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**Far Cry 2: the barge, the prison escape and the final point of no return**

· Games / Far Cry 2

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**Far Cry 2: the barge, the prison escape and the final point of no return** **Major story and ending spoilers.** Far Cry 2 has plenty of fights you can approach from another hill or another road. The barge and prison sequences give you less freedom, while the finale asks you to commit to a long stretch without another ordinary shopping trip. Those are worth preparing for separately. This is a guide to those pressure points, not a walkthrough of every faction mission. **The barge: solve the threat before repairing the damage** At Lake Segolo, board the barge and speak to the skipper. Collect the rocket launcher near the cabin and use the forward mounted launcher for the opening attack. The barge must reach Port Selao; a damaged engine needs repairing to keep it moving. [Barge objective](https://t.co/9Aikhywss0). Watch for the rocketeer on the cliff ahead, then the mortar position ahead-left as you approach the docks. Armed boats also attack. [Attack sequence](https://t.co/7vK5VWdrqU). The available **Carl G** can steer its projectile while you keep aiming through the scope. Track a moving boat with the crosshair instead of immediately lowering the weapon. [Carl G controls](https://t.co/XC2lCenkSB). Before stepping off the weapon, identify where the latest heavy shot came from. If you can remove that threat first, the repair attempt has a better chance of doing something lasting. Keep the camera moving between bursts. A stationary target on the bank is easy to stare at; an armed boat approaching from another angle is easier to overlook. The barge's movement also changes the view, so a useful firing angle can disappear as the barge rounds a bend. **Prison: recover your options in stages** Wait for the neighboring prisoner to be taken away, then interact with the cracked wall to the right of your cell door. Break through, collect the machete and malaria pills, and use the save box. The other cell's open door leads into the corridors and upstairs. At ground level, find the open compound gate and follow the escape marker beyond the prison. Vegetation beside the road offers a less exposed approach than its center. [Cell-to-exit route](https://t.co/h9uiaB9vGq). The opening problem is exposure. Take a usable weapon, establish a position and then improve your equipment as the opportunity appears. Running directly toward every pickup can leave you carrying something better while standing somewhere much worse. Do not treat escaping a room as escaping the compound. Check the next doorway and exterior angles before committing. Once you have space to move, prioritize getting clear over conducting an unnecessary last search under fire. **Before the last prison visit** The later visit to confront the Jackal is a different stage of the campaign. Settle the tape deliveries earlier, while Reuben is still available at the bar; the final prison warning is not a safe hand-in deadline. Before this last visit, finish any remaining accessible exploration, buy what you intend to use and put fresh alternatives into your purchased weapon crates. After the prison conversation, the eastern wilderness route gives an explicit warning that continuing will prevent your return. Keep a separate save before the prison visit, not only after reaching that warning. Earlier story changes can already have closed other business. [Endgame preparation](https://t.co/SY9cKD8UEw). Bring a workable close-range answer even if your main plan is sniping. A confined fight is not the place to discover that every slot is specialized for a distant target. **Through the final areas** Beyond the prison, **Heart of Darkness** leads into the **Swamp**. Use the supply stops as you reach them; this is a sustained journey rather than one isolated fight. Watch mounted weapons before settling into an exposed firing position. The Jackal needs two things done: retrieve the diamonds and kill the remaining faction commanders. The money is meant for the border guards, while removing the commanders interrupts the pursuit of fleeing civilians. [Final objectives](https://t.co/YyKRGylJU7). The case is at the **Landing Zone**, where former buddies turn hostile. Take the case as your objective rather than standing in the open trying to make sense of the betrayal. The commanders are at the **Jungle Bivouac**. [Landing Zone account](https://t.co/Khun1bpyob). The Bivouac starts under a ceasefire, so you can enter and scout before attacking. Identify the commanders and your exit before starting the fight. [Bivouac layout and rules](https://t.co/69rGn5gZYS). A successful opening is less useful if it leaves you surrounded without a route away. Once the objective is complete, you do not have to turn every retreat into a second full assault. **Battery or diamonds?** At the Jackal's final hut, the game offers two roles in the refugee escape plan. Taking the battery leads to the explosives route; taking the diamonds leads to bribing the border guards. The ending frames either choice as a final sacrifice, not a way to unlock a free-roam victory lap. [Final choice location](https://t.co/cLFOZhbU4Z). Save before choosing if you want to see both branches. The practical distinction is the final action you perform, not a promise that one option repairs the country and the other ruins it. The best preparation is to arrive with your collection work already settled. Then the last decision can be about the ending rather than realizing that a half-finished checklist is now on the wrong side of a one-way path.

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