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Far Cry 2
Far Cry 2 cover art.jpg
Developer(s) Ubisoft Montreal
Publisher(s) Ubisoft
Designer(s) Pierre Rivest
Composer(s) Marc Canham[1]
Series Far Cry
Engine Dunia (Proprietary) with Havok Physics
Native resolution 720p[2]
Version 1.03 (as of June 03, 2009)
Platform(s) Microsoft Windows, PlayStation 3, Xbox 360
Release date(s) NA October 21, 2008[3]
EU October 24, 2008[3][4]

AUS October 23, 2008[5]

Genre(s) Action, first-person shooter, sandbox
Mode(s) Single-player, multiplayer
Rating(s) BBFC: 18
OFLC: MA15+[6]
PEGI: 16+[7]
USK: 18
Media Blu-ray Disc, DVD, Steam download[8]
System requirements See Development section for requirements matrix
Input methods Keyboard and mouse, gamepad

Far Cry 2 (commonly abbreviated as "FC2 or "fc2") is an open-ended first-person shooter developed by Ubisoft Montreal and published by Ubisoft. It was released on October 21, 2008 in North America[3] and on October 23, 2008 in Europe[3] and Australia.[5] Crytek, the developers of the original game, were not involved in the development of Far Cry 2.

Ubisoft has marketed Far Cry 2 as the true sequel to Far Cry, though the sequel has very few noticeable similarities to the original game. Instead, it features completely new characters and setting, as well as a new style of gameplay that allows the player greater freedom to explore different African landscapes such as deserts, jungles, and savannas. The game takes place in a modern-day East African nation in a state of anarchy and civil war. The player takes control of a mercenary on a lengthy journey to locate and assassinate "The Jackal," a notorious arms dealer.



Far Cry 2 is a sequel to the original Far Cry, but only in name. The game features an open-ended experience, with the player being able to ally with one or multiple factions and mercenaries and to progress through the game world and the missions as they see fit, resulting in a nonlinear style of gameplay commonly referred to as sandbox mode that allows the story to progress at the speed and in the order the player chooses.[9] The player can choose from a wide range of vehicles, including cars, trucks, boats, and hang gliders to make their way to the target, accommodating play styles ranging from head-on assaults to stealthy infiltrations. Instead of using individual maps, the game takes place in a sprawling African landscape, with terrain ranging from desert to savannah to jungle.[10] The gameplay area is 50 km2 (19.3 sq miles).

The player's actions may also have a lasting effect because the character may interact with the environment: for example, one of the missions shown by the developers had the player sabotage a pipeline owned by one of the factions that is pumping fresh water from the lake to a neighboring country, exchanging it for arms and ammunition. After the player destroys it, part of the surrounding area becomes flooded, including a mine where another mission may take place.[11] However, although the player may accept missions from either of the game's main factions, he operates as a "deniable asset" that either side can deny having an association with if the player is killed, and so will generally be fired upon by any soldiers of either allegiance that he encounters, except in the ceasefire zones around the main towns.

Various factions and vehicles are featured; enemies include human mercenaries, but sci-fi creatures such as the Trigens from Far Cry are not featured.[12] Furthermore, the player's feral abilities introduced in Far Cry Instincts and its expansions do not return in Far Cry 2. There is also a dynamic weather system that has a day-night cycle and different weather conditions such as storms and strong winds. The time of day also affects the behavior of AI, in terms of enemy alertness and aggressiveness; for example, an enemy might have a slightly heightened awareness at night, but be unable to see the player in hiding, while during the hot part of the day the enemies might be sitting in the shade in groups but easily spot the player from a distance.

The health system is similar to that of Medal of Honor: Airborne and Pariah, where the health status bar is divided into five segments, each of which automatically refills if it is not depleted and the player finds cover for a few seconds. Unlike the previously mentioned games, instead of random health pickups being dropped by enemies or hidden throughout the map, the player is able to carry a limited supply of syrettes, which can be injected into the character's arm at any time to fully replenish the player's health. The player can obtain more syrettes by searching first aid boxes located throughout the game world. When nearing death (only one health bar remaining), the player's character must perform a brief first aid on himself; for example, the player must dig bullets out of the body when shot and pat himself down when on fire or crack certain bones back into place.

Exploring an African jungle, while holding an RPG-7.


The player also has access to a large arsenal of real world weapons, including battle rifles, shotguns, sniper rifles, rocket launchers, handguns, and light machine guns. The game breaks these weapons down into three inventory slots, each with a specific list of weapons assigned to it:

In addition to the three selectable types of weapons, a machete is carried at all times, and the player can also carry a number of hand grenades and molotov cocktails. All weapons in the game are "mirrored", with ejection ports, charging handles and other user-operated parts on the left side; the exception being the belt-fed machine guns which eject to the right, though this means the PK machine gun is still mirrored. Further changes are made to some, such as the Ithaca 37 having a side ejection port.

A major gameplay feature is that these weapons degrade over time. Weapons become dirty and prone to jamming and will eventually catastrophically fail and become completely unusable. The player can purchase weapons at various gun shops, which provide an unlimited supply of the weapon in brand new condition once it is purchased, along with manuals to upgrade weapon reliability and accuracy. More weapons can be unlocked at the gun shop by completing missions involving the destruction of competitors' arms convoys for the gun shop owner. Weapons can also be picked up off of fallen enemies, but they are always in their most degraded condition and can only be used for a short period of time before jamming and ultimately breaking down completely.


Locating a diamond-briefcase with the help of the handheld GPS proximity sensor (the green LED).

The game has realistic features such as weapon degradation and the dynamic weather system. Also, the player needs to hold a physical map and use a handheld navigation system (which highly resembles a military-type GPS, the PLGR+ 96 by Rockwell Collins except for the display which is a color graphics LCD where the PLGR has a mono dot matrix display) to get around, but they are automatically updated as the player travels through the environment. The player is able to tag certain objects and locations such as cars, sniper towers, ammo pickups and buildings, so that they are able to monitor them on their map. When vehicles are damaged the player must perform a short repair animation, involving the tightening of one of the bolts on the radiator (assault trucks), headers (buggy) or other interior part with a ratchet. The player also must deal with malaria. Every 30 to 40 minutes in real time, the player must take a pill in order to combat the effects of the illness.

The Dunia Engine allows complex sequences and run-events during gameplay; the game features a day-and-night cycle, as well as tree and vegetation regeneration. A unique fire propagation mechanism, which allows a small fire to spread and eventually cause large brush fires, may be used either to the player's advantage during combat or against the player. The behavior of fire is dependent on factors such as wind speed, wind direction, rain, and vegetation type. For example, a fire may not spread as easily in a lush, moist jungle environment compared to dry, grassy plains and savannahs.

Several species of African wildlife can be encountered in the game, and are able to distract the enemy as well as make them aware of the player's presence.[13] All the large animals in the game are grazing herbivores, such as zebras, wildebeest, gazelle, buffalo, impala, and gemsbok. Also domestic animals such as goats and chickens can be found.

"Repairing" a car engine by tightening a radiator bolt.


Multiplayer in Far Cry 2 attempts to include the dynamic elements of the singleplayer game (such as fire propagation) and to provide as accessible gameplay as possible so that it is available to all skill levels and so that players have specific gameplay aspects to keep in mind when designing their own maps in the map editor.[14] It also includes a vast number of vehicles.[15]

Online matches can be held for a maximum of 16 players. Four modes are available with the shipping of the game, consisting of Deathmatch, Team Deathmatch, Capture the Diamond (a slight variation of the standard Capture the Flag as the flags are replaced with diamonds), and Uprising. The Uprising mode provides a twist on a node-capture match by including a captain for each team. Only captains can capture the designated points across the map, and a team must assassinate the enemy captain after capturing all the points to win the round.

Multiplayer gameplay is class based, with six classes available. The Commando is the standard grunt class, with an assault rifle; the Sharpshooter specializes in long range with conventional sniper rifles; the Guerrilla excels in close combat and ambush with shotguns; the Rebel uses explosives and fire with flamethrowers and rocket launchers; the Gunner provides heavy firepower with light machine guns and rocket launchers; and the Saboteur uses stealth and silenced weapons . Each class can choose an appropriate primary weapon and a side arm, as well as explosives such as frag grenades or Molotov cocktails. Players are able to unlock more powerful weapons within each class by spending up to three "blood diamonds" on a class; the diamonds are earned through the experience points from killing other players and completing objectives. Potential upgrades for individual weapons within a class include operation manuals, maintenance manuals, and bandoliers.

The Multiplayer has a ranking system which awards points for killing enemy players, reviving friendly players, capturing control points, and capturing diamonds.



Far Cry 2 abandons the science fiction aspects of its predecessor in favor of a more realistic setting. The game takes place in late 2008 in a small, failed Central African state, currently embroiled in a civil war. The government has recently collapsed, leaving two factions vying for control. At war are the United Front for Liberation and Labour (UFLL, led by Addi Mbantuwe, a former opposition leader) and the Alliance for Popular Resistance (APR, led by Maj. Oliver Tambossa, Chief of Staff for the former government). Both factions have claimed to have the people's interests at heart, but both have shown ruthlessness, warmongering, greed, and a general disregard for the well-being of the people. Both sides have hired many foreign mercenaries to bolster their strength over the course of the conflict. The recent exhaustion of the nation's diamond mines has thrown the nation into further turmoil, leaving many foreign mercenaries without payment and no way out.

The goal of the player's character is to find and assassinate the Jackal, an arms-dealer who has been selling weapons to both sides of the conflict. The player must accomplish this goal by whatever means necessary, even if he has to reach the level of immorality employed by the warring factions and the Jackal himself.


The protagonist of previous Far Cry games, Jack Carver, is not featured in this game. When Ubisoft interviewed players about the original Far Cry in their research for this game, the interviewees did not find the character very memorable or likable. As a result, in the sequel the player chooses from twelve different characters to play, each with a unique look and back story.[16]


All of the playable characters are different types of mercenaries. The playable characters the player does not choose to play become non-player characters who are friends of the player's character and who can be found in bars around the in-game nation.[10] These friends are called Buddies and they can serve various roles in the game. All of the buddies offer side missions to the player, completion of which increases that buddy's standing with the player. The player's "Best Buddy" and "Second Best Buddy" can play additional roles.

The player's "Best Buddy" can provide the player alternate, or "subverted" ways to complete most of the main story missions. These subverted missions always require more steps than the standard mission, but they often make the final objective easier. For example, bringing a container of defoliant to one Buddy who has access to a plane, will allow him or her to deprive the enemy of cover when the player assaults a plantation, or bringing a fuse to a buddy that has a bomb will allow him or her to blow up a bridge, simply crushing an enemy barge beneath instead of forcing the player to assault the barge. Completing subverted missions also increases the player's standing with the best buddy and adds "upgrades" to every safe house in the region, such as vehicles parked outside, medical pickups and ammo pickups.

The player's "Second Best Buddy" can come to the player's aid when they fall in battle if they are "rescue ready". The buddy will move them to a safer location, then revive them and help fight off the remaining enemies. The buddy then needs to recuperate and will be ready to save the player again once they are visited at a safe house.

Buddies can be wounded or killed in battle during subverted missions, buddy rescues, and other circumstances. When a buddy dies, their death is permanent, and the player has only a limited number of possible buddies in each region. When all of the player's buddies are dead, subverted missions and buddy rescues are no longer available. When buddies are wounded in battle, they will mark their position with a smoke grenade and cry out for help. The player can choose to render aid, or simply leave the buddy to die. If the buddy's wounds are minor enough, the player can inject them with a syrette to fully heal them. However if the buddy's injuries are too severe, the player's only option is to euthanize them by either overdosing them with syrettes or looking away and shooting them in the head.


The player's character lands in the northern territory of Leboa-Sako and is introduced to the harsh reality of life in the country. On the way to the town of Pala in a cab, the player character begins to suffer from the effects of Malaria and passes out. He awakes inside a hotel and finds the Jackal standing over him. With the player incapacitated by illness, the Jackal briefly offers some insight into his philosophy, quoting from Friedrich Nietzsche's Beyond Good and Evil about the will to power. He threatens to kill the player character, but ultimately chooses to spare his life and leaves without his weapons.

Meanwhile, the ceasefire in Pala has collapsed and the UFLL and APR are engaged in open fighting. The player either passes out with malaria after managing to escape or is severely wounded before he can escape. The player is revived in the camp of one of the faction lieutenants in the area. In return for saving the player's life, the lieutenant orders the player to conduct basic errands. The player meets a journalist named Reuben Oluwagembi, who is writing a book about the conflict and the Jackal's part in it. He requests that the player find the tapes of his interview with the Jackal, scattered over the region. Once the player has acquired some malaria medicine from a priest who is helping civilians escape the violence, the player is given the freedom to choose their next mission. In addition to the hunt for the Jackal, the player can provide the Underground with stamped travel documents for refugees in exchange for anti-malarial drugs, ambush convoys of weapon shipments in order to gain access to a greater variety of weapons and equipment from arms dealers, and assassinate targets acquired by intercepting signals from various cell-phone towers in the area.

The player is forced to work with both the UFLL and the APR in Leboa-Sako, each using the player as a deniable agent in order to avoid a full-scale war. When the player is in the faction HQ before he is taking a mission, conversations are heard between the faction leader and the mercenary leader, for example on one occasion they discuss the fact that the Jackal has cancer and only a few months left to live. After many successful missions, a faction captain (either Prosper Kouassi or Leon Gakumba) contracts the player to assassinate the other faction's captain. Once the assassination is complete, however, the player is betrayed and ambushed by the contractor and his troops. The player escapes, but in the chaos, he is forced to choose either to defend the priest and the civilians under his care, or to aid fellow mercenaries. The player's character eventually falls in combat, and awakes in the back of a truck filled with bodies. He falls off of the truck onto the road and seeks shelter in the desert, finally collapsing in the following sandstorm. The Jackal appears and takes the unconscious player to safety, but is then forced to flee when retreating troops of the other faction, now without a captain, arrive. A lieutenant from this faction offers the player a chance to redeem himself by assassinating the faction captain who betrayed the player. The player assassinates the target at a troop rally and escapes south, to the province of Bowa-Seko.

In Bowa-Seko, the player and a Buddy follows the lieutenant's orders to destabilize the area and reignite the conflict by conducting a false flag operation in Port Selao. Following this, the two factions are now at war in the new province, opening up a variety of work from both sides. Eventually, the player is hired by the one of the leaders, either Oliver Tambossa or Addi Mbantuwe, to deliver diamonds to the opposite faction, for a peace settlement between the factions. When the player arrives at the location, however, he finds the area devastated and the faction leader dead. The Jackal appears and explains that he wants the conflict to continue, since the warlords want peace only to conduct their crimes outside the world's attention. He then seizes the diamonds and knocks the player character unconscious.

The player awakes imprisoned in an old slave outpost, and discovers that he has been used as a scapegoat, blamed for murdering a faction leader and disrupting the peace settlement. The player escapes and continues his search for the Jackal. In the process, he performs a series of missions, consisting of assassinating Mr. Greaves and Hector Voorhes, the new warlords of the APR and UFLL in particular. However, the player can choose to kill his contractors instead after meeting with Greaves and Voorhes. Reuben then calls the player for help, fearing that he and some other journalists are either going to get deported or shot at the airfield. The player fights off the militia and rescues the journalists.

With Reuben's help, the player finally tracks down and meets with the Jackal (at this point there is a glitch to kill The Jackal), who reveals his intentions to help the civilian population escape the war-torn country. Although he must eventually kill the Jackal, the player character agrees to help. The Jackal's plan is for the player to assassinate the two remaining faction leaders and take a case of diamonds to bribe the border guards. After finding the diamonds, however, the player must fight his fellow mercenaries and friends, as they want the diamonds for themselves to escape the country. It's possible to wound your buddies, rather than kill them outright. Unlike in the rest of the game where you are offered a choice to give them morphine or a mercy kill, but the player character draws his pistol first and any wounded buddies draw the barrel to their head and refuse to let go until you perform a mercy kill. This usually occurs with them thanking you as their last words.

With both faction leaders dead and the diamonds in hand, the player meets the Jackal at a hut near the border (named 'The Heart of Darkness'). The Jackal plans to dynamite the valley leading to the border, in order to prevent the militia from following the evacuating civilians. However, the detonating cord has malfunctioned, and the explosives must be short-circuited with a car battery at the site, leading to the detonator's certain death. The Jackal offers the player a choice; he can detonate the explosives, or take the diamonds and shoot himself upon leaving the country, either way ensuring the civilians' escape. The game ends with Reuben Oluwagembi witnessing the explosion, then turning to take a picture of the massed crowd of refugees crossing the border. One of the border guards is seen holding the case of diamonds.

The APR and UFLL warlords have attempted to end hostilities and establish a government but the violence continues. Reuben's story was ignored by the international press, and he is supposedly publishing it on his personal blog. The civilian population largely escaped, and NGOs credited the low casualty rate to the work of the country's Underground. The Jackal has since disappeared, and world governments insist that he died in the conflict, although no body has ever been found. In addition, the player's exact fate is unseen, though presumably the protagonist dies, either in the explosion or by the gunshot heard at the end of the game or probably faked his death by firing the shot in the air. Such actions are performed linearly without any choice on the part of the player, despite the in-game journal hinting that the protagonist might choose to kill the Jackal instead.


 System Requirements[17]
Minimum Recommended
Microsoft Windows
Operating System Windows XP with Service Pack 2 or Windows Vista
CPU Pentium 4 3.2 GHz, Pentium D 2.66 Ghz, AMD Athlon 64 3500+ or better Intel Core 2 Duo Family, AMD 64 X2 5200+, AMD Phenom or better
Memory 1 GB 2 GB
Hard Drive Space 6 GB of free space
Graphics Hardware NVidia 6800 or ATI X1650 or better; must support Pixel Shader 3.0, NVidia 8600 GTS or better, ATI X1900 or better


The unveiling of Far Cry 2 took place on July 19, 2007 in Paris, France,[18] by head company Ubisoft. Ubisoft stated that the game had been in development by the Ubisoft Montreal team, and would be released on October 23, 2008.

The game's producer, Louis-Pierre Pharand, said that the single-player game will "potentially have close to 50 hours of game play."[19][20] Lead designer Clint Hocking stated that at least 100 hours are needed to experience all of the game's content.[21]

A pre-alpha video of the game, showcasing the visuals and 13 minutes of gameplay with developer commentary, was presented in Leipzig in August 2007. The demonstration showed off the gameplay involving gunfights and driving sequences, and unique features such as first aid and physical maps were also shown. It also showcased several graphical features tying in directly with the gameplay, such as procedural breakage of vegetation and its regeneration over time, dynamic propagation of fire, and volumetric wind effects capable of breaking vegetation and spreading fire. Man-made structures were also shown to be highly destructible.[22]


In July 2007, Ubisoft sent a team of the game's developers to Africa to carry out research for the game. They reportedly spent two weeks traveling around Kenya and camping out on the savannah. The game's producer, Louis-Pierre Pharand said that following the trip they realized they had gotten the design of the game "so wrong" and made several changes to "make the game feel like you were really there".[23] Some African wildlife are featured in the game world, but herbivores only; according to the developers, predators without careful control would have eaten all the herbivores and starved to death.[13]

Map editor

Far Cry 2's map editor has been designed specifically for ease of use. It includes features such as easily raising/lowering terrain and applying textures. A video was shown showcasing the editor, including an Eiffel Tower made completely from in-game pieces.[24][25]

The map editor features hundreds of objects found in the single player game including vehicles, buildings, bridges and more. However, weapons (with the exception of mounted guns) cannot be placed on maps to support the game's class-based gameplay. The objects in the player made maps, such as buildings and structures are prefabricated from the game, making the map files smaller. This means that uploading and downloading maps is quick and easy. It was announced at the GC 2008 that there will be a memory space limit for each map.


Ubisoft has developed a new engine specifically for Far Cry 2, called Dunia, meaning "world", "earth" or "living" in Urdu and Arabic but also used in many languages with Arabic loanwords including Punjabi, Persian, Nepali, Bengali, Indonesian, Kurdish, Turkish, Malay, Marathi, Hindi, Gujarati, Marvadi and Swahili.[26]

The Dunia engine was built specifically for Far Cry 2 by Ubisoft Montreal development team. It delivers realistic semi-destructible environments, special effects such as dynamic fire propagation [27] and storm effects, real-time night-and-day cycle, dynamic music system and non-scripted enemy A.I actions.

The engine takes advantage of multi-core processors as well as multiple processors and supports DirectX 9 as well as DirectX 10.[28] Only 2 or 3 percent of the original CryEngine code is re-used, according to Michiel Verheijdt, Senior Product Manager for Ubisoft Netherlands. Additionally, the engine is less hardware-demanding than CryEngine 2, the engine used in Crysis.[29]

Far Cry 2 also supports the amBX technology from Philips. With the proper hardware, this adds effects like vibrations, ambient colored lights, and fans that generate wind effects.

Marketing and release

Ubidays 2008

During Ubisoft's Ubidays, held in Paris, France on May 28–29, 2008, Ubisoft revealed brand new video footage for Far Cry 2.[30] Along with the new footage, Ubisoft displayed in-game screenshots showing off the visuals rendered by Ubisoft's Dunia Engine (see engine). A video of Ubisoft Montreal's developers talking about the upcoming game's features can be seen on G4's website.[31]

Additional content is available to those who pre-order it at GameStop. Dubbed the GameStop Exclusive Pre-Order Edition, the package sells at the same price point as the regular SKU, and includes bonus missions, a fold out map and different packaging.[32]

Retail versions

To celebrate the release of Far Cry 2, Ubisoft also unveiled the Far Cry 2 Collectors’ Edition, available in certain territories outside the US, that will include:[3][33]

  • Exclusive wooden box
  • Original Far Cry 2 Game
  • Limited edition Far Cry 2 t-shirt
  • “The Art of Far Cry 2” Art book
  • Collector 50 km² map
  • Making-of DVD, including video from the development team's trip to Africa

The United States receives a separate Limited Edition package, available exclusively for those who pre-order it at GameStop. Dubbed the GameStop Exclusive Pre-Order Edition, the package sells at the same price point as the regular SKU, and includes the following:[32]

  • 6 Bonus Missions with about 3 extra hours of gameplay
  • A fold out map of the open world of Far Cry 2
  • Exclusive game packaging

It should be noted that the "bonus missions" mentioned here are not truly exclusive to GameStop pre-orders. The content, a set of missions revealing information about the previous individual sent to assassinate The Jackal, is present on all Xbox 360, PC and PS3 Far Cry 2 game discs, and can be unlocked with one of several non-unique eight-character codes.[34][35] In the UK, a limited edition "steel book" edition of the game is also available with differing art work to the standard release.

Downloadable content

On November 21, 2008 Ubisoft announced "Fortune's Pack" which includes three new weapons, an Exploding Crossbow, Ceremonial Shotgun, and Silenced Shotgun; vehicles, including a utility truck and ATV; and four new multiplayer maps. The Fortune's Pack is now available on the Xbox Live Marketplace and the PlayStation Network although, it has also been released on PC which can be found at There is also a free map pack for customers in Canada, where the game was developed.[36][37]

On 9 February 2009 Ubisoft announced "Hardcore" mode would be coming to Far Cry 2. A new damage model will be applied with increased damage for all weapons. According to community developer Atmon,

"All weapons have been rebalanced on normal mode, and on hardcore mode. Enemy names will disappear after the spawning invincibility period is over (A shield is displayed above a player’s head for a few seconds to show that he is invincible). A new option will allow you to tweak spawning time (but not spawning rate). A new search option will be available in multiplayer to allow you to find games that are playing on hardcore mode."


Around the time of the game's release, the second of two Far Cry novels were published in Germany, authored by Michael Bhatty, the former Lead Game Designer of Sacred. The first novel primarily tells the story of the first game, and also features the sequel's Marty Alencar as a character, as well as including a flashback scene taking place in Far Cry 2's African setting. The second novel acts as a prequel of sorts to the game, with the plot focusing on Paula, a war veteran-turned-mercenary, and her struggle in the diamond conflicts and civil war which are the focus of Far Cry 2. Both of these novels feature a character not seen in either game called Zaman, a former Asian American CIA agent who acts as a trainer and mentor to both Paula and Jack Carver.

PlayStation Home

Ubisoft has released two spaces for Far Cry 2 for the PlayStation 3's online community-based service, PlayStation Home. These two spaces are the "Train Station" and "Rueben's Office" from the game. In the Train Station, users can play a mini-game called 'Mancala' and there is a 'Newspaper Clipping' that users can read. In Rueben's Office, users can play a mini-game called 'Interactive Map', view 'Dossiers', and just added on September 24, 2009, play the mini-game 'Reuben's Report'.[38] These spaces are only available to users of the European and North American versions of PlayStation Home. These spaces were released during the Closed Beta on October 16, 2008 for the North American version and on January 22, 2009 for the European version which was after the Open Beta launch on December 11, 2008.[39]

On July 2, 2009, Ubisoft released a patch for Far Cry 2 that enables full game launching support. Game launching is a feature where users can set up a multi-player game in Home, and launch directly into the game from Home.[40]


Aggregate scores
Aggregator Score
GameRankings X360: 85% (65 reviews)[41]

PC: 85% (35 reviews)[42]
PS3: 85% (46 reviews)[43]

Metacritic PC:86% (30 reviews)[44]

X360:85% (71 reviews)[45]
PS3:85% (46 reviews)[46]

Review scores
Publication Score B+ [47]
Eurogamer 8/10[48]
Game Informer 8/10
GamePro 5/5[49]
GameSpot 8.5/10[50]
GameSpy 3.5/5 stars[51]
IGN PS3/X360: 8.8/10[52]

PC: 8.9/10[53]

Official Xbox Magazine 8.5/10
PC Gamer UK 94% [54]
PC PowerPlay 10/10[55]
X-Play 4/5[56]

Far Cry 2 has received positive reviews from game critics, leading to an average Metacritic score of 85%. This is in stark contrast to Metacritic's user review score of 5.4 out of 10 with 585 reviews as of 16/10/2009. The graphics that went into the open-world design and the African setting were generally praised. Critics also liked the intelligent enemies who actively hunt for the player, but noted that it was occasionally unresponsive. Some critics, such as Terrence Jarrad in the first Australian review of the game, praised all three aspects: "The unique setting, brilliant AI, and palpable atmosphere make Far Cry 2 a quintessential gaming experience."[55]

The main criticisms of the game were the long time it took to travel from one objective to another, constantly respawning enemies, the lack of information within the plot, and the not-so-compelling storyline (qualified as Weak Story on GameSpot). The IGN review pointed out another minor issue, with the difference in the save system: the PC version allows players to save at any time, while the console versions only allow players to save at certain points.[52].

Additionally, some reviewers noted that the focus on immersion sometimes goes too far (to the point that the game became annoying at times), and was sometimes killed by bad game-design choices and game glitches[57][58][59] (some inconsistent textures and generic character models[60], magic map, instant spawning of enemies at check points[61], the diamond caches, the effects of malaria being overused, vehicles and firearms jamming).

Game Informer gave praise to the console save system because it gives a sense of realism to the game. While IGN criticised this, GameSpot noted that the console version's save system gave the player more of a sense of urgency as it made death seem more consequential.[50] GamePro praises Far Cry 2, saying: "Its detailed presentation, feature-rich gameplay, and palpable sense of placing players in another world yield a bar-raising effort."[49]

Technical issues

Far Cry 2 also suffers from a number of technical problems across all platforms, such as crashes,[62] corrupt save files,[63] freezes,[64][65] and critical mission characters disappearing from the game.[66] In the PC version of the game, several users were able to nullify some of these technical problems (crashes at launch) by disabling audio entirely. One of the biggest issues of the game is a corrupt saves issue where all of a player's saves are corrupted thus making it impossible to finish the game.[67][68]

In May 2009 a patch was released for both PlayStation 3 and Xbox 360 that fixed several issues including the corrupt save game issue. In July 2009 a similar patch was released for the PC as well.[69][citation needed] Other bugs, such as crashes may still occur under some circumstances however, although at decreased rates. No bug fixes or patches were integrated into the Classics/Platinum rerelease of the game.[citation needed]

The game has issues on Windows 7 such as inability to join servers and or to download custom maps.[70][71]

Digital rights management

Similar to Spore, a single copy of the PC version of Far Cry 2 can only be installed ('activated') on five separate hardware configurations at any one time, although the uninstaller is able to 'revoke' the installation, thus freeing up one of the hardware configuration activations (while the system is in a usable state).[72]

As of the 1.03 patch, the activation requirement has been removed from the PC version of the game.[73][74] The patch normally does not need to be downloaded, and is automatically downloaded.[75] In addition, the game disc is no longer required to be present in the drive for gameplay.[76]


  1. ^ "Far Cry 2 Soundtrack Preview by Nimrod Productions Director and Composer Marc Canham". Music4Games. August 13, 2008. Retrieved 2008-10-05. 
  2. ^ "Far Cry 2: 720p, but no 60 frames a second". VideoGaming247. October 6, 2008. Retrieved 2008-10-07. 
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External links


Up to date as of January 14, 2010

From Wikiquote

The Jackal

  • You can't break a man the way you break a dog or a horse. The harder you beat a man the taller he stands. To break a mans will, to break his spirit, you have to break his mind. Men have this idea that we can fight with dignity, that there is a proper way to kill someone. It's absurd. It's anesthetic; we needed to endure the bloody horror of murder. You must destroy that idea. Show them what a messy, terrible thing it is to kill a man, and then show them that you relish in it. Shoot to wound, then execute the wounded. Burn them. Take them in close combat. Destroy their preconceptions of what a man is and you become their personal monster. When they fear you, you become stronger; you become better. But let's never forget: it's a display, it's a posture, like a lions roar or a gorilla thumping at his chest. If you lose yourself in the display, if you succumb to the horror, then you become the monster. You become reduced; not more than a man, but less. And it can be fatal.
  • Getting them in is easy. I brought them in over the mountains, through the desert, whatever. The hard part is moving them inside the country. Whenever you get stopped you gotta bribe someone or shoot someone and it's not good for business. No, once you're inside you want to hand off as fast as possible. Let the customer deal with it.
  • Hmmm... I delivered three hundred kilos of C4 to Mbantuwe about six months ago. He showed up with a dozen of his men, dead men. He packed C4 into their corpses. Figured no one would search them. Smart guy.
  • It's a romantic notion that they all came out of the Soviet Union after the collapse. That was a winfall back in '89, maybe through '91, but, that's all over. I move weapons, I profit from circulation. You get a cease-fire in Liberia, both sides disarm, you think they slag two thousand tonnes of guns? No, they sell them to me. I resell them wherever the next war is starting.
  • Well, that's about a half. The rest mostly come from old European armies, after they abandoned their colonies in the sixties and seventies. You know; French guns, Dutch, Belgian...
  • They're not bio-degradable. Only the dead are bio-degradable.
  • What's the difference? Same job, really. You get up, you get on the phone, you meet your clients, you discuss a fair price. You make a delivery and receive payment. Sounds boring, but it's not - it's just simple. I'm doing what men have been doing for thousands of years; trading one thing for another. If it's you who wants to attach morality to it, make it evil... insane. People who work in gun factories in Belgium or the States, they're unionized right? You think kids making radios in Bangladesh pull down forty grand a year on a forty hour week? You start thinking too much about morality - that's insane.
  • Every place is somebody's home, pal, but it doesn't stop people from going to war. I don't start wars; I didn't start this one. It seems like it's your fellow Africans that want each other dead. Besides, why should I give a shit about your home? Why should anyone? You want me to go somewhere else? So there's someone's home you don't give a shit about?
  • War is my home.
  • I spent a year in Black Beach once. In the dark; it's a hellhole. Covered in raw sewage. Guards breaking some inmates fingers with a hammer just out of pure fucking meanness. Men die of starvation there all the time. I saw a guy in the opposite cell catch a rat with his teeth; because they had him in handcuffs twenty-four hours a day for two months, he couldn't eat. Seeing someone do that... He was weeping when they crushed it to death in his mouth. Seeing his eyes, his face; it's madness. He was dead three days later.
  • Realization of what he'd turned into.
  • Back in the Navy, we delivered guns all over the world. Dropping off guys with twenty crates of rifles for the local fighters, so they could knock over some dictator. Mind you, that's not twenty crates of factory M16's; these were illicit weapons. Confiscated in some raid and then redistributed. No paperwork, right? If a crate here or there goes missing, hey, it happens. Military teaches you two things: how to deal with bureaucracy, and how to avoid it. Learning how to avoid it means learning how to deal in arms. You muster out, you apply what you learned. Every gun runner I ever met got his start that way; losing illicit weapons in transport with national militaries.
  • I did it once; it was a bad idea. Cut my profits in half, almost got me killed. Never again. You sell to both sides. You can help level the field, stabilize the market, draw out the conflict and make more money. A big sale to one side doesn't generate repeat business. Both the APR and the UFLL are using my weapons. Now they're in détente. Both sides are stockpiling. Less violence, more spending. It's perfect.
  • If I pick sides, fewer will be displaced, but more will be dead. And I will probably be one of them.
  • I'm a humanist. I don't judge. Maybe you would.
  • Bullshit, Reuben. You have all the skills to be an arms dealer. Better one than me even. You're smart, you're creative, you're a salesman; you sold me on doing these dumb interviews. Man, the rest is just paperwork.
  • I'm talking facts, and you're talking theory. You're not a good person, Reuben, you've just been lucky enough. You've never had to be otherwise. When it comes down to it, what a man can do is what a man will do. But believe what you want.
  • Saw this kid on the side of the road yesterday. Couldn't have been eighteen... seventeen. Had a shotgun across his lap, and a dead APR, half in the ditch, next to him. A couple of close-range blasts with that 12-gauge tore big chunks of hamburger out of his torso. The kid was lifting up the guy's leg, taking his boots. Kid just looked tired - just beaten down, ragged, tired, old. A kid that age shouldn't look like that.
  • I'll tell you what's sick! People in the UK, in the US, fucking Canada, Sweden - they pay their taxes and some remote-piloted drone fires a missile into a public market to hit some warlord. Yeah, so maybe war doesn't happen for another six months, and the price of that gluten-free sorghum bread stays low. It's not sick to arm people, it's sick to bump off their crooks and dictators in protection of our interests and then call it international justice. These people don't have remote-piloted drones guarding their interests ten-thousand miles away. They don't have a war machine paid for with taxes. Where I am, they usually don't even have a fucking government. The drone is the oppressor. The gluten-free sorghum bread is the oppressor. The AK-47 is the great equalizer. I empower these people.
  • What do you think you're going to achieve with this interview? You think somebody in the Pentagon is going to read it and come after me? Shit no! I'm a necessary evil. They want me here. They're glad I'm here. Because if I wasn't, they might have to come try to stem the tide. It would be thankless and worthless, and once the bodies start coming home in bags, they're screwed. A dead 23-year-old from Iowa gets more airtime than the deaths of fifty-thousand people he gave his life to protect. So even if they did give a shit, their own media prevents them from taking action.
  • Who gets the lion's share; that's what it's all about. Whether it's between children, or animals, or warlords. It's not that everyone wants a piece, it's that everyone wants the biggest piece. And the biggest piece doesn't go to the monkey, or to the giraffe. The biggest piece goes to the lion. Because the lion is the fucking king! That's how it works. It worked that way a million years before there were men saying otherwise. That's probably how it should work.
  • Shhh... Sometimes the Jackal steals the lion's share. But don't tell anyone.
  • I saw that truck you were driving in. Perforated with .50 cal rounds and torched on the side of the road. I looked inside; corpses blown to pieces and burnt, unrecognizable. No camera, no tape recorder, no notebook. So I don't know, maybe you're dead. Maybe not. Maybe you'll find these stupid tapes and do whatever the hell you wanted to do with them. Or maybe the interview is over - wasted words, wasted life. Maybe I'll see you soon.
  • Saw a firefight today; a little skirmish broke out at this roadblock when some APR guys got lost in their truck. Maybe five or six of them, trading fire with the UFLL guys manning the CP. Went on for twenty minutes; guys popping up from behind rocks to spray a few shots, you know, randomly, at each other. All of them almost too afraid to die. When it was over, the two UFLL guys who were unhurt ended up running off into the jungle, terrified. I went down and had a look around. A guy had been shot through the stomach; bloody mess. He saw me and whimpered at me to finish him off. Funny, how guys get shot because they're too afraid to die, and they're lying there dying, and they're too afraid to live. Idiots.
  • You see these APR kids, or UFLL kids, or whoever is listening to these damn broadcasts on the radio. Mbantuwe, Tambossa, I can't even remember who, because what's the difference? Glassy-eyed little shits shouting out in support of whatever propaganda, lies, bullshit's being spouted at them. It's absurd. These guys are already dead. They're blowing each other away for someone else's - for someone else. Tambossa, Mbantuwe, UFLL, APR - there's no popular resistance, no liberty or labor. There's no ideology at all. There isn't even a desire to win. There's no sense in it, no sense in it at all. What would it matter if we butchered the lot of them? Would it change anything?
  • If you have to kill someone - if you have to - is it somehow better to do it clean with a bullet through the head? Is it somehow worse to chop them up with an axe? And what if you have to kill ten, or a hundred, or a thousand? What if in doing it, you save a thousand or spare ten? What if you save yourself? What is the measure of a man, or of his murder? By what insane calculus can we answer questions like these? Should we even try?
  • "The target's presence in the state continues to be a distabalising influence. He is largely responsible for the recent influx of weapons in the country, in clear violation of the Joint Signatory Framework. His reputation as a dangerous arms dealer... is well deserved." *points gun at himself* "Orders are to terminate." Well that didn't work out the way they planned- I'm still breathing and you're the one with malaria. You can tell them you tried. But that means fuck-all, doesn't it? You're fired, you know it and so do I. You had your shot but now it's over. And since men like you only work for money, you're no longer my problem. You'll have to find something else to do with yourself now. What your old clients don't seem to understand is that they can't kill me.Do you understand what I'm saying? Nobody kills me. NOBODY. *embeds machete into the wall next to the players head* I'm the one who decides who lives and who dies, me. You know, there's a book I read a long time ago. I still think about it every day. It helps me understand life out here. The book talks about men- what motivates them. It's simple, really. "A living being seeks above all else to discharge its strength. Life itself is will to power. Nothing else matters." *tosses the gun onto the table* So long.
  • Stop squirming. *removes a piece of shrapnel from the player's flank* Thought you'd be dead by now, you're stronger than I thought. But not strong enough to stop the UFLL. They screwed you pretty good. So we've got new men in office. Now what do you think's going to happen? You already know, the whole World knows. First they'll take everything they can get their hands on; rob the banks, the stores. Then the men will be lined up against the wall and shot. They'll chop the children's arms off and cut the tendons in their necks. And the women... It's a goddamn disease is what it is. It's a cancer, you see it. They can't get enough. They just take and take until it kills them. And once they're gone, someone else takes their place and they're diseased too. Every cell is infected. And the longer you stay the deeper the virus goes. In the end, nobody will be left. Just the disease. So what do you do about this particular situation? Quarantine the patients. Or you just get dirty along with the rest of them. *a convoy pulls up outside* You stay here. And you'll watch your back if you know what's good for you. *Jackal jumps out the window*
  • Don't make a move or I'll cut your throat. *pushes player to the floor* It's you. If you're here to help rubber-stamp that ceace-fire, you're too late. A peace agreement! What a joke. A comedy act. You think these men wanted peace? They wanted privacy, is what the wanted. They wanted the world to stop paying attention to them so they could go on with their raping and piliaging, in peace, you see. It's going to stop. I'm going to stop them, and they'll know. They'll be cursing my name when the blood comes spurting out of their necks. And you're not going to stop me- you think I don't know you? What you're about, what you came here to do? Wake up, I used to BE you. They're going to think YOU did this. A dirty mercenary who'll do anything for a payout. That's good, it means the war will start all over again. The REAL bloodletting has begun. We're going to cure these men of their disease, you and I. We're going to pull it right out of their veins. What have you got there, diamonds? *knocks the player unconcious*
  • Come here. So far so good. The civilians are gone; most of them have already crossed the border. An entire country is about to disappear. They're in the way! We can't do our work if they're here. We have to isolate this disease, so we can destroy it. I need you to do two things. There's a landing zone due two klicks east of here. The arms merchant is there with another briefcase full of diamonds. He's waiting for a chopper, he thinks he can get out of here. They're MY diamonds, MINE. I need them for the border troops, so you get that briefcase for me. Understand? And there's the APR and the Front. New guys in charge- and YOU put them there! They're together in one camp now, making their goddamn master plans. They know you, don't they? You could walk right into their bivouanc and they'd LET you, wouldn't they? Once you're in, you could kill them both. Any way you'd like. Think of the possibilities. You know, people back home say they want to help. Every day I hear it; in the paper, on the radio. But they're lying, they're not ready to do what's necessary. They wear their halos and they stand by, wringing their hands... You and me, we've found a way. Meet me at the border when you're done. You're the only one who can do this.
  • In here. Almost done, give me the briefcase. They're all here, good. We'll need them. *he inserts a pistol into the diamond briefcase* The APR and the Front, they're still coming after the civilians. Probably think they can kill them or drag them back over the border. The only ones who die today are the ones who have it coming. I planted some dynamite out there, by that overhang on the cliff. But the det-cord's no good, so one of us has to go up there and short-circuit the blasting caps. That car battery will do the job. The debris will block the road, keep the soldiers from following the refugees... AND it will kill the poor bastard who takes the job- that's either you or me. The other guy is going to take those diamonds to the border and use them to bribe the guards, so there's no problem with the crossing. Those civilians are making it to the camps tonight, every last raggedy one of them. Then, when the handoff's complete, that guy - you or me - is going to put a bullet into his own head. I'd do both jobs myself except that there's not enough time. The only way this is going to work is if we see it the whole way through to the end. Every cell of this cancer has to be destroyed. That includes you, AND me. If we don't finish this, then this whole mission has been a waste. A farce. It'll start up again, just like it always does. So which one are you taking: diamonds, or dynamite? It's up to you. If the player chooses the dynamite: Good, you know where to go. I'll be dead in an hour and so will you. Africa wins again. If the player chooses the diamonds: That gun in there is a good piece- never jams. One shot is all you'll need. You're a terminal case, same as me. At least we can do something about it.


Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

Far Cry 2

Developer(s) Ubisoft Montreal
Publisher(s) Ubisoft Entertainment
Engine Dunia
Release date October 21, 2008
Genre First-person shooter
Mode(s) Single player, LAN / Internet multiplayer
Age rating(s) ESRB: M,PEGI: 16+
Platform(s) PC (Windows), Xbox 360, PlayStation 3
Media CD or DVD
System requirements 1 GHz processor, 256 MB RAM, DirectX 9.0b or higher
Credits | Soundtrack | Codes | Walkthrough

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