Far Cry 2 Act 3 Walkthrough Guide
OBJECTIVE - Escape the prison.
Far Cry Dude wakes up inside a smelly prison cell, with the Jackal's size-13 bootprint stamped on his face. Begin the escape by checking a different-looking section of the walls, where the color is faded and where there is a small hole. Kick it open. Far Cry Dude will automatically reclaim his machete and medicine, along with his grenades. Check the map to see where to go. Head northwest to get outside the prison, and then continue down along the dirt trail to the marked spot, along the roads. Sneak past the enemies, or steal their weapons and battle through them.
OBJECTIVE - Meet Voorhees at Sefapane.
After leaving the prison, Far Cry Dude will receive a call from the new UFLL boss for a meeting. Head all the way back up to his office. Use the bus for a shortcut, if desired.
OBJECTIVE - Go to the Dogon Sediko and kill Oliver Tambossa.
The next step is to eliminate the APR boss. Enter the village from the west. Sneaking into the marked building from the southwest is easier. Climb the ladder-like structure up to the second floor, and obliterate the APR boss.
OBJECTIVE - Go to the TaeMoCo mine and kill Voorhees and his aide.
The guy back from the beginning of the game now wants his superiors out of his way. Go to the mine at the southwest to find the targets. The two are inside a single-floor office hut. Sneaking into the building around from the west can be easier. If Far Cry Dude decides to kill only one of the targets, there will be an additional choice of siding with the survivor instead, at least for the time being. The choice won't really, really matter, but he must make a decision and slay the appropriate man.
OBJECTIVE - Meet Reuben at the Marina bar.
The journalist requests another meeting like before, this time at the bar to the south. Take the bus to save time. Inside the bar, talk to the journalist. Then, talk to the guy sitting near the main door.
OBJECTIVE - Go to Sepoko and kill Greaves and his aide.
This is similar to the earlier double-hit. The targets are inside the compound to the northeast. There is a hole in the fence along the north perimeter that can be used to get in there. The two are in a single-floor office shack. If Far Cry Dude decides to kill only one of the targets, there will be an additional choice of siding with the survivor instead, at least for the time being. The choice won't really, really matter, but he must make a decision and slay the appropriate man.
OBJECTIVE - Find Reuben in the airport hangar.
Like what the journalist has suspected, his trip to the airport isn't without difficulties. He is stuck inside the marked hangar. Killing any enemies in the way, find the door into the hangar, and talk to the journalist.
OBJECTIVE - Go to the prison to meet The Jackal.
The journalist tells about a riot at the prison, the same place where Far Cry Dude has been held earlier. The Jackal might be the one who has caused the riot, so why not go there and try to meet him? Now is also a good time to stop by an armory and get prepared. Enter the prison via the same path used to escape from it before. Open the door to get inside the prison, and find the Jackal at the middle of the courtyard. Talk to him, and follow him as he moves and mumbles. Then exit through the prison, through the east door.
OBJECTIVE - Go to the LZ and recover the diamonds stolen by the Arms Vendor.
From the prison's east gate, move toward the area to the very southeast. This region is pretty much the end of the game, so make any final preparations as needed. When ready, continue through the valleys, and use the safe houses found along the way to save and to resupply. To reach the second safe house, stay on the upper rocky paths, and look for a natural rock bridge that spans the gulch. Proceed to the landing zone to find several old buddies. They have apparently turned hostile to Far Cry Dude. If they want to be pricks, that's their damn problem. Find cover, like the crates along the outer perimeter, and blow away all the former buddies. They take more damage to kill than usual. After wasting them, pick up the case of diamonds at the middle of the area. Now stop by the last safe house.
OBJECTIVE - Go to the jungle bivouac and kill both factions' commanders.
Go into the dead-end area where the surviving faction bosses are. Stay along the upper paths, along the outer edges, and work up to their shack. Assuming Far Cry Dude hasn't broken the usual cease-fire rules here, he can walk around this area without problem, allowing him to easily approach the two unsuspecting targets. For an easier time, stand near the ledge in front of the shack, launch a bunch of explosives into the faces of the faction bosses, and then dash down into the gully and run like hell.
OBJECTIVE - Go to The Jackal's hut and deliver the diamonds.
With all the other key characters dead, Far Cry Dude can finish up his business with the Jackal. Enter his hut, and hand him the case of diamonds.
OBJECTIVE - Either pick up the battery or the briefcase.
The Jackal wants to bribe the border guards into letting the civilians reach some refugee camps, and he wants to blow up the cliffs to block off the pursuing enemy forces. There isn't enough time for him to do both, so he needs Far Cry Dude to handle one of the tasks. Take the battery to do the detonation job, or take the case of diamonds to do the bribery job.
OBJECTIVE - Go to the canyon overhang and detonate the dynamite with the battery.
For this mission, take the winding path behind the hut. Kill or dart past the many enemies along the trail. At the end of the winding path, use the crates of dynamite. BOOM!
OBJECTIVE - Go to the Border Patrol camp and give the briefcase to the Commandant.
For this mission, continue north past the hut, and follow the cliffside trail. Open the door into the border security station. Give the case of sparkly diamonds to the man standing near the desk. Congratulations on making it out!