If you want to play Far Cry 2 using stealth tactics then completing the convoy missions is a must-a stealth player can’t leave home without the Silent MP5 or the dart rifle! Check the Arms Dealer. Yes, the 0/12 buddy missions refer to the phone calls you get on main missions. Michele isn't appearing at the bar because the bar will only hold four buddies at a time. To speak to Michelle you'll. 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.
- Far Cry 2 Buddy Missions
- Far Cry 2 Buddy Missions 4
- Far Cry 2 Buddy System
- Far Cry 2 Buddy Mission Rewards
The Final Act 1 - Missions of the APR Far Cry 2 Guide. Next Act 2 - Missions of the UFLL Mission I - Bad medicine Prev Act 1 - Missions of the APR Mission III - On the junkyard. The new buddy will ask you to go to the city and warn the doctor Obua about the possibility of breaking the local non-aggression. FAR CRY 2 - All Missing Buddies Locations 1080p 60fps Full Playlist: https://www.youtube.com/playlist?index=1&playnext=1&list=PLt15DnjxfxDxbFcx9W7Gbf3D.
I Can’t Quit You, Paul Ferenc (Farcry 2)
Posted by Nick Dinicola on January 2, 2009
Far Cry 2 Buddy Missions
I’ve been playing a lot of Far Cry 2 lately. In it, I play the role of a mercenary in Africa, hunting down an arms dealer known as The Jackal amongst the backdrop of a civil war. Along the way I meet other mercenaries who become my buddies. These buddies can give me missions, and offer different ways of completing other missions given to me. However, the most important role is that of my best buddy. My best buddy is a literal life-saver. If at any point in the game I get hurt enough to die, my best buddy comes to my rescue, reviving me and joining in the fight. But by doing so he risks his own life. This buddy system leads to some dramatic moments in Far Cry 2, the most memorable for me being the death of my best buddy Paul Ferenc. But why was this a dramatic moment for me? There’s little, if any, character development for any of my buddies, and they’re pretty much interchangeable since they all do the same thing. So what then did Far Cry 2 do to make me care about Paul Ferenc?
I trusted Paul. In the same way a bond is formed between the player and Elika in Prince of Persia, a bond was formed between me and Paul because I knew that he would save me if I died (However, unlike Elika, he wouldn’t save me every time; after a rescue I’d have to wait until he was “rescue-ready” again, but this waiting period actually works for Far Cry 2, more on this later). It’s important that I never had any control over Paul because this kind of trust wouldn’t be formed otherwise. For example, I don’t trust my teammates in Rainbow Six this way because I, the player, control their actions; any rescue by them happens because I tell them to do it. By relying on Paul who is outside my control in the game, a little bit of trust was formed every time he came through for me. With each successive rescue, I came to trust that he would do it again.
I saw Paul as a real character and not just a gamey gimmick. While there was a lack of direct character development, Far Cry 2 did a lot to humanize Paul. The waiting period between rescues helped make Paul feel like a real person within the game. In Prince of Persia it makes sense that Elika would save me every time because she followed me everywhere, in Far Cry 2 Paul (and my other buddies as well) didn’t follow me at all. He couldn’t be everywhere at once, he couldn’t save me every time I died, and he felt more real as a result. This didn’t actually hurt the development of trust because Paul would save me every time I met him at a safe house and he’d tell me “I can lend you a hand if you need me to.” So I still trusted him to rescue me when he said he would, but the fact that he wouldn’t always be there for me made him more human.
Far Cry 2 Buddy Missions 4
His death was random and permanent and beyond my control. When a buddy was hurt, he or she would fall to the ground and release a pillar of blue smoke so I could find them. Usually I could heal Paul when he went down by stabbing him with a syrette, sometime it would take one, sometimes two. When he died, he fell to the ground during a firefight like he had many times before. I took care of the remaining enemies and ran over to heal him. After one syrette he asked for another, after the second he asked for another, after the third he gritted his teeth, I held his head, and he died. The animations themselves, him gritting his teeth, coughing and gasping for breath, are quite disturbing, made more so by the fact that this was a character I had come to really care about. But the most dramatic part of his death was how unimportant the game treated it. After he died I stood back up and the game continued as normal. I stood over him, confused. After all, I has done everything I was supposed to do, I healed him, three times, and he still died. I reloaded a saved game and replayed the mission; I managed to keep him alive that time, but each subsequent mission after that became a struggle to keep Paul alive, and I had to slowly come to terms with the fact that I couldn’t save him.
Far Cry 2 Buddy System
My buddies all save me, and after Paul died another buddy named Warren Clyde took his place. Eventually I came to trust him too as he saved me more and more, but like Paul he too was killed at random: Warren was standing right next to me after a large firefight, and I turned to see the final enemy running at us, he shot twice before I killed him, and those two final shots killed my second best buddy. Far Cry 2 does a great job of making players care about their buddies through game design alone. It uses the “buddy rescue” system to form a bond of trust, and then exploits that bond for dramatic effect when the buddy dies. I should just mention that a buddy’s death isn’t predetermined, Paul and Warren died when they did because of coincidence, not developer planning. It’s for these reasons that I love Far Cry 2, and I believe it’s a perfect example of how game design alone can create an emotional connection between player and character. Of course character development never hurts, but games differ from other forms of narrative media in that it isn’t the only way to make someone care about a character. Far Cry 2 proves this; here’s to you Paul Ferenc.
Far Cry 2 Buddy Mission Rewards
Hey guys,
I played the game and got up to act 2, but realized I had subverted no missions, thus no safe house upgrades, so I got bored and downloaded a safe file.
On this safe file, the guy who played the game up to 62% or so had like 8 buddy missions, so I thought 'Great, he has done all buddy missions so far'. I continued playing from there, subverting all missions, and I got to a point where I have 11/12 Buddy missions done, and I need to get to a place where the jackal knocks me out and I wake up in a prison.
Question is:
Is there another subvertable mission after that? Or is it just that the guy that gave me save file forgot to subvert one of the missions?
If one of the missions hasn't been subverted, then could someone give me a save file near the end of act 2 with all the missions subverted? Me really wants my grenade launching jeep! =P
Well, thanks in advance
EDIT:
If I have to start a new game I don't mind using a trainer to get all buddy missions done, I just want to be able to free roam before the last missions with everything (all weapons and safe house upgrades etc) available to me. Save files for this/the save file requested above will be highly appreciated.
Kthxbai