parked there. Allow
the patrol truck to go south and then drive north, going left at the junction
and then veering north into the grassy savannah before reaching the baobab tree.

Note: There is a diamond case (1) near a derelict car on the savannah not far
from the roadway.

Drive north to bypass the guard post near the village’s east entrance and to
intersect the road east of the Dogon village. Drive up to the two large rock
formations northeast of Dogon village and continue in on foot between them. Jump
down to the roadway. Stay on the dirt path, bearing right at the “T” until a
tall conical mud hut looms ahead through the opposing boulders. If you go right
up the grassy slope you will come to a barrel and a set of sandbags. Remember
the route and continue south on the dirt path. As soon as there is a break in
the cliff on your left, struggle up the grassy slope to the boulder on the
hillside. Look directly west and you will see a pair of conical huts with
thatched roofs. Look to their right and just above their height to locate the
sniper with a mortar in the cutout of a flat roofed hut. You can’t spot him from
below. He wears white and frequently crouches making him a bit hard to see. Take
him out with the dart rifle.

Check the area below to be clear and move down the hillside and go north to the
sandbagged area mentioned earlier. Check the alleyway ahead to be clear of
hostiles and then move along the rock face to your right, staying out of the
enemy’s sightline as much as possible. Move to the first tall hut on the left
and climb the long ladder to get onto the roof. Immediately crouch down to break
the enemies line-of-sight. If you failed to eliminate the sniper with the mortar
he will alert the town by pummeling you with mortar rounds.

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

Begin hunting the target. He will usually be moving around in the west end of
the village. Replenish your darts at the ammo pile on the north end of the
village and use the vacant structures to continue sniping if you prefer.

Hunt the prey down, using your map to track his movements and once he is dead
return to the east side of the village and take the blue assault truck parked
near the road. Drive south away from the village toward Sefapane.

Note: Just before entering the northwest sector there is a dirt path going up
the mountain on the north side of the road. There is a diamond case (3) at the
end of the path in a hut.

Continue into Sefapane and use the off-road path to get to the bus station.
Return to Mike’s Bar to report to Nasreen after the target is down.
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NASREEN DAVAR: <BDND2>

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

Mission:    Assassinate the arms merchant at the airport.
Weapons:    (MGL-140 grenade launcher), Uzi, (dart rifle) or
            Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       Night is preferred.
Origin:     All “Buddy Missions” originate at Mike’s Bar.

From Mike’s Bar drive to the bus station and go to Port Saleo. Take the SUV and
drive east out of town on the railroad tracks, moving to the dirt road after the
crossing the bridge. Speed past the first boat dock/guard post, and stop before
the heavily defended second one, parking near the “Y” road sign.  Go up the
slope and walk south around the guard post staying near the base of the mountain
to get past it-or use the MGL-140 to pummel it. You will emerge on the roadway
going southeast and must travel alongside the roadway for a good distance, so
watch for the SUV that patrols this road.

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

The prey isn't as easy to spot as those wearing a suit and tie. His clothing is
not unlike the other mercenaries. Scout the area near the hangar and take your
best guess. Your well-concealed position on the rock outcropping will probably
allow you to empty the dart rifle without the victims below knowing where you
are. If you are discovered, rain hell onto the area with the MGL-140.

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

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

Mission:    Steal the dossier from the HQ in Sefapane.
Weapons:    (Shotgun), grenade launcher, assault rifle (grenades)
Time:       Doesn't matter.
Origin:     All “Buddy Missions” originate at Mike’s Bar.



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

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

Mission:   Kill Hakim's nemesis at the pipeline site.
Weapons:   Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:      Night is essential.
Origin:    All “Buddy Missions” originate at Mike’s Bar.

Take the patrol boat from the lakeside boat dock south of Port Saleo and pilot
it southeast toward Sehlakalase Island’s west coast. Veer south and then west
around the neighboring island, going west to moor on the western shore of Lake
Segolo well north of the lakeside guard post/boat dock. You can also arrive at
this spot by taking the southwest road out of Port Saleo, driving southwest
across the bridge and cutting back southeast where the road T’s to the
lakeshore. Move cautiously around the guard post, staying near the cliff face,
and then take the road west to the safe house. Be aware that the guard post is
the turnaround point for an assault truck.

Advance time to night, if needed, and go west to the first junction and hike
south to the pipeline overlook. You will likely encounter two hostiles near
their parked patrol vehicle, walking in the area to the north of the objective.

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

Move in quietly and take out the upper sentry with a silent headshot, and then,
creep forward and take out the lower one the same way. Locate the target on the
high platform opposite your position. Take him out to complete the mission. If
you miss, use the grenade launcher to overwhelm him as he descends the tower.
Quickly leave the area before a patrol vehicle arrives at the outlook to
investigate. You can reverse your inbound route or use the hang glider at the
end of a narrow path to the west of the platform. If you do you will have to
hike to the southeast bus station. Report to Hakim at Mike’s Bar to complete the
mission.
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UNDERGROUND MISSIONS-BOWA-SEKA:   <UNDBS>

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

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

Mission:   Free the underground house and deliver the documents.
Weapons:   Shotgun or assault rifle, grenade launcher, dart rifle or
           MGL-140 grenade launcher, Uzi, dart rifle
Time:      Doesn’t matter.
Payment:   Malaria medication.
Origin:    Underground missions are given at the clinic in Port Saleo.

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

Mission:   Free the underground house and deliver the documents.
Weapons:   (MGL-140 grenade launcher), Uzi, (dart rifle)
Time:      Night is preferred but not essential.
Payment:   Malaria medication.
Origin:    Underground missions are given at the clinic in Port Saleo.

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

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

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

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

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SOUTHWEST UNDERGROUND HOUSE:   <USBSW>

Mission:   Free the underground house and deliver the documents.
Weapons:   (Shotgun or assault rifle), grenade launcher, (dart rifle) or
           MGL-140 grenade launcher, Uzi, (dart rifle)
Time:      Doesn’t matter.
Payment:   Malaria medication.
Origin:    Underground missions are given at the clinic in Port Saleo.

The underground house is northwest of the TaeMoCo diamond mine. Travel to the
southwest bus station, drive west and north and then take the off road route
going west of the mountain southwest of the weapon shop to get to it. From the
weapon shop, walk cross-country northeast to the objective. South of the
junction, south of the underground house there is a derelict car with a diamond
case nearby. (1)

Four hostiles lurk in the area and two assault trucks regularly patrol the area
and will respond to a firefight in the vicinity. Advance from the southeast and
take up a sniping position on the high rocks. With the facility in sight to your
left, go to the large tree near the cliff and locate the small recess. A shallow
rock ramp will put you in a crevasse where you can scale the rocks, achieving a
good view of the compound and of the roadway. Take out the visible hostiles
silently and hit the patrol truck if it stops. Jump down into the grassy area to
get a good view of the back of the house. Flush any remaining guards with a
Molotov or two and hit them with your dart rifle. If you begin the assault from
the ground and it becomes a firefight, two assault trucks will usually converge
on your exposed position. Return to weapon shop and then to the bus station to
exit the sector.
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SOUTHEAST UNDERGROUND HOUSE:   <USBSE>

Mission:   Free the underground house and deliver the documents.
Weapons:   (Shotgun or assault rifle), grenade launcher, (dart rifle)
Time:      Doesn’t matter.
Payment:   Malaria medication.
Origin:    Underground missions are given at the clinic in Port Saleo.

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

Note: All missions will be outlined with the Main Mission only procedure being
followed by the Main mission plus the Subverted Mission variables outlined in
whole. Only completion of the Main Mission is required. The Subverted is
completely optional and can be aborted in favor of completion of the Main
Mission at any time. Completion of the Subverted Missions doesn’t pay extra but
the reward for their completion will the addition of an assault truck, health
kits and munitions piles ay safe houses as subverted missions are completed.

Note: There are two diamond cases in the Port of Mosate Saleo that can be easily
acquired whenever you are in town. The first is in the tall tower on the south
side of town. You must climb the two ladders to get to the top of the tower to
get the diamond case (1). The other is acquired by climbing the tall ladder on
the central blue building. Go onto the northwest side of the roof. Jump to the
wall and then to the thatched roof. Jump over to the balcony to get the diamond
case (3).


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

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

Mission:   Destroy the APRs kiln at the Dogon cliff village.
Weapons:   (Shotgun), grenade launcher, (dart rifle)
           Note: Having the marksmen’s bandolier is vital on this mission.
Time:      Night is preferred.
Payment:   30 diamonds
Origin:    The UFLL headquarters in Port Saleo.

Take the patrol boat from the north dock in Port Saleo and pilot it northwest.
It is possible to be targeted by an assault truck as you pass under the bridge
near the briefing location. Disembark south of the safe house when you see a
dugout canoe on the bank. This will be southeast of Dogon village. Use the safe
house to advance time, if needed, and to pick up the assault truck parked there.

Before departing from the safe house wait for the patrol truck to go south. If
you were fired upon while in the boat the assault truck may be stopped and
searching for you, so be aware if you were seen earlier. Drive north from the
safe house, going left at the junction and then turning north off-road into the
grassland before reaching the baobab tree.

Note: After turning off-road your locator will flash as you go north across the
savannah. There is a diamond case (1) near a derelict car.

Drive north to bypass the guard post near the village’s east entrance and to
intersect the road east of the Dogon village. Don’t get too close to the Outpost
or assault trucks will attack. Drive up to the two large rock formations
northeast of the village. Continue into the wooded gap between them on foot.

Jump down to the roadway and go left or south. Stay on the dirt path, going
right at the “T’ junction until a tall conical mud hut looms ahead through the
opposing boulders. If you go right up the grassy slope you will come to a barrel
and a pile of sandbags. Remember the path and continue south on the dirt path.
As soon as there is a break in the cliff on your left, move up the steep
grassy/rocky slope and struggle onto the boulder on the hillside. Look directly
west and you will see a pair of conical huts with thatched roofs. Look a bit to
their right and just above their height to locate the sniper with a mortar in
the cutout of a flat roofed hut. You can’t spot him from below. He wears white
and frequently crouches making him a bit hard to see. Take him out with the dart
rifle.

Check the area below to be clear and move down off the hillside and go north to
the sandbagged area mentioned earlier. Check the alleyway ahead to be clear of
hostiles and then move along the rock face to your right, staying out of the
enemy’s sightline as much as possible. Move to the first tall hut on the left
and climb the long ladder to get to the roof. Immediately crouch down to break
the enemies line-of-sight. If you failed to eliminate the sniper with the mortar
he will alert the town and will begin to pummel you with mortar rounds.

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

Descend and backtrack to the sandbag/burning barrel area and take the rock
stairwell. Take the right path up the steep grade staying along the north rock
face. Grab some ammo at the pile on the left. Bear right going past the nearby
burning barrel, up the slope, up the rock stairwell and take the right path past
another barrel and continue up the rock stairs. When the stairway splits, you
can follow it to the top to grab a diamond case (1). Return to where the stair
splits and go right or west up the stairwell and curl south through the upper
ruins until opposite the kilns as seen on your map. Turn west and go up the
stairs and toss a grenade or put a few bullets into one of the gas cylinders to
complete the mission.

Head north toward the water indicated on your map’s extreme northwest corner.
You will find a hang glider there. If you continue past the glider and descend
into the ruins beyond you will find a Jackal Tape near the north end of the
ruins sitting on a makeshift bench. If you use the glider you will have to
negotiate a narrow canyon, bearing right and then left to get to the grassy
slope.

So you can either use the hang glider to avoid another trip through the village,
or you can go back through the village, steal the assault truck near the road on
its east end and take it south into Sefapane to escape the area. The roadway to
Sefapane will be uncontested and if you stop where the north sector is about to
transition to the northwest you can go north up the long dirt path to find a
diamond case (3) in a crude hut.
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MAIN MISSION 7 WITH SUBVERTED MISSION:

Subverted mission:   Kill the truck driver at the Outpost.
Mission:             Destroy the kilns at Dogon Village.
Weapons:             (MGL-140), Uzi, (dart rifle)
In crates:           (MGL-140), Uzi, (dart rifle)
Time:                Night is preferred.
Main origin:         The UFLL headquarters in Port Saleo.
Subverted origin:    The safe house on the Dogon River delta.

Since seeing Dr. Oboa during your escape from Port Saleo, a hole has appeared in
the fence on the north town wall, allowing you to get to the riverside dock
north of the town without going all the way around the barricades. Just go north
into the alleyway east of the clinic, toward the cove as depicted on your map to
find the hole in the fence. This will be very convenient from this point forward
when you need to get to the north riverside dock.

Take the patrol boat from the north dock in Port Saleo and pilot it northwest.
This long voyage should be unopposed unless an assault truck targets you as you
pass under the bridge near the briefing location-luck of the draw. Disembark
south of the safe house when you see a dugout canoe on the bank. This will be
southeast of Dogon village. Use the safe house to advance time, if needed, and
to pick up the assault truck parked there.

There are two ways to get to the mission sites-drive or walk-these options are
shown below. In addition to the routine patrol on the north/south roadway near
the safe house, periodic patrols from the east guard post patrol the east/west
road north of the safe house. Additional assault trucks from the Outpost, the
small village to its west and the guard post near Dogon Village will oftentimes
respond to any altercation in this area. The east/west roadway on the north end
of the sector also has a patrol that will converge on any skirmish north of the
Outpost. While driving in this area is doable, maintaining a low profile is
easier accomplished by going afoot.

Driving: If you prefer to drive, wait for the patrol truck to go south before
departing the safe house. If you were fired upon while in the boat the assault
truck may be stopped and searching for you, so be aware if you were seen
earlier. Drive north from the safe house, going left at the junction. If your
luck is bad you may meet a patrol from the east guard post at the junction or on
its return from the west. Turn north off-road into the grassland before reaching
the baobab tree.

Walking: You can minimize your exposure by going on foot. Go northeast from the
safe house and kill the patrol truck patrolling the north/south roadway from the
high rocks overlooking the road or just let it go south. Check the east/west
road to be clear and cross the roadway into the grassland beyond. Avoid the
village west of the Outpost and listen for patrol trucks when you are near the
roadways.

Note: After crossing the east/west roadway your locator will flash as you go
north across the savannah. There is a diamond case (1) near a derelict car.

Walk north along the river southwest of the Outpost until you come to a large
rock formation. Don’t drive anywhere near the Outpost or multiple assault trucks
will converge on you. Locate the sniper on the platform near the river. This is
a long but doable shot. If you have a good shot take him out. If the sniper
isn’t visible swim across the river and move stealthily toward the Outpost. Take
him out as soon as you see him.

Move to a position across from the boat dock. If you put the sniper down
cleanly, the garrison won’t be on alert. Allow any visible patrols to move away
from the area ahead, since the others will quickly discover his corpse even if
you make a silent kill. Cross the river, going ashore near the dugouts. Move
forward up the riverbank and carefully look around the first hut. If there are
hostiles visible toss a Molotov to the north to momentarily divert their
attention. Quickly locate the prey’s hut at the objective marker to the
northeast. A small light, like a candle, can be seen through the doorway, which
is partially hidden by the foliage of a bush. You will have to move forward a
bit from the side of the hut to see it. Fire a grenade into the doorway of the
hut to make the kill. This will definitely put the garrison on alert, so don’t
answer the phone quickly re-cross the river.

If you missed the target or were discovered before you could try, your position
across the river is the best place to eliminate the defenders. When clear, re-
cross the river and either shoot or toss a grenade into the prey’s hut to finish
him if you missed him earlier, because he will vigorously defend himself in the
darkened hut.

Note: If your situation allows, you can retrieve the diamond (1) from the case
on the northwest side of the compound. It sets on a derelict car.

Retrieve your vehicle or stay stealthy and walk northwest toward the safe house.
It has three defenders and an assault truck patrolling the east-west roadway and
another patrolling the north/south roadway may investigate any noisy altercation
at that site. The high rocks south of the safe house is an ideal sniping
platform for the dart rifle. Take the fresh weapons from the weapon crates. If
you used minimal ammo at the Outpost this stop isn’t necessary.

Note: If you visited the northwest safe house you can walk northwest of it
through the desert into a gulch to find a diamond case (2) in an isolated shack.
There is also a dune buggy there.

Go south from the safe house to the two large rock formations northeast of the
village and continue in on foot between them. Jump down to the roadway and turn
left or south. Stay on the dirt path, going up the slope and turning right at
the “T’ junction. A tall conical mud hut will loom through the opposing boulders
ahead near the top of the grade.

If you go right from there, moving up the grassy slope you will come to a barrel
and a pile of sandbags. Remember the pathway and continue south on the dirt
path. Before reaching the conical hut on your right, there is a break in the
cliff on your left, move up the narrow steep grassy/rocky slope and struggle
onto the boulder on the hillside. Look directly west and you will see a pair of
conical huts with thatched roofs. Look a bit to their right and just above their
height to locate the sniper with a mortar in the cutout of a flat roofed hut.
You can’t spot him from below. He wears white and frequently crouches making him
a bit hard to see. Take him out with the dart rifle.

Check the area below to be clear and move down off the hillside and go north to
the sandbagged area mentioned earlier. Check the alleyway ahead to be clear of
hostiles and then move along the rock face to your right, staying out of the
enemy’s sightline as much as possible. Move to the first tall hut on the left
and climb the long ladder to the top of it. Immediately crouch down to break the
enemies line-of-sight. If you failed to eliminate the sniper with the mortar he
will alert the town and will begin to pummel you with mortar rounds.

Hopefully you have purchased the marksman's bandolier giving you four extra dart
rifle rounds. Take your time and when you spy a hostile and you have a good
shot, take him down. Try to make every shot count. Headshots are not required.
Crouch down to maintain your concealment when necessary. When the enemy can’t
locate you they will begin hunting, making them easier prey. They won’t come up
the ladder, but if you remain in their sight line they may toss a grenade onto
the rooftop. When your darts run out, the remaining garrison should be
manageable with the assault weapon.

Descend and backtrack to the sandbag/burning barrel area and take the rock
stairwell. There are two paths at the top of the stairwell. Take the right path
up the slope staying along the north rock face. You will see an ammo pile and a
burning barrel ahead. Grab some ammo at the pile on your left and then turn
right going past the burning barrel, staying near the north rock wall as you
proceed up the slope and up the short rock stairwell beyond. Continue on the
dirt path, going right when it splits, past another burning barrel and up the
long set of rock stairs. When the stairway splits, you can follow it to the top
to grab a diamond case (1). Return to where the stairs split and go right or
west up the stairwell and curl south through the vacant upper ruins until
opposite the kilns as seen on your map. Turn west and go up the stairs and toss
a grenade or put a few bullets into one of the gas cylinders to complete the
mission.

Head north toward the water indicated on your map’s extreme northwest corner.
You will find a hang glider there. If you continue past the glider and descend
into the ruins beyond you will find a Jackal Tape near the north end of the
ruins sitting on a makeshift bench.

Return to the hang glider and fly into the narrow canyon, veering right and then
left, passing over the large tree to land on the grassy slope allowing you to
exit the area. Sprint east toward the objective.

Your buddy is under fire at the village. Snipe from the hillside west of the
area before moving in with your assault weapon. There are six hostiles in the
compound to deal with, two of whom may man the assault truck and come up the
hillside after you.

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

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

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

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

Mission:     Go to the Polytechnic and kill Seth Uniya.
Weapons:     Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:        Night is preferred.
Payment:     30 diamonds
Origin:      The UFLL headquarters in Port Saleo.

Take the patrol boat from the north dock in Port Saleo and travel east toward
the Polytechnic. Stop at the dock near the weapon shop if need be and then at
the safe house, if needed, to forward time to night. Go ashore south of the
objective and climb the hill. Turn left, staying near the rock face as you go
north. Crouch while moving, using the rocks and bushes for concealment as you
move north. The compound is large and the garrison is spread out and the rear
area is very lightly patrolled.

Monitor the sentries, paying special attention to anyone near the alleyway on
the northwest side. When the area is free of activity, creep forward, enter the
alley, cut left around the metal fence, enter Uniya’s office and kill him with
the dart rifle or machete before he can pull his pistol. If you’re careful and a
bit lucky you can do this undetected, but, even if you were seen entering
Uniya’s office, the enemy won’t follow. Reverse your entry route to escape. Even
if the enemy is on alert and hunting, you can get out if you move quickly. Use
the shotgun if necessary. A Molotov in your wake can also be very effective to
discourage pursuit. Sprint to your boat and start back to Port Saleo.
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MAIN MISSION 8 WITH SUBVERTED MISSION:

Subverted mission:    Go to the telecom office in Sepoko and retrieve the map.
Mission:              Intimidate, and then kill Seth Uniya.
Weapons:              (AS50 sniper rifle), grenade launcher (SAW) changing to
                      (Shotgun), M-79 grenade launcher, (dart rifle)
Time:                 Night is preferred.
Main origin:          The UFLL headquarters in Port Saleo.
Subverted origin:     The safe house west of the Polytechnic.

Take the patrol boat from the north dock in Port Saleo and travel east toward
the Polytechnic. Stop at the safe house for the briefing and, if needed, to
forward time. Return to Port Saleo either by reversing your inbound river route
or by stopping at the weapon shop and taking the assault truck. If you’re
driving, drive east from the weapon shop and go right, or south, at the junction
and speed past the riverside guard post to get into Port Saleo. Take the bus
from the station south of town to get to the northeast bus station.

Take the car and drive north through the rough desert terrain and swing east to
take the safe house, if needed, to advance time to night. The safe house is
guarded by two defenders and can easily be sniped from the high dune to its
west.

Approach Sepoko from the north. Park your vehicle at the north end of the large
rock formations. There is a diamond briefcase (2) near the derelict truck.

Advance on foot through the sandy terrain using the scattered boulders nearest
the west outcropping for concealment as you scout ahead. There will be a sniper
on a wooden platform near the center of the compound’s surrounding fence. Take
him out from as far away as possible, and the defenders will not know where you
are, and they will not concentrate their forces in any one area. Approach the
north fence and go through the hole near the sniper’s platform.

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

Reverse your inbound route, sprint away from Sepoko and get back to your car.
Return to Port Saleo via the northeast bus station.

Take the SUV from the Port Saleo bus station and head toward town. Drive east on
the tracks, cutting onto the road to speed past the guard post. Turn left to get
to the weapon shop and exchange your weapons. Be advised that a patrol truck’s
turnaround point is just west of the weapon shop. Equip yourself with the
shotgun, grenade launcher and the dart rifle.

Commandeer the patrol boat from the boat dock just north of the weapon shop and
travel east toward the Polytechnic, again stopping at the safe house, if needed,
to forward time or to save. Go ashore south of the objective where the rocky
shoreline breaks and climb the hill. Turn left and move north along the rock
face to the rear of the Polytechnic. Crouch while moving and use the scattered
rocks and bushes for concealment as you move north. The facility has a large
garrison but they are spread out with infrequent patrols in the rear area.

Monitor the sentries, paying special attention to those nearest the alleyway on
the northwest side. When this area is clear, move forward, enter the alley, cut
left around the metal fence and enter Uniya’s office.

First intimidate and then kill Uniya with your dart rifle. Don’t hesitate to
kill him after the intimidation or he will pull a pistol. If you were seen
entering, the garrison will be on alert, but the hostiles will not enter during
this process. Reverse your entry route without delay. If you are under attack,
use your shotgun and Molotovs to cover your escape back to your boat.

You must now get to the airport to help your buddy and you can go by water or by
land.

Water: Pilot the patrol boat west toward Port Saleo and take the east branch of
the river to enter Lake Segolo. Go northeast across the lake toward the airport
and moor your boat near the north entrance road.

Enter the airport area on foot. Your buddy will be fending off six hostiles east
of the southern hangar. Use the dart rifle to snipe and then move in with your
shotgun to check on your buddy. This battle will oftentimes be decided as you
are arriving.

Land: Pilot your patrol boat to the weapon shop to the west of the Polytechnic
and dock. Take the assault truck and go east and then turn left at the junction.
Continue until you see the “Y” signpost just short of the guard post. Save your
ammo by bypassing the guard post by staying near the rock face to its south and
emerging on the road to its southwest. Continue southwest and be aware that an
SUV occasionally patrols this stretch of road. Enter the canyon east of the
airport and take the dirt path to the small boulder that overlooks the action
below. Snipe the hostiles and move in to help or heal your buddy.

Note:  Since the airport is not devoid of opposition, get the diamond south of
the complex. The diamond case (1) is on the very south end of the runway near a
boulder and a large tree.

Commandeer a vehicle from the airport to escape the area.
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MAIN MISSION 9 (UFLL): Kill YABEK, THE ARMS DEALER   <MBSU9>

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

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

Mission:   Kill Yabek on his weapons barge.
Weapons:  (MGL-140 or AS50 sniper rifle), Uzi, (dart rifle)
Time:      Night is preferred but not essential.
Payment:   30 diamonds
Origin:    The UFLL headquarters in Port Saleo.

Commandeer a vehicle in Port Saleo and drive east on the railroad tracks out of
town. Cross the bridge, cut over onto the dirt road and speed past the first
guard post. If you need to swap weapons, stop at the weapon shop. Continue east
and stop near the “Y” sign before the well-defended guard post north of the
airfield. Walk up the grassy slope and walk south around the guard post staying
near the base of the mountain to bypass it.

Continue southeast on foot, watching for the SUV that patrols the road. Farther
along snipe the three guards defending the safe house near the tracks. If you
try to bypass the safe house east of the bridge, the hostiles may pursue you
into the guard post near the bridge, so take it and commandeer their assault
truck.

Note: Just east of the safe house there is a pile of spare rails. Go up the
slope on the north side into the boulder-strewn canyon to find a diamond
briefcase. (2)

Drive east and park well away from the bridge and creep forward in the
undergrowth near the tracks to avoid detection. The guard post at the bridge
must be taken. Use long-range tactics to eliminate most of the garrison and then
move in closer to mop up any survivors.

Cross the bridge and take the meandering dirt path on the north side of the
bridge. It is not patrolled. When you pass near a bridge support on your left,
there will be a short section of crude fence on your right. Stop and look west
toward the barge. A lone sentry with a rocket launcher will man an observation
post overlooking the barge. Use the dart rifle to put him down and continue to
his lookout. Take the dead man’s rocket launcher and locate the small med pack
on the rail of the tug. Aim at the walkway’s wall to its right, near the
pilothouse’s vertical wall. Yabek is in the cabin under the pilothouse and the
blast in the walkway will take him out.

Since this is an excellent sniper’s perch, empty the launcher on the hostiles
and then pick up your dart rifle. Retrace your entry route to get out of the
area. For once the guard post near the bridge will not have re-spawned. Locate
your assault truck and exit the area. Be aware that the guard post to the
northwest will have re-spawned.
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MAIN MISSION 9 WITH SUBVERTED MISSION:

Mission:          Go to the helicopter crash site and get the bomb fuse.
Weapons:         (MGL-140 grenade launcher), Uzi, (dart rifle)
Time:             Night is preferred.
Main Origin:      UFLL headquarters in Port Saleo.
Subverted origin: The remote safe house north of the Polytechnic.

Take the patrol boat from the north dock in Port Saleo and pilot it east toward
the Polytechnic. Go ashore south of the Polytechnic and carefully bypass the
facility by sneaking past it on the south side by going east. There are no
patrols on that side so just stay near the south cliff face during the passage.
Continue east and then cut north at the crossroads, near the large baobab tree.
Stay near the roadway while going toward the isolated briefing location. Beware
of foot patrols from the improvised guard post just northeast of the Polytechnic
but there are no regular patrol vehicles in this open area. Continue north
toward the isolated briefing location.

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

Walk northwest from the safe house through the narrow passage near the driveway
to get around the mountain, paralleling the road on the high ground. Stay near
the west rock face to mask your position from the guard post and the two snipers
on the surrounding rocks, one of which is wielding a rocket launcher. Taking out
the guard post isn’t necessary, but it won’t yet compromise stealth if you do.
Either snipe the two snipers and use the MGL-140 to eliminate the two guards at
the post and then use it to take out the SUV, or you can just bypass the
installation by allowing the SUV to pass south before dropping down to the road,
saving your ammo instead. If you bypass the guard post, sprint up the road and
get to the north side of the elongated mountain east of the safe house before
the SUV returns. You will now need to maintain stealth as you approach the next
safe house.

Approach the safe house from the east by staying in the grass along the cliff
face as you work your way east. About halfway between the road and the safe
house you will see a sniper standing on a rock ledge near the area of the safe
house. He has a rocket launcher and is normally looking east toward the crash
site, making him an easy kill from there with the dart rifle. If he isn't taken
out he will target anyone approaching the crash site immensely complicating the
incursion. A second guard also may be in the area but he may be away, patrolling
the high ground along the dirt path above the safe house.

Advance time to night at the safe house, if necessary, and continue north on
foot along the narrow dirt path toward the objective. The game map will go to
high resolution when you reach the main roadway. Turn right onto the main road
and then left near the jumble of rocks. A path leads up the grade along the east
rock face. Use the boulders near its entry for cover as you locate and kill the
sniper on the high ground to the north.

Don’t enter the path, continue northeast along the main road and turn left at
the first road. Move slowly forward, locate and kill the sniper among the rocks
overlooking the south side of the crash site. He will be to your left. Grab the
small ammo case.

Stay on this perch and locate another sniper on the north side of the site near
a jumble of rocks and a pair of dead trees. Use the balance of your darts on the
six combatants in the crash site below. Switch to the MGL-140 grenade launcher
to continue the carnage. If necessary a Molotov or two will cause an impressive
fire, flushing any survivors. Watch the dirt road to your right for a possible
flanker and use the MGL-140 on the assault truck coming to investigate the
carnage.

Descend to the crash site and pick up the fuse. Take the car or the big truck on
the east side of the site and drive north to the nearby weapon shop to get fresh
weapons.

Weapons:    (MGL-140 grenade launcher), Uzi, (dart rifle)

Take the bus to Port Saleo and commandeer the SUV. Drive east out of town along
the railroad tracks, veering onto the road and speeding past the first guard
post. Rather than bypass the next guard post by sneaking around it, stop near
the “Y” sign and wipe it out from the high ground overlooking it from the west.
For once ammo resupply isn’t a large consideration and taking installations like
these frequently result in the destruction of ammo piles in the facility. Use
the dart rifle to begin the damage and the MGL-140 grenade launcher to pummel
them and their patrolling SUV once you have their attention.

Note: Might as well grab the diamond briefcase (1) in the railcar.

Get back to your vehicle and continue southeast toward the objective. Stop well
east of the safe house and advance on foot to stalk and kill the three defenders
at the safe house with your dart rifle. Save your progress and take the assault
truck and continue toward the bridge.

Note: Just east of the safe house there is a pile of spare rails. Go up the
slope on the north side into the boulder-strewn canyon to find a diamond
briefcase (2).

Park a good distance from the bridge so that your vehicle is away from any
action-it’s a long walk back if the resident vehicle at the guard post is
destroyed. The guard post near the bridge has been abandoned. Note the position
of the 50-caliber machine gun as you move onto the bridge to meet your buddy
near the bomb.

After your buddy blows the bridge, man the 50-caliber to eliminate the hostiles
that come to investigate. Don't hesitate to abandon the gun and take cover
behind the pile of railroad ties if things get hot. Use your grenades and the
grenade launcher to complete the destruction if necessary.

Regain your vehicle and head back toward Port Saleo and be aware that the guard
post you wasted earlier has re-spawned.
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MAIN MISSION 10  (APR): DESTROY UFLL’S THE NITROUS OXIDE TANKS  <MBS10>

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

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

Mission:   Destroy the nitrous tanks at the dental clinic.
Weapons:   (MGL-140 grenade launcher), Uzi, dart rifle or
Time:      Doesn’t matter.
Payment:   30 diamonds
Origin:    The APR headquarters in Port Saleo.

Take the bus to the northwest bus station and drive the off-road path to get
into Sefapane. Drive south out of town and park before the tracks turn east.
This will prevent an encounter with the patrol truck that turns around to the
east.

There is a narrow pass in the mountain north of the clinic. Go up the grassy
slope and take the dirt path located there. As you emerge from the pass at the
clinic, scout the facility below with your monocular. Align yourself with the
objective to locate the big red truck parked in an open-sided wooden garage. Use
the grenade launcher-the flat trajectory of the MGL-140 makes this easy-to take
out its volatile cargo. A single well-placed grenade will complete the mission
objective. Get back to your vehicle and drive north into Sefapane to escape the
area.
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MAIN MISSION 10 WITH SUBVERTED MISSION:

Subverted mission:    Steal the truck part from the post office.
Mission:              Go to the dental clinic, fix the truck and drive it into
                      Sefapane and detonate its cargo there.
Weapons:              (MGL-140 grenade launcher), Uzi, (dart rifle)
In crates:            (AS50 sniper rifle), (grenade launcher), (SAW)
Time:                 Night is advised.
Payment:              30 diamonds
Main Origin:          APR headquarters in Port Saleo.
Subverted origin:     The remote riverside safe house near the post office.

Take the patrol boat from the north dock in Port Saleo and pilot it down the
southwest branch of the river going west at the fork. As you near the safe house
where the briefing will be given, stop and locate the sniper in the tower and
take him out or just speed past his perch. Land on the south shore near the
bridge and walk south to access the long dirt path winding north to the remote
safe house for the briefing. You must stay near the road as you head for the
briefing so be aware of an assault truck armed with a grenade launcher
patrolling this area-have the grenade launcher equipped.

Note: Just north of the briefing house there is a diamond briefcase (2) on the
rock ledges near the bonfire.

After the briefing drive the assault truck down the entry path and drive west.
Stop and park near the junction before reaching the post office. Take up
position on the rocky hillside east of the post office and scout the facility
noting the positions of the vehicles. Use the dart rifle to target anyone
visible and when you run out of targets, use the grenade launcher to hit the red
barrel beyond the post office and the big propane tank to start a firestorm.
This should help flush the enemy into the open. They will attempt to board some
of the vehicles in the facility. Either take them out as they board or use the
grenade launcher to take out any vehicles coming your way. When the fires
subside move in with your assault weapon to mop up and get the truck part. Re-
stock your ammo and grenades from the piles on either side of the building if
they weren’t taken out in the action, although you will be changing weapons soon
anyway.

Drive north toward the clinic, re-visiting the briefing location safe house to
change weapons. You will now be carrying the AS50 sniper rifle, the M-79 grenade
launcher and the SAW.

Continue north across the bridge and ignore the red "Dental Clinic" sign. Expect
to meet either an assault truck or a patrol car in this stretch of road, both
patrol it. Continue north and stop near the isolated building near the canyon.
Approach the clinic on foot from the southwest through the narrow canyon, which
can be seen on your map. Locate the sniper’s platform on the far hillside
looming over the clinic and take out the sniper. Taking him down before further
action develops makes the task much easier.

Begin sniping any available targets using the narrow passage to make the enemy
channel any approach to your position. Be advised that retreating too far may
bring one of the patrolling vehicles in behind you. Throw a Molotov or two into
the area in front of the village to flush hostiles from cover and to clear your
field of fire. If incendiaries are thrown in this area the fires will subside
before reaching the truck’s volatile cargo. Move into the west side of the
facility and systematically clear all opposition before approaching the truck.
Replenish your ammo and health supplies after repairing the truck and drive it
west toward the guard post.

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

Taking out the guard post to the west and all of its vehicles is now imperative!
Park the truck on the slope near the broken fencing out of harms way. Move
toward the guard post and use your grenade launcher to hit both parked assault
trucks. The resultant blasts should take out most of the opposition. Use your
sniper rifle and then move in with your SAW to make sure all resistance is
neutralized and all vehicles disabled. This will include both the patrol car and
another assault truck that will roar into the skirmish.

Note: There is a diamond briefcase (2) in the gully just north of the guard
post.

Once the guard post is neutralized, board the truck and drive north into
Sefapane without further opposition. As you approach the garage your buddy will
open its door. Drive into the garage. Go to the bed of the truck and open the
gas cylinder. You will get an action prompt near the bed of the truck.

Flee the scene with your buddy, who will foolishly linger in the area when he
could easily escape. The blast will draw numerous hostiles to your position and
a fierce fight will develop. Try to find a defensible position to help eliminate
the enemy. Sniping is not a good idea in the tight confines of the town’s
outskirts, so use your SAW machine gun and grenades. Before the explosion you
can easily escape if you want but this will leave your lackadaisical buddy to
his fate.
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MAIN MISSION 11 (APR) SILENCE “LIBERATION RADIO”  <MBS11>

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

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

Mission:    Destroy the electrical generator near Weelegol village.
Weapons:    (AS50 sniper rifle), grenade launcher, SAW, (Molotovs)
Time:       Night is advised.
Payment:    30 diamonds
Origin:     APR headquarters in Port Saleo.

Take the bus to the southwest station and drive north toward Weelegol village.
If needed, take and use the nearby safe house to forward time.

Drive northeast past the entrance road to the village and cut east following the
north face of the small mountain on the northwest edge of the village as seen on
your map. A patrol truck makes its rounds from the village, north and back
again-avoid it or take it out if you meet it. Park near the tree standing at the
top of the slope and get onto the rock ledge on the right overlooking the
village.

If you have arrived without incident you may have to coax the village’s
defenders into your kill zone. There will be two trees ahead. Toss a Molotov at
the one on the right and let the flames consume the tree and the dry grass
below. Use the AS50 sniper rifle to begin killing the defenders as they respond
to the fire. There are well over a dozen hostiles and the patrol truck will join
the action if you didn’t take it out on your way in. Your position high above
the valley makes you nearly untouchable if you use the brow of the
ledge to block any incoming fire. Continue sniping and ducking out of their
sightline and toss any remaining Molotovs over the ledge if anyone gets close.

When you have littered the area below with corpses, use your scope to locate and
kill the sniper wielding a rocket launcher on the platform south of the village.
Look through the burned out branches of the tree you burned earlier. There will
be a dugout canoe near the base of his thatched perch.

Jump down and advance east to the rock wall and then move southeast along it to
the village. There may be a lingering hostile or two so beware as you move down
the dirt path and under the structures. If you couldn’t locate the sniper south
of the village earlier, look south around the boulder near the long ramp going
into the overhead structures to acquire him.

The sniper on the observation deck is very observant. Take him out with the AS50
sniper rifle before he can fire a rocket. Move south out of the village. If you
have still failed to get him, dodge his rocket by sprinting erratically toward
him, and then kill him before he can reload.

Note: Before continuing beyond the sniper’s platform, go left past the two
dugout canoes and through the gap. There is a lean-to in the grassy area with a
diamond case (2).

Continue past the observation deck and take the dirt path up the hill to the
generator. There are IEDs both in the radio shack and near the generator but you
don’t need them. A single grenade will do the job.

Go back down the hill and take the dirt path north past the radio shack to find
the hang glider positioned for a flight directly over the village. Fly straight
over the village veering to the right of the mountain dead ahead to land near
the tree where you parked your vehicle.
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MAIN MISSION 11 WITH SUBVERTED MISSION:

Subverted mission:   Go to the Tourist Resort and kill the UFLL official.
Mission:             Intimidate the “Voice” of “Liberation Radio” and then
                     destroy the electrical generators.
Weapons:             MGL-140 grenade launcher, Uzi, (dart rifle)
In crates            (AS50 sniper rifle), grenade launcher, (SAW) for the
                     second part of the Subverted Mission
Time:                Night is advised for Resort, doesn’t matter for Weelegol.
Main Origin:         APR headquarters in Port Saleo.
Subverted origin:    The riverside safe house near the Tourist Resort.

Take the patrol boat from the riverside dock on the north side of Port Saleo and
pilot it down the south branch of the river, going under the bridge and turning
west at the fork toward the objective. Before the bridge there is a sniper
tower. Stop and take him out with your dart rifle or speed past the tower to
minimize damage. A patrolling assault truck will also make this area dangerous.
Stop just after the bridge and walk northwest up the dirt path paralleling the
river to get to the safe house for the briefing.

After the briefing and advancing time, if necessary, jump from the cliff near
the safe house and swim toward the resort, going ashore on the south side where
the water is shallow allowing you to stand. (See note below for an alternate
method to accomplish the mission.) Take out any guard on the east side with a
silent headshot. Once again swim toward the resort and go ashore when the
terrain allows. This will put you just east of the resort.

While staying in cover, use your scope to locate the sniper on the high platform
to your left and take him out with a silent headshot. Creep forward toward the
wooden walkway and peer over just enough to scope the area. Take any prowling
sentries out with headshots and your presence should go unnoticed.

Work your way forward and go up the two long sets of stairwells to approach the
objective. It is possible an additional sentry or two may be on the highest
platform, so take them out and then kill the official with the dart rifle
without entering his room. Replenish your ammo from the ammo pile before
swimming back to the bridge where you moored your boat near the briefing
location.

Note: If you have the MGL-140 you can eliminate the prey from the north side of
the river. First eliminate the guards on the east side of the resort by sniping
from the walkable shore on the north side of the river. When clear, swim to the
area north of the resort and go ashore. Make your way to the large flat rock and
again snipe any hostiles that are visible. There is a sniper with a rocket
launcher on a platform on the west end that is a priority kill. Align yourself
with the objective-a conical thatched hut on the upper hillside. It is the right
of the two huts as you face the resort-you should see a tall rock spire in front
of them. Target the hut with the launcher, shooting to clear the wooden fence
but not high enough to just blown off the hut’s roof. Repeat until the shot is
fatal-the “mission complete” will flash.

Before continuing, return to the briefing location and take your AS50 sniper
rifle, M-79 grenade launcher and SAW machine gun from their crates.

Return to Port Saleo in your patrol boat and take the bus to the southwest bus
station. Drive north toward Weelegol Village. If necessary, take and use the
safe house south of Weelegol to forward time, save and to change your weapons,
if you didn’t do this earlier. You should be carrying the AS50 sniper rifle, the
M-79 grenade launcher and the SAW machine gun.

Drive northeast past the entrance road to the village and cut between the small
outcropping and the north side of the small mountain on the northwest side of
the village’s entry road. A patrol truck makes its rounds from the village,
north and back again-avoid it or take it out if you meet it. Park near the tree
standing at the top of the slope and get onto the rock ledge to the right
overlooking the village.

If you have arrived without incident you may have to coax the village’s
defenders into your kill zone. There will be two trees ahead between you and the
village. Toss a Molotov at the one on the right and let the flames consume the
tree and the dry grass below. Use the AS50 sniper rifle to begin killing the
defenders as they respond to the fire. There are well over a dozen hostiles and
the patrol truck will join the action if you didn’t take it out on your way in.
Your position high above the valley makes you nearly untouchable if you use the
brow of the ledge to block any incoming fire. Continue sniping and ducking out
of their sightline and toss any remaining Molotovs over the ledge if anyone gets
close.

When you have littered the area below with corpses, use your scope to locate and
kill the sniper wielding a rocket launcher on the platform south of the village.
Look through the burned out branches of the tree you burned earlier. There will
be a dugout canoe near the base of his perch. This guy can be difficult to spot
at night.

Jump down and advance east to the rock wall and then move southeast along it to
the village. There may be a lingering hostile or two so beware as you move down
the dirt path and under the structures. If you couldn’t locate and kill the
sniper south of the village earlier, look south around the boulder near the long
ramp going into the overhead structures to acquire him.

The sniper on the observation deck is very observant and he has a rocket
launcher. Quickly take him out with the AS50 sniper rifle before he can fire a
rocket. Move south out of the village. If you have still failed to get him,
dodge his rocket by sprinting erratically toward him, and then kill him before
he can reload.

Note: Before continuing beyond the sniper’s platform, go left past the two
dugout canoes and through the gap. There is a lean-to in the grassy area with a
diamond case. (2)

Continue past the observation deck and take the dirt path up the hill to the
radio shack. Intimidate the operator into reading your buddy’s inflammatory memo
and don’t hesitate to gun him down afterwards or he will pull a pistol on you.

Go up the hill to the generator. There are IEDs both in the radio shack and near
the generator but you don’t need them. A single grenade will do the job. Just
toss it under the generator to complete the mission.

Go back down the hill and take the dirt path north past the radio shack to find
a hang glider positioned for a flight directly over the village. Fly straight
over the village veering slightly to the right of the mountain dead ahead to
land near the tree where you parked your vehicle.

Drive north through the torturous terrain to the where your buddy is fighting
the UFLL troops. Use the hillside south of the huts to snipe before moving in
among the huts. There are at least six hostiles, so move around the outskirts to
eliminate the bad guys. Watch for one or more assault trucks reinforcing the
compound.
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MAIN MISSION 12 (APR): SABOTAGE THE PIPELINE   <MBS12>

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

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

Mission:            Get the TNT from the diamond mine and use it to blow-up the
                    pipeline.
Weapons:            MGL-140 grenade launcher, Uzi, (dart rifle)
Weapons in crates:  AR-16 or USAS-12, M-79 grenade launcher, (dart rifle)
Time:               Night is highly advised.
Payment:            30 diamonds
Origin:             APR headquarters in Port Saleo.

Take the patrol boat from the lakeside boat dock south of Port Saleo and pilot
it southeast toward Sehlakalase Island’s west coast. Veer south and then west
around the neighboring island, going west to moor on the western shore of Lake
Segolo well north of the lakeside guard post/boat dock. You can also arrive at
this spot by taking the southwest road out of Port Saleo, driving southwest
across the bridge and cutting back southeast where the road T’s to the
lakeshore. Move cautiously around the guard post, staying near the cliff face,
and then take the road west to the safe house. Be aware that the guard post is
the turnaround point for an assault truck.

Advance time to night, if needed, and walk west, to avoid the attention of the
patrol truck. Cross the road near the junction with the north/south road. Walk
southwest into the ravine staying along the rock wall and then enter the narrow
wooded canyon northeast of the mine.

Move down the hillside and locate and climb the towering rock spire on the
central east edge of the compound. Take out the sniper on the tower to the east
with the dart rifle. He may not be present, but monitor the tower periodically.
He may take the post when the action escalates. Begin taking hostiles down with
the dart rifle. Try to make all eight shots count. There are a least a dozen in
the garrison. Swap to the MGL-140 to punish any survivors. Approach the magazine
from the southeast, jumping down into the low area to get to the TNT. The
enclosure can only be entered from the north side. Use the log walls as cover if
needed to fend off any remaining hostiles.

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

Your buddy will now call asking you to meet him at the safe house to the
northeast. Exit the low area by the stairwell on the southeast corner and
reverse your inbound route via the narrow canyon. Toss a grenade at the
underground cache to acquire the diamonds (2) in the pit in that canyon.
Continue northeast, crossing the roadway on your way to the briefing.
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MAIN MISSION 12 WITH SUBVERTED MISSION:

Mission:           Take out the water safety cutoff valves at the pump house.
Weapons:           (MGL-140), Uzi, (dart rifle)
In crates:         AR-16 or shotgun), grenade launcher, (dart rifle)
Time:              Night is essential.
Main Origin:       APR headquarters in Port Saleo.
Subverted origin:  The safe house east of the diamond mine.

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

Your buddy wants you to take out the water supply cutoff valves at the reservoir
pump house on Lake Segolo. Assault trucks and patrol boats aggressively patrol
the area you will be entering, so stealth is of the essence on this mission.
Forward time to night and grab a fresh dart rifle from your crate in the safe
house. Exit and walk east toward the guard post on Lake Segolo.

It's a good distance to the pump house, so proceed carefully sneaking past the
guard post on the lake by staying on the high ground near the cliff face as you
make the turn south. About halfway between the lakeside guard post and the safe
house to its south, wait under cover on the slope and allow the assault truck to
turn around and go north. Immediately sprint across the roadway.

Open your map and angle cross-country toward the “blue” objective-the pump
house. When you arrive at the lake, check for patrol boats and maintain your
heading, swimming toward shoreline west of the guard post and the pump house.
You may or may not go ashore on the small island. If you do, just continue
across the lake. Crouch and move through the undergrowth along the shoreline to
bypass the guard post. Begin circling around the north side of the guard post,
cross the road near the “Y’ and move near pipeline. It will lead you to the pump
house. Move cautiously and have the dart rifle ready for anyone patrolling west
of the pump house. There are four guards in the area around the pump house. When
you see the pump house’s open door, shoot a grenade into the pump house to
destroy the valve. Don’t shoot it out the other side and into the lake.

Immediately reverse your route, getting into the water as quick as possible and
swimming back across the lake. The explosion has been a magnate for the areas
hostiles, so watch for patrol boats as you swim across the lake and duck
underwater if necessary. Return to the briefing safe house by sneaking past the
lakeside guard post.
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MAIN MISSION:

Weapons:    AR-16 or shotgun, grenade launcher, (dart rifle)
Time:       Night is preferred.

Return to the safe house and pick up your AR-16 or shotgun and the M-79 grenade
launcher. Restock your supplies. Walk south from the safe house toward the
road’s junction-note that the “blue” objective marker points the wrong way-at
least in this walkthrough. The destination is at the end of the road going south
but it is not the actual pipeline site. It is an observation post overlooking
the construction site from which you can cripple the installation’s garrison.
Unless you took it out earlier you will encounter a patrol vehicle on your way
in. It may be parked, its guards afoot, or it can be entering or leaving the
area so be aware. Try to eliminate it or its occupants as far from the overlook
as possible.

There are three sentries overlooking the pipeline construction site. One is on
the far side of the canyon but two man the nearby overlook. One is on the upper
platform with a sniper rifle and one is below manning a grenade launcher. Their
attention is focused on the valley below, so move in close. Take out the upper
sentry with a silent headshot, and then the lower one. Take down the one across
the canyon with the dart rifle. Man the grenade launcher and rain destruction
down on the site. Don’t stay too long because an assault truck will come to
investigate.

Replenish your ammo at the shack and locate the hang glider to the west of the
observation post. You can glide down to the canyon below but doing so usually
puts your far enough away to allow much of the installations garrison to re-
spawn-if you survive the flight that is. Instead go to the left of the glider
and make a “controlled fall” where there are narrow ledges and the canyon wall
isn’t so steep. Be sure to get the right place. There is a place right near the
glider that is too steep-go closer to the observation platform.

Sprint north, past the boat, and through the canyon-the faster the better. When
you pass the objective marker, as displayed on your map, you can finally exit
the canyon and enter the pipeline site where the canyon opens up. You will see
the pipeline overhead and you can make a “U” turn, exiting the canyon. There is
a narrow path, with the piping overhead, running southwest along the lip of the
canyon’s drop-off. The objective-the pipe under construction-is just ahead.

Not all of the garrison will have perished in the earlier attack, so be prepared
to defend yourself if anyone is near the objective. Place the TNT on the pipe.
It is on a slightly raised platform on the edge of the canyon. It is on a short
timer so move back north, from where you entered, and jump down into the canyon.

When the TNT explodes, water will begin gushing into the canyon. Make your way
south through the rising water to find the boat that you passed earlier. Pilot
it south and then west toward the diamond mine where your buddy will be under
fire. When the waterway ends, the final lap of the trip to the mine will be on
foot. Bypass the guard post by going east up the slope, skirting around it.
Listen for a patrol truck when you must cross the roadway. Take the mine’s entry
road north into the mine area.

Use your dart rifle to help eliminate the force besieging your buddy at the
flooded diamond mine. He will be on an isolated platform and will be under fire.
Swim to the platform to help finish off any survivors and to heal your buddy if
needed.

The quickest route out is via the canyon where this mission first started. Make
your way back to Port Saleo by going east past the safe house to the lakeside
boat dock. Kill the guards, steal the boat and pilot it to the Lakeside Port
Saleo boat dock.
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FACTION REPRISALS AND INFIGHTING:  <RPR15>

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

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

Mission:  Deliver Mbantuwe's letter to Tambossa at Sediko village.
Weapons:  Keep your weapons from the last mission. Try to have a full supply of
          Grenades.
Time:     Doesn't matter.
Payment:  40 diamonds
Origin:   UFLL headquarters in Port Saleo.

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

Mission:    Deliver Tambosa's letter to Mbantuwe at the brewery and collect the
            diamonds.
Weapons:    Keep your weapons from the last mission. Try to have a full supply
            of grenades.
Time:       Doesn't matter.
Payment:    40 diamonds
Origin:     APR Headquarters in Port Saleo.

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

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

After your encounter with the Jackal, you regain consciousness in a prison cell.
After the cut-scene, knock out the brick wall where you get the action prompt,
and follow your unfortunate buddy’s blood trail.

Go up the stairwell and pick up the assault rifle and the pistol as you follow
the trail south to the underground cell on the west side. The blood trail will
lead you through several corridors and doorways and you will hear the jailers
before you see them, but taking them out silently is a difficult option. A
single grenade or a hail of gunfire will do the job, but it will also alert the
guards to your presence. Talk to your buddy and then begin your escape.

Use the blood trail to find your way to ground level. There are about six
hostiles in the prison courtyard. Use the assault rifle to engage them as you
make your escape through the northwest portal. Take the road toward the guard
post. Sneak past the makeshift guard post and enter the jungle on the left as
soon as the terrain allows. As you move toward the objective marker you may
encounter a pair of patrolling sentries. If you do, take them out and continue
on. Hopefully you have grenades to address any assault trucks you will
encounter. You will receive a call from a faction official, asking you to meet
him at Sefapane.

You must now make your way northeast, staying off the road as much as possible
to avoid the patrol trucks. Sprint when the terrain requires you to use the
road. This will happen twice, so time it when the assault truck has gone south.
Sneak past the next guard post and take the assault truck east of it near the
cemetery to return to the weapon shop near Mike's Bar. Equip yourself with a
shotgun, M-79 grenade launcher and the dart rifle. Go to the bus station and go
to the northwest station to meet the losing faction's commander at Sefapane.
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MEET THE LOSING FACTIONS COMMANDER AT SEFAPANE:

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

Mission:   Go to Sediko and assassinate APR leader Oliver Tambossa for
           UFLL advisor Hector Voorhees.
Weapons:   shotgun, grenade launcher, (dart rifle)
Time:      Doesn't matter
Payment:   40 diamonds
Origin:    A losing faction official in Sefapane.

Return to Port Saleo and take the SUV to the riverside boat dock on the north
side of town. Take the patrol boat and pilot it northwest to the weapon shop.
Take the patrol truck and drive north toward the village. A patrol truck
routinely patrols the area and another sets near the roadway past the bridge.
Use the turret if you meet the truck and turn right into the territory south of
Sediko.

Park your vehicle near the mountain south of the village and approach it from
due south. The hut Tambossa is in is on the southern edge of the village and a
shallow, wooded ravine will lead you right to his doorstep. Patrols are rare in
this area, but check before entering. Go up the crude ladder to the second floor
and take him out with your dart rifle before he can use his pistol. Reverse
course to escape the area. Drive past the weapon shop and turn right to get to
Port Saleo.
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UFLL WINS:

Mission:   Go to the brewery and assassinate UFLL leader Addi Mbantuwe.
Weapons:   Shotgun, grenade launcher, (dart rifle)
Time:      Doesn't matter.
Payment:   40 diamonds
Origin:    A losing faction commander in Sefapane.

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

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

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

Mission:            Go to TaeMoCo and kill Voorhees and his aide.
Weapons:            (MGL-140 grenade launcher), Uzi, (dart rifle)
Time:               Night is preferred.
Payment:            25 diamonds
Origin:             UFLL Headquarters in Port Saleo.

Take the swamp boat from the lakeside dock south of Port Saleo and pilot it
southeast toward Sehlakalase. Follow its west shoreline going west around the
island to its west and continue west to moor well north of the guard post/boat
dock. Rather than travel by water you can also take the road going southwest out
of Port Saleo, cross the bridge and bear left along the shoreline stopping well
back from the lakeside guard post. Either way, move cautiously around the guard
post, staying in the undergrowth along the cliff face and then take the road
west to the safe house. Advance time to night, if needed, and walk west,
avoiding the attention of the patrol truck. Cross the road near the junction
with the north/south road. Walk southwest into the ravine staying along the rock
wall and enter the narrow wooded canyon northeast of the mine.

Move down the hillside and locate and climb the towering rock spire on the
central east edge of the compound. Take out the sniper on the tower to the east
with the dart rifle. He may not be present, but monitor the tower periodically.
He may take the post when the action escalates. If you flooded the mine by
completing the “Pipeline” missions subverted portion there will be lighter
resistance than if you didn’t.

Begin taking hostiles down with the dart rifle. There can be a dozen in the
garrison, if you didn’t flood the mine earlier, and while it isn’t necessary to
kill them all, it will make the task easier. Swap to the MGL-140 to punish any
survivors.

Drop off of your perch and make your way to the north side of the facility and
enter the objective building. The faction commander and his aide are in the
building.

You have two options. Kill them both or kill just the aide and accept the
subverted mission to kill their treacherous confederate-you’re choice. The
subverted version follows.
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UFLL INFIGHTING: SUBVERTED MISSION

Mission:  Go to Port Saleo and kill the treacherous UFLL lieutenant.
Weapons:  (MGL-140 grenade launcher), Uzi, dart rifle
Time:     Doesn't matter.
Origin:   The last man standing at the TaeMoCo mine.

Return to the safe house east of TaeMoCo to save your game. Walk east toward the
guard post and eliminate the hostiles and take the patrol boat into Port Saleo.
If you drove into the area earlier, you can also sneak around the installation
and get to your vehicle and drive into Port Saleo instead. Position your vehicle
on the dirt road facing the bus station for a quick getaway.

Go into town through the hole in the fence on the southwest side of town and
locate the alley just north of your getaway vehicle. Now locate the UFLL HQ
building and note the open upper windows. When no one is near, shoot a grenade
from the MGL-140 into the middle upper window to complete the kill. Turn into
the alley and sprint toward the left bench. Jump on it and over the fence to
your waiting vehicle to complete your escape.
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MEET REUBEN AT THE MIKE’S BAR:

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

Mission:   Go to Sepoko and kill Greaves and his aide.
Weapons:   (AS50 sniper rifle), grenade launcher, (SAW)
Time:      Night is preferred.
Payment    25 diamonds
Origin:    The faction official, Quiepo, at Mike’s Bar.

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

There is a sniper on a platform near the center of the facility. Take him out
from long range and work your way west, keeping your distance to snipe into the
compound from the rocky outcroppings. Continue to snipe as you begin going
south, staying on the boulders to snipe and address the assault vehicles that
will come at you. Use molotovs and grenades to flush the enemy from concealment
as you get closer to the compound. One of the guards has a rocket launcher so be
aware.

Enter the south doorway of the office via the alley on its north side and either
kill both Greaves and his aide or accept the subverted mission and leave one of
them alive.
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SUBVERTED MISSION:

Mission:  Go into Port Saleo and kill the treacherous aide at APR Headquarters
Weapons:  AS50 sniper rifle, (grenade launcher), (SAW)
Origin:   The last man standing at the Sepoko assassination site.

Take the bus to Port Saleo, and park east of the APR HQ building, facing east
for a quick getaway.  Approach the door sentry along the building’s north
cobblestone walkway. This will be your escape path once Quiepo is dead. The
doorman will give you the high sign, allowing you to keep your weapons.

The coming sequence must be done without delay because even a silent kill will
be detected. Go upstairs and kill the aide. Immediately exit the building, turn
right around the corner and sprint to your car. Do not pause to answer the call
from Reuben. If you act quickly you should escape with little or no resistance.
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MEET REUBEN AT THE AIRPORT:

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

Mission:   Get to the airport and meet Reuben in the hangar
Weapons:   MGL-140 grenade launcher, Uzi, dart rifle
Time:      Doesn't matter
Origin:    A phone call from Reuben after the faction assassinations.

Continue east out of town, bypassing the guard post and ignoring the “red”
mission indicator on the signpost. Turn left to the weapon shop instead to swap
weapons, stock up on supplies and to take the assault truck. You will be
carrying the MGL-140 grenade launcher, the Uzi and the dart rifle.

Drive East from the weapon shop and bear north at the junction toward the
airport. Stop at the “Y” sign and either obliterate the guard post or bypass it
on foot by skirting around its south perimeter. Continue past it and take the
dirt path through the narrow canyon east of the airport.

Stay near the rock face on your right and when you come to the small boulder,
look around it and take out the sniper on the south platform. A mortar operator
will be concealed in the brush to your north. Use the MGL-140 if you can’t
locate him with your dart rifle. Take targets of opportunity until the
opposition wanes. There is also an RPG sniper in this mix.

Enter the hangar and interact with Reuben. After the conversation, save your
game and get to the red assault truck on the airport’s north end. It has a 50-
caliber machine gun turret. Drive out the north entrance and go south. You will
encounter an assault truck and a least one of the pesky cars near the bus
station. Drive back to the Marina area to gear-up at the weapon shop for the
endgame.
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ENDGAME: GO TO THE PRISON TO CONFRONT THE JACKAL:

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

Mission:     Find the Jackal at the prison.
Weapons:    (AS50 sniper rifle) (Uzi) (dart rifle)
In crates:  (MGL-140 grenade launcher) (grenade launcher) (SAW)
             Note: this is your final trip to a weapon shop, so max out the
             upgrades for these weapons. Buy any usable ammo upgrades as well.
Time:        Daylight can help in finding your way through the final stages
             of the game, but for once it doesn’t matter.
Origin:      Initiated by Reuben’s revelation at the airport.

Having stocked your spare weapons, take the 50-caliber truck you acquired at the
airport and take out the inevitable white car as you go west toward the prison.
You can now either run the gauntlet of assault trucks as well as the guard post
or you can sneak your way to the prison. Both ways will be outlined.

The 50-calibre turret gun you acquired at the airport gives you major firepower.
You will first encounter the guard post. Wipe it out and wait for the assault
truck to investigate the carnage. Nearer the prison, another assault truck will
attack and if you don’t negotiate the winding road nearer the prison cleanly,
the garrison of the mountaintop guard post will also fire on you.

If you prefer the stealthy approach, eliminate the pesky patrol car and continue
west toward the guard post. When the game map changes to the south sector take
to the undergrowth on its south side, staying close to the mountainside to
remain concealed. As you approach the road going southwest, stay under cover
until the assault truck goes south and then sprint south after it and get into
the large area of undergrowth on you left as soon as possible. If the truck
isn’t running it will be stopped on the road south of the guard post-so be
prepared.

Continue west, staying near the mountain until you must once again take to the
road through a canyon when you veer southwest. Sprint up the road and get into
the undergrowth on the east side. An assault truck on a long route also patrols
this area. Continue south and sprint across the road while well below the
makeshift mountaintop guard post-indicated by a black glob on your map. This
will place you on the west side of the roadway. Stay near the west mountainside
to get to the steep road going to the prison. The makeshift guard post rarely
notices your passage once you get this far.

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

Weapons:    (AS50 sniper rifle) (Uzi) (dart rifle)
Time:       Daylight will help negotiate the wilderness, but it doesn’t matter.
Origin:     The Jackal at the prison.

Move east on foot into the wilderness beyond the prison. You will be moving
through the undergrowth of a canyon that will keep you on track. Your first
barrier will be a remote enemy encampment called "The Heart Of Darkness." As you
approach it the encampment is in a depressed area. Take up a sniping position on
the camps southwest side in the undergrowth. There are about ten hostiles in the
camp. Begin taking them down, using the dart rifle to keep your position
concealed. The high ground is ideal for this but they will soon get a bead on
you. Switch to the AS50 sniper rifle and move onto the rock ledge and begin
sniping. Several may congregate on the east side in the trees. A grenade or two
can be useful. Use Molotovs to flush anyone in hiding before jumping down on the
south end to cautiously move past the camp. It isn’t necessary to wipe them out
but a straggler or two may retreat to the east and lay in wait for you as you
pass that way, so be aware.

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

Weapons:    (AS50 sniper rifle) (Uzi) (dart rifle)
Time:       Once again daylight provides better visibility.
Origin:     Mission continuation.

You will encounter three hostiles as you approach the swamp from the east. Stay
on the higher ground on the south side of the swamp to locate them. The first
two are usually milling about the undergrowth. Use the dart rifle to take them
out.  The third will be farther east but will come into range as you move
eastward. Take him out when he does.

Stay along the mountain on the south side of the swamp and cross over to the
north side near the waterfall. When the swamp widens you will see an enemy camp
ahead. Begin by thinning their ranks with the dart rifle. Switch to the AS50
sniper rifle when the ten or so militia take note of your presence.

Take your time and pick your shots as they duck in and out of cover. One will
occasionally get bold enough to come to you. Move in with your Uzi, staying on
the east side where the banks are walk able. Replenish your ammo and syrettes
before moving on.
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THE CANYON:

Continue east where you will be entering a narrow canyon guarded by six
militiamen. This canyon will follow a winding course going north and then
doubling around to the south to a safe house. As you near the canyon you may
hear voices as you approach some easily accessible rock ledges, which overlook
the canyon below. This will be just southwest of the “safe house” icon on your
map-which, by the way, can only be accessed by traversing the canyon. Several of
the troops may be visible below. A single grenade can thin their ranks even
before you enter the canyon or you can take as may as possible with the dart
rifle.

Take the dirt path down into the canyon. The surviving hostiles can be anywhere
in the undergrowth of the narrow canyon. If you haven’t collected all six when
you reach the wrecked plane, go warily. He may lay in wait near the dirt path
allowing you to exit the canyon and enter the safe house. Cross the rock bridge
to enter the next safe house.
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THE FACTION ENCAMPMENT:

Weapons:     (MGL-140 grenade launcher), Uzi, SAW
Time:        Doesn’t matter.
Origin:      Mission continuation.

Save your game and pickup your MGL-140 grenade launcher and SAW-the dart rifle
is likely on its last legs by now. It is now time to take out some old
acquaintances. Take the dirt path going northwest and follow it to the outskirts
of the jungle bivouac to the northeast of the safe house.

The two surviving officials of the factions are meeting there. You can actually
walk into the camp and take the lay of the land if you wish, but it isn't
necessary for you to enter it. After you pass the "no weapons" markers move to
the boulder on the left side of the path. Look to the left of the smoke column
to see the former adversaries conversing in a shack. If no sentries are in the
area, take aim at one of the officials with the MGL-140 and the single grenade
will complete the deed. Turn and sprint back to the safe house, stopping to top
off your grenades.
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THE ARMS MERCHANTS LANDING ZONE:

Weapons:    MGL-140 or AS50, grenade launcher or Uzi, SAW
Time:       Doesn’t matter.
Origin:     Mission Continuation.

Save your game and take the sniper rifle and SAW to complement your grenade
launcher. Make sure you have a full complement of grenades for the one you have
or keep the MGL-140. Go southeast, past the bonfire, toward the arms merchants
landing zone to retrieve the diamonds. You will soon learn that your buddies
have confiscated the diamonds and that they are no longer friendly.

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

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

Even while the conciliatory buddy is talking move forward, position yourself for
a sprint into the slough you scouted earlier, grab the diamonds and sprint away
even before the second buddy makes his appearance. If you get to the slough
quickly you shouldn’t take damage and there will be no pursuit if you move away
from the landing zone without delay. It isn’t necessary but you can now turn and
wipe the buddies out with the MGL-140 from near the dirt path going to the final
rendezvous with the Jackal. If you return to the camp you will have the option
of finishing off the turncoats and you can resupply.

Kill em’ or leave em’-either way continue north, past the safe house and toward
the Jackal's shack. There will be four hostiles near a lake on the route that
you must deal with.
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FINALE: REDEMPTION:

Weapons:    (AS50 sniper rifle) (grenade launcher) (SAW)
Time:       Doesn’t matter.
Origin:     The Jackal.

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

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

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

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

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

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

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

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

5)	After buddy rescues, especially in the Leboa-Seka theater, they will pull
your bacon out of the fire, hand you a pistol, tell you to heal yourself
and then proceed to fill you with lead. It doesn’t matter if you have been
doing their missions are not. This unpleasant situation will normally
disappear when you enter Bowa-Seka.

6)  Perhaps the most hard to predict scenarios in the game are the buddy rescues
required at the end of the subverted missions. Many times you get to the rescue
site and he isn’t there. He isn’t dead and he will still be your number one. At
other times you can do everything right and he is going to die-and that’s that.
At other times you can do everything wrong and he will be right as rain.
Generally speaking, the buddies seem to have a death wish. They will linger in
harms way until harmed they are.

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

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

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

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

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

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

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

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

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

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

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

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


































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GameFAQs:  Far Cry 2  Walkthrough by   SENIORBILL            Page 1 of 102