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**Far Cry 2: medicine, upgrades and the purchases that actually help**

· Games / Far Cry 2

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**Far Cry 2: medicine, upgrades and the purchases that actually help** Far Cry 2 does not have a skill tree waiting for you to turn the mercenary into a different class. Most practical improvement comes from equipment, weapon upgrades, safehouse support and knowing what to prepare before a trip. That makes diamonds worth thinking about. Buying something because it is available can leave you short when the thing you actually use needs an upgrade. **Learn the difference between healing and malaria treatment** Health is divided into five sections. A partly depleted section can recover, but missing sections need treatment; critical injuries trigger a more involved first-aid action. Syrettes address combat damage. Malaria pills address the illness. They are not substitutes for each other. When medicine runs low, pursue Underground work. The church in the northern district, and later the clinic in the south, connect you to document-delivery jobs for civilians who can supply pills. Do not turn a low-medicine warning into a plan for three more unrelated missions. The [original manual](https://t.co/7QqhnqMCWO) and [IGN's archived guide](https://t.co/VukDnw9qTT) distinguish these systems. A sensible recovery sequence is to break contact, use solid cover and then heal. Starting a long treatment animation in the middle of an exposed road is not made safer by urgently needing it. **Choose ammunition upgrades for the weapons you carry** Prices below are in diamonds: - **Pistol Belt — 7:** pistols. - **Light Assault Webbing — 10:** MAC-10/Uzi. - **Shotgun Bandolier — 10:** shotguns. - **Grenadier Webbing — 10:** grenades/grenade launchers. - **Assault Webbing — 10:** rifles/Silent MP-5. - **Marksman Bandolier — 15:** sniper rifles. - **Rocketeer Satchel — 15:** rockets. - **Pyrotechnic Satchel — 10:** fuel/Molotovs. - **Gunner Pack — 15:** machine guns. The last five unlock in Bowa Seko. Carry limits depend on difficulty. [Upgrade reference](https://t.co/IAMFX5G27g). Buy the upgrade that supports your regular loadout first. Extra shotgun shells accomplish nothing on a trip where you are carrying a sniper rifle. Likewise, the cheapest purchase is not automatically the best value if you hardly use the weapon it supports. **Medical kits, camouflage and crates** Basic and Advanced First Aid Kits cost 25 each, adding one syrette slot apiece: six then seven on Normal. Advanced requires Basic and Bowa Seko access. Camouflage costs 45; its benefit requires crouching motionless in grass. Keep enough money for the equipment you rely on before buying it. Storage crates cost 8 for secondary weapons, 16 for primary and 24 for special. Each holds one weapon of its category, retrievable through the corresponding crates at unlocked safehouses and armories. Fill a crate with something useful before expecting it to rescue a bad trip. **Vehicle repair manuals: the full purchase list** Vehicle upgrades increase durability and halve repair time: - **Assault Truck — 15 diamonds.** - **Big Truck — 10.** - **Buggy — 15; available in Bowa Seko.** - **Car — 10.** - **Fishing Boat — 10.** - **Jeep Liberty — 10.** - **Jeep Wrangler — 10.** - **Swamp Boat — 15.** No hang-glider upgrade exists. [Vehicle reference](https://t.co/lqqLhj25Pf). Prioritize the transport you actually use. A faster repair on a frequent river route is useful; an upgrade for a truck you keep abandoning is mostly money that could have gone elsewhere. **Fresh weapons matter more than a huge collection** Once a gun is purchased, the neighboring armory supplies replacements without charging for each copy. That gives you a straightforward reason to visit before a long mission: leave with fresh equipment rather than hoping a scavenged weapon holds together. [Armory purchase explanation](https://t.co/U2oTJUCfQk). The Operations Manual's accuracy upgrade lists reduced recoil and improved accuracy. Reliability upgrades address wear and clearing jams. Buy for the guns you actually carry; these are weapon-specific improvements, not a universal character skill. [Accuracy menu details](https://t.co/oSEaJHlcji) and [reliability menu details](https://t.co/fty7Lke3xR). A sensible spending order is a dependable main weapon, its useful upgrades, ammunition support for that loadout and then equipment that fixes a problem you actually encounter. That is a recommendation, not a required build. Someone regularly fighting from boats or relying on explosives has different needs from someone spending most engagements on a ridge. Before leaving a weapons shop, check all three firearm slots, ammunition, healing supplies and the next safehouse on the route. Then repair or replace the vehicle if needed. These are small decisions, but they prevent the familiar disaster where the gun jams, the car smokes and the medicine runs out on the same stretch of road.

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