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“ | The target's presence in the state continues to be a destabilising influence. He is largely responsible for the recent influx of weapons into the country, in clear violation of the Joint Signatory Framework. His reputation as a dangerous arms dealer is well-deserved. Orders are to terminate. | „ |
~ Contract on The Jackal |
The Protagonist of Far Cry 2 is one of nine potential mercenaries sent to Africa.
Biography[]
The player assumes the role of a mercenary, who is sent by an unknown organization to the Unnamed African Country (UAC) to assassinate an infamous arms dealer, The Jackal, who is selling weapons to both sides of the conflict, two militant factions: the APR and UFLL.
The APR are foreigners trying to unite various countries of Africa, and the UFLL are natives trying to preserve their country from the APR. The player gets into a taxi, and enjoys a scenic ride to the only hotel in Pala. The taxi driver gives the player a rundown on events happening in the country, and the ride shows how hostile things are becoming.
Once the taxi reaches the hotel, the player suffers a malaria-induced seizure and passes out, later reawakening in a hotel room. The player finds The Jackal standing over him, reading his mission briefing, but is too weak from his malaria to do anything.
The Jackal mocks the player for his incompetence, and then mentions that, since the player has failed to kill him, the job is scrapped and The Jackal has no need to worry about the player, as he will likely succumb to his illness. He talks to the player about how he doesn't believe in good and evil, only power.
He asserts his dominance over the player, and then leaves, setting down a pistol and machete, right before the player passes out. The player later wakes up and goes outside, only to witness a firefight between the UFLL and APR. The player either passes out from illness, or is wounded in the crossfire, but is luckily saved by someone.
The player's saviour is a lieutenant of either the UFLL or the APR (depending on which character you play as), who employs the player and tells him of a safehouse that he wants cleared out. After the player kills the enemies at the safehouse, he is then tasked with freeing a person that the enemy faction has held captive.
The captive becomes the player's first "buddy". The player goes down to Mike's Bar and meets up with his second buddy, and a reporter named Reuben Oluwagembi. Reuben is a war reporter who has covered many wars throughout the African continent, and his work centers around The Jackal.
He notes that The Jackal has fuelled every war that he has covered, and that he had tapes of an interview with The Jackal. He tells the player that, if he finds those tapes, he should return them to him. Reuben tells the player of a church in Pala that houses a priest named Father Maliya, who is a part of the Underground.
Reuben tells him Father Maliya can get him medicine for his malaria. After the player goes to the church to retrieve medicine, the tutorial then ends and the rest of the game starts from there.
Once the player has finished the tutorial, he is tasked with doing missions for the factions in Leboa-Sako, in order to get information on the whereabouts of The Jackal. The player can choose to initially do only missions for the UFLL or APR, but to progress through the game, the player must do all the missions for both factions.
The missions range from killing police chiefs, to destroying malaria medicine. When all missions for one faction is finished, the player must do the missions for the other one to continue. The player must also do missions for the Underground in order to get malaria medicine. When the player has done all his missions for both factions, the faction that the player is currently working for will task the player with going down to Goka Falls and assassinating the rival faction leader.
If the player is working for the UFLL, the player will be tasked with killing Prosper Kouassi; leader of the APR in Leboa-Sako. If the player is working for the APR, the player will be tasked with killing Leon Gakumba; leader of the UFLL. When the player kills the faction leader, gunmen from whatever faction the player has worked for will begin to ambush him. It becomes clear to the player that they were set up.
Once the player escapes the ambush in Goka Falls, he will get a call from Reuben Oluwagembi, who tells the player to meet up with him at the lumber mill outside of Pala. Reuben informs the player of a massive offensive taking place in Leboa-Sako, because of the player's actions. The first target of the offensive is the player himself, as well as all the other foreign mercenaries, including your buddies.
They've been labelled as traitors and spies, and all the troops are going down to Mike's Bar to kill them. Reuben also says that the troops are going around and slaughtering civilians, and that when they reach Father Maliya and all of the civilians inside the church, the troops will surely kill them. The player doesn't have enough time to save both groups of people, so he has to choose between either going down to the Church to defend Father Maliya and the civilians, or Mike's to fight alongside the player's Buddies.
Regardless of who the player tries to save, the player is eventually overwhelmed and gunned down in the fighting. The player wakes up on the back of a truck filled with the dead driving to a mass grave in the desert. The player rolls off the back, and then attempts to seek shelter in the sandstorm. When the player finds shelter, he passes out, later reawakening to The Jackal tending to his wounds. The Jackal then tells the player of how the treaturous faction's (which the player had worked for) celebrations will be bloody, and how they will kill whatever civilians they find; man, woman, or child.
He describes it as a cancer, and how in order to cure the disease of the factions, every cell must be destroyed. He hears a truck pull in outside, says his farewells to the player, and then leaves. A faction leader (either Nick Greaves of the APR if you were betrayed by the UFLL, or Hector Voorhees of the UFLL if you were betrayed by the APR) walks in and is astonished that the player is still alive. He talks of how his faction is retreating down south, to Bowa-Seko, and says that, since the player is at his mercy, the player ought to go down and kill the leader of the rival faction.
He says that it should be easy, as the faction leader (the APR's Prosper Kouassi or the UFLL's Leon Gakumba) is having a troop rally and is out in the open. The faction leader that the player is talking to tells the player to meet him in Sefapane once he is done, and leaves the player a truck to drive down to the troop rally and fulfill his goal. The player then gains control, and can grab an AK-47, Type 63 Mortar, and Makarov as they're laying around the room, and can also restock on syrettes.
Once the player drives down to the troop rally, he sees the faction leader that betrayed him standing on top of a truck, giving a celebratory speech to his troops. Once the faction leader is dead, the player is tasked with meeting up with his newfound friend at Sefapane in Bowa-Seko. Once meeting either Nick Greaves or Hector Voorhees there, the player is given the rundown on a false-flag operation that either Greaves or Voorhees wants you to do, in order to reignite the conflict.
The faction leaders realise that, if their higher-ups (either Tambossa or Mbantuwe) negotiate a peace deal, that they will not only lose their jobs, but also lose their lives, as they would be blamed as the culprits of the conflict. In order to prevent this from happening, the faction leader sends you on a mission to meet up with another mercenary (who will become your new best buddy) on an island in the lake south of Port Selao, and help him escort a barge of weapons that The Jackal had hidden away right in to Port Selao itself.
The barge has all the markings of the rival faction, and when the faction you're working for sees this pulling in to the harbor at Port Selao in the middle of the two factions' peace talks, things will go awry real quick and reignite the conflict. The player meets up with his new buddy on the barge full of weapons, and then mans the barges mounted grenade launchers to defend it from enemy boats, mortars, rocketeers, and other troops stationed around the Port itself.
Once the player reaches the Port, he is sent by his new buddy to warn the doctor in town, while he docks the boat down at the Marina. Gunfire and explosions can start to be heard outside as the player warns the doctor of the incoming bloodbath. While in the doctor's office, the player meets their new second-best buddy, who warns the player to leave through the back entrance instead of the front.
When the player exits the doctor's office, it becomes clear that their mission is successful, as the cease-fire in Port Selao has been broken, and both factions are battling it out in the streets over the mysterious weapons shipment. Once the player escapes the battle raging in Port Selao, he gets a call to help out his buddy, who has been ambushed by enemy troops whilst docking the boat in the Marina. The player must help his buddy out, and then he is free to do as he wishes from there.
The player continues on the hunt for The Jackal by doing missions for the factions, which promise him information on The Jackal. Once the player does all the missions for the factions in Port Selao, the idea of a peace deal re-emerges among the factions, and the player is sent by one of the factions to retrieve a case of diamonds from the other faction leader and bring it back to him.
When the player walks downstairs to leave the building, he is met by his best buddy, who warns the player not to deliver the diamonds back to his boss, but instead bring them to the airfield and fly out of the country with him, because he knows that the war ending could mean death for the both of you. When the player goes to retrieve the suitcase, he finds blood and bodies strewn about, and when he walks up to the room that the other faction leader should be in, he finds the leader dead on the floor next to the diamond suitcase.
The player grabs the suitcase, but is knocked to the floor by none other than The Jackal. The Jackal tells the player that he wants the war to continue, as peace would only allow the faction leaders to commit crimes against their people without being under the public eye. The Jackal then knocks the player unconscious and walks off, leaving the player to take the blame for all the mayhem he left behind.
The player wakes up in an old slave outpost, and can hear his buddy in the cell over, saying how the player should just have driven the diamonds over to the airfield, and then the player hears his buddy get killed. The player eventually breaks out of his cell and escapes the outpost. He is then called by either Nick Greaves or Hector Voorhees, who tells the player to meet him in Sefapane.
Nick/Hector has now become the leader of either the APR/UFLL, because either Oliver Tambossa or Addi Mbantuwe has died. Nick/Hector tells you to go and kill the other faction leader to help their faction grow stronger. Nick/Hector also tells you to meet him in the Mosate Selao office after the mission is done. When you complete the mission and return to the Mosate Selao office, instead of Nick/Hector, there is either Walton Purefoy or Arturo Quiepo if you were expecting Nick there, and Joaquin Carbonell or Anto Kankaras if you were expecting Hector there.
Walton/Arturo will tell you to go to Sepoko to kill Nick and Arturo/Walton so that he can become leader, while Joaquin/Anto will tell you to go to the TaeMoCo Mine to kill Voorhees and Anto/Joaquin. During this mission, you may spare one of the targets, and instead go back to Mosate Selao to kill whoever gave you the mission (this will lead you to setting off the ceasefire). Right after the mission is completed, Reuben Oluwagembi will call the player, telling him to meet him at the Marina, but to be careful since "one of your friends is here".
When you arrive, the friend turns out to be either Joaquin/Anto if you just completed the APR mission, and Walton/Arturo if you just completed the UFLL mission. But before you talk to them, Reuben calls you. He tells you that people like him might have something terrible done to them soon, and that he will call you if he need your help. After this, Joaquin/Anto or Walton/Arturo call you over, with the same objective as above.
There is also the same choice to spare one of the targets and to go to Mosate Seloa and kill whoever gave you the mission. Once the mission is completed, Reuben calls you, telling you to come to the Bowa-Seko Airfield to help him, because he and some other journalists are under attack. Reuben will be safe inside a hangar, but with enemies surrounding him. Once you save him and the other journalists, Reuben tells you to go to the prison. There has been a riot there, and The Jackal should be there.
Once you arrive at the prison, the player actually begins to work alongside The Jackal, who has changed his views and wants to end the war, instead of supplying the militias with weapons to continuing the conflict. He tells you to go past the prison, and he has two requests. One is to retrieve some diamonds from a crash landing site, and the other is to kill the two lieutenants that are still alive in the Jungle Bivouac.
When the player gets to the crash landing site, he finds the diamonds, along with his past allies, most of which were thought to have been killed. They express that they need the diamonds to leave the country via plane, and that they must kill the player as they know he wants to use the diamonds for a different cause. When you try to grab the diamonds, they open fire on the player, who has a choice to run away, or to ultimately kill all of his former allies.
At the Jungle Bivouac, the two factions have united, and there are many mercenaries. The bivouac is under ceasefire.
At a small hut in the northern end, the two leaders will be discussing things. You must kill them and proceed. After completing both objectives, the player meets with The Jackal again at his hut. The Jackal says that the diamonds are needed to bribe the border guards to allow the refugees to escape. One of the two must give the diamonds to the border guards, but must commit suicide with a handgun as they are both "terminal cases" and have no place in regular society.
The other will head to a canyon with a car battery and detonate it to stop the border guards from advancing on the refugees. He will, however, be killed in the explosion, because according to the Jackal, The detonator cord has malfunctioned, and there is no other option except a manual detonation. Either way, the player kills himself in the end.
However, in doing this, he has allowed over 2,000,000 refugees to safely escape the country, poetically redeeming himself of the many atrocities he committed while working for the factions. The Jackal presumably dies as well, but his body is never found in either scenario. The UAC continues to have a civil war, but in the near future, there might be hope. In Far Cry 3, set some time after Far Cry 2, it is referenced on some occasions that conflict diamonds from Leboa-Sako are smuggled by Vaas Montenegro's pirates, suggesting that the conflict still raged on after the events of Far Cry 2.
Buddies[]
Buddies are one of the core gameplay elements of Far Cry 2, and are one of the primary vehicles for much of the narrative and character developments in the game, but also provide much of the humour and intrigue in the game. Much like all of the faction lieutenants, and the player himself, they are all foreigners who have come to the UAC in search of profit.
Buddies, from a thematic perspective, serve to reinforce the role of the player in the game, being on the same "level" as they are: they are neither faction leaders nor members (who both want to kill you and use you outright), and they are not innocent bystanders or Underground agents, who are simply trying to escape the country.
Besides this, Buddies fulfill important mechanisms in the flow of gameplay, which is governed by "History", a value that changes depending on certain actions taken by the player towards Buddies. Buddies are separated into two distinct roles in gameplay; the Best Buddy and Second-Best Buddy. Regardless of your level of History together, Buddies will continue to fulfill their roles. Even if the player does not complete a single Buddy mission, this does not change the way the game behaves.
Buddies can be killed in battle, via a mercy-kill from the player when wounded, by friendly fire, or by enemy fire. They can be downed a total of three times before resuscitation becomes impossible, and the only choice is to mercy-kill them (a choice made with a morphine overdose, or a bullet to the head) or abandon them. Abandoned Buddies will be listed as "missing" rather than "killed" on their status screen. When downed, a Buddy will drop a blue-smoke grenade to be more visible to the player on the battlefield.
Buddies can be found in various states of distress in hidden locations on the map, and rescuing them will add them to your pool of Buddies at the expat bars in the towns. If a Buddy dies for good, one of these spare mercenaries with fill their shoes.
Much like "Reputation" and "Sickness", History is a generalized sense of the progress that you have made with a particular Buddy, and the benefits that you glean from your relationship. However, unlike the other two values, the player has somewhat more direct control over the outcomes of their relationships with Buddies. Namely, that History can be "cultivated" by the player to increase gains.
Since History is only wiped by death or by certain game events, when a Best Buddy dies, the Second-Best Buddy is "promoted" to Best Buddy. A smart player can "chain" Buddies in a "dead man's boots" play and manipulate them in order to maximise the benefits gained.
Best Buddy[]
You will meet your Best Buddy when you rescue them as part of the tutorial mission, and they will introduce themselves at Mike's Bar. Their primary role in the game will be to offer the player alternative means to completing main faction missions, and as an added bonus, will reveal backstory and intrigue about the assigned mission, as well as tactical opportunities.
Outside of faction interests, Best Buddies will also ask for favours from the player in the form of missions conducted for their benefit, often revealing more about themselves and their time in-country. The main boon to cultivating your History with your Best Buddy is that they will upgrade your unlocked safehouses with useful gear and items that can make the game a lot easier and more pleasant.
The game will not progress without a Best Buddy. The door guard at the faction HQ's will say something to the effect that the leaders of that faction are busy at the moment, but there are some rumors going about that another mercenary like yourself is being held by the enemy faction. You are then required to go rescue them. The only way to increase your History with these Buddies is main story missions and personal favours. The only time that a Best Buddy is vulnerable is when they are in the field as part of a mission.
2nd-Best Buddy[]
Your Second-Best Buddy will introduce themselves as part of the tutorial at Mike's Bar. The role of this Buddy is to be your backup in combat; should you run out of health in the field, they will come and rescue you and help you defend yourself from enemies.
When your Buddy comes to rescue you, the sidearm they hand you to defend yourself is in pristine condition and has full ammo, regardless of the type and status of the sidarm you had before you were downed. This can either be advantageous or not, as the weapon they give you automatically replaces whatever you had in your sidearm slot. They will give you either a Makarov, a Star .45, or a Desert Eagle. These are chosen at random.
Your Buddy will stay in the area where you were downed and engage enemies until you leave and travel a certain distance away from the crisis point. This can also be advantageous or not, depending on the frequency of enemy visitation and the type of enemy you are facing. Buddies are singularly vulnerable to snipers and heavy gunners; the Buddy AI is often unwilling to seek cover from long-range fire, and will have their health sapped severely by both. Either curtail these threats swiftly, or make your escape to force your Buddy to disappear, too.
Once you have made your escape or completed your mission, you will need to re-set your Second-Best Buddy back to the "rescue-ready" state. This is simple: Just go to any unlocked safe house and sleep for a period of time. When you wake up, your Buddy will be in the Safehouse, wanting to talk to you. Simply prompt them through a short conversation until they give assent, and your Buddy will now be primed to rescue you if need be.
Check your fields of fire constantly when a Buddy is in combat with you, and if in doubt, do not shoot. In the chaos of battle, especially at night or in built-up areas, it can be very difficult to discern your Buddies from your enemies. It is very important to remember that your Buddy can be downed by friendly fire.
Unlike your Best Buddy, there is no direct benefit to increasing your History with your Second-Best Buddy. However, since History is Buddy-centric, once your Second-Best Buddy is "promoted" to Best Buddy, this History will translate into more and better upgrades for your Safehouses.
Your History is increased with this Buddy every time you are downed in combat, therefore it would ironically behoove players to take a fall more than once to build up time with a particular Buddy.
Second-Best Buddies are vulnerable every time you are downed in combat, because they must also enter the fray that put you in danger.This is especially important to note for those times when you face enemies with Carl G launchers, Mortars, and assault trucks equipped with an M2 Browning or Mk 19.
Story[]
At the end of Act I, the player can choose to save his Buddies or Father Maliya from the militia. If the player decides to assist his allies in Mike's bar, they will attempt to hold them off in the building, in which the player will be gunned down, regardless of how bravely he fights, and his friends' statuses are then listed as "missing".
After the player is informed by his new Best Buddy in Act II regarding the alliance of the factions, the other Buddies in the Marina Bar will not be seen again. It is then assumed that they were taken and ultimately killed in the end, despite their statuses being "alive".
At the Landing Zone, when the player tries to retrieve the diamond case, he will see his Act II Best Buddy informing him that "everything is under control". However, your old Act I buddy will then come out of his/her hiding place and tell your other friend to hurry it up and kill the player, as originally agreed to an earlier alliance. Soon, your other buddies from Act I will also approach you, ready to kill you. It is at this point that they all betray you, and the player is forced to either kil them, or take the case and run (which is almost impossible, unless you are fast and smart).
All of your Buddies are tough, and are very aggressive, determined to get out of the country alive. Alas, the player cannot fail his mission and let them win. Therefore, in the end, he kills/evades them all and proceeds further.
Malaria[]
Malaria is the infectious, mosquito-borne disease that plays a major role in the story and gameplay of Far Cry 2. The player becomes infected with malaria upon entering the UAC. Towards the end of the driving intro, he begins to feel sick and starts coughing as the screen takes on a yellowish tint. At the end of the intro, he falls forward in the car and has a seizure, before passing out, with the oblivious driver simply thinking that he is tired from the long flight. The player will get malaria attacks every 30-40 real-life minutes. When one happens, the screen will take on a yellowish tint, and everything becomes blurry. In addition, he is momentarily unable to sprint or jump until the yellow fades.
If he chooses not to take a dose of medicine, he will have two or three more attacks. If he still has not taken the medicine, on the final attack, he will fall to the ground and become immobile until he takes a pill. If he has run out of pills, then he will open his empty bottle, stare at it in dismay, and then pass out, only to wake up in the church in Pala, or the medical clinic in Port Selao. During or after the attack, the player can take a pill to temporarily relieve the symptoms. The player can choose to hold off from taking any medicine right away. If the player has lost health and has syrettes available, they must replenish their health before they can take a pill.
Whilst the player starts the game extremely weakened by the ravages of malarial seizures, as he controls the disease and continues to take the anti-malarial pills, he will gradually return to a stronger state of health and stamina. This can be kept track of in the game's pause menu under "Journal" and the sub-heading "Malaria". The player will have written a short description of his symptoms as they get better or worse, with positive change towards a malaria level of zero, meaning less unpleasant wording. This mechanic naturally dictates how long and how fast the player character can sprint across the ground, and how quickly they recover from being winded after sprinting.
It is highly recommended to get more medicine after the tutorial. To do so, the protagonist must talk to the priest in Pala when there is a notation in the pause menu that the player should seek out a source of pills. The priest says that the protagonist looks sick, and then hands him passports, directing him to a general store or other building somewhere on the map. These buildings will always be under attack from militia when the player arrives. Once he has cleared the area, he can trade the passports for more medicine. The same must be done in the Southern territory, the first time at the medical clinic in the main town. However, the player must complete a few missions first in the south before the doctor will talk to him about medicine.
Every bottle of medicine only has three or four doses in it. Should the protagonist pass out from a malaria attack and wake in the church or clinic, he will have one dose of medicine. There is an extra animation when taking malaria pills; upon using the last pill, the protagonist will take note of this by looking into the empty bottle. Curiously, at the beginning of the game, after the Jackal introduces himself, the player somehow has a malaria pill bottle, but it does not contain any pills. If the player starts the side-missions rather than the main missions, there will be an infinite supply of malaria pills until he begins the main missions.
Close to the end of Act II and through Act III, the protagonist will note that the pills seem to no longer help the player that much, as the symptoms appear to be getting worse. Extreme fatigue is one of the effects of malaria, explaining why the player character can only sprint and jump short distances and frequently passes out. It is also likely that the character has falciparum malaria - a much more severe case of the disease that causes seizures.
Malaria in Far Cry 2 was met with much criticism from players, as the random attacks frequently interrupted gameplay at bad times (such as during combat), and players felt forced to do the Underground side missions, as the medicine prevents the character from passing out. Ubisoft acknowledged this frustration in the description for the "Master" difficulty mode in Far Cry 3 as "Worse than Malaria".
Weapons[]
The reasons for guns jamming are as follows.
Gun | Reason for Jamming |
---|---|
6P9; .45; .50; M10; Uzi; MP5 | Failure to feed most likely from excessively worn components; not been properly maintained. Forcing it will only damage it further. |
G3KA4; AK; FAL | Excessive use and improper maintenance seized the bolt. The excessive use has most likely swollen the cheap magazines and locked them up. |
AR-16 | Simple failure to feed. Simply pull the charging handle back and the round will fall out of the magwell. Slamming the forward assist will either do nothing or cause further damage. |
USAS; SPAS; 870; Homeland 46 | Just plain stupidity. |
Craftsman shotgun | The lips of the shell’s brass were somehow sheered off and the rounds fallen into the breech. Simply stick a twig down the barrel and push them out. The ammo must be quite old. |
Springfield A3 | Locked up bolt. Once again, not taken care of, and wrenching it around would only damage it further. |
SVD; AS50 | Not properly oiled. |
PKM; M249 | Protagonist doesn’t know how to operate the weapon, as he attempts to remove box while the belt is seated improperly as the hatch won’t shut. |
Crossbow | Stop hurting yourself, the string catch is damaged. Even if it catches, I would not trust it to hold and would treat it with extreme caution. The constant dry firing has most likely severely damaged the limbs and thrown the weapon out of balance. |
Dart rifle | The mag or magwell appears to be damaged. |
MGL-140 | The rotator spring has been jammed or broken. Wrenching it around would only destroy the weapon. Smacking it isn’t dangerous, as the grenades have a distance timer before they are primed after launch. |
LPO-50 | If it burns to simply touch the dials, slowly put it down and run far away. It’s shite. |
Protagonists[]
Name | Birthplace | Age | Height | Weight | Description |
---|---|---|---|---|---|
Xianyong Bai | Ürümqi, Xinjiang, China | 24 | 5' 9" | 140 lbs | Dressed like he had to flee something fast. This guy's made his share of enemies. Can see that on his face. Knows the black markets very well. Suspect this has forced him on the run. Has worked for both the Chinese and Pakistanis before. An informant? |
Marty Alencar | São Paulo, Brazil | 28 | 5' 10" | 190 lbs | Loves the action. Not exactly an intellectual, but he can hold his own. Joined Marines and made Corporal. Did a couple college years then re-enlisted. Made Gunny Sergeant, then went private-sector. Used to be married to some Egyptian woman. Busy guy for 28 years old. |
Warren Clyde | Tulsa, OK, USA | 33 | 6' 3" | 230 lbs | Cocky as hell. Don't think he's seen much action. But he's hungry for it. Good marksman. Handles heavy assault weapons well. Heard he can fly planes too. Guy's a gun nut and bit of a poser. Obsessed about all things war. |
Paul Ferenc | Budapest, Hungary | 34 | 5' 11" | 170 lbs | Hard to believe this guy's a merc. Dresses like a college drop-out backpacking Europe. Loves the handgun and uses it well. Guess it makes him feel less like a regular soldier than an AK. He's a talker — He's probably had to talk his way out of some sticky messes. Heard a former biz partner was popped execution-style. |
Frank Bilders | Fermanagh, N. Ireland | 36 | 6' 0" | 170 lbs | Stone killer. Tough SOB. Land in a pub fight, make sure Bilders is on your side. Says he spent 5 hard years in The Maze prison. Worst shithole outside Africa. Rumor he was kneecapped while behind bars. Explains the brace. |
Hakim Echebbi | Constantine, Algeria | 38 | 5' 9" | 190 lbs | Guy's a neat freak. Looks like he's had lots of military training. Heard he's a millionaire. Knows good irregular warfare tactics. Bit of an activist in his youth. Probably learned it all back then. Survived an assassination attempt that killed his sister and brother-in-law. That's sure to harden a man. |
Andre Hyppolite | Port-au-Prince, Haiti | 40 | 6' 2" | 190 lbs | Has lots of experience in guerrilla warfare. Amazing he's made it to 40. Travels light. Must be used to grabbing what he needs on the fly. Says he was in a CIA-backed insurgency during the Aristide years. Spent a few years blowing up government targets in Port Au Prince. Heard he aborted an assassination attempt in Joburg. Guy's got a conscience. That could get you killed out here. |
Quarbani Singh | Port Louis, Mauritius | 45 | 6' 0" | 195 lbs | Hired for VIP protection in the city somewhere. Suspect things didn't go down well for him during the civil war here. He's a former police superintendent. Has paramilitary training. Heard murmurs of a wife and kids in Paris. Bungled the evacuation of his clients after collapse of the government. Guess he's still paying for that. |
Josip Idromeno | Albania | 48 | 6' 2" | 240 lbs | A heavy drinker and smoker, it's taken a toll on his 48 year old frame. But still a bear of a man who can break you in two. Did his mandatory as a paratrooper before finding work as a bodyguard and enforcer in former Yugoslavia. Ran a small trucking company. Likes the high risk contracts, like here. Guess the money's better. He's supporting his family back in Europe. |
Gallery[]
Trivia[]
- Marty seems to be the most popular character to play as.
- Warren and Frank appear to be the only ones who are not bilingual.
- Josip is the oldest and heaviest; Xianyong is the youngest and slimmest; Warren is the tallest.
- Paul, Frank, and Hakim have long sleeves on their character models, but no sleeves on their first-person arms.
- Regardless of who you choose, they all have the same in-game grunts, though they each have unique voice actors as NPCs.
- They are similar to the protagonists of Mercenaries: they are a selection of mercenaries who are sent to a foreign, war-torn country to eliminate a dangerous figure who started its conflict.
- He is the only Far Cry protagonist that dies in the game. Jason Brody only dies in the bad ending of Far Cry 3, whereas Takkar, Jack Carver, Ajay Ghale, Rookie, and Dani Rojas do not canonically die.
- It is unknown how the wounded Buddy survived the plane crash and was left there. It is likely that the UFLL or APR shot it down using anti-aircraft weaponry. It's also unclear why the Buddy was flying over a war-torn African country with a weapon. It is likely that the buddy went to the UAC after the player to probably to kill the Jackal or to seek work.
Licensing[]
This article contains content derived from the Far Cry Wiki, licensed under CC-BY-SA.
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