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WMG / Far Cry 2

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The Jackal's real name... Jack Carver. Think about it; both are arms dealers, have unusual tastes in clothing (Jack's Hawaiian, Jackal's native shirt), and started off in the Navy. The few times you show up in the aftermath of a Jackal attack (the brewery with the UFLL leader, the prison near the end) the scenery shows damage in excess of what you can inflict on it, as well as amounts of corpses you'd have trouble creating alone, possible showing that the Jackal has superhuman strength/endurance. Also, in previous games, exposure to the super serums usually has a... negative effect on the users sanity. Obviously Jack just had a longer shelf life than the others, since the Jackal doesn't make for a poster boy for having all his marbles. Undisclosedistan, Africa just happened to be where he was when he snapped.
  • Or possibly Far Cry 2 takes place before Far Cry 1, where the Jackal takes a new name and goes into hiding.
    • Far Cry 2 does take place before 1; 2 is set in 2008 while 1 is set in 2025. However, the Jackal is stated to be 53 years old while Jack Carver was 45. If Jack Carver is the Jackal, he's quite young-looking and nimble for a 70-year old.
  • The Jackal is implied to be dying of cancer. Perhaps this is a side effect of the serum.

You Are the Jackal... Who might also be Jack Carver
Throughout the game you play as a split personality of the Jackal who has no knowledge that the Jackal side is a part of him. No one recognizes you because no one has seen the Jackal, and Reubon's tapes where an interview of a fake that you hired to throw possible assassins of the trail. Every time you see the Jackal it is actually just a hallucination and an internal conflict between the two personalities, which explains why neither of you are able to kill each other, and why the organization that sent you to kill him is never mentioned- it doesn't exist. At the end of the game you actually are able to detonate the bomb remotely, and by doing so you only "kill" the Jackal apart of your mind. You don't shoot yourself at the end, because that was just a trick from the Jackal side of your mind to try to take you down with it. As for the Jack Carver part, your incredible fighting and survival capabilities could be caused by the mutant serum. The split personalities might be a side effect as well.
  • This might explain the player character's ability to casually flip over two ton jeeps, and the fact you're unable to play as the 3 female mercs.
    • But what if you DO blow up the TNT? Does Jackal simply become the dominant part of your personality? Either way there's a gunshot as Ruben's final picture at the end of the game shows up, implying that the main character did eventually kill himself.
    • That doesn't really mean anything concrete though, especially when WMG is in play.

All the briefcase diamonds are cursed
It's like Tutankhamen's treasure - extremely valuable and unfortunately brings immensely bad luck to anybody near it. Some time in the past, before you get there, some witch doctor or tribe chieftain scattered them around the entire country in obscure locations to spread out the curse's effects, (having ten or more of the briefcase diamonds in the same place might be enough to trigger an earthquake, or a drought for example. So it's better to have them spread out). Because the player character is usually carrying around some of the diamonds, it explains why enemies are constantly shooting at him and coming after him in jeeps. This also explains why such valuable diamonds are being randomly found in the game, and why nobody else has already taken them (everybody except you knows about the curse). Also, it explains why the unnamed country is in such a bad state - by spreading around the diamonds the curse is extended to the entirety of the country, rather than just one person.

  • Also note that many of the diamonds are found near abandoned campsites, dead bodies, and/or wrecked vehicles. Even the ten diamonds you get towards the end of the prologue are said to have been stashed by a not-very-bright footsoldier who then promptly got himself shot dead in the gunfight at the start of the game. "Maybe you killed him."
    • Survivorship bias: The reason you only find diamonds that have been left behind by dead owners is because all the still-living diamond carriers haven't died to leave their diamonds lying abandoned.
  • Near the end, the gun seller you help all along dies at the hands of your buddies.
  • Your buddies also meet their demise shortly after you give them a briefcase full of diamonds. Before that they didn't seem to have any, you never got a reward for doing bar quests (or they're cheap bastards).
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  • The gun seller(s) get cursed when you use the diamonds to pay for new equipment. The Jackal is so successful because he doesn't accept diamonds as payment.

The Main Character is a Drug Addict
Unless he's got that fastest on-setting case of malaria ever, this seems likely- he was implied to have only been in Africa for a few hours before he suddenly keels over with it. In reality, he's a drug addict, and the malaria attacks are withdrawal kicking in.

The Player Character survives the bribe the border guard ending.
The player is able to get proper treatment for their malaria after leaving the country and decides not to shoot himself in the head to spite the Jackal. Killing yourself at the request of a man you are sent to kill makes no sense.

The Player Character is...
Master Chief. How else would he be able to flip trucks?<<|Wild Mass Guessing|>>

The cell tower missions are given to you by the Jackal
The Jackal's stated goal is to "quarantine" the area and let the belligerents kill each other off. The assassination targets all appear to be businessmen or similar VIPs, possibly looking to take advantage of the civil war or pick sides. Having their representatives publicly killed would make them, and anyone else paying attention, unlikely to press their luck further, thus keeping the war internal.

The cell tower missions are given to you by Agent Willis Huntley.
Just because it would be a cool way to retroactively tie in his character to this game's plot as well. It would make sense, considering the CIA's history of covert intervention in third-world civil wars, and the Assassination targets all looking like they could possibly be spies, diplomats, or government agents.
  • Additionally, he also hired the player character to assassinate The Jackal in the first place.

The country of setting is Lesotho
Because is a small, country run by a monarch, is near South Africa.

The main character (in the border ending) survives, he just shot his way out of there.
When you get to the border, the reason why The Jackal wants you to kill yourself is so that you're not arrested by the officials for your crimes. But why the hell would a mercenary who has been through the Hell that is the UAC just let himself get arrested by some border patrol soldiers when he has pretty much singlehandedly destroyed two militias all on his own? It's much easier to imagine him unholstering his .50 Eagle, shooting the first guard he sees (thus the gunshot) and just escaping out of there with his fate left ambiguous due to his malaria having reached near-critical.
  • Also, as brought up before, unless your character is extremely naive, why would he shoot himself at the orders of the man whom he were sent to kill? Him using The Jackal's own philosophy against him by letting him kill himself in the explosion and then running away with a grin on his face is much, much easier to imagine than him just shooting himself because The Jackal told him to.

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