Tom Clancy's Ghost Recon Wildlands Collectiors' Edition Official Prima Guide
Tom Clancy's Ghost Recon Wildlands Collectiors' Edition Official Prima Guide
Ghost Recon has always been about putting ••This game gives you freedom of
you in the boots of elite soldiers deep behind
enemy lines. After working for years on that
choice like never before."
franchise, when we started Ghost Recorf'
This game gives you freedom of choice like never before. Choose your weapons, your
Wild/ands in the summer of 2012, the
vehicles, your location, the time of the day, and the friends you play with. Play, have
question we asked ourselves was: what next?
fun ... and choose again. This freedom of choice is incredible, and, having played our
Wrth the new consoles and PCs, how can we deliver the Ghost Recon promise like own game for nearly five years, we are still surprised by some scenes we have never
never before? played before.
set in a massive open-world, that you can That's why this Prima Guide is important. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
This is how the very first military shooter, zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA As plaY,ers, you will have an incredible insight
play from beginning to end in 4 player co-op or solo, was born. into how deep this game is. Play the game, read the guide, play the game again ...
there are so many possible game situations that we believe you could spend many
hours playing the game and enjoying the world it depicts again and again.
2
And after years of hard work, of key moments like the first time we've shown the game We've included a tabletop role-playing game that gives you the possibility to live the
to the players at E3 2015, for the many game developers in Ubisoft studios worldwide, life of a Ghost with your friends when you're not playing the video game. The fictional
flipping the pages of this book is like time travel; it's a testimony to our work, so we Bolivia we've created for the game is a fantastic game setting, and we hope you'll
hope you enjoy it. enjoy playing in it even after you have finished playing mevidec game .
.. That's why this Prima Guide is We hope you'll have a great time. We are happy and honored to have created zyxwvutsrqpo
Ghost
Reco~ Wild/ands for you!
important. As players, you will have
an incredible insight into how deep NouredineAbboud
this game is." SENIOR PRODUCER
However, we've also decided to go the extra-mile. Because we are so passionate
about Ghost Recon, you will find in this Prima guide some extra content to enjoy
in addition to our game world.
3
THE ART OF
WILD LANDS
We had the incredible opportunity to travel'to Bolivia
and experience it first-hand. We met the people, tasted
the food, breathed the air. It inspired us to create the
version of Bolivia which you will soon experience in
Ghost Recon·Wildlands.
Vincent DELASSUS
ART DIRECTOR
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>INSPIRED
BY BOLIVIA
Bolivia is an amazing and very diverse country. We had the chance to travel there and Villages and other fishermen huts are also a good way to control rivers and
really got inspired by its landscape, its diversity, the culture. and the people living there. waterways, one of the main exportation routes.
Sometimes. urbanization seems like it's stuckin time. Many buildings made of The diversity of the biomes and landscapes has been the starting point of our work.
red brick look incomplete, an appearance which allows the locals to get around a We wanted to faithfully transpose that amazing and almost unbelievable diversity
housing-tax that only applies to finished constructions. with as much accuracy as possible. With that goal in mind, we've developed new
tools and technologies in order to be able to re-create our version of Bolivia. We hope
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Ghost Recon°Wildlands, the Santa Blanca Cartel has also appropriated these
you'll be amazed by it. as we have put a lot of passion into creating it.
buildings, and they keep extending their districts inside cities or their camps in the
wild using materials and equipment found on site.
THE CARTEL
When we did our research on cartels, the way they operate. and how they work. we soon influential members of the cartel to both motivate their troops and seduce the local
realized that reality goes far beyond fiction. often to a level of madness. This reality population. The skinny lady is both feared and worshiped by the Santa Blanca.
inspired us when we created the Santa Blanca Cartel.
How do you fight an enemy that does not fear death. but instead worships and
Santa Blanca appropriated the Santa Muerte cult and use ii to manipulate people in embraces her?
Bolivia and members of the cartel. The appropriated figure of Santa Muerte is used by
.
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DESIGN
We intensely researched gear and equipment in order to ensure authenticity and The Santa Blanca Cartel is recognizable by its white clothes. The military equipment
realism in the way we dress our characters. its members wear when they get promoted makes them almost look like Special
Forces. It is said that some cartels may have been founded by ex-Special Forces.
We looked at every detail of every piece of clothing. Civilians, Santa Blanca, Ghosts, or
Unidad, every piece of equipment has been treated as an extension of the character The Unidad is a bit like the "Anti-Ghost." Deadly and well-trained, they are dark
and what they represent. characters. They are the military forces working for the corrupt government. but they
look more like mercenaries in uniform than regular army.
27
28
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OUTPOST (EAST): OTHER TACTICAL ADVICE
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After freeing Lupe, bundle her into a waiting vehicle. This can be a vehicle
you parked near B, the white car you can drive through the gate that's parked
adjacent to the brick garage (near the gate), or via a chopper you used to land in
the main yard of the outpost.
Or, you can lead Vera down the cliff path to G, to a waiting vehicle or flag down an
innocent's car and use that.
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BASIC GAMEPLAY
Refer to the Vehicle Control Scheme in the Options to • REGROUP: Orders team to meet up at your position.
ON FOOT CONTROLS see the full listing of controls. The bottom of the wheel displays the five Rebel
Moving, looking, and firing a weapon in Wildlands
Supports, which become available as the respective
should seem familiar to anyone who has played
side missions are completed. After one is used, a
a third-person shooter. With a controller, the two
time is given in seconds, which counts down until it
sticks move and look. Aim with the left trigger
can be used again.
and fire with the right. The Sprint button allows
for faster movement, but is countered with more
noise-making stealth less likely. Ghosts have
limited stamina, and can't run forever. However,
if you put your weapons away, your stamina
decreases at half the normal pace. In addition,
you can increase your stamina by allocating Skill
ORDER WHEEL
Hold the Order Wheel button to bring up the
Points. Crouch and prone stances are available
Communication Wheel. Commands for your Al
for stealthier approaches. A full listing of controls
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• Vehicle Drop-Off: The rebels drop off a
is found by selecting Controller or Keyboard and
In Co-op, these commands become greetings. vehicle nearby.
Mouse from the Options menu.
• Guns for Hire: Call in one or two rebels to fight
along with the team for a limited time.
• Mortar: The rebels fire mortars at a
specified location.
• Diversion:The rebels pick a fight at a
specified location.
• Recon: Enemies are automatically marked
in the current area.
• FIRE: Orders the team to fire at the given target.
VEHICLE CONTROLS There must be a target for the squad to fire.
Numerous land, air, and water vehicles are available
• HOLD: Orders the team to stop at their
to assist you when traversing the world. With a
current location.
controller, use the triggers to brake/throttle down
• GO TO: Orders the team to go to a given location.
and accelerate/throttle up. A handbrake is available
A white circle appears at the cursor. Release the
when on the ground, making it easier to handle the
button to give the command.
mountain switchbacks.
38
TACMAP
Press the Tacmap button to bring up the world map. Here you can scan around the 21 provinces and view discovered points of interest, unlocked missions, and learned
collectible locations. You can Fast Travel to Rally Points you have discovered via the Tacmap. Zoom out to view the buchon and difficulty of each province. Press the
Cartel Overview button to see progress toward dismantling the cartel.
Along the left side of the screen, mission and collectible information are readily
available, as well as access to collected Kingslayer Files. Available story missions
LEVELING UP
You earn XP by marking, killing enemies, completing missions, and more. Your
can be viewed through the menu while you have the cursor inside that province.
level is increased at certain amounts of XP with a maximum level of 30. New
Select one of these missions to equip it. This will display mission information as
skills become available along the way, so check out the Skills chapter to plan for
well as an objective marker on the HUD and Map to lead you to the appropriate
Skill Point and resource allocations.
location. Side missions can be activated in the same manner.
MINI-MAP EXPLORATION
The mini-map, in the lower-right corner of the HUD, is an extremely helpful tool when Much of your time is spent exploring the vast, sprawling world of Bolivia. Finding
plotting an infiltration of an enemy base. Blue dots represent Ghost locations, green new towns and enemy bases is essential when searching for intel on the Santa
shows the rebels, red indicates Santa Blanca, and purple is for Unidad. Red/purple Blanca cartel. Whenever entering a new, unexplored area, take time to do some
blobs indicate that an enemy is in the area. Once marked, they become more- sightseeing. Much of the intel does not show up until points of interest are found.
precise dots. The mini-map also shows nearby locations of resources, ammo, and
collectibles.
DETECTION
Detection arrows, along with an accompanying
sound, indicate an enemy is spotting you. Two lines
move closer together until they connect at which
point the enemy is alerted. The arrow points in the
Each rally point is equipped with an ammo crate, as weJI as a selection of vehicles. Motorcycles are often HEALTH
available for the team and as you progress through the game . There is no bar to indicate your health status, so you
must pay attention when getting hit. Red markings
CLIMBING on the side of the screen alert you when you're
When next to a taking damage from that direction. A red arrow also
climbable object, the denotes the direction of an attack. Teammates warn
word Climb or Cross you when taking too much damage, as well as a
appears on screen. "Fall Back" message on-screen.
Pressing the Vault
button at these points
allows you to climb
over or onto the object.
Mountains can be
scaled and shorter
fences vaulted.
40
If you continue to take
damage, you may be
CLOSE COMBAT
Hand-to-hand combat is pretty much limited to stealth gameplay, but it is
downed. At this point, a
possible anytime you are next to an enemy. At this point, you can grab or strike
blue, circular timer counts
the opponent.
down while bleeding out.
A teammate must reach
you and administer first
aid. This takes time, which
is signified by another
blue timer. Invest in the Revive Speed skill to increase the speed of revival. If a
teammate is not available to revive you, it is possible to give up and re-deploy to a
nearby spawn point or teammate.
Teammates can revive you once per fight. Being downed twice in a short period
results in a game over. Listen for downed teammates and revive them when
possible to get them back into the action.
Note that you take fall damage when dropping from a high distance. Be careful
when climbing to avoid taking unnecessary damage.
STRIKE
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to punch or swing with the
TEAMMATE WARNINGS equipped weapon. This maneuver is useful whenever next to an enemy, but knocking
Pay close attention to teammate ramblings and the warnings that they offer. They out an unwitting foe with a melee attack keeps you in stealth. This is greatly effective
warn of incoming missiles, nearby enemies, and more. and rewarding when
infiltrating an enemy base.
STANCES
Three stances-stand, GRAB
crouch, and prone-offer Hold down the Interact
varying effects. Standing button when next to
offers the quickest an enemy to grab him.
movement, great for From there, he can be
moving between locations used as a shield as
when stealth is not you fire at another foe,
essential. or knocked out. Try to
deposit these guys out of
Crouching is a must view from the opposition.
when attempting Pull them behind cover
stealth, since it provides whenever possible before
a smaller profile and knocking them out. It is
less noise. also extremely useful to
grab a target and move them to safety before interrogating them. This comes in
especially handy when you want to stow an enemy in a vehicle by getting close
Going prone (hold Crouch button) in tall grass or behind cover is a great way to to a door or trunk.
avoid being noticed when the detection arrows appear on screen. This stance is a INTERROGATE/INTIMIDATE AN ENEMY zyxwvutsrqponmlkjih
must whenever an enemy helicopter flies overhead. When gathering intel from lieutenants or during some missions, a grabbed enemy
can be interrogated or intimidated. If the option isn't there, it cannot be done.
SURRENDERING ENEMY A motorcycle can handle
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z Note that some enemies cower in a surrendering position when confronted. most terrain, even some
Killing or knocking out a surrendered enemy is treated like taking out a civilian climbing, making it a
and can lead to a game over, so be careful near a cowering foe. solid choice when going
off-road. The two-
wheeled vehicles do take
time to master, as they
can get squirrely.
An armored vehicle or technical are ground vehicles of choice for assault players.
Drive one right into an enemy stronghold and order the team to open fire. These
are also great for Stop the Convoy Supply Raids.
Unique vehicles are also available, such as the armored Digger. Keep an eye out
for these special rides. Note that vehicles vary in capacity, seating less than the
full Ghost unit. If playing solo, teammates catch up to Nomad after exiting the
automobile. In co-op, simply grab another car to accommodate the crew.
You can switch between the driver and front passenger seats. Or, if in the back,
switch between passenger seats and a mounted gun (if available). Note that if
playing solo, you must enter the driver seat or the vehicle does not move.
GROUND VEHICLES
Take advantage of the huge variety of ground vehicles in the world. Motorcycles,
sports cars, buggies, trucks, and SUVs are just a few of the obtainable
automobiles. They are all controlled the same, but handle significantly differently.
Find your favorites, but also take the current objective into account.
AUTOMATIC DOORS Shooting at and doing damage to a vehicle will damage it. Once it has suffered sufficient damage, a vehicle's
Santa Blanca and Unidad have their own official driving capabilities are affected, making it slower. When a vehicle reaches a certain level of damage, the
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vehicles. When an Automatic Door is approached, enemy driving it will leave the vehicle and either run away on foot, try to find another vehicle in which to ....2:
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location or find a building that can be used as cover.
WATER VEHICLES
EXPLODING VEHICLE Various boats are docked up and down the rivers and lakes. Like automobiles, you enter a passenger or driver
If a vehicle is damaged too badly, it begins to smoke seat-controlling the vehicle in the same manner. A boat comes in handy on several occasions as the cartel
and then catches on fire. Clear the area immediately sets up boat labs and it often offers the quickest route when crossing a waterway.
before it explodes or it may take you out with it.
CAR ALARM
Fancier cars, such as the Santa
Blanca sports car, are often installed
with a car alarm-signified by a
car icon with squiggly lines above it. When parked,
shoot the vehicle to sound the alarm. Use this as a
diversion to sneak by enemies, as they investigate
the noise. You can also disable the car alarm by
pressing the button used to turn the car lights on
and off.
AIR VEHICLES
Helicopters and planes are a great
way to travel great distances and
heights, but there are risks involved.
A chopper does not need much
space to take off and land, making
it a great option to reach mountain
ENEMY VEHICLES ON PATROL peaks and ledges-often required
Watch out for Santa Blanca (red) and Unidad
stops for Rebel Ops Parachute Drop
(purple) vehicles as they patrol the roads. The usual
side missions. Some helicopters
detection arrows appear on screen as they begin to
may allow the pilot to use a minigun
recognize the Ghost presence. Quickly move behind
or rocket launcher as well!
cover or lie prone to avoid being detected. Or, take
cover and shoot the driver to bring them to a stop, Airplanes are typically found on or
though a gunner should be the first target if present. next to runways, since they require
Their vehicle is a valuable asset when infiltrating a a bit of road to take off and land.
corresponding base. Be sure to give plenty of space to
bring the plane to a stop and keep it
straight or it may accidently take out
a civilian or two.
Much like a technical, some helicopters are equipped with a minigun. Enter the gunner position to take control of
the weapon.
THE PARACHUTE
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z The parachute is available at level 1, but you need to unlock the appropriate skill with Skill Points and Resources. Once unlocked, it is possible to jump out of an aircraft
~ and land safely on the ground (or rooftop). You can also jump from a cliff, if you hold the traversal button as you push your character over the edge (if you are high
~, enough). This function allows you take a lot of risks, so be careful to clearly assess the situation if you don't want to dive headfirst into a rock. Be sure to gain a decent
~ amount of altitude before jumping or there may not be enough time to deploy.
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At first, you are in freefall with the ability to fall faster by pushing forward. You'll
then be free falling until you deploy your parachute. Pushing up causes you to
descend faster and nearly straight down, good when directly overhead of a target
area. Pulling back slows the speed and keeps you in the air longer, in case the
destination is farther ahead.
Hitting a target area takes some practice, but there are some techniques that
can help. Push left or right to circle around when honing in on a location. Use a
building or the side of a mountain to stop momentum, but be sure the ground is
close enough to drop safely.
SAM Launchers do not target parachutes, but nearby enemies do detect you,
and will shoot.
44
DAY-NIGHT CYCLE
A day-night cycle keeps the game moving in GRW with
an effect on gameplay. Many enemies, especially in
towns and bases, have different routines at nighttime.
Patrols change and some rest at campfires. Search
houses for sleeping soldiers and knock them out
where they sleep. Note that they continue to detect
you for a short while, so be patient if you come
across someone lying down for the night.
GUNS
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Ghost Recon® Wild/ands. Muc.h of
the time, it is possible to get by without them, but sooner or later, they become
a necessity. Find weapons and accessories throughout the world to improve
weapon selection and ready the team for additional situations.
LOAD OUT
Access guns, items, and the Drone at the Loadout screen-available
by pressing the Tacmap button and selecting the Loadout tab. It is also
available from ammo crates and Equipment Cases. Ammunition can also
be topped off for all guns and items at ammo crates.
Higher rate-of-fire option for the handgun slot-use as third gun in assault situations
Low- to moderate-power rifle capable of fully automatic, semi-automatic, and/or burst fire
MARKING ENEMIES
Light Machine Guns Sustained weapon fire with a moderate rate of fire-best against a higher number of enemies
Anytime an adversary is targeted, he is given a mark
Submachine Guns Hi h rate-of-fire in a rtable acka e
that all players can see, even when behind a barrier.
Long-range rifle capable of causing high damage-always carry one in stealth gameplay to
Sniper Rifles This should be the first step whenever approaching
pick off enemy snipers
Shotguns Spread fire capable of high damage in close quarters-a great choice for interiors an enemy stronghold. Take time to recon an area
thoroughly, so there are no surprises.
Stats vary greatly between the weapons, so choose wisely depending on your current needs. Some guns
suffer from high recoil. Move the right stick in the opposite direction to compensate for the effect.
A sniper rifle is a great addition to any loadout, especially combined with a powerful scope. The penetrating
ability of some rifles allows you to take out an enemy who stands behind a brick wall. Use the rifle to destroy
a Power Generator from a safe distance. Note that bullet drop becomes more of a concern when firing from
afar, but the sound of the gun is more likely to go unnoticed. Unequiping a weapon's suppressor allows the
weapon to have its bullet penetration at maximum capacity.
GUNSMITH
From the Loadout screen, the Gunsmith is accessible for any editable weapon. This allows you to swap out The Binoculars and Drone are great assets during
parts and apply paints to the gun. this stage of a fight. Binoculars allow for long
distance recon and the Drone gains a great view
from above. Tagging enemies with your Binoculars
is faster than using only your weapon scope, as they
have a wider view range. Maneuver around so that
all areas reveal their secrets.
SYNCHRONIZED SHOT
While aiming at a target, or using binoculars or
drones, you can allocate a specific target to your
teammates. This places a number above his head to
allow you to coordinate your shots.
46
At first, you can only setup one Sync Shot. You can purchase the Sync Shot Extra DRONE
Target skills to increase this to two and then three Sync Shots. With the ability The Drone is an improvement on the binoculars in almost every way. Toss it into
to take down four enemies with one shot, a solo player can handle many more the air and fly it over enemy strongholds to recon the area. By running the reticle
situations. Note that selected targets inside a structure may move in and out of near enemies, they are automatically marked for all to see.
view quite often, severely hampering the ability to successfully hit them all.
The Drone is limited by its battery and strength of signal. Audible and visual
DROPPED WEAPON
warnings alert you as either goes out. Upgrades are available to extend both
An enemy drops their weapon when killed, which you can pick up, replacing the
battery life and range.
two-handed weapon last used. This weapon does not unlock in your loadout and
it cannot be modified. Once it is swapped out, it is lost. Mastering control of the Drone is key to a thorough recon. Flying in and around
windows allows you to even mark enemies who hide inside buildings. Be careful
ITEMS· though as the Drone is not completely stealthy. Get too close to an enemy and
At the start of the game, you are equipped with three items: Frag Grenades, they will detect your drone and be alerted.
Binoculars, and a Drone. By investing in Item skills, you can add valuable tools to
your arsenal.
BINOCULARS
The binoculars are an essential piece of equipment for any elite soldier. Mark
enemies and interactive elements from a safe distance. Starting with a 3x zoom
and night vision, upgrades allow for an even higher zoom and thermal vision.
Unlike the Drone, the binoculars do not need cooldown time before using again.
For those who enjoy commanding troops, the Order Wheel can be utilized while
flying the Drone. This allows you to move teammates or rebels anywhere the
Drone has a view.
More skill upgrades give the Drone night and thermal vision, as well as the
following great abilities. Equip these at the Loadout screen.
47
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EXPLOSIVES
NIGHT AND THERMAL
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Frag Grenades are available from the start of the game. Mines, Diversion
VISION
Night Vision is available from the start of the game. Press the Toggle. Night ·
:; Grenades, C4, Flashbangs, and a Flare Gun are all available from the Item skill
Vision button to brighten your view at nighttime. Stealth missions are especially
e= tree~giving you even more options when infiltrating enemy strongholds.
effective at night and this equipment gives you an advantage over the enemy.
Thermal Vision can be purchased from the Item skills tree, allowing the user to
see the world via heat signature. This is great for tracking targets in low light and
a huge asset for stealth players.
PLAYER SKILLS
Your abilities can be upgraded and new equipment unlocked through the Skills
system. From the Tacmap, select the Skill tab to view the skill trees for Weapon,
Drone, Item, Physical, and Squad. Rebel Support status can also be viewed on
this screen.
Frag Grenades, Mines, and C4 are effective for causing large amounts of
damage. Flashbangs disorient nearby foes, letting you mow them down or slip
by. Be careful though as this does put the opposition on high alert.
The Diversion Grenade creates a simulation that draws nearby enemies away
from their post. The Flare Gun can be used to attract adversaries to your position
or draw them away from a desired location.
A set combination of Skill Points and resources is required to purchase each skill.
If you don't have enough of a needed resource, pressing the Interact button, while
Once a second explosive is unlocked, the Select Item button changes the active highlighting the skill, shows the nearest large source of that type on the Tacmap.
item. This is shown in the lower-left corner of the HUD. Be sure to always have
an appropriate item selected. You do not want to be stuck with a Mine or Flare
Gun in your hand in the heat of battle.
48
Occasionally, a Rebel Lieutenant has information that
they wish to share with the Ghosts. Find the person
and hold the Interact button to talk to him.
II
Two types of intel assist you while progressing through the game. Major Intel,
! !] indicated by the yellow file icon, gives valuable information on cartel activity in the
province-unlocking a new story mission.
Non-narrative intel, indicated by a white circle, gives locations of collectibles and side missions. This includes
Skill Points, Equipment Cases, Bonus Medals, Supply Raids, and Rebel Op missions.
Intel may be found anywhere, such as a civilian's home or an enemy's HQ building-appearing on the map as
SKILL POINTS
soon as a location is discovered. There are numerous possible positions for the intel as they systemically change.
Therefore, not only will they be found in different locations the next time the game is played, they may move
between visits to the same place. It is good practice to grab intel whenever found, especially if they do not involve
infiltrating enemy strongholds. The sooner they are found, the less time is spent revisiting points of interest.
g Each time you level up, you are
rewarded Skill Points, though the
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majority of Skill Points are found
by looting medals found throughout the world.
Sometimes intel simply Use these points on the Skills page to unlock and
involves investigating upgrade skills. Select the Skill Point option when
items, such as enemy intel gathering on a non-narrative source to display
phones, files, and maps. the locations on the Tacmap. Every Skill Point
Hold the Interact button location is given in detail in the Provinces chapter.
to snap pictures or gather
the information.
EQUIPMENT CASES RESOURCES
Unlock new weapons and gun parts by finding Weapon There are four resources available: Comms Tools, Food Parcels,
and Accessory Cases, respectively, throughout the world. Gasoline, and Medication. You hold separate reserves of each, which
Choose Equipment Cases when intel gathering on a are used to unlock and upgrade skills. Containers found in towns,
non-narrative source to display the cases on the Tacmap. These cases also allow bases, and in the wild provide small amounts of each resource. Completing Supply
you to access the loadout screen. Check out the equipment and decide if it is a Raids (Steal the Helicopter, Steal the Plane, and Stop the Convoy) nets larger
good match for the current objective. It is a good idea to seek these cases out amounts with convoys supplying the highest source.
whenever possible to improve weapon options.
CIVILIANS
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Civilians go about their lives throughout the world with two effects on your game.
Killing a few civilians leads to a game over. A notification appears on-screen
KINGSLAYER FILES when you are one casualty away from this point.
Kingslayer Files present added story for the player, delving deeper
into the dealings of the Santa Blanca cartel and Bolivia's past.
.
Documents provide recordings and picture evidence that can be used
by The Ghosts in their hunt for the Santa Blanca bosses. Legends are artifacts
that give the player insight into the history of Bolivia. As you explore Bolivia, you
can also discover Legends, which are vestiges of history and ancient legends
of this country. In every province, finding these objects rewards explorers. Once
collected, these vestiges will unlock their part of the Bolivian memory.
·• Alann: With an alarm present at a camp, an alerted soldier has the ability to call in air reinforcements by using the
device. Shooting the power box, located near the top of the tower, or deactivating a nearby power generator, keeps
enemies from sounding the alarm. Recognize the alarm towers during the initial recon and disable them with silent
sniper rifle shots. These are a priority to avoid fighting a second wave of hostiles arriving by air , though disabling the
alarm does nothing to prevent ground reinforcements from joining the fray.
• Watchtowersand Snipers:Snipers stand guard around the perimeter, usually atop watchtowers. From this vantage
point, they have a large detection radius, so it is worthwhile to deal with these guys first. Snipers may also be found on
terraces and rooftops. A flash of light signifies when a sniper is about to fire.
· • Miniguns:Miniguns are typically found in bunkers, either raised or on the ground. Soldiers who man these should be
high priority, since their gunfire can tear through a target's health. Technicals, trucks with a mounted turret, present a
new challenge with th.eir mobility. SWipe one of these for a full-on assault.
• DroneJammer:By jamming the frequencies used. by the player's Drone, the recon device becomes useless. A
message appears on screen along wipi static'to signify that there is a jam mer nearby. Drone jammers are typically
deep inside the enemy base, but if/ound,"a switch on the side of the machine deactivates the jamming. Turning a
power generator off de~cti~te~ nearb(Drone jammers. Of course, you can always just blow them up with.explosives
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From the Arid Mountains to Lake Agua Verde, from the Cai manes swamplands to the Koani salt flats, the diverse and distinctive biomes of Bolivia present numerous
challenges as the Ghosts navigate the terrain. Highways, dirt roads, and trails crisscross the environment, allowing for simpler travel, but expect to spend plenty of time
off-road while exploring the world.
THE ECOSYSTEMS
ECOSYSTEM PROVINCES ECOSYSTEM PROVINCES ECOSYSTEM PROVINCES
II I
• Barvechos • Flor De Oro • Espiritu Santo
Jungle • Villa Verde
Altiplano • Mojocoyo Forest Valley • La Cruz
'"
• Montuvoc • Libertad Lake and Waterfall • P.N. De Agua Verde
• Koani • ltacua
Arid Mountains (North) Salar (Salt Flats) • Koani
• Remanzo Green Land • La Cruz
• Malca • Ocoro
Arid Mountains (South) Swamp • Caimanes
• Pucara • Inca Camina
• Media Luna Highlands • Montuyoc • -Monle Puncu
Canyons The Yungas
• San Mateo • Pucara •Tabacal
HOW TO PLAY
Much of your time is spent in exploration-discovering new points of interest, collecting valuable items, and
gathering intel. Basically, the rest of the time involves putting everything to use as the Ghosts infiltrate enemy
strongholds. All of this leads to the ultimate goal of dismantling the cartel.
Drone: Have one persori improve the ability to recon with Battery Increase,
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a:
If the team strays too far away, use the REGROUP command to bring them back Range, Mark Area, and Stealth. .....
1:1.
to your location. When defending a specific spot, it is often best to keep everyone ca:
Item: An explosive specialist should grab Mine, C4, and the Flashbang. Having .....
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nearby in case the enemy gets too close to the objective.
at least one player pick up Flare Gun is huge when attempting to divert the Cl
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Al teammates are extremely competent and with these four commands, they can enemies' attention. :z:
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be controlled a fair bit. Use Sync Shots at enemy bases whenever available to
Weapon: With an assault playstyle, skills such as Hip Fire Spread, Grenade
even the playing field. For more information on the. skills mentioned below, see
Launcher, Ammo Capacity, and Vhc Destruction improve the team's attack.
the Skills chapter.
RECOMMENDED 4-PLAYER SKILLS
RECOMMENDED SKILLS
With a consistent team, part of the Squad skill tree can be ignored and each
Squad: When playing solo, invest in Squad skills such as Squad Resilience,
player can specialize, however Revive Speed, Bleed Out Time, and Trained Rebel
Trained Rebels, and Born Leader. Maxing out Sync Shot Extra Target is invaluable
are all still very useful skills in 4-player Co-op.
with the ability to take down four enemies with one shot. Last Chance is also
helpful, but this requires first rank in all Squad skills. Physical: Car and Air Vehicle Shield are only effective for the driver. One player
can grab each of these skills and always be the driver.
Drone: Performing a thorough recon is very important when playing solo. Spend
some points to improve the Drone's ability to recon, such as Range, Battery Drone: Have one player boost the Drone's recon capabilities with Battery
Increase, Mark Area, and Stealth. Increase, Range, and Mark Area.
Weapon: Improve sniping skills such as Stable Aim and Adv Suppressor. Ranged Weapon: The sniper should invest in Stable Aim, Ammo Capacity, Adv Suppressor,
Elite is also a good skill to have, but requires first rank in all Weapon skills. and Time to Aim.
Item: There are a number of useful Item skills, but Binocular Recon is a huge
boost in recon ability.
Physical:Abilities which allow you to take more damage are always good
CHOOSE A
choices, such as No Pain, Car Shield, and Bullet Resistance. Grab Detection when
available to remain in stealth longer. PLAYSTYLE
Even though the game lets you play the way you want, there are five main styles
PLAYING CO-OP that players generally follow. Of course, it's sometimes necessary to switch from
At the campaign lobby, select Join Public Matchmaking to find a game on line
one style to another, depending on the situation.
for your party. Squad Privacy allows you to select who can join your game. It is
possible to play with one to three friends with the rest of the team filled in with
Al teammates.
ASSAULT
Assault relies on powerful weapons, grenades, armed vehicles, and fast
movement. Move from cover to cover, eliminate enemies quickly and find the
right balance between killing opponents and managing your health. Tools of the
trade include machine guns, assault rifles with grenade launcher, hand grenades,
as well as mounted turrets, armored vehicles and even an attack chopper-a
playstyle for those who like to run and gun.
The.lobby can be accessed in game by pressing the Tacmap button and. selecting
the Lobby tab. Team orders on the Order Wheel change to messages for
teammates.
RECOMMENDED 2-PLAYER SKILLS Find ammo clip upgrades, and invest in anything that increases damage and rate
Weapon: Improve weapons by grabbing skills such as Stable Aim, Ammo of fire. This style is risky, so think about preservation first, then about the ability to
Capacity, and Time to Aim. Adv Suppressor makes suppressed weapon fire more deal damage.
powerful while remaining undetected.
RECOMMENDED WEAPONS
Drone: Extend the Drone's time in the air with Battery and Range. AssaultRifle/MachineGun: Maximize firepower to dispatch enemies efficiently,
even the most resilient. Machine guns are ideal against vehicles and aircrafts,
Physical: Stealth is still the way to go, so pick up Quiet Running and Detection.
thanks to their large ammo clips. Switch to a high-power assault rifle for better
handling in medium range.
RECOMMENDED WEAPONS
This is a slow paced style, which is greatly
Sniper Rifle/AssaultRifle:A silenced sniper rifle
rewarding when a plan comes together. Find
is a good tool to clean the mission area when doing
larger SMG ammo clips to compensate for its low
recon, to dispatch snipers and other isolated enemies.
power and use equipment that keeps speed and
Switch to Assault Rifle for the final approach.
accuracy in close combat. Equip the sniper rifle The sniper is extremely tough to maintain at
with a good scope to ensure that you score one- all times, but it's a greatly rewarding style for RECOMMENDED SKILLS
shot kills. Also use it to disable alarm towers from approaching an objective. Finding a good scope Drone: This is the primary skill during a Recon.
afar for more security. makes all the difference so enemies can be taken Be sure to scan the enemy camp 100% before
out from a long distance away. attacking. Battery, Night Vision, Cooldown, Speed,
Range, Stealth, Mark Area, everything is useful.
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Item: Binocular Zoom and Recon are good, as well
as Thermal Vision.
56
RECOMMENDED REBEL SUPPORT
Rebel Recon is the skill of choice for Recon.
SKILLS
PROVINCE MISSIONS AND SPECIAL MISSIONS ....
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Follow the main story missions to achieve the ultimate goal of dismantling the .....
>
COMMANDER Santa B_lanca cartel. Buchons rule over 19 of the 21 provinces-each working
under one of four operations: Production, Security, Influence, and Smuggling. Work
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Playing as the Commander uses the player's ability to give orders to Ghost cc
your way through buchons in one operation to unlock its Underboss and from there Cl
teammates and rebels. Stay far from the action, but make the decisions that :z
the head of operation becomes available. With enough of these heads eliminated, cc
lead to victory. Give teammates move orders, plan synchronized shots, and
the boss of bosses, El Sueiio, becomes available.
choreograph tactical movements. Unlock rebellion skills to obtain Mortar Strike,
Guns for Hire, and other additional tools. Free rebel prisoners to wreak havoc in
enemy camps, and trigger inter-faction fights while you observe from a distance.
SIDE MISSIONS
Numerous activities exist to keep the player busy outside of the main story
This playstyle is quite rewarding if playing chess master and strategist is missions. Completing these optional quests e.arns XP, resources, and valuable
your thing. Rebel Skills-making it well worth your time.
RECOMMENDED WEAPONS
Sniper Rifle/AssaultRifle: Since you're going to stay away from the action, a
sniper rifle for support is a good idea. No need to be silenced if you're going to
snipe enemies in the middle of a firefight, they won't hear you anyway. Keep
another weapon close by, in case you are forced into close combat.
RECOMMENDED SKILLS
Squad: Invest in Squad Resilience and Trained Rebels ASAP. Acquire Born Leader
when available.
Drone: This is also critical for you, to plan the attack and control the battlefield.
Battery should be the first choice. For the long run, invest in Explosive, EMP, and
Armor, to make the Drone a real weapon.
There are two types of side missions, Supply Raids and Rebel Ops. When you
RECOMMENDED REBEL SUPPORT SKILLS stumble into one, a notification appears on screen, at which point holding the '
Guns for Hire is an excellent choice, while Mortar Strike is also useful. Tacmap button causes it to become the objective with a yellow line directing
you to the mission. When Intel is found, select Supply Missions or Rebel Ops to
Supplies are always guarded by Santa Blanca soldiers; you must plot a strategy
to swipe the goods before the enemy calls in reinforcements.
57
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a STEAL THE HELICOPTER
Alert the captain to your presence and he bolts for the chopper. If you're quick
enough, he can be pulled out of the cockpit. Otherwise, he immediately takes off
and you can forget about ii and retry later.
a:: Mission Objective: Steal the helicopter full of supplies and fly to a
1- Once inside the helicopter, an objective marker appears at a rebel RV elsewhere on
cn rebel-held location.
1:1. the map. Fly to that location and land in the open area to complete the mission.
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0
u Availability: ltacua, Ocoro, Agua Verde, Tabacal, Caimanes, Pucara, Barvechos,
1:1. Mojocoyo, Remanzo, San Mateo, Espiritu Santo, Villa Verde, Inca Camina, Koani,
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Media Luna, Flor De Oro, Libertad, Montuyoc, Monte Puncu, La Cruz
A helicopter, loaded with supplies, sits at various landing pads around the map.
A lieutenant is always nearby and he has one job: if there is any trouble, get the
chopper away from enemy hands. That is why he should always be the first target.
Always be aware of enemy choppers in the area. Delay taking off with another
aircraft in the vicinity or you may find yourself in a pursuit, attempting to outrun
the enemy's rockets or Gatling gunfire.
Typically, five or six soldiers, including the captain, guard the plane. There are Mission Objective: Steal the plane full of supplies and fly to a rebel-held runway.
basically two methods to completing the mission, kill them all and swipe the
Availability: ltacua, Ocoro, Agua Verde, Tabacal, Cai manes, Malca, Pucara,
chopper or divert their attention before taking off.
Barvechos, Mojocoyo, San Mateo, Espiritu Santo, Villa Verde, Inca Camina, Koani,
Sync shots are a great tool for an assault; just be sure that one of the targets is Media Luna, Flor De Oro, Libertad, Montuyoc, Monte Puncu, La Cruz
the lieutenant. Finish off any remaining foes while moving toward the chopper,
Stealing a plane is very similar to the helicopter, except a captain does not
being sure not to damage it.
attempt to fly away when Ghosts are detected and a runway is required to get
the plane off the ground.
Diversion Grenades can be used to pull the soldiers away, one or two at a time,
but the Flare Gun gets it done in one shot. If available, fire a flare away from the
Again, several soldiers guard the supplies, so deal with them either with full
Ghost's position and watch them depart the area. Once clear, quickly, but quietly,
on assault or pullthem away in a stealthier approach. Note that some soldiers
swipe the aircraft.
wander down the runway, making them easy targets for a sniper rifle without
alerting the others. Miss them though and you may end up with a few bullet
holes in the side of the aircraft during the takeoff.
58
Once the plane is stolen, fly to the objective marker at a rebel-held runway. When selecting a vehicle to chase them down, big and strong are best. If
Watch out for SAM Launchers during flight, flying low to avoid detection. If they available, an armored vehicle would be even better. Complete four Vehicle
do draw a bead on the aircraft, tilt from side to side or make a sharp turn to avoid Drop-off side missions for the ability to call for oneat any time. If you're
the missile. At the airstrip, try to lineup the landing, as some locations are quite extremely lucky, a car may not be necessary. As long as you can get to the
narrow. You also want to avoid taking out the friendly rebels. driver's door, you can pull the driver out.
While destroying the escort vehicles is a great idea, be careful with the supply truck.
A meter displays its health at the top of the HUD. Cause some damage to slow it
down. This helps greatly when you're having trouble keeping up with the convoy.
MissionObjective: Find the convoy, bring the supply vehicle to a stop, and tag it.
Do not get too distracted with the enemy vehicles and lose track of your own.
Availability: May appear on any road If it takes too much damage and begins to smoke, clear out and quickly find
another ride.
Occasionally, a supply vehicle appears on the map, indicated by the truck icon.
It holds a large cache of a resource and would be valuable to the rebellion. It Later provinces add a helicopter to the convoy that stays with the group, firing at
is always escorted by at least two vehicles, but can be joined by a helicopter. unwelcome intruders. Let it hang around too long and you may be switching rides
The objective is to stop the main vehicle without harming it too much. If it is earlier and more often than expected, If possible, have your team concentrate
destroyed, you are only able to loot a reduced percentage of the resources. fire on it, while you focus on the supply vehicle. Otherwise, you may need to deal
These side missions play out just like the start of the ltacua story mission, with it yourself before pursuing the truck. A good tactic is to urilock the Grenade
Rebellion Rising. Launcher skill and equip it on the weapon to easily take down the helicopter.
Convoy missions can get tough and perseverance becomes key to victory. Clear
out any remaining thugs and then tag the resources to complete the side mission.
Escort vehicles vary depending on the difficulty of the activity. At first they are
simply Santa Blanca trucks, but as the player progresses, armored vehicles and
technicals become the norm. Ram them in the back quarter panels to cause
them to spin or tumble, while having your crew continually assault.
REBEL OPS
Rebel Ops unlockand upgrade Rebel Supportskills.
59
These skills offer a variety of assistance to the Ghost unit. The rebels can help
C:>
z directly in the fight or support the player with a vehicle or area recon. The first
A Hack Antenna mission requires the player to deactivate two antennas in a set
z completion of a side mission unlocks the skill, while successive times improve
cc time limit, which starts when the first switch is thrown. Speed is of the essence,
a:: the ability based on the following table .
..... so finding the quickest way between the two points is key.
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ICI. UNLOCK/UPGRADE
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1 Unlock Rebel Skill (Power 1 with 120" Cooldown) I zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
2 Reduce Cooldown to 11 O"
4 Upgrade to Power 2
7 Upgrade to Power 3
8 Reduce Cooldown to 70" Be sure to glance at the mini-map when approaching the first antenna in
9 Reduce Cooldown to 60" case enemies loiter in the area. Once the area is clear, step up to the switch
and deactivate the transmitter to start the timer. To complete the side mission
Use the Order Wheel to highlight an unlocked skill at the bottom of the screen, successfully, you must reach the second antenna and throw its switch before the
\
place the cursor.on a desired target if necessary, and press the Vault button to timer hits zero.
call for support. Each use of a skill puts all rebel ops into a cooldown. Decreasing
There is always an
a skill's cooldown only affects the wait time after using that skill.
appropriate vehicle
parked nearby, so
immediately hop on
or into the driver's
seat. Note that it is not
necessary to take the
given ride. If you are
more comtcrtabte with another, feel free to drive it to the antenna. Just note that
the quickest route often involves driving off-road.
If a helicopter is available, this is obviously the best option. Combine the aircraft
with a parachute for the simplest trip between the antennas, though it does take
It is a good idea to take advantage of the rebels' support when available to the challenge out of the mission.
assist in progressing through the game. Utilize a skill that is appropriate to the
current objective. The playstyle section earlier in this training chapter offers some
recommendations based on your playstyle.
-DIVERSION
Mission Objective: Hack Antenna - Hack two antennas within time limit.
Rebel Skill: Diversion allows the player to send a squad of rebels to fight at a
specified position.
When looking at the Tacmap, the time is paused, so spend a little time figuring
out a route. The game suggests a route that sticks to the main roads and
often enough it is sufficient, though making a beeline to the second antenna is
UNLOCK usually faster. Crowded
villages, boulders along
1 Unlock Rebel Diversion Skill (Small Element)
a mountain slope, trees,
4 Power 2: Request Large Rebel Flanking Element and swampland all slow
7 Power 2: Request Largest Rebel Flanking Element the driver down, so
always keep an eye on
the road and choose a
path wisely.
60
REBEL SUPPORT SKILL The sicario leader always has a vehicle nearby and uses it to escape once the
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player is detected. React quickly enough and the guy can be pulled out of the .....
The Diversion skill sends a squad to flank the enemy, distracting the player's .::::
opponent. When selecting the skill, indicate the position where the rebels should
driver's seat. Otherwise, find a car of your own and chase him down. Nudge him >...
off the road, being careful not to kill him. u
begin their attack. This allows the player to easily wipe out the distracted foe or cc
sneak on by.
Availability: Ocoro, Agua Verde, Tabacal, Cai manes, Malca, Pucara, Barvechos,
Mojocoyo, Remanzo, Espiritu Santo, Villa Verde, Inca Camina, Koani, Libertad,
Monte Puncu, La Cruz
Rebel Skill: Guns for Hire allows player to call extra Rebel soldiers to temporarily
join their squad.
REBEL SUPPORT SKILL
Selecting the Guns for Hire support skill, calls in a small group of rebels to
UNLOCK temporarily fight alongside the Ghosts. Upgrading the skill's power increases
the number of rebels that come to the player's aid. Call these guys in during
1 Unlock Rebel Guns for Hire Skill (Small Group)
shootouts to tip the odds in your favor.
ID
4 Power 2: Request a Large Group of Rebels
@;j:j:j:11•11 Mission Objective: Defend Radio - Protect a field radio broadcasting rebel
message for a fixed time.
A sicario leader is the target in each Intimidate Sicario side mission. The objective
is to grab and intimidate the guy. He is very jittery and flees the area if the player Availability: ltacua, Ocoro, Agua Verde, Tabacal, 'caimanes, Malca, Pucara,
is detected, so approach cautiously and thoroughly recon the situation until Barvechos, Mojocoyo, Remanzo, San Mateo, Espiritu Santo, Villa Verde, Inca
everyone is accounted for. Several Santa Blanca soldiers accompany the leader Camina, Koani, Media Luna, Libertad, Montuyoc, Monte Puncu, La Cruz
and typically, it is best to deal with them first. The leader must be captured alive,
Rebel Skill: Mortar Strike allows the player to call a mortar strike on a
so be mindful of where you aim and leave damaging grenades out of the fight.
specified area.
UNLOCK
1 Unlock Mortar Skill
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The Defend Radio side missions require the player to start a radio and defend it
for a fixed time. During the broadcast, enemies !lo.ck to the player's location in an
Look for enemies to wander away from the group or use diversion tactics to pull attempt to destroy the transmitter. As long as the radio remains standing when
them away. Grab and deposit each guy out of view from the others. Dealing with the timer hits zero, the mission is a success.
all of the soldiers in this manner is the stealthiest means to the leader.
61
Santa Blanca soldiers approach on foot and by vehicle. Always be aware
of inbound roads and glance at the mini-map frequently to spot incoming ~RECON
enemies. Helicopters eventually join the onslaught, so keep an ear open for the
familiar sound. Occasionally, a sniper sets up on nearby rooftops, so look out Mission Objective: Parachute Drop - Interact with an unclaimed supply drop.
for the flash of light. Locations often require a helicopter to access, or at least some climbing.
Grab a high power, high rate-of-fire rifle to mow down the opposition and Availability:Ocoro, Agua Verde, Caimanes, Malca, Pucara, Mojocoyo, San
helicopters. Grab a shotgun, if available, for enemies that get through to the Mateo, Espiritu Santo, Villa Verde, Inca Camina, Koani; Media Luna, Flor De Oro,
radio. Frag Grenades are extremely useful against a vehicle; hit it before the Montuyoc, Monte Puncu, La .Cruz
passengers get out for the best effect. There is typically an ammo case nearby
Rebel Skill: Recon automatically marks all enemies in a specified area.
for topping off weapons.
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A supply drop has been
delivered somewhere
This mission can be simplified with rebel support and explosives. Before starting in the wild-most often
the radio, call in Guns for Hire if available and place Mines or C4 along nearby on a cliff ledge, but it
roads. If a helicopter is being a pest, it can be taken down with the an explosive- also may sit inside an
equipped Drone. enemy base. The supplies
would be a great boon
for the rebellion, so it is
up to the Ghosts to find
them and tag them for the rebels to pick up. Once the mission location has been
discovered, figure out the best way to reach the objective.
Recon calls for rebel spotters to recon a specified area. All enemies in that area
are automatically marked. Increase the power by completing Parachute Drop
REBEL SUPPORT SKILL Rebel Ops missions to increase the scouting area. This skill is extremely helpful
Call on the rebels to launch a Mortar Strike at a desired target-a skill that is best before infiltrating an enemy stronghold .
. saved for assaults. After defending four radios successfully, the rebels fire multiple
strikes. Reach Power 3 and the rebels can hit a larger area with multiple strikes.
62
Based on the relay's position in the station, there is often a most advantageous
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- VEHICLE DROP-OFF entry point. This optimal doorway offers the quickest path to the objective. z:
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Sometimes the closest door is only accessible from a roof, terrace, or balcony, en
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MissionObjective: Breach Comm Center - Blow the doors on a secure network which can be accessed by landing a helicopter or parachuting onto the landing. :::::E zyxw
station and hack the network relay inside before the alarms are raised. >-
a::
Availability:ltacua, Ocoro, Agua Verde, Tabacal, Cai manes, Malca, Pucara,
Toss a Frag Grenade or plant C4 on a door to blow it open or if an explosive barrel
sits next to the entry point, it can be used to get the job done. Be sure to keep a ...
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Barvechos, Mojocoyo, San Mateo, Espiritu Santo, Villa Verde, Inca Camina, Koani, safe distance, so as not to take damage from the blast. This gets the attention of a::
Libertad, Montuyoc, Monte Puncu, La Cruz those inside, so re.ady for a big fight.
....
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Rebel Skill: Vehicle Drop-Off allows the player to call a vehicle to be dropped at
· their position.
UNLOCKS
UNLOCK
Unlock Rebel Vehicle Drop-Off Skill (SUV) I
4 Power 2: Request Armored Vehicle l
7 Power 3: Request Helicopter I
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The mission takes place inside a network station with multiple entry points and If available, call in Rebel
Santa Blanca soldiers occupying the interior. A network relay is found on one of Guns for Hire to assist
the floors and must be hacked before a timer hits zero. in the mission. Send
teammates inside to take
the brunt of the hostile
gunfire. Fight your way to
the objective marker and
once it is safe to do so,
interact with the computer.
Selecting the Vehicle Drop-off skill calls on the rebels to deliver a vehicle to
your current location, or at least a nearby road. At first an SUV is dropped off,
but power upgrades change this to an armored vehicle (Unidad SUV) and then
a helicopter. As you will find out, a helicopter is extremely valuable as certain
terrains become extremely difficult to travel by land.
TACMAP
Main Missions usually come with a few specific objectives. Your first place to
check for evidence is your Tacmap. Highlight the mission you wish to complete,
and the type (Influence, Production, Security, or Smuggling), the first objective,
the XP reward, and a brief are all listed. It's also worth checking the Province
rating (from one to five skulls) which gives a general difficulty.
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Example: We'll be running the Mission "Flight Plan", which occurs in Koani
Province, in the northwest corner of Bolivia.
63
CARTEL DESTABILIZATION CHART Example: This is Rally Point Koani Bravo, on the salt flats just south of the air base.
Though the terrain is extremely flat, you can actually see the airbase control tower,
which is where the initial target (who you must interrogate, not kill) is located.
Zoom out of the Cartel Destabilization chart, and you can check additional
rewards (such as Skill Points and weapons) given for taking out the boss, or
ACTUAL RECON:
"buchon", of each province. You can also replay the mission if you've already PRIOR TO HOSTILE ENGAGEMENT
finished it, and gain the extra XP. Need .to find a cool mission you've already When you reach the outskirts of a location, but have not infiltrated it yet, actual
played? Then this chart is the best way to locate it, and learn how many more reconnaissance should be completed. Here are some pointers:
missions it's going to take to bring El Sueiio down (as the buchons of the four
GUIDERECON
areas of the Santa Blanca drug trade are clustered together here in each corner).
You obviously have a huge advantage in that every Story (Main) Mission is covered
It's the best way to find and equip underbosses and operation head missions as
in detail in this guide. This means installations are flagged, targets are already
soon as they are unlocked. pinpointed, and the starting points of enemy patrols or locations have been
meticulously spotted. Start your mission by reading over the actual mission recon.
MISSION AREA (TACMAP)
Caution: Hostiles on the Move
It's important to understand that although this guide gives
locations of almost every enemy you rnay encounter during d Story
Mission, it does not account for sliqht chances in patrol paths.
vehicle and intanlry rointorcernents. and alert levels of YOLH' foes.
Think of the enemy placements zyxwvutsrqponmlkjihgfedcbaZYXW
a•, a rough overview. not a precist:
location (thouqh snipers are rcasonablv stationarvl.
TIME OF DAY
Before venturing into a combat zone,
note the time of day. This affects the
location of foes, and the effectiveness
When the yellow arrow (or light gray if you're playing this mission again) appears
of some installations. For example,
over the target location, a "Mission Area" is sometimes revealed. This opaque
at certain times of day, enemies
yellow circle indicates the general area you can expect hostiles, and the target
may move to a mess hall to eat.
in. Once you step into this area, the objective arrow will adjust until you've
After dark, a number of enemies
pinpointed a precise target. Collectibles (such as Kingslayer files or Skill Points)
may move to a barracks to sleep.
are also seen when visually spotted.
In either case, they are more easily
Mission Areas are important to compare to the actual topography you're moving neutralized, especially if they are
through, as you're sometimes called upon to infiltrate a town where enemies congregated in a particular area.
are located both inside and out of the Mission Area (so stealth may be- required
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Example: Koani Air Base has
in order for foes not to attack from outside the zone). Also, some sniping
a central mess hall and two
opportunities may not be available if the vantage point you're using is outside
barracks near a small soccer pitch.
the zone. Mission Areas only appear when you need to reach an area or locate
Depending on the locations of the
the target first.
enemies you tag, you may wish to
ON THE GROUND: RALLY POINT remove all foes !]Sing flashbangs
and crossfire, explosives, or other
It's worth either fast traveling,
aggressive means, Or, you may
hiking, biking, driving, or
wish to sneak past them (optionally
piloting a helicopter to the Rally
leaving a mine at expected exits).
Point nearest the objective.
You can resupply here, call on
Rebel Support vehicles or use
those parked here, and in some
cases actually have a distant visual of the location you're about to enter.
64
INSTALLATIONS LOCATION 3. Power Generator: Does this location have drone jammers,
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power generator, which can be deactivated at the handle, shot with en
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more powerful weapons, or destroyed with explosives. As removing the power ::E
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enemy engages in combat with you? If you don't, destroy the panel u
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on each alarm tower with gunfire or sniper fire. Or shut down the
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5. Mortars:These manned locations are annoying as when you're .:::
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Next, ascertain through use of your binoculars, drone, or physical but unseen spotted, you're pelted with incoming explosives. Mark the enemy i:!
presence, the complete list of Installations, and their exact location pertinent to at the mortar, and remove him with haste, remembering that the z:
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your objectives. The last point is important; if your objective states you have two shells he's using are explosive, so blasting him at close range can get you
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minutes to rescue a friendly entity, there's little point in spending time counting
the number of SAM launchers.
killed. Are you trying stealth? Then you may not need to focus on a mortar
enemy, though a suppressed sniper shot is usually the best plan.
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When you step into the perimeter of the enemies' location, or close to a larger 6. Lights:During nighttime infiltrations, these can blind you. Either
operational area without a mission area pinpointed, check your Tacmap. The shoot out the individual light bulb panels (not recommended), or
name of the location should appear, along with the installations it has. This list is deactivate the generator powering them.
important to know, as it allows you to focus on certain installations to deactivate
7. Miniguns:Miniguns are found inside towers, firing posts, and
or destroy, while leaving others alone.
small nests, and can be unmanned or manned. They cannot be
Example: Koani Air Base has four miniguns, three SAM launchers, one Drone destroyed, but the enemy manning them should be removed. Note
Jammer, one Alarm, and one Power Generator. As the Generator is located close to the enemy may try to reuses this weapon, or not use it at all (as a show of
an easily-infiltrated area of the base (the west side perimeter, as shown), you may strength or deterrent). See if it is tactically advantageous to remove the minigun
elect to deactivate it silently, rather than risk waking up the enemies by shooting foe if one is available. Then leave a mine in case it is reused.
the alarm pole panel (though this can be done with suppressed sniper rifles, too).
Example: Koani Air Base has every type of installation except for lights and mortars.
Obviously, your plans will vary wildly depending on the location you're infiltrating.
As our Ghost team is attempting a stealth infiltration, the drone jammer and alarm
Other locations may have alarms, but no generators, which gives you only one were neutralized silently, by deactivating the generator. Then, team members
option: a manual shooting of the panel, or additional time spent dealing with moved to the three SAM launchers on the runway, silently neutralizing any foes in
reinforcements. This leads to: the vicinity, and primed each launcher with a mine, to detonate during a subsequent
objective, where it was required to steal a plane and fly it off the base. Finally,
INSTALLATIONS ORDER
though there were four miniguns, only one was seen as troubling, as it was situated
close to the airfield hangar where the escape plane was parked. So a Ghost crept
up and strangled the minigun operator to ensure a safe departure.
LANDMARK BUILDINGS
Learn the various types of
buildings you'll encounter
during missions. The one
shown in the image is an
HQ building, but examples
include comms centers,
armories, pillboxes, firing
posts, emplacements,
With a good overview of all a location's installations, you must decide which
barracks and tent
ones need to be deactivated or destroyed. This is usually done prior to engaging
barracks, cages with
enemies, though this can vary (as miniguns involve taking down foes manning
rebels inside, sniper towers, Santa Muerte chapels, buchon house compounds,
them). Though each Installation type is detailed elsewhere in this book, it's good
warehouses of various sizes and shapes, and mission-specific structures. Know
to have a general order to work through in terms of what Installations to go after,
what to expect at these locations (an HQ building usually has a captain or target,
and when. Here's an optimal order, that works in most cases:
while an armory has ammo and loadout changing access, for example).
1. Drone Jammer: Do you want to use a drone to tag enemies and
When you've learned the various buildings, apply names for them that your whole
installations? Then locate the drone jam mer first, and make plans
team will know. Then figure out if the building is critical to your objective.
to deactivate it at its handle, remove tne Power Generator so this
deactivates, or destroy it with weapons fire or explosives. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDC
Example: This UNIDAD base has an HQ building (as shown), where a high-
ranking enemy must be located and neutralized. But this structure could just
· 2. Sam Launcher: Do you want to use helicopters or airplanes
as easily have a server or laptop to access, before defending it from incoming
in this mission? If not, these can be ignored. If so, these must be
enemy forces.
destroyed using explosives only.
65
ENEMY TAGGING InterrogationSuspect: The victim cannot be killed. He or she can be frightened
into fleeing in a vehicle, allowing you to pursue without the need of infiltration
at all. If the victim will not flee, you must physically reach and interrogate them,
so explosives aren't recommended. Or, you can bundle a suspect into a vehicle,
drive it to a remote location, and conduct the interrogation without fear of being
shot at during the talk. The suspect at the Koani Air Base had this requirement.
Target to Kill:The target must be neutralized, allowing for any type of takedown
you wish, from melee strikes to sniper shots (for human targets), explosive
takedowns (for vehicles) and everything in-between. You can even maneuver an
explosive drone in remotely to destroy the target.
Target to Kill and/or ID: Ranged takedowns of targets become less helpful if you
have to ID the target afterward, which essentially means you need to reach the
At the same time as installations are being reviewed, Ghosts should be moving to
neutralized enemy. If the victim flees, it actually becomes easier to chase them
various parts of the mission area (if it is especially large) and using binoculars or
down, neutralize them in a remote location, and then ID them.
drones to pinpoint enemies (including infantry, snipers, captains, lieutenants, and
heavy soldiers), installations, vehicles, and collectibles. Then refer to your Tacmap Evidence to Obtain or Photograph:If an important document needs locating,
and agree on the best way to approach the enemies. this involves physically moving to the target to obtain or photograph it.
Example: Koani Air Base has its largest concentration of enemies in the main zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDC
Positionto Hold: You may be required to ho)d a location for a specific amount
part of the base, unfortunately close to the target you need to interrogate. of time (so a laptop download can finish, for example). This simply involves
defending the necessary doorways and insertion points until the objective
INFILTRATION PATH PLANNING completes. However, with forethought, you can create defenses using parked
Lastly, before the actual vehicles, booby-trap roads enemies may head down, and reach excellent
insertion is attempted defensive locations prior to the timer countdown.
(through hiking, biking,
Vehicle to Steal: A vehicle must be removed from a location, and driven
drone use, airborne fly- somewhere. This requires you to physically reach and drive it away. It can be
bys, or binoculars), spend
delivered in any condition you like, except "on fire".
some time checking
the perimeters of the Convoy or Moving Vehicle: This involves targeting a single vehicle .and running
location for gaps, quick it off the road (with perhaps a subsequent objective regarding the interrogation
routes, underground or killing of a suspect inside), or targeting a single vehicle as part of a convoy.
pipes, buildings to use as cover, or routes to aggressively drive through if you're Specific convoy tactics are.included in the mission as appropriate.
unconcerned about stealth. The obvious entrance to a base is rarely the one you
Remember you can approach a location from the air as well as the ground,
should take.
though parachuting onto a target to kill them usually doesn't go quite as well as
Example: It was discovered that the southern perimeter of the Koani Air Base you might expect.
has a gap in it, just to the side of a sniper tower east of the main entrance. This
Destroy Missions:The target, which isn't usually a human, but rather an object
allows for insertion, and stealth movement eastward, along the inside of the
(such as a shipment of cocaine, or enemy explosives) must be located and
perimeter wall, all the way to the control tower,.with minimal enemy interactions
destroyed. Specific methodology regarding the type of force to use is usually
requlred, This was the plan used to reach the tower with the cartel still unaware
detailed within your mission parameters, but if in doubt, use explosives or high-
of the Ghosts' presence.
damage weapons fire.
ENEMY HIERARCHY
Lastly, before actual infiltration begins, the exact requirements of the target are
important to ascertain. The tactics needed vary greatly depending on what needs
to be done. Here are some of the most frequent types of target requirements:
So, you've tagged all the foes using a drone or binoculars; you can then see which
ones present the most danger, or should be tackled first. They are as follows:
66
Snipers in tower or on rooftops. Then foes manning minigun emplacements. Next, Unidad Interactions: You occasionally have to infiltrate Unidad bases of
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take out foes on the outskirts of bases (as appropriate; see Caution below). Then operations, or attack this part of the Bolivian army. These foes have a Patrol z
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foes in cover behind pill boxes or firing posts, followed by heavy, armored foes Level, so will not be defeated at the location you are attacking. It is pointless to en
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with machine guns. Then move on to captains and then regular infantry. Check try and "clear" a Unidad stronghold, and reinforcements arrive by ground and air :::E
the Factions chapter of tlus guide for reasons why. whether or not you've taken out alarms. While you can still clear a base using >-
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Example:Ghosts approached the air base from multiple directions, shooting
a completely stealthy takedown, this is unnecessary and extremely difficult. ....en
For missions involving Unidad, you need to get in, get out, and get away as a::
snipers in every tower. Then the patrols along the perimeter rocks of the base
were neutralized while the generator was shut down, and enemies in the
proficiently and quickly as possible. ....
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immediate area were removed. As this was going on, one Ghost headed to the
control tower via the insertion point gap along the south wall, and reached the
SILENCE TO VIOLENCE
target without compromising the stealth of the operation.
In addition, a Ghost was moving down from the northwest corner of the base to
the line of airfield hangars, and removed the minigun operator on the low-roof
building to clear the way for reaching the plane.
With the interrogation complete, the next objective (to locate a plane in one of the
northwest hangars) began. The Ghost by the minigun on the low roof had only
meters to reach the plane, which he ran to, started, and the other Ghosts from
the SAM launcher joined him while the Ghost at the control tower hopped into a
vehicle and drove onto the airfield. With stealth tactics now less important, the
C4 was detonated, crippling all three SAM launchers, enabling the plane to take
off with two Ghosts in it. The other two remained to steal a cartel helicopter, and Finally, it's important to know the (very) general methods to approach most
provide air support as the plane left Koani airspace. missions. This involves trying stealth-related tactics to get as far as you can
into a combat zone (ideally to mission-completion), until one of your team is
Caution: Going Clear compromised, and then switching to more aggressive tactics as necessary.
Start at the perimeter of a mission area and work your way in. Therefore, it's tactically advantageous to be quiet when taking down foes. The
You don't have to clear every foe; if you want to attempt this (for following lists the actions you can take, from quietest to loudest.
the collectibles). do it after the mission concludes, so it doesn't
IGNORING ENEMIES
jeopardize the objectives you may be attempting.
There's nothing quite
as quiet as simply
Caution: {Don't) Let the Bodies Hit the Floor ignoring foes. During
Though it may be impressive to take out a foe at range, if you're missions you don't have
attempting stealth tactics. be extremely aware of who is watching to neutralize absolutely
when the enemy you're neutralizing falls. Snipers in towers are everyone, so if the
usually fine to drop where they are standing. as other foes don't enemy is likely to be
usually see them. But taking out enemies in the open. along a seen dying, isn't close to
patrol path frequented by others. can lead to them being seen a target, or is part of a
as they are defeated. Should this happen. you have a second to cluster of foes, they are best left alone or watched and tackled when they are
remove the foe who witnessed the kill. before they shout, open more easily able to be defeated.
fire, and ruin your stealth plans.
STEALTH TAKEDOWNS
Therefore, it is sometimes better to leave enemies alive, letting
them move past you. before heading deeper into a combat zone
while maintaining stealth as you go.
67
SUPPRESSED SNIPER FIRE WEAPONS FIRE: SNIPER FIRE
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Utilize a sniper rifle with a suppressor, and you can target enemies from
extreme range. This is extremely useful for removing snipers on roofs and
towers without other foes knowing, but can be applied to any enemy in or Targeting enemies from extreme range without a suppressor is still more subtle
around the combat zone. As the suppressor can reduce damage, it's not worth than carving up enemies at closer ranges. Though the shot is heard, there's less the
keeping on the weapon once you're discovered, but for covering other Ghosts enemy can do about it if you're behind a rocky outcrop 200 meters away. Assuming
entering a base while remaining hidden, it offers unsurpassed protection. Note you've halted the enemy's ability to call air reinforcements (by taking out all alarms),
that the weapon isn't completely silent, so nearby foes may be alerted (but not there's little the enemy can do except attempt to reach you, which can act as a
violent) if they hear a foe fall. distraction so the rest of your team can enter from a different location.
SUPPRESSED FIRE
MOST RECON: BRICKWORK MAKES THE
TEAMWORK
Rememberthat some sniperrifleshave bulletsthat can piercebrickwork, so with
missionsinvolvingthe removalof a foe insidean HQ building, you'reable to kill
the enemy withouteven seeinghim, thoughtagginghim for more easy aiming
is encouraged. The Penetrationcapacity of the sniperrifleis onlyat 100% if the
suppressoris unequipped,which couldeasilymean you'll be detectedafterfiring.
Don't miss!
Many weapons with shorter ranges than sniper rifles can be fitted with a
suppressor (even shotguns!), allowing you to attempt mid to close range
takedowns in relative silence. There's still a small amount of noise (compared
with stealth takedowns for example), and foes are more easily able to see
their compadres taking a face full of bullets, but if you're picking out lone foes
throughout a base, this works well, and keeps the stealth plan going.
DISTRACTION: ITEMS
Opening fire on the enemy with the express intention of not killing every single
one, but to attract them to another part of the Mission Area is also a good idea if
you're trying to get enemies away from one part of a location (where the target
is, for example). Just be sure to remain in cover, or lay explosive traps, or let your
team know when you're about to take the violence up a notch.
When available, use the Diversion Grenade or Flare Gun to create a non-violent
distraction. Though the enemy has gone from not knowing you're here to being
suspicious that someone is around, this is a great idea if stealth is about to be, or
has just been compromised. Use distraction items so foes investigate a different
area, causing noise without the enemy turning hostile.
ou can also lob in Flashbangs to confuse the enemy, but this is slightly more
violent and starts more frantic movements and enemy hostility afterward.
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There's something rather entertaining about shooting a single sniper round into a propane tank, watching it burn, then explode and viewing the enemies as they
investigate. You won't win any stealth awards, but this can get enemies out of cover, act as a distraction, or commence a more violent firefight. Expect a similar
outcome if you prep an area witti a trap (C4, mine, lobbed frag grenade).
69
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HISTORY: Born in Boston, Massachusetts, Nomad was an army brat who spent his childhood moving from base to base.
He joined the army at the age of 18 and became a member of Delta Force by 24. He spent three tours with the counter-
terrorist Task Force 88 before being selected to become a Ghost and became Ghost Team Lead two years ago.
PERSONALITY: Nomad always remains completely calm, even under the greatest pressure. He is the epitome of the
strong and silent soldier type: able to repress his emotions and to remain completely objective under every circumstance.
Past teammates often joked about checking his pulse during parachute jumps to make sure he was alive.
He gets antsy when on Rest and Recuperation and has trouble getting back to mundane day-to-day life as he yearns to get
back on mission, which affects his personal relationships outside. of the military. He's been married and divorced twice, with a
teenage son from his first wife, and struggles to maintain a relationship with his son, who is going through a rebellious phase.
SPECIFIC: During the initial briefing, he saw surveillance footage of Sueiio executing the family of a. Bolivian police officer.
This image has haunted him ever since, making him vow to do everything he can to stop Sueiio.
DUALITY: Nomad has been burned by the CIA before and does not trust Karen Bowman, afraid the agent will put the
safety of his men at risk.
HISTORY: Born in Monroe, Louisiana, Holt grew up in a family with a long history of service and he has wanted to continue
that legacy and to become career military since the age of four. He joined the army at the age of 18, becoming a sapper in the
Rangers before 21. Holt always been obsessed with technology, .developing an exceptional skillset for engineering. He was
selected to become a Ghost at the age of 27.
· PERSONALITY: Both a professional top tier operator in combat and a joker at heart, Holt uses his humor to keep the situation
in control during tense moments. He's happy to be the butt of the joke, especially regarding· his private intimate life.
When not on mission, he tends to get rowdy. Known for drunkenly pushing the joke too far and getting into bar fights, Holt zyxwvutsrqponm
'does anything to get his adrenaline fix, often at the expense of his female entourage. He's the only single member of the unit.
l'le is Weaver's best friend and often drags him into disturbing situations, ones that never fail to create memorable stories.
SPECIFIC: Holt has seen the effect of drugs firsthand. He came from a community that was overrun with oxycodone and other
iilicit substances. Many of his friends and family either died or went to prison due to. drugs. For him, this operation is all about
stopping that from happening to more neighborhoods.
DUALITY: zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
Does not trust anyone but his team.
71
HISTORY: Born in San Diego, California, Midas grew up in a religious family. His father was originally from Honduras; his
mother was born in Ciudad Juarez, Mexico. He almost became a priest, but left the seminary to join the army following
9/11, becoming a Ranger specializing in Military Intelligence.
Midas has a deep knowledge of Latin America which helped him during operations in Columbia, Peru, and El Salvador. He
was selected by the Ghosts at age 29.
PERSONALITY: Midas is loud, boisterous, and aggressive. Constantly in a state of unrest, he is hyperactive and tends to
care too much, making him the most emotional member of the team.
He is deeply religious and regularly attends church and gives spiritual counseling to fellow soldiers. He feels driven by a
higher power. Midas is happily married with four kids and has been Holt's best friend for ten years.
SPECIFIC: Midas understands the toll of drug trafficking on Latin America and sees this mission as a chance to protect the
people of Bolivia.
DUALITY: He has faith that the Rebels will support the Ghosts during important times.
I
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HISTORY: Born in Trenton, New Jersey, Weaver g,raduated Magna Cum Laude from Princeton before joining the Navy. He was
accepted into DEVGRU where he served multiple tours as a combat sniper. He received numerous medals and accolades for
various missions, including one for a confirmed 2,210 meter sniper kill.
Weaver became a Ghost at 30. Was the first person selected by Nomad for his team.
PERSONALITY: Weaver is highly educated, and acts and talks like a professor. He has a sophisticated attitude that he tries to
downplay so as not to stand out.
He is conservative in his beliefs and a libertarian at heart, but avoids talking politics with his teammates. He is currently
undergoing a difficult divorce. When not deployed, he counsels veterans suffering from PTSD. He is Nomad's closest friend.
SPECIFIC: Weaver considers the cartel to be a terrorist group. He knows that stopping them is a matter of national security,
as a rapprochement between drug cartels and terrorist organizations is not unrealistic.
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does not trust the rebels and believes they're only working with the CIA temporarily. Weaver assumes it's just a ,
matter of time before the Ghosts have to come back to take them down.
Interact with an unclaimed Automatically mark all enemies in a
SU ly drop. s ecified area.
Protect a field radio
Mortar Strike Call a mortar strike on a specified area.
broadcasting a rebel
Skill
message for a fixed time.
Blow the doors on a secure
Vehicle Drop network station and hack the Call a vehicle to be dropped at
Skill network relay inside before your position.
the alarms are rasied.
Hack two antennas within Send a squad of Rebels to fight at a
Diversion Skill specified location.
the time limit.
Call extra Rebel soldiers to temporarily
join your squad.
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El Pulpo (Barvechos)
Yuri & Polito (ltacua) El Emisario (Ocoro) Carzita (P.N. De Agua Verde)
El Cerebro (Caimanes)
El Pozolero (San Mateo) Madre Coca (Tabacal) La Santera (Espiritu Santo)
Antonio & Gabriela (Mojocoyo)
Carl Bookhart (Montuyoc) El Wey (Villa Verde) El Chido (Malca)
El Gato (Remanzo)
General Baro (Flor De Oro) Marcus Jensen (Libertad) DJ Perico (Pucara)
Boston Reed (Koani)
El Comandante (Media Luna)
La Cabra Inca Camina
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Ghost Recon® Wild/ands allows you to approach the game from a number of different playstyles. While the flexibility is through the roof, just picking up any weapon you
see and trying to take down a UNI DAD base is a promise of a swift, furious death. That's why this section exists: to give you an edge against your enemies and show
you where the best of the best weapons for each situation can be found.
You'll find a list of every weapon in the game, their locations, how to unlock them, and tips on how best to use them. El Suefio isn't pulling any punches and neither are we.
GUNS
FINDING WEAPONS IN BOLIVIA
There are over 100 weapons waiting to be found
and unlocked in Bolivia, and while that might seem
overwhelming to think about, there are simple ways
to make finding them an easier proposition.
82
) STATS
Every gun in the game is broken down into seven
individual stat groups which help explain a gun's
weaknesses and strengths. Pay close attention to
these, as they help you understand how the gun will
behave before you've even equipped and fired it.
DAMAGE
As the name implies, Damage is the amount of hurt per bullet your lead-slinger deals. This stat reflects mostly the caliber of the weapon and the power of the round
used (For example, 9mm is a larger caliber than 5.56 NATO but the 5.56 NATO round travels at higher speeds due to the amount of gunpowder in the cartridge
which buffs the amount of energy delivered on impact.) The higher the bar, the more death you'll deal. The lower the damage ... well, let's just say, there are
always headshots.
ACCURACY
Accuracy isn't about the general accuracy of a weapon when fired, it's about how much the gun sways left, right, and up, along with the spread of the weapon. Because a
weapon has many moving parts, the bullets are not always shot on the same axis as the barrel itself (and even the barrel moves and bends when firing in full auto) which
generates spread. A high Accuracy stat means the gun's going to stay right around where you're pointing as you hold the trigger down, while a low Accuracy stat means
the gun will swagger like a drunken pirate walking the plank.
If your chosen weapon's Accuracy is low, try firing single shots or in small bursts to help keep it under control.
HANDLING
Handling is greatly affected by the weight of the weapon, which in turn affects its mobility. When using a heavier weapon, it will take longer to stabilize the
weapon after you point it in a different direction, or aim down the sight. This also slightly affects your movement and reload speed. Basically, you can shoot
things faster with a lighter weapon than with a heavy weapon. However, the advantage of a heavier weapon is that it absorbs recoil better so is easier to control
under fully automatic fire. Even with a high Handling stat, you'll still need to make minor adjustments to your aiming while firing to stay on target, but with practice
this is almost a non-issue. Just like weapons with low Accuracy, if the weapon that has stolen your heart has bad Handling, try firing in bursts or single shots to
avoid difficulties.
83
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curve toward the solid earth below, while a lower stat means you'll need to be up close and personal if you want your bullets to actually hit their intended targets .
Besides distance, Range also expresses how well a weapon maintains its damage potential over distance. Weapons with a low Range lose a lot of damage quickly at
long ranges while weapons with high Range values see the damage per bullet value drop significantly less. Aside from adding additional parts, there's not much that
can be done to mitigate a bad Range stat, save for trying to compensate by raising your gun above your target before pulling the trigger. This is a high-level skill that
takes a lot of practice with a given weapon to become adept, but it is possible, especially with sniper rifles. Besides distance, Range also expresses how well a weapon
maintains its damage potential over distance. Weapons with a low Range lose a lot of damage quickly at long ranges while weapons with high Range values see the
damage per bullet value drop significantly less.
Always make a point to test your weapons out before taking them off into battle. Find a nice, long stretch of land and take a few practice shots at a target of your
choice to get a feel for when the bullet is about to drop. If it falls shortly after being fired, you can bet that that weapon is intended for close-range combat, while the
inverse means that your weapon is meant for far fights. Experiment and you'll get the hang of it.
RATE OF FIRE
Rate of Fire is just that: the zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
rate at which your gun fires bullets. A high Rate of Fire is not always a good thing, just like a low Rate of Fire isn't always bad; it really boils
down to factors such as magazine size, Accuracy, Damage, and Handling. If your Rate of Fire is high, but your magazine can only hold 20 bullets, you'll burn through
them before you can try to compensate for muzzle climb or sway. On the flip side, if your Damage is low, then a low Rate of Fire 'isn't a great thing, especially if you're
under enemy attack and you're backed into a corner-you'll need firepower to break out of those situations and a low Damage stat mixed with a low Rate of Fire
doesn't really provide that. What it boils down to is the specific weapon itself and the weapon type it belongs to. A sniper rifle or a shotgun with a low Rate of Fire is par
for the course, while an SMG, which generally has low Damage stats, that has a low Rate of Fire is a promise of choppy waters when things get tough.
You'll need to know what your weapons are supposed to be used for in order to know if their Rate of Fire is going to be an issue, so make a point to read our
descriptions for each weapon type if you want to get a clear idea.
NOISE REDUCTION
This stat provides answers to a simple but important question: Can this weapon be used for stealth? If the Noise Reduction is less than a quarter full and/or has no
attachable suppressor, then the answer is no.
Noise Reduction determines the likelihood of being detected by enemies when you fire your weapon. If it's high, you'll be able to take out enemies and they'll be none
the wiser. If it's low, then you should take note that your gun doubles as a bullhorn which sounds at every pull of the trigger. The Noise Reduction stat is really only
effective when it's 75% or higher. If it's lower than that it'll become very difficult to gauge whether or not an enemy will hear you when you fire, making it a toss up on
when you'll be detected or not. That's why you should generally only worry about Noise Reduction if your weapon can have a suppressor equipped.
PENETRATION
Penetration is your weapon's ability to shoot through walls and objects. If it's high, your bullets will pass through objects like they are spectral. This can be particularly
effective if you've marked enemies and they move indoors. With a high Penetration weapon, you could shoot at the wall where the enemy's mark is and still take him
out. If there's something you need destroyed, but it's behind an object or a wall, high Penetration can help you with that.
Low Penetration, on the other hand, just means that your bullets will stop as soon as they hit an object or a wall. It won't have an effect on your gun in a negative way,
, ,it will just limit any additional options that a high Penetration would allow.
) STABILITY
Guns are powerful devices that create tiny explosions inside of narrow chambers to propel projectiles toward a desired location. It's no wonder then that guns often
have the tendency to push and pull in different directions while firing. Accuracy and Handling have direct influences on where the gun is likely to go when you pull the
trigger and how violently it will move while getting there. If your Accuracy and Handling are low the gun will spray up, down, left and right at random. There are ways
to manage this movement, but a lot of it comes down to having decent Accuracy and Handling.stats-though, it should be noted that a high Rate of Fire can play a big
part in instability as well.
More than anything, however, you'll want to have a solid Accuracy stat. The Accuracy stat determines how much your gun sways left and right while you hold the
trigger. It's very difficult to control or predict, which makes a. weapon with low Accuracy very challenging to use. Handling, on the other hand, determines how much
your gun will climb while you hold the trigger. This is much easier to predict and control than a bad Accuracy stat. You'll always know where the gun is going to go with
high Accuracy, but low Handling, it's going to go zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
up! Simply pulling down your weapon while you hold the trigger will help to negate this climb. This will take a bit of
practice and you'll have to use more or less force while firing depending on the weapon, but once you have a grip on a weapon's muzzle climb, you'll have little issue
dropping enemies with weapons that have even the lowest Handling stat.
Make sure to always test your weapons and get a feel for them before taking them into combat. It's important to know how your guns work and where they'll pull when
> EXOTIC WEAPONS en
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Exotic weapons are typically modified versions of pre-existing weapons. They'll often have boosted stats compared to their vanilla versions and usually come ~
with a custom paint job that can't be found anywhere else. These weapons are generally trickier to get your hands on than standard weapons. but more often
· than not they are worth the effort.
)PARTS
While exploring, you'll not only find new weapons,
you'll find parts for those new weapons. Weapon
parts allow you to customize your weapon and adjust
its stats. If a weapon has a particularly low Accuracy
stat, you can equip a new scope or maybe replace
the barrel to raise it, for example. While you have the
ability to customize your weapons to fit your playstyle,
you'd be better off trying to remove a gun's particular
weakness by attaching parts that boost its lowest
stats. There are enough guns around that you'll have
little issue finding a weapon that fits your style, but if
parts are properly attached you can turn weaknesses
into strengths and good stats into great stats.
Ghost Reco,f' Wild/ands is ultimately about choice, and choosing and customizing your weapon is no exception. There is such a wide variety of parts for
your various guns that we couldn't possibly cover them all here. Instead, we built a comprehensive and robust Parts Guide for each weapon into your free
eGuide. Head to PrimaGames.com/code to redeem your free eGuide code to check out all the minutiae on each and every customizable part!
ASSAULT RIFLES
The bread and buner of all operatives. the assault rifle is chief among other weapons. While it can be a bit of a struggle to use one at close range, you'll have little issue
taking out targets at mid and long range with a good assault rifle in hands. While they don't boast the highest of Damage stats. their versatility makes them invaluable
amongst other weapons.
To get the most out an assault rifle, you'll want to stay at mid-range from enemy combatants as much as possible. Slap a good scope on on the top and pull the trigger
selectively. Accuracy and stability are what an assault rifle generally brings to the table, so you'll want to take an elegant approach to combat situations by keeping
your distance, staying behind cover. and carefully lining up your shots, instead of holding down the trigger and firing wildly.
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ammo drum attached to the bottom of your weapon, you don't need to concern yourself with ' ..........
accuracy. These behemoths often have a good Damage stat and can hold massive amounts ::::,
of ammunition. Don't expect to do a lot of stealthing about with one of these in hand, but
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when you find yourself backed into a corner and surrounded by enemies, this gun is your c
best friend. The best way to use this weapon is as a suppression device. Lay down a storm
of bullets to keep enemies under control while your teammates come in on their flanks and
take them out. LMGs are also spectacular for taking on vehicles.
SUBMACHINE GUNS
SMGs are like the close-quarters little brothers of assault rifles. You're not getting high Damage
by any means, but most have a Rate of Fire and magazine size that will allow you to take control
of a close-quarters situation with ease. You'll want to pay close attention to the Accuracy stat
on each of these weapons, as they are prone to being lower than most other weapons in your
arsenal. To get the most out of your SMGs, add parts to increase the Accuracy of each weapon
and try to only use them when you have enemies near you. Watch out for the muzzle sway and
keep a tight angle on any attackers and you'll have no issue with these weapons in-hand.
SNIPER RIFLES
Sniper Rifles are the go-to choice for would-be assassins. If you're the type of operative who
loves to stay out of harms way and feels giddy upon dropping a target from 400 yards, these
are your weapons. When the heat is on and enemies close in you're going to want to have a
back-up weapon, but if you are able to keep your distance and stay hidden, sniper rifles will
serve you well.
two
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types of sniper rifles: semi-automatic and bolt-action. Semi-automatic rifles
fire almost as fast as you can pull the trigger, while bolt-action rifles require a reload after
every shot. It seems like an easy choice, but really, bolt-action rifles tend to have higher Damage stats, while semi-auto rifles are generally more versatile. If you want
enough power to not only down enemies in one shot, but also deal significant damage to vehicles, then a bolt-action is your weapon of choice. If you want to be able to
take down a group of enemies quickly and at a distance, then semi-auto should be your focus.
Regardless of the type of sniper rifle you pick, you'll need to know what to expect from sniper rifles as a whole. The Range stat is a huge factor here. Range doesn't
affect other weapons nearly as much as it does with sniper rifles, because this stat determines just how far your bullet can travel before it drops. The higher the stat,
the farther the bullet can go before arching downwards.
Another consideration is scope sway. If you're planning on using sniper rifles a lot, then you're going to want to invest in the Stable Aim skill. This will help get your
sights on a targetwithout them swaying back and forth. You can still get by without the skill, but having Stable Aim. will make it easier and faster to line up shots, so
you can down an enemy and move onto the next one without delay.
93
94
95
SHOTGUNS
Shotguns are the kings of close-quarters combat. If you find yourself boxed in on all sides, a
shotgun will be a port in a storm. Boasting high Damage and a bullet spread that makes aiming
almost needless, shotguns are a point and shoot weapon for when enemies start invading your
personal space. There are few who could withstand a shotgun blast to the chest at point-blank
range, even with armor, which is what makes shotguns so good at what they do. You aren't going
to get a big magazine or a high Rate of Fire. You're not going to be hitting anyone that's more than
15 feet away, but once an enemy is in a shotgun's kill zone, there will be no saving them.
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HANDGUNS
Handguns are never going to be your go-to method of choice for infiltration (unless you're the kind of person who loves a challenge), but when a situation sours and
you find yourself backed into a corner and running low on ammo in your primary weapons, a handgun is your best friend.
Handguns rarely have large magazines and almost never deal a whole lot of damage. But when it comes to stability and Accuracy, they shine bright. They are also often
excellent choices for stealth approaches and allow you to carry a suppressed weapon while leaving the option for your two primary weapons to stay loud and powerful.
While customization options can be quite limited with a handgun, you can bet that no matter which one you pick you'll always have a good idea on how it works before
you've even pulled the trigger.
Sturdy, stable, reliable: handguns are a loyal friend in the most unstable of combat situations.
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ITEMS
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DRONE
Your drone is your most useful tool in the hunt for El Sueiio. With it you can
search through enemy encampments to spot their locations, use it as a
distraction, or even detonate it to blow up nearby enemies and objectives.
Before entering an enemy camp, you should always pull your drone out and
use it to scout your surroundings.
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There are several ways to complete missions and infiltrate enemy strongholds in Santa Blanca. The key
to selecting the playstyle that best suits you is found in the Skills you select. To purchase new Skills (and
upgrade ones you already have) you need a combination of levels, Skill Points, and Resources. Levels happen
as you gain Experience points from completing missions and taking out enemy combatants. Resources are
found all over the map and are often encountered during missions. Skill Points are a little bit trickier.
Skill Points are awarded for leveling-up, but that's just the tip of the iceberg. You'll need significantly more
Skill Points than what you receive from leveling-up alone if you want get as many skills as possible. That's
where Intel comes in. Nearly every enemy stronghold or location has Intel
stashed somewhere in it. Whether it be an Intel Cache or a Lieutenant in need of
interrogating, you'll find Intel often and it is always worth going out of your way to
investigate it. Finding Intel allows you to reveal the locations of weapons, parts,
resources, and Skill Points that are stashed around the district you are currently
in. Taking the time to find Intel and unlock additional Skill Points is definitely worth
the effort, so before any major mission, make sure to properly prepare by tracking
them down. The enemy will fight more fiercely as you climb the ladder to the Boss
of Bosses himself, El Sueiio, so meet him head-on by getting you and your squad
ready for anything.
WEAPON
Skills that focus on improving weapon usage.
LEVEL SKILL POINT RESOURCE BULLET SPRAY LEVEL SKILL POINT RESOURCE COST DAMAGE
COST COST REDUCTION COST ~ INCREASE
25 Gas 10% • Bullet Spray 2 550 Gas 20% •Damage
Reduction + I 0% increase +28%
2 2 450 Comm Tools 20% 2 3 1200 Gas 40%
3 3 1000 Food 30% • Found in Montuyoc 3 4 2750 Comm Tools 60% •Found in Villa Verde
4 4 2000 Meds 40% 4 5 3700 Food 80%
LEVEL 5 LEVEL 14
GRENADE LAUNCHER ADV SUPPRESSOR zyxwvutsrqponmlkjihgfedcbaZYXWVUTSR
Unlocks an underbarrel grenade launcher attachment. Only works with certain Removes the damage reduction from suppressors.
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weapons and is equipped from your Loadout screen.
1
LEVEL SKILL POINT COST I RESOURCE COST AMMO INCREASE _ 1 3 3500 Food ~
1 2 450 Comm Tools Weapon Unlocked
2 3 1500 Meds +2Ammo
3 4 2750 Gas +2Ammo
"
4 5 3500 Food +2Ammo
102
TIME TO AIM STEALTH en
Reduces the time it takes to aim down the sights when using weapons equipped Reduces the noise generated by the Drone, making it harder for enemies to detect. ........
with large scopes.
COOLDOWN
AMMO RETENTION
Respawning refills all of your ammunition.
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NOISEMAKER
5
Gives the Drone a usable payload that emits noise to attract nearby enemies.
Increases weapon accuracy at long range by 30%. Must have first rank in all Must be equipped in the Loadout.
Weapon Skills to unlock.
DRONE
BATTERY INCREASE
Increases the length of time you can have your Drone out.
LEVEL 15
ZOOM
Increases the maximum zoom distance on your Drone.
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EXPLOSIVE
NIGHT VISION Gives the Drone a payload option of a large, remote-detonated explosive. Must be
Allows you to use night vision while piloting the Drone.
equipped in the Loadout screen.
Mii•U@•Mi-@nl@iMi--
2 :C:5oCommTools~
Increased to 25 Meters
RANGE Increased to 30 Meters
Increases the horizontal distance you Drone can travel away from you before Increased to 40 Meters
losing signal.
EMP
LEVEL SKILL POINT RESOURCE RANGE Gives the Drone a payload option that detonates an EMP, disabling all nearby
COST COST INCREASE
2 50 Meds 25% electronics and vehicles. Must be equipped in the Loadout.
2 3 700 Food 51% LEVEL SKI LL POI NT COST RESOURCE COST EFFECTIVE RANGE
3 4 1450 Meds 82% 1 3 1500 Food Unlocked
4 5 2750Gas 129% 2 4 2700 Cmlm Tools Increased to 25 Meters
3 5 3800 Gas Increased to 40 Meters
6 5000 Meds Increased to 50 Meters
LEVEL 7 4
ARMOR
SPEED
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Increases the amount of damage the Drone can take before it is destroyed.
increases the speed and maneuverability of your Drone.
LEVEL SKILL POINT RESOURCE COST RESISTANCE
§mfil COST INCREASE
1--.::.3---1,_-=..5 • zyxwvutsrqponmlkjihgfedcbaZ
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4 6 5000 Food 800%
THERMAL VISION
Gives you the ability to use Thermal Vision while piloting the Drone.
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EPIC SKILL: MEDIC zyxwvutsrqponmlkjihgfedcbaZYXWVUTS
Gives the Drone a payload that can revive a teammate. Must be equipped in the .
Loadout screen. Must have first rank in all Drone Skills to unlock.
103
BINOCULAR RECON
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ITEM Makes marking enemies while using Binoculars easier.
PARACHUTE
Unlocks a parachute which enables you to jump from aircraft and land safely. ~f----..:.1.::.0":.:.Y•-1 • Efficiency
f--.:.._-+-~=-2~--+~4..:..:0:.::0:.;:M::::e:::.ds::::.·
2 3 1 ooo Gas 20% illcrease +15%
ic:---=-3--4~-='-4---+-=220=0-=Com=m::..li:.:.i:Jols:::::....1-----::3.::.0°:.:.Y•~-1
• Found in Calmanes
4 5 3500 Food 40%
I•
• Increases max zoom +25%
• Found In Flor de Dru LEVEL 10
FLASH BANG
MINE
Unlocks Flashbangs, which are non-lethal explosives used to temporarily
Mines are ground-placed explosive charges designed to destroy or damage enemy
disorient enemies. Must be equipped in the Loadout screen.
vehicles and personnel. Put one on the ground in an enemy's walking or driving
path and watch the magic happen. Must be equipped in the Loadout screen.
1---.:...1--+---'-1--+---'-50'-M"'-'-'ed=s--+--U"-n-'lo-'-ck-'e..;;.d--1
• Adds 1 extra Grenade 1--.:...3--+--'-5--+-_45c..c0c..:.O.:...Food=-+-"M'""ax'-'-5.:...:...c.Fl.:::ar_:;.;es'-'
• Found in Media Luna
2 2 400 Gas 5 Grenades 4 6 6000 Food Max 6 Flares
3 3 1000 Food 7 Grenades • Found ill libertad zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
f--=--+---=--;.-_:.:;.:..::..:c..==---+-.:_::=.c::.=:.-t
4 4 2000 Comm Tools 1 o Grenades
EPIC SKILL: EXPLOSION RADIUS
Increases explosion radius. Must have first rank in all Item Skills to unlock.
LEVEL 4
FRAG GRENADE
Increases your total number of Frag Grenades. Must be equipped in the
PHYSICAL
Loadout screen. STAMINA
Increases the length of time you can run without having to rest.
1---'---1--.;;c_-+-~6;..,;0:.,;cO-,;;G:.:.as=--.....cMc.:a;;.;.x.::..3""G'-'re.;.;.na::.:d:.::.es"-I
• Adds 2 extra Grenades
2 3 1450 Comm Max 4 Grenades
______ ...__li=oo=ls.____. __, • Found in Monte Puncu
3 4 2500 Food Max 5 Grenades
4 5 3250 Meds Max 6 Grenades
NO PAIN
C4
Increases the duration of damage resistance after being revived.
Unlocks C4, a remote-detonated explosive that can be used to play up objectives
and enemies alike. Must be equipped in the Loadout screen. ~;VEL SKILL -POINT, RESOURCE COST - DURATION
COST INCREASE
1 1 25 Food 30% • Duration
550 Meds 60% increase +58%
2 2
3 3 1250 Gas 90% • Found in P.N.
1200 Gas Max 3 Packs 4 4 2500 Comm Tools 120% De Ill Yerlle
2000Comm • Found lo Koani
4 Max 4 Packs
Tools
4 5 3000 Food • Max 5 Packs
104
LEVEL 6
CAR SHIELD
Decreases the amount of damage you take from enemy fire while driving.
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REVIVE SPEED
Increases the speed of teammate revival.
LEVEL SKILL POINT RESOURCE COST DAMAGE
COST , REDUCTION SPEED
SKILL POINT
2 300 Meds 10% • Damap LEVEL RESOURCE COST
1-....:..2-J._ _::..3~---l--'-~1:::.o=-oo:.::.G::.:a:::.s~+--=20.::.;o;.~0""""4
reductleft•1D% COST INCREASE
105
REBEL SUPPORT
These skills are not unlocked by the same means as all the others. You don't need resources, Skill Points, or levels to unlock and use them. Instead, you need to
complete specific Rebel Ops Side Missions to unlock each specific skill and to upgrade it
All Rebel Support skills can be upgraded up to nine times each, and each one follows the same upgrade pattern. You'll need to complete Side Missions related to the
skill you're looking to upgrade in order to max out that skill.
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Rank 7: Request multiple mortar strikes across a large area Rank 6: Reduce Cooldown
Rank 8: Reduce Cooldown Rank 7: Request the recon of a very large area
Ill DIVERSION
Indicate a position to send a tactical rebel squad who will create a diversion for you.
UPGRADE PATH:
Rank 1: Unlock skill; can request a small rebel flanking element
Rank 2: Reduce Cooldown
Rank 3: Reduce Cooldown
Rank 4: Request a large rebel flanking element
Rank 5: Reduce Cooldown
Rank 6: Reduce Cooldown
Rank 7: Request a very large rebel flanking element
Rank 8: Reduce Cooldown
Rank 9: Reduce Cooldown
107
Weapon Case
Accessory Case
Skill Point
Bonus Medal
Kingslayer File
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i::l Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
>- will see differences in their locations in game.
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~ YOPIL VILLAGE CULTA
~ The cartel kidnapped every COTANI VILLAGE A rebel village burned to the ground
villager here. Small rice-planters' village. by the Santa Blanca.
HUNT LODGE
VIEJA GRANJA
OUTPOST A rebel hideout now controlled by SANTA CATALINA CHAPEL
Controls road traffic in central ltacua. the hostiles. Protects the drivers.
PANTOJA
A remote village dedicated to SICARIO HOUSE MENDEZ FARM
beef breeding. Hunt the rebel agents. A farm burned by the cartel.
SIDE SLOPE AND SNIPER TOWER SNIPER TOWER AND MAIN ROAD
D E
The side slope is advantageous when descending from west to east, allowing The sniper tower can be assaulted from the road below, but enemies in the lower cliff
crossfire opportunities against the foes on the lower cliff buildings. Nestle on buildings put up a fight. Also watch for a foe atop the sniper tower. Instead, approach
the rock outcrops for defensive firing westward. If you're ascending the stepped from the west heading east, tagging the sniper tower foe and finishing enemies from
slope, watch for foes left and right as you reach the top. this vantage point.
This cluster of buildings on the far east of the Outpost provides cover, and opportunities
to approach from the dirt road on the very eastern edge. The enemies are clustered at
the sand bag defenses by the road.
GOAT PENS AND HIGH GROUND UPPER FLAT ROCKS AND FIELD
A
An excellent place to infiltrate from, as well as providing sniping or back-up fire Close to the electrical tower, and providing access to the south side of the farm
if matters turn messy. There are good cover opportunities (the lean-to shed near (where there are fewer foes), this field is less well-defended than the roadside
the stone wall, for example) as you push toward the target. north pasture and you can crawl without being spotted, all the way to the inner
stone wall.
Aside from the rusting refuse container and remains of a low wall, you're out in the This is a great place for binocular or drone recon, and lying flat on the low rocks
open here, easily spotted, and reinforcements may appear along the main road on allows you to pinpoint foes with minimal cover obscuring your view. Afterward,
the farm's northern perimeter. Offer tactical support fire from range in this vicinity, but sniping multiple targets from here is not only possible, but encouraged.
infiltrate from elsewhere.
·l:_ S_EC_U~R.;.;IT~Y _
Expect a foe in the field. here, which is slightly easier The stream running southwest, under the bridge The southwestern area outside the main farmhouse
to find cover in (the water silo offers some degree of near this barn, is a reasonable infiltration route, features a pig pen; which is great for hiding in after
protection). Getaway vehicles are parked in this area, though you're "under" the enemy and can easily running up from the stream. Expect only two or three
which are helpful after Amaru is extracted. Note the be spotted as you scramble up to reach the middle foes in the southern vicinity outside the farmhouse,
stream in this area which runs to the southwest, and farm building. A good tailback position, or place to allowing for quick downing before the target is reached.
around to the south of the main farm building. snipe from.
ATOLLO FARM:
OTHER TACTICAL ADVICE
ITACUA ECHO: THE HUNT STARTS NOW
lllI!!IThe main cluster of foes is lallygagging With Amaru out of his cage, lead him to your preferred means of transport: the off-road vehicle you
around the northern exterior, outside the central
arrived in, one of the vehicles parked by the road to the northeast, or the chopper. Then simply follow
"farmstead, So approach from the west or east, and
the trail to the extraction point, where CIA Operative Bowman and Rebel Pac katart reveal the cartel
tackle the foes on the south side of the farm first
underbosses responsible.
(using stealth). Then tag the foes in the northern
fields, until only the trio of enemies near the chopper
remains. Then run in and clean them up. This is more MOST RECON: MAJOR INTEL
proficient than losing the element of surprise early.
The ltacua Province investigation continues. The Tacmap now shows five areas where Major Intel must be uncovered,
D]I There are excellent opportunities for cross-fire to begin further Missions. These can be approached in any order. Don't forget to gather collectibles (as well as
and confusing these foes, if you split up your squad and optionally changing Loadouts and grabbing ammo at the Weapons Case) in the vicinity of ltacua Echo, as your
approach from each compass dlrection. Place a north Investigation widens across the Province.
sniper on the low rocks zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
to provide covering fire. Have
another team member head up from the low stream
to the east, to the pig pen, and start tagging foes south
of the farm. A third Ghost should offer support from the
goat pen to the east, and the fourth Ghost should expect
most supporting fire as they head from west to east,
engaging the majority of the enemies. Neutralizing the
cartel thugs can be done in seconds, with no enemy
shots fired.
This Mission commences once you receive
a radio message from Pac Katari, around
two minutes after completing Main Mission:
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Side Missions (color-coded green) that require you to assist the Rebels are obtained by checking Intel scattered
across the province. For this particular Main Mission, which has elements of a Side Mission to it, it is explained in the
following text as an introduction to the kind of help you can give to Pac Katari's forces.
AN UNSCHEDULED BROADCAST
Pac Katari has recorded a broadcast to the people of Bolivia, in an attempt to rouse support for his rebels. He needs the broadcast to go off without a hitch.
Unfortunately, you expect cartel forces to shut down the radio mast as soon as the broadcast starts-but not if your team is here to guard the transmission.
121
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There's ammo, interior access to the church if enemy reinforcements arrive that
of the western vehicle on approach (which you can neutralize with sniper fire or you can't handle, and a fantastic view of the transmitter, allowing you to tag foes
favored takedown tactics) from the front of the barn. You can easily hike east to B trying to disconnect it with ease. Just watch for foes climbing the stone steps, or
and C from here, too. approaching from the cemetery to the east.
CEMETERY
Position a sniper here who can take down any foes milling about at D, and can The roadside area at the lower village may have additional cartel thugs to
track the east vehicle all the way up the winding road, and take it down with neutralize, so mop them up before you start the transmission. Park a vehicle near
ease. The eastern end of the cemetery allows direct views of the transmitter too, the blue house, across the road, if you want the reinforcements to stop, allowing
if you need to back up Ghosts closer to the objective. you an easier takedown opportunity. You can quickly yomp west to intercept foes
at G if the transmitter takedown looks likely, too.
Stationing a Ghost here allows you to intercept either incoming vehicle; there are This section of road allows early detection and removal of the vehicle heading
views of the road near D for tackling the enemies heading uphill, and you can run downhill, either by blocking the road with a car and removing the threat, or raking
in behind the foes in the vehicle heading downhill and rake the vehicle as they the car as it nears you. Or, you can hang tight and watch the transmitter from the
park up near G, if no one else has done their job properly. grassy rock outcrop at the switchback in the road, which offers excellent views of
any targets milling about below.
122
(!) TARGET: RADIO TRANSMITTER
Simply reach this location and switch on the transmitter, before guarding it until the broadcast concludes. Use the adjacent metal warehouse as cover, and have a •
Ghost here for close-range takedowns. Remember, both enemy vehicles park on either side (north and south) of the transmitter.
Before activating the transmitter, feel free to prep the area (away from any civilians) with mines along the route the vehicles will take, along with vehicles (even a
helicopter) so the roads are effectively closed. Judge where it's best to stop either enemy car, and position your team so they can quickly remove one of the cars, while
you concentrate on the other.
A good place to move from is north from G to B, making sure no foes are attacking from C. Then sit tight, and drop foes from the church cliff-top, optionally lobbing
down grenades to explode just as the vehicle stops.
,.
l3J:lillAs there are numerous advantageous locations where you can hide, have two teammates assigned to stopping each vehicle. Crossfire opportunities from D and E
(for example) neutralize the east enemy car in seconds. Similarly, stationing a Ghost at Band F prevents the downhill car from arriving. Mines on the road, expertly-lobbed
grenades as a car stops at a barricade you've made, and even helicopter strafing are all available to you, though the latter can reduce the civilian population.
123
.. ~..._ s_E_cu.R~IT~Y _
SOUTH PATH (EAST TO WEST)
B
SNIPER'S HILL (NORTHEAST)
c
SNIPER'S HILL (SOUTH)
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This is an excellent choice in Solo mode, or for one Have one of your team hoof it up the trail on the east Approach from B, locating the stepped mountain
Ghost to take, providing you have the wherewithal side of the north hill overlooking the village. The vista trail leading south, that winds to this vantage point.
to drop the enemies standing around the various is more than worth it, as you have good protection If you have a team that is patient enough to wait for
cottages as you skirt the southern side of the and a view of the main clusters of forces, and are you to get to this position, you have excellent views
village, at the base of the mountain. Stealth kills are able to provide excellent fire support, drone recon, of the- entire settlement, and can tag the sniper on
mandatory, and you can (and should) head from B and other information. You can also head down the the church roof, as well as foes in the central part
to F without anyone raising the alarm. Use the upper hill and continue west to E, skirting the north side of of town.
paths rather than dropping into the main street, or the village, to wrap around and surround the enemy
you may be overwhelmed. (ideally while a teammate does this to the south).
Navigation along the north edge of the village allows you There's a path running from B to here, and using the
to reach this narrow hill path up to a burnin~ building south outskirts of the village, and the vantage points remain in cover and drop the cluster of foes near the
close to the church, and a cluster of around three along the way, enables stealth kills of almost everyone pickup, parked close to the church. This part of the
nearby foes. The "open air" building near the smoking except those in the church grounds. Continue your cemetery also allows excellent views and takedown
barn offers defensive positions, and views across to clockwise route into the cemetery at this point. This opportunities of enemies around the church
the church, where you can back up your colleagues is also notable as the field with the scarecrow in it (especially the sniper), as well as a path into the
sweeping the area behind the church. Or, use this as a can be used to land a chopper, if you're raining death church that avoids running up along the main, open
defensive spot before venturing into the church itself. down from above to cause extra chaos. thoroughfare to the east.
Sync Shots and the use of the Rebel's Mortar Strike are both excellent methods of softening the targets in
this village; you should have practiced the former, and the latter should be done using the drone. Tag the
There's only one entrance into the church (ground location where you want the mortar to land (where a group of foes are congregating, at the front of the
level, east wall), and expect two foes to either side church, or to take out the sniper) and let the rebels drop in a nasty surprise. Do this once you've lost the
of it, as well as the sniper on the roof, and others element of surprise.
milling around the grounds. Note the collapsed
section of roof on the north side, which can be run
Iii& Although dropping a chopper in here for a spot of mayhem is always entertaining, it can be saved
until only a few foes are left. In the mean-time, have one Ghost take the route from B to F, and around and into
up, allowing access onto the roof itself, where you
the church, stealth-tagging foes along the way. A second Ghost can hole up at D, covering the town. A third
can take the place of the cartel sniper, removing
Ghost should set up camp atop the hill at C, while the fourth uses the north outskirts route to the church. Two
thugs instead of your teammates.
snipers and two assault Ghosts make short work of the cartel thugs.
The target is inside the church, in a room with a
lock to smash in the northwest corner.
LODGING A FORMAL COMPLAINT
After you enter the church and free the prisoner, he gives a vague but helpful description of where he was
tortured, and the mission concludes.
,.
~ SECURITY
TREE STUMPS AND BARRACKS CRANE AND BRICK TOWERS a,:
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warehouse mess hall (southwest), or moving to B. There are rebels to free at the
mess hall, too.
127
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i- TIREYARD (!) TARGET:SPORTS CAR AND MECHANICS' FORECOURT
...... J The four large mechanic garages surrounding the
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..... be found. Beware of the propane tank in the forecourt;
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c...... of; use them as cover as you finally reach the garage.
c The same is true of the buildings to the east, though
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::!: Two or three cartel gunmen are patrolling this mud-
filled yard of rusting debris and tire piles. Though The garage itself is two floors with a minigun nest on the roof, and at least six foes in the vicinity. You
the road to the north is a little less easy to infiltrate should be sweeping the area to remove them, or ignoring them and quickly stealing the car.
due to a lack of cover, heading from west to east,
You should also think about flying low over this area, and raking it and the propane tank with gunfire from
using the debris as cover, and traveling between the
a helicopter, before dropping off a Ghost on the roof of the garage (J) to complete the objective.
two long buildings on the west side of the forecourt
(where there's a rebel cage to break open), offers
better infiltration opportunities.
6llll The toughest opponents are those at D and J, so neutralizing the ones near the minigun nests is of paramount importance. Station a sniper at B,
another at G, and then infiltrate with a third Ghost coming in from A to clear that area, then C, before advancing on J. The fourth Ghost can head in from E, before
neutralizing foes at D and then entering J from the northeast doorway. Splitting up and keeping the enemy unsure of the direction of enemy fire means you can
make short work of them. Or, you can have one of your team dash in heading south from B or E (optionally while others set up explosives at the propane tanks for
distraction purposes), into the garage and take off in the car while the others retreat.
SOUTH WALL AND SOUTHEAST SOUTHWEST PERIMETER GAP (!) BASE INTERIOR AND
PERIMETER ENTRANCE AND SNIPER TOWER TARGET LOCATION
[& Giving each Ghost a specific role is the best use of your team and time. Instantaneous takedowns of the three snipers from range removes the Unidad's long-
range viewing. Don't forget to tag the foe at the checkpoint (A) while a second Ghost clears foes at C, then enters at D. One Ghost entering the gap in the barbed wire
wall at E, and using Solo tactics to reach the captain, is a great idea. Have at least two Ghosts quickly drop interior foes with suppressed fire so the alarm isn't raised.
When the captain is in visual range. move to grab and interrogate him. After he produces his phone and calls Yuri and Polito, he lures them back to ltacua. The Mission concludes.
t<
130 •.
This Mission commences once you complete
all of the following Main Missions for this
Province: Culta's Prisoner, El Polito's Sport
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132
See the Key Locations maps on pages 114-115 for the exact locations of Side Missions and Province Content.
133
WEAPON CASES
(Ii WEAPON: M40A5 Sniper Rifle e WEAPON: Super Shorty Shotgun G WEAPON: MGl 21 Light Machine Gun
Sitting just outside the ltacua Echo Rally Point is the first As you approach F.O.B. Armadillo from the water, enter Cautiously approach the enemy Outpost west of Bacca
Weapon Case. Look inside to score a new weapon. the three-story warehouse on the left. Climb all the way Farm, and make your way to the far north side. Enter the
to the roof to find a weapon case next to a pile of crates. ruined, brick building with the camouflage covering and
grab the new weapon.
ACCESSORY CASES
(11 ACCESSORY: Compensator (Assault Rifle) • ACCESSORY: Vertical Foregrip G ACCESSORY: PK-AS Scope
In Buena Vida, find the helipad on the west side of On your way to the church in Culta, search the buildings Sneak into F.O.B. Armadillo and make your way to the
town and enter the nearby building. Climb to the third south of the road. Just inside the first shack, an armory on the far west side of the camp. Collect the
floor and search the shelf in the west corner to find an Accessory Case sits on the shelf. Accessory Case that rests on the shelves inside.
Accessory Case.
SKILL POINTS
e ACCESSORY: Panoramic Sight G) SKILL POINTS: + 1
Move around to the west side of the main building at Travel to the east side of Khochi and find the big North of Yopil Village is a Checkpoint. Head east down
Atollo Farm to find an Accessory Case resting on a desk. warehouse with a helipad on the roof. Climb to the the road to find a small building sitting on the right. A
third floor and search the southwest corner for an Skill Point rests on a shelf inside.
Accessory Case.
East of the rebel hideout is a cemetery. Search the tops Just north of Vieja Granja, enter the metal barn to find a Visit Vieja Granja, located northwest of F.O.B. Armadillo,
of the grave markers to find a Skill Point. Skill Point in the middle of the building. and approach the upstairs door on the south side of the
main building. Knock it in and collect the Skill Point in
the right corner.
At the Unidad Observation Post in west ltacua, a sniper Drive up the right Mendez Farm entrance and head Discover ruins from an old house atop a big hill,
mans the tall watchtower. Search his desk for another straight for the two barns in the back. The Skill Point sits southwest of F.O.B. Armadillo. From the home, head right
Skill Point. on a container, just right of the buildings. to a cross. A Skill Point sits nearby.
134
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reach a small barn. A Skill Point can be found on the the west gate, find a Bonus Medal to Ule right, resting and follow Ule steps all the way to the roof. Find the :!
east side. on a red box. small storage room and collect the Bonus Medal inside.
KINGSLAYER FILES
8 LEGEND 8 DOCUMENT
Enter the church, located on the east side of Yopil Village.
Collect the item that lies on Ule altar.
Dogtown: There is a village in /tacua whose name no one in Bolivia
dares to say. This village is called Yopil and locals believe it is cursed.
A few months ago, all its villagers disappeared overnight. No one
has seen anything or·heard of them ever since. Some people believe
Santa Blanca snatched the entire village. The village has since been
colonized by a pack of hounds, it and is referred to as "Dogtown". The
legend goes that if you use a special whistle you can control the dogs. In souUlwestem Buena Vida, look for a two-story, brick
house with a concrete mixer and wheelbarrow out front.
Search Ule left counter on Ule first floor for the file.
Enter Ule dangerous Unidad base at F.O.B. Armadillo, Head to Pantoja in souUlwest ltacua and spot the red, Enter Mendez Farm by the right dirt road and step into
taking extra precaution to avoid being detected by Ule two-story home on the east side of town-just off the Ule barn on Ule left. Collect the file mat sits inside.
guards. Make your way to Ule southwest tower and main road. Collect the file on the bed upstairs.
continue into the small bunker farther to Ule souUlwest.
The next file is lying on Ule floor.
Just east of Atollo Farm, Colque Ranch sits on a Enter the enemy Outpost in souUlwestern ltacua and Carefully move up the hill toward Bocca Farm,
north-souUl dirt road. On Ule west side of the paUl, look enter Ule two-story barn on Ule west-central side. Head avoiding or taking out the enemies along the way.
inside Ule red house to discover a file next to Ule bed. upstairs to find anoUler Kingslayer File. Enter the long barn on the north side and collect the
file in the right corner.
135
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KEY LOCATIONS
~ Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
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CENTRAL OUTPOST
01 The cartel's industrial coca Storage for the chemicals used in Captured rebels are
paste laboratory. the lab. imprisoned here.
I
COMBAT OUTPOST
OCOROBASE
Monitors cocaine production
The largest cocaine factory ever built.
in Ocoro.
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This convoy is traveling along the mountainside roads of south Ocoro province, and there is no fixed location for a takedown. You are encouraged to utilize a recon
chopper to check the direction the convoy is moving in, while the remaining members of your team set up a vehicle-based barricade and ambush point, usually
at a switchback corner in the road, or an area where the enemy will find it difficult to maneuver to escape. The convoy is comprised of a lead pickup, an armored
SUV with the assistant in it, and a second rear pickup. Each pickup has two cartel foes, while the SUV has the assistant and a driver.
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MAIN ROAD AND RAILROAD JAQUAR BLANCO AND GAS WESTERN VILLAGE AND HELIPAD
(SOUTH-CENTRAL) STATION (SOUTHWEST) (NORTHWEST)
The central part of the southern perimeter is where The western village and helipad base that joins Conducting a house-to-house sweep while tagging
you'll naturally drive to before infiltrating the factory. the factory may not be in your planning, but with a troublesome foes on the rooftops of some of the
However, the area has a number of guards, not least number of foes who can raise the alarm, it's worth structures here helps you secure the area before
of which is the one in the wooden tower just west conducting a stealth sweep of this area. Though heading to the factory itself. Removing threats at
of the tracks at the road junction. It's well worth you can drive west to east along the main road, the the helipad ensures you have one option when
removing the foe up here if you're planning a clean element of surprise is lost; it's better to approach extracting the team after objectives are met. The area
sweep of the area. Watch for a number of foes on from the fields to the southwest, removing foes at comprising the three main structures (with the helipad
the ground to the north. the gas station and adjacent Jaquar Blanco care, in the middle) to the west should be seen as a zone to
before checking cartel foes patrolling the north side check for hostiles, before neutralizing them.
of the road.
o NORTHWEST COMPOUND RADIO MAST AND COMMS BUILDINGS RAILROAD AND SNIPER TOWER
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Close to the river is a small walled compound with This maze of ramshackle and brick structures The railroad bisects the village (west) from the factory
a large house inside. Though there are few foes, stretches from the edge of the river to the road (north (east), and is a good infiltration point to enter from,
it's worth spending some time removing the two or to south), and the train tracks (to the east). Think of assuming you're crossing the bridge from north of the
three foes stationed here. Check the grounds for a this as a separate area to either completely ignore if river. The main concern is a sniper in the tower, so
possible escape vehicle. But most of all, hit this area you're planning on minimizing enemy interactions, make the neutralization of this foe a priority.
with stealth takedowns first, so you aren't outflanked or somewhere you must remove all threats from.
when you're removing threats to the south in the The latter requires you to find the mounted gun in
main radio mast area. the wooden tower just west of the large radio mast.
Then scan the upper balconies and floors for foes and
tag them, before conducting a final sweep of ground
patrols. Expect around half a dozen enemies to cull.
The central part of the entire built-up area (and If you're heading up from the fields to the south, The tall, corrugated metal warehouse in the central
western side of the factory) consists of an unloading crossing the road to the east of the junction, the part of the factory, adjacent to the south refinery
station with three main warehouses. Keep to the low hills in the middle of this area provide some area, is a key location as there's a mounted gun on
west of the road that leads into the factory, and reasonable cover if you're sniping while flat on the roof. Send a Ghost up there (or drop in from a
you can remove around four threats to lessen your your front. Back up any daring attempts to drive up chopper) to both remove the rooftop threats, and
chances of being shot at. and into the factory from here. This location is also take up a covering position which allows good
helpful when you're called on to help a fellow Ghost, views of the factory. You can quickly remove other
as it's equidistant from most other locations in the enemies, such as the foe in the mounted gun nest
factory section of this map. just east of the objective. There's also a good view
of the road to the east, allowing you to cover your
NORTH FACTORY REFINERY brethren on the ground.
AND TRANSFORMER NORTHEAST WAREHOUSE SHEDS
The south refinery area itself can only be entered
via a concrete step between the warehouse and the
south garage structure, and offers no real benefits
except for a couple of propane tanks to blow up.
rjj} OBJECTIVE: COCAINE WAREHOUSE (RAILROAD) (ij} O.BJECTIVE: COCAINE WAREHOUSE (EAST)
a You can either enter using extreme stealth, with minimal need to engage the enemy, or you can
TACTICAL ADVICE
(TO THE COCAINE WAREHOUSES)
ensure everyone is dead before entering the laboratory. The latter is a better plan, as you have further
objectives to accomplish here afterward. Try to tag as many foes as you can using suppressed fire and stealth - Before hacking the laptop in the laboratory,
before resorting to less-subtle violence. have your Ghosts stationed near P or G (whichever
has any stragglers left). Then head to P first to
The following routes are acceptable: destroy the cocaine shipment before finally moving
• Heading south from the river to J, and directly to N without firing a shot. to O and completing the mission. Your success
• Working your way east from B. depends on how many foes you left standing before
• Working your way west from L. hacking the lab laptop. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
The most problematic foes must be dealt with immediately. These are the enemies atop the wooden towers
li!l!lJ With knowledge of the cocaine
with mounted weaponry, the sniper at the railroad bridge, the SAM site (if you're planning an airborne attack
warehouses, you can position a Ghost at O and P
afterward), and any mounted weaponry in the nests at the factory. just before the laboratory laptop at N is hacked.
li!l!lJ A similar plan is required if you're with other Ghosts, though you can work your way through the That way, you can immediately destroy the cocaine
factory more competently. Send a Ghost to I from the south to remove the mounted gun foe atop the tall shipments in unison, and escape the same way.
warehouse before tagging the foe in the mounted gun nest just north of the SAM site. With the first Ghost
Escape options include a helicopter the fourth
providing cover, then have a second Ghost head in from the river through K, to mop up ground forces. A third
Ghost has commandeered from the west rooftop,
Ghost can deal with the sniper at F, then remove foes throughout the train station area at G. The final Ghost
or a cigarette boat along the river. Have your' fourth
can provide covering fire and help out where needed at H. Ghost act as the getaway driver; if you've already
Once the area east of the railroad is removed of enemies, you can decide whether a block-by-block takedown dealt with enemy threats before the warehouses
of the remaining foes to the west is necessary. Push them back at least to E. are accessible, there's no need for more than one
operative to destroy the cocaine in each building.
You can also speed in using a vehicle, or even a helicopter, but there's little planning involved, and the SAM
site is problematic for an airborne assault. Better to enter from the water or the south.
,.
Once the settlement of Puerto Grande is optionally neutralized, launch a boat from the Fisherman's Hut at the cove northwest of town (or farther along the river).
Or, use a helicopter to reach the small cluster of tiny islands in the large river to the northwest. This is a heavily-fortified compound. When you reach the boat,
head upstairs, unscrew the gas canister, then short-circuit a fuse box just to the right of the canister, on the same wall. Thirty seconds later, the boat explodes, so
immediately flee to a safe distance outside the explosion radius indicated on your map.
~ PRODUCTION
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Similarly, the southern beach and low ground to the south of the island offers long- Most of the snipers are scattered across the rough rocky slopes of this narrow
range sniping opportunities to remove the threats along the southern island. This set of tiny outcrops. As disembarking at the wooden pier bridge just north of
isn't quite as helpful as having your own boats move slightly closer to line up better here essentially announces your arrival, moor a boat at C, and climb up, slowly
shots, but it's reasonably helpful if you're planning a slow-and-steady completion. working your way westward and tagging every single foe with suppressed fire
until you're at the top of the western sniper tower. The foes to the north won't
know what's going on if you're adept. Then assault north.
Climb out of a boat and up the sloping rocks at this point, and you can start removing Access across the north side of the island is easy if you're on the rocks, moving
the foes in the northeast corner of the island, starting with the sniper. The two ground east to west or vice versa. But don't overlook the small arch of rock under the
foes should then be tackled, before the enemies on the target boat itself. This should bridge, allowing a boat to pass into and out of the island area. Use this as an
be done while the rest of your team tackles enemies from different directions. alternate assault or departure point if you're leaving by boat.
a
The jetty here is the easiest method of accessing the island, allowing access to the helipad, and a trio of foes including a sniper that's difficult to get bead on. Have a fellow
Ghost shoot him from elsewhere on the island as this assault begins (from the southwest sniper tower after removing foes from C, for example). If you're moving to defensive
positions at the rocks on the perimeter of the helipad, you can start your takedowns from this point; this is a good defensive spot.
145
o FISHERMAN'S BEACH (NORTHWEST) INTERIOR BEACH SLOPE
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The sandy slope here leads up to the helipad, but disembarking without
The rock outcrop and sandbags on the wooden platform are great locations for removing the foes dotted around the outer islands is a serious mistake, as you're
hiding and providing long-range distraction or takedowns against the snipers to easily taken out from all angles. Use this as an extraction point once the objective
the south, or foes on the target boat itself. Plus, the beach to the east is easily is met, and there are still stragglers you're not attempting to kill; you can quickly
accessed once the coast ls clear. leave via boat or chopper from here.
The boat lab is moored here, accessed via water or the island area to the northeast. There are three foes here along with innocents, so area-of-effect weaponry
is frowned upon. The gas canister you're unscrewing is on the upper deck of the boat, and is the area to focus on. Tag the foes from any of the previous insertion
points beforehand (C, D, E, G, or H).
EI!J!!IA great plan is to concentrate on the snipers while your fellow Ghosts are directed to assault the boat itself. This means disembarking at C, and removing the five snipers
along the southern island area, then the long-range removal of the sniper at F. With only one sniper left, you can mop up ground troops at F and I, with your Ghosts assaulting the
beach itself. Move to the boat lab and complete the objective, watching for stragglers (especially the sniper on the perch to the northeast). zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQ
[mi There are many possibilities for success with four Ghosts assaulting here. Have two boats harassing foes and maneuvering in different directions around the perimeter
of the island; each boat has a driver and a sniper, and sweeps the island until all enemy snipers are down. Death from above is also an option. Pilot a chopper and circle the
island, removing snipers with precision shots rather than raking the area, as there are innocents to protect.
146
Head to the northern edge of Ocoro, near the MOST RECON: LET'S BLOW THIS THING AND GO HOME
border with P. N. De Agua Verde, and make sure
you complete a thorough reconnoiter of the Be sure to bring adequate explosive charges with you; grenades and C4 work well when blowing up the ovens and
area. Though the factory seems to be initially mixers here.
reasonable to infiltrate, the sheer number of foes
in the main forecourt just east of the factory itself
makes stealth takedowns something of a novelty. MOST RECON: NIGHT TIME IS THE RIGHT TIME
But there are ways to get in and out without this
turning into a bloodbath.
LOW ROCKS AND
SOUTH SNIPER TOWER FACTORY ENTRANCE (SOUTH) CONTAINER RAMPS
One of your team should be able to easily remove You can make short work of the four foes at the You can actually maneuver to the low rocks and set
a trio of cartel soldiers, including a sniper so your entrance, and around the base of the large helipad up a sniping spot here if you head in from the road
initial infiltration goes Without a hitch. The rickety building. Just watch your fire as there are workers to the south, along the outside of the concrete wall
tower set up here also allows the same Ghost to about. It's worth heading northeast to D at this point, perimeter. You can cover a teammate as they move
cover others of the group, as the view from this or around the ground area below C to try and reach northwest to the factory, but you're open to attacks·
tower allows shots to be fired all the way to the the western perimeter of the factory itself (I). Simply if the base is alerted or a chopper arrives. Use the
objective. This is a great location to tag any rooftop wandering north along the road gets you spotted and ramps to make your escape down the rocks to the
enemies inside the factory perimeter, too. usually killed. water if need be.
You can silently remove the three patrolling guards Approach from the west or south by boat, with one If you're not keen on a massive firefight, it's a
at this yard and station by moving in from B, or the of your team sharpshooting the sniper and two better plan to infiltrate over the large rusting pipe,
mad to the east. Ridding yourself of these foes is dockside foes without alerting the foes at the main up the boxes, to an L-shaped conveyor belt. Get
recommended as they can add to the trouble when factory area. Then disembark, climb the hill heading to this point from C or G. F9llow the conveyor belt
the main base becomes alerted. Plus, they can be east, and use the large chemical tunnel to move through an opening into the upper gantry around the
killed quietly and easily. up and directly into the middle of the factory floor. perimeter of the factory. Though there are gunmen
Here, you can easily tag the mixers and ovens and inside, the height advantage allows you to detonate
quickly leave the way you came. Or just use this as a the objectives easily.
possible escape route; don't overlook it!
Down on the ground, fighting is fierce, and the comms and armory buildings are
best avoided as you can be easily outflanked.
148
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This huge factory with a corrugated roof has three entrances on the south wall, two on the west wall (one upper, one ground), one on the north wall, and a
ground-level entrance on the east wall which. is the most dangerous entrance of all. Also note the metal stairs over the container stacks on the east wall too;
these allow access up onto the roof (as does dropping down from a chopper). As there are some sizable holes in the roof, dropping explosives or aiming down
is another way to stay away from the interior fighting, while completing the objective. You can even drop into the third floor gantry and start an interior descent
from the roof.
Inside, the main chamber features all five target areas in the same vast interior room (as shown). If you're low on explosives, remember the re.d barrels can be
detonated with gunfire, and these can take out most of the objectives. Then use your own explosives to finish the job.
Or, if you're attempting a more clandestine approach, slap on some C4 and leave before the explosions rock the place. Ensure two targets explode with one
device by placing your C4 or throwing your grenade between two of them, so you aren't using too many explosives at once.
Ei!il If you're able to tackle the foes from a boat at E, entering via the chemical 6lJ!II Land
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a chopper on the factory roof. Split your team so that two approach
tunnel under the factory is by far the safest plan. When you head up and into the via water at E, while another heads in around D to reach the helipad warehouse
factory, fix some C4, or lob grenades and shoot at the barrels before retreating at H, take out the snipers at A as well as enemy choppers, and a fourth
the way you came. "insurance policy" Ghost uses the infiltration point at F. Feel free to swap one of
the roles of your Ghosts to a helicopter pilot who can land on either helipad roof
Or, you can send your teammates into battle at H while you sneak in from B to C, to pluck any Ghosts having trouble escaping.
and along the west side of the factory.
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The main (and only) path from the road to the dispensary has some helpful
Don't meet the doctor until your entire team is situated at some of the optimal
weaponry to use; have one Ghost at the minigun nest, which can easily rake and
places to easily remove the incoming foes. Even the roof of the hospital, and
completely destroy three of the four Humvees (one may park too far to the left, and
the fabric roofs, can be crossed and used to move over, as you have good
your angle is obscured by the rock outcrop on your left). Use this to remove the
views of where the enemy vehicles stop. You can even snipe at the attack
attack helicopter in seconds, too. When this is used in conjunction with other Ghosts
helicopter as soon as it appears at visual range.
and the rebels, the attackers can be put down with ease.
The burned-out shells of the cottages on the west side of the road, around to the The ruined buildings on the west side of the plateau are worth hiding in, and offer
peninsula overlooking the junction at the main farm, is a good place to attack the a good crossfire opportunity as either vehicle comes to a stop.
Humvee heading in from the west. Your usual plan (blocking roads with vehicles,
sniping the driver, using explosives) works well here. You can even let the vehicle
pass, and attack from behind, catching the foes in the crossfire.
The debris-filled remains of a cottage is a good hiding The hills to the east of the dispensary offer good Hike up to the northern mountain slopes and you
place to attack the eastern vehicle from. Hit it as it recon views of the eastern vehicle as it heads along have a commanding view of the proceedings; you
drives up the road, let it pass and continue to fire, then the road, and sniping opportunities too, as there's can snipe away at either vehicle, provide cover
step out from cover and finish any stragglers. ample cover. Don't execute the driver too early as to Rebels and Ghosts, and take down the attack
you actually want additional rebels and your other helicopter from this vantage point with a well-aimed
teammates to help remove the threats in a maelstrom sniper shot at the pilot.
of gunfire, as the vehicle closes in on its destination.
13'.m Providing you move each of your Ghosts to an appropriate area (ready to catch the vehicles in crossfire). perhaps having a fourth Ghost operating a helicopter
to further aid in removing the vehicle and engaging the enemy chopper, this is a slam-dunk.
This mountain-top outpost has a single, winding
road to drive up to reach it, if you aren't taking a
chopper. It's worth familiarizing yourself with the
terrain before entering this base, as one of your
team is going to be driving down the mountain and
then southward to Puerto Nuevo.
Park the vehicle you used to get here, 'and have one of your crew drive it to block the A spot of careful climbing along the right rocky side. of the road allows you to reach
road once the truck has driven past, waylaying any enemy vehicles from pursuing you. a set of concrete box defenses, and a view of the west sniper tower. Tag the sniper,
then creep around the north side of the hospital, and access the target truck
almost immediately, and with almost zero enemy interaction. With two Ghosts up
here, the second can cause havoc, or steal the helicopter afterward.
There's a sentry post to sneak around the north side of, to neutralize the guard Above the armory, across from the comms building, an~ north of the southeast
there. Then enter the base by the open gap and work your way along the inside mess hall is the second sniper tower. Feel free to tag the sniper from C, or physically
of the perimeter wall. When you're in the northeast corner of the base, you can climb up the tower to remove the threat, before using the tower to cover your
either hobble the enemy's SUV (with C4, detonating only after the truck is stolen colleagues. Note the gap in the perimeter fence; climb the defensive crates to enter
to remain stealthy), or use the SUV yourself to help block pursuers or guard the the base without being spotted.
truck en route out of here. You can continue around the perimeter to reach the
east sniper tower, too.
Move from the entrance road (A) southeast around the rocks to the perimeter fence, which allows you up and into the base, along the south barracks area. Take care not to
be spotted by the minigun or mortar operator, or the sniper on the west tower. From here, you can stealth-kill and move into the hospital, and through to the truck, or back
up a teammate. You can also head southwest to remove multiple threats in the mess tiall, or destroy a second Unidad SUV with C4.
153
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The truck is parked between the hospital and the open structure near the helipad. It must be driven counterdockwise along the circular path and out of the base. Maximize the
extraction potential by stealing it without alerting the enemy, or have your teammates neutralize the two enemy vehides and helicopter just as you steal the truck.
mm· A variation on a stealth theme is recommended here, though there's a greater chance of completely neutralizing foes if you have one Ghost tackle each sniper, then climb
the tower and provide cover while two other Ghosts take out the vehicles, chopper, and finally reach the truck. Don't break cover until the your own snipers are in position, and have
removed the mortar and minigun enemies. Then engage in a firefight.
Or, simply have one teammate head from B to secure the truck, and three others in vehicles; armored APCs and/or a chopper are recommended. Then you can stop enemies after the
truck escapes.
There's a minigun and mortar nest close to each other and the truck itself. If you must make noise inside the base and start a firefight, remain on this higher ground, use these nests
to your advantage, and clear the base of the initial soldiers before helicopterreinforcementsarrive. Then leave between bouts of violence.
154
Finding El Emisario is easy. He's located in a
hilltop compound painted in the most unappealing
shades of red there are, but extracting him from
his playboy mansion is more difficult due to the
involvement of Unidad forces on the premises, as
well as the underboss' clan of henchmen, including
armored foes and snipers. Simply driving up and
into the base isn't going to end well.
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If you're wanting to cause havoc and drive an Though laborious to climb (have a fellow Ghost drop This offers a bit more of a vantage point if you're
armored vehicle into this compound, this is pretty you off on the large rock plateau from a helicopter wanting to snipe at the foes on the main hacienda roof,
much the only road to do it from. You're traveling or drop in using a parachute instead), it's important or the enemies at the pool or along the formal gardens.
uphill, the compound enemies can easily see you to tag the sniper up here. Do this from here, or from
Infiltrating down from the rocks, into the formal
(along with the three snipers dotted around the C, D, or G. This is a good place to provide supporting
garden, hiding below the hedge-line, and tagging
area), and perhaps only two vehicles, each with two fire if you're planning an assault through the west
a couple of cartel thugs en route to the mansion
crew members, and a hard assault is recommended. side main doors.
entrance on the east side (by the pool) allows
There are much better infiltration points than this. infiltration with minimal enemy interactions. The
This location can be moved from, as you head down
You can head through the entrance arch and make and over into the formal gardens to the east of the only foe to watch for is a Unidad soldier at the
an immediate left into the north guest cabin to avoid guest house. mansion's east entrance, and those inside. But you
detection, but this would be only recommended if can stealthily reach the mansion, then trigger the
you're stealthy, and approaching at night. Heading rest of your team to attack while you sprint upstairs
right (southeast) isn't recommended, as the gardens to the objective.
are too exposed.
After a spot of rock climbing, you can approach the area of the compound with There are far fewer enemies on this side of the hacienda, and the planters and arched
fewest foes guarding it; a low wall near a deck, leading into the northeast corner garden walls can be used for cover. Tagging the two Unidad soldiers at the entrance
of the compound and the formal gardens. You can then infiltrate using the tactics and just inside the ground floor entrance to the mansion takes timing to avoid all hell
detailed for the "North Rock Plateau", or sprint to the helipad if you need to use the breaking loose. Or, you can drop Ghosts from a helicopter, onto the roof or the balcony
helicopter (to attack or use for extraction). above the entrance.
Having a sniper prowling the area between here and G allows you to tag foes on Overlook this single sniper foe at your peril. This is a great vantage point for tagging
the ground, as well as the sniper standing on the south side of the mansion roof. enemies using your drone, calling down a mortar strike, and raking the main
Provide covering fire for the Ghost ascending the building interior, dropping any courtyard with fire, along with your team backing you up from other angles. There's
Unidad on the roof, too. This is also close to the helipad, if you're using the chopper also the flexibility of dropping down into the compound, retreating, or moving
to escape. Or simply retreat to the south. around to the ammo box near A. Train your sniper rifle on the rooftop enemies. too.
156
(!) EL EMISARIO'S HACIENDA (MANSION)
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The garish construction within the red walls of this compound is'Whete t
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target resides. Though it isn't necessary to enter at the ground flOOf (the\.i,~~t
and east sides each have entrances, though the former is heavily,gllarded),
this is the normal way in. You could always drop in unannounced onto the1
roof, though.
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The mansion interior has around four Unidad guards to deal with you'c1imof '1
the staircases, and head up onto the roof itself. Two are inside 'th~ ~uildirig, Witl'I,
another two, on the roof, along with a cartel sniper. Close assaulttakedowns'.'
needed here.
El Emisario himself is twisting in the wind, up in a rooftop chamber. Remove the '
note from him once he's been spotted, and the. mission concludes. Make s4re ',
your escape plan is as thorough as your infiltration!
m:!ll With no innocents to worry about, you have [& A swift infiltration with fellow snipers covering the main Ghost from the rocky surroundings is an
the full might of the Rebel Support, as well as the more excellent method to reach El Emisario, The lead Ghost should drop down from B, C, D, E, or F, perhaps with a
reckless members of your posse at your command. You colleague to back them up, and enter via the eastern entrance by the pool, Each should already know which
may wish to try a full assault with an armored vehicle enemy they are going to remove ahead of time, so combat is split up. Meanwhile, a sniper on the north (B, C,
heading up from A into the main courtyard, but that's D) or south (F, G) rocks provide fire support.
an easy way to get killed. Instead, figure out a way f<ir
your teammates to back you up (taking the high ground
and sniping, following you in, or moving to an opposite
hacienda entrance to engage the enemy only after
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Though the mission concludeswhen you find El Emisario'snote, any remaining enemy forces are stlU a threat. The
you're inside the mansion).
previous tactical planning should have the Ghost who had eyes on El Emisarlo extracted from the mansiou, either via
a rooftop heUcopter landing, descendingdown the stairs the way you came with a fierce firefight and escape to the
Try a subtle infiltration with as few foes removed
southeast helipad, or a drupping down the balconieson the east side of the mansion. across the pool area. and to the
as possible. Do this after dark for more stealth
extraction point away from the main courtyard and clusters of foes.
opportunities, Head down from B, C, or in from D, E,
or F, and enter the mansion at the eastern entrance
With minimal combat. Then climb to the roof; at this
point your teammates could create a distraction in the
main courtyard to the west. Just be aware of the three
Unidad foes along the stairs and up to the roof.
On the main road between the Coca Paste Factory and the northeast outpost, the The central Santa Blanca outpost has been built up on a hill with a helipad for
Santa Blanca man another garage. If you attempted the Breach Comm Center easy transport in and out. This helicopter is your goal as it holds valuable food
side mission in ltacua, the building should look familiar. Again, blow the left parcels. You can approach the aircraft from any side, but the north and east may
door open with an explosive and quickly eliminate the thugs who fire from the require more fighting. Slipping through the communications building to the south
doorway. You only have one minute to hack the network relay once it is open, so may net the least resistance, just be ready for a thug inside the room. Scout the
try not to dawdle as you move inside. The computer is on the far wall. Interact area before moving in. Once cleared out, hop into the chopper and fly it south to
with it before the timer hits zero to complete the side mission. the rebel RV marked on the HUD and map.
A short runway holds a plane with valuable comms tools on board, northeast of the To complete the Rebel Op: Parachute Drop side missions, you simply find and tag
Santa Blanca central outpost. A narrow trail winds up the hill from the outpost to your the indicated supplies. This time they sit on a hill just east of the Ocoro Charlie
destination. Stop behind the rocks and survey the area with the Drone. Only a few Rally Point, where a helicopter is parked. Land the chopper near the supplies and
hostiles guard the aircraft, so it shouldn't be too much trouble to take them out before tag them to complete the quest. Note that you can only tag them on the side with
boarding the plane. Fly south to a rebel-held airport marked on your HUD. The runway the control pad.
is set on the side of a hill, so it may be tempting to immediately get some altitude, but
you Q1Ust keep the plane low as you pass the ltacua Base to avoid their SAM systems.
The plane computer warns you when missiles are incoming.
158
~ PRODUCTION
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A three-story building sits alone east of Nenma Freight Yard. Here you must Head to the gas station southwest of the Ocoro Bravo Rally Point, take cover out of
blow open one of the entrances before hacking the network relay found inside. view and use the Drone to check out the situation. Hanging out on the second floor
Doors on the front, back, and left side offer a way to your objective. Second· and of the brick building is the Sicario in question. It is possible to fight your way to the
third-floor entrances can also be used, but you must access the roof by using a guy from any side, but if they are alerted to your presence, he bolts-requiring you to
parachute. Toss a grenade or place C4 on the door. Once detonated, a BO-second run him down before getting any information from him. Approaching from behind his
timer begins to count down. Fight your way through the Santa Blanca cartel apartment offers the least confrontation. Peek around each corner until you spot his
inside and then interact with the computer on the second floor to complete the location. If he is accompanied by another narco, wait for them to separate or gun him
side mission. The rear offers the most direct route from the ground floor. down before moving in on the target. Intimidate the sicario to complete the objective.
This side mission is very similar to the one in Pantoja, ltacua. Start the radio A helicopter loaded with gasoline sits on a small hill, west of Pachamama Scars.
found in eastern Campo Ana to begin a 2:30 timer, indicating how long you It is accessible through openings on the east and west, while fencing makes
must defend the equipment. The location is more open than the first Defend great cover while examining the setting. Similar to the other raid side missions,
Radio mission, so you must be on your toes. The enemy approaches on foot for only a handful of narcos patrol the area: Use Sync Shot to take them out in pairs
the most part. Keep an eye on the radar and if you see red, quickly spin in that as you make your way to the chopper. Fly northwest to the landing area near the
direction and spot the threat. It is possible to get some long shots with a sniper Moko rebel hideout.
rifle, but high rate-of-fire weapons are your best bet. Duck behind or inside the
buildings when injured, but be careful not to stray too far from the objective. If
the radio takes too much damage, the mission is a failure. Use the rebel support
that you have earned so far to help defend against the onslaught. Once the timer
hits zero, the mission is complete.
159
WEAPON CASES
G) WEAPON: SR-635 Submachine Gun ifil WEAPON: 5.7 USG Handgun • WEAPON: M1911 Handgun
At the cartel's coca paste laboratory, enter the armory in In the northeastern area of the Ocoro Base is a big Beautifully set in the valley, the El Altiplano Verde ranch
the northeast corner of the area. A Weapon Case lies on laboratory surrounded by tanks and pipes. Move around doesn't offer much, except for a Weapon Case--
the floor inside. to the back and search next to the I-beam and storage making it well worth the trip. Lying in the corner of the
container for a Weapon Case. white and wood barn, the case provides a nice addition
to your loadout.
ACCESSORY CASES
G ACCESSORY: Compensated Buttstock
(Sniper Rifle) 8 ACCESSORY: Extended 5.7 Magazine (30) ~ ACCESSORY: CompM4 Scope
At the central Santa Blanca Outpost, find the armory on At Gas Station Via-B Gas, located south of the Ocoro Being wary of the miniguns mounted on the two
the lower level, just north of the helipad. Sitting on the Bravo Rally Point, enter the first building you come to, watchtowers, fight your way into the outpost east of
right shelf just inside is an Accessory Case. labeled GASOLINERA. Nab the Accessory Case that sits Campo Ana. Look for the upper armory, just south of the
on the desk inside. helipad. An Accessory Case is easy pickings as it sits on
a workbench inside.
Find the Santa Rosa Rebel Hideout along the river that Climb to the short runway, located up on a hill Pay close attention to the three watch towers with
borders the south side of Ocoro Province. Bust open the northeast of the outpost. Grab the Skill Point that sits miniguns as you infiltrate the outpost. Enter the three-
east door and enter the church. The Accessory Case sits atop a red box. story building in the middle of the area and climb to
on a small cabinet near the altar. the third floor. The Skill Point rests on a wooden desk
in the corner.
O SKILL POINTS: +5 Q) Gl
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SKILL POINTS: +3
From the main road, enter the garage that sits across In the center of Pujio, find Jaquar Blanco across the road Enter the brick building on the southwest side of the
the street from a motel and just south of a roof helipad. from the church. Find a Skill Point on the counter inside outpost. On a red box in the corner, a Skill Point is ready
Follow the stairs to the roof and then find the small room the restaurant. to be swiped.
to the south. Sitting on a shelf inside is a Skill Point.
160
RODUCTION
On the west side of the village, a helicopter is parked At the coca paste facility, head to the back side of the big Take the main road into the outpost from the south and
just outside a walled-residence. Inside the walls, find a factory on the west side, where the mixers and ovens immediately turn left. Follow the dirt path straight into
Bonus Medal on a metal shelf in the northern comer. are located. Climb the exterior stairs to the second-floor the makeshift office ahead. Sitting on the left table is a
catwalk. Make your way to the office in the southeastern Kingslayer File.
comer to find the file.
8 LEGEND
Follow the dirt road northwest out of Puerto Grande
to a Fisherman's House by the water. Grab the legend
from the porch.
Mam;i Gocha: Mama Gocha is a kind of sea goddess, invoked by
sailors and fishermen for protection or to ensure good fishing.
In Bolivia. she is linked to the rivers and the lakes of the Andes.
especially Titicaca. She is sometimes referred to as the wife of
Viracocha, the pre-Columbian god and creator of all things with whom
she had two children: Inti, the Sun and Mama Kil/a, the Moon. Some Pay close attention to the three watch towers with
stories add Pachamama to the family.
miniguns as you infiltrate the outpost. Enter the
three-story building in the middle of the area and climb
to the second floor to find a file sitting on a desk.
On the east side of the Oroco Base is an auto-repair South of the village is a posh, gated residence. Enter the Find the checkpoint, west of the Ocoro Bravo Rally Point.
garage. Enter through the left open garage door and main house and make your way to the kitchen in the Enter the two-story building and collect the file that rests
search the shelves to find the file. southeast comer. Collect the file off the island. on one of the beds.
8 LEGEND
The Alcaldia sits where Head to the heavily
the main road enters guarded Pachamama
Campo Ana and comes Scars, east of Campo Ana,
to a stop as it intersects and spot the water tower
with smaller streets. in the middle of the camp.
Climb to the top floor. Find · A Kingslayer File rests on
the mayor's office in the a small table nearby, next
southern corner and collect the legend from the small console table. to a few pallets of barrels.
The Chaco War: Fought between Bolivia and Paraguay, the Chaco war is the last intemational conflict that Pachamama Scars: Pachamama, the Andean Earth goddess and keeper of fertility, is revered across Bolivia.
took place in Latin America. From 1932 to 1935. both countries fought for the control of the Chaco. an Recently, in Ocoro, entire patches of forest and al/ life within them have inexplicably died. Locals claim that
unexplored and wild territory in Southeastern Bolivia. Nearly 100,000 men died, many of them from thirst Pachamama is bleeding, leaving irreversible raw sores on the land that shall never heal. Environmental
and disease, due to the hostile conditions of the region. Bolivia's defeat inflicted a national trauma that led to agencies suspect the damage is caused by chemical waste runoff from nearby cocaine labs set up by the
major political and social changes in the country during the following decades. Santa Blanca Cartel in Ocoro.
161
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Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
::: will see differences in their locations in game.
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LA NUBE BLANCA
CENTRAL OUTPOST PLAYA SIRENA A boat used as a mobile
A vacation place for the sicarios. A fishing spot. cocaine laboratory.
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AGUA VERDE BASE
Main base of operation of the Santa Blanca cartel in this province.
165
You can reach the Patuja Mansion from air, land, or sea, but it's imperative you
don't enter the grounds of this structure without realizing that mission failure
is a very real possibility if you're spotted by the enemy. You're here to place
three bugs inside this structure, and leave without bloodshed. Or failing that,
bloodshed you can keep a secret from the other foes guarding this place.
f.. INFLUENCE
MAIN ENTRANCE AND ROAD
(NORTHEAST) BEACHACCESSAND SOUTHEAST PERIMETER
B If you're approaching by boat, dock at the small
jetty and hike up the path to the main road. But
the main infiltration point here is the leafy archway
between the hedge and the pool balcony. Have one
teammate slip in here, in-between enemy patrol
paths. You could silently execute the three foes on
the rear balcony that faces the lake, but it's easier to
Perhaps the least-advisable method of entry is creep left through the arch, using the planters as cover, around the deck and into the house. You can be easily
through the entrance, not least because of the two spotted though, so consider infiltrating at C instead.
guards on either side of the entrance, and the others
patrolling the front yard inside. It's best to avoid
this area.
IE!!I Leave your team outside, approach from C, and in-between guard patrol [D It's usually best to have the most competent member of your team
routes, enter the kitchen and dining room, place both bugs, cross through the enter here while the others hang back, as risking two or more of your team being
fountain courtyard into the bedroom, plant the third bug, and retrace your steps spotted isn't worth the slight takedown advantage you have. Instead, make sure
out of here. your other teammates let you know if any foes are coming up on your position, so
you can dart between the bugging locations expertly, rather than stumbling into
You could also parachute down onto the roof, drop into the fountain courtyard,
foes and ending this mission prematurely.
and complete the mission.
EXECUTION AT ALICIA TOWN
Bowman lets you know Carzita's assistant is under
protection somewhere inside the town of Alicia, MOST RECON: NIGHT TIME IS THE RIGHT TIME
on the western side of the Province. You're to
enter the settlement, and remove the assistant in Entering under cover of the night is a good plan. as a few of the enemies that usually overlook the outer areas are
whatever manner you deem necessary. This could sleeping. and can be easily removed as you advance on your target. Note the Tacmap here shows probable enemy
be a firefight, or a single sniper round. Whatever locations during daylight hours. During the night, look for foes sleeping inside buildings (sometimes on upper floors).
you decide, the assistant needs to be neutralized,
NORTH JUNGLE
Start a sweep from here Caution: Collateral Damage Is Not Encouraged
if you're concerned
Despite the cartel presence. this is a settlement with a large
about removing
number of innocent citizens still present. Therefore. your aiming,
enemies quietly, as you
eagerness to use projectile explosives. and the general itchiness
head north to south.
of your trigger finger all must be tempered so as not to incur
The two enemies in
penalties for wounding innocents.
the vicinity are worth
neutralizing, so any foes
that may spot your antics are in front of you, rather than on your periphery. Furthermore, the three-floor building with the roof you can climb to, allows good views of
the helipad area, and the windows of the compound itself. It's actually possible to tag the target at extreme range from here, or provide covering fire and tagging foes
around the compound, as well as the target himself if he flees.
168
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TIN ROOF BUILDING (BALCONY) WATER TOWER (TOWN CENTER) SOUTH DIRT ROAD 1-
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This structure offers perhaps the best views of the If you're approaching from the east, don't expect any The main road in from the. south is fine to use as an
compound; especially as you can see the windows problems until you reach the water tower; then head infiltration point, and having a Ghost in the general
to the interior of the structure, and can snipe the into cover and start street-by-street removal of the area to apprehend the assistant if they try to leave in
target without firing any other shots. You'll need to foes in the vicinity. Though there are only four nearby a vehicle is also a good idea. Back up Ghosts on foot
stealthily sneak up the outside stairs on the north (not including those at the compound), they can by looking for the quartet of enemies in the streets
side of this building to reach the-balcony though, so easily raise the alarm and cause this mission to turn just northwest of here, and gradually remove them
watch for enemies close by as you do so. Or, use chaotic. It helps if additional Ghosts are pinpointing as threats without raising the alarm. Then move to
this for elevated cover as you rake the compound the cartel members from D and E. the blue building with the flag, anti use the upper
with gunfire, and stop the escaping target dead in balcony to check the target compound. Or fall back
his tracks. here and use it as a defensive position.
E,.__ G
Though it isn't usually beneficial to give the enemy Offering a boat to use as an extraction vehicle, Similarly, the cartel thug at the minigun nest can
an advantage in height, the lower flat grassy as well as a minigun nest and two foes that seriously impede your clandestine progress if he
outcrops and houses dotted around the south part aren't afraid to use it, the shoreline defenses are sees you. So have a Ghost break off from A to
of town can be used to infiltrate to the beach path troublesome if you're attacking from the water, so execute him, while still maintaining some peace
east of F, allowing you up and into the compound don't. Instead, approach these two foes from E, and and quiet.
with ease. Concentrate on moving to the green- execute them both from above. That way, they can't
colored house one building south of the blue one raise an alarm.
with the flag, and deal with the four foes outside the
compound first.
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sniper's shot from B during a nighttime sortie is an excellent way to quickly complete this mission.
Otherwise, moving in from C to remove foes at A and G, before looping round to D or E and taking care of
the street thugs and those on the shoreline defenses at F is a good idea. If you can remain on higher ground
east of H, the compound assault should go off without a hitch. Should the target escape, pick a vehicle at the
compound, or a vehicle you used to get here; especially a chopper you can land away from the action. zyxwvutsrqponmlkjihgfedcbaZ
Eill!3. Completely surround the compound from the north (A), east (C and D), and south (E), and remove the
outer enemies first. With only the foes in the compound left, surround the structure, lob in grenades over the
Note the sniper, armored foe, and various thugs brick wall, snipe the armored foes and sharpshooter first, and basically turn the inside of the compound into a
guarding the target, who is inside the structure, bloodbath. Have a Ghost in a vehicle just in case the assistant tries to run.
usually on the ground floor. The outer compound
features a gate at the northwest corner, which is A more hilarious option involves parachuting onto the compound roof, with the pilot raking the compound (not
heavily guarded and usually where the target flees the area outside, as that has civilians milling about) with gunfire, and a swift removal of the target followed by
through. To the southeast is a mesh fence you can a vicious compound gun battle from the inside out.
climb over if you're wanting a close-assault kill.
Using them yet? You should be; lobbing one into the outside parking area allows you
to extricate multiple hostiles away from the civilians, and into the sights of your
fellow Ghosts, making the interior sweep of the casino less fraught.
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Don't overlook this higher ground at the casino sign; This security hut usually has a foe inside, and is The red wall arch on the left, the main entrance
there's enough elevation to take out the roof sniper useful for cover opportunities while attempting an archway, and the white corner arches on the right are
without having to climb up to combat him. Plus, you assault of the main entrance. Note the main steps all access points into and out of the building. Choose
can tag cartel thugs at the entrance (and on the offer easy access onto the entrance fountain and one of the entrances to the side, depending on
upper balcony), and once the situation turns chaotic. forecourt, but the side steps offer more clandestine where you're approaching from, so you can sweep
methods to reach the foes. Just watch for attackers the building effectively (entering via the middle main
from the upper balcony. entrance arch risks you being outflanked).
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Clear the foes outside first, starting in the
parking lot and security hut, then by the fountain,
and conduct a sweep around to the rear of the
building, removing foes on the docks and the sniper
on the roof. Enter via the east rear entrance, and
immediately climb the staircase in the initial room.
Sweep the upstairs and remove foes as you go, until
Use the beach area and side steps if you're sneaking only stragglers remain. Then destroy everything
in along the southeast side of the building, and gaming-related.
perhaps want to reach the rear of the structure 6J)II Overwhelm the cartel with a multiple
without being spotted. Or you can move quickly to infiltration strike simultaneously. While a sniper at A
the main entrance. picks off the enemy sharpshooter and exterior foes,
the rest of the Ghosts can each pick an entran~e into
WATER INFILTRATION: the casino. One should enter via the red archway
NORTHEAST JETTIES Expect around six foes inside here, including a and clear the ground floor. The other two should
E lieutenant on the upper floor. The ground level has enter via each rear entrance to offer support and
five entrances (three at the front, two at the rear clear the upper floor. With multiple Ghosts attacking
corners). There is a gaming table room to the south, from various directions, the cartel members have
and a central slot machine and gaming area in the little chance.
middle, with two slot machine banks on each wall.
There are stairs to the east and northwest.
Whichever team member has upgraded their drone the most should utilize it to peep
in on the politician. though any drone can do the job.
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Nothing ruins the clandestine filming of a sex tape more than being sniped at, You can simply avoid these two jokers at the mansion's entrance, or else execute
so it's worth hiking up to the east or west, moving down onto the cottage, and them at the same time, so they don't raise the alarm. Watch for two more
removing the sniper while he's unaware of your presence. Then you can leave enemies patrolling the north corner of the perimeter; deal with them next, so they
a sharpshooter here to tag foes before they come across their fallen friends, or don't discover the corpses.
provide cover in case two enemies need executing at once.
SOUTH DECK AND CLIFF PATH STONE STEPS AND EAST ENTRANCE
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Make a trek around and below the perimeter to this deck, watching for two Clear the area of enemies first, or creep up the stone steps, through the arch, and
enemies here. Have your team approach in different directions to ensure both are into the grounds without being spotted. Only one Ghost needs to be in here; the
taken out at once, or just leave them be. rest can wait outside at a safe distance and check for guard locations.
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Expect two or three foes on this grassy overlook, Though you risk mission failure if all Ghosts leave This hillside offers the exact same advantages
which is an excellent place for a sniper to hole up the mission area, having one atop this flat plateau (height, sniping, and projectile-throwing) as B. You're
during Co-op Missions. The dirt road to the west, hill is a great idea, as they can cover foes driving also able to maneuver down to the ramp-roofed
which ends near here, is the easiest way to reach down the main winding road, lobbing projectiles on shack to use as cover, or into the parking lot to steal
this point, and it also allows you to infiltrate the area their vehicles, and softening up enemies so the rest a vehicle and provide chaotic distractions.
without anycine seeing you. Station a sniper here of the team can concentrate on foes inside
during the defending of the area. the resort.
VILLA DEFENSES (UPPER FLOOR WEST) VILLA DEFENSES (UPPER FLOOR EAST)
This is one of two G
This upper office has
preferred spots to a window on the west
spend the three minutes wall offering excellent
defending this area after views of the courtyard
you frighten the guests where most of the
with gunfire. Head up action takes place. Hold
into the gym, removing this position during the
any foes that may be up three minutes, and keep
there. Drop C4 to defend the stairwell from unwelcome visitors, continuing to check on enemies from attacking you by having a second Ghost watch the stairs, or check
foes trying to attack you from behind. Then choose a window and fire from it. Unlike G, periodically to ensure you aren't being outflanked.
this has better window views of the parking lot, and incoming enemy vehicles.
l1IJJVariations on the solo theme work well here, with Ghosts at A and C, or C, F, and G. Or, for a tighter fight have two Ghosts at F, and two at G; one moving along
the ground checking foes coming in from the north plaza and south parking lot, while the other is upstairs shooting from the windows. Or back up into the upstairs area
on each side. Naturally, using the chopper, utilizing vehicles to intercept, ramming and creating havoc, and saving explosives for vehicles before the occupants exit, are all
fine plans too. When the three minutes are up, flee either via a chopper or water extraction. Or, find a vehicle and head for the hills.
Carzita is throwing a party every day of the week on his own private island.
Locating and interrogating him completes this mission, but there's still the
slight problem of entering and exiting the island itself, and the large number
of innocent party-goers that can get caught up in the crossfire.
For stealth planning, you may only need one Ghost to do the majority of this work,
with the others waiting off-shore (or circling above in a chopper) and providing
drone support.
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The low beach and gently sloping ground around the other shell of an old building The largest and tallest building in the base is the. cube-shaped warehouse tower
makes this a good assault point to try, though you're exposed between G and H if you with a helipad on top, and two floodlights to shoot on the ground nearby. It's at
try to reach the main thoroughfare. Instead, sneak along the eastern shore, up into the start of the main thoroughfare; and it's a key building to hold. This is due to
the large open garage, and conduct building sweeps as you gradually tackle enemies the exceptional views from the roof. You can remove the troublesome sniper on
en route to the target building. the partly-built structure to the east, see foes both on and below the remaining
buildings on the street, and completely cover the target building. Furthermore,
landing a chopper here offers an alternate extraction point.
The street to the left (northwest) has the electrical generator to power down, the
drone jam mer radar to deactivate under a large open warehouse, and various
brick buildings to stay out of (they can offer sniping opportunities, but nothing as
good as the helipad or target buildings).
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This three-floor tower (with no roof access) is the
objective to reach. It is most easily accessed from
the main helipad and peninsula to the east, after
removing foes on and around the sniper tower. The
laptop and server is on the ground floor. Expect foes
to attack from below the balcony, and use the close
_(but separate) building with the metal roof, and the
pill box area as cover.
180
I,,. INFLUENCE
on ammunition, safety, and time. Instead, maintain and defend the northeastern part of the island, from the >
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end of the main road to the helipad. Simply infiltrate from A, and move to J immediately after securing the
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com ms building just north of J; and the mortar. Going in guns blazing is only helpful if you want to knock out N
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Or, you can work your way slowly and methodically in a counterclockwise loop, while your foes engage the
enemy in the streets as soon as your cover is blown. Head in from A, then to B, C, and across to H.
E1llJJ Correct preparation for the three-minute defense of the server building is the key. While one Ghost
knocks out the sniper and foes at A, and cleans up around the mortar and com ms tower, a second Ghost
should focus on foes at C and D, with the eventual plan of deactivating the drone jam mer and generator. A
third Ghost approaches from E, F, or G, takes out the floodlights and foes at the checkpoint to the southwest,
then moves to ascend H and offer sniping support from the roof. The final Ghost can strafe using a
chopper, remain active on a boat, or aid in street-to-street sweeps between Hand J.
Q FOOD PACKAGE RAID • REBEL OP: BREACH COMM CENTER £1 MEDICATION RAID
!OBJECTIVES !OBJECTIVES loBJECTIVES
• Steal the helicopter • Blow up one of the station's entrances and then hack • Steal the plane
LOCATION the network relay LOCATION
• Playa Tajibo LOCATION • North of Agua Verde Bravo Rally Point
REWARDS • West of the Mansions (north of the lake) REWARDS
~ •2500 Food Parcels REWARDS g •2200 Medication
l!!1 Support Unlock/Upgrade - Rebel Vehicle Drop Off
A helicopter, carrying Food Parcels, is parked at A network station sits on the hill west of the Tajibo In the northeastern regions of the province, west of
Playa Tajibo-a small peninsula on the northwest Mansion. From the ground, there are two ways in- the northeast outpost, a plane loaded with medication
side of the lake. If approaching by boat, take a the front and back. Blow the back door open with an is ripe for the picking. The runway sits high on the
wide berth around the chopper to avoid being explosive for quickest access to the objective. Now side of the hill, making it tough to reach on foot
spotted. They will take the chopper away if they you have 60 seconds to eliminate the thugs inside or motorcycle, but it is possible-especially if you
feel threatened, causing a mission failure. Approach and hack the network relay. Head straight up the approach from the state of Monte Puncu. Parachuting
from the north and take cover behind the first cabin. stairs and make a U-turn to find the computer. in to the area is also an option. Four members of
Recon the area, take the sicarios out, and board the Santa Blanca cartel guard the loot, so recon and
the helicopter. Fly to the landing area, over three methodically take them out. Board the plane and fly
kilometers to the south on the other side of the it west to the tiny Siren Island. Line up your approach
golf course. from the northeast and deliver the supplies.
iJ REBEL OP: DEFEND RADIO [9 REBEL OP: INTIMIDATE SICARIO i] REBEL OP: PARACHUTE DROP
!OBJECTIVES !OBJECTIVES !OBJECTIVES zyxwvutsrqponmlkjihgfedcbaZYXWV
• Start the radio and defend it • Grab and intimidate the Sicario • Tag the drop site supplies
LOCATION LOCATION LOCATION
• Alicia Town • Playa Sirena • La Torre De Arroyo Baya
REWARDS REWARDS REWARDS zyxwvutsrqponmlkjihgfedcbaZYXWVU
li3I Support Unlock/Upgrade - Rebel Mortar Strike m Support Unlock/Upgrade - Rebel Guns for Hire m Support Unlock/Upgrade - Rebel Recon
Travel to Alicia on the west side of the lake and find The target sicario is held up at the Playa Sirena Located high on a rock tower, northeast of Arroyo
the radio that sits on the south side of town. Starting fishing spot, located west of Arroyo Baya. He tends Baya, a supply drop has landed on the most
it up displays a two-minute timer, signifying how to hang out in the northwest hut, but he will wander precarious of locations. Grab a helicopter, which
long you must defend the device before completing around the beach. Behind his shack is a great place can be found to the west at Playa Sirena, and land
the side mission. The radio is fairly enclosed, but to recon from. If you're lucky enough, you find him it on the small ledge. Tag the supplies to complete
the enemy attacks from the south road and the alone at that location for an easy grab. If you are the mission.
hill to the north. If playing alone, move your team discovered, the target takes cover and it becomes
to the action whenever possible. They tend to get tougher to get to him. In co-op, surround him,
distracted and move too far away to be useful. A allowing a player to nab him from behind.
couple of ammo crates can be found in Alicia Town,
but they are too far away to access during the fight,
so be sure to top off before beginning the mission.
182
~ INFLUENCE
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LOCATION
• Grab and intimidate the Sicario
LOCATION
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• Riverine Checkpoint • Halcone House ;;:
REWARDS REWARDS
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Approach Riverine Checkpoint above Goyo and spot the antenna on the east side. The Halcone House sits on a hill, southwest of Paraiso Casino, at the end of a
Before attempting the mission, take out the lone guard that mans the nearby dirt road. It is surrounded by wilderness with enemies patrolling throughout.
minigun. Sneak over to the transmitter and deactivate it to begin the 1 :30 timer. The Fortunately, most of these guys are alone, so you just need to stay alert and recon
second antenna is located just across the water to the northeast, so immediately the area every so often. If the enemy is alerted to your presence, the target will
sprint to the boat parked to your left and drive it straight at the objective marker. leave the comfort of his home and take cover outside. This does make it tougher
to nab him, but by distracting him, you can move in and intimidate him.
WEAPON CASES
• WEAPON: SASG-12 Shotgun 8 WEAPON: SR3M Assault Rifle • WEAPON: PP19 Submachine Gun
Tucked into the side of the mountain in the far, In Alicia, spot the smaller water tower on the west side A mobile cocaine laboratory floats in the water between
northeastern corner of the province, the Santa Blanca of town. Just west of there, the Santa Blanca heavily Playa Sirena and Arroyo Baya. Sitting at the bow is a
outpost is protected at its main entrance by miniguns guards a compound. The Weapon Case sits inside Weapon Case.
in a watchtower. There is a stealthier way in though. against the far wall. You can fight or sneak your way
A narrow trail runs up to the cliffs from the north and through the main entrance, but gaps in the barbed wire
south. Just east of the outpost, climb down the cliff into allow you to climb over the fence---giving you quicker
the back of the camp. Sneak around the right side of the access to the case. Just be wary of the enemies' patrols.
brick building and search the second storage container
for a Weapon Case.
ACCESSORY CASES
~
~ 8 ACCESSORY: Folded Buttstock tfj) ACCESSORY: Extended 9x39 Magazine
~ (Submachine Gun) G,l ACCESSORY: Short Barrel (Sniper Rifle) (JO-Assault Rifle)
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a.: Buchon House. The Accessory Case sits on a workbench on the east side of the lake. Just inside the armory, an south side of the lake. Look for the big Agua Verde sign,
behind the small hangar on an island that rebels use as Accessory Case sits on the right shelf. located in the middle of the property and head directly
a landing strip. south until you reach a central residence with a fountain
in the middle. From the fountain, enter the right doorway
and grab the Accessory Case off the dresser to score an
extended magazine for an assault rifle.
SKILL POINTS
• SKILL POINTS: +1 • SKILL POINTS: + 1
Infiltrate the Agua Verde Base, located southwest of Two posh mansions sit on the north side of the lake. The front gate at the Kantuta Mansion is closed up tight,
Goyo, and find the armory west of the comm center and Enter the west home through the north gate or climb the but you can climb over or simply enter through the east
helipad. Collect the case off the crate inside. rock cliffs for a stealthier approach. Sneak or fight to the opening. Sneak into the mansion and make your way to
fountain and enter the doorway to the west. The Skill the kitchen on the west side of the house. Sitting on a
Point is found on a dresser to the left. half-circle table is another Skill Point
Patuja Mansion, situated directly north of Goyo, sits Just northeast of Goyo Village is a smaller island, which At the posh Paraiso Agua Verde resort, a Skill Point sits
on prime real estate as it overlooks a good portion of houses the Riverine Checkpoint Sneak or fight onto out in the open at the back zyxwvutsrqponmlkjihgfedcbaZYXWV
of the main building on the
the lake. Travel by boat or air to get there quick, but be the island, staying clear of the miniguns that patrol the west side of the property. Look for the fountain nearest
careful as you enter the wide open front gate. Check surrounding waters. The Skill Point rests on a concrete the lake and nab the reward off the nearby bar.
out the tiki bar behind the house to discover another barrier, just east of the SAM system.
Skill Point.
BONUS MEDALS
O SKILL POINTS: +5 • SKILL POINTS: +3 OJ zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFE
BONUS: No Pain
At the Agua Verde Base, located on a peninsula on the A pleasure palace for friends of the Cartel, the Paraiso Boat or fly out to the Buchon House Island in the middle
south side of the lake, enter the 3-story building south Casino sits on the far south side of the lake at an of the lake. The property is well guarded so cautiously
of the helipad and climb to the third floor. Grab the Skill inlet Move inside through the eastern back door and make your way to the mansion on the northwest side.
Point sitting on the desk. cautiously head upstairs. Quietly take out the guards in A party is being thrown for the VIPs, so watch your fire.
the left room and collect the Skill Point off the cabinet Sitting atop the bar at the back of the house is a valuable
Bonus Medal.
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INFLUENCE
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Look for a secret tunnel, directly north of Riverine Playa Tajibo is a small fishing spot on the northwest side Climb the front gate, the west railing, or enter through ,c
Checkpoint, that leads to a cocaine hideout. Follow it of the lake. Take a boat or fly there and search the huts the east entrance to access the Kantuta Mansion. Once
deep inside until you reach a fenced-in area on the on the docks. Inside the southernmost shack, find a inside the house, go to the east room and grab the file
right. Watch out for enemies as you tum left and search Kingslayer File on the bed. that sits on the chair, next to the lake view French doors.
behind the concrete barrier for a Bonus Medal.
Enter the northeast Santa Blanca outpost from the east, Only accessible by boat or air, Siren Island is an Grab a second Kingslayer File off tiny Siren Island lying
via the dirt trail. Sneak along the north edge of the camp insignificant island just off the northern coast of the lake, in the sand next to a boat and supplies.
until you reach a small bunker with a minigun. The file south of Tajibo Mansion. Find the file sitting on a towel
can be grabbed from the pile of crates inside. by the fire.
• DDCUMENT 8J DOCUMENT
In the northeast corner of Alicia Town, a walled- An island located in the middle of the lake, northwest West of Arroyo Baya, a helicopter is parked on the
residence is wide open for easy exploration. Enter of Gayo Village, holds the Buchan House. Well-guarded beach, surrounded by huts. Collect the Kingslayer File
through the northwest door and collect the file that sits at the southwestern docks and north steps, it can be that rests on the front porch of the waterfront shack.
on the bed. tough to infiltrate. It is possible to land a helicopter or The Legend of the Siren: Elderly people living near the river banks
parachute on the eastern cliffs, but watch out for another and lake shores of Bolivia, whether on the Altiplano or in the lowlands,
thug who patrols the area. Once on the island, make zyxwvutsrqponmlkjihgfedcbaZYXWVUTS
often tell stories about sirens. As the ones from ancient Greece, they
are said to seduce the fishermen with their song in order to kill them.
your way to the cantina on the south side and search They allegedly disappeared a long time ago, but, from time to time,
next to the stovetop for the file. you can still read testimonies in Bolivian newspapers of people who zyxwvutsrq
saw sirens.
8 DOCUMENT 8 DOCUMENT
Drive a boat out to the mobile cocaine lab that floats Arroyo Baya Village sits on the bay in the farthest regions Take a boat or aircraft to the small island that sits
between Arroyo Baya and Playa Sirena. Make your way of Agua Verde province. Follow the main road into the northeast of Gayo Village. Make your way to the mess
to the second level and collect the file that sits on a table village until it comes to a dead end, where it intersects hall that sits just north of the SAM site and grab the file
near the bow. with the smaller town roads. At the intersection, enter next to the stovetop.
the two-story building that displays two Bolivian flags.
Head upstairs and collect the file that rests on a counter
inside the office.
INSTALLATIONS ·-··11,- NII zyxwvutsrqponmlkj
@ Weapon Case 2 @ Medication c(j Alarm 9
~ Rebel Ops - Intimidate Sicario
@ Accessory Case 6
® Food Parcel ill Automatic Door
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@ Bonus Medal 2 @ Gasoline i Light Panel 0 ~ Breach Com Center
@ Kingslayer File ,: Minigun
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® Imprisoned Rebels
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~ KEY LOCATIONS
a.
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en will see differences in their locations in game.
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u NORTH OUTPOST
~I Secures Nidia's hacienda, GAS STATION VIA-B GAS Brazilian cocaine market profits are
north sector. An isolated gas station. stored here.
BARVECHOS
A city built to support silver mining.
188
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MAKESHIFT RUNWAY . CENTRAL OUTPOST MACOYA COOPERATIVE ~
A runway improvised by the cartel. Monitors road traffic. The barley farmers' cooperative.
BARVECHOS MINE
Produces 4,000,000 ounces of silver per year.
LA LEPROSERIA PUCAMAYU
A rebel hideout now controlled by People here scavenge from the NUEVA PLATA SITE
hostiles. Barvechos dump. A silver prospecting site.
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LOS FISGONES SANTA MARIA FARM Built for tourists, now occupied by
The huge Barvechos city dump. A llama farm the cartel.
189
MOST RECON: THE FINAL COUNTDOWN
With a timer running during the latter part of this mission, and a journey to Barvechos
Mine Quarry, and back to Barvechos Charlie to conclude proceedings, it's worth
studying the terrain outside the Barvechos Mine itself before starting this mission. Or,
just take a helicopter everywhere.
next objective, but heading into the mine, you're easily overwhelmed by the a helicopter), and a number of foes (including an armored one) along the hillside .....,
Cl.
:::,
minigun nest farther up the hill. Snipe the foe from the ruined cottage on the hill road into the mine. Just southeast is the start of the vat area (J). Cl.
.....,
to the north, then sneak to B or D away from the road, unless you're attempting a .....
A run directly up the road is almost suicidal, so use the large rock clumps near
multl-vehicle frontal assault.
the vats, climbing to the vantage point to tag the minigunner, and the sniper atop
the machine warehouse, as well as foes near and around the vats. Or ignore foes
if you're slipping in toward zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIH
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SOUTHWEST VATS
NORTH RAILROADTRACKS AND SNIPER TOWER
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D There are two snipers to worry about: one on the
c machine warehouse roof, and the other atop a brick
tower. However, both can't see you if you remain
close to the rock wall and head east along the
tracks, peeling off to D by climbing the rocks and
the low mesh fence. Move up the winding dirt road
(watching for one or two lone foes you can easily
It's quite a hike around the southwest perimeter of drop with suppressed fire while maintaining silent running). Tag the sniper atop the nearest cooling tower
the mine facility, but you're able to move along the above you if there's a danger he'll spot you.
mesh fence, and climb over it (and back again) at
From the road, climb the rocks between the road and the sniper tower, and you have access to the tower
any point if you're wanting to move to and from J.
itself. Climb up, remove the sniper, and you have a commanding view of the target building yard, and access
Head around this perimeter to reach E, H, and G, or if
onto the roof of the machine warehouse (where you can snipe the sniper much more easily). This is a great
you're moving from there.
place to hole up and cover other Ghosts as the assault on the target building commences, especially as you're
usually low enough not to be bothered by the snipers at the cooling towers (I).
There are fewer enemies as you skulk around the Though you have difficulty climbing the fence (it's The winding road ends at H, but more important is
south perimeter of the mine, but the sniper on the just too tall), the northeast corner of the cooling the next section of rock outcrop above it, where the
gantry connecting the cluster of four smaller cooling tower area (I) atop the hill has a section of fallen twin cooling towers to the south of the main cluster
towers can cause trouble. This gantry doesn't lead fence, making it an exceptional infiltration point. are. Enter here, and you can find the gantry steps up
anywhere, but you're close to the steps up to the From here you can quickly scale the cooling towers, to the top of these towers. Use the red metal fencing
warehouse and access to H. and take out the troublesome snipers here. You can on the bridge between the towers to view and snipe
also vault over the fence halfway along the eastern at the foes atop the towers northwest of you. Then
perimeter side, too. move into the main quartet of towers and start a
final ascent, until the area is neutralized.
The two warehouses here are lightly guarded, and allow you access northwestward, along the middle plateau
between the vats (west) and cooling towers (northeast). From this container yard you can destroy one alarm
pole (floodlight), use containers to stand on and snipe at the target building, or climb up by the cartel flag, up
to the west edge of I, where the generator is, and shut it down.
191
COOLING TOWERS VATS
0
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....., A cluster of four towers, Roughly on the same
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a. two more to the west, level as the target
.....,
.... and two to the south building, the southwest
en make up the top of portion of this area
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mainly snipers, and (but flat) vats. There's
a:: spread out from tower little here but a couple
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m to tower, making them of foes, and a place
difficult to remove, but you're usually not overwhelmed by foes. Enter via to block the escaping mine manager if he flees in a vehicle, and you haven't
F, G, or climb up from the containers after moving northwest from H. Note foreseen this eventuality. Usually though, this area is rarely traversed.
the alarm floodlight and generator on the western side of this area. Climb the
gantries, remove the guards and do it quietly so the mine manager isn't spooked
into escaping.
Immediately secure a vehicle and follow·the manager if he succeeds in finding a car to escape in. Follow him
into Barvechos, to the Santa Muerta Chapel. Expect light to medium resistance at the Santa Muerta Chapel in
the middle of town. Apprehend and interrogate him there.
Have one Ghost prepare a chopper for the next part of the mission, ideally
stealing the one atop the helipad roof of the target building.
192
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Storm the warehouse via either entrance, or remain in cover behind a nearby While Wagner is getting interrogated, have two Ghosts check the quarry
building corner and let your teammates take the brunt of the enemy fire. A roads for incoming reinforcements, and lay mines to stop them, or otherwise
flashbang helps out nicely here. neutralize these foes. Have another Ghost drive up in an escape vehicle so
bundling Wagner into a safe truck or chopper involves the least amount of
You could head here via a ground vehicle, but this takes longer, giving you less
walking as possible.
time to prepare for Wagner's warehouse rescue.
• (fa
Less than 800 meters on the other side of the hill
north of Barvechos Bravo is a fortified mountain MOST RECON: BULLET STORM
village where the cartel stores all of its Brazilian
cocaine profits. Not for long! After locating the Unlike many other missions. there's less of a need to stealthily remove all foes, or stop alarms from sounding, as you
manager hiding in the north of the settlement, will need to engage in a fierce firefight no matter what. While there are still benefits of clearing the base prior to
you extract the vault door combination, allowing raiding the vault (you have fewer enemies during the three-minute defending periodl. stealth isn't a necessity here.
access into the bank, through three floors of
Nole this mission usually requires some rearming at an ammo box, so learn where the two are that are closest to the
enemies, to open the front doors. Then it's a tense
bank. One is on the interior west wall of the ground floor (in the adjacent room lo where the gate in the south wall
three minutes as you defend yourselves from
that you open is). The other is outside, by the minigun and vault door, on the north side of the bank exterior.
cartel reinforcements, until the rebels arrive.
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SOUTHEAST: ALLEYS AND SOUTHWEST: ALLEYS AND
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Along the only road in and out of the base, there's This isn't a military base, so the perimeter is soft, Though the rocky ground is steeper to climb from
a security checkpoint hut and a minigun tower to the walls easily climbable, and the alleyways this side, the views of the bank are arguably
worry about, along with scattered patrolling foes in recommended for stealth infiltration. From here, better when you reach the cluster of brick storage
the vicinity. It's worth holding back from heading into you can head up the alley to the minigun nest on buildings and shacks on this side of the bank yard.
the base from this direction, at least until one of your the right (east) side of the road, just before the bank The building with the minigun on the roof (usually
team has sourced the vault code from the manager, yard. You can remove the foe with stealth here, if unmanned) is a good place to offer up cover during
or the base usually goes on alert and the manager you're keen on keeping enemies to a minimum. the defending of the bank, as you can watch
leaves his initial location. enemies head down the road, and detonate traps,
The building immediately east of the minigun nest
lob explosives, and shoot foes with immediacy. Just
Just prior to the bank defense starting (while you've has a flat roof you can climb onto, and a metal-
watch for enemies coming up the stairs from below,
got the code from the manager, but before the roofed storage garage on the east side of the yard
or along the corrugated metal roof sections linking
timer starts), you may wish to clear this area of foes itself. While defending from the garage interior is
the other structures.
(assuming you haven't triggered the alarm). Work questionable (you're easily overwhelmed), the extra
from building to building, and then place explosives height on the roof of either connected structure The big advantage of defending from here, aside
on the road to soften up incoming vehicles during allows you to lob explosives down on foes parking from stopping the enemy reaching a minigun nest
the defense itself. up, shooting enemies before t~ey use the minigun that can fire right into the front of the bank, is
atop, the roof of the building across the yard to the spotting enemies heading up the exterior stairs
west, and crossfire opportunities abound during the to the roof of the bank. If you have teammates up·
defending phase. there, you can shoot the enemy, or.at the very least,
warn them.
This route, below the cliff the church sits on, allows There's usually only a single foe between you and There are few foes, and the jammer and generator
you to ascend the zig-zag path into the church, the deactivation (or destruction) of the generator, are both easily accessible from the wall by the HQ
which is helpful if the bank manager is in this area. below a rocky outcrop in this part of the map. You're building Oust watch for armored enemies).
There are few enemies, an armory, and both the also close to the bank manager (if you managed to
jam mer and generator are easily accessible (destroy get here without alerting the enemy).
the generator first so no reinforcements arrive before
the defending of the bank vault begins). Sending a NORTH: INSERTION POINT zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGF
Ghost in here first to remove the jammer is helpful, Head over the wall, and to one of the brick buildings
G
as you can then scan and plan afterward. Note the in the row of structures just east of the HQ building,
cage of rebels near the church. Freeing them can and you're likely to find the bank manager. Removing
cause a distraction, though it's better to do this just the jammer (also easy from this insertion point) zyxwvutsrqponm
t
before the defending phase, so they can help during allows you to pinpoint his exact location.
this critical time.
196
~ SMUGGLING
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(!) TARGET #1: BANK MANAGER en
The well-dressed, unarmed bank manager needs to be interrogated, and let go; he's not a threat. If he dies
....:c
H ::iii:
. (while being held or shot by either side) the mission fails, He can begin at the fa'r north end of the base, close z
cl
to the armory and jam mer, which is excellent if you infiltrate from G. Depending upon the time of day, he can m
also be found elsewhere in the camp, such as near the fire, sleeping on a chair, listening to music, or dri'nking.
....:c
However, if you've stormed the base and the alarm has sounded, the manager hides in one of the buildings.
.....
He doesn't usually venture farther south than t~e church just north of the bank building. If you can't find him,
send up a drone after deactivating the jam mer.
Head up the stairs to the main floor of the bank. Watch the workers here; there are around six of them, and at least four more foes to remove. Then wait; you
definitely do not want to unlock the main front gate of the bank until the area is properly secured (see "Other Tactical Advice" below).
~
During the defending phase, you have three minutes to stay alive until the rebels show up. Note the enemies have insertion points they can use, or fire into: the
• •
south wall gate overlooking the main yard (ground floor), the vault entrance (north wall, lower ground floor), and the roof (via the exterior steps on the west wall).
While the roof doesn't lead into the building, foes can reach teammates defending there.
...
197
;I '
/
Another reason to take out foes before opening the vault is that you can quickly escape the bank if the foes inside become too difficult to kill; you want to have this
flexibility without worrying about foes you missed on the way in.
I& Use Solo tactics, with the added bonus of being able to infiltrate from multiple locations at once. For example, your priority is deactivating the generator (or
alarms), then finding the manager, and finally conducting a sweep of the village to remove all enemies (enter from B, C, D, and E, removing foes around the bank, then
to the north, then loop back to A to finish off the remaining stragglers after opening the cage and freeing the rebels near the armory).
Make slow and determined .progress from room to half-finished room once you're upstairs from the vault, and secure the vault, lower floor, main floor, and roof. Then
start preparing for the defending phase. Do NOT access the south gate until the bank and surrounding area are fully prepared!
I& Storming the bank is tricky as the confined space means you can't really fan out to help the lead Ghost, though you should have three Ghosts heading through
the bank while the fourth heads up to clear the roof, and causes a distraction for the foes peering out of the south gate.
Note the infiltration points the enemy could use around the bank. There's the south gate (overlooking the yard where the enemy vehicles park). There's the vault
door (northeast corner exterior). There's the exterior steps to the roof (west wall). Booby-trap all these locations with mines (automatic takedowns) and C4 (triggered
takedowns). Make sure no one encroaches on you!
Take up defensive positions around the yard, including the minigun atop the west building (booby-trap the path to the minigun too, including the roof ramps). There's
the rooftop to the east. To a lesser extent is the building on the west side of the road, across from the minigun nest.
Booby-trap and block the main road at its narrowest location; you're creating a chokepoint. Park two rows of vehicles across the road so enemy vehicles have to stop.
The road just east of the minigun nest is ideal, as it's close enough to the bank and surrounding defenses for you to mow down or detonate traps or lob grenades at
foes who stop there.
Make sure you've freed the rebels near the armory, and call on Guns for Hire from Rebel Support. Ten heads are better than four!
Prep the yard with C4 so you can detonate them when a vehicle passes over them, as well as at the entrance. Resupply again and again from the ammo box; once you
use up C4 and mines, use frags.
ml In Co-op, you have the luxury of placing Ghosts in four different tactically-helpful locations. Have one at J playing the Solo role. Have another at I, stopping
foes at the vault, with the option to run to the exterior roof steps to help a foe there if necessary. Have a third Ghost on the roof, able to lob grenades down, shoot foes
before they man any miniguns, and detonate traps (as well as acting as a spotter if you call on a Rebel Mortar, for example). The fourth Ghost can camp on the rooftop
of the building west or east of the yard .
f' zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
198 •.
Head to a vehicle and locate the truck convoy, which is driving the roads in the
northern part of this province. You're here to steal the truck. Whatever you wish
to do to the cartel thugs inside the vehicle, and the two SUVs bringing up the
rear of the convoy, is up to you.
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With the convoy neutralized, you're to take the truck
to the Outpost just south of Barvechos Mine. With no
time to recon the area, you must drive it (carefully)
down the dirt track off the main road, park it inside
the walled area at the west end of the compound,
and extricate yourself from the Outpost without
being detected.
C)
....::::»
a. MOST RECON: EARLY WARNING
a.
........ Though you can drive into the Outpost with no forewarning of the enemies you need to avoid, why not park the truck on the main road just above (north oO the Outpost, and use your
drone to tag foes, and study the terrain of the base? Thal way you know where everyone is, and can adjust your exiting accordingly.
NORTH: MAIN ROAD EAST: MAIN GATE SOUTHEAST: TIRE PILE zyxwvutsrqponmlkjihgf
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This offers excellent visuals of the entire Outpost, Drive the truck toward this gate, which opens The walls of this Outpost can't be leapt over or
so you can plot an escape route, shoot out the alarm, automatically. When you're exiting this Outpost, use breached, but you can climb this refuse container
or start sniping foes depending on your the open doorway just to the side of the gate. This and pile of tires to shoot over the walls from
plan preference. is the only exit (unless you're wanting to climb the the outside.
south warehouse and have a fellow Ghost land a
chopper on the roof, which is almost impossible to
complete without being seen).
•<I
~--~-SM_U_G_G_LI_NG~
r WEST: TIRE PILE LIEUTENANT'S HOUSE
The western perimeter South of the Outpost is
.,,,.
wall also features a a small compound with
tire pi_le and refuse around six foes (one
container to fire from, armored). You have no
into the base from the reason to engage these
outside, though this is hostiles, though it's
rarely used. worth knowing they are
there; you don't want to run south after escaping the Outpost, and tumble into
them. Check their location if you're employing Plan #2, and your incompetence
has resulted in the alarm being raised; these enemies will ascend to help.
Once you've parked the money truck here, you need to utilize cover like no mission before, and sneak out of this Outpost without being seen. The methods are
discussed below. Note there are around seven enemies, most lurking in and around the dotted and open warehouses. The numerous crates and boxes mean you
can crouch and sneak out with relative ease.
Plan #2: Stop the truck on the main road before the right (south) turn into the base. After a spot of recon, shoot out the electrical box just below the sirens on the
floodlight alarm to stop helicopter reinforcements. Remain on the upper main road, and start to tag the foes in the base from this vantage point. Keep this up until they
all fall. Enter the base (on foot) and flush out any stragglers, then check the Lieutenant's House to see if those enemies have been alerted. If they have, head slowly
down the hill and engage them. If they haven't, stop the enemy takedowns. When all is clear, drive the truck into the base, and simply walk out again-like a Boss.
m!II Plan #1: There's only the need for one Ghost to drive into the Outpost base; why jeopardize the mission by having all four hanging onto the truck and
attempting to sneak out? The single Ghost driver should sneak out using the inside of the north perimeter to guide them, exiting from the pedestrian doorway just as a
Solo player would.
Before everything gets too messy and the enemy call The lip of the plateau the outpost sits on means Buildings are clustered more densely on this side
in helicopters to thwart you, deactivate the alarm by you can actually use the rock outcrops on the north of the outpost, and the rudimentary fence is easily
shooting this pole. It's south of the Outpost, between side of the road as cover, and advance into the base navigated around. Just watch for the lieutenant in
it and the Hacienda. This is one good reason for while still maintaining stealth and dropping foes at the southwest corner of the outpost, and a foe or two
using the main road. the front (south) entrance, which is completely open. around the building to the west of the HQ structure.
Doing this at night time is preferable. This is a good infiltration spot as you're able to hide ·
while moving to the target building.
You could drop on the roof of the HQ building via parachute or a chopper crash, hack the laptop and fight down from the roof, or flee to one of the nearby cars and drive
off, but that's more dangerous.
Grenades and C4 lobbed in close proximity to groups of foes, inside the tight confines of some of the buildings, and flash-bang grenades as you make the final assault,
are all helpful. A drone carrying explosives can also remove the more troublesome threats, such as the captain, armored foes, or groups of enemies close together.
This mission can also be completed by sneaking into the HQ building and up to the laptop without firing a shot. After hacking the laptop, the quickest way out is to
smash the window on the east wall, leap through and down to the lower balcony, and down to the helipad. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHG
l3llJ:I Variations on the Solo plan are just as relevant here, though having a Ghost at C and E to push into the base means the enemy stands even less of a chance. ,
Have one Ghost roving to act as a chaser for stopping the lieutenant, as well as getaway driver (or pilot) for extraction duties.
'
• ~--~=SM=U=G=G=Ll=N~G~~
There's a captain, and a trio of idiots here, in two separate locations. Two of the
foes are on a makeshift barrier between the checkpoint and hideout. Simply head in from; up the hill to the parking lot there are three suitable chase vehicles
ignore these hostiles completely, as there's no need to engage them (and risk parked. Then simply sit in one of them until El Pulpo finishes his call, so you can
mission failure) until El Pulpo departs. follow him when he drives away as closely as possible.
D EilJ!!I Head into the hideout via B, sit in your favored military vehicle already parked in the hideout, and wait
for El Pulpo's SUV to head out. Follow it to the main road, running over foes, but don't stop and engage the
enemy; it wastes time and your target gets too far away. He isn't shy about accelerating!
Now have your crew fire at any and every foe while you concentrate on driving as close to El Pulpo as
possible, while blocking enemy vehicles from hitting the target vehicle. Intervene by swerving, but keep
your speed up, passing by every enemy pickup, SUV, or truck parked on the way into town. Speed is of the
essence. Periodically check your mini-map to see who's pursuing you.
Located on the southern edge of the main town
of this province, El Pulpo's final destination before In the center of town, El Pulpo stops and makes a hard right (south) toward the airport. Simply stop, let him
he takes off in a waiting chopper is this airport. make the turn, and follow him into the airfield with a final sharp left (east) turn. Assuming you've arrived here
Maintain your escort services and shield him from in a military-grade vehicle and not a Bolivian sedan car, engage any further enemies on the airfield. Keep any
all enemy gunfire as he reaches the chopper. Once pursuers in the main entrance area, and concentrate firepower on the helicopter attacking you. Break out a
he's away, simply retreat or attack any stragglers or grenade launcher to quicken the fight if you need to. Then simply wait for El Pulpo to fly off in his chopper,
reinforcements the cartel calls. constantly checking the area around the target in case a few infantry foes try to sneak in and kill the target.
Disengage after the mission completes. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
mm The exact same tactics work well in Co-op mode too, though you can split up into more vehicles. Two
ground military SUVs makes the extraction easier, or a ground SUV and a chopper. It's not worth having three
or four vehicles active, as the additional firepower you have from your teammates shooting from a vehicle is
more helpful at destroying enemy vehicles compared to ramming and shunting them. zyxwvutsrqponmlkjihgfedcbaZ
,#
See the Key Locations maps on pages 188-189 for the exact locations of Side Missions and Province Content.
Your next Guns for Hire target currently hangs out at an isolated gas station not From the Barvechos Bravo Rally Point, follow the dirt road to find a makeshift
far from Barvechos Alpha Rally Point in far north Barvechos province. He bounces runway and a fully loaded plane. Stealing the plane from the Santa Blanca gives
between the store and restaurant while most of his fellow cartel members stand a big boost to the rebels with a much-needed supply of comms tools. Five narcos
guard outside. One may be hiding inside the convenience store, so be sure to guard the area, but they tend to remain fairly spread out. Set up Sync Shots on the
recon the area thoroughly. Setup Sync Shots on three of the guys and wait for middle three enemies and then engage with a headshot to the nearest foe. This
the sicario to enter the restaurant before engaging the others. Now approach him may or may not get the attention of the furthest guy. Nonetheless, take him out
through the back door and intimidate him to complete the mission. before boarding the aircraft and flying south to a runway in Montuyoc province:
206
I_. SMUGGLING
ai:::
ca:
ID
Head toward the new silver mining site in southwestern Barvechos province, Head to Los Fisgones, the city dump, to find a radio-ready to be used in
but before making the final left turn, go off-road to the right and approach the spreading rebel propaganda. Soon after the radio is started, three Santa Blanca
helicopter from the north. Survey the area and spot the guards around the helicopters arrive above the dump. Before beginning, visit the nearby ammo
chopper, one in the watchtower at the front gate, and more beyond the fence. crate and check your loadout. Equip a couple of high damage, high rate-of-fire
Take care of the sniper first and then have the four Ghosts team up on those weapons that are effective against the aircraft. Once started, a two-minute timer
around the supplies. Once the immediate area is clear, run to the aircraft and fly appears, signifying how long the objective must be defended. Concentrate fire
it northeast to the fields east of Macoya Cooperative. on one chopper at a time and fill the machine with bullets until it catches fire
and falls to the ground. Be sure to take shelter inside the shanty when hurt.
Being downed not only wastes your time while waiting to be revived, but it takes
another team member away from fending off the choppers. It is possible for a
Santa Blanca crew to survive a crash landing, so occasionally glance at the radar
to check for enemies.
On the north side of the base, the armory sits next Head to the Santa Blanca outpost on the northwest Along the western driveway to Nidia Flores' Hacienda,
to a jam mer, just down the hill from the chapel. A side of Barvechos and recon the area. If you approach an outpost keeps undesirables out. Inside the office, an
Weapon Case inside provides a new assault rifle for from the north, you need only worry about the guard Accessory Case sits on the metal shelves.
your collection. in the watchtower and on top of the gasoline station
across the street. With them out of the way, sneak up
the watchtower and open the weapon case to receive
anewSMG.
e ACCESSORY: Compensator (SMG) G ACCESSORY: Shift Short Angled Grip (I} ACCESSORY: AFG Underbarrel
East of Nidia Flores' Hacienda, an outpost controls Descend into the southeastern side of the Barvechos A checkpoint on the east side of Barvechos controls
the traffic coming in from the east. Climb the steps Mine Quarry. Cautiously enter the open warehouse the silver mine road. Sneak into the back of the garage
on the right side of the living quarters and collect the and collect the grip from the metal shelves in the on the north side of the road and collect the Accessory
compensator that sits on a small cabinet in the corner. northwest corner. Case inside.
SKILL POINTS
• ACCESSORY: Long Barrel (LMG) G ACCESSORY: ATPIAL Laser Sight (Handgun) • SKILL POINTS: +5
Look for the blue shop with the awning out front on the Four enormous tanks sit at the top of the Barvechos Infiltrate the lieutenant's property from the south. Sneak
west side of the village. A medal sits on a red container Mine, with walkways and staircases leading between inside the western half of the house and ascend to the
on the left sid~ of the building. them. A Skill Point sits atop the southwest of these second floor, where a medal sits on a small cabinet in
structures. Take out snipers who watch the area from the northeastern corner.
above as you follow the intricate path up to the top of
the tank. Use the Drone to find the correct route and
mark the enemies.
208
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KINGSLAYER FILES
M:11l~ll~i~l@1mMLJ zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
OJ BONUS: Aircraft Shield O BONUS: Ammo Capacity • DOCUMENT
Enter Nidia Flores' Hacienda through the open door on In the northwestern quadrant of the city, look for the Head to the outpost north of Nidia Flores' Hacienda and
the northwest side. Head to the right, move through the comms center located near the hospital and helicopter. enter the corn ms center in the ~uthwestcorner. Grab
locker room, and climb the steps to the top floor. Move From that intersection, head northwest a block and a the document off the left bunk.
through the kids' play area and bathroom to reach the half until you reach a house with four garage doors.
bedroom in the far comer. Here a Bonus Medal sits on Climb to its roof and search the room to find the Bonus
the executive desk. Medal on a small filing cabinet in the corner.
Reach the rooftop of Nidia Flores' Hacienda by entering At the bottom of the Barvechos Mine Quarry, spot the trio As you enter the sprawling city of Barvechos from the
through the open back door and following the path to of angled structures. Search inside the food tcailer to find south and travel up the main thoroughfare, stop when
the right. Survey the roof for enemy positions and then a document on the corner of the prep table. you reach the overhead traffic sign that leads to Rancho
sneak into the garden maze. Use the hedges to conceal Sabala. Enter Banco de Barvechos on the left and swipe
your location and work your way to the fountain in the the document from the counter.
middle. A document rests on the north corner.
Alertly, enter the Barvechos Mine property from the South of the mine, an outpost watches over the Deploy your team to Pucamayu to meet up at the
northwest ... keeping your eyes peeled for snipers. Climb lieutenant's property. Move inside the area through the rally point. Step inside the concrete warehouse on the
the rock and fence on the left to reach a three-story east opening and approach the warehouse on the left. right and search next to the supplies on the left for
brick building with a rooftop helipad. There are civilians Use the interior or exterior staircases to reach the third a briefcase.
all over the interior, so watch your fire, as you ascend the floor. A document rests ona red chest.
interior staircase. Head outside and take more steps up 8 DOCUMENT
to the third floor. A document lies on the floor inside the
lookout room.
209
INSTALLATIONS
Alarm
Automatic Door
Drone Jammer
Light Panel
Minigun
Mortar
Power Generator
SAM Launcher
c:,
ai:
.....
....
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KEY LOCATIO 5
Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
~ will see differences in their locations in game. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
c:,
~ LA CASA ABANDONADA
; A rebel hideout now controlled zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
:::! by the hostiles. A nearby Unidad EAST CHECKPOINT TRAIN STATION
en checkpoint controls road traffic. Controls National Road Nine. San Mateo train station.
212
I,,. SECURITY
FLORES FARM en
BOOT CAMP z:
Civilian prisoners farm the fields. Cl
Sicarios are trained here to fight the rebellion.
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CIC
en
PRISON ROSARIO
Prison village housing cartel NORTH OUTPOST
penitentiary administration. Monitors the river border.
CENTRAL OUTPOST
Communications center controlling
the southern border.
Just over half a kilometer west of San Mateo Bravo is a prison village in a fissure-like valley between two cliffs. The place is simultaneously difficult to breach,
but easy for snipers to fire into, given the rather unique topography. The place is large, with impressive installation defenses, and around 30 cartel thugs to
worry about. You need to find the HQ building where the warden resides (he's not there at the moment), find the laptop, and hack it. Then extricate yourself after
mission completion.
Though this looks like a crazy amount of work to retrieve information from a hacked computer, it's possible to complete this mission in seconds, providing you aren't here to shoot
absolutely everyone with cartel tattoos on their faces. It's also wise to destroy both alarm pole panels as an absolute priority, so only the enemies flagged on this guide's map are
faced. If not, expect two to four enemy vehicles and helicopters to arrive, which can really ruin your day. Remember you have the ability lo call on your rebel friends, as well as
rescuing some from the small cages along the east side of the prison zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
(I).
SOUTHEAST: CLIFFS AND MAIN GATE
Hike up the rocky bluffs to the southeast of the prison, and you have a commanding view of the area (and a
great place to release a recon drone to cover the southern part of the mission area, including the HQ building).
You can take out the foes at each side of the main gates (at the minigun nests), though this can be attempted
at ground level, too.
Down at ground level, on the grassy ledge just southeast of the gates, there's a pill box with a foe inside. Lob
a grenade or fire through the slit to silence him (this is best achieved from B using a silenced ranged rifle if
stealth is important).
SOUTHWEST: OUTCROP AND SNIPER TOWER PATH NORTHWEST: CORNER CLIFFS
0
..........
a:: It's important to beware
of two foes patrolling
D
Climb down from the
road to the west, or
0
N
0 the pathway between up from Flores Farm
a.
......
.... the front gates that to the north, to this
bends around to the sloping cliff face that
....
0
sniper tower on the allows good views of
~ the north end of the
z west cliffs above the
:z base. Avoid or remove them simultaneously, to keep them from raising the alarm. prison. Scour the area for enemies to drop (the foes above the north gate, and the
cc
en west sniper tower enemy, for example), as well as the two light poles and north
The outcrops around this area are excellent for recon, especially the area around
alarm pole. Though, you need to shoot each individual light panel out, which isn't
the target building (L), and the front gates. You can snipe the foe inside the pill
recommended; shut the power down at the generator next to the HO instead, if
box by the east road (near A), but you may need a more head-on position to tag
you're worried about too much light.
the two minigun nest enemies on either side of the gate.
You can also descend and drop down into the western corner of the base, just
The gate itself is accessible if you use a cartel-approved vehicle. There's a car
the other side of the perimeter wall, or move along the rock outcrop to the
parked in front of the gate that's suitable, but only use this if you're throwing
foundations of the water tower. It's worth staying as high as possible, so you
caution to the wind, can take the reinforcements (or you've shut the base down
can see more foes, and aim at them more easily, but you can sneak up to the
previously), or want a prolonged firefight.
enemies on the north gate from ground level too, if that's your bag.
Alternatively, you can enter the base by removing the sniper at the west tower,
NORTH: NORTH GATE
dropping down from the pathway to the concrete ledge that runs alongside the
This is more of a bridge
HO building, and cross to the balcony (at the northwest corner of the HO building) E
than a gate, but it
and around to the upper floor of the building where the laptop is located. This can
does allow non-cartel
be done with zero kills, and without anyone even noticing you. When the mission
vehicles into the camp
concludes, leave via the far south end of the concrete ledge, climbing up and
if you drive in from
onto the rocks, near the parked car.
the north. There are a
Climb farther up the cliffs to the west, above the sniper tower, and you have couple of foes patrolling
phenomenal views of the most important buildings in the prison (L), as well as the area beyond the north perimeter walls, so watch for them, as well as the
both alarm pole panels. Head up to the top of the tower, and you can even (from sniper at F, and the sniper on the gate bridge itself. You can also uust) hit the
280 meters away) shoot the foe at the mortar, way off at the north end of the alarm panel near both light panels in this area, zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQP
too:
prison, enabling you to remove all threats and even cause a slight disturbance
The perimeter wall is too high to breach, and this isn't a recommended insertion
away from where your teammates need to go.
point unless you're using vehicles, and have bloodshed on your mind.
WEST: WATER TOWER AND CLIFFS
NORTH: LONE SNIPER TOWER
This offers similar views
Expect a sniper, and a
to the area just south
second infantry foe at
of the western sniper
this lone sniper tower
tower; head down from
near the road and paths.
the road above (and
These aren't necessary
west of) you and set up
to defeat unless you're
camp here. Drop any
moving in this part of
foes at the north gate near E, and those around zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
J and K, as well as L.
the outskirts of the base. The tower doesn't offer enough height, and is too far
Drop down to the north end of the concrete ledge running along the west away to help assist your team, so spend as little time here as possible.
perimeter of the prison. Head between the barbed wire, eventually dropping down
NORTHEAST: FIRING POST AND PERIMETER WALL
to the same ground level as the target building. You can continue down to K, or
Situated on the main zyxwvutsrqpon
head southeast to L and complete the objective. Obviously, watch for foes, and G .
road, you can outfox the
circumvent the alarms and mortar first.
minigun operator in this
firing post by sneaking
under the window slit,
and shooting him from
the rear entrance (or lob
in a grenade if you don't care about stealth). This structure is at the start of the
east perimeter, which allows you to jog (or drive) along the inside of the wall to
the pillbox near A (allowing easy takedowns of the foe here). From here, you can
drop down into J, or better yet, I, and cause havoc, or distractions.
Don't forget the views from this perimeter allow you to snipe most of the large
threats in this base: the snipers , the foe in the minigun tower, the alarm panels,
and the mortar enemy, are all fair game.
." .;, : .•/
graffiti on the exterior concrete wall by the burned-out van. Stand atop the van, and from these gates, or
you can cross into the perimeter, and execute long-range plans detailed in "G". via dropping down at
B or B. The generator,
INTERIOR: COMMS CENTER AND CAGES
HQ building, and
I Approach this after
largest concentration
entering using a vehicle
of foes are here, so it's
at A, sneaking in from
usually better to defeat
B or C (difficult, but
them from above,
not impossible), or
sneak past them, or at the very least remove both alarm pole panels so no
dropping down from G
reinforcements arrive.
(recommended). There's
a cluster of foes, three buildings, a sandbag emplacement, and two small cages It's usually the best plan to stay on the concrete ledge, as this offers easy
with rebels to free. You can also reach the minigun operator by the gate (east access into the HQ building (second picture). You can also lob grenades and
side) if you want to strangle him to death. snipe the minigun operator from the roof of the brick structure south of the HQ
building, which is the other multi-story building of note in this area. You can
Try to remove all foes and release the rebels if you're planning to completely
snipe down, place mines on the building stairs to stop you from being attacked
obliterate the enemy from this location; this is tactically advantageous as you can
from behind, and cause a bit of havoc before the target laptop is hacked.
use the com ms center and sand bags as cover, and fire at foes down at J and K ·"'
(mainly the north gate enemies) as well as L. It's relatively secure too; foes can't The HQ building itself has a garage door to enter on the northeast side, a
really reach you except from the south gate; so lob in projectiles or set traps if doorway by the trash on the southeast side, a smashable window and stairs
you're here for a while. on the southwest side, and a breakable window on the northwest side. The
stairs are ideal, as they take you up to the exterior balcony, and around into
INTERIOR: COMMS CENTER AND CAGES the warden's bedroom office where the laptop is.
J It isn't particularly
helpful to lark around
in this area, unless your PRISON ROSARIO: OTHER TACTICAL ADVICE
plan is to coax enemies
here with a distraction
mill Infiltrating this base is deceptively easy as long as you take care of the
installations that can really affect your team's chances of victory: the alarms and mortar.
grenade or flare. There
Wipe these out as soon as possible, and you only need worry about the foes on the
are few foes, and
ground, and outside the north perimeter.
the area is open enough for them to be dropped at range from the previously-
discussed locations. Remember to remove the alarm pole panel and mortar foe For a stealth op with no kills, enter via the concrete ledge at B, over the gap in the
as a priority. If you're trying to infiltrate, there's a gap in the barbed wire in the barbed wire direcUy to the HQ balcony, and in to hack the laptop. Sneak out via the south
northeast corner, down the hill from G, allowing you in behind. the two buildings end of the concrete ledge, at about the moment the enemy realizes what's going on.
adjacent to the mortar. Use this if you favor stealth kills at close range, and you're
For a series of competent takedowns, head to B, C, or D, remove the sniper at the west
here during Co-op. Unfortunately, you can't get out from inside the prison using
tower, climb zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
it, and lob a grenade to destroy the generator, or snipe both alarm pole
the same access point, so find a different way out.
panels as your first plan. Then tag the mortar enemy, and send your team in to I, J, or K
INTERIOR:,COCA SHEDS while you head down to the HQ building.
·An unnecessary area to
K Don't forget you have Rebel Support options to try (Diversion and Guns for Hire can help);
scout, unless the battle
as well as rebels you can actually free to help you, at I. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
is going awry and you
need a place to hide. It BlllJA classic outflanking maneuver is always a pleasure to attempt with three • •
contains six shacks, a friends. Have one come in from B, removing the alann and generat\)r at L, aloiJg with
few exploding barrels, the west tower sniper and foes at L. Ghost #2 should head to D and drop enemies
and very bad positioning at the north gate, and anyone milling about the main lower yard (J and K). Ghost#~
if you're trying to assault the HQ building above you. Head here if you need to should remove the sniper and foe at F, anyone outside the base in the fann area; then
hide during an escape, and you're heading for the north gate. move to G, remove the pillbox foe, and head along the inside of the east perimeter to
join Ghost #4, who's hopped over the graffiti-covered wall at H, and is laying waste to
foes at I. Once everyone is dead, complete the mission.
Or, approach in two separate vehicles, one driving in from the north, the other (cartel-
approved) vehicle approaching from the south, and cause as much havoc as possible. ,
A more measured Ghost should probably tackle the alanns before this happens, and,
-;,,we zyxwvutsrqponmlkjihgfedcbaZ
then complete the objective while the others act as distractions. . ., zyxw {t
l17
Around 1.4 kilometers southeast of San Mateo
Alpha, "the town jail" is slightly more imposing
than you might be expecting. This is a massive set
of cliffside cells cut into a huge gorge, overlooking
a brutal hangman's square at the north end of the
interior, with the ground heading up a series of
ridges to the southwest, to a supply exit. You're
here to kill the lights, kill any guards you need to,
and free rebels so they can help kill the cartel.
Killing is definitely assured.
MOST RECON: NIGHT TIME IS THE RIGHT TIME MOST RECON: SQUEEZING THE CHOKEPOINTS
As the second objective is to deactivate or destroy the prison generator, why not make Don't think of this vast gorge as a huge and imposing enemy location, but as a
the most of this advantage by attacking during the night, and using night and thermal death-trap for the cartel. Though there's a sprawling, stepped base in here, there are
vision? Fewer foes are about (compared to the enemies shown on the guide map), and only two narrow ways in and out; controlling these roads, even if reinforcements are
the previously well-lit base is plunged into darkness. called, and attacking from the cliffs above, are the keys to success.
NORTHEAST: HELIPAD, FENCE GAP, NORTHWEST: FENCE GAP, AND
AND ROCK WALL ROCKWALL
NORTH:COMPOUNDENTRANCE zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
A
This is the well-defended entrance to the prison, Approach from this direction if you'd like to remove This offers similar options to heading in from B;
which isn't anywhere nearly as easy to infiltrate as the minigun operator from behind, then either breach the gap in the perimeter fence and rock wall,
the supply entrance (G) or the cliffs (D, E, H, I, or K), so enter the base at ground level via the small gap in and you can enter the base and check the mess
if you're having problems getting into this stronghold, between the side fence and the rock wall, or climb hall for foes, working from west to east. Dr, you can
your "head-on" approach is likely the problem. that rock wall to the promontory with the water climb the rock wall to a promontory on the opposite
tower and a sniper behind sand bags. You can take side to the sniper's overlook. This side doesn't have
There's a minigun nest at this entrance, another a good view into the gorge, and the main part of the
the place of the sniper after defeating him, allowing
just to the side of the elevated helipad at B, and two
good aiming options down to A, the minigun inside base though, so only head up here if you want to
sniper towers flanking the front gates (which also
the base near F, and the generator (F) itself, which snipe the sniper, and the foes down below at A.
have a minigun nest to worry about). Ignore this
you can snipe from this range, completing the
area if you're on foot, and only venture here if you're
second objective without having to step through into
tackling enemies, or you're driving a cartel-approved
the prison.
vehicle through the gate, past the two security huts.
Remember there's a third sniper up on the rocks
that's even more troubling to neutralize.
219
CLIFFTOP: SUPREME OVERLOOK NORTHWEST CLIFFTOP: LOWER OVERLOOK
E
Take a chopper, or work your way in a giant counter-clockwise arc from G, past H Head here by landing a helicopter on the flat rock outcrop, or descend after
and K, to this location high above the action. You can look down on the sniper at hiking here from I. Though you'll die if you try descending down to the main
his sandbag overlook, at the ant-like enemies down at the base below (A). prison area from here (though you can easily head down to C, but can't get here
from C), this offers an excellent sniping view of much of the prison. More useful
You also, more importantly, have sniping views of almost the entire base from.
during Co-op, you can create crossnre opportunities from here, firing at foes to
extreme range, and can even see all three alarm poles if you move slightly
distract them from others on the gorge floor. You can just about fire at the very
(though the one near I is too far to destroy). Even better, you can snipe the
edge of the generator from here, too (completing the second objective).
generator, then work your way to K, carefully drop to the cells, and speak with the
rebel leader, all without stepping onto the ground.
This is the recommended infiltration point for ground-level insertions (but usually Get here by helicopter, then use this as the ultimate in safe recon locations,
once the generator is offline, so reinforcements don't arrive if you're seen and allowing you to see almost all of the base, and snipe from extreme distances. It
the alarms sound). There are few enemies here, especially compared to A, and isn't as useful as the location at K (as you can't drop down to the ground without
the few that are here are spaced out enough for you to defeat them silently. You killing yourself) but it offers great covering fire opportunities, and if you move
tan also drive vehicles in through here, then stop near H or I, or continue and northeast a little, you can see and shoot the generator.
cause havoc as you tumble down the ridges to reach the generator (which isn't
a wise plan).
220
WEST CLIFFTOP: COMMS TOWER RADIO EAST CLIFFTOP:
SUPREME OVERLOOK MAST PLATEAU SUPREME OVERLOOK
Get here by chopper. This offers views directly over Though you can infiltrate each side of the rock island
the alarm pole at the supply truck parking area, moving up or down between both prison entrances, mission with skill: Chopper in and move to the rusty
which give you sniping opportunities to clear this heading here (ideally from G), and climbing up to water tower at this point which is directly above the •
side of the prison. This area is unique in that with the base of the radio mast allows you great sniping prison. Snipe the generator, either before or after
careful dropping, you can land on lower ledges and covering options as the rebels assault the rest you (carefully) drop down the rock wall below you,
without killing yourself, and onto the ground, if you of the base. landing on the metal roof of the cell block itself. You
need to follow other Ghosts in. The dropping needs need to descend further to reach the rebel leader, but
to be exceedingly precise so you-don't overshoot a you're able to get to him, and launch the insurgency,
ledge and kill yourself, however. without using either of the road entrances.
Another option is to start at G, and silently shoot down or melee strike the individual foes along the narrow supply road gorge, working down the ridges from G to J,
until there's only the foes across from the hangman's yard left, as well as enemies at the base at A. Then you can storm the rest of the place. It's obviously wise to do
this with 16 additional troops helping you. It's always easier to face the foes at A last rather than first; and if they try to head down to the generator, booby-trap the·
road with mines. Once you've removed the generator, you can attack with whatever additional forces you wish. How about a helicopter?
If you're after a bit of biking fun, drive in from G, speeding down the ridges to the generator, which you can quickly destroy before biking to the leader. Ditch the bike ,
when it becomes more of a curse than a blessing to your progress. Or, you can try this supply route with an armored vehicle, parking it above the hangman's yard a~d
using it as cover. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
61liJJUse a Solo plan, or split up your crew with one on the clifftop at D, another at ~· and two in a vehicle approaching fro~
G. That way you have great . zyxwvut'f'srqponml
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coverage of the map, and can gradually work your way through the spread-out foes, with the clustered ones to the north and m the base at A left for last, or kept m ~·
check by your snipers. Feel free to call in a mortar strike, or even more rebels, once the prisoners are set free. "
e.'
Locating the journalist means befriending a small group of rebels at a
burned-out area of buildings just west of a cartel outpost. The outpost
itself is just east of San Mateo Bravo, and you can ignore the rebels and
assault the outpost, ignoring the first two objectives, if you wish. Free
Lupe Vera from a cage on the cliff edge of this precariously-positioned
camp, and extract her. She must be led to a waiting vehicle and extracted.
(!) TARGET #1: REBEL LEADER SOUTHWEST: WATER TOWER INFILTRATION POINT """
en zyxw
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The rebel leader and B You have good height, cc
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a:
a couple of friends
are hiding in a small
actual visual on the
target across to the =-,
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~ B
Di:
Use Rebel Support to call on a Mortar Strike to amusingly target the [& Solo tactics are advisable, but it's also worth attacking simultaneously
:::l · enemy's own mortar after conducting a quick drone sweep of the area. Then from different angles. Have one Ghost up at E, sniping and removing enemy
Cl
a.! sharpshooters and the mortar. Have a second Ghost partway down the hill at G,
infiltrate from B, quickly clearing the sniper, southern foes, and order your team zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
.....
.... (and rebels if necessary) to the lower ground near F to remove enemies by the and tackle the foes at the checkpoint, the low sniper tower, then head up the cliff
~- cliff edge. path. The remaining two Ghosts can figure out their preferred path; one from B
!;;; and one from D works well, as you can outflank the foes and shoot them in a
z Or, you can locate a military-spec vehicle belonging to Santa Blanca (any white
crossfire.
:z vehicle), and drive it down from D, into the base, and create havoc before getting
cl
en out and slaying the snipers and mortar enemy. You may wish to remove the You can structure the extraction of Vera much more easily with other humans
snipers before the vehicular manslaughter begins. in your ranks. Have a teammate flying around in a chopper, landing it once the
coast is clear, for immediate extraction from the main yard. Or use the digger, or
Another option is to sneak along the northern edge of the outpost, below E, and
a vehicle that's maneuvered close to Vera while another Ghost is leading her. You
start silently culling all the enemies, remaining close to the gate, then sneaking
can also head down the cliff to G to a vehicle a Ghost has driven there.
south, and around to C to remove the remaining foes.
After freeing Lupe, bundle her into a waiting vehicle. This can be a vehicle
you parked near B, the white car you can drive through the gate that's parked
adjacent to the brick garage (near the gate), or via a chopper you used to land in
the main yard of the outpost.
Or, you can lead Vera down the cliff path to G, to a waiting vehicle or flag down an
innocent's car and use that.
.........
Cl::
....
C)
C)
D.
.....
....
SOUTHWEST:
SECURITY HUT AND PILL BOX SOUTHWEST: AUTOMATIC GATE AND PERIMETER
Think of this as the southwest corner of the base, as
these outer checkpoints (outside the main gate) not
only allow cartel-approved vehicles to pass in and out
of the mission area, but you're able to maneuver on
foot (or at a pitch, on a bike) around the huts, to the
inner perimeter, inside the fence, but outside the brick
wall. There are numerous openings in the brick wall,
The rocks above this area make a good stealth allowing you to slip in unnoticed, or assault the base and create havoc (and ideally, distractions so your other
recon point, and there are relatively few foes to teammates can get to the warehouse, as it's on the other side of the settlement).
worry about. Snipe the sniper from afar, and then
Take the inner perimeter path behind the left (west) security hut, and you can enter the base at the water tower,
the enemy inside the security hut on the corner. You
or continue and climb the wall onto metal containers just behind the pill box. Then step onto the metal roof to
can actually infiltrate in from this point by climbing
your right (east); this is helpful as it offers sniping opportunities to take out all three alarm pole panels from a
onto the security hut (on the west wall by the trash
single location. Or, continue on up the hill (west) to A.
bags), drop down behind the foe inside the base, and
strangle the foe. Then you can navigate across the Take the inner perimeter path behind the right (east) security hut, and you can maneuver along the southern
upper tier of the base, to the sniper tower to provide inner perimeter, all the way to the barracks (the brick structure north of C and west of D with exterior concrete
cover, or north weaving between buildings, watching steps). Along the way, you have two opportunities to enter the parking lot (mid-tier), a chance at hopping the
for patrolling foes, and moving along the inner fence near the minigun nest at the road junction (middle of the camp), and access to the southeast yard.
perimeter. Check the mess halls for foes, neutralizing
Drive a cartel vehicle through this gate and you have two main routes to the warehouse (or you can ditch the
the generator and/or the alarm pole by the radio
vehicle at any time, seek cover, and start a firefight). Make an immediate left up the dirt track, then across to the
mast. The target warehouse (K) is an easy downhill
target warehouse and you avoid the two minigun nests on the tarmac road, which is also accessible. Don't forget
creep or run from the upper part of the base, too.
this gate is a possible escape route, too (assuming you're taking El Pozolero out in a cartel-approved vehicle).
227
SOUTH ROCKS NORTH: AUTOMATIC GATE
0 Just like the others, this
.........,
a:: Though seldom used, a
...
0
0
a.
good sniper worth her
salt can utilize the rocks
gate allows cartel-.
approved vehicles in
....., on the south side of the and out of the base. If ,
.... main road to remove you're heading here
....
0
the panels from all three by vehicle, this is the
~ alarm poles, as well as closest to the target
:::E
z the snipers from the towers between A and D (along the south perimeter). You warehouse, so it's preferable to use when heading in and out.
c
en have marginal views of the minigun nests, and can drop foes milling about, but Just like the gate at D, the two security huts (each with a foe) allow infiltration
after your alarm panel destruction, you may want to head elsewhere. access via an opening behind the left (east) hut and an interior window to break
SOUTHEAST: GATES AND RAILROAD TRACK inside the right (west) hut. The left hut is a good choice as you can then climb
D There are two ways the adjacent sniper tower, rid your team of this sharpshooter, and take up some
into the southeast long-range targeting yourself. Bag all three alarm panels and two of the minigun
yard, which offers a operators if you can, along with any other foes.
tough slog uphill to
Choose the right '(west) security hut, or just cross from the left if you're worried
the target warehouse,
about the sound the breaking of the window makes, and you can pass a pill box
and numerous foes
(watch for the foe), and creep along the inner perimeter all the way to G, just
(including one behind
outside the "container hill" area of trash, barrels, and metal containers.
a minigun) along the way. You can hop the wall behind the left security hut by
the tires, or smash the inside window at the back of the right security hut. Or, of NORTH: GIANT PIPES INFILTRATION POINT
course, you can barrel through here in a cartel-approved vehicle. If you're after a A good landmark to
fast but chaotic infiltration with no subtlety, this is the entrance to drive in at! tag, and featuring only
· a couple of enemies,
The railroad tracks just west of the gate are a better proposition (assuming the this is the only break
sniper in the nearby tower is removed) as the unloading platform between D and in the perimeter wire
E is completely open, allowing excellent access and stealth opportunities as you fencing, with a second
creep westward. Non-cartel vehicles (such as bikes) can be driven up here easily, break in the inner brick
and if you're attempting to flee the base in a vehicle, but don't want to use the perimeter. It just so happens this is adjacent to the target warehouse, so if you're
automatic gate, set yourself up to drive over the corrugated metal ramp at the after a quick infiltration plan, and don't care about clearing the settlement of foes,
perimeter wall between the gate and railroad tracks.
this is a great option.
NORTHEAST: TRAIN JUNKYARD Either approach from F, sniping the foes at the security hut or pillbox, or sneak
The security hut here is
E below the pillbox foe. Or, approach from H or I, carefully negotiating the cube-
dangerous, as there's
shaped brick post to the northwest. Now you can easily get into the warehouse,
no way to climb over
and out again if you're not the one extracting the target.
and the wall is secure
all the way__west to F. NORTHWEST: SNIPER TOWER AND HELIPAD
Either snipe the foe · The base stretches
from a distance, or head north with a basketball
along the railroad tracks to the first graffiti-strewn platform building, infiltrate in, court and helipad, as
and sneak along the inner perimeter wall and tackle the guard from behind. Once well as a sniper tower
inside, you can run along the inner perimeter wall, entering the large mechanic's to watch for. Two
garage, and continue to the propane tank and armory. Better yet, the minigun foes are usually here.
operator in the south yard can be tackled silent, from behind. From there, you can Land a chopper here
enter the yard, or remain on the perimeter and head up the road to double-back if you work well with others, and you're part zyxwvutsrqponmlkjihgfedcbaZYXWVUTSR
ota Co-op plan to get El Pozolero
and kill foes at F. out at infiltration point I. You can also reach the target warehouse via a careful
maneuver around the brick cube post to G.
228
'.
'·
', ~---~-s_E_cu~•~''-'~-
WEST: ROCKY VANTAGE POINT Q
(!) TARGET: EL POZOLERO AND LYME WAREHOUSE ....... a::
K
....
The target buchon is busy dissolving folks inside
this grim warehouse. Knowing the various infiltration
Q
.......
Q
a.
points helps with the objectives at hand, so study both
, the outside wall as well as the entrances.
EI!lEI You need a vehicle close to the warehouse, the ability to stow El Pozolero into that vehicle without being shot, Bill With real friends by your side, you have
and knowledge of how to get out of the base, and that's pretty much it. the obvious advantage of attacking from multiple
directions, which can aid in removing the three
A basic stealth plan would be to drive any vehicle you wish south from H (removing all foes at the sniper towers and
alarms, the generator, the snipers, and the minigun
nearby from range before maneuvering here), parking near the corrugated metal fence at I, sneaking in, and dragging
foes, leaving only the foot soldiers milling about to
the target back to the vehicle. That vehicle could also be a helicopter, making extraction a little easier.
massacre.
Or, you can employ stealth takedowns at G, enter via the pipe ledge through the open fence and wall, grab the target,
You can also have some redundancy, with multiple
and bundle him into one of the two cartel vehicles usually parked at the warehouse. Then simply choose any gate and
Ghosts each driving in a vehicle from a different
drive out (or the ramp between the gate and railroad track at D).
direction, and the one getting to the target first
Another option is to sneak in at the north gate (F), up the inner perimeter fence by the container hill, and into the target having the prize of dragging El Pozolero to the safest
warehouse, using a cartel vehicle to escape in. Or, cause a commotion elsewhere in the base by ordering your team to and closest vehicle. Other teammates should create
attack from B, D, or E, while you head in from I. a barrier at the warehouse and defend it while El
Pozolero is stowed.
You could also head in from A, take out the generator so no reinforcements are called, and fight your way down the
tiered base levels from west to east, clearing the entire settlement of foes, and using your height advantage to tackle A great plan is to land the chopper on the basketball
any particularly troublesome enemies. court after a sniper has cleared the area, and
another Ghost has already snuck in at I, grabbed the
Or, drive at speed through the gates at B, D, or F (B offers the easiest route with fewest short turns, though F is closest
target, and is waiting at the basketball court itself.
to the warehouse), park at the warehouse, sprint to the target, and bundle him in the nearest truck and extract him
while your teammates defend the warehouse area. Do this quickly before the enemy knows what's going on.
Yet another choice is to drop from a helicopter, or skydive into the target warehouse roof, drop through the hole in any
skylight, and grab El Pozolero, moving him to a cartel vehicle outside.
SOUTH: STREAM AND ROCKS (MINIGUN NEST) SOUTHWEST: FLAT ROCKS AND MINIGUN TOWER
When the concrete wall D This is the favored
ends at the southern direction to infiltrate the
edge of the perimeter, base, if you're wanting
you can climb the rocks to quickly neutralize the
the wall connects to, biggest offensive threat:
and up into the base. the minigun tower. Head
Be watchful of the down from the hills,
minigun operator at the covered tarp nest nearby; drop him, using the rocks as making sure you aren't spotted, and use the flat rocks above the tower, and tag the
cover. You have partial visuals of the minigun tower foe, too. Head here to cause foe (or foes) at the miniguns. From here, you have a great view of the base, and can
a distraction, release the rebel from the small prison cage adjacent to the nest, or start systematically removing foes (such as the mortar enemy) while remaining in
to drop down and shut off the generator and/or the drone jammer. Remember the cover. Feel free to head to the foot of the minigun tower (or the top of it), maintaining
jammer can be deactivated, not just blown up (so you can stay stealthy). your height advantage. Then move to C or E and outflank the remaining enemies.
NORTHWEST: MINIGUN TOWER GULLEY AND OVERLOOK (!) TARGET: SANDOVAL:S REMAINS (METAL CONTAINER)
E It pays to remove the
F Dotted throughout the
minigun tower foes from
base are container crates
D first, though it can't
with gruesome contents
be done from this angle.
Assuming you're able to
inside-the corpses of
those that have displeased
,
climb up from the gulley
r the cartel. The indicated
onto the rocky overlook,
area, near the front gates,
you can snipe most of the targets (including the foe at the mortar), remain hidden,
is the likely location of Sandovai's corpse. You need to step inside the container,
and not expect any foes to outflank you. Drop down from here when the coast is
then identify the body by taking a picture. Afterward, leave the area; it's your choice
clear. Note the barracks tents in this area of the base, which are occupied during
whether you leave the place with any living cartel members.
the night.
mEI For those who wish to quickly end the search for Sandoval, head in under You could also approach at night, hop in via B, shut down the power, and attempt to
cover of the night via the concrete block and wall climb at B. Quickly ascertain the strangle or bring down every foe using stealth tactics and night vision goggles. Work
identity of Sandoval at the nearby container, then leave the way you came. your way in a clockwise direction from B to C (shutting down the jamme~. around
to D, up the steps to the minigun tower, and across to the barracks to defeat any
Or, you can start at D. removing the minigun operators in the tower, then drop the foe
stragglers. Can you do this without any foes noticing? It's possible! zyxwvutsrqponmlkjihgfedcb
at the mortar, and remain on the high ground, sniping and lobbing down projectiles
and other explosives until there are only a few foes left. Then drop down, finish off the [B A variation on the Solo plan is fine to zyxwvutsrqponmlkjihgfedcbaZYXWVUTSR
try in Co-op mode, though you have
enemies, and complete the objectives. Have your team storm into the base while you the added benefit of swarming in from different directions at the same time to
cover them, once the minigun threats are neutralized. Also try lobbing grenades into neutralize minigun operators at different locations simultaneously. Move in from B, C,
the rear entrances of the firing posts to trap and kill the minigun operators around the D, and E, with each of you responsible for different foes in various areas.
base perimeter.
You can also drive more than one cartel vehicle through the front gates, and if you
Or, drive a cartel-approved truck in through the gates, park it next to the container have two Ghosts per vehicle, with one operating a minigun or other weapon, you can zyxwvutsr
,l
Sandoval is in, and while using it as cover, check the corpse. Then drive it out of the waste a good proportion of foes, though the tight maneuvering around to the higher
base, or escape via B. part of the base can cause you to abandon the vehicle sooner rather than later.
,it zyxwvutsrqponmlkjihgfed
231
,,.
See the Key Locations maps on pages 212-213 for the exact locations of Side Missions and Province Content.
The first antenna sits just north of the train station, while the second is found on A supply drop has come to rest on the side of a cliff, just south of La Carcel Del
the east highway-on the other side of La Carcel Del Pueblo. There are several Pueblo. Borrow the chopper from the rebel's makeshift runway and fly it to the
ways to tackle this mission, such as grabbing the nearby sedan and driving all south side of the canyon. Spot the orange parachute draped down the side of a
the way around the mountain or bringing a motorcycle and taking it off road. The cliff and land the helicopter on the landing below. Hop out and tag the supplies to
simplest option is to grab a helicopter, such as the one at the rebel makeshift complete the side mission.
runway, and fly it between the two points. Clear out the nearby Santa Blanca
soldiers before performing this mlssion or you will face a barrage of bullets as
you take off.
At the Valle Verde Ranch, call in rebel support and rally your team. The radio is Approach the San Mateo Base from the north and recon the area from the cliff.
tucked in between the barn and hay bales, but it is vulnerable to attacks from First, eliminate the sniper from the watchtower. Next, use Sync Shots to eliminate
most sides. Civilians occupy the immediate area. To prevent accidently killing four of the guys that surround the chopper, including the Lieutenant. Take out
them, point a weapon their way to get them to flee. Flip the switch on the radio the remaining soldiers as you charge the helicopter and fly to the rebel makeshift
to begin a 3:00 timer and a broadcast from the rebels. This is a long time to runway to the east to complete the mission.
defend the area, so visit the barn whenever possible to heal and stock up on
ammunition. Explosive barrels litter the property. Use them to your advantage to
take out the attacking hostiles. Listen for a helicopter to join the opposition and
take appropriate action.
232
SECURITY
'
en
Q GASOLINE RAID Q FOOD PACKAGE RAID z
0
en
loBJECTIVE loBJECTIVE en
::E
• Steal the helicopter
LOCATION
• Steal the plane
LOCATION
....
Cl
• Boot Camp • Cartel Makeshift Runway
REWARDS
m
REWARDS
+2500 Gasoline l°3+2500 Food Parcels
A helicopter sits on the south side of Santa Blanca's boot camp and it is loaded At the cartel's makeshift runway on the west side of the province, several Santa
with gasoline. You can use the typical methods to steal it, such as rushing the Blanca troops guard a loaded plane. From behind the western rock, use the drone
small group of hostiles and gunning them down or methodically eliminating to recon the enemy. Find lone hostiles and pull them away from the others with
them one by one. No matter how you tackle the situation, snipe the guy in the Diversion Grenades, where you can knock them out without alerting anyone.
machinegun nest on the right first. Now, try another approach with these guys. Once it is down to four sicarios, use Sync Shots to eliminate the rest. Fly the food
Move around to the foliage just west of the chopper and fire a flare to the south, parcels to the rebel's runway to earn your reward.
making sure it is close enough to pique their interest. Now simply watch them
clear the area while you walk up to the aircraft and swipe it. Land at the rebel's
makeshift runway to complete the mission .
., REBEL OP: BREACH COMM CENTER ., REBEL OP: BREACH COMM CENTER
loBJECTIVE loBJECTIVE
• Blow up one of the statien's entrances and then hack the network relay • Blow up one of the station's entrances and then hack the network relay zyxwvutsrqponmlkjihg
LOCATION LOCATION
• Southeast of San Mateo Base • Central Outpost
REWARDS REWARDS
IJ Support Unlock/Upgrade - Rebel Vehicle Drop Off IJ Support Unlock/Upgrade - Rebel Vehicle Drop Off
West of the boot camp and northeast of the cartel's makeshift runway, a network Another network station sits on the south side of the southern Santa Blanca
station offers up another Vehicle Drop Off side mission. Once an entry is blown outpost. The network relay sits in the middle of the third floor. Entering on the
open, you have 1 :30 to hack the network relay. The back door presents the first floor leaves a bit of ground to cover in order to reach the objective. Instead,
quickest route to your objective. Pick off the hostiles from outside until it appears grab the helicopter from the rebel campsite or nearby rally point and land on the
safe to enter. The computer sits on the opposite side of the partial wall ahead. rooftop. Blow the third-floor door and access the computer that sits just inside
to the right. The 1 :30 time limit is well within reach at this point. Note that a
Kingslayer File lies on the floor nearby, so collect it before fleeing the scene.
WEAPON CASES ACCESSORY CASES
8 WEAPON: G28 Sniper Rifle ({i WEAPON: PSG Submachine Gun
A prison has been constructed into a canyon in north From a gap in the wall at the north end of Santa Blanca's Visit La Casa Abandonada in the northwest comer of the
San Mateo. It is accessible through entrances on the San Mateo Base, head straight along the brick wall province and clear out the enemies, including the sniper
north and west, as well as by chopper. Of course, and then down the steps to the left. Cautiously, make in the watchtower. Kick the front door of the house open
the latter option will definitely get the attention of the a 180-degree turn right to find the armory. Sitting just and collect the Accessory Case from the cabinet in the
hostiles. Make your way to the armory on the west side inside is a Weapon Case. far corner.
of the canyon, near the prison helicopter. Collect the new
sniper rifle from inside.
G ACCESSORY: PKS-07 Scope (Sniper Rifle) {I) ACCESSORY: Laser 3Dol (Assault Rifle) Gl ACCESSORY: Long Barrel (Sniper Rifle)
At the east checkpoint in the northeast comer of San Take a trip to Santa Blanca's well-fortified Boot Camp At the central Santa Blanca outpost in southern San
Mateo, enter the eastern gatehouse to find an Accessory to see what goes into preparing sicarios for battle. The Mateo, the armory sits to the left from the main
Case sitting on the metal shelf. base is equipped with three armories; enter the central entrance. Step inside the building to find an Accessory
one next to the HQ building, where an Accessory Case Case on the right shelves.
sits on the metal shelves inside.
SKILL POINTS
0, SKILL POINTS: + 1 • SKILL POINTS: +5
Travel to the Valle Verde Ranch, located just off National Slip into the San Mateo Base through a gap in the wall A makeshift runway has been constructed on the
Road 9 in northeastern San Mateo. Enter the home and on the north end and sneak right up the hill and past the side of a mountain, northwest of Prison Rosario.
grab the Skill Point off the metal shelves. watchtower. Inside the storage building, located in the Enter the western shack to find another Santa
northwest comer of the base, find a medal in the corner. Blanca commendation.
A Vehicle Drop Off side mission is available northeast From the north outpost's main gate, sneak through the Approach the south outpost from the northwest and
of the makeshift runway. Before blowing up one of the auto garage ahead and climb the stairs to the rooftop. A snipe the two soldiers in the raised machinegun nest.
station's entrances, collect a medal that sits atop a medal rests on a pallet of crates. Continue down the path left of the tower and drop onto
container on the south side. the armory. Hop down and step inside to find a medal on
the workbench.
234
SECURITY
.....
0
Inside the walls of Prison Rosario, spot the raised, Visit the train station on the west side of San Mateo and Infiltrate La Carcel Del Pueblo through the north entry ~
machinegun nest that sits on the cliff across the road cautiously enter the terminal building through the back point and deactivate the power generator located on the :::E
door. A document lies on the floor ahead. north side of the prison. Climb the steps that surround z
from the comms center. Climb to the top, dispose of the c(
soldier, and collect the reward from the table. the HQ building to reach the upper level. The file is at the en
end of the walkway to the left . zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONM
North of Santa Blanca's San Mateo Base, a lone Slip through the hole in the northern fence to infiltrate Rnd an abandoned home sitting on the side of a hill,
watchtower protects a helipad. Ascend the tower to find the San Mateo Base. Sneak around the backside of the southwest of La Carcel Del Pueblo. Search inside for a
a document lying on the floor. A Comms Tool Raid is partially bricked building and climb over the wall. Enter legend and add it to the Kingslayer Files.
available at this location, so feel free to steal the chopper the packaging facility and collect the document off the Pishtacos: According to folklore, the Pishtaco is a kind of vampire or
while you are there. metal worktable. bogeyman, typically from the Andes. Described as a human-like figure
with white skin and a pale face, he kidnaps lone travelers at night,
sometimes killing them, in order to steal their body fat. Indeed, the
body fat is important in the Andes because it is considered a sign of
wealth and good health. Note that the Pishtaco s description is a clear
reference to Spanish and other European settlers. ~-·
8 DOCUMENT 8 DOCUMENT
Enter the HQ building, located in the middle of the boot Approach the cartel's makeshift runway, located From the west side of the cartel's makeshift runway,
camp, next to the obstacle course. On the second floor, northwest of Prison Rosario, from the west. Enter the climb over the garbage on the right and collect the
step out onto the terrace and collect the file. building on the left to find a document lying on the floor. recorder that has been tossed near the trash bins.
• DOCUMENT r8 DOCUMENT
On the southwest side of Prison Rosario, a watchtower On the south side of the central Santa Blanca outpost,
looks over the village. Pick off the sniper, ascend to the a network station sets up another Vehicle Drop Off side
top, and grab the disc that sits on the ammo cases. mission. After hacking the network relay, search under a
desk against the north third-floor wall for a recording.
g..... KEY LOCATIONS
zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
g; Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
<C will see differences in their locations in game.
:E
238
PRODUCTION
en
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BELLA SELVA TOWN GAS STATION VIA-B GAS 0
Once a coffee-farmer town, now for the cocaleros. An isolated gas station. ~
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PILPINTU FARM
A traditional zyxwvutsrqponmlkjihgfedcbaZYX
cocalero's family farm.
A c
This offers good protection from a large building, The small mechanic's shed and stacks of tires offer The roof of the shed closest to the slope where the
and the dumpster and debris by the perimeter fence good protection and excellent aiming at the incoming second wave of foes come in from can be climbed
here is also good to hide behind, when the enemy pickup, and you can back up from the tires during onto, giving you a good amount of protection during
vehicle approaches from the north. You have long- your grenade-lobbing. this set of attacks. Otherwise, stay behind the shed
range sniping opportunities when the foot soldiers and nearby pickup as foes infiltrate this area, moving
approach (third wave) too. However, you're a little to other places offering better views of the incoming
too far from the main action, and the leader you're enemies afterward.
here to protect.
SOUTHWEST CORNER
COCA FIELDS (SOUTH) (OPEN WAREHOUSE)
The plate-like upper hills above C offer amazing The giant water cylinder and crop of coca is just on The third and final wave of enemies heads through
views, and a Co-op sniper can sit up here and the edge of the area, and it's a great place for a single this area to reach G, and the open warehouse can
provide additional fire support when each of the Co-op Ghost to wait, so the second and third waves of be too close to the machineguns of these foes, so
waves attacks, as there are reasonably unobstructed foes can be engaged from multiple positions. back up a little to the crates, barrels, or wagon in
views of everything. the vicinity. Keep most of your crew close to the
leader-in front of him if you can.
UNION LEADER AND SOUTH STAGE BARRIENTOS CO-OP: OTHER TACTICAL ADVICE
G B Make a thorough search of the entire area, l3:m The same plan of attack as a Solo player is
noting the perimeter (yellow) circle on your Tacmap optimal here, but for an additional punch, station one
so you know where you can stand to defend. Feel Ghost at B to remove the pickup truck threat, with
free to drop explosives at expended infiltration points, backup from a sniper at D.
maneuver vehicles to block incoming foes, and study
When the second wave of foes approaches at C,
the adjacent buildings and scenery for hiding places.
have two teammates stand in front of the leader at
Then talk to the union leader. G, one on the roof of the corner building at C, and
The union leader stays at this structure, moving in one creeping around in a clockwise loop at D to
When the enemies attack, the first wave is usually
and out of the building once the attacks start, and strafe them from behind.
the pickup truck along the north road. A simple
it's critical he remains alive. Co-op teams should
grenade thrown at the stopping place of the vehicle
station at least one Ghost here at all times to act Quickly move to wait for the final wave. Though you
neutralizes the four enemies at once, or engage them
as a bullet-sponge and bodyguard. However, falling can have one Ghost loop around from F to the train
in a firefight. tracks to the west, it's better to keep two Ghosts in
back here isn't a cunning plan as you want to draw
enemy fire away from the leader, so retreat to other Move your team to C, and wait for the second wave. front of the leader at the stage, one for close combat
Engage them as they head down the hill, using the takedowns at F, and a sniper at A, possibly E, or B.
locations if the mission starts going south.
parked pickup or nearby buildings as cover. This is a
Vehicular carnage is also possible, though keeping
relatively straightforward takedown. your vehicle out of the perimeter reduces civilian
The last wave comes in from the southwest, through casualties. A chopper to rake the incoming
the undergrowth and dirt track, and through the large enemies before they even reach the perimeter,
open warehouse. The machineguns can hurt the and provide early warning of enemy locations, is
union leader quickly, so order your men to engage also a good plan.
before softening up the targets with long-range fire
and explosives before they reach the perimeter. Then
stand to the west of G, or behind scenery at F, and
finish the final wave.
In the far north of the province, just south of Death Road, is a large Tabacal
Base with the main road to the north, a railroad splitting the base from west to
east, and a main road bisecting the north-south middle. With around 30 cartel
members, and the possibility of reinforcements, assaulting this base with guns
blazing isn't as proficient as sneaking in, setting timed charges at three coca
stockpile locations, and leaving as your namesake "Ghost" would do. Scaring
the enemy is optional.
The single thug atop the tunnel entrance is an easy Climb to the radio mast area overlooking the helipad, Though you can snipe from extreme range by heading
kill, and you can assault using vehicles from this and you have a reasonable sniping area to start north to the dirt thoroughfare called "Death Road",
under-utilized area, or flee to a parked vehicle and removing the sharpshooter in the tower by the road. shooting the sniper at the main entrance tower on
use it as an extraction point. You could also provoke You can also storm the minigun nest near the tower, the north side of the base, if stealth is a plan, involves
enemies into charging at the sandbag defenses lob grenades over the brick wall, and enter the using the undergrowth near the inlet stream. Note the
here, which are easily defended thanks to the height northwest building cluster from the helipad. This is large propane tank just begging to be exploded with
advantage you have. far better than driving along the main road, where C4, to create a disturbance and drawing the enemy to
you're easily spotted. you, while others secure objectives.
This bisects the base from north to south, and you The foes in the east-central part of the base can Make sure you have eyes on the sniper in the tower
should expect heavy gunfire and retaliation if you be circumvented if you approach from here and at the eastern edge of the base, if you're heading
saunter along this dirt road. An armored SUV with have plans to deal with the sniper in the tower by along the railroad tracks. Note the straight-shot
minigun can cause havoc, and there's an easy F. Though you lack the height advantage, the rocks through the base to A, in case you're planning on
escape to the south, but there are much better on the north side of the stream can be used as a vehicle assault and need a looping attack and
stealth infiltration points than here. cover, before you quickly head Op and into the target escape route. For stealthier operatives, take the
building (L). There are rebel prisoners to free en sniper tower, and use it to drop foes below or guard
route, too. over a teammate who's securing the stock at L.
A sniper's paradise, offering exceptional views of Though you have the height advantage if you stay Another good spot for an incursion, and depending
the entire base and, with powerful-enough ranged at range, driving into the base from south to north on the time of day, a group of enemies may be
weaponry, a chance to tag each sniper in a tower is hazardous thanks to the sniper and armored foe lunching in the open-air mess hall, just west of the
in the nest, on either side of the entrance. Deal with mortar. Locate both areas, and lob in grenades, or
without needing to close in on them. Though the
the sniper at range, and the armored foe by heading use heavy weapons or a grenade launcher to flatten
view over L is partly obscured, you can easily cover
through the steps behind him after sneaking along these foes. Or, if there's only the four enemies
friendlies detonating the coca at J and K, including the
the main perimeter fence from F or G. Otherwise, the around zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPON
J to contend with, commandeer the mortar
removal of the mortar. An excellent sniper's camp.
area isn't as well-guarded, and a competent team as you send explosives at J.
can whittle down the enemies without waking up
everyone else.
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This stock pile is against the southern interior wall of the open warehouse This is the trickiest of the stock piles to reach with minimal violence caused,
just south of the mortar. It's simplicity itself to stealthily step in from the though sneaking from west to east along the tracks, then into the warehouse
south, fix C4, and retreat. This can be done without even engaging the with the Santa Muerta cowled woman on the wall (the stock is on the south
enemy, and is the.optimal plan . interior wall of this structure) can be done without alarming the enemy.
This stock pile is against the southern interior wall of the open warehouse just south of the mortar. It's simp!icity itself to stealthily step in from the south, fix C4,
and retreat. This can be done without even engaging the enemy, and is the optimal plan.
Assuming you can prime C4, approach the stock piles in any order you like,
though L, J, then K is preferable. If you're unable to complete a timed explosive
(you only have grenades, for example), head to K first (as it's the most difficult to
reach) after removing threats at zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
J. Then sprint south, destroy the stock at J before
disappearing to the south. Then loop around to G, down to L, and finish the job.
244
It's worth driving to the Killasisa Farm, and parking
to the north, to ensure your recon commences
at the highest point on the slope above the coca
fields. After some drone flying, all cartel thugs
must be removed from the farm. Assuming you
want the height advantage, this is all about
sweeping these thugs downhill.
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The small flat area of open ground above the farm is If you're planning to herd the enemy along the Head down from A to begin the killing, as there's
the best place to start tagging the 17 foes you're about western flank of the field, you can start clearing likely to be an armored foe in the vicinity of these
to face. Feel free to move additional Ghosts to one of the immediate area of foes from this farm, but the scattered outbuildings. These make great places to
the other indicated areas if your Drone range can't flag majority of the combat occurs south and east of hide and shoot out from, or a fallback position. Let the
all of the foes. Checking the lay of the land from here is here. This is a good fall-back position though, and enemy trek uphill to you. Also note the hay bale on the
both safe and offers good tactical information. extraction point if you're not using the chopper in the wagon trailer. Climb that to reach the roof of either
middle of the field. warehouse; the south one offers great sniping views.
An often-overlooked area offering excellent sniping Though the enemy has an advantage as they're
views to take down the majority of the foes on the on higher ground, looping around and heading up maneuver between E, F, and G to catch foes in
farm. Or, use this for spotting foes and relaying to the south farm building from here is reasonably crossfire, if you want to outfl~nk and outthink them.
information to your teammates. The ground here is easy, as the grounq isn't as steep as elsewhere. If The climb uphill can be tricky, so avoid the steeper
still high enough for you to infiltrate heading west, too. the firefight isn't going well and the foes are dug in, outcrops, and use the crops to hide in, as well as any
outflanking them from here is an option. scattered farm buildings.
WEST SLOPES
KILLASISA FARM: OTHER TACTICAL ADVICE
EilJEI After checking the position of enemies at A, head down to C and start the takedowns, optionally
using the stone barn roof for extra height and sniping. Push your team to the central barn structure near
the helicopter, where the ammo box is. Then either remain here and snipe, or follow them down. If you're
in the middle of the farm too early, you can be attacked from both sides, so conduct a perimeter looping
sweep with your team first. The central building near the tractor is important, as the ammo box can be
critical if bullet expenditure is larger than normal.
This is the steepest area of the farm, with areas liil!JIWith the extra flexibility of your teammates to provide peripheral fire (ideally from D, E, and/or F),
of slope even the crops can't be grown on. It's
you can mimic the same plan as for Solo missions; moving down from A to C, and then to the middle barn
advisable to avoid this area, as there's little long-
and tractor area.
range takedown opportunities, especially given the
quickness of engaging the enemy. The open area makes helicopter strafing a great plan too, assuming you're competent enough to only aim
at cartel members, and not the innocent coca pickers.
Offroad vehicles with bristling weaponry (or additional Ghosts providing fire support) is also a reasonable
plan to cause chaos and ultimate victory, though you want to remain on the least-steep parts of the farm to
avoid rolling your vehicle.
A small farm perched on a coca field cliff in the
southeast part of the province is the location
where three of Madre Coca's supporters must
be dissuaded of their alliances in the strongest
possible terms. This means locating the trio
among the cartel goons and innocent farm
MOST RECON: TARGETS ACQUIRED
workers, and then taking them out. Any cartel
members are fair game, too.
are optional.
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The fields just east of the stone boundary wall and A roadblock of vehicles or teammates is a good idea This relatively safe sniping abutment can be
washing pools is a littie exposed, but you can park here, as this is a possible escape route of one or accessed by heading in from B, and up the slope
up on the road just east of here, enabling you to more targets. Should you need to pursue the targets, without being seen. The drone can easily be sent
reach a battle-worthy vehicle if the mission goes they drive southeast into Monte Puncu Province, from here, the three targets tagged, and (if you're in
sideways. You can also line up both the two front where they can be tackled by shunting them off a Co-op) all three targets can be bagged by a different
targets and drop them with a single burst if you're cliff road. Feel free to land a chopper near here if Ghost in unison, making this the quickest mission
quick enough. you want an airborne pursuit without the worry of completion of all! For Solo Ghosts, tag the target
Unidad or cartel reinforcements joining the chase nearest you, so the others have farther to run when
and getting on your case. escaping, then attempt to halt any vehicles as you
descend to intercept.
SOUTH ROAD (WEST) LOWER FIELDS (NORTH) (!) TARGETS: FARM COURTYARD
B It's always a good idea to drive here in an armored vehicle, ideally with BlJ!mlWith the benefit of three additional humans on your team, this mission
a minigun, and park it out of range of the enemies (but along the main road to can last seconds rather than minutes. It's simply a matter of each Ghost targeting
the south, or park it on the dirt road below and east of the farm). Retreat to this a separate enemy, usually from a good sniping point, and tagging them in unison.
vehicle if one of the targets makes a run for it. With all three targets falling at the same time, the fourth Ghost can provide the '
getaway vehicle, or infiltrate the farm and prime the SUVs a foe might escape in
Place your team close to the roads, so they can hopefully waylay any target
with explosives (or use a grenade launcher on them) so they never make it out of
attempting to flee. Then snipe the target closest to the road. Immediately send
the farm compound alive.
your team in to storm the farm, and drop down from your sniper's vantage point
and lob a grenade at any leaving vehicle (unless you want to use it!), lessening
the chances of a car chase.
You may wish to prime a charge on the flatbed prior to the assault, so it can't be
used to escape, and block the main road to the south with vehicles to slow down
fleeing foes.
Madre Coca wants to talk, and a small group of
MOST RECON: IT'S A TRAP!
Rebels working out of a mechanic's garage in Of course it's a trap! This is one of the few missions where you can break off from regular mission objectives, in this case
northern Tabacal have the location where she meeting up with and following the Rebels into Madre Coca's Buchone House and being ambushed, and instead directly
wishes to meet-her compound on a steep hill to assault Buchone House directly. While you won"t have the Rebels to help you during the attack, you will have the ability
the northeast. Could this be a trap? lo attack from multiple or optimal directions. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
If you fancy this plan, skip to the section on reconnoitering Buchone House.
Assuming you're here and the ambush takes place, If you're playing Co-op, you can have one Ghost Before the ambush, or if you're using stealth, you
scurrying for cover towards the south buildings is the peel off and use this perimeter before the ambush can hike up here, and have an exceptional view
best bet, as you can make your way towards Madre takes place, or move here yourself when the fighting of the entire base. When the ambush starts, you
Coca's cottage more easily and in cover. Let the starts. The pill box is empty (thankfully), and you can train your sniper rifle on the armored foes,
rest of your teammates focus on the enemies, and can more safely move northwest, through the farm and Madre Coca herself, as the views here are
(in Co-op) have two Ghosts head for G, the target's barn, the three story brick structure, and around to exceptional, and the likelihood of being attacked is
house. Expect heavy fighting from foes inside and on the armory, removing foes on this side so you can extremely low.
the roofs of the northeast buildings; either sprint and focus your firing on the remaining foes across the
clear them house-to-house or fire from the southern courtyard. Or, you can creep on the outside of the
buildings and claim the armory. Grenades, flashbangs, ruined brick perimeter wall, all the way to the old
and other projectiles are encouraged. Note the Rebels archway into Madre Coca's cottage grounds.
are fighting with you, easing this firefight considerably.
Note that you can peel off from your team (in Co-op)
prior or just after the ambush, and move to the
northeastern area of the courtyard, behind the building
closest to the entrance, and deactivate a radar
jam mer (allowing others in your team to use explosive
drones, for example). Moving through the rear of the
buildings is a good way to outflank the enemy, too.
251
SOUTHWEST COCA FIELD,
~ CLIFF TOP SNIPER POINT (NORTH) LOW WALL NORTHWEST COCA FIELD
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Similarly, you can stand atop the rocky outcrop just You can continue to creep along the southern If you're heading down from the mountain stream
north of the Madre Coca cottage, and perform the perimeter of the compound, though the steep to the edge of the coca field,"you can deal with the
same sniping plans, or lob grenades down at the ground and enemies in the field are more difficult foes in the field and sneak across to attack Madre
enemy. It's another great spot from to spot and react to. You can hike up from the road Coca's compound from the rear, thus avoiding any
which to provide supporting fire below too if you're attempting to swarm Madre lower courtyaid shenanigans. Skirt the north rocks
and to watch the carnage Coca's position from different directions. to gain a height advantage over the foes milling
unfold. about in the garden outside the cottage itself.
[& If ambushed, split off in all directions with one Ghost heading up
the south perimeter, one clearing the north courtyard buildings after destroying
the jammer, one hiking up to C, and a fourth Ghost reacting depending on the
situation (driving an armored vehicle around, helping remove foes, or softening up
areas with grenades or sniper fire).
To avoid the ambush, approach from B, C, E, and/or F; stealthily taking out foes
' in the coca field without raising any suspicions, and then blanket bomb the
interior of Madre Coca's cottage, shooting out the windows as a second Ghost
lobs in a flashbang, then a regu)ar grenade, and clear the foes on the higher
ground first. Then leave, or help tidy up the remaining enemies in the courtyard.
252
See the Key Locations maps on pages 238-239 for the exact locations of Side Missions and Province Content.
qt REBEL OP: DEFEND RADIO ~ FOOD PACKAGE RAID Q MEDICATION RAID zyxwvutsrqponmlkjihgfedcbaZYXWV
!OBJECTIVES !OBJECTIVES !OBJECTIVES
• Start the radio and defend it • Steal the plane • Steal the helicopter
LOCATION LOCATION LOCATION
• Bella Selva Town • Makeshift Runway • Between Makeshift Runway and Observation Post
REWARDS REWARDS REWARDS
IE,!J Support Unlock/Upgrade - Rebel Mortar Strike m +2500 Food Parcels 5! + 1500 Medication
A radio is found in the middle of Bella Selva, From the Tabacal Bravo Rally Point, move east to a Along the road between the makeshift runway and
allowing the rebels to get another message out to find a plane loaded up with food parcels. Survey the Unidad Observation Post is a helicopter holding
the people. Again, you must defend the equipment landing strip to find four guards around the plane much needed medication. Seven members of the
from the onslaught of enemies. The location is and a fifth at the end of the runway. Use Sync Shot to Santa Blanca Cartel provide protection. Try a straight
mostly wide open; a house does protect one side. take the quartet down quick. Unless you eliminated gunfight and a lieutenant flees in the chopper, so try
They arrive in cars along the highway and by foot him beforehand, you attract gunfire from the lone a more discreet approach. Use Diversion Grenades
from the east and west. An ammo crate can be thug when taking off. Fly the aircraft southwest or simply get their attention and pull enemies away
found on the second floor of the neighboring house. to the rebel-held runway, west of the lake in San from the others-picking them off one-by-one or in
When low on health flee into the building and top off Mateo. smaller groups. Once clear, board the aircraft and fly
your ammunition. Keep your team nearby and watch it to the indicated destination, west of Bella Selva.
the radar for incoming foes. As long as the radio
still stands when the 2:40 timer reaches zero, the
mission is a success.
253
c:c ~ REBEL OP: BREACH COMM CENTER
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Q FOOD PACKAGE RAID
f: [OBJECTIVES [OBJECTIVES
Blow up one of the station's entrances and then hack the network relay • Steal the helicopter
LOCATION LOCATION
• Southeast of Unidad Observation Post • Secure Barn East
REWARDS REWARDS
!!J Support Unlock/Upgrade - Rebel Vehicle Drop Off m +2500 Gasoline
A second network station requires infiltration, southeast of the Unidad Observation Post. Just south of Secure Barn East, spot the helicopter loaded with gasoline.
Three doors offer entry to the building: front, back, and a third on the left. The latter gives Approach from the south for the least confrontation, where only a few men guard
you direct access to the second floor, where the computer is found. Rght your way to the the chopper plus a watchtower to the west. Eliminate the guy above first and
opposite side and hack the network relay to complete the mission. The front door is also then use Sync Shots to finish off the others. Quickly board the chopper and take
a good entry point as it leads straight to the staircase, plus an explosive is unnecessary, off as more enemies may be incoming from the north. Fly south into Agua Verde
since a barrel sits nearby. You can find an Accessory Case on the second floor of the and park in a field northwest of Arroyo Baya.
network station, so don't leave too soon.
At the SNPC Freight Yard, a Weapon Case is well Travel to the Tabacal Bravo rally point and head The armory sits just off the highway near the northeast
protected as it sits next to the big fuel tank. Fight your southeast to find a makeshift runway. A Weapon entrance to the outpost. Grab the weapon accessory that
way to the prize before collecting it. Note that if you Case has been placed under the shelter next to plane sits on the shelf inside.
haven't intimidated the nearby sicario leader, he will flee wreckage.
once alerted to your presence. Leaving the area resets
the side mission.
• ACCESSORY: Folded Buttstock G ACCESSORY: Accessory: Extended 5.56 • ACCESSORY: Laser 3Dot
(Submachine Gun) G36C Magazine (30) (Submachine Gun)
In the Santa Blanca living quarters, located on the Find the armory, situated near the road inside the Unidad After completing the Rebel Op: Vehicle Drop Off side
southeast side of town, enter the two-story home just Observation Post, and move inside. An Accessory Case is mission, grab the Accessory Case off the desk on the
zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
east of the chapel. An Accessory Case rests on a corner found on a shelf in the back. second floor of the Network Station.
shelf on the second floor.
254
PRODUCTION
Dried coca leaves are stored in a barn on the far west West of Bella Selva, a cocaleros cooperative has been Find the lone Tabacal gas station southwest of Bella
side of the province at Secure Barn West. On the north assisting in the cartel's production for ten years. Next to Selva. A Skill Point rests on a pile of boxes under the
side, a shelter provides a mess hall for the workers and a shelter in the southwest corner of the property, a Skill Gasolinera sign.
cartel. Inside a Skill Point sits on a cabinet in the corner. Point is available for the taking.
Be careful as a watchtower protects the area.
BONUS MEDALS KINGSLAYER FILES
O SKILL POINTS: + 1 O BONUS: Time to Aim
An ex-rebel hideout sits just northeast of Secure Barn Visit the Santa Blanca outpost high in the mountains in On the northwest side of Tabacal Base, find the three-
East. Bust the door open to get inside and acquire the northeastern Tabacal. Enter the two-story, wood structure story building and move inside. The file sits on the east
Skill Point silting on a small cabinet. next to the steps and make your way to the roof. The lone balcony of the second floor.
Tabacal Bonus Medal rests on a workbench.
8) DOCUMENT 8 DOCUMENT
Follow the long staircase out the south side of the At the tar north end of Secure Barn West, a Kingslayer The Unidad Observation Post is situated in the middle of
outpost to reach an antenna. The path to the right leads File lies on a bed inside a tent, under the watchful eye Tabacal and it offers a fair challenge to infiltrate. Sneak
to a memorial, where you can find a file. of a watchtower. Carefully infiltrate the property and nab into the back side of the post or fight your way through
the package. until you reach the firing range. Grab the disc that sits on
a pallet ·zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJ
at ammo cases.
<8 DOCUMENT 8 DOCUMENT
From the front gate to Secure Barn East, enter the two- Killasisa Farm is a big family farm in far southwest
story building on the right. A file lies on the floor on the Tabacal. Search inside the southern white/brick barn
second level. on the east side of the property to find the file on the
workbench.
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KEY LOCATIONS
~ Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
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will see differences in their locations in game .
LAJOSAFARM
A traditional cocalero's family farm.
258
INFLUENCE
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UNIDAD OBSERVATION
GUARI MINE AND COCA
WAREHOUSE ...
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A fishing village occupied by Controlling and identifying Monte Oro and a warehouse where ai::
UNIDAD OBSERVATION
POST SOUTH BAHIA FLORESTA VILLAGE SOUTH OUTPOST
Oversees cartel activities in A cocaleros village, now occupied Protects the coca fields from
Espiritu Santo. by the cartel. rebel raids.
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There's usually a foe wandering the parking lot This is the main road into and out of the mission If you're going to be assaulting the chapel from
where four vehicles are, and another two patrolling area, and you should park farther down the hill, any direction, this is it. It has the least amount of
this side of the church. Hop over the fence, use the then scramble up and use the graveyard as cover. clearing, and fewest foes guarding it, allowing you
vehicles and fence to hide behind, and drop these With patience and minute readjustments, you have to split your team and storm both rear (southeast
enemies before an assault begins in force. Or, wait the capability to fire directly at the target with a and southwest) doorways into the chapel, with
here and tag the advisor when he tries to flee (he sniper rifle from the gravestones. There's also a guns blazing and flashbangs thrown. Otherwise, the
usually heads out of the doorway on the east side possibility of tagging the target through a window, graves and fencing are useful as cover.
of the chapel, which you have a good visual on). If too. This is prior to anyone spotting you, as the target
combat becomes too problematic, hop behind the. usually flees. (!) zyxwvutsrqponmlkjihgfedcbaZYX
TARGET: THE ADVISOR
fence again.
It's worth placing mines at the main road entrance,
One of the best plans is to sabotage all of the . to stop the advisor from getting too far if you let him
vehicles parked in the lot with a mine and/or C4, as escape. Just make sure your own vehicles don't
the advisor, when spooked, takes one and drives off. drive over these explosives!
Not if it explodes, however!
NORTHWEST: TRAIL ENTRANCE
WEST: GRAVEYARD SNIPING AND FLAGS
F
is La Santera's advisor. He needs to be killed.
Fortunate then, that there are no innocents; all
are hostile cartel members. Unfortunate then,
that a high proportion of them are heavily-
armed and armored (there are usually six). This
means head-shots, storming from multiple
Use this area when skulking around to a different There are two flags at the border of the church places at once, or engaging in foes outside
infiltration spot, or to set up a possible sniper shot, property, and a winding dirt Ira.ii down to Espiritu so the advisor escapes, before following and
which is difficult, but not impossible, as you can just . Santo Base. Note that two base guards walk the defeating him away from any protection.
about get a direct line-of-sight to the target prior to trail here, so this isn't usually the best direction to
The building itself has a main entrance to the
the enemy realizing where you are. You can elect head in from as you don't want to attract any more
north. To the east and west are windows to
to storm straight into the rear of the chapel from reinforcements. Frcim the flags, you have reasonable
shoot through, which are also accessible, and
this point, too. Just be aware of the contingent of views of the property, and can hide behind the low
a doorway at the south end of the wall. To the
heavily-armed troops preparing to stop you. planters south of A.
south is an inaccessible wall. With only three
doorways, your infiltration options are limited.
SANTA MUERTE SANCTUARY: OTHER TACTICAL ADVICE
So try sniping, shooting through windows,. or
B If you're here for the stealth, just snipe the target from C or E. Then flee in the vehicle you came in, or multiple simultaneous storming plans.
one you steal from B. If you're here to wipe everyone out, begin at A or B, and remove the foes patrolling the
outskirts of the mission area, so only the enemies on the wraparound porch or inside of the chapel remain.
Then order your team.to storm the front, while you take the sides, and outflank them. Flashbangs, smoke, grenades, and close-assault weaponry (shotguns or machine
guns) are recommended.
Or, for a more cunning pliin, prep the vehicles in the parking lot to explode by placing a mine or C4 on them, create enough of a ruckus for the advisor to flee, and watch as the vehicle "
he chooses explodes. If he survives and gets out, shoot him. A variation of this plan involves you mining the main road (C) so his vehicle drives over a mine as he's escaping.
Another variation is to set C4 on the vehicles in the parking lot, and when the advisor chooses one, get into your own vehicle, and follow him until he's away from the rest of the
enemies. Then detonate the vehicle.
Otherwise, should the advisor escape, chase and ram his vehicle with extreme prejudice; he isn't needed for questioning, so you can be as violent at ending the advisor's life as
you wish. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
[& One important difference between Solo and Co-op planning is you can simultaneously breach all three doorways using a mixture of grenades and
close-assault weaponry. A fourth Ghost can provide back-up by taking down foes on the outside of .the building. A good team should be able to end the advisor's
life in seconds, before he has a chance to escape. Then use the interior pews and pillars as cover.
261
This mission does not initially appear on your
Tacmap, forcing you to search this Province for a
possible mine entrance. Find it northeast of Alta
Gracia, a town just north of Espiritu Santo Alpha.
Head to the mine, watching for encroaching
enemies from the adjacent Outpost, and ascertain
the location of three gold caches. Then destroy
them with explosives. You may wish to have a
clear exit route prior to the detonation, as the mine
collapses around 28 seconds later.
~ INFLUENCE
Enter from here and you don't have the advantage Enter from here to sneak in behind the foes guarding The initial foes at the outpost building closest to you
of higher ground, and you need to charge or creep the mine, or watch their patrol patterns and drop are available to shoot from this position. You can
to the tunnel entrance to get to the tunnel. The rocks them with suppressed fire before venturing inside, move northeast, back and forth to tackle foes from
and water tower are good to hide behind as the keeping the foes at the Outpost unaware of your range, but not before you've shot the alarm pole
assault begins, and you're within grenade range to actions. This is also a good spot to launch an panel, which is visible, and around 190 meters from
take down foes near B and C. You can also use one of explosive drone from, flying it into the mine. this point.
the parked trucks and drive it at the Outpost, creating
a distraction while teammates assault the mine. But
there are safer ways to complete this mission.
EAST: MORTAR AND
SOUTH: CONTAINER CLUSTER NORTHWEST: TRAIL HEAD COMMS CENTER
If you don't feel like venturing all the way into the You can spot the barracks and alarm pole in the
outpost, and want to take down the alarm pole panel northern part of the outpost, as well as the mortar every other extraction plan has failed), this mortar is
easily, lurk in this cluster of metal cargo containers across at F, from this elevated position with trees an annoyance you can easily remove by offing the
and shoot the panel from range. You can then use and plants to hide behind, and the hill to retreat foe from the jungle, and then starting to sweep from
the tops of the containers, climbing up and down up if matters get a little too problematic. Cover G heading southwest, toward the mine entrance.
for elevation and cover, and start shooting foes teammates working their way up the road as they
across from you, on the building balconies. Try for clear foes, create distractions, or head into one of
an armored foe to start with. Then you (or a pair of the buildings and create havoc (lobbing grenades
Ghosts) can drop foes pretty much across the area, for example). Just be aware you're easily swamped
from B to F; the enemies can't charge across the from two directions, as you're attacking from the
long fence separating them from you. And if you're middle, so ensure other teammates are doing their
in danger of being overwhelmed, retreat southeast job if you decide to engage at ground level.
into the jungle.
A parked truck, and the entrance to the Outpost The steep terrain above the outpost allows you to
allows you to stealthily head above the log wall, sneak around to where the enemies have the largest
to the tall green tower, climb it, take out the alarm concentration of troops, and destroy them with
panel, and start laying waste to foes down below. carefully-laid mines, shoot the alarm pole panel, or
Just make sure you mine the stairs behind you to start sniping and moving around to E or G.
stop enemies attacking from behind. Or, you can
remain behind the building, but at elevation, and start
removing the foes from here, heading toward A.
263
c:i:
(!) TARGET: MINE TUNNEL AND GOLD CACHES
........
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z Enter the tunnel and there's a central junction ahead of you with a minigun and foe operating it. Use the bags
c:i:
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en1 in the tunnel for cover, and drop him, or throw in a flashbang. Watch out for another foe when you take the
.....
c:i: right fork (the left tunnel is a dead-end). The right tunnel takes you to another enemy and three caches of
gold. Destroy them to complete the mission, once you've fled the mine within 28 seconds.
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c:i: With this in mind, if you've made enough noise, you may attract foes from the outpost, who can waylay you as
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.... you try to escape. This is even more troubling if you've started the countdown to the cave collapse, so try for
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stealth infiltration, and use C4 to destroy the caches, only triggering the explosion after you're at the surface.
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Or, ignore the foes at the mine entrance, and creep in behind them. Use suppressed fire on the two enemies (perhaps with a flashbang), so you stay silent. Prep the
three caches with C4, leave the way you came, retreating up the hill at B or C. Then trigger the C4.
Or, start at A or D, and begin a tactical sweep and removal of all foes, working from southwest to northeast. Ensure the first thing you hit is the alarm panel, so only the
enemies here are encountered. Alternatively, do the same sweep but work from northeast to southwest (G to A). zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
Bm Co-op planning is a little easier. As a single Ghost can handle the mine infiltration, enemy takedowns, and return to the surface, you can make as much noise
as you need to (though stealth tactics are obviously helpful). Meanwhile, the three Ghosts on the surface can guard the mine entrance, and push the enemy back,
before beginning to clear the Outpost from southwest to northeast. Or, have two Ghosts each fly in an explosive drone, detonating them both in unison.
',
You can park farther up the road to the southwest, then climb the rock outcrop
without any degree of subtlety, allowing you to accelerate and ram into the foes directly above the wood platform, and start cutting down foes from this
from the main road, or get out and scramble up the loose boulder cube pile for vantage point. Order your team to attack from a different direction to really
cover. The woodland to the southeast is on lower ground, and doesn't give you a hammer the foes.
height advantage, but the open space means you can lob a grenade at the group
and mow them down with few problems no matter where you're assaulting from.
The mountain above the mine entrance can be hiked up, and this allows you the Enter the tunnel, and either line up a grenade lobbed just inside the entrance
luxury of cover, height advantage, and the ability to pick out any target who isn't (so the arc of the throw doesn't hit the tunnel ceiling) to destroy the two gas
cowering inside the mine itself. canisters, or run in with night vision active, cut down any stragglers, and
then shoot both canisters, lay C4 between both, mines (then shoot), or lob a
frag grenade. You have around 15 seconds to reach the outside before the
mine collapses. Fail to do this, and you may need to rethink your line of work.
m!!l[B Destroying the cache here is extremely straightforward, and simply requires you to attack the exterior foes from one direction while other teammates
assault it from a different direction. When the place is mainly free of enemies (the only ones still alive are likely to be inside the mine), enter the mine, blow up the gas
canisters, and retreat. It can get more complicated than that, but it doesn't need to.
Can you drive a bike into the mine for a quick in-and-out mission completion? Yes, but turning it around inside the tunnel is trick.ier and slower than heading in on foot.
266
Beware of entering from this direction, as you're heading uphill, meaning the enemies are likely to see you first. There are usually two foes at the checkpoint hut, and
carelessly defeating one but not the other can cause the entire base to be on alert. There are two sniper towers up ahead, but the hill makes it difficult to aim at the
first, and almost impossible to tag the second until you're in the outpost area. This is a good location to drive through, if you're here in an armored vehicle and you're
attempting a direct path up the winding road, into the chapel perimeter at D.
A much better idea is to park up just before the sharp right turn in the road, and hike the jungle behind the rock wall to the west, heading north. Creep down and
remove the foe at the mortar with silent precision. Then either continue north and uphill to the sniper overlook at F, or leap the stone perimeter fence, into the chapel
parking area.
Another excellent plan is to stay on the dirt track from the mortar, and move east, stopping at the edge of a low cliff just south of D (by the foot of the huge metal cross).
You can then snipe the enemies at the outpost from this vantage point, and with multiple Ghosts nullifying the outpost at once, the foes can be whittled down quickly.
Then you can enter the outpost and free rebels from the three cages. Just watch for armored patrols heading out from D to investigate, if they hear unsuppressed
gunfire from either si~e.
SOUTH: FLAT PLATEAU AND HELIPAD SOUTHEAST: TRAIL HEAD AND MAIN ROAD
A large open expanse between the two sniper towers isn't the best infiltration Using this trail, which appears on your Tacmap, and is a good hike or bike instead
point to head up from, and while the helipad is exposed, the undergrowth on of the main road, brings you out along the east side of the outpost. Use the
either side is good for sniping from, as long as you're not overly enthusiastic. With undergrowth to snipe from, storm the camp with a fellow Ghost attacking from
the snipers removed, you can also quickly head into the outpost for close assaults A or B, or ignore the outpost and head northwest up the road to D, or the ridge
and rebel cage unlocking if you need to. above the outpost (to the north) where a better view and protection are assured.
The helicopter here could be used to fly up onto the chapel roof, allowing access
directly down into the structure and the obtaining of the bible, though the
enemies aren't too thrilled to see you.
268
INFLUENCE
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Though heading in through here usually incurs the wrath of the foes both patrolling the parking lot, and on the roof of the chapel, as well as the minigun operator and
sniper at F, if you've already removed all the foes at the outpost, using the perimeter wall as cover is actually a reasonable proposition; as long as you're on the eastern
side of it!
The entire east wall can be accessed back and forth, allowing you to drop down or escape if the enemy fire is too much. The entrance is a great chokepoint; you can
step out to fire at the minigun operator, foes on the roof, snipers, and other foes, or back up and lob grenades.
Booby-trap the road here in case reinforcements show up; mines scattered on the dirt road, or the entrance, allow enemy vehicles to pile up, creating barriers to the
additional foes, slowing them from entering.
E F
The entirety of this wall can be accessed to or from the chapel grounds, making Though it requires a quick hike up from A or E, the upper ledge on the west side
it a porous infiltration point that's handy if you need to enter or escape. It's above the perimeter has a sniper on it. Take his place, and you can see why he
worth staying on the outside of this wall, moving around the rocky ledge and was up there; this is a great place to send up a drone, snipe from, cover your
removing the mortar foe west of E, so you can enter the mansion building from teammates, and cause distractions, though you're a bit too far from D to help
the southwest corner, behind the majority of the foes (this is better if you're during reinforcements (unless you're a crack shot), and you can't really tackle the
maintaining stealth, though it works well if you're trying to outflank the enemy foes milling about inside the buildings. You can whittle down enemies from here
during a storming of the area, too). You can also see a few foes (like the sniper easily, though.
atop the mansion roof) from outside the wall, allowing you to drop these foes As the entire perimeter wall below is accessible from outside and in, think about
while staying protected. Don't stay here too long, or foes will head out and around infiltrating over the wall in the northwest corner, using the raised garden with the
from D to intercept (though this is helpful as you can ambush them). arches as cover, and then sneaking into the chapel from the rear entrance (G).
Though the terrain is a little loose and the trees
obscure much of the elevated views of the compound,
it is still a reasonable place to hike or bike to, allowing
you to bring down a couple of snipers, and foes on
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patrol. But the real reason to head here (from D or F)
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you into the chapel via the north entrance, which is
closer to the bible and has fewer foes. With speed,
you can sprint in, grab the book, sprint out, and then
start tactical takedowns of the enemy. Or escape. This
is a recommended infiltration point.
Situated in the southwest corner of the parking lot chapel compound, expect at least eight foes, including a sniper on the eastern balcony, to be stationed here, along
with a minigun operator at a nest just northeast of the structure. This is a purely optional building to navigate through, though there are benefits in doing so.
There's only one doorway entrance-up the outer stairs on the east side. However, the ground floor windows, particularly on the north side, can be shot and climbed
through. Note there's usually a vehicle parked at the car port (south),which is helpful as an escape vehicle.
Inside is an elevated living room and kitchen, and a side balcony (north side) with great covering fire views. There's also interior stairs up and down. Head up to the
bedroom and bathroom, with a balcony where the sniper stands. Take his place, and you've an excellent view of the majority of the yard, and can cover teammates
easily; just trap the stairs with explosives so foes don't sneak up behind you.
Downstairs on the ground floor (via the easily-overlooked stairs in the northeast corner) is a living room and a fireplace to run behind, down to a cellar with foes and
rebels in four cells. Release them to add help to this assault, if you wish.
The roof of the structure can't be accessed on foot, but it's great to land on with a helicopter, and provides fantastic cover and sniping opportunities when planned in
conjunction with a team assault. You can then pilot the chopper down to pick up your team once everyone else is dead.
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This is a rather straightforward structure, which houses the bible on a lectern There are a couple of foes on the roof. You can't physically run to them;
above the main hall, on the north side of the Interior. Outside, there's a main only shoot them or drop on them from above (which isn't necessary or
south entrance, and two side entrances on the north side. Take the curved recommended). The east balcony and roof are inaccessible except via
stairs up to reach the bible; the side balcony stairs only access the balcony and helicopter or parachute, and all the chapel's windows can't be destroyed.
an exterior balcony above the south entrance.
With only two assault options, head in through the south entrance if you're
under attack, storming the premises, and don't care who knows. Enter via the
north doorways if you're applying a modicum of stealth.
8 Enter from A, sneaking up to rid yourself of the mortar foe, then heading to the southeast perimeter of the stone wall by the giant cross, to shoot down, then
storm the outpost to remove all foes and free the rebels. Congregate at D, using it as a chokepoint to whittle down enemies until only those inside or around the
buildings remain. While this war of attrition occurs, make sure the snipers are downed. Then sprint into the south chapel entrance, or head around the wall and hop ,
over to infiltrate from the north, grab the bible, and then find a vehicle to leave in. There's one by the mansion, or in the parking lot, so don't blow all of them up!
Or, simply creep around to G, hop the wall, head into either north doorway, up the curved interior stairs to grab the book, and leave the way you came. Silent takedowns
and melee killings are encouraged, along with patience.
Parachuting onto the roof is another option; just ensure it's the correct building, and drop down to the front (south) balcony side so you can quickly enter one of the
doorways into the main cham~er and quickly snag the book. Escape via the stone wall perimeter to the northeast of G. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
BlJiII With a few more friends, it makes more sense to attack various areas in unison. One plan is to split into duos: The first pair attacks the outpost from A and
Cat once, dropping the snipers and clearing the area before joining the second pair, who attacks the main chapel parking lot. One comes from G to drop the snipers
on the mansion and at F, and the other takes the roof foes on the chapel down, and starts gradually pushing into the parking lot, using the entrance wall as cover.
Eventually, with four team members, you can storm and clear the mansion before heading into the chapel for the book.
Or, you can ignore all the foes in the outpost, and simply approach the chapel area from all four directions. Another option Js to approach from a single direction, such
as the mansion area after removing the mortar foe west of E. Take over the mansion, removing the minigun foe and freeing rebels, and battle your way into the chapel.
Or, drive two or three vehicles straight past the outpost, ignoring the enemy, up into the parking lot, parking up at the south entrance, or either side of the chapel at the ,. ,
north entrances, grabbing the book, and then leaving while the enemy has little time to react (one .of you can run interference until the book is secured, then leave the
way you came, or ditch the vehicles and flee north up the mountain).
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north, lobbing a grenade at the parked cars to stop
foes escaping, and strafing the area with gunfire. As :!
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Another option is to park up near the banner pole, creep to the log fence at the parking area, up the concrete
steps to the balcony of the south barracks building and use this structure to fire from, wiping out the majority
The small ruins and cliff-like boulders at the edge
of the jungle are tough to climb, but there's a good
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of the enemies in the south area. Or enter via the ground floor of the barracks, giving you great views up view and you can scan the entire enemy settlement
either alley. Just watch for enemies escaping at the north parking area-the only part of the settlement you from here. Lob grenades at either parking area to
ensure foes can't escape, then snipe enemies while
don't have a good view of.
others clear the area at ground level. You can even
drop down and rush into the settlement to finish off
foes if you need to.
PILGRIM'S PROGRESS
Once the removal of the sicarios at the first Pilgrim House is complete, there's a second camp to the southeast, where ten more marked men are to be neutralized.
This area is slightly easier than the first, and not really that close to other enemy strongholds.
A better, more stealthy, option is to creep in from the jungle to the southwest, hiding behind the log wall where
the vehicles are parked, and prime them with mines (or C4, or lob grenades depending on the clandestine
nature of your plans), so they aren't used as getaway vehicles. You can snipe foes from here, and see enemies
at the east side of the settlement run to a vehicle, and stop them early enough. Don't blow up the vehicles
near you too early; you may need to use them to chase down a foe that bolts farther along the road!
You can also sneak to the concrete barrier corner on the north side of the road by the fence and main chapel,
but this gives you less protection and viewing options.
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The southern side of the road features some green- The view from the main road is slightly less The northern part of the settlement has a row of
colored brick barracks buildings with two floors comprehensive if you're approaching from the shacks with Santa Muerte religious statuary of
(ground and upper) to explore. Four of the ten foes east, as the slight curve in the road stops you from varying sizes scattered inside and out, and the main
begin their patrols here. Approaching from the jungle seeing enemies in the main yard where the statuary chapel to the west Most of the shacks are open
to the south allows you to weave into the ground is. You can drive a vehicle through here and cause enough for you to sneak through the back entrance
floor of the barracks, and use them as cover, while mayhem, or drop behind the large trash dumpster from the jungle (north), and use the area as cover
you drop foes. In the confusion, enemies across from (north) or log fence (south) by the vehicles and pick before quickly dropping foes in the main yard. You
off enemies. have good cover choices here, though the ground
you may bolt for vehicles.
is lower than elsewhere. You can also quickly cover
Neutralize the vehicles by remaining on the south The main benefit of being here is you can control the
ground to any escaping foe, training your weapon
uungle) side of the buildings, and destroy the vehicles in the parking area by the water tower. Blow
on either set of parked vehicles, or moving into
vehicles parked to the west and east (or destroy up vehicles you don't need or want to see used by
the chapel or hotel building to the west or east if
one set of vehicles, and guard the others in case the enemy, or use them yourself depending on what you need different cover or you're outflanking or
you need a vehicle later). Then use the hotels as the situation calls for. sweeping the enemy.
cover and drop foes across from you. You can also There's also excellent viewing opportunities from the
approach these buildings from behind, after night upper floor balcony of the building in the northeast
fall, and strangle the foes mooching around here, if corner; you can see pretty much everywhere, and
the mood takes you. stop any foe from here.
Or, move in from one of the infiltration points (such as the jungle east of B), and line up multiple foes to cut
down with a single burst of fire. Quickly aim and drop two or three other enemies as they scatter, and take
cover, then finish everyone else off. Predict whether a captain is attempting to flee, and cut them down,
shooting the vehicle before it leaves the area, or use C4, mines, or grenades to destroy the vehicle. If the foe
There are ten foes, including a few captains, escapes, follow him immediately and run him off the road before killing him.
in this area. One is usually on the balcony of a Or, you can sneak in and locate a lone enemy others aren't watching (such as a foe inside the main chapel)
barracks tiuilding to the south, near the west and bring him down with suppressed fire or a melee strangle. Then step back, loop around the exterior of the
parking area. They go down just like the previous
area, and do this again. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
foes you've faced.
Glll'll Use Solo options when dealing with these foes. As it's pretty difficult to foul up here, you don't need
to be too careful with your planning; just make sure there's a Ghost at each of the parking areas to stop any
escaping enemies. Of course, you can attack and push in from multiple directions at once, to complete this
mission in seconds.
Complete all five previous M1;1in Missions in
Espiritu Santo Province (The Advisor, Gold
Rush North, Gold Rush South, La Santera's
Chapel, and Soldiers of Santa Muerte) to
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Just like the majority of the foes to the southeast
of G, at the Santa Muerte Sanctuary you storm
during Main Mission: The Advisor, these enemies are
unlikely to pose a significant threat to you, but are
close to the main base. Therefore, it's recommended
you either cull them before assaulting the main base,
or avoid this area during extraction so you're not
facing additional foes.
This lower slope allows easy infiltration into the lower south-side of the base,
reasonably free of foes, and you can quickly and effectively shut down one of access to the generator and HQ area north of F, and sniping opportunities
the two jammers before moving to F to find the other. Otherwise, this is also a across the base, including the shooting out of the alarm pole panel and
great location for infiltrating from; allowing easy access through the chapel to the snipers on their towers. This is also a good spot for a group infiltration.
target. The only problem is stowing La Santera into a vehicle, so you may wish to
bring a vehicle here, park it close to the drone jammer, and silently take down the
foes around I before dragging her back here and leaving.
The optimal place to begin a group infiltration, you can quickly overpower the Watch for foes heading down here; there are at least three sets of two enemies
enemy here, and shut down most of their installations (the jam mer, alarm, and (sometimes one is armored) to worry about, and they tend to descend down
generator are close to the HQ building here). Even more importantly, there are into the base, passing the target's cage. Two Ghosts, or a stealth snipe of both
three vehicles parked here. enemies in quick succession, allow you to rid yourself of this duo before they
realize they're under attack. Otherwise, this area touches the Santa Muerte
Sanctuary, with its own set of foes. So don't encroach there; the only reason to
use this is an alternate escape route.
278
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The target is caged outside the chapel building, across from a manned minigun, with a couple of other armored foes and a sniper in the vicinity, and pairs of
patrolling foes heading around at D and down the winding trail at G. It's worth studying the upper structures, the planks linking buildings, and then tackling the foes
here as well as enemies coming in from D and G before unlocking the cage. Grab La Santera as soon as the cage is opened, and stow her in a waiting vehicle.
The easiest way to get a vehicle near La Santera is to kill the alarm panel at F, removing foes in and around the HQ building, and then taking one of the vehicles parked
there; it's just down the hill.
Or, you can drag La Santera to one of the vehicles, which is only recommended if the immediate area has been cleared. If enemies are present, this could present a
challenge as you're both easy targets.
A stealthy plan is to ignore the foes in the lower base, approach from H, silently sniping the sniper in the tower, the minigun nest foe, and others in the general area
before creeping around to F (shooting or avoiding patrolling foes at G if you wish), and dropping enemies there (after tagging any you can see, like the sniper at F,
from H). Then drive a_ vehicle up, open the cage, and bundle the target in.
Or, you can try an ultimate stealth plan by quietly driving up into the jungle north of C, parking near D, creeping through the church and removing the minigun foe and
anyone close to the target silently, and dragging the target through the chapel, and into the waiting vehicle by the drone jammer.
There are two escape routes; up the winding trail (G) or down through the base to the main road (B). The latter is recommended.
Another option is to simply land a helicopter in an area wide enough (D or H are good choices), and order your team to attack the foes around I while you free La ,
Santera. and bundle her into the chopper. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
l!!J!II Killing all installations in unison is an excellent plan; station two Ghosts on either side of the base (north and south), each with responsibilities of moving into
the base and removing the nearest threats, starting with the snipers.
Or, you can drive straight up the main road entrance (B), into the base and around the curved road past the HQ building (F) to the target (I). Have one Ghost break the
cage open while the driver turns the vehicle around, and the others expertly remove the armored foes nearby. Then depart the way you came.
The supply drop has landed on the side of the huge cliffs, well east of Buchone Find the network station north of the outpost at Alta Gracia Mine. Climb the steps
Chapel. Grab a helicopter; one is available in Alta Gracia, but it must be stolen on the south side of the building and detonate the door to begin a 1 :00 timer.
away from the Santa Blanca. Fly to the far northeast corner of the province to get Quickly take out the hostiles just inside, turn right and step up to the network
the notification of a nearby parachute drop site. Look for the orange parachute relay in the corner. Make sure that your team is nearby and hack the computer.
and carefully land on the narrow ledge next to the supplies. If landing the
chopper is not your thing, jump out high above and deploy your own parachute.
A medication-loaded airplane sits at the outpost, next to Alta Gracia Mine. A helipad sits next to the road, southwest of Santa Blanca's Experimental Farm 03.
The runway is surrounded by more than 20 Santa Blanca hostiles. There are If you approach from the northeast, you must deal with patrolling sicarios in the
numerous ways to complete this mission. You can gun it out, make a run for it, fields. Instead, use your Drone to recon the area from the southwest to spot five
or go for a stealthier approach. The sicarios tend to group up in twos, like some hostiles surrounding the helicopter. Setup Sync Shots on three of them, including
kind of buddy system. You only need to worry about the foes on the runway side the lieutenant. Engage the shot with a headshot of your own and quickly gun down
of the wall. Eliminate the hostiles who patrol the two shanties in one Sync Shot the final guy. Board the chopper and fly it north into Monte Punchu.
and then use another against the four around the aircraft. Ignore the remaining
narcos and fly the plane all the way to a hilltop runway in Ocoro.
280
INFLUENCE
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• Deactivate the two antennas within 1 :55
LOCATION
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LOCATION
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Find the first antenna across the river from Guari Village and deactivate it to begin
the 1 :55 timer. Quickly hop into the nearby vehicle and drive right down the dirt Here, the targeted sicario hangs out with fellow pilgrims. Several Santa Blanca
road. Use the power brake to slide around the turns and keep your speed up. Stick narcos occupy the property, but most hang out between the two buildings.
to the route to eventually reach the second antenna east of the starting point. Occasionally, one or two patrol around the perimeter. Take these opportunities to
decrease the number of hostiles by pulling them farther away and knocking them
out. Eventually the target wanders outside of the fence, giving you a chance to
intimidate him out of sight. Use a Diversion Grenade to get to him quicker.
A Santa Blanca outpost protects the coca fields of Mi ski Farm. At the end of the A radio sits on the east side of Bahia Floresta Village at a dead end. Call in
road, a helicopter waits for liftoff with a load of comms tools. Approach from the support and flip the switch to bring up a 2:40 timer. Hostiles may attack from
north and survey the location, being sure to mark everyone in the entire outpost. the east, but mostly drive into the area along the road to the west. Occasionally
Before anything else, take care of the sniper in the watchtower. That leaves only glance at the radar so there are no surprises, but keep your gun trained down the
a few hostiles around the chopper. Be careful as guards may patrol from the road. Explosive barrels along the side of the street and Frag Grenades assist in
opposite side of the base. Take out the enemies near the aircraft and then fly it a taking out the vehicles. Bring a sniper rifle as enemies often attack from farther
short way to the northeast down the path.
281
ESPI.RIIU>SANIO . . e.R0'/1.NC,E . CONI . EN.I
ACCESSORY CASES
WEAPON CASES O ACCESSORY: Accessory: Folded Buttstock
8 WEAPON: L85A2 Assault Rifle G WEAPON: MK-48 Light Machine Gun (Assault Rifle)
At Buchone Chapel, head inside the house through the At the Los Humildes Peregrinos motel, the western Find the cartel's Experimental Farm 03 in northwestern
front door and then use the stairs next to the right side building is under construction. Approach the property Espiritu Santo. The storage building in the back-right
door to descend a level. Move around the left side of the from the west and collect the Weapon Case behind corner of the property holds an Accessory Case on the
fireplace and down to the basement. Continue into the the structure. metal shelves.
back room to find a Weapon Case.
From the east side of the Unidad Observation Post, take Unidad's southern Observation Post is well protected The main roads intersect at the center of the village
out the sniper in the north watchtower and cautiously with watchtowers on each end and several soldiers near a public fountain. The two-story, brick house at this
sneak around the left side of the armory. Swipe the patrolling the grounds. Eliminate the snipers before location holds another weapon accessory. Sneak into the
Accessory Case from the metal shelves. sneaking into the base from the south. Divert their back room and climb to the second floor. The item sits
attention or knock out the troops that get in your way as on a small cabinet in the far corner.
you make your way to the armory (southwest building).
Be careful, as there may be a soldier inside the armory.
In south Espiritu Santo, the Shrine of Loyalty sits on the Look for the rear steps that lead to the large, wooden Infiltrate the base from the southeast and enter the HQ
side of the mountain, southwest of the Espiritu Santo shanty as you approach from the rear of the outpost. building. Climb to the third floor and collect the medal
Charlie rally point. Make the long climb up to the shrine Step inside the entry ahead and snatch the medal off that sits on the dresser.
and distract or take out the sicarios. Collect the scope the desk.
that rests on the stone table.
Q SKILL POINTS: + 1 • SKILL POINTS: +3 O zyxwvutsrqponmlkjihgfedcbaZYXWV
SKILL POINTS: +3
Visit the Shrine of Truth, just off the road, southeast from· Find the chapel on the main road in the middle of the Before entering the Guari Mine to destroy the caches,
the sanctuary. Eliminate the soldiers and collect the village and head directly east. Next to the helipad is collect the Skill Points that sit on an old trolley just left of
medal zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
off the platform. a two-story wood house. Ascend the interior stairs to the entrance.
reach the rooftop, where Skill Points sit on the ledge.
282
M:!l)m~i~la•Mii ,,1 KINGSLAYER FILES
O SKILL POINTS: + 1 O BONUS: Quiet Running 8 DOCUMENT
Sneak into the Coca Warehouse, located south of Guari Near the top of the hill, in the northeast quadrant of Alta At the Buchone Chapel, head west along the outside
Mine and the river, from the south and collect the Skill Gracia, a home is surrounded by a protective brick wall. of the wall. Take out the sniper that stands on the cliff
Point that sits on a red container in the corner. Slip inside the property and search the supplies to the. above before moving up the grassy slope. Climb over
left to find the lone Espiritu Santo Bonus Medal. the rocks on the right and pick up the document that lies
next to the ledge.
8 DOCUMENT Q DOCUMENT
Infiltrate the house next to the Buchone Chapel and Approach the outpost at Alta Gracia Mine from the north, Infiltrate the base from the upper east side of the base
descend into the basement. Collect the tape recorder aiming for the white, two-story home. Watch for the and sneak over to the tall structure, just past the chapel.
that sits on the stone table. patrolling guards and the two hostiles at the house while Watch out for the neighboring machinegun nest along
making your way up the exterior staircase. Sitting on a the way. Climb the interior staircases to the third floor
second-floor bed is a recording for your Kingslayer Files. and collect the document that lies on the floor.
8 LEGEND 8 DOCUMENT
At the western Pilgrim House, spot the center home Rnd the sanctuary built on a hill deep in the jungle. At the Santa Muerte Sanctuary, search behind the altar
next to the big cross. Grab the legend that sits within a A document sits between a group of candles and a to find another document.
memorial on the northeast side. trumpet at the front of the chapel. Religious Syncretism: The main religion in Bolivia is Gatholicism,
although it is considered highly syncretic. It is a complex mix of native
Cult of Santa Muerte (expansion): The Santa Muerte Cult has been and foreign influences, both in terms of rites and beliefs. In their effort
rapidly growing over the past 15 years, gaining several million followers to convert indigenous communities, the first Gatho/ic Missions led by
in Mexico, the USA, and parts of Central America. This can be credited to the Spanish mixed naffve religious principles with Gatholic teachings in
a popular belief that Santa Muerte grants miracles more easily than her zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLK
order to promote Chrisffanity. The plan then was to gradually eliminate
catholic 'cousins', but it is also due to the fact she embodies the identity indigenous beliefs, except it never really worked. Today, it is still
and values of a growing number of poor Mexicans facing violence and common to honor both God and Pachamama in the same ceremony.
struggling to survive in a brutal economy.
A ditch runs from the jungle into the nearby river west of A Santa Blanca outpost is tucked into the side of a hill, The posh home of El Yayo sits in far south Espiritu Santo.
the eastern Pilgrim House. Search just south of the road giving it protection on the west side. Sneak into the Sneak into the house and make your way to the stairs
for a recording. middle building on the north side and climb the stairs to on the south side. Climb to the second floor and collect
the rooftop. The document lies next to the bench. the item off the dresser.
INSTALLATIONS
Alarm zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFE
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Automatic Door
Drone Jammer
Light Panel
Minigun
i...... KEY LOCATIONS
... Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
...> zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
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ai: will see differences in their locations in game.
LA BUENA PESCA AND
......
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NORTH OUTPOST
PINAICOBO FARM
The best fishing spot in Villa
> LAFUENTE FARM Protects the coca fields from Verde and a traditional cocalero's
A traditional cocalero's family farm. rebel raids. family farm.
286
~ PRODUCTION
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PYROLUSITE LABORATORY DOS LA GRAN COLINA 0
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PRECURSORS STORAGE
GAS STATION VIA-B GAS LOOKOUT These precursors are required in
An isolated gas station A lookout built for tourists. cocaine chemistry.
LA MARQUEZA TOWN
Once a cocaleros town, it is now ROAD MARKET
inhabited by miners. An improvised market.
2&7
e PROSPECTING BLACK SITE VILLA VERDE BASE AND PUERTO DE LA COCA
~ Secret prospectors looking for gold. Ships coca leaves and chemical precursors and the locale where dried coca
leaves are shipped toward Ocoro.
288
~ EAST: MAIN ROAD, GATES,
:3: AND MINIGUN TOWER SOUTH RIVER: DOCKS AND BARRACKS
....
LI.I This is a good stealthy infiltration location, mainly
LI.I because the river is lower than the ground the base
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a:: sits on, and on the eastern side, there's bushes you
LI.I
> can use (or you can sneak in from A), allowing you
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.... to lob a grenade into the firing post, or enter the
> southeast warehouse by the open doorway, and start
tagging sicarios.
Taking out the single foe atop the tower is easy if
The concrete docks can be driven down in a boat, but this usually just ends up with you being unable to climb
you approach from the woodland to the east, the
out, and being shot at. Instead, creep to the firing post west of the concrete docks from the barracks area,
river, or anywhere else at a distance and ideally from
overpower the minigun operator, and use the container with the slit windows as cover, with your team advancing
cover. The main gate remains shut (and there's a
into the main base interior. Note you can climb on top of this container, and use planks across various buildings
minigun in a firing post just to the side of it), unless
to sneak across the rooftops, allowing access to the structures immediately east and south of the HQ structure-
you drive in with a cartel vehicle; there's one at the
most helpful when you're attempting to get there as cunningly as possible.
base of the minigun tower, though that usually starts
violence once you breach the gates. Park the vehicle The barracks are easily accessed, as this corner of the main base hasn't the protection of walls that other parts
so that the gates can't close, and you have another do. Infiltrate at night, and remove multiple foes sleeping in this area, easing your main battle.
entrance and exit.
SOUTHWEST: RIVER JUNCTION AND MINIGUN TOWER NORTHWEST: SECONDARY DOCKS AND MINIGUN TOWER
c This can prove to be Clearing this cluster of
an early warning to the river-side structures
rest of the foes if the is optional, though it
minigun operator here prevents the enemies
sees and starts firing from running in and
down on you. Prevent helping during the main
this by mooring your storming of the base.
boat to the southeast, near the tree, and shooting him from this cover. Then Attempt a clearing with stealth tactics as much as possible. Approaching from
infiltrate toward D or G, depending on whether you're wanting to remove all foes, the river isn't really advisable as you're easily seen. Instead, snipe across from
or attack the HQ building immediately. (northwest of) the river, or from E, taking out the minigun tower foe first, then the
three to four other enemies, ideally in complete silence.
To the north are three warehouse structures with two or three floors, all of which can be snuck into via E, F, or
G, and used to shoot across at foes in the HQ building.
To the south is a the comms building, a rickety wooden structure with a second floor, and the dock warehouse. The narrow alleys can be both an advantage and
disadvantage here; you can't move down them in vehicles (except bikes), and you're easily ambushed, but you can tag foes quickly and seek cover just as fast, too.
li!l!!IIt's time for a distraction! If your drone has a noisemaker, place it elsewhere in the base (toward E) while you sneak in from B, C, or G and enter via the
southwest, grab the shells, and leave the way you came.
Or, you can try a methodical sweep of enemies, attempting stealth until you're spotted. Remove the minigun operator at A, sneak along the south river area (B)
removing foes at the firing posts, defeat the minigun operator at C, then clear the secondary docks of foes (D), enter the base at E, and use the helipad (and your
teammates) to push into the base from this location, and southeast into the HQ building.
You could find a cartel vehicle that's well-armored, and drive it through the gate, and lay waste to the area, though there are problems obtaining visuals on all the foes,
and you're surrounded if you park in the unloading docks.
Long-range sniping is minimized here, as you physically need to enter the HQ building to obtain the shotgun shells. Parachuting onto the roof of the HQ building, then
descending to the second floor room with the shells works, though shotguns and backup from teammates are needed.
l?iJl!IA more robust plan involves each Ghost infiltrating from a different point, some with the intention of causing a ruckus or distraction, and others intent on
getting the objective done. Start at night so you can kill the sleeping foes in the barracks. Have a Ghost enter from B and G, heading through the narrow alleys to the
HQ building, with one splitting off to cover the three structures north of the HQ. The other two can cause a distraction at E, or the yard outside the door, or drive a
vehicle into the main gates. Or, if stealth is more important, have all four Ghosts enter from Band G, and swarm the HQ building, ascending as quickly as possible, and
remaining in the relative cover of this structure, killing foes who try to enter from below.
Use the boats to the south (B) or the helipad (E) as escape possibilities, as well as a vehicle parked inside the unloading dock (driving it out of the main gates, to A).
GET BENTO
With the shotgun shells in your hands, it's time to kill the Unidad lieutenant, and frame El Wey for it. This involves travelling to the far eastern edge of this province
(or fast-travelling to Villa Verde Charlie and heading due south), and assaulting a hilltop observation post. Though compact, expect the enemies to be even tougher
than those you've just dealt with. Rearm, and recon before the assault.
Truly the worst location to infiltrate from, unless you're driving up and into the Whether you're reconnoitering from here, using this cluster of boulders as a
base in an armored truck owned by Unidad, can slay the lieutenant in seconds, sniping position, or shooting out the lights and alarm panels, this is a great
and run the gauntlet to place the shotgun shells by the corpse and return to the support spot to take. Though the target isn't initially visible from here, if he runs,
vehicle before you're shot to bits yourself. he can be seen and taken down from here, too. Plus, you can just about take
down reinforcements appearing at A.
Instead, ignore this area, looping around to B or C. If you must attack from A,
lob in grenades into the firing posts to soften up the enemy. But do this after the Closer to the base perimeter, you should notice that the wall cubes the base walls
alarm has been neutralized. are built of have some handy gaps here, and there's no real enemies patrolling
the immediate area (though you need to watch for the sniper to the south). This
When enemy reinforcements arrive (and they will), vehicles come up this hill, so
is the prime spot for infiltrating, freeing the rebel in the cage, shutting down
it's wise (and cunning) to litter the road with mines. Not just one, but three or four,
. generator power, and killing both the alarm and the lights.
all at different parts of the hill (so when one explodes, the others are still intact).
This, along with pushing your team to guard the gates from the inside of the
base, keeps reinforcements at bay for as long as you need.
292
'
' "' · ~-----P~R=O=DU=C~T=IO~N
EAST: HILLTOP RUINS SOUTH: WALL GAP
While the eastern perimeter is impenetrable from this direction, you're able to The gap in the wall here allows you to jump over and into the base, ideally before
see almost all ,the important parts of the base from these old ruins. Sniping both anyone sees you. At this point, you can find the lieutenant and, when he starts
the alarm and light panels, as well as the target (and foes in the barracks area) is patrolling, you can quickly follow, neutralize him with suppressed fire, plant
possible, though you'll need to reach the target to plant the shells afterward. This the shells, and retreat the way you came without anyone knowing. Or, you can
is another great camping spot. quickly tag the alarm panel, move to the barracks, or into the base and start
firing at folks.
Bento starts by sitting on the crates outside the com ms building, and periodically patrols the base. He can be easily shot, either at close range, during a firefight, or
by sniper fire. The problem is with the last objective: placing shotgun shells on his corpse. This means you should think about where he's going to be when you kill
him, so the planting of the shells takes place in an area beneficial to your extraction. Near D is a good example.
Or, enter from B, kill the light panel and alarm panel so reinforcements aren't instantaneous, and sweep south, removing the foes and sniper, then work your way to the
barracks on the east side, into the com ms building, and finally toward the firing post. by the main gates (A), shooting foes silently along the way. Make Bento one of the ·
casualties along with all the others; don't pay him special attention. Assuming no one sees you, plant the shells and slip away silently.
Otherwise, simply assault the base with you heading in from B, and your team coming in from A in a vehicle. Or, infiltrate from D while your team does so from B. Then
move them to the helicopter near A, to deal with reinforcements while you kill the alarm and mop up the target. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONML
[3lEll Only a single Ghost is needed to perform the Solo plan detailed above (entering from D, killing the target, and retreating after mission completion). Or, you can ·:,;
set up snipers at Band C first, with two Ghosts entering the base (at B and/or D), killing the alarm and light panels, then everyone clad in Unidad uniforms. Alternatively,
you can assault the base by driving a Unidad vehicle into A, causing a commotion while other Ghosts infiltrate from B or D to remove the target. .
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Around a kilometer southwest of Villa Verde Bravo
is a small laboratory with a perimeter fence, and
around ten cartel members guarding it. You're
to destroy the generator inside the warehouse.
You don't need to worry about clearing the area,
rescuing anyone, or even entering the facility in
the usual manner; the mission concludes as soon
as the generator goes up in flames.
'' . Jo-. f ~------P~R=OD=U~CT~IO=N;;
WEST: ROCKY OUTCROP
',"' SOUTH: MAIN ROAD AND GATES AND PERIMETER NORTHEAST: SNIPER'S VIEW
.,.,
,- A B c
There's a foe at the minigun nest to the right (east) The perimeter on this side of the base is There's a high rocky promontory above and
of the gate, and another to the left (west) at the firing impenetrable, but the higher ground near the jungle northeast of the base, above the small camping area,
post, inside the base itself. Though it's not subtle, trail to the northeast, and the area outside the which provides spectacular views of the province,
you can drive a cartel-approved vehicle in through perimeter, can be prowled around. After tagging foes as well as the mission area. You can snipe the. alarm
these gates, and immediately assault the foes or the with your drone, you can find those on the catwalk panel, foes patrolling, those on the warehouse
generator inside. of the warehouse exterior, and those patrolling the gantry, and anyone who freaks out and runs outside.
ground nearby, and neutralize them from range. This Cover your teammates from here. Or send out an
Better yet, you can tag the minigun nest foe from explosive drone to complete the mission.
is a great spot for sending in an explosive drone to
the rocky outcrop on the left side of the road, and
detonate at the generator, completing the mission
use this elevation to snipe and destroy the alarm
without having to set foot inside the warehouse.
pole panel behind it, inside the base. Then creep to -
the firing post and shoot the foe, or lob in a grenade.
Then drive into the base, or pick a perimeter
(!) TARGET: WAREHOUSE AND GENERATOR
direction to reach D. F This is a large laboratory warehouse with a smaller
storage and unloading room on the east side. To the
NORTHEAST: PERIMETER GAP south, there are upper windows you can shoot out
(if you want to pilot a drone through them), and a
large doorway behind the unloading trucks. On the
west wall is a large ground garage door entry, two
metal gantry steps above (to the interior walkway
and storage room exterior roof), and a doorway to the back room lab. Along the north wall are windows
you can shoot and vault through, into the back room lab, as well as a stairwell to the gantry. Along the
east wall are gantry stairs, a large garage opening into the storage room, and upper windows along with
a doorway offering access into and out of the interior walkways of the warehouse. Don't forget the roof;
If you're determined to clear the area on the ground, there are windows up there, but they can't be smashed.
enter via the break in the perimeter fencing at this
location. The cluster of large metal containers makes
perfect hiding spots until you've ascertained where PYROLUSITE LABORATORY UNO: OTHER TACTICAL ADVICE
every foe is, after which you can destroy the alarm
panel, then all the enemies you wish. There's also Eill!lJ The generator is on the interior south wall of the main warehouse room. It can be destroyed using a
great access to the western and northern sides of high-power weapon (like a shotgun or sniper rifle), or any explosive. It can also be shut down (as you would
the target structure, as well as the metal steps to normally deactivate a generator), but this just wastes time. You need to blow this up, and get out.
the gantry. Achieve this by flying an explosive drone in from outside. Or, shoot at the generator with a high-damage
weapon from the perimeter, through the west garage doorway near B.
EAST: PERIMTER FENCE
Another option is to stand on the rock midway along the western perimeter fence, shoot out one of the upper
E. windows on the west wall of the warehouse, and lob a grenade over the fence, through the window, so it
lands on the generator. Alternatively, sneak in from D, onto the gantry steps, into the warehouse, and destroy
the generator by any means you wish.
Or, pick a cartel vehicle, drive it through the gates, get out and storm the building, lobbing in a grenade, and
flee (using the same vehicle, one of the unloading trucks, or leave via D). You could also choose to tag the
minigun foes from cover at A, moving clockwise to B, and removing the enemies and alarm panel as you go,
Though you can't enter via the fence, you can then insert yourself arid team at D, and finish off the enemies before committing to the generator destruction,
certainly shoot through it, crippling the alarm panel, If you want a more dramatic entrance, drop from a helicopter onto the roof (or land the chopper on the roof),
cause distractions, or head below the fence so drop onto the gantry and blast the generator, or use an explosive drone. Choose the latter as you can't get
you're not spotted when moving between A and D. back onto the roof once you've dropped off it. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFED
[iililJThere are better distraction opportunities in Co-op, allowing you and a friend to speed through the
/!: ·
main gate in a cartel vehicle, while a friend at C provides supporting fire, and a fourth Ghost heads in from D zyxwvutsrqp
to attack enemies in all directions.
•'
Acquire Major Intel in Villa Verde Province
to access this mission, or discover the
Laboratory 1 mission. You can also unlock
WEST: PERIMETER AND WEST YARD NORTH: PERIMETER AND NORTH YARD
There's no way into this zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
C You cannot access the D
part of the base from
base from the perimeter
outside (unless you're
wall, so once again
flying), but it's important
you need to infiltrate
to note the gantry from A (or the sky), and
steps you can reach then learn the nuances
by scurrying in from A, of the scenery in this
and around the inside of part of the yard. There
the perimeter of zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
the base. Head up there, neutralize the mortar foe, so a chopper are containers to climb up and use as cover and a height advantage. There's a
can extricate you, and perhaps smash the windows of the small lab structure the container at the northeast corner of the storage structure; climb onto the roof,
mortar is resting on; you can vault through the windows and you're very close to · and you can quickly overpower the mortar enemy around the corner, to the
your target. southwest. Or, you can use the gantry, or enter the warehouse at ground level.
Vet another option is to tag the checkpoint foe from cover at A, moving into the base and removing the enemies and alarm panel as you go, then insert yourself and
team into the storage room's north entrance as well as spreading out to the gantry stairs near the mortar, and finish off the enemies before committing to the generator
destruction. Or, drop from a helicopter onto the roof (or land the chopper on the roof), drop onto the gantry and blast the generator, or use an explosive drone. Choose
the latter as you can't get back onto the roof once you've dropped off it. It's worth flying low and strafing the mortar foe first. zyxwvutsrqponmlkjihgfedcbaZYXWVUT
lilll!i There are better distraction opportunities in Co-op, allowing you and a friend to speed through the main entrance in a cartel vehicle, while a friend at B
provides supporting fire, and a fourth Ghost locates a getaway vehicle, or concentrates on the installation takedowns (alarm and mortar).
Just under two kilometers downhill from Villa Verde Charlie is the town of La
Marqueza, where a rebel leader must be questioned to see if there's a way for
the local workers to break out of servitude the cartel has imposed upon them.
It seems there is; and it involves removing all the cartel threats in town (along
with some rebel support) and an additional group of foes guarding the main
Pyrolusite Mine to the southeast You have two mission areas and no time to
recon once the mission commences, so make your tactical battle decisions
with a swiftness of forethought
In Co-op mode have three of the Ghosts check the infiltration points detailed below prior to chatting to the leader, so a lull lay of the land is known, and you can take advantage of
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SOUTHWEST: MAIN ROAD SOUTH: ROCK OUTCROP SOUTHEAST: LOW ROCK OUTCROPS
c D
If you can, hike or journey round to the edge of town, The best sniping position mixes safety with a Offering similar, but not spectacular views of the
and head downhill, with the chapel ahead and on panoramic view of the town, and the entire area town like D, this location allows you to snipe foes
your right. There's cover, height advantage, and easy below you. Hike up here via the trail, and stand on the eastern edge of the mission area, as well as
access to taking out the foes at the sniper tower and directly above the cartel mansion. You're around 200 infiltrating the buildings on this side of town, like the
minigun nest. You can stay on the southeastern edge meters from the sniper tower, and can sweep from green shack structure with a balcony overlooking
of town and work your way through the back yards west to east, removing foes without worrying about one of the minigun nests. Fall back to here, or head
(on the higher ground), toward the cartel mansion being flanked (and if you are, just place a mine to down and engage the foes between the buildings.
near E, or remain at the road junction at the metal the sides of you).
container with the slit windows.
....
> EAST: MINOR ROAD (!') TARGET: THIRTEEN ENEMIES
3:
....., This road offers better
Of the 13 enemies
.... cover opportunities G
....Cl than A, as it's on higher
guarding this area, two
are armored and one
....
a:: ground, and you're able
> to engage the enemy is a sniper. Taking out
cc the sniper is a priority,
::::1 more quickly, fighting
> down this street. The
before switching your
attention to the adjacent
first confrontation is at
minigun operator, and the remaining cartel thugs scattered around and inside
the minigun nest, near the armored enemy, then the cluster of homes between
the structures on the south of town.
there and C. Use the buildings as cover, and work around or through each of
them, clearinq the area of foes.
l:!imJ Your plan is straightforward, and you have rebels incoming from the north, so a more clandestine approach soon gives way to regular and violent gunfire. Make
your opportunities count by heading to B, and removing the sniper and minigun operator, before circling to C or the sniper tower itself, and looking for further foes as
you urge your team toward G to weed out enemies; then support them until the place is cleared out. Remember you can attempt a more clandestine approach if you
tackle these foes before talking to the union leader, though you don't have the rebels supporting you.
Other options include sniping down from D as your team clears the area, or landing your chopper atop the cartel mansion roof (below D) and fighting off foes using the
defenses of this small compound. Otherwise, utilize building-to-building fighting, with grenades to flush out your enemies.
l?m While all Solo options work, having multiple vehicles causing mayhem while other Ghosts snipe down from vantage points and/or shoot out from the same
vehicles is an exciting, if not too tactical, plan.
Outflanking is another great idea: One Ghost should tackle the sniper and minigun operator from B. Another should head down the road from C, clearing the foes to
the south. A third Ghost should stand atop the rock outcrop at D, shooting at foes below and covering other Ghosts. The fourth player should sneak in from E or F,
attempting close assaults with cover from the Ghost up at D.
There's little time for recon during the mission, but plenty of time prior to it. Visit
this mine before you speak with the union leader in La Marqueza to get a full tactical
outlay of the terrain. so you aren't just wading into the mine from the main road.
....
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NORTHWEST: UPPER LEDGE AND MINIGUN NEST SOUTHWEST: UPPER LEDGE AND MINIGUN NESTS
This is a recommended C
The two further minigun
infiltration spot, as nests in the southwest
you have an excellent upper ledge are
height advantage, can unmanned, so use them
defeat all but one of for cover, or employ the
the enemies relatively miniguns to lay waste
easily (the only one who to foes (not workers)
might give you trouble down below. Simply
is near the workers' barracks close to E). Also, you can sneak behind the foe at move farther round from B to reach here, as you catch the enemy by outflanking
the minigun nest and remove him, optionally using the miniguns afterward. Great and firing at them from multiple directions. This is safe, and you can even kill the
sniping views make this a go-to spot. panel on the light pole if you need to.
301
....
>- EAST: WORKERS' BARRACKS AND HILLSIDE NORTH: ROAD AND HILLSIDE
==
.....
.... F
Use the hills as cover; the rocks and long grass allow you to thoroughly check
provides a great view of (and infiltration route into) the eastern side of the base. the position of your opponents if you need extra information (like whether
This raised area usually has a single foe, so attacking him from the hillside your enemy is one of the three armored foes), as well as exceptional ranged
makes clearing the area easy. In addition, the cabin on the ledge overlooks the attacking opportunities.
main grounds of the mine, allowing for many ranged takedown opportunities.
Note the starting position of the eight enemies, two of which are armored foes. They are scattered across the mine. With even a modicum of competence, they
shouldn't provide more than a minor challenge, given the open exterior and height advantage you have around the perimeter of the mission area.
EiiJllll After ordering your team down to engage the enemy from A to H, hike around to B, and make your first kill the foe at the minigun nest. This hobbles any
rapid-fire defenses the enemy has access to. Now snipe from this nest, ideally at the armored foes first, then the remaining stragglers. Or, you can snipe the minigun
operator from A, and make a joint push down into the mine grounds, ordering your team south while you loop round to catch the foe on the higher ground near the
workers' barracks to the east.
Alternatively, you could steal one of the large diggers and drive it into the mine with your Ghosts hanging off the sides, all guns blazing. You could also land a helicopter
on the roof of the main warehouse, and snipe from this vantage point, or just strafe the ground with chopper fire (making sure you don't hit any workers). zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJ
'3:!lml Solo plans work well here, though you have the obvious advantage to split up and dot yourselves around the perimeter, providing sniping fire for any Ghosts
wanting to experience close combat, or backing up the rebels that are arriving. Place a Ghost at B, C, F, or G and catch all enemies in the crossfire.
Or, the use of multiple vehicles is also encouraged, with a digger, the armored truck you arrived in (or requested via Rebel Support), and a chopper all making short
work of the enemies here.
302
.....
....
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The deep ravine to the southwest of the camp can After quite a hike along the trail to the northeast, you Make even more of a hike to the southeast corner
actually be climbed up, allowing you to reach the can climb up to this location, which is the only area of the base perimeter, and you can hop over a
block wall between the firing post and the armory. of block perimeter on this side of the base (aside concrete barrier, and stealthily tackle the enemies in
From here you can sprint to the hangar while your from B). Hop over here, to the container shed, or and around the HQ building. This is helpful if you're
team distracts, or start popping off shots to enemies down to the armory, then to the hangar itself. trying to remove all foes, you're wanting to create a
at the aforementioned locations. If there's no other distraction, or want to head to the Com ms building,
option, you can even leap over here and scramble then to steal the Unidad Buggy.
down the ravine to escape.
~ PRODUCTION
(!) TARGET: LAPTOP (HANGAR) F.0.8. TUCAN: OTHER TACTICAL ADVICE ....
>-
Unfortunately, this is lEI!I Head in from B under cover of darkness, entering the hangar from the
rear (north) doorway, attempting melee takedowns in silence of any foes you
....==...
rather close to the
entrance, so you may meet. Hack the laptop, and leave the way you came, with no mess, and no fuss.
wish to enter from the Or, have your team attack the HQ building at E, or the foes around the hangar
rear doorways ( down while you access the laptop.
from B), or create a
Another option is to send an explosive drone to the firing post to take out the.
distraction elsewhere
minigun operator, then drive into the camp and create chaos. Park, rush the north
in the base. Note the propane tank, various barrels (for distraction purposes),
(barracks) area of the camp, and with the higher ground, fan out and remove all
and the attack helicopter which would be great to pursue El Wey in!
remaining enemies. Snipe from the upper ground west of B, removing the foes
behind the minigun nests near E. When few foes are left, head for the target.
Escape in a Uilidad truck if you need to, or either of the two helicopters in this camp. Don't forget to call Rebel Support if you're in need of a distraction, extra men, or a
vehicle to chase El Wey down in.
liilllJ Solo plans are great plans, but with three additional humans, there's an extra degree of tactical mastery available. A good plan is to head in from B (two Ghosts), E,
and C. With the Ghost at E tackling a good number of the enemy; back him up with sniper fire from B, while the Ghost at C neutralizes the enemies around the hangar with the
help of a second Ghost who came down from zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
B. Don't forget helicopters can help your side as well as Unidad's; bring one into the fray, along with ground troops, to distract as
well as pick up your team for the next part of the mission. Aim to leave this base in multiple vehicles (perhaps a chopper and buggy or truck, or two ground vehicles).
In Co-op, split your time between teammates focusing on El Wey, and teammates focusing on neutralizing the Unidad vehicles giving chase. In Solo, order your team
to engage Unidad while you stow El Wey in a handy vehicle; even a Unidad one you've commandeered after killing the occupants. Did you arrive here by helicopter? It
may be tricky to land, grab El Wey, and bundle him into a chopper, so seek out flat land ahead along the route before ambushing. Or seek a vehicle to apprehend after
ditching yoUf chopper. In Co-op missions, having a chopper strafing the enemy helps during this extraction.
Find a helicopter loaded with com ms tools next to the Pinaicobo Farm. Five A radio sits atop a rooftop in Villa Verde, across the street from a public square. Use
Santa Blanca soldiers man the area, including a veteran and lieutenant. Sync the stairwell to access the roof, rally the troops, and start the radio. The transmitter
up lleadshots on four of the men, making sure the captain is one of the targets. must be defended for 2:30 as enemy troops attack from below and eventually
Engage the shot and quickly eliminate the final hostile. Hop in the aircraft and fly above. While it is a good idea to monitor the streets, be sure to keep an eye on the
it five kilometers to the southwest. roof access to avoid an ambush. Use the mini-map to spot incoming enemies. Listen
for a chopper to join the onslaught and focus weapon fire its way to bring it down.
Duck into the building if the Fall Back message appears on screen. Prioritize your
focus on enemies near the southwest corner and the stairwell since they can do the
most damage to the radio. Lob grenades down on vehicles and groups of foes. Keep
the radio upright for the entire 2:30 to complete the mission .
A network station sits near the Quya Secure Barn. The network relay is found on At the cartel's makeshift runway, an airplane loaded with food parcels sits ready
the second floor and only ground-level doors are available. Blow the west door for takeoff. Approach from the north and enter the com ms center, taking out the
open with an explosive to begin the 1 :30 timer. This gives you quick access to the soldier inside. Four hostiles remain, two on the runway and two inside the hangar.
stairs. Cautiously turn left at the top of the steps and take out the hostiles that Setup Sync Shots on the guys inside and one outside. Engage with a headshot to
surround the computer. Once you're clear, hack it to complete the side mission. the fourth man before hopping in the plane.
306
PRODUCTION
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• Blow up one of the station's entrances and then hack the network relay
loBJECTIVE
• Grab and intimidate the sicario
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The network station in this side mission is part of Santa Blanca's central outpost, so
be ready for the possibility of extra soldiers when you exit the building. The network missions. Five soldiers, including a heavy and veteran, surround him. Recon the
relay is against the south wall on the third floor with an entry point straight across property and if a hostile stands on the north side of the burnt out house, snipe
from the computer. Grab a helicopter, such as the one from the Villa Verde airport, him out of sight from the others. Clear out the rest, but always keep an eye on
and parachute onto the station's roof. Blow the door open, take out the hostile the target. When he makes a run for the SUV, be sure to grab him before he can
ahead, and hack the relay. Once done, be ready to fight your way out. take off. Remember you have a short amount of time after he closes the door to
pull him out.
Find the next network station at Santa Blanca's west outpost. A few soldiers man the A supply drop has come to rest on the side of a cliff, north of Maco and west of
outpost, outside of the station. Make your way through their camp and quietly eliminate Lookout. A helicopter is available at the Villa Verde Bravo rally point. Fly it west
them. Once the base is clear, detonate the front entry point and fight your way inside. Within until you spot the orange parachute lying on a small ledge. Guide the aircraft onto
the 1 :30 timer, carefully make your way around to the right to find the network relay sitting the small landing area, hop out, and tag the supplies.
against the inside wall.
307
WEAPON CASES
• WEAPON: M9 Handgun ii) WEAPON: 805 Bren A2 Assault R'ifle ii) WEAPON: Dragunov (SVD) Sniper Rifle
A small base is setup down the hill from the makeshift Find the Santa Blanca's precursor storage west of La The Villa Verde Base is located in the far southwest
runway. Sneak into the armory that neighbors the Marqueza. A new assault rifle sits inside a small shanty corner of the province. Start out by taking out the sniper
helipad and collect the new handgun. in the southeast corner of the property. in the east watchtower and grabbing the Santa Blanca
vehicle. Drive it through the automatic gate and park it
in front of the armory just inside on the left. Collect the
brand new sniper rifle from the case inside.
ACCESSORY CASES
" ACCESSORY: Russian Red Dot Scope Cl) ACCESSORY: Extended 9x19 Magazine (25) <I) ACCESSORY: Extended 6x35 Magazine (30)
Complete the Rebel Op: Vehicle Drop Off side mission Sitting up on a ridge, northwest of Boicobu Farm, ruins Enter the two story. shanty next to the helicopter and use
east of the Quya Secure Barn. Before exiting the network from a burnt home still remain. Fight off the Santa the north steps to reach the second floor. An Accessory
station, collect the scope off the desk on the third floor. Blanca narcos and grab the Accessory Case from the Case sits on the metal shelves in the back room.
back room.
SKILL POINTS
~ ACCESSORY: Short Stock (Assault Rifle) Q O
SKILL POINTS: + 1zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
SKILL POINTS: +3
Travel to the Leipez Cooperative, east of Palmeras Far up in the northern reaches of Villa Verde, visit the Hostile presence is fairly light at Pyrolusite Laboratory
Village, and search the open storage container that rests Lafuente Farm. Enter the barn on the hill and collect the Dos, but you still need to tread carefully as you infiltrate
under a shelter. An Accessory Case sits in the back. Skill Point off the stack of pallets in the corner. the plant. Take the stairs up to the catwalk and search
along the north wall for Skill Points. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONM
O SKILL POINTS: +1 Qi SKILL POINTS: +3 GJ SKILL POINTS: zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQ
+1
A road market has setup business at an intersection on Infiltrate the Pyrolusite Mine from the northeast to Infiltrate Unidad's observation post and enter the comms
the side of the mountain, east of La Marqueza. Wipe out avoid the defenses at the main entry point. Sneak past center located in the center of the base. A Skill Point
the Santa Blanca sicarios before collecting the Skill Point the trailers and drop off the short cliff. Enter the big rests on the metal shelves inside.
that sits on the back table. warehouse and climb to the third floor loft to collect the
Skill Points.
At the center of the city, a public square sits between a Visit the market on the east side of the city, and Sitting next to the runway on the south side of the city,
bank and city hall. A legend sits on the south railing. search under the northern shelter. A briefcase sits an air traffjc control tower controls the aircrafts that
next to a pillar. fly in and out. Climb to the top floor to find a file on the
Diablada: La Diab/ada is the Spanish name tor the Devil's Carnival
held each February in the mining city of Oruro to honor the Virgen def controller's desk.
Socav6n - the Virgin of the Tunnel - the saint patroness of miners.
The carnival takes its name from one of its most emblematic dance, ta
Diablada, during which performers wear devil suits, masks, and horns
and parade in the streets. The dance dates back to the pre-Columbian
period of the Urus who used to practice it in honor of the god Wari.
A comms center sits just north of the runway at the At the central Santa Blanca outpost, located between On the northwest side of Maco Village, find the building
top of the hill. Sneak into the north door and snag the Villa Verde and La Marqueza, sneak into the large next to the helicopter and access the stairs on the north
briefcase that sits on the shelf. housing on the north side. Head upstairs to the side. Climb to the second floor and search the front
second floor, where a document has been left on one room. A recording sits on a pile of trash.
of the beds.
8 DOCUMENT e LEGEND
A shrine dedicated to an Inca goddess sits in the middle
of coca fields east of Palmeras Village. Grab the legend
that sits between the candles.
Mama Coca: Legerds about Mama Coca often tell very different tales:
some think she was Pachamama 's daughte, Others say she was the
courted wife of one of the first lncan emperors. But most stories end
up with the idea that when she died, her body was dismembered and
buried separately. In the tomb's center appeared a new plant called zyxwvutsr
Follow the main road south into Palmeras Village and "coca," whose leaves, originallyreserved for men, couldbe used to relieve pains and soon were consideredsacred.
tum onto the second dirt road as it leads toward the
water. Just before the dead end, two cages sit behind a
shanty. A document rests on a desk inside.
309
.
I l"•IIJII I INSTALLATIONS
II IJPo 1111 zyxwvutsrqponmlkjihgfedcbaZYXWVUTSR
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® Food Parcel ill Automatic Door 3
® Imprisoned Rebels
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EV LOCATIONS
~ Please note, Resourcesare shown on the maps in possiblelocations.As they are being used by all factions,they are often in constantmovementand it is possibleyou
U:: will see differencesin their locations in game.
....zen NORTH OUTPOST INGANI
; REBEL CAMPSITE A logistics platform for the narco- A remote fishing and caiman-
A temporary rebel campsite. submarine base. hunting village.
312
SMUGGLING
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::.::
RIVER OUTPOST
Controls river traffic.
FRONTERA
A caiman-hunting village occupied by the cartel.
313
Taking out the first submersible involves entering a mooring warehouse
that's tightly controlled by close to 20 armed cartel thugs, who are guarding a
MOST RECON: MORTARS AND MINIGUNS
rather makeshift jetty of observation towers. They've commandeered a huge
Though there aren't any Bolivians to worry about accidentally shooting, this place is
suspension bridge well, and placed a mortar nest on top of each bridge tower.
well-defended with mortars on each bridge tower, and a gun tower on the north end of
This means a quick and explosive completion isn't really possible due to the
the bridge bristling with three miniguns, as well as a minigun nest just before the north
tricky navigation needed to reach the warehouse. Unless you drop in from
bridge tower. These can hamper progress, so take them out as a matter of priority.
above, of course.
I_. SMUGGLING
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approaching the target to recon the area, aim ........
by land or air, this river up at the snipers on z
barge is the nearest
location to deploy onto
both bridge mortars,
and most importantly,
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if you're after a quick snipe across the river
at the outpost itself.
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dash up and over the
corrugated metal fence onto the floating deck, and into the submarine warehouse You're not likely to face enemy retaliation, and can keep a fellow teammate who's
(I). You only have around three or four foes to face if you know the exact route, going for the target. Train your rifle on the floating deck structures and cover your
and the rest (who are likely to be alarmed if you aren't swimming up to this fellow Ghost.
infiltration point) should already be feeling the heat courtesy of your teammates.
Use the metal stairs near C to climb (south tower), as this tower also has a sniper to neutralize, and
ascending using the steps on the north side of the river makes you more easily spotted by foes inside the
Outpost. Or, you could try parachuting down to either mortar nest.
Defeating the light defenses up here allows you to put the enemy mortar out of action, letting you use a chopper. Plus, the vantage point enables exceptional
sniping opportunities.
This isn't a particularly wise infiltration point if you're A wooden tower at the north end of the bridge Don't overlook the foe in the green roadside care,
heading in from the river, as there's a minigun nest road has three miniguns, but the place is usually before studying the main entrance into the Outpost
on the rickety wooden platform and small tower at unmanned, making it a key area to infiltrate and itself. Though there might be some decent vehicles
the foot of the bridge on the west side. Deal with snipe from. Rifle fire toward H is better than using (such as an APC) to commandeer, the concrete
this gunner by shooting him from the bridge road the minigun, unless you've roadside vehicles to mow barrier and mesh fencing along the side of the road
junction so you don't have to shoot through any down (from any direction!). can't be driven through, so the main gap in the fence
defenses. Otherwise, this area can be maneuvered between the observation posts on the rickety river
The sloping grassy hillside has enough height for you
through, as there's a narrow deck bridge under the platforms is the only way in from the road.
to use the area to recon the bridge, shoot the foes
main suspension bridge linking to the east side of
up on the mortars (witli careful aiming), and provide
this Outpost.
covering fire to Ghosts inside the Outpost itself.
Or, you might wish to minimize carnage, maximize stealth, and swim from the south bank to A, hop over the low wall or climb straight onto the floating dock. Work your
way with suppressed fire northeast to the submarine warehouse entrance, and clamp C4 to the submarine hull before leaving the way you came. Detonate when safe.
Or you could just land a chopper on the submarine warehouse roof, drop down to the entrance, destroy the sub, and then flee, but getting away is far more difficult
than dropping in. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
mJm The major mortar nests are the biggest initial concern if you want to overwhelm this area instead of infiltrate it. Strafe the two towers with helicopter gunfire,
then target the enemies on the jetties too, raking the Outpost until there's a safe route to the submarine.
Or, try a variation on the Solo plan; either head in from A, or push northeast from D. With Ghosts backing you up at B, C, E, or F, perhaps creating disturbances, lobbing
in area-of-effect explosives, and generally causing havoc, you can destroy the first submarine relatively easily, providing you know how tight the entrance into the
mooring warehouse is.
Among the river inlets and swampy ground toward
the eastern side of the province is the rusting
wreck of an old ship called Las Anguila. This
makeshift outpost has around 20 cartel members
guarding a small submarine docked on the eastern
edge of the base, and getting to it via the base
itself is a tricky business. A better plan is to attack
from a direction your foes won't be expecting.
MOST RECON: NIGHT TIME IS THE RIGHT TIME MOST RECON: NOWHERE TO RUN
Despite the narrow walkways you must maneuver across to reach your goat. the Though the narrow path to the submarine can be tricky to navigate for your team, it's
mission is a little easier if you remove the sleeping threats clustered around both the just as problematic tor your toes. zyxwvutsrqponml kjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
If you're systematically neutralizing enemies from
barracks tents on the southern part of the larger island. Note there's a minigun nest west to east, once you're on board the gantries and connecting walkways from the
just north of these barracks too, so neutralize that to avoid being raked as you reach rusting ship to the submarine dock, the enemies have little maneuverability to dodge
the rusting shipwreck itself. your fire. They will stand and fire, can't flee. and are therefore easier targets.
0
: WESTERN ROAD LARGE ISLAND: NORTH ROAD SMALL ISLAND: JETTY
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If you're driving here by road vehicle, this is where The track from the small dock (A) runs around the If you're trying a clandestine attack, you can sneak
to disembark; on a low hill overlooking the main north side of the island, and into the rudimentary here, then move west and assault the large island
island. Here yo~ can mop up the couple of fellows cartel base overlooking the rusty boat. The slightly base, or swim east using the hull of the boat as
on the small dock below, and figure out whether higher ground on either side of the track (on the cover, and maneuver onto the wooden docks where
you'll approach the main base around the north (B) northern part of the island, or in the middle behind the the submarine is. However, this area is exposed, and
or south (D) _sides of the main island. Obviously, you metal fence) are possible sniping spots if you need you're easily shot at from above (both the boat and
can also toy with the idea of approaching from the to tag the minigun nest operator, or the sniper on the base). There are boats moored near here if you need
water instead. western edge of the boat. There are few enemies, so a quick extraction, though.
an on-foot stealth takedown here is straightforward.
Note the huge hole in the boat's hull on the south side, near a secondary jetty.
Maneuver around the metal fence running north-to-south and attack the base This is the usual way to access the boat interior and deck, where the going is
from this direction (ideally with a fellow Ghost doing the same from B); if you're narrow for both you and the enemy. If you're wanting to completely clear the
heading here during the night, you can wipe out multiple foes at the tent barracks. area of foes, trying heading in here with the enemy unaware of your presence, as
Then ensure the armored foe near (or using) the minigun is put to rest. close-assault battles are very dangerous.
The other entrance and exit to the rusting boat is the hull hole on the eastern end
of the vessel (stern), which allows access onto the wooden docks. This is where
the majority of the enemies are, so you may wish to study alternative routes, or
tag the snipers on the boat's roof before entering here.
Looping around and standing on the edge of the deeper water, the edge of the Though it's difficult to make out, the northeastern corner of the dock is on
swamp is a good spot to start removing foes from long range, including enemies shallow water that you can stand on, and allows you to cross; climbing up and
on the roof of the boat (which is difficult to climb up and onto), as well as the onto the eastern dock platform above the submarine, Use this to surprise and
majority of the enemies on the docks. A great position for covering fire. overwhelm your foes if you opt for quick submarine destruction. This is one of a
few shallow areas around zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHG
J you can use to quickly climb up out of the water.
318
, '
EAST SWAMP (PENINSULA) SOUTH SWAMP N
.....
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enough to stand in,
which surrounds the
swamp has low bushes
to use as cover, and an
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submarine docks. excellent view of the southern side of the boat and docks. This allows takedowns
Wading from the peninsula (H) west, allows you to get around 80 meters from the of many foes, and brings more out onto the small exposed island too.
target. From here you can snipe, or swim to the target.
A thin jetty ramp links the rusting boat to the docks either side of the submarine. A cluster of well-armed thugs guards the submarine itself, and it's important to
realize the gangplank from the boat isn't the only way to reach the target:
You can swim in from the swamp, standing in the water and clamping C4 to the submarine before swimming away, undetected.
You can swim to the base of the docks, find shallow water you can stand up in, and then cross, vaulting up and onto the dock deck, surprising the enemy and
starting a firefight (with fellow Ghosts to hopefully back you up). There are cross points on the east, north, and west sides of the docks.
Or, you can just parachute in from above, or launch projectiles from your chopper while gunning down the enemies as they scurry for cover.
Or, pile everyone into a chopper, and strafe the area, dropping grenades or other explosives on the target.
Alternatively, swim in from F, G, H, or I and neutralize the target without fighting a single foe. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
D:m Variations on the Solo plans are feasible here, though you have the added ability to split your forces and attack from every direction, using multiple boats,
choppers, and on-foot attacks to get the job done.
Causing disruption by having a boat harry. the enemy from the north or south (along with a chopper doing the same, and taking out the minigun) allows more
clandestine members to enter via the eastern swamp.
Or, you can elect a more subtle approach, with one or two Ghosts methodically slaying foes from west to east across the large island to the boat, then to the docks,
while their teammates snipe from the edge around the eastern swamp.
Just north of Cai manes Alpha are the soggy
ruins of San Miguel mission, which is now one of
three mooring docks for a clandestine smuggling
operation using a submarine. Like the other two
missions, this one requires a simple destruction
of the craft. This can be done from any distance, MOST RECON: NIGHT TIME IS THE RIGHT TIME
using C4, a grenade or two, or a launcher. There's
just the small matter of the four cartel snipers, two This base has a large barracks on the northern perimeter of the combat zone, and sneaking in here after dark
heavily-armored foes (close to 20 enemies total), ensures some of the enemies are likely to be asleep, and easily neutralized.
and extreme sogginess under foot.
In addition, it's worth considering the use of thermal vision on this sortie. This is especially true when hunting foes zyxwvutsrqpo
I in the southwest ruins and jungle area, who are notoriously-hard to spot, even during daylight hours.
~------=S=M=UG=G=L=IN~G~
, SOUTH SWAMP (WATER) SOUTHWEST JUNGLE AND MISSION RUINS !~ !
WEST JUNGLE AND STEEPLE NORTHWEST JUNGLE NORTH SWAMP AND BARRACKS zyxwvutsrqp
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The area of open marsh and jungle slope to the west Don't veer too far to the west, or you risk infiltrating This barracks has only around four foes during
of the target is more open than B, has fewer areas to and alerting the Cai manes Base instead. Approach daylight hours, but more at nighttime; the four tents
hide, and you can easily be spotted by foes at both from here, using the large trees and undergrowth can be easily accessed from the north, using the
E and G. However, the small brick steeple is a good as cover, and you can easily tag the sniper at the metal fencing ascover, and the sleeping foes either
place to hold up and snipe from; there are views barracks, most of the foes at E, and offer long-range slain or ignored. Climb the sniper tower and use it
of E and G, though you aren't quite close enough fire at the target area. Note the muddy tire tracks; to rain death down on the target foes. This is a good
to lob a grenade 'at the sub. Use this for crossfire there's a vehicle near here and a rough track out if area to defend, as it has sand bags and few foes to
opportunities, and to drop the sniper at E. you need a quick extraction route. give you any trouble.
Other options include sending your team in to battle the foes directly, while you take up refuge at the sniper tower (E), or at another defensive position.
(& If the Solo plans aren't to your taste, you can clear the e.ntire combat zone by placing a Ghost at B (the sniper ruins) to provide cover and shoot at the target
area. A second Ghost can remain in the ruins after defeating the sniper in the bell tower. A third Ghost can tackle. the barracks and stay atop the sniper tower with a
fourth Ghost defending the stairs from foes. Then, simply tag all foes you see until the base is cleared. An alternate camping location is from the defenses at zyxwvutsrqponmlkj
F.
Using a chopper to strafe the target area is of limited use, unless you have a steady pilot and better sharpshooters, as the foes around the target are usually protected
by the roof covering. Dropping explosives from overhead is a great idea, though, assuming your pilot doesn't fly into any of the tall trees in the immediate area.
321
The armored boat in question is moored in a jungle outpost in the northern part of this province. A scattering of buildings on each peninsula of this river junction
masks the fact that there aren't quite as many enemies here as you might be expecting. But don't be over-confident; the boat is in the middle of this outpost,
where every foe can see you if you aren't careful.
MOST RECON: MINIGUNS AND GENERATOR MOST RECON: NIGHT TIME IS THE RIGHT TIME
Note the locations of three miniguns at this location (a nest on the west side, one Though the foes aren't snoozing in barracks, if you approach the boat at night,
on the east side with a power generator, and a tower with a minigun to the north). especially if you're planning on swimming to the vessel, and you've removed the
Reducing the enemy's firepower is critical to this mission's success, so learn where generator so there are no lights, you can steal the boat without firing a shot.
c(
C)
m
In all likelihood, this is the river route you'll take If you're approaching from the road, or the small This area consists of three ramshackle warehouses
out of here, so it's worth inspecting, but heading eastern river inlet channel, this is a good place to tackle (two by the river, one to the north perimeter), with
through here is almost impossible, as there's a small the enemy at the minigun nest, as well as removing relatively few foes to defeat. This is a great place to
(but annoying) group of foes manning some light the power to this location at the adjacent generator. hold up and fire from, as it's easily defendable, you
defenses to the south, at the mouth of this inlet. The You need to crawl around to avoid being spotted by the can use the minigun, you control the generator, and
access is under the bridge on the west side of these gunner, so be aware of this, or have a teammate shoot you can start a battle with the foes diagonally across
defenses, and even if you get through, there's a gate him from another position. You can then infiltrate the the water from you (at G). Note the gap in the tall
blocking your river-based access here. Just moor up warehouse area (C) via the perimeter bridge. perimeter metal fence allowing you to slip in near
under the bridge, and fan out to tackle B or G. the cargo truck. Or just saunter in from the road to
Over at the east road bridge, you can recon, snipe
the north.
ineffectively at closer foes due to the perimeter wall,
and have more luck shooting enemies across near G,
at the limit of your scoped accuracy.
Another great spot to infiltrate in from, as there's Not the most tactically advantageous way into this Another water route that's compromised by the
only a single foe in the warehouse on the west compound, as you're easily spotted by the majority of enemy's commendable southern defenses to the
shore, and there's a tall (and usually unmanned) the foes in the low-rise shacks to the south (G). You east of this location; there's a (manned) minigun
minigun tower offering exceptional views of the can quickly drive a boat southeast and east to the main nest as well as a sniper tower to contend with,
target docks, and the enemy encampment to the docks, though you'll be under heavy fire while doing so. so mooring your boat farther away from the action,
south (G). Use this tower (or even the top of the hill and trekking towards G on foot, is a better plan. Use
A better plan is to creep in on foot, behind the
at the base of the tower) to cover your teammates. this as a possible escape route when you have the
Jone cottage between E and F, and use it as cover,
boat, though.
shooting across to G and H.
G
The cluster of five shack buildings, some with a
couple of floors for enemies to look out from, is
where the enemy defenses are the strongest. Note
the minigun on the west edge of the river pointing
west, and the sniper tower on the perimeter of the
jungle. It's well worth sneaking up and subduing
the sniper on the tower, and using the height and
protection to rain death on the foes down below
while your team sweeps the area for stragglers.
Then you can read the Gunboat via the bridge
without getting your feet wet.
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(!) TARGET: ARMORED BOAT DOCK
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The gunboat is beneath the covered dock in the middle of this outpost, and can be reached via the water, or connecting bridges to the north and south. Note the
two foes here (one of which is armored). Deal with them both, then use the metal containers as cover if you haven't dealt with foes in the rest of the camp. It's
relatively easy to drive the boat out of here, even under gunfire.
Once you've stolen the boat, the impetus may be to maneuver it down the southeast river inlet (A), and under the bridge. Be aware that south of the combat zone
is a small defensive barricade with around four foes. These are easily engaged or avoided (especially at speed), but for a clandestine escape, choose a different
river path. Note the barrier doors under the bridge open when you near the bridge, so don't automatically assume this exit is blocked.
Or,.if you're wanting to secure the entire base, you can make a counter-clockwise sweep from B, removing the foes and shutting downthe generator before defeating
the foes at C, D, and H itself. This leaves the largest concentration of enemies at G. Loop around and attack them from G if they're still unaware of your presence, or
seek higher ground and engage them from cover, elsewhere in camp.
[!!Ill Follow either of the two previous plans, with the option to combining the Outpost neutralization by splitting into two two-man teams. One approaches from
C, and removes foes there, at B, then D, and H, and stations one Ghost at the minigun tower at D. The other approaches from G, removes the sniper, and engages foes
throughout G itself.
BOWMAN'S BOAT
Once you've stolen the gunboat, it's a relatively simple matter of rendezvousing at an unmarked CIA delivery point (now tagged on your in-game Tacmap) about two
clicks south of the Outpost. Simply trace a route southward along the river (there are two main paths), and don't get bogged down fighting foes along the way. Take it
slow(ish) and steady, so you don't run aground and fail this mission. When you reach the unassuming river shack, simply dock the boat and disembark.
324
MOST RECON: NIGHT TIME IS THE RIGHT TIME
The Caimanes Base you need to infiltrate
is located on the river and close to a road There are four tents in the southwest corner of the base, where a few of the guards sleep during nighttime hours.
junction, and its topography benefits defenders. Remove them in a group massacre, as quietly as you can, for a slightly easier time of it.
Adding to your problems is a second objective
(hacking a laptop) after detonating explosives
on the hull of the prototype submarine, and MOST RECON: MINIGUNS, SAMS, AND POWER
additional forethought (as well as the removal
of the SAM launcher and Drone Jammer) is the With four miniguns to avoid (three up on the northeast tower, and one directly over the tunnel. in the south of
key to victory. the camp by the road), a SAM launcher (northeast) and a generator (southern surface area), there's more than
just gun-toting criminals to impede your progress. Also note the Drone Jammer close to the generator. Make the
deactivation of these emplacements important, if your tactics call for it.
o SOUTHWEST OUTSKIRTS: SOUTHWEST PERIMETER
g:
: SNIPER TOWER AND BARRACKS
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g: The brick wall topped with barbed-wire isn't
allowing access into the base from this direction .
.....
.... Note the main gates to the southwest, from a dirt
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u,
road leading south to the sniper tower. The gates can
cc be "opened" if you're bringing in a vehicle (or using
z one to extract your team). However, it's easier to just
cc
u circumvent the gate by entering from C or D.
Technically not inside the combat area, but this Inside the southwest area of the camp are the four main barracks tents, and a minigun nest pointing north to
checkpoint and sniper tower with its three foes can the first target (the submarine warehouse). It's well worth clearing this area so you don't have to contend with
be problematic and an early warning for the rest of the minigunner later.
the base if you're recklessly driving up the road from Finally, it's extremely important to note the stairwell under the tarp and metal-roof shack between the
the south. Peel off before you get here, and attack barracks and the power generator. This is one of two entrances to the "tunnel" area (where the second
the foes from either side of the jungle. The sniper objective is); the other is the tunnel mouth itself, directly under the minigun nest. Make sure you split your
tower is a little too far to provide adequate views of
co-op team up so you can tackle both objectives in quick succession, if you wish.
inside the base.
This is a preferable location to infiltrate from, as you Don't overlook the river bridge to the northwest of If you're planning a boat trip, this isn't the place to
can neutralize the SAM launcher from here, allowing the camp; yomp over it or use a vehicle, and either dock, as the enemies can easily see you coming.
airborne attacks and extractions without the threat infiltrate at D, or stop before the brick perimeter Moor further along the south bank of the river, or
of missile fire. The perimeter wall is porous near wall on your left, and stealthily creep down to the swim from the north bank to infiltrate H. Note the
the two long canteen warehouses, and the minigun target warehouse (H) vi_a the river docks, without number of enemy boats you can steal for a quick
tower, though sporting three of these weapons, encountering many foes at all. While this won't help river extraction afterward. The north bank of the river
usually isn't manned. The helipad is a good during the second objective, you can reach the sub can be used to snipe from.
extraction point, and the upper ground (especially with only one or two takedowns necessary.
the minigun tower) offers great defensive positions.
326
(!) TARGET:
. .
SUBMARINE
. .
WAREHOUSE
I
AND OUTBUILDINGS
The entire northern (and "lower") part of the base is well-guarde~ and it's worth tho
area before launching an attack on the sub.marine: . . ift
First, note that the submarine is .inside a .toughened warehouse with open do.ors the ~~st on
on the north ~all if you're plan~ing to maneuver a drone-With explosives thr~Ugh to.detooa .
' 0;v! ':,\L; fF ·
submarine is hanging from the ceiling, meaning grenades can fall and explode below, with
Secondly, it's worth clearing the base working from the south (the upper areas) to the north, using the outbuildings in this area as cover, clil!lbing.
\T, , . . , , zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFE
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sniping opportunities, an~ executing a quick run (ideally in unison during Co-op) of the multi-level shacks on either side of the target wareho~se:
have few enemies left before you attempt the second objective. · · ··
Note the APC and othervehicles in the general vicinity, including boats moored on the river; all are possible to use as distractions 6r extractions.
{, .... ,
. . .
As there was just a massive explosion rocking the base, there's no need for clandestine acti~n
removing most foes before destroying the submarine is. a great idea, leaving you a few
\.
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1/'' J/,
than a fully-alerted base to deal with). ii
You can sprint or drive south to the mouth of the tunnel, disembark and remove the two armored foes who start their patrol here. The laptop is
' . 'i
floor in the back room. Or, you can use the steps from the upper ground, close to the barracks (the tarp and metal-roofed shack),
• • ·, • t[
Once you hack the laptop, the mission completes. Choose a favored extraction method (the helipad chopper, APC, river boats, otfl11~ing 'in
different directions).
Another option is pure stealth; enter at C, moving to the upper stairwell down into the tunnel near the power generator, and quietly take out the armored foes inside the
tunnel. Then use an explosive drone; flying it northward and into the warehouse to destroy the submarine. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
As you're already inside the tunnel, you can quickly hack the
laptop while your teammates defend you.
llllII Splitting into two teams is a reasonably good idea here, with each team responsible for clearing a section of the base. Have the first duo sweep in from C,
removing foes by the nest, in the tunnel, and finally moving to E and providing covering fire from the minigun tower. Have one of this team remain inside the tunnel to
instantly hack the laptop once the sub is destroyed.
The second duo should approach from D, F, or G, and start removing foes in the lower part of the camp. Start with enemies just south of the warehouse road, near the
APC, then sweep the shacks on either side of the warehouse, and prime the explosives to complete the first objective.
With expert timing and competence, you can complete both objectives more or less in unison, before fleeing in the APC. As only a few foes are likely to be still alive (if
any), extraction usually isn't a problem.
Locating El Cerebro begins with pinpointing the
whereabouts of his assistant. His last known
whereabouts is in the town of Puerto Chico,
which has a scattering of enemies loyal to this
underboss. The first part of this mission involves
the precise location of the assistant.
~ SMUGGLING
This main road to the town square has enemies There's no need to mop up the foes in this area, but This route is perhaps a little too direct, as the large
on both sides of it, as well as a number of parked this is a good spot to park up, so you don't drive too cross and main road offers little cover, and there
vehicles, including a Landrock SUV that's an far into the town and raise suspicion. From here, are foes in a number of directions. If you must enter
excellent choice to steal, once the assistant is skirt the perimeter to A, and around to the target. from here, move during the cover of dark from house
mobile. Otherwise, avoid the buildings by moving
along the grassy sloped perimeter to the sniper
tower, dropping the foe up here only if necessary,
and gazing down at the target from this point.
The ranch entrance with the cow skull sign is a Infiltrating from here is advisable, as you can head
good landmark to refer to, and mls'road is the one across the field past E, and observe near the helipad, you can maneuver through ruins where no enemies
the assistant heads down in order to reach Buchan by the low drystone wall. Make sure you have a are residing, and tag the sniper in the tower if he's
House. Have one of your team stationed here in vehicle to use during the ensuing getaway though. endangering your mission. Then you can study the
a vehicle, so you can easily follow the assistant if town square where the assistant finally makes his
others can't reach a car in time. Note the three-story presence known. Just be sure you have a vehicle
structure which is technically out of the combat parked close by, or know where one is.
zone, but a sniper can act from here (v~ry rarely, and
only to save a fellow Ghost from being spotted by
shooting the foe in question).
MOST RECON: EARLY RECON It's worth checking the guide map for a complete view of where all of these additional
defenses are. but remember that this covers the entire base, rather than the
Heading through the main gates of this compound. and battling northwest to El northwest island where El Cerebro is being held. and the only necessary location to
Cerebro's helipad, is a reasonable plan. But a better one is to reconnoiter this invade and hold long enough for extraction.
entire base prior to beginning this mission, so you know the layout of the land
(especially as drones have a knack of being jammed}. If you can infiltrate close to
El Cerebro's location without fighting around 40 enemies (and that's not including
MOST RECON: A REBEL YELL
reinforcements}. then you have a greater chance of success.
Note that almost the entire part of the southeastern island, where the assistant If zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
there was ever a time to request Guns for Hire. Mortar (to drop on their main
entered from, isn't even in the combat zone. so you know El Cerebro isn't in this area. defenses}. a Diversion, or Spotting. it's this mission. While your team concentrates
Feel free to break off combat to navigate a more watery and clandestine path instead on the northwest island helipad area, feel free to create a disturbance with others
of a central assault. throughout the rest of the base.
I_. SMUGGLING
This lower section is comprised of a two-story shack, a large wooden deck platform, another alarm, and If you'd like to remove power to this location, the
numerous outbuildings, including a wooden bridge to both B and C. generator and a couple of shack-like structures (a
warehouse and two-story wooden low-rise with a
There are plenty of hiding places, vehicles to commandeer, and the sniper tower is a good place to pick off
roof), as well as an easily-spotted sniper tower, are
foes in the vicinity, But check your combat zone, and you'll find this area is irrelevant and does not need to
the main defenses on this spit of rock. Note the two
be cleared at all. Simply skirt the perimeter fencing around to the north, or the west. Or approach from a
minigun nests pointing out toward the river, and
completely different direction.
another alarm. Feel free to completely circumvent this
location, move around the water's edge, or assault it.
WEST ISLAND:
SNIPER TOWER (SMALL) MAIN ISLAND: SOUTH JETTY MAIN ISLAND: MAIN GATES
c E
A number of rotting jetties are attached to the inner If you're battling your way through here, and have Head up the hill from D, passing a minigun nest
(northeast) part of this small island, which also swum across from A, maneuvered through B, or on the dirt road, to reach an automatic gate. As
connects you from the Southeast Island to the main headed in from C, there's a cluster of foes on these you're not likely to have managed to get a vehicle
one where the target resides. A slow and steady dilapidated docks. Of particular concern is the here (aside from asking for one courtesy of a Rebel
infiltration with special attention to the alarm and minigun inside the brick and tarp-covered pill box, Support Vehicle Drop-Off, it's worth moving around
sniper atop the tower are necessary. Also watch for close to a two-story corrugated metal structure. The the mesh perimeter fence for a better and more
a couple of foes on the two-story corrugated shack, majority of the half-dozen or so enemies are here, clandestine opening.
though once again, completely ignoring this area and so you may wish to move in and up the slope to the
On the inside of the gate is a large warehouse,
moving around the river is a better plan. north, and attack them using the height advantage.
an alarm and two bays full of junk. At least eight
Or, just ignore them.
enemies should be expected here, and there's a
sniper tower along the western side that can give
MAIN ISLAND:
you trouble. Across the large helipad (one of two on
MAIN ISLAND: WESTERN PERIMETER DEBRIS ACCESS POINT
this island) is a drone jamming your target's building.
F
You're more likely to be attacking from the north,
if you're using a more cunning infiltration method,
or strafing the area with helicopter gunfire. Though
closer fighting is possible, it isn't necessary
or encouraged.
From the main gates at E, all the way clockwise Approach by moving around the perimeter fence, or via the river to the west or north, and look for the gap
around the perimeter of the island base to I, is an in the fence leading to a large pile of debris, including some train carriages, containers, barrels, and other
impenetrable fence. This is actually helpful, as you detritus. This is actually a great (and preferred) method of entering the base as you're very close to the target,
can simply maneuver around it to either of the H and you can remove the drone jam mer with relative ease, and your team can quickly fan out around the inside of
I infiltration points. Deal with the troublesome sniper the perimeter fence to start raining death on the foes down below (including an assault on the sniper tower,
by shooting him from this side of the fence too, if and then dealing with the enemies at E).
you need to.
Or, you can head through the gap and move to the left (clockwise roughly northeast), around to H. With four
teammates all assaulting from the rear, the enemy won't know what's hit them. Attempt to take the Target
building as the firefight continues.
331
0 MAIN ISLAND: MAIN ISLAND:
Cl:
....Cl:
m RUSTING PLANE ACCESS POINT MAIN ISLAND: HELIPAD 2 TARGET BUILDING AND HELIPAD
....
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........
On the north side of the island, up from the river via a If your combat gets a tad too overzealous, and the The main building where El Cerebro is hiding is a
series of climbable rocks, or if you move around the main chopper in the helipad is destroyed (and a sprawling, four-floor structure overlooking the main
perimeter fence, there's an entrance into the helipad teammate isn't retreating to find another chopper), helipad. With around six foes, you need to assault
area, past the remains of a small crashed plane. use the small helicopter at this position, after this from one of the wooden sets of stairs, and use
This offers great and quick access to the defensive entering the base. South and inside the perimeter the second floor interior workshop to fire out from,
nest just north of the target's building, as well as the fence is upper ground above the main structures, on any foes coming up from the main area to the
stilt shack to the east, close to Helipad 2. Both these with a minigun pillbox and large bushes. With south. This is, of course, after you remove any foes
structures are great positions to fire down on the foes thermal vision, you can neutralize many foes within in the vicinity. Climb to the top floors and secure
below, so the remaining enemies inside the building these bushes, and remain on the higher ground to El Cerebro; he is docile, but the mission fails if you
have no reinforcements to rely upon. complement your teammates. shoot him. So don't.
Scale back your offensive capabilities the higher up the structure you go; no grenades near El Cerebro, please! Once you have El Cerebro, drag him down to the main
helipad chopper, stow him inside, and fly to the rally point. Either helicopter should be available, but a third option is to leave via H, head down to the river, and leave by
a boat you'll need to acquire, or cross to a road and summon a vehicle via Rebel Support.
m!m Disengage from the assistant, and move around the islands until you're at H or I. Then head into the main island base. Have two teammates head along to the
higher helipad, and work down along the bushes, or remain at the minigun pillbox or stilt shack and fire on the foes below. The other two teammates should assault the
sniper tower, one of them using it to fire on foes in the main area as well as the Target building.
Have one or two Ghosts storm the. building itself, clearing it with close assault weaponry, such as shotguns. Keep that trigger finger off the weapon when you see El
a couple of foes left before you drag him down to one of the choppers. Have the aircraft already warmed up and ready to fly.
Cerebro, though it's wise to have fewer than zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
Or, you could parachute onto the target building roof, or drop from a low-flying helicopter, but staying alive becomes trickier in this narrow space, with multiple foes,
one of which can't be accidentally killed.
In far north lngani, a radio is available for another Rebel broadcast. Start it up Head east from the Caimanes Bravo Rally Point to find a small squad protecting
to begin the mission and a 3:10 timer. A neighboring garage offers protection the first objective. They are easily taken down without alerting backup with Sync
when things get rough, but always be aware of what is around the transmitter. Shots. After throwing the network antenna switch, quickly grab one of the nearby
Keep an eye on the radar and prepare for any incoming vehicles, as they have motorcycles. Head directly south off road into the Caimanes swamplands. It is
direct access. Unload a hail of bullets on the drivers to bring them to a stop. The a rough ride, but sticking to the roads takes you well out of the way and time
southeast structure offers protection for incoming gang members, so be sure to is precious as the second antenna is well guarded. Keep the bike upright and
dispose of them quickly before they do too much damage. Make sure your team pointed at the objective marker. Stop short of the destination and wipe out the
doesn't stray too far away, keeping the opposition at a distance until the timer Santa Blanca before deactivating the transmitter.
reaches zero.
South of the Caimanes Alpha Rally Point, a network station sits between the road
captured foes. On the south side, a grandstand provides seating for the cartel with and a lake. You must blow open one of the doors, fight your way through the
a stage for extra entertainment. The rebels desire a supply drop that sits under a Santa Blanca Cartel inside, and hack the network relay. This must be done in 1
shelter at the back of the lot. There are two ways in, through the main gate or from and 1/2 minutes from detonation to interacting with the relay to complete the
the hunting grounds to the north. The latter offers more cover as you move toward mission successfully. The east door provides the most direct path to the objective.
the prize. Before doing anything, kill the guy that mans the watchtower on the east Unidad and/or Santa Blanca vehicles may show up and join the fight, so work
side. Remember that civilians alert the Santa Blanca if they spot you. Everyone quickly and skedaddle once complete.
has limited visibility when infiltrating at night, so keep that in mind. Use diversion
techniques to draw enemies away from groups. Once you have a clear path to the
supply drop, approach and tag it to complete the mission.
~ GASOLINE RAID
loBJECTIVE
• Steal the plane
LOCATION
• Northeast of Fontera
REWARDS
m +2000 Gasoline
., REBEL OP: BREACH COMM CENTER it1 REBEL OP: PARACHUTE DROP en
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foeJECTIVE foeJECTIVE en
• Blow up one of the station's entrances and then hack the network relay
LOCATION
• Tag the drop site supplies
LOCATION
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• Rebel Campsite (Far South Caimanes) en
• West of Fontera
REWARDS REWARDS ...
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Another network station sits on the main road between the Santa Blanca outpost A supply drop has been spotted on the side of a mountain, west of Frontera-
and Frontera. This highway is a popular route for the cartel and Unidad, so stick extremely close to the Rebel Campsite. The quickest way to it is by helicopter
to the south side of the area whenever possible. The network relay is on the or parachute, but it is possible to reach it on foot. Follow the ridge south of the
second floor just inside one of the front doors, which are only accessible from outpost until you reach rock facings that are too high to climb. Move around to
a tight balcony. It is possible to parachute onto this ledge, detonate the closest the right until you can reach the camp. Drop off the east side and climb to the
entrance, and quickly hack the computer. If on the ground, scan the road for right to find the objective. Interact with the keypad to complete the objective.
hostiles and then blow open the eastern entry point. Fight your way up the steps
and to the left to find the objective.
335
WEAPON CASES ACCESSORY CASES
G ACCESSORY: Folded Buttstock
8 WEAPON: SR25 Sniper Rifle ei WEAPON: 556xi Assault Rifle (Submachine Gun)
Look for the two-story shanty next to the brick building The north side of the Los Hombres Jaguares property Find the lngani town hall in the center of town and enter
in the southeast corner of the base. A Weapon Case is is protected by a wall and barbed wire. This area is the two-story house across the street. The equipment
tucked in the corner on the second floor. accessible from the south, but you must get past the case is found on a metal shelf just inside the front door.
Santa Blanca. Search for an entry point on the north side
for easier access. Head south until you find a Weapon
Case next to a storage container.
Visit Malpaso Farm in northwestern Caimanes and enter A makeshift hospital has been erected directly east of On the east side of the Cai manes Base, the armory
the house. An Accessory Case waits on a small cabinet Caimanes Bravo Rally Point. An Accessory Case sits on is just inside the loop, north of the helipad. Sitting on
by the back door. the second floor of the southern building. Quietly enter a shelf just inside is an extended magazine for an
zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
from the west to attract the least attention. assault rifle.
SKILL POINTS
G ACCESSORY: Folded Buttstock (Shotgun) ~ ACCESSORY: Short Stock (Assault Rifle) O SKILL POINTS: +3
A network station, located near the Child Hut and south On the south side of Frontera, next Santa Muerte, a two- The Santa Blanca's northern outpost stands guard, west
of the Cai manes Alpha rally point, offers a Rebel Op side story home proudly waves the Santa Blanca banner. An of lngani. Look for the linked, two-story shanties on the
mission. After completing the activity, but before fleeing Accessory Case is available on a second floor desk. southwest side. Move inside the left structure to find a
the scene, collect the Accessory Case off the desk in the Skill Point.
northeast comer of the third floor.
Upon entering Puerto Chico from the southwest, it On the west side of the outpost, a three-story white Approach the Los Hombres Jaguares main entrance and
is hard to miss the large shanty on the left. Enter multifunctional building sits just inside the wall. Sneak recon the area. Take out the sniper on the watchtower
from the front deck and take the stairs up to the roof. inside and head to the living quarters on the top floor to first before eliminating the Santa Blanca presence at the
Search inside the room to score a Skill Point sitting find another Skill Point. entrance and around the stage on the left. Once clear,
on a metal shelf. collect the Skill Point from the front of the stage.
336
BONUS MEDALS : .: 1-
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8 SKILL POINTS: +5 8 SKILL POINTS: + 1 O BONUS: Binocular Recon 1-
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To get this Skill Point, you are going to have to either A bridge spans across the river with watch posts setup z
In the southeastern portion of the Buchon House
property, on the lower level, a two-story shanty has been
erected just east of the loud speakers. There is a big
hike up the mountain, west of Frontera, or fly in from
above. On the ground, head south from the west outpost
high on each side. Climb up to the very top of the south
side to find a Bonus Medal.
Iicc
u
enemy presence at this location, so be careful as you until you reach the foot of the mountain and then find
move through the encampment. Climb to the second the ridge. Follow it up until the climbing is too steep and
story of the building and collect the Skill Point that sits then move around to the right until you can get up on
on the corner shelf. the ridge. Collect the prize that sits on the cot.
KINGSLAYER FILES
• DOCUMENT 8 DOCUMENT f!) DOCUMENT
North of the boat port, a forklift is parked among piles Find town hall (alcaldia) north up the street from the
of supplies. Grab the briefcase that sits atop \he stack church. Climb to the second floor and search the
mayor's office for a file.
of pallets. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
Just north of the San Miguel Ruins, a rebel is held Enter the HO building on the west side of the base and The Camargo Campsite is found southwest of lngani,
captive in a cage. A document rests on a stack of head to the second floor. Exit out the east door and east of the makeshift hospital. Grab the legend that
crates nearby. collect a document off the desk. sits next to three hanging caimans.
The Pantanal: The Pantanal is the world's largest wetland, with mare
than 150,000 square kilometers shared between Brazil, Bolivia, and
Paraguay. During the rainy season, nearly 80% of the floodplains are
under wate, The various ecosystems house a tremendous biodiversity,
notably rare aquatic plants and caimans, whose teeth are used as
talismans by locals.
8) DOCUMENT 8 DOCUMENT
At San Miguel Ruins, make your way to the southern South of Caimanes Alpha, a Rebel Op: Vehicle Drop Off Enter the brick building just south of the submarine.
tip of the swampy island. Sitting on a small wooden side mission becomes available. Just a short way farther Lying on the floor to the right is another Kingslayer File.
platform, next to an ammunition crate, is south, a small hut sits near the lake. Collect the legend
another document. that lies on the blanket.
CHACORI FARM
A sheep-breeding farm.
340
INFLUENCE
en zyx
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Operation CONVERSION OF THE BOLIVIANS begins here. A mine exploited by the company Cueva Roja. er:
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SICARIO HOUSE
Hunt the rebel agents.
ICOYA VILLAGE
A secluded sheep-breeders village.
341
Drive to a small motel in the northwestern
corner of this province, where the agent's
assistant is leaving. Do not engage!
You're heading here
Caution: Precise Time Is The Right Time
to steal (and replace)
..... ,
a truck, ideally
_ Once you have visual confirmation of the promo truck. you have three minutes to drive it from the mine to the rendezvous
point, chat to the rebel. and drive the duplicate truck laced with explosives back to the initial target location. Factor in some
If you're approaching on foot, which makes you much more visible than driving an
barriers on the road, Stay on the road so you don't attract attention. If you're here to unmarked vehicle, one way in is via the railroad tracks heading east, over the main
kill enemies (which isn't recommended), use the cylindrical towers near the vats as road, and up between the warehouses and propane tanks to the helipad, and the
cover, before tagging enemies on the vat platforms, and down by the railroad. truck. The rocky north side of the tracks keeps you hidden for some of the way.
SOUTH ROAD
Though trekking up and around the hills above the three huge vats is a terrible way to An alternate path into the mine base is via this south road, though you're usually spotted
reach the target vehicle, remaining up here to snipe at the cluster of foes on the vat by the foe at the small brick checkpoint building by the railroad tracks. However, if you're
platforms is acceptable, as long as additional teammates are neutralizing the other approaching on foot, and can tag the guard at the checkpoint through the window, and a
foes before they spot one of their own succumbing to your bullets. Otherwise, this spot second foe in the open warehouse to the left of the propane tanks, you can creep to the
is irrelevant to your operation. truck with minimal worries.
This isn't a particularly cunning way to enter the mine base, as foes are too One of the most entertaining methods of neutralizing this entire base is to step onto the
close to the road and may see you driving in. But if you must neutralize foes with huge pipes from the hillside, and move west atop the cylinder towers. You can drop foes
stealth takedowns, it's relatively easy to work building-\o-building from here to at the vats, the captain and cluster of enemies by the railroad, and you can drop down
the target truck. to a crawl to stop foes seeing you and the mission failing. Remain here until only a few
stragglers are left The only problem is getting down; the drop can kill you, so backtrack
or let someone else steal the truck.
344
INFLUENCE
mll!llYou're not here to clear this area of hostiles. Instead, drive into the base via lB The only real difference in strategies here is that you don't need more
one of the main arterial roads (the one to Uma Marca town is ideal, as it's the route than a single Ghost to complete this task, though you can station one already in the
you'll be taking when you swap trucks). Park close to the truck you're about to steal, explosives-laden truck at H to quicken the time. As more Ghosts equals a greater
swap vehicles, and simply drive it up to the rebel rendezvous point. After chatting to chance of being seen, keep most of your team out of the mission area.
the rebel, make the route back here, driving with due care and attention. Once you
Or, you can systematically execute every foe in silence, with the added problem
drop off the truck, the mission concludes. Hopefully without a shot being fired, as foes
that a timer is counting down from three minutes once you're inside the mine zyxwvutsrqponmlkj
base,
aren't actively watching the truck-stealing area.
and that any dead bodies or witnessed death fails the mission. So this is completely
Or, you can sneak in from any of the recommended directions listed earlier (down from unnecessary. If you feel the need to challenge your teammates and try this, make sure
F has the fewest foes to sneak past). you hit each of the three clusters of enemies in unison, with quick crossfire takedowns,
and move to the next with stealthy haste.
Alternatively, have three of your teammates take down the foes while one Ghost
completes the actual truck-based objectives.
A STEALTH EXTRICATION
Once you've parked up the new truck in the same position as you stole the old one from, simply slip away from this location, ideally in the vehicle you used to
drive here, though the stealing of the nearby chopper is also an option. Engaging the enemy, as ever, is not called for, though it can be done with impunity once the
mission is complete.
The convoy consists
of El Chido's car at
the front, followed by
two Landrock military
off-road vehicles with
turrets. Expect two
to three occupants in
g
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.......
NORTHWEST: MAIN ROAD
------- NORTH: CARTEL CLIFF HOUSES
B
NORTHEAST: AIR FIELD zyxwvutsrqponmlkjihgf
c
.....
There's a relatively clear path to drive a vehicle up Approaching from this angle allows you to clear the A cartel captain and a group of infantry are in this
from here, into the arena under the stadium seating foes in any of the structures on the low rocky cliffs area. It's the highest ground of the combat area,
just south of B, and complete the objective under along the north edge of the mission area. Both the and shouldn't be overlooked as an excellent point
a hail of bullets. Otherwise, this area is difficult to mansion with the cartel flag, and the brick structure of infiltration. You can create a hell of a disturbance
maneuver through without being spotted; it is too to the west of it, can be entered and you can snipe destroying the huge propane tank here. Land
open. Peel off towards B or H at the first opportunity. across to D or cover other Ghosts assaulting the a chopper, and advance in from the northeast,
target area from here. Note the mansion also usually stealthily wiping zyxwvutsrqponmlkjihgfedcbaZYXWVUTS
outtorces before scanning the area
has a getaway vehicle you can steal (usually an SUV). below and fighting from this advantageous vantage
point. Pay particular attention to foes at B and D as
Make sure you snipe the alarm tower at D, so
you clear the area. This is also a great place to flee
reinforcements don't arrive (including helicopters);
to (especially to a chopper, or in a vehicle).
you've more than enough foes to worry about as it is!
This is an excellent place to drive in and out of the The chapel is an easily-spotted landmark, and the The cluster of foes around these two structures just
mission area. You can park a getaway vehicle here, dirt yard around it a location where you should think west of the arena are worth neutralizing, if only to
land a chopper, and generally maneuver about, about heading; you're protected from the majority of reach an area outside the apartment building which
usually without having to worry about many (if any) the enemies to the north and east, and you're close is close enough to the target to allow grenades to be
enemies. Stealthy infiltration points towards H and I to the generator, which you can deactivate to kill the lobbed (or explosive drones to be piloted). Though
are also easily reachable from here, too, and highly lights. The buildings on the north side of the yard you can't physically get into the arena from this
recommended. (between the generator) are perfect for clandestine location, you can do damage and distract.
slipping into the arena, before laying C4, retreating,
and blowing up all the speakers before any foes
have time to react.
348
'INFLUENCE
a=
(!) TARGET: ARENA AND SPEAKERS <C
u
There are" clusters of speakers in four groups, extremely close to each other, in the southwest corner of the en
I Cl
arena, to the side of the stage. Though you might be overwl'lelmed by the enemy presence, you only need Cl
destroy these speakers to complete the mission (though leaving can be tricky, it isn't part of the mission). ::c
u
The west side of the arena features a fence too high to climb. The north side of the arena features stadium .._,
.... zyxw
seating you can drive to the side of, or under. Or, you can head in on-foot, though this area is completely
exposed to enemy fire.
The east side of the arena features a fence and some refuse bins, as well as some stacks of' insulation. The latter are stacked directly east of the objective
,, point,
and you can climb over at this point, though you're exposed to all the enemies at D. The south side of the arena is adjacent to G, and a great place to infiltrate, or
escape from.
lE!!I This is a prime opportunity to use an explosive drone. Enter the town mJ!IlllTry all the Solo plans, with the added benefit of additional Ghosts
from the south (G), passing through or around the Santa Muerte chapel, and shadowing you, or removing nearby threats while the main Ghost completes
access the walled area near the generator. This can be done with relative stealth, the objective.
especially under the cover of darkness. Note you don't even need to scale the
The plan to utilize an explosive drone is an excellent one, and made even easier
wall; just find a hiding spot up the exterior steps of the concrete block shack
when you have more than one Ghost launching drones, one after another, to
just left (west) of the generator. Then fly the drone into the container with the
quickly take care of the target speakers.
speakers inside, as these are the most difficult to catch using usual projectiles.
Then lob grenades and fire an automatic rifle into the remaining three groups of Flying over the area is slightly easier, though it's wise to take out the snipers and
speakers before fleeing. minigun operator first.
Note. that you don't even need to be near to use the drone; as long as you're Barreling through into the arena using a vehicle driven under the seating along
within 70 meters of the target, you can lob grenades in from any direction, and the north wall is even better with human teammates, as they can concentrate
depending on your upgrades, a drone flight can occur from much farther, allowing on removing the speakers while the driver can turn and set up an escape route
you to complete this with zero enemy interactions. The only problem would be if through the same gap in the seating. Or, bring two vehicles in unison so there's
the drone doesn't destroy all the speakers; in which case, you'll need to manually some redundancy, and a choice of escape vehicles.
remove them by other means.
Feel free to land a chopper in the arena if it's safe enough, to extract Ghosts after
If you have accuracy, you could strafe the target area using the weapons from a the objective is met.
chopper, though the speakers inside the container are extremely difficult to hit.
Other options include driving a vehicle in from A, through either of the gaps in the
stadium seating on the north side of the arena, around to the target speakers,
and getting out to destroy them with rapid-fire weaponry and a lobbed grenade.
If you can catch the vehicle on fire, so much the better. Have the rest of your
team protect you, and think about taking out the minigun emplacement (D) and
other enemies first. Then escape by climbing the metal cargo container in the
southeast corner, and flee across to the Santa Muerte chapel, locating the nearest
vehicle you can.
Driving, hiking, or flying to the giant Santa Muerte
statue atop the north mountains of this province
allows you to look at a secret concert already in
progress. Even a cursory glance shows the place
is filled with cartel thugs (many of them Captains),
along with a small crowd, and additional troops
dotted throughout the tight confines of this area.
Be exceptionally careful about your planning prior
to pulling the plug on this concert.
INFLUENCE
It's worth parking a vehicle out of view of the armored minigun operator who This is a good spot to hike up from; aim to be west of the minigun operator, and
sits just to the right (west) of the hideout entrance. Driving straight into this base creep around to the base of the massive idol so you can peer down at the concert
simply results in chaos, and El Chido fleeing (which is actually what you want to and ascertain all the cartel captains (the bodyguards) at the gig. You can take
happen, though it negates all recon planning). Instead, approach the entrance potshots from here, though you don't have time to finish off many foes before
from B or D so you can avoid or remove the small cluster of guards (around four) needing to apprehend El Chido. Use this infiltration point for the view, and the
without the others seeing you. relatively easy access to the parked SUV near A Oust inside the base entrance).
Also note the military SUV usually parked just inside the entrance, by an open
warehouse structure. Use it to chase down El Chido if you've no better option.
There's a vehicle usually parked close to that too, which is El Chido's alternate
means of escape if the first car is destroyed prior to his reaching it.
You'll need to climb this on foot or by bike, and if you choose to execute all the The flat rocks between the entrance area to the west, and the chapel to the east,
captains in the concert area, and force El Chido away from either escape vehicle, are a good spot for lying down to recon the area. You can see (and shoot at) the foes
he may run to this area, allowing you to grab and wrestle him down the mountain at the chapel, the enemies around the entrance (including the minigun armored foe
to a nearby road. This area has piles of marker stones and a small effigy of Santa you can snipe from here), and the route El Chido takes to one of the parked cars at
Muerte. This isn't a great place to maneuver in from as you don't have the height the end of the main road. It's easy to destroy this car so he has to run to a second
advantage, or anywhere to retreat to. vehicle parked near A. The only drawback of this area is that it's not that close to a
vehicle, so giving chase is difficult unless you made it here by bike.
EAST CHAPEL
351
0
Cl (!) TARGET: CONCERT AMPHITHEATER AND EL CHIDO
:z:
u F
.....
.....
This natural curved plateau below the majority of the hideout is where El Chido is performing, along with around eight foes and a crowd clustered together. Six
of these foes are captains, and are extra-tough to drop. The crowd, and El Chido, must not be harmed, so remember this before lobbing explosives into the area
(which isn't recommended). Get a tag on the target, so when the firing starts, you can see where he flees to.
352 ,.
See the Key Locations maps on pages 340-341 for the exact locations of Side Missions and Province Content.
In the hills, northwest of Uma Marca, a statue has been On the south side of the outpost, a train station From the retention pond on the southeast side of town,
erected in honor of Santa Muerte. Visit the market, just allows for the loading and unloading of supplies. head northeast along the grassy valley-sticking to
across the street to the east, and grab the handgun from Search the flatcars on the outside passing loop to the left side. Once you reach a SUV, move left to find a
find a new gun. small rebel camp. The Accessory Case sits on a crate
the case.
by the fire.
Take the highway north from Uma Marco across the Locate the short runway on the far north side of Uma A small chapel sits on the north side of a lake in
creek and stop at the big rocky ridge on the left. Run up Marca. From there, head west to the two-story home. between the Malca Alpha Rally Point and Holy Malca
the left side until you are told there are hostiles in the Enter the property and search the shelves in the back- Base. Search inside to find the red dot scope.
area. Carefully climb onto the ridge and take the two right corner to find the laser sight.
enemies down before collecting the compensator.
SKILL POINTS
Q SKILL POINTS: + 1 Q SKILL POINTS: + 1 Q SKILL POINTS: +3
Find a Skill Point inside the network station in the From the southeast entrance to town, go straight at the Cautiously enter the northwestern region zyxwvutsrqponmlkjihgfedc
of the outpost
northeastern tip of the province. Nab this from the third intersection and enter the hole in the brick wall on the and move up the left side. Pass up the tunnel entrance
floor after completing the Vehicle Drop Off side mission. left. Move inside the house and grab the medal off the and search the pile of crates to find a Skill Point.
second-floor desk.
On the east side of the base, a three-story; brick building, Cautiously enter the western side of the Unidad Combat North of the bridge on the eastern shore, sneak into
sits next to the armory and comms building. Climb to its Outpost and enter the watchtower. Just inside, a medal the middle home. Find a Skill Point on the metal
third floor to find a medal sitting on a hutch. rests on the metal shelves. shelves inside.
354
r /l:IIJ~U~1~13•b1~W. KINGSLAYER FILES ..... zyxwv
8 SKILL POINTS: + 1 O BONUS: Explosion Resistance e DOCUMENT ........
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Q
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Q
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cc
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The sicario targeted in the Guns for Hire side mission South of the mine, look for a two-story, brick house Move inside the peaceful library, located on the north
.....,
cc
lives in a home, northeast of lcoya-just off the dirt next to the railroad. Climb the exterior staircase to side of town, and take the right staircase to the second :::E
road. The Skill Point sits on a small cabinet in the the second floor and collect the Bonus Medal from floor. Enter the room on the left and collect the file off
southern comer of the second floor. the metal shelves. the desk.
The Santa Muerte Idol has been erected in the hills, From the northwestern area of the outpost, enter the A stage is setup on the north side of town, just south of
northwest of Uma Marca. At the base of the statue, dark tunnel that has been cut into the mountain on the the runway. From backstage, sneak onto the platform
collect the legend from the table. left. Follow the left path until you reach a guarded room. and search the DJ table for a document.
Cult of Santa Muerte {criminal practice): In essence. Santa Muerte is Be cautious as you navigate the tunnels, since the Santa
a syncretic religion that intertwines both Catholic and Pagan beliefs. Blanca litter the route. If you need light, fire a flare, but
II tends to attract followers disillusioned with the institutional Catholic
Church and living on the margins of the law or outside of it. Criminals
be warned that this may attract unwanted attention. Find
and drug traffickers in particular have openly worshipped her - the the steps in the back of the room and climb to the third
most famous of them being Gilberto Garcia Mena, a boss of the Gulf level where a file rests on a crate.
Cartel of Matamoros. Narcos frequently seek 'blessing' tor their
ammunition and weapons or protection for their illegal ventures.
On the east side of town, the road splits into two dead Travel to the Marca Alpha Rally Point and head east to At the Holy Malca Base, look for a two-story home that
ends. Follow the northern route into the building at the find a small lake. Search the small chapel on the north sits east of the church and north of the comms center.
end of the street. Climb to the second floor and enter the side to find a Kingslayer File. Step inside and climb to the second floor. A document
middle office. Nab the document that sits on the corner Cult of Santa Muerte {origins): The Cult of Santa Muerte appeared rests on a corner of the desk.
of the desk. in Mexico during the pre-Columbian era. Natives honored a Death
god and its female counterpart to secure their way into the afterlife.
During the Spanish era and under Catholic influence, the cult saw the
emergence of a female saint known as Santa Muerte. Though rejected
by mainstream churches. it gradually became a popular cult tor people
looking tor protection against misfortunes. She has become the
favorite saint of outlaws and drug traffickers.
South of Uma Marca, make a left at the first intersection In the two-story, brick house that sits next to the tracks,
and follow the road down into the mine. At the bottom, grab the document off the couch near the TV.
search the northeastern trailer to find another Kingslayer document on the front table.
File resting on the stove.
8, DOCUMENT
RIVERINE DOCKS
Docks built by the cartel.
358
~--~-'N-F-L_UE_N_t_E~~~
SUENO MAUSOLEUM
The regal tomb built for the cartel's boss. The Santa Blanca Pucara Base sits next door.
CLIFFS ABOVE MINE ENTRANCE WEST SIDE CLIFFS AND ROAD NORTH CLIFF EDGE Cl
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A B =
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ID
.....
....
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The mine is directly below you, with an entrance at This is a good place to start your assault, as the road This isn't a direction to infiltrate from, unless you're
"railroad track" level. But for this mission, it's worth isn't too precarious, you can peel off and find a rocky flying in. Instead, use the rickety wood fence to
stationing a friendly here so they can easily tag both outcrop to snipe from if you aren't concerned with crouch behind, hopping over at the helipad building
the snipers in each tower, and foes milling about the close assault, or you can start the methodical sweep to easily reach the target. This is the route to take if
platform and tracks. A great vantage point, especially from west to east from this point. Feel free to stay you want to finish this with no bullets fired, or you
for throwing out a. drone. farther up the road and bring long-range attacks to want to loop around and outflank the enemy.
bear before descending further.
Alternatively, drop the two snipers on each tower from A, along with any and all other enemies that venture out of cover. Then descend to B, and sweep from west to
east, mopping up survivors, and using the main structures as cover. Or, enter from E, moving along the mine tunnels, tagging foes and ignoring miners, until you appear , zyxwv
'
at A, where you can launch the attack more directly, as the target is much closer, and you can always back into the mine and more cover.
Em Any of the previous plans work well here, though for an extra peace of mind, station a sniper at A and B, and conduct a pincer maneuver with a third Ghost
heading east from B, and a fourth west from D, until everyone is dead except the bodyguard. Feel free to direct a couple of your team to move up through the mine
interior from E, so you have additional troops on the ground at A, ready to reach the target more directly than heading in from the east and west, where you're more
easily spotted.
'
'· ~~~-IN_Fl_U_E_NC_E~~
WEST STREET AND SNIPER TOWER NORTHWEST TOWN STREETS ....::E
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Though you're at long range, you can sit up here in This is an excellent infiltration position, as you can Approaching from this direction puts you at a slight
relative safety, and snipe at the foe in the minigun use the stone building on the east side of the road, disadvantage, as the enemy is on higher ground, the
tower just east of the home, the sniper atop his close to the brick sniper tower, as cover. Drop the two sniper towers and minigun tower are difficult
tower near D, and the other sniper near B. With all sniper, then use the tower to fire on foes. Better to shoot at, and there are foes scattered about who
lookouts neutralized, and usually without the others yet, move to the perimeter of the home, climb into can easily raise the alarm. Note the comms building
knowing about it, you can more safely proceed. Feel the two-story structure overlooking the compound, and small helipad. Feel free to move from building to
free to keep a Ghost up here to plant mines on the and clear it. Then use the balcony to shoot from, or building, neutralizing foes, but know there are easier
road to stop reinforcements, and snipe at ground the steps on the right (south) side that lead directly ways in. The helipad is a possible extraction location.
foes too. into the grounds. This is, by far, the easiest way into
the property, and allows stealth takedowns without
"waking up" the rest of the town's foes.
A direct approach to the target building from this A hike up the hillside, or a loop around from A
main road ends in a firefight, with foes on higher or D, is well worth your time as you can quickly you need to take a photo of some schematics
buildings causing you no end of hassle. There's remove the minigun enemy and both snipers from on his home studio wall. The structure is two
a pillbox at the junction to the south, close to the this elevated position. You can also lob grenades main chambers with an open tile patio between
minigun tower, which is also a big problem. Either down to the road to waylay reinforcements, and • them. Watch for an armored foe, three other
sneak, barrel your way in using a fast-moving rake the south part of town with gunfire while your foes, and a couple of innocent housekeepers
vehicle, or skirt around to the east and higher teammates check the home. You're close to roads during your infiltration. Descend from the road
ground. House-to-house sweeping is also advisable; out of town too, so park a vehicle on one of them to to the south, or B, for the safest way in.
you need that sniper and minigun operator cleared use as a possible getaway vehicle.
out ASAP.
l:!ll!ll Stand at A, and quickly drop the minigun operator, and both snipers. send your team norm to conduct a sweep of the town. Meanwhile, maneuver around to B
(or descend northward to the main road and hop the wall), and enter the premises. Use the perimeter path around the structure, with the rocky wall below the road as
cover, and clear the home of foes. Then simply photograph the i~formation, and retreat the way you came.
If you're not concerned about noise, send in an explosive drone to detonate inside the structure, assuming it isn't close to any innocents; use it to take out the armored
enemy. You could also parachute onto the roof of Perico's home, but it's hardly subtle. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
[D A similar plan to the Solo mission is most agreeable, though spreading out your team to A, B, and E makes most sense. That way you can start neutralizing all
foes from all directions, while a single Ghost completes the objective.
Just over a click northwest of Pucara Delta, in the far northern reaches of this
province, is the mountain village of Charamokho. The cartel has a relatively
small presence in the northern part of the settlement. You are to enter and
check the radio broadcast building for signs of Perico, then scan a radio
antenna. There's a drone jammer active in this area, so removing that before or
after checking Perico's building is imperative to complete the mission.
INFLUEICE
EAST: ROCK OUTCROP AND
SOUTH: MAIN ROAD AND GATES HILL ROAD NORTHEAST: ALPACA FIELD
Though downhill from the radio station, and blocked You can head up from the main road, to the narrow
by a gate, you can quickly (and quietly) climb over stone building with the wood scaffold on it, near as you can split your team, with some heading
the brick wall between the gate and the minigun a rocky outcrop offering views from east to west across the upper ridge to the rock edge overlooking
nest (and sneak up to bring down the gunner from across the area. Watch for foes ahead and right H to remove the drone jammer, while you head
behind), before slipping into the building without (northwest) of you, as well as that minigun operator. down to the radio station. Make sure you remove the
being seen; which is an imperative part of the Try sneaking to the right of the minigun, behind the sniper from the tower. This is also the best location
first objective. buildings north of it, and access the radio station to track and take down the three foes near the
from the rear (north), entering via the west doorway comms center.
near the outhouse.
When you're descending into the radio station, drop
The area by the antenna features a sniper tower, so down to the west of the sniper tower, via the steep
remove this foe with silenced ranged weapons as rocks, over the wall by the outhouse, and in via the
early as possible. This is a good vantage to try from; west doorway. This assumes the sniper has been
just watch for three foes in and around the comms neutralized first.
center when sneaking in.
SOUTHWEST:
MAIN ROAD TO HOSPITAL WEST: TUNDRA SLOPE NORTHWEST: HELIPAD
-~
Stop your vehicle before you reach the twisty bend by A good, if exposed area to snipe and take out the With large flat rocks to hide behind, and easy access
the hospital building, as the sniper can easily see you. sniper from, before checking the mansion by the to the short cliffs above the drone jam mer (or even
Instead, take a ranged position and remove the sniper helipad, and working west to east to neutralize foes. access to C), this is a great infiltration point. You
in the tower from just south of E, or from F or G. You Head around to the north, to G to get to the drone can drop down and deactivate the jammer using
can do this as part of a secondary team in Co-op play, jam mer; it's easier than the narrow paths the enemy the lever, allowing you to skip the first objective
while the other duo finish the first objective. Or, in is guarding. completely, then climb up the rocks to the east, to
Solo mode, you can park up and start to sweep from the area north and above the village, where you can
.
west to east, though this is dangerous and pointless
until you've found the radio station (as you need to
release the drone.
..
enter without being seen).
(!) TARGET: DRONE JAMMER
(!) TARGET:ANTENNA
m!lJ Enter from A, hopping over the brick wall by the gate, and into the radio station. If you have an explosive drone, you can then send it to the jam mer, destroy it,
wait for the cooldown, then use it again (all from inside the station) to reach the antenna.
Or, after finding the radio station, fight your way westward through the streets, staying to the north and engaging the enemy if you need to before hopping the brick
wall to the jam mer and destroying or deactivating it. Retreat to a safe distance or clear the entire area of foes before flying the drone to the antenna.
Or, after finding the radio station, head northeast, killing the minigun enemy, and starting a thorough sweep of the com ms center and sniper tower. Then cross via the
rocks to the north, to the helipad, and remove the other sniper and foes in and around the mansion. Work back to the jammer, heading east and clearing the cluster of
enemies in the middle of the map.
Or, you could check the radio station building using a drone, destroy the drone jam mer using an explosive drone, and then use a drone to scan the antenna, all without
entering the main area! zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
[!m Your Co-op chums simply make the subsequent objectives quicker and easier to complete. Have one Ghost hop the brick wall at A and enter the radio station,
while a second stands atop the drone jammer and destroys or deactivates it, while a third waits at I with a drone already hovering near the antenna.
,•
DJ Perico is broadcasting from the highest point in the Province, the frankly ludicrously ostentatious
mausoleum El sueso is building for himself. Who does he think he is, a Navy SEAL? You need to find Perico
(he's in his broadcast tent by the radio mast at the zenith of the mountain), grab and interrogate him, and get
out of here in one piece. This can be a laborious or stealthy climb, or an airborne assault. If you go the airborne
route, be aware that there are a few SAM launchers in the area.
Part of this sprawling stepped quarry has foes that may be slumbering or chowing
down at the mess hall. Assaulting there to remove a group of foes easily is a
worthwhile plan, simply due to the sheer number of enemies (especially armored
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Access by bike from Pucara Charlie, after traveling on the railroad track. Access by bike, or hiking, or by helicopter (landing nearby and avoiding missiles),
after you remove the SAM site at F or C. Note you can move up the slope
between here and L for an alternate route up to the yard with the generator.
Access by bike, or hiking, or by helicopter (landing nearby and avoiding missiles), Access by bike, or hiking, or by helicopter (landing nearby and avoiding missiles),
after you remove the SAM site at B or D. after you remove the SAM site at A or C.
TACMAP
To avoid possibly triggering the alarms elsewhere in the combat area. you may wish to deactivate the generator near L, first. This is a small crane yard with a few
enemies, a SAM site on the north cliff, and the junction of the road and rail lines. The main dirt road up to the mausoleum begins here. Note the alarm pole near this
dirt road (shoot it with a silenced weapon so foes within this area don't raise the alarm).
You can reach this concrete edge by climbing the rocks from G, but you need to
below, or attempt to reach the target atop the mausoleum route using bikes), and be inside the wire fencing in order to continue farther up the mountain. Creep
make a sharp right, so you're facing west. between the warehouses and fence, as this allows you to know you're not being
surrounded by foes. You can quickly dart into and out of buildings, and even climb
This yard has numerous buildings to dart behind as you gradually push westward,
on the center warehouse roof, with a good sniping view of the firing post and
starting with the shooting of the alarm pole panel, then clearing the area, working
mortar. Or you can use this to completely pass the area, creeping to the stone
your way along the south edge (the rock wall) behind the sheds and alarm pole
stairs and circumventing this area (especially after dark).
itself, as the main road is too open. Just be aware of the mortar and minigun
turret in the firing post up ahead on the left (south); instead of running up the
road to it, creep and climb the rock outcrop at J to surprise the enemies.
SCREE SLOPE
Hike or bike up here all the way from A or up from E, then maneuver around the Head down here from I, or if you hugged the south cliff wall when maneuvering
cliff edge near the temple-shaped roof. You can't stand on the roof (the gap is along the yard below. This slope has a good view of the yard, the water tower
too wide, unless you drop here from an aircraft). Once you're here, move past area, the alarm pole, and the minigun and mortar emplacements. You can creep
the temple roof, looking down and covering teammates below, sniping foes and down here and strangle or shoot both foes with little resistance.
lobbing grenades if you wish.
You can also head southwest, further up the steep scree slope to P, and almost
the top of the mausoleum mountain itself, shortcutting the route considerably.
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To the north is a concrete lip with a wire fence atop. Unlike the lower base, you can run along the outside of this fence, as there's a gap allowing you to squeeze in by
the generator (which is great for shutting down all the alarms). Or, you can run along the inside of the fence, enabling you to take cover at the side zyxwvutsrqponmlkjihgfedcb
bf the mess halls, or
even climb onto the roof of the mess hall nearest the generator.
The minigun towers are tricky as there's at least one foe atop each of them. Lob up a grenade, or throw a distraction grenade to thwart them. Or snipe from a distance
before you reach the towers. Or sneak around them.
This location is key to an epic stealth maneuvering! Head up here from B, and This is accessed if you climb up from I or K to P, and then across to the mortar by
you can climb the rocks and head across to N, completely ignoring this yard. Or, this roof. Unlike the other roof, this is able to be easily stood on. This gives you
you can creep to the area by the generator, and lob in a grenade (or even smash excellent views of the yard below, allowing projectiles to be bombed, the alarm
the lock and deactivate the generator), thus enabling you to navigate the base panel (and minigun towers) sniped, and covering fire given to your team.
without fear of reinforcements. Just make sure you save a grenade or some
sharpshooting for the foes in or below the minigun towers.
371
) MAUSOLEUM (ENTRANCE PLATEAU)
TAC MAP
Continue further up the stone steps from N and there is a plateau with an entrance
to the mausoleum structure. The interior is off-limits, but access to DJ Perico's
location is available to the southeast. As you'd expect, this is a construction yard,
with a mortar to the northwest (usually unmanned). an alarm pole to the south. a
small barracks tent, and a few foes (if you're still being stealthy).
CONSTRUCTION YARD
Utilize this yard to get
to the objective. If this
involves stealth, creep
around in a clockwise
direction, heading
northeast, around the
perimeter, over the
mausoleum steps to the east, and down to Q. Or, engage the enemy and use the
scenery as cover.
TAC MAP
Finally I This is the location where DJ Perico is broadcasting from. Access this from zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
Q, passing the massive grand entrance, which isn't open. This leads to DJ
Perico's broadcast tent. across on the far side of the helipad. Farther around to the northeast is the main base; it is reasonably small but with a number of foes to
concern yourself with, including the only sniper on this map. Note the easily-spotted alarm pole; don't ignore that if you don't want last-minute relntorcernentsl
Either hug the gigantic wall of the mausoleum on your left (north), or cross the Though this north area is inaccessible via the ground, you can fly here and
helipad to the radio mast and use the piles of cube-like stones as cover, and then drop off teammates during Co-op, which allows you to clear the base from the
send up your drone to pinpoint Perico. opposite direction.
372
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MAUSOLEUM WALLS HELICOPTERACCESS
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. The walls around the base of the mausoleum building have numerous cover
options, but none of the scaffolding can be climbed. However, heading north from climbing at all, and can land a helicopter (heck, even a light plane!) near the helipad
U, up to the north end of the area, and then outflankfng the foe from this location, between a and U. You may come under fire, and there will be reinforcements, so
is a good plan in Co-op, if you're trying to remove all enemies. balance this threat with the speed you can disembark, grab and interrogate DJ
Perico, and leave.
Or, you can drag Perico into your waiting aircraft, and interrogate him anywhere
you wish.
Or, you can gradually make your way from E, all the way up the various yards and construction sites, attempting the different maneuvers detailed previously, in order to
reach U. Either remove all foes in each location along the way, or sneak past them. Either way, you need to shoot the alarm polein each location, or shut the generator
down before any enemies are engaged.
Or, you can all ride up in the metal-plated digger parked at the foot of the mountain near zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
F. Just watch the concrete barriers, which are hard to navigate around. You
usually end up ditching the digger just before the steps to N. You can also shrug off enemy attacks and take a motorbike all the way to the top of the mausoleum
mountain. Is it possible? Yes! Is it entertaining? Definitely! Is it recommended? No! Or, you can visit each SAM site (by hike or bike), destroy all five of them, return to a
waiting helicopter, and fly up to land near U. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
[D The biggest advantage human teammates have is the[r ability to easily attack from opposite directions at each construction yard en route up the mountain.
So, while one Ghost is heading into the barracks and mess halls area, a second can be storming the minigun towers and armory. Employ these outflanking techniques
all the way up the mountain .
Take two helicopters, and while one plays dodge with the enemy SAM sites on the south side of the mission area (Band C), the other lands at Q, grabs Perico, stows
him, and flees to a safer location for the interrogation. Easy!
A mixture of vehicles is also entertaining to try: Have all four of you racing bikes to the top. The winner gets to interrogate DJ Perico!
•'
The convoy of four vehicles, unlike every other convoy mission you may have
attempted, is stationary, and parked at a clifftop outpost in the southern part of
the province, just north of Pucara Bravo. Tightly packed on this rock outcrop are
four parked vehicles. You're here to destroy them in whatever manner you wish.
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Park out of range of the enemy snipers farther down The main thoroughfare in and out of the base is Access the narrow ledge behind the buildings and
the road, and hike.up to this point, which is a far heavily guarded, with minigun nests above and to perimeter fence from A, or a hike from the west.
better method of entering the base than driving up the right of you, and the enemy overlooking you as Don't underestimate the cunning of this route; it
the road. From here you can snipe the north minigun you enter, from the long garage to the southwest of avoids all foes among the northern row of buildings,
operator, start sneaking down and freeing the rebels the outpost. Hug the right side of the wall, under the and most of the base's defenses. When you're
in the cage at the north end of the outpost, or move propane tanks, so you aren't seen, if you're trying a mid-way along the perimeter, feel free to climb the
around the cliff perimeter to the west for a different semblance of stealth. Then drop the foe in the brick brick wall with the rebar sticking out of it, and clear
view of the target vehicles. For stealth takedowns of checkpoint hut before heading left (west) around the . the warehouse and interiors. Or better yet, look
all base inhabitants, this is the place to sneak in from. cliff edge toward D, or into the base itself. across at the parking lot from the brick tower; lob a'
few grenades and flee before your position is known.
Or, use this to make a more splashy entrance;
driving up in multiple armor-plated vehicles to You can also locate t~e ground-floor window at the
quickly circle the targets in the parking area, lighting corner of the southwest building structures, just right
them up, and fleeing the way you came. of the view of the gasoline parking area, shoot out
the glass, and climb through, if necessary.
Access this area from B or E. The folks inside this Access this area from C or D. True professionals
base forgot to put barbed wire atop this perimeter like to remove roof snipers in cunning ways, and
fence, meaning you can climb over it at any point, creeping around the perimeter to th~ low window
accessible, dose to the outpost entrance. Two
from inside or outside the outpost. This means you facing the sheer cliff, shooting the window out, and
are Landrock military SLNs, and two are trucks.
can sneak around to the southern tip of the cliffs, climbing inside the southwestern garage structure
Between them are two gasoline pumps. Everything
vault over, break a window, and climb through into to reach the roof, is one of those ways. It's an
explodes, which is the main plan here. Whether or
the garage kitchen, or climb the sniper tower to alternative to charging up the road like fools.
not you want to defeat the enemies here (before or
remove threats and lay waste to foes below you.
after destroying the vehides), the two trucks and
Then it's a simple matter of destroying the vehicles.
two SlNs must be reduced to smoking hulks. Use
grenades, C4, heavy machinegun fire, vehide fire,
OUTPOST (SOUTH): OTHER TACTICAL ADVICE
helicopter fire, or have each of your teammates
m!lll Tactics here depend on how much of the Outpost you wish to remove from the cartel. If you're here to steal one vehicle, driving it down the mountain to
clear the area too, start infiltration at A, sweep north to south and pay attention to the two minigun operators destroy at your leisure.
and two snipers. Free the rebels in the cage at the north end of the outpost, before working your way south.
Have your team clear the southwest garage buildings. Or, you could blow up both propane tanks from a
distance to remove the minigun threats, careen into the base in a sturdy vehicle, disembark, dive for cover near the garage structure, and lob grenades until every
target vehicle is on fire.
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Alternatively, sneak around to E, hop over the fence or through a window, head up to the garage roof and deal with both snipers, leave a mine to stop foes following you ' J
upstairs, and lob grenades at the target vehicles from the roof. Or, head up the main road (B), tagging just the checkpoint guard before peeking up into the base at th~ ~. ~
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lml Any previously-detailed plan works well, but an optimal operation is to approach from A with two Ghosts, while the others sneak in and around from D. Both
duos should concentrate on different parts of the base (north and south) until no foes are present. Then complete the mission, saving the rebels in cages beforehand.
Or, create havoc with multiple vehicles (two or three hardy SUVs and a chopper). Aside from the rebel cage, rake the base with gunfire, drop grenades and shoot out the
gas pumps, as well as the propane tanks, and leave quickly.
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Or instead, have each Ghost pick a vehicle ahead of time, and quietly slip into the base (under cover of the night if you wish), and steal e.ac.h v~icle in unison, driving+
them out, down the mountain, and then destroying them.
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One of the best methods to infiltrate this base is to swim in from the west, front-crawling to the jetty and
waiting for the enemy to head up the steps before hopping up onto the jetty, slaying the foe (silently) with
suppressed weaponry, and stealthily assaulting the main outpost. Instead of heading to the target, head up the
side steps (after shutting down the power at the generator), cross the helipad, and take out the foe manning
the mortar. Then use the height advantage and the cover of the low walls to mow down enemies down below.
Setting the rebels free in the middle section is also helpful.
377
.
SOUTH ROAD AND ENTRANCE
Standing atop the south hills offers great views, but problematic descent plans,
a similar set-up to the north entrance, and identical strategies work just as well though keeping a sniper here if you're attacking from the south is a good idea.
here. The only difference is the fewer enemies to worry about; but the problem of
the minigun tower with two foes and two guns still remains.
Heading in from the north or south offers pretty much the same plan of attack,
though it's slightly better to approach from D heading north, as you can stop your
vehicle (ideally blocking the road so reinforcements can't drive all the way in)
and assault the mortar as soon as possible.
Use the numerous concrete barriers, metal containers, the higher levels of the
outpost building and cover behind the low walls, the helicopter to strafe or provide distraction, and gradually whittle down the enemy presence to zero. Ensure that
enemy reinforcement vehicles are blocked and destroyed by mines and grenades before thll occupants exit.
Reach the target, who remains stationary (and mostly out of danger) at the northeast edge of the dam. Talk to him, bundle him in a vehicle, and extract him as
soon as it is safe.
Or, fly around in the chopper, making the mortar your priority, before strafing the area and killing the enemies (not the trapped rebels in the cells or your target). Another
option is to parachute down onto the top of the outpost roof, landing near the enemy mortar operator and killing him, before defending and advancing from
this point.
OiliII Matters are a little more proficient when you have three teammates with human-sized brains. You can attack in different vehicles, with a helicopter pilot
taking out the mortar first, checking no additional foes take over the mortar, and then. helping strafe the minigun towers, reinforcement vehicles, and any other
chokepoints the ground-level Ghosts are encountering.
Have at least two vehicles approach, usually from the same direction, and block the road entirely. Wipe out A or D first, then lace the road with mines to prevent
reinforcements. The assault on the outpost should be a little easier if attacks are coming from all directions. If you're attacking at night, kill the lights by deactivating
the generator and manually shooting the light poles, further adding to enemy confusion.
ENGINEER EXTRACTION
With the majority of the enemies removed, and rebel reinforcements arriving (if you called on them), locate a vehicle (one of your team should have one ready to go)
• ? and drive the engineer to the rally point. This means heading through town, so keep your eye on the GPS, and don't take turns too sharply. It also helps if your vehicle is
',a Landrock SUV or something a little smaller; a wide buggy or pickup is more difficult to maneuver through these tight, rudimentary streets. Or you could simply use a
----...
378
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•. '•
See the Key Locations maps on pages 358-359 for the exact locations of Side Missions and Province Content.
From the Pucara Delta Rally Point, head southeast down the hill to find a Southeast of Olico Super Dam, an antenna sits on the inside of a hairpin curve.
makeshift runway. Parked on the near side, a medication-loaded plane is ripe for Besides pop-up Santa Blanca or Unidad, you shouldn't face any resistance when
the picking. Seven Santa Blanca thugs surround the area. Use the Drone to recon approaching the location. Deactivate the transmitter to begin the 1 :1 O timer and
and then move in behind the building. There may be a lone guard taking a break immediately get into the nearby buggy. Drive it straight down the valley ahead
there, so quietly drop him first. From there, spot the most isolated foe and draw until you reach water. Head right and follow this line all the way to a dirt road.
him away from the others. Once the group has been dwindled down to four, use Exit the vehicle, sprint to the second antenna, and deactivate it.
Sync Shot to finish them off. Fly the plane almost 11 kilometers to the southeast
in Malca. Keep the aircraft low to avoid SAM systems and approach from the
northeast to line up with the destination.
m
REWARDS
+2500 Food Parcels m
REWARDS
Support Unlock/Upgrade - Rebel Guns for Hire
South up the mountain
from Pucara Charlie
Rally Point, El Nido
De C6ndores provides
shelter for a sicario
and his comrades. This
Santa Blanca gang
member is your next
target in the Guns for Hire series of side missions. He hangs out at a campfire .
with his five buddies. They typically just loiter around the fire, but occasionally·
patrol around the buildings and up the hill. Use Diversion Grenades to pull lone
gunmen away from the others and knock them out until only the target remains.
A helicopter loaded with food parcels is parked at the end of Riverine Docks.
At that point, move in and grab him. As always, keep an eye out for Unidad
Approach from the hill to the west and survey the area. Four enemies guard
choppers-hitting the dirt if one flies by. It can make the mission much tougher
the chopper while more are found along the docks to the right. You only need
than it needs to be.
worry about those who surround the helipad though. Mark three of the guys and
then engage with a headshot of your own. Swim out to the dock and board the
helicopter, taking off as soon as you get in. The destination is just a short way to
the east, near the next lake.
379
~ REBEL OP: BREACH COMM CENTER iJ REBEL OP: PARACHUTE DROP
loBJECTIVE loBJECTIVE
• Blow up one of the station's entrances and then hack the network relay • Tag the drop site supplies
LOCATION LOCATION
• Southeast of Riverine Docks • Southwest of Todos Santos Town
REWARDS REWARDS
11 Support Unlock/Upgrade - Rebel Vehicle Drop Off IJI Support Unlock/Upgrade - Rebel Recon
Southwest of Todos Santos Town, a supply drop sits on a rock on the east side of
Riverine Docks. The network relay sits on the first floor near the rear entrance. the lake. From in town, exit out the west side and run along the rocky ground to
Shoot the explosive barrel to blow the door open and begin a 60-second timer. the left. Drop into the water when near your objective and swim around the rock.
Toss a Frag Grenade into the building to clear out nearby enemies and then Climb up the far side and tag the supplies to complete the mission.
cautiously move inside. Once clear, complete the mission by accessing the
computer on the other side of the left wall. Finish off any remaining foes and
collect the Skill Point on the second floor.
Parked at the base of the Todos Santos Rock Quarry, a helicopter holds a load East of Todos Santos Rock Quarry, a network station is the setting for another
of gasoline-a valuable resource for the rebels. Descend into the quarry from Rebel Op: Vehicle Drop Off side mission. Ground-level doors offer access on the
any direction but south to avoid confronting any extra troops. Only four men northwest and southeast sides, but the network relay sits on the second floor.
surround the chopper, so once you reach the bottom level, set up Sync Shots on The mission is definitely possible from these locations, but to get the quickest
th~ee of the foes and take out the fourth. Immediately board the helicopter and fly access, you need to parachute to the balcony on the southeast side. It is not
northwest to the marked destination. necessary to hit this small target. Land on the roof, climb onto the top room,
and drop off the side to reach the upper doorways. Use an explosive on the right
door from as far away as you can get. Toss another Frag Grenade inside before
cautiously proceeding. Once safe, approach the computer in the far corner and
use it to complete the mission. After completing the side mission, be sure to nab
the medal that sits on the nearby filing cabinet.
380
INFLUENCE
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• Pilca Village
REWARDS
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Find another radio on the north side of Pilca Village next to a couple of homes. c
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Santa Blanca cartel, but the transmitter is very vulnerable from the east and the
northwest. Call in help from the rebels to increase your odds as the enemy sends
everything they have. Once the radio is turned on, it must be defended for 2:30.
Cars pull up on the southern street below while a chopper joins the fight part way
through. Mines placed on the roads can decrease their numbers, but it is also
an easy way to accidently kill a civilian. Duck inside the home when hurt, where
ammunition can be topped off. Incoming soldiers have a great vantage point from
the ruins to the east, so keep an eye that way. Hold off for the 2:30 minutes to
complete the side mission and upgrade the Mortar Strike Rebel Op.
WEAPON CASES
Gl WEAPON: Stoner LMG A 1 rti WEAPON: SMG-11 Compact Machine Gun
The Santa Blanca Pucara Base hides in the shadow Descend into the massive rock quarry, avoiding the Head southeast of Pucara Delta Rally Point to find a
of the Sueno Mausoleum, but its defenses are mighty. pockets of Santa Blanca. Use the staircase on the north runway. Before stealing the plane, nab the Accessory
Sitting inside the armory, on the upper level of the base, side of the warehouse to reach the rooftop. A Weapon Case that sits upon the picnic table.
a new light machine gun awaits. The location is well Gase hides inside the open storage container.
protected with two minigun-mounted watchtowers.
Once you reach this level, snipe the guards before
entering the base.
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ACCESSORY: ATPIAL Laser Sight
• ACCESSORY: Foregrip V2 (Assault Rifle)
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The targeted sicario from the Rebel Op: Guns for Hire
consist of a helipad and a series of huts built on docks, Iodos Santos Town. Search under the southeast shelter. side mission hangs out at El Nido De C6ndores. This is a
while a watchtower keeps guard from the shoreline. to earn a new laser sight for an assault rifle. short trip up the mountain from the Pucara Charlie Rally
Find an Accessory Case sitting on a pile of supplies in Point. Once you've taken care of him, kick open the door
front of the northeast structure. to the house and collect the scope off the cabinet.
381
8 GI ACCESSORY: Short Barrel • ACCESSORY: Folded Buttstock SKILL POINTS
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Enter the mine through the entrance on the south side An old lncan fortress sits in eastern Pucara at the end of Much of the northern portion of Charamokho is behind a
of the tracks. Follow the tunnel until you reach the first a long dirt road. Sneak around the left side of the ruins brick wall with a minigun protecting the east entrance.
cavern. Eliminate the duo inside and grab the Accessory on the left and enter the lone tent. Grab the Accessory Look for the three-story building just up the hill with four
Case from the stone table. Following the right path leads Case off the metal shelves. garage doors. Take the staircases all the way up to the
to an entrance on the south side of the mountain, though roof and enter the room to find a Skill Point.
it is not necessary to explore the mine any more.
From the northwest side of the dam, spot the boat that A Skill Point rests on a concrete barrier next to the first After completing the Rebel Op: Vehicle Drop Off side
is parked on the north side of the outpost. Mark the lone antenna from the Rebel Dp: Diversion side mission. Grab mission, located southeast of the Riverine Docks,
guard and either snipe him or have a teammate do it it before disabling the transmitter. search the second floor. A medal rests in a chair in the
for you. A medal sits on a red storage container near southeast corner.
his location. Sneak onto the dam and continue into the
outpost or simply swim out to it.
A Skill Point sits on a short stone column on the north A Skill Point sits on a filing cabinet near the network In the center of the village, an OMZnA storage facility sits
side of the mausoleum. After getting past the Pucara relay on the second floor of the network station. After east of Mercab warehouse. Look for the two-story stone
Base, you must ascend the numerous steps to the top completing the Vehicle Drop Off side mission near the house to the south. Find a medal in the middle of the
and then walk right around the perimeter of the massive, quarry, collect the prize. OMZnA building, sitting amongst their supplies on the
circular platform that holds the tomb. Resistance is metal shelves.
fairly light with just a few small pockets of Santa Blanca
activity. Be sure to recon the area regularly and sneak
around the structures until you reach the northeast
comer. It is possible to take a helicopter up to the
mausoleum, but beware of the surface-to-air missiles.
DJ Perico's home from the story mission of the same Sneak onto the dam from the south side, where only a Approach the Riverine Docks from the southeast and
name is the farthest southern house in Todos Santos handful of enemies man the outpost. Mark the lone guy quietly swim out to the nearest dock, where a quartet of
Town. Step inside the two-story, brick building directly between the two storage containers and anyone on the barrels holds a document. Recon the area to make sure
across the road and collect the Bonus Medal from the upper rooftop on the left. Initiate the shot and proceed no one is nearby before grabbing the file.
upstairs metal shelves. up the steps to the roof. A document sits on a concrete
barrier next to a mortar.
382
INFLUENCE
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The Todos Santos Town Hall sits in the middle of the Rnd the comms center toward the south side of town, The chow hall is located on the northeast side of the cc
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village, north of Banco de Barvechos. A legend sits on a
second-floor cabinet next to the stairs.
across the road from the power generator. Enter the tomb. Rnd a document on the corner of the stovetop. =
a.
neighboring house to the southeast and climb to the
The Silver Mines: The silver mines of Bolivia have been exploited roof. Collect another document that lies on the ground
since the Spanish Conquest in the 16th century. The most famous of next to an abandoned card game.
them is Cerro Rico, the Rich Mountain, in Potosi. The labor force was
once composed of natives and African slaves. Working in extreme
conditions, millions died extracting the precious metal. Despite a steep
decline in activity in the past 40 years, these mines are still exploited
today, and miners remain a significant social and cultural component
of Bolivia.
North of the mausoleum, look for the brick building After clearing the Santa Blanca Pucara Base on your With a minigun emplacement and alarm, this small
near the railroad tracks at the base of the Santa Blanca way up to the mausoleum, sneak around the right side mine is well protected. Snipers are positioned on each
headquarters. It sits between the north entrance and of the western landing. Between the tent and alarm, end, so take care of them before getting too close. If
the storage shelter. Resting on a stack of boxes inside is grab the legend on the pallet of ammo cases. you can approach from the east and get behind the
another document to add to your Kingslayer Ries. The Mausoleum of Halicamassus: The Mausoleum of Halicamassus
buildings, the path to the file is quiet. Look for the small
was an ancient burial monument erected on a hill overlooking the concrete building on the east and use the dumpster on
city of Halicarnassus (modern-day Bodrum, Turkey). Built by Queen
its left to reach the roof. Collect the wallet that lies next
Artemisia in 353 BC zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
to honor her dead husband Mausolus, the building
became one of the Seven Wonders of the Ancient World. Made of to the ammo.
carved marble, it stood approximately 43 meters (140 feet) tall,
dominating the city for over 17 centuries. It was later destroyed by an
earthquake in the 14th century.
La Santera's tomb is being constructed just west of the At the bottom of the Todos Santos Rock Quarry, climb A Kingslayer File entry hides inside the mine tunnel,
rock quarry. On the southeast edge of the property, find a the steps on the north side of the warehouse to reach accessible through two locations along the northeastern
document on a lone stone, east of the tent the roof. A briefcase is next to the ledge on the left. mountain. Approaching from the northwest and entering
the first entrance reduces the resistance. Follow the
dark path until you come to a curve to the right. Sneak
around the comer and quickly wipe out the three guys
if& LEGEND inside the cavern ahead. Collect the legend that rests at
the feet of a statue.
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SICARIOS BOOT CAMP
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: will see differences in their locations in game.
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OUTPOST TUPAC KATARI TOMB MAPOOCA FARM
Vehicle maintenance and Tomb of the 18th century A rebel hideout now controlled
road control. Bolivian rebel. by the hostiles and an abandoned
386
~ SECURITY
MONTUYOC TRAINING BASE SOUTH CHECKPOINT
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MONTUYOC CHARLIE
RALLY POINT
LAFUENTE FARM SAN FRANCISCO MONASTERY Meeting point in western part of
A llama breeding farm. An abandoned monastery. Montuyoc.
CONDOR CAIRN
CHOZA PADRE TOWN AND INCA CORRAL FARM
A stone mound dedicated
A wool-producing town, now a cartel garrison and a llama breeding farm.
to condors.
RAILROAD
The railroad delivers for the cartel.
387
MOST RECON: GATES GUIDANCE
The gates into this outpost are well-guarded but automatic, letting Santa Blanca-branded vehicles in and out. Use this lo your advantage by bundling into any vehicle marked "Santa
Blanca" (on-screen. when you enter the vehicle). They're always white. Drive one (there's usually an APC parked on the west side of this outpost) through the gates and into the
base. You're usually spotted once you're in. but by that time, you can start your assault. parking near the HQ building or turning the vehicle around tor a quick getaway while a fellow
Ghost sprints tor the objective.
Also be aware of the small barracks building in the north-central part of the base. Enter at night when many guards are sleeping and can be neutralized or avoided, which makes
mission completion a little easier.
I_. SECURITY
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The two firing posts on either side of the gate make this Though you need to be careful of foes spotting you It's worth tackling these two guards and the SAM
a tough place to infiltrate from this direction, unless you from the SAM launcher (C) or the balcony of the HQ launcher before entering the outpost itself, but only
drive in using a Santa Blanca vehicle, in which case the building, the cluster of large metal containers can if you want to remove all enemies, you're happy
gates open automatically. Use this plan with or without be accessed at this point. From here, watch for foes to make some noise (via C4 to detonate the SAM
tackling the foes manning each minigun: to the west and drop down to the HQ building (east launcher), and you intend to use a helicopter. Or you
side). Or head south into the barracks if you climb can shut down the outpost generator and remove the
Creep directly under the slit window where the minigun
here at night time or need to use it as cover before SAM launcher's effectiveness without blowing your
is poking out (to remain stealthy while moving to B, for
sprinting to shut down the generator (or while firing cover. The launcher is on an open platform, and the
example). Or lob in grenades. Or, once you're inside the
at the mortar enemy). These options make this a two foes are easily spotted. Snipe them from range
base, creep up and tag each minigun operator with a
great infiltration point. so foes at the HQ building aren't disturbed.
suppressed-fire or melee takedown (strangle).
The rusting tanks and carriages, as well as vehicles in A road in from the west to the scrapyard allows The southern perimeter is completely impenetrable
the northwestern corner of the outpost, make sound direct access (after some maneuvers around rusty and follows the route of the road adjacent to it. Use
infiltration spots. Plus, you have a good view of the vehicles) to the mortar and inside the base, so it to quickly move between the more accessible east
mortar and access into the half-built brick building driving in here is possible but not subtle, and can and west sides of the outpost.
adjacent to the HQ (use the doorway near the old car cause you to be overwhelmed by the enemy. A better
with its hood up). You can then creep through, around plan is to infiltrate from here, climbing onto the brick
to the north behind the HQ building and perimeter, and lean-to shed (right of the entrance if facing south)
enter the HQ building without being seen (or, at the and then onto the metal roof of the open warehouse,
very least, with minimal combat exposure). Rushing You can sneak to the com ms building's low roof and
here is good. In Co-op, a teammate can sneak or dash down to the generator from here, too.
south instead of north, clear the com ms building, and
Once inside the outpost, the roof of the com ms
shut down the generator.
building in the southeast corner provides a good
covering position. Using the green stairs south of
the generator, head up and onto the low roof of the
com ms building and, optionally, the metal roof of the
open warehouse just north of it. You can take out
the foe at the mortar and pretty much anyone else
across the base.
Or drive in through A using a cartel-approved vehicle, which is usually discovered once you reach the mortar area. Disembark, storm the HO, and remain here to use
the height advantage, placing mines on the stairs and removing foes until the coast is clear. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
[& You have the added luxury of being able to create a disturbance while teammates access other areas of the base at the same time. One such plan involves
blowing up the SAM launcher with C4 while a second Ghost enters via A using a cartel vehicle. While mayhem ensues, a third and fourth Ghost can quickly drop foes
and storm the HQ building, before being optionally picked up by a chopper pilot (the Ghost responsible for the SAM launcher takedown on foot) on the yard, the roof of
the half-built brick building (northwest).
l- LAGUNA COLORADA BATHS: OTHER TACTICAL ADVICE
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After removing the trio of foes, creep into the mission area, moving from the cottages to the parked cars and continuing south to the search party.
0
Target all six foes between you and your team, and shoot them all in a single volley. Freaked out, the leader tries to reach the nearby SUV. Either take out the tires and
m finish off the vehicle so it slows to a crawl as soon as possible, or creep to the SUV before you open fire, and plant C4 (two charges, just to make sure). When the leader
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starts to run, explode the SUV before he reaches it. Then collar him as he runs for the next nearest car to the north (where one of you should be).
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If the enemy leaves in a vehicle, the usual takedown rules apply for stopping his SUV. However, if he reaches the location of the second search party, the mission fails.
As he takes the road, cut him off by driving up the side of the lake so you're farther along the road. In Co-op, have two Ghosts ready with a road block away from cartel
outposts, along the west-side lake road in case the assault duo messes up and lets the leader drive off.
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Head down here at a reasonable speed and stop at This allows you to creep up onto the rock ledge Before wading into the large cluster of search party
the deserter's location, using the vehicle as cover, and with the north sniper and take him down via melee foes, cross the tarmac road to get a good shot at
either bundle him into the vehicle or drag him north to strangulation or silenced shots, then shoot the south both snipers (north and south of you). Then start on
the cartel car parked nearby. sniper. Unfortunately, you're still quite far from the the foes heading north. toward the deserter, while
deserter and can't see him. lobbing in grenades to distract the main enemies or
Another option is to sneak down this road and the
sending your team in to attack.
rock outcrops to the west, taking care not to be
seen by the sniper. However, this isn't the best plan,
because the deserter heads straight in to fight the
cartel, and you're usually too far to help him, plus you
don't have a direct shot at foes who may kill him.
Emilio runs south, and if he's not killed, he attacks the cartel and attempts to flee in a vehicle. Help him
with this·plan, but stop short of letting him leave.
The other option is to remove the nearest threats to the deserter using silencers and stealth takedowns. A silenced sniper rifle is key here. Head in from A or B, onto
the rock outcrop where the sniper is. Strangle him from behind or shoot him. Then shoot the sniper to the south and the two foes on the ground just south of the target.
Order your team into the cluster of foes near the enemy vehicles, then head into the ravine and clear stragglers. Bundle the deserter into the cartel car parked just
north of E.
A great plan is to approach up from the lake (C) and shoot the north and south snipers immediately. Then engage the cluster of foes and those to the southwest who
can most easily defeat the deserter. The deserter usually starts firing at them too, so help him out! Then grab an enemy vehicle and stow the deserter in there. zyxwvutsrqponm
l3illJJ Solo plans are all good and well, but for added pizazz, approach from A, B, C, and D and off the search party in a single and devastating volley of shots, with
each Ghost responsible for a set number of foes in a certain location. Safety of the target is then assured.
,·
EXTRACTION TO MONTUYOC ALPHA
Head north, hopefully in a tough vehicle with good off-road capabilities, as you can drive off the beaten path and straight up the hill to the extraction Rally Point. Inside,
Emilio the deserter gives you a name: Bookhart. The mission concludes.
• l
On the western edge of the province, two clicks
southwest of Montuyoc Alpha, is a remote silver
mine where a traitor lurks. He's deep underground,
and the only way to defeat him is to meet him in
his bunker. Of course, you can send a robotic drone
laced with explosives to say hello first, if you wish.
I,. SECURITY
EXTERIOR: MINE COMBAT ZONE NORTHEAST:SECRETENTRANCE NORTHWEST: MINE ENTRANCE ....a: zy
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Enter this area so the objective updates. This is a You don't actually need to enter the mine at all! If Switch to night vision as you enter the mine to
lightly guarded open area you can approach from you follow the mountain trail (which is visible all pinpoint enemies, but be aware that some side
any direction, even the road. Just ensure you see, the way from Montuyoc Alpha) and search the area chambers are brightly lit. Ahead is a minigun turret
and drop, all three foes so you can enter the mine northeast of the mine shaft wheel, you find this on the right side as the main tunnel splits. Avoid it by
without other enemies knowing you're here. Long- old tunnel. You can get halfway down the tunnel heading down the side tunnel on your left (east) and
range takedowns are great, but stealth-grabbing or (heading west) before you reach a dead end, though appearinq at D after navigating some side chambers.
anything in between works. the tunnel continues above you. Switch to a drone Or lob in flashbangs, snipe from range before the
(explosive, naturally), flick on night vision, and steer minigun enemy sees you, or destroy nearby foes
Note you don't have to be here if you've discovered the
it west, around the corner to the south, and into F. by shooting explosive barrels. There are no more
secret exit (B) and remove Bookhart from that location.
Detonate after another swift left turn, straight into miniguns on this floor once you pass the first one.
the face of Carl Bookhart! Problem solved!
UNDERGROUND:BOOKHART~
UNDERGROUND:CENTRALTUNNEL UNDERGROUND: MINE SHAFT BUNKER
As you can see on the map, this is the main artery Watch for an armored foe here-shoot the explosive As the tunnel widens, a minigun nest and doorways
to the mine shaft (E). Take whatever route you like. barrel nearby, or use a preferred takedown method. on either side lead to a rear room where Bookhart
Double back or head down side tunnels to flush Head down the mine shaft, and when you reach the lurks with two additional foes manning a minigun
out enemies. It's wise to reach E, remove the first bottom (the tunnel heading north to F), send a drone in each far corner. The firepower here can be
armored-foe threat, then backtrack and finish off all to investigate the area ahead so you can pinpoint the problematic, so in addition to slow advancing,
remaining foes on this level so they don't follow you foes and three minigun emplacements. distant sniping, hiding in the side tunnel as you head
down to F. from E to F, try flashbangs to bewilder the enemy.
Remember that Bookhart has few options (only the
escape tunnel to B), so if you're slow and patient,
you can wear him down and complete the mission.
Can you drive down here on a bike or in an SUV? Yes, though the concrete barriers and explosive barrels make this highly dangerous. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCB
l'& Solo tactics are the key here, though you can spend more time catching enemies in crossfire situations by heading through oppostnqtunnels into side
chambers. You can also storm F through both doorways at the same time, which forces the enemy to choose from more targets.
MOST RECON: NIGHT TIME IS THE RIGHT TIME
Don't forget you have a maximumthrow distance of around 60 meters with a grenade, so tag a mortar crate on your Tacmap, judge the distance, and lob a grenade when you're
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The flat rock outcrop is a good ranged spot from The biggest weakness of this base is revealed when Two foes may be patrolling outside the base, and this
which to take out the sniper atop the tower, as you approach from the southeast and utilize this is where you find them, along the muddy tire tracks
well as the two patrolling foes moving outside the rock outcrop. This is a sniper's dream. You get great by the east perimeter fence. The fence itself is sturdy
perimeter at C, the foe in the minigun tower, and the views of the entire base, enabling you to remove the and can't be climbed, and the ground and rock
alarm pole panel. There are relatively few foes at alarm panel as well as foes in the minigun and sniper outcrops aren't high enough to offer an advantage.
this entrance, allowing you to slip in stealthily. The towers. You can also encroach into the base itself, However, you can knock out the alarm pole, minigun
perimeter fence is too high to climb, which leaves down to the SAM launcher, then up to the large metal- operator, and sniper from this direction. Otherwise,
the road into the base for access. From there you roofed warehouse via climbable stacked containers. use this if you want to sneak between A and D.
can spread out, moving to the targets and optionally The roof allows shots at G from a distance.
climbing the roof of a south warehouse to get a
Or you can sneak to the exterior rocks above the
ranged shot at one of the crates.
cave (J), or the entrance to the depot cave (I),
hopping over and circumventing the two armored
foes just south of G in the pill boxes. From here,
lob in grenades, or take up defensive positions and
quickly destroy crates. This is a safe route for those
attempting stealth, who wish to remove the first
three crates using C4 and a single timed detonation,
usually after the crate at J is destroyed.
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well-manned, and the sniper's rocks by this less- east of the base, as a pretty impenetrable barbed- chopper, or hiking in from B or D or the small rusting
defended entrance make this a good location to sneak wire fence runs along this entire side of the base, dump north of the Tacmap, you can settle in for
in through (especially at night). Note the tunnel by forcing a hike. Instead, head in from D and around some excellent sniping views and infiltration routes.
the right (south) pill box, which allows you to sneak to here-a small set of ruins and a shack-like metal Watch for the patrolling enemy as you move to the
underneath the main base road and appear just west warehouse with some foes you can easily overlook. area above J. Snipe the installations and foes in
of the minigun tower by a small mechanic's garage. This spot is important for the quiet removal of all towers to gain a clear view of the crate at G.
Use this for stealthier infiltrations. Or sneak along the foes. The top of the ruined cottage can also be
Furthermore, you can assault the generator and the
northeast side of the main road and into the mess hall used for defense and is a great place to cause a
crate at H easily, which grants immediate access to
to remove the crate at G. distraction, though it doesn't have the commanding
the cave.
view of the base that other locations do. You can
Don't forget the sniper's rocks are a great spot from
also remove the alarm pole and minigun operator
which to defeat the minigun operator, alarm pole
from here.
panel, and sniper on the south tower from a distance.
You can even shoot the crate at I from here, at
extreme range!
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TARGET: MORTAR SHELL CRATE (ARMORY)
This is inside the armory building just west of the
generator, on the north side of the concrete-walled
road into the depot cave. Creep down from E, F, or
the rocks above zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPO
J, head past the generator into the
armory, and prep C4 or destroy it at close range. Or
climb atop the brick storage barn in the southeast
corner of the base, by the south perimeter fence, and
shoot at it over the SAM launcher, through the top of
the brick wall. Grenades lobbed in from the mortar
location (H) are also feasible, as is strafing the inside
of the armory from a mounted vehicle weapon as
you drive into the cave.
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This is sitting across from the foe manning the
mortar. on the south side of the concrete-walled road
into the depot cave. You're usually able to shoot it
when you deal with the mortar enemy from distance.
However, due to the amount of walls and scenery
blocking your view. it's difficult to get a clear shot.
The best ranged places are the top of the minigun
tower, the rocks above J, and during your assault of
H from F.
- For maximum stealth and minimal frantic scrambling, work your way around to the rocks above J, dropping the patrolling foe who may be in the vicinity. With
no enemies aware of your presence, you can shoot out the alarm panel, then the foe manning the mortar. Then snipe the crates at G and I. Lob a grenade so it explodes
just inside the armory, destroying the third crate at H. Then sit back, launch an explosive drone. and fly it into the cave depot to detonate the last crate. You may wish to
try the drone explosion first, before the enemies realize they're under attack.
Or enter at night from E, avoiding or removing foes at the ruined cottage before sneaking in through the barracks to plant C4 at G. Creep east and around to the
generator at H, into the armory to plant a second C4 charge, then tackle the mortar foe with a melee orsuppressed-fire takedown and plant your third C4 charge. Lob a
grenade into the depot cave. flee up the slope by the generator (H), and detonate the C4. Optionally remove the alarm pole panel before you make a sound.
Alternatively, drive an armored vehicle into the base (usually from u.as it's easier to reach J from here), passing the minigun tower and between the two pill boxes and
concrete walls to head to the depot cave. Get out, shoot the crate in J, then clear the immediate area with shots to the crates at H and I. Return to the vehicle, speed
out, then loop around to shoot the mess hall crate (G) from the scrubland near E. This isn't an exceptional plan in Solo, but the vehicle affords you cover. This plan is
better utilized in Co-op mode, when your team can focus on each crate as you pass it. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
mlllJJSolo tactics work well here, though with four crates and four players, having a teammate responsible for each crate is one option.
You can also attempt to infiltrate from A or B, with one or two Ghosts removing the alarm and sniper and then climbing atop one of the two warehouse roofs, where a
direct line into G and H is available, Meanwhile, the other two Ghosts should infiltrate from B, the rocks above zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFED
J. or F.
The crate at J is the most difficult to destroy, so go for it first. Try piloting an explosive drone in, then destroy the other three crates in whatever manner you wish, as
they're all exposed. For example, assuming a Ghost has neutralized the alarm and SAM launcher, you can fly about in a helicopter, strafing the ground. Remember to
create a disturbance in an area like A, c. D, or even G so foes rush to that area, allowing easier access to the depot cave.
Among the largest hostile locations you enter is this sprawling training base in northeast Montuyoc Province. The place is so large, bristling with so many defenses,
· and the three targets are separated enough that it makes sense to infiltrate at two separate times (unless you're in Co-op mode). Tackle the smaller hillside-base
section to the southwest first, removing the instructor from the HQ building. Then turn your attention to the northeast section, moving into the training course and
dropping another instructor before assaulting a second HQ building for the final target takedown.
MOST RECON: GET IN, GET OUT, GET ON WITH YOUR LIFE
Your overriding plan should be to remove the three instructors as quickly as possible, while fighting the fewest possible additional enemies as a result of your actions. The ease of
using certain equipment such as explosive drones encourages removing installations first. To that end, learn what needs deactivating to make this mission safe enough to finish
with minimal fuss. Optimally. this jnvolves deactivating the drone jammer (entering from K). then launching an explosive drone for each target (three simultaneously in Co-op mode,
flown to destroy all three targets at once). At the same time, ensure the alarms at both camps are neutralized so reinforcements aren't called. Detonate the drones, and after the
mission concludes. either retreat or press farther into the base to clear zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
it of cartel thugs.
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The northeast-base section is larger but far less oppressive when you assault it. This is mainly due to the lack of tall structures close to one another. Instead,
there's a road and unloading yard to the southwest (close to the main road) and a large truck warehouse to the northwest (which is a great infiltration point).
Lax perimeter reinforcement along the north side of the base allows access in to deactivate or destroy three installation points, or foes in the tent barracks to
the northeast. Your two targets are relatively close; one is inside the HQ building (center-east inside the camp), and the other starts at the assault course in the
southeast part of the camp, which is easily spotted from the hillside to the south.
401
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Or, once through the main gates, head left into the clinic, into the mess hall, and remove the sniper from the
tower. This grants access to the continuation of the main road up and around toward the minigun nest and HQ
building. Use the multitude of buildings along the way as cover, watching for the foe at the half-built structure near C as you go.
This is also the entrance to use for a more violent, vehicle-based assault. Drive in, following the road around to park behind the HQ building, and then storm the
structure to defeat the target. Leave via the vehicle or helipad, C or B (the way you came).
The ground level (which is the balcony level if you're on the south side of the structure) features smashed windows to
the west, a doorway and window to the north, and a doorway and window to the south (balco_ny side). All are accessible.
The second floor features doorways on the west and east sides, both leading to balconies and a staircase to a third floor.
The roof can only be accessed via the helipad gantry, so heading in from here means you need to drop down a floor.
Kill the target with the help of lobbed projectiles-smoke grenades to force him and his foes out, flashbangs to stop foes in their tracks-,Jr snipe him from afar (outside the
base). The best way to take down this instructor is to shoot a powerful sniper round from D, through the brick wall of the HQ building (aim at the icon target), and completely
circumvent all infiltration needs! Or deactivate the drone jammer (north of K) and fly an explosive drone in from D.
mE!J Employ the following tactics, which assume you've patiently removed the Or start a massacre in an armored truck with a mounted minigun. Drive through
alarm pole panels at both bases first, and have deactivated the drone jammer. the main entrance (B), then a couple of times around the yard, before parking it
up at E and finding a high-up hiding spot.
Shoot through the brick wall of the HQ building with a sniper round from D. That
should do it. Or, fly an explosive drone in through an opening in the HQ building. Once you've removed the target, you can leave in the chopper on the helipad roof
and fly it across to the other base section, strafing the ground at N to hit the next
Need to actually enter the base? Head in via C after removing the alarm panels,
instructor before landing on the soccer pitch. Deactivate the SAM launcher first,
and avoid the rest of the base by heading north,' entering the HQ building, and
or avoid those missiles. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFED
removing the target. Keep ascending, and shoot out the windows of the helipad
building so you can continue east, maintaining your height advantage and [& Solo plans present viable options here, but you can work in unison with
dropping foes along the way. Stay at this height, making the foes come to you or teammates at the other base section so three of you each tackles an instructor
shooting them in the yard until only stragglers remain. Then descend and finish simultaneously, with a fourth Ghost backing up where necessary.
the foes in this part of the base.
At night, sneak in at C and head north between the buildings, shutting down the
pow~r at the generator to kill the lights. Then the rest of your team can enter at
Band start removing foes as you close in on E. With the camp in darkness and
no hope of reinforcements, stay stealthy as long as possible. Remove foes at the
barracks, then sweep the entire area and finish off the instructor last.
~ SECURITY
SANDBAGOUTLOOKAND S
OUTH ENTRANCE WEST: MAIN ROAD PERIMETER NORTHWEST:GATE ENTRANCE
F G
A single foe guards sandbags above the main road. This isn't utilized much, as it puts you between
This is a great place for taking in both sections of the two sets of enemies, and parking or running about section and attempt some semblance of stealth,
base, as well as easily sniping the alarm pole panel on this stretch of road can draw attacks from two pick a cartel vehicle, head through these gates,
and the target on the assault course (N). Note the directions. However, firing at the propane tank or and park near the large open garage, armory, or
steps down to the road just east of the vantage point. the foes in the unloading area on the west side of truck warehouse (all in the northwest corner). Then
this base section is a good distraction tactic. Tag the infiltrate past the soccer pitch, shooting out the
The main entrance is wide, and you can easily drive a
alarm pole panel from here, too. alarm pole when you get a chance, and deactivate
truck in here, all the way to the west gate or the truck
the generator, SAM launcher, and drone jam mer in
warehouse (I). The only issue is the number of foes in
quick succession. There are few foes here, though
the vicinity, inside the base, and on either side of the
slow driving is recommended.
road. Unless you're causing havoc (or a distraction),
find a quieter spot to sneak in. And if you're driving
around maniacally, make sure you use a cartel vehicle
so you can use the automatic gates at H.
The open garage into the truck warehouse in the This is an alternate entrance to I, allowing quick Advance on the barracks after night, in case you
northwest corner is the safest way into this location, access to the installations. Or you can sneakily can neutralize multiple foes more easily. Otherwise,
if you want to sneak to the installations north of the remove the few patrolling foes on this side of the the barracks tents are an excellent place to hide,
HQ building to cripple the enemy's ability. A single base so there are fewer to fight later. This offers before you quickly head to the adjacent installations
Ghost can do this (usually without encountering good views of the alarm pole too, from the elevated (drone jammer, SAM launcher, and generator), the
anyone), enabling an all-out assault afterward with a plateau and brick construction wall. HQ building (west), or the assault course (south).
chopper, explosive drones, or other outlandish plans You have reasonably clear shots to both targets from
once the defenses are down. here too, though the instructor in the HQ building
needs to be brought down with a sniper round
through the brick wall.
403
One of the enemy instructors starts at this point
and is by far the easiest to take down. He usually
stays in this area, and although it's difficult to
physically maneuver into, thanks to the barbed wire
surrounding the course inside the main perimeter
boundary, there's little need for close combat. Just
snipe him from For M, even after the nearby target
at O has been neutralized. Throw in some projectiles
to start with so you can catch the cluster of enemies
in one explosion.
mI!I The following tactics assume you've patiently removed the alarm pole panels at both bases first, and have deactivated the drone jammer.
Once the foes at A and F have been (silently) removed, stand at F and shoot the target at O through the brick wall of the HQ building. Before the target at N can react, reload and drop
him. Done! Or send an explosive drone into the HQ building to remove the target there, before removing the other target from For M.
To clear all foes from this base, attack at night so you can check for enemies in the barracks. Remove the single enemies between J and M, along the north, northeast, and eastern
perimeter, without making enough noise to alert anyone. Then head to I and work your way southward from the truck warehouse to F, stalking and removing patrolling foes until
you're discovered. Leave the targets and the assault course enemies until last, as they're usually hemmed in and can be tackled like prey from distance.
Dodge the SAM launcher and fly into this base in a chopper. Land it on the soccer pitch and instruct your teammates to tackle the foes to the southwest along the yard road, while you
head to the targets. You trigger the alarm if you haven't already removed the poles. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
lim The many Solo plans work well here, though you can attempt an even quicker takedown with a Ghost heading to F to remove the sniper at A and foes below
the tower and on the sandbag overlook. A second Ghost should head in from Kand deactivate every installation, while Ghost #3 tags the target through the brick wall
of the HQ building and Ghost #4 removes the assault course foe. Then advance and catch the rest of the foes in crossfire.
Assign a Ghost as a forward-assault specialist, responsible for neutralizing the alarms and installations while the rest of the team enter via chopper (land on the soccer
pitch) or trucks for a more violent, vehicle-based massacre.
404
See the. Key Locations maps on pages 386-387 for the exact locations of Side Missions and Province Content.
Another network
station is placed in
the northwest corner
of the Sicarios' Boot
Camp. There are
several enemies in the
surrounding camp, so
it is not a bad idea to
spend some time taking them out, but it isn't totally necessary. You just need to
ready yourself for a big fight or hasty exit once the mission is complete. The relay
is located in the northeast corner of the second floor. A minigun has been setup on
A supply drop has landed on a rock that juts out of the side of a mountain, the ground floor, making it th_e toughest route. Instead, parachute onto the lower
southeast of the Supply Depot. It is easily accessed from a helicopter, but the roof and infiltrate through the second-story door and fight your way to the opposite
rock is also very climbable. If you decide to fly, avoid flying near the Supply corner. Note that a helicopter is parked on the gas station rooftop to the south.
Depot, since their two SAM Launchers are unrelenting as they attempt to shoot
you down. If going on foot, start from the southeast and move around to the
northwest side at the landing. Tag the supplies to complete this short mission.
405
fl REBEL OP: HACK ANTENNA ., REBEL OP: DEFEND RADIO
loBJECTIVE loBJECTIVE
• Deactivate the two antennas within 1 :30 • Start the radio and defend it
LOCATION LOCATION
• East of North Gas Station Via-B Gas • San Francisco Monastery
REWARDS REWARDS
l3 Support Unlock/Upgrade - Rebel Diversion li3J Support Unlock/Upgrade - Rebel Mortar Strike
The first antenna is located down the street from the abandoned Gas Station Find the radio in the southwestern region of the San Francisco Monastery, at the
Via-B Gas, to the east. Throw the switch to start the 1 :30 timer and immediately end of the road. At this location, you are open to attack from four directions, as
jump into the pickup truck parked nearby. The second antenna sits inside an well as from the air. Call in rebel support and place mines along the roads. At
electrical substation on the other side of the mountain to the southwest. The first, sicarios move in from the north, south, and east. If possible have the team
suggested route takes you around to the east past the Montuyoc Training Base. split up to take them all down. If one group of enemies is allowed to get close to
Instead drive straight up the mountain toward the Pre-Columbian Necropolis. the radio, it can take some serious damage. A car may pull up with narcos from
Watch out for rocks as you descend toward your goal. As you get close, have the the main road, so have a grenade ready if mines were not placed. Next, one or
Ghosts open fire against the sicarios who loiter at the substation. Deactivating more helicopters show up in a continued effort to destroy the transmitter. Use the
the transmitter before the timer reaches zero successfully completes the mission. neighboring house for cover when necessary. If available, equip the explosive on
your drone and send it toward an aircraft-detonating once close. Last the entire
2:40 without losing the radio to complete this tough mission.
On the southeast side of Laguna Colorada, a helicopter waits with a load of Another helicopter is parked east of the Montuyoc Charlie rally point and Santa
comms tools. Six soldiers, including a heavy, veteran, and lieutenant, surround Blanca soldiers heavily guard it. The typical six soldiers including a heavy,
the chopper. Besides the captain, they tend to move around, but usually split veteran, and lieutenant surround the aircraft. This time another twelve men join in
three on each side. If available, a flare can be used to drag the group away located on the north side of the plateau with four technicals parked nearby. There
from the prize. Or, a Sync Shot against the heavy, veteran, and lieutenant are numerous ways to approach this one, but the minigun-mounted trucks are
leaves a fairly easy fight with just two soldiers. Board the chopper once the begging to be exploited. Line up Sync Shots against four of the men around the
area is clear and fly it east to a rebel runway. helicopter, including the lieutenant. Engage to drop the quartet before jumping
into a truck. Immediately start an assault on the remaining foes, while driving
through the helpless narcos. Once they have been finished off, board the aircraft
and fly it to the rebel runway to the east.
406
SECURITY
WEAPON CASES
• WEAPON: MSR Sniper Rifle • WEAPON: HTI Sniper Rifle
The Choza Padre Mine is a fairly complex maze of The Montuyoc Training Base is a well-fortified Santa Much of the west side of Choza Padre has been taken
tunnels and connected rooms. From the mine entrance, Blanca camp in far-western Montuyoc. Sneak into the over by the Santa Blanca cartel and they protect their
turn left at the first intersection and continue all the way base from the north, through a shooting range, and enter brick buildings by keeping watch from rooftops. Two
to the dead end ahead to find the Weapon Case. the armory, which is located next to an auto garage. such soldiers stand atop a two-story home across the
Collect the sniper rifle from the case inside. street from a small, green house. Head upstairs to the
second floor and collect the assault rifle that sits in the
middle of the room.
The cartel's makeshift runway, located north of the lake, As you enter the abandoned monastery in far eastern A small llama breeding farm resides to the southeast of
currently holds a medication-loaded plane---ripe for the Montuyoc, move around the first house on the right and Choza Padre Town. Sneak into the house and grab the
picking. Before swiping the aircraft, collect the Accessory nab the Accessory Case that sits on the workbench. Accessory Case off the small cabinet.
Case off the shelves on the east side of the airstrip.
407
~ • ACCESSORY: Folded Buttstock SKILL POINTS
cc
::c (Submachine Gun, Assault Rifle) O SKILL POINTS: +3 (I} SKILL POINTS: + 1
::..:::
0
0
m
Near the southwest comer of the Montuyoc province, Travel to the Santa Blanca outpost in the far north At Santa Blanca's northern checkpoint, search inside the
the railroad track runs into an unused tunnel. Rnd an and sneak into the base. There are numerous ways to gatehouse to find a Skill Point.
Accessory Case lying next to a corpse at the dead end. infiltrate the outpost such as using an official vehicle
through the main gate, slipping into the opening on the
backside, or climbing over the storage containers in the
northeastern corner. Either way, you should first use
your drone to find enemy positions and plan accordingly.
Enter the HQ building on the north side and ascend to
the second floor, where an accommodation sits on the
corner of the desk.
Find a network station north of Araca Village, where Find the town hall in the center of town at southwest The Supply Depot is well defended and Skill Points sit
another Rebel Op mission is available. Before beginning end of the diagonal road. The Skill Point is upstairs in the on a desk inside a short tunnel, which is only accessible
though, collect the Skill Point from inside the nearby tent. mayor's office sitting on the corner cabinet. at the rear of the base. Gaps in the barbed wire on the
north side as well as a stack of storage containers to the
southeast offer the stealthiest entry points. Either way
though, guards inside the two bunkers must be dealt
with first before you can sneak into the east tunnel.
At the boot camp, find the armory that neighbors the Sneak into the training base from the north and make From the southern Gas Station Via-B Gas, head west
network station, where a Skill Point is found just inside your way toward the HQ building, which is situated in along the main road and turn right at the narrow dirt
on a shelf. the center of the northeast section. Deactivate the drone drive. Follow it up the hill and enter the electrical
jammer along the way and recon the area for enemy substation[md]taking care of the two soldiers that guard
activity. Climb to the third floor and collect the bounty of the area. The skill point sits on a concrete block inside
Skill Points off the dresser. the interior chain-link fencing.
408
SECURITY
KINGSLAYER FILES 1-
On the west shore of Laguna Colorada, a shelter is On the southeast side of the boot camp, use Sync Shots An abandoned gas station sits on the main road
constructed for hunting flamingos. A legend lies on the to eliminate the three soldiers in the raised, machine gun between Sicarios Boot Camp and the Montuyoc Training
ground nearby. nest. Resistance is light from this point, so sneak into the Base. Search under the water tower behind the building
Laguna Coloroda: Laguna Colorada, or Red Lagoon, is a shallow salt camp and swipe the recording that sits next to a stack of for a tape recorder.
lake of some 60 square kilometers. It is located in southwestern targets under the canopy.
Bolivia, in the Lipez area. Its peculiar color comes from a mix of red
sediments and algae with white crystals of borax. The lagoon is an
important mating site for pink flamingos. Local people traditionally
come here to hunt them using bolas, a very efficient kind of throwing
weapon made of stones on the ends of interconnected cords that
entangle the long legs of the flamingos.
A raised minigun nest sits alone on a small plateau, Visit the Lafuente Farm, southwest of the lake. Grab the Santa Blanca inhabit the west side of town with their
northeast of the Montuyoc Training Base. Climb to the journal that rests on a mattress in the open house. trademark brick buildings. Sneak into the southern,
top and collect the document that is on the desk. incomplete house and climb to the top floor, where a
briefcase sits next to a pallet of supplies.
At the south Santa Blanca checkpoint, located southeast Approach the southern Gas Station Via-B Gas from the Next to the border with Inca Camina, a stone mound
of the lake, enter the house and collect a document off north and search inside the burnt-out train car for a dedicated to condors is perched atop a high mountain
the couch. tape recorder. peak. Make the long hike up the steep slope or use a
helicopter to reach it. A feather lies on the ground next
to the rocks.
El Condor y la Cholita: According to legend, a condor once fell in love with
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a young cholita, a natrve girl, and turned into a young man to seduce her
However, the distrustful mother of the girl intervened and threw boiling
water on the condor, burning its head and neck. The bird had to fly away
but grabbed the girl and took her to ffs nest. The young captive later
managed to escape, with the help of a wise little bird. The condor was left
sad and alone, now bald from the top of its head to its shoulders.
409
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KEY LOCATIONS
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ci: Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
will see differences in their locations in game.
412
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RANCHO SABALA
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PRIVATE HELIPAD
Capital of the province and the main quinoa market.
Property of a top cartel member.
413
This is one of three similar missions to complete
in this province, involving the scouting of a general MOST RECON: NIGHT TIME IS THE RIGHT TIME
area. When you reach it, simply look around for
a cluster of buildings, and begin a more specific With no floodlights, alarms, or other defenses to worry about (just a group of trigger-happy cartel thugs). you should
recon. Then home in further on the actual have a fierce firefight, but nothing you can't handle. For an easier time of it, don your night vision goggles as the
warehouse where the cocaine is being stored, and foes don't have these, and hunt after dark. You may find a couple of sleeping foes in the upstairs bedrooms of the
destroy it in whatever manner you see fit. Cartel southwest building, who are easy marks.
member neutralizing is simply a perk of this job.
This tight turn on a reasonably flat slope, and the dirt This is the preferred method of reconnoitering the
road running·through the base north to south, isn't a base, and entering it with a stealth plan of attack in guarded (until you make a noise and the foes scatter);
particularly stealthy way to infiltrate, as you're easily mind. Due to the lack of enemies close to the target there are sandbags, a small two-story barracks
seen by the sniper and foes on the higher ground. If building, you can slip down the rocks quietly, into the structure made of brick, and although the cocaine
a disturbance is created first, you can more easily cocaine chamber, and set it alight without firing a building is close, wading through these foes can be
slip in and work your way round. shot (though that comes immediately afterward). tricky. So creep down the hill from the southeast.
This is also an entrance to use for less subtle Or, you can quietly tag any foes you can see, enter Or, you can mount an assault, or even a distraction
methods of entering the base, such as speeding in the cocaine building, climb the stairs, and use the (setting off explosives away from the base near
with an armored vehicle, all guns blazing, lobbing covered roof area to rain fire down on the majority of this exit, or driving around like a madman to attract
grenades into the warehouse as you pass it, and the foes to the west. the foes) while the rest of your team completes
speeding out of the south exit (C). the objective.
Alternatively, refrain from triggering the cocaine explosion, head to the covered roof of the base, and start
raining death down from above while the rest of the team storms the main yard Oust north of C). Then you can
fully liberate this location. Flashbangs are also good to bring for assaulting rooms enemies have fled into, and
are refusing to die in. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
·liilJI A similar plan is also recommended, though you can add .to the crossfire opportunities by having a
Ghost approach from A, B, C, and D simultaneously. The cartel thugs won't know what hit them!
Or, attack from a helicopter and a truck (two Ghosts in each) if you want to light everything up; the truck.
players being responsible for destroying the cocaine, while the chopper duo kills anyone who isn't a rebel
trapped in a cell.
MOST RECON: BOOM, SHAKE THE YARD
As long as you take out the sniper in the tower to This offers similar access to D, and you can climb Climbing up the rocks to the perimeter fence and HQ
the northwest (E), climbing on this rocky outcrop is atop the sniper tower to offer cover, though this isn't building allows you to sweep in from the northwest
a great way to gain some height without having to as flexible as firing from the rocks at D, as the tower (E), or smash a window in the HQ building and vault
enter the base itself, and allows you a direct visual doesn't have good views of the target area. Instead, through, if you're storming in from the outside .. Or,
on the cocaine stocks, as well as foes in the vicinity. use this to infiltrate from, towards For H, or if you're if you sneak in through the door, you can ascend
Provide covering fire from here. wanting to assault the HQ building. to the top floor office, where you can shoot out the
window overlooking the stockpile and lob a grenade
Enter the base via the pile of tires and small number
down from relative cover, as well as firing down at
of rusting vehicles, before removing the more
the main road inside the base. Just be wary of the
troublesome foes in and around the HQ building just
armored foe, lieutenant, and other enemies in and
west of the cocaine warehouse.
around this building.
[B Have a Ghost responsible for the south portion of the base; dropping the sniper, destroying the alarm, and removing both minigun operators and foes in this
side of the base. At the same time, assault from D and G; one foe using the rock outcrop at D to provide cover and removing the northwest sniper, while two Ghosts
sneak in using the Solo route around the generator and into the cocaine warehouse. Then go for the cocaine.
Drive two well armored vehicles into the base from different directions, dropping grenades as you reach the cocaine. Mix this up using a chopper and vehicle. There's
no need to add foes unnecessarily, so shoot out the alarm box as you enter.
This final stock of cocaine is perhaps the most difficult to find, as it's hidden beneath the mountain side on the western foothill slopes of this province. With only one
entrance in and out, a slightly different set of tactics is required when dealing with this predominance of snipers, so you aren't executed well before you reach the
cave entrance that leads to the cocaine.
With no floodlights, alarms, or other defenses to worry about (just a group of trigger- As in the other two hideouts, cocaine shipments need to be destroyed with explosives.
happy cartel thugs), you should have a fierce firefight. but nothing you can't handle. Grenades (thrown or via a drone). C4, mines, and the grenade launcher are all viable
For an easier time of it, don your night vision goggles as the foes don't have these, options. Don't forget to utilize flashbangs when you're storming the tunnel; that
and hunt after dark. This makes maneuvering into the tunnel much easier. considerably hinders the firing of automatic weaponry by the enemy.
o SOUTHWEST PLATEAU ROCKS NORTHWEST ROCK OUTCROPS NORTHEAST ENTRANCE
z zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
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Carefully approach the base from this direction, There are some large boulders you can easily hide Just like A and B, approach using the hiking trail and
directly above the tunnel (but don't look around for behind, and start a sniping competition with the enemy then. head to the rocks above the entrance, so you're
the cocaine cache on the surface!). Recon the five sharpshooters surrounding the rocky tunnel entrance. above and behind all the enemy snipers. Then take
snipers looking out across the valley; they're usually Two snipers are close to thi.s infiltration area; look them out from the vantage. point here. Afterward, you
facing in the opposite direction to you. This makes for evidence of human activity (barrels, movement in can descend down the rocks to the tunnel entrance,
them easy kills. Neutralizing these problems early thermal vision) and tackle these foes first. or remain above, lobbing in explosives to weaken
means you only have the foes at the tunnel entrance those foes at ground level.
Using this side of the mountain above the hidden
to worry about. Then, move to either B or C and start
tunnel over A or C allows you to more easily reach
the assault using the height advantage.
and descend some outer wooden steps, down to the
entrance. There's a sandbag defensive area close to
D, and a forklift down to the entrance itself. Watch
for sicarios with miniguns as you reach the tunnel.
m!ll Take this one slow and steady, using the cover of night to help your progress. Stealthily creep in from A, tagging each sniper one at a time, aiming at those
nearest you first, so you don't attract attention (by having a sniper near D fall first, with others seeing the death and raising the alarm). Move around to B, and after
learning the location of both armored foes, execute them from cover. Then storm the tunnel and complete the mission.
If you don't feel like wandering all the way to the end of the tunnel, use a grenade launcher or a drone carrying explosives to destroy the stock piles. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPON
· 6ll!II The same plan is optimal with human teammates, though approaching from A, B, and Callows a more easy culling of the snipers without the rest of the foes
, being any the wiser. Optionally have a fourth Ghost acting as back up in a vehicle or helicopter for extraction purposes.
I·
f
428 •,. ,I.·~
Complete Main Missions: Eastern Cocaine
Cache, West Cocaine Cache, and Hidden
Cocaine Cache in Mojocoyo Province to start
One of your team remarks that the town of Rancho Sabala is lacking all
its female population, but there's little time to wonder why, as you'll be
preoccupied with storming the Buchan House in the eastern part of town. This
is heavily-guarded, but providing you come up with a succinct plan for street-
to-street clearing, you'll be able to infiltrate the small compound and search for
the boss. Make plans to continue this mission after you reach the target; the
boss is elsewhere.
If you're sneaking and removing foes on the block south of the Buchon House, Don't overlook the small maze of streets to the west of the Buchon House; there's
enter via the red row house for a good view of the compound, and access to a multi-floor garage structure adjacent to (west on the Buchon House you can
the three brick structures on the south side of the road adjacent to the Buchon climb the interior of, until you're above the compound and can fire through a
House itself. There are only around four foes in this vicinity, and you can quickly window at the foes there. This is the safest building from which to shoot through
set up a defensive posture on the upper floor (interior) of either of the brick north windows and drop the sniper on the roof, and the alarm panel atop the pole.
buildings (watch for sleeping foes at various times of the day). You can shoot
at the enemies across on the Buchon House balcony, as well as the compound
entrance. It's even possible to snipe the alarm panel behind the Buchon House
from these south row of brick apartments.
NORTHWEST: MANSION HOUSE AND ALLEYS NORTH: HELIPAD AND ALLEYS zyxwvutsrqponmlkjihgfedcbaZYXWV
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Note the blue exterior walls of the mansion house, where a captain resides, and It's worth heading in from this direction to easily neutralize the alarm pole, and
the adjacent apartment with a sniper on the roof, northwest of the Buchon House. the sniper from one of the brick apartments just north of the helipad. However,
If you're coming in from the northwest heading southeast, you can clear this area defensively this isn't helpful to Ghosts storming the Buchan House, as the
reasonably easily, or avoid it as the sniper can't really strike you if your team is perimeter wall of the target structure can't be breached from this direction. Stay
storming the Buchon House (as his view is blocked by the house itse1n. here momentarily, and only when sweeping the area and removing hostiles.
422
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(!) TARGET: BUCHON HOUSE (ANTONIO'S WIFE) en
C)
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Antonio is the boss in these parts; a fact you only >-
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discover when you enter the Buchan House, and
interroaate his wife. Antonio is elsewhere. The house
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can be entered via the grounds and the entrance. in
the southeast corner, guarded by an armored foe, or
via the terraces to the south and east. Once inside,
you can take the northeast stairs, or the ground level
doorway to the northwest. Try to keep the sports car
intact, as it's a great escape vehicle, which you'll
need to catch your foe during the next objective.
Augment your usual gun battles by flying explosive-laden drones into the buildings you know have foes are inside, use flashbangs, and don't forget to locate a getaway
vehicle in which to leave town, so you can chase Antonio easily. There's usually a fast car in the Buchan House garage, or a quality truck parked near the helipad.
[B Utilize Solo plans, with an extra dollop of sniping. Station a teammate at A, who is responsible for the southern street foes. Move a Ghost to the top of the
tenement block at E to cover the team and take out the sniper, alarm panel, and armored foe. Optionally have a Ghost come in from C to remove the captain and the
clusters of enemies to the northwest. After storming the compound, have one Ghost drive up in a vehicle, and drop them off at a second vehicle so you have both
chasing down Antonio (or leave in a ground vehicle and chopper).
AFTER ANTONIO
Once inside the house, grab the only woman in town (Antonio's wife) and
~
interrogate her. Her husband (the supply lieutenant) seems to be having a major When you re following Antonio make sure you start the of Ie nsive
coke problem, and has rounded up all the women town. For what purposes cir rvrng to stop him when the: e are no passrng car let vehicles or
remains unclear. What is clear is the itinerary the wife gives you. Time to track enemies par keel on the I oadsrde You don t zyxwvutsrqponmlkjihgfedcba
neeri the extra hassle
down Antonio and bring him down! ·
ANTONIO'S CAR
Antonio is driving a sports car in the vicinity of town, along the country roads within a kilometer or so of your
current position. Use whatever vehicle you wish, and stop Antonio. You can: Ram him off the road, or into a
telephone pole, and grab him before he drives off. Ram him or block his path with a vehicle, point a weapon at
him, and grab him from the driver's seat. Strafe every part of his car except the driver's side, until it catches
fire, forcing Antonio out of the vehicle. Or, hack his car alarm so the vehicle stops.
When you've grabbed Antonio, you need to extract him to Mojocoyo Alpha, which is just southwest of Rancho
Sabala. Simply find a vehicle you want to stow Antonio in. This could be a chopper you or a teammate has
flown, a vehicle you used to shunt Antonio into stopping, a parked vehicle nearby, an innocent's vehicle, or for the ultimate indignation, Antonio's own vehicle (stuff him
into the passenger side while you take the wheel)!
You've also got Rebel Support. Now is a great time to call in a favor (mortar strikes on the enemy mortar ii you're worried about it, Guns for Hire to help clear the base, and Diversion
to preoccupy the enemy away from the schoolhouse.
SNIPER'S HOUSE (SOUTH): MAIN ROAD
This location offers easy access to the alarm panel, but not a particularly clear shot to the sniper atop the
brick structure. There are cartel patrol vehicles here, so take care infiltrating from this direction.
426
~ SMUGGLING
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Sneak to this flat rock outcrop, and you can easily A great place to quickly remove the alarm panel, and Arguably the best place to quickly remove the alarm
neutralize the alarm, and either storm the cottage ignore the other enemies as you head up to the farm and sniper threats, as well as swiftly dealing with
and sniper's brick building, or attempt to shoot the or main base. However, you usually have a clear shot foes on the ground before their shouts raise any
sniper from here before moving in and clearing the of the foes below and the sniper himself, so feel free other alarms.
Sniper's House completely. to clear the entire area.
Climb up here from the south, and you can quickly Not a gdod place to spend any time as you're in
remove the alarm panel to the northeast, as well as danger of being spotted at the main base, the sniper reasonable protection, allows you ·10 reach the sniper
the top of the sniper's head on the tower. As long has a good height advantage, and the alarm panel is tower stairs without problems (if you're wanting to
as you're quick, you can dispatch all threats before obscured by the main farm building. Stay off the road. remove the sniper at closer quarters) and the alarm
your exposed position is compromised. If you're in panel is easily shot.
danger of being seen to the north, drop down below
the rocks.
H J
The lower coca fields to the east and southeast can The main entrance up the dirt road to the south is A good place to start a diversion while the rest of the
be snuck through en route to a ranged removal of in through here, passing a sniper tower and pillbox team go for the objective, or a better place to sneak
the alarm panel and sniper. Though you're on lower (left), the alarm panel and HQ building (ahead), in, using the lack of enemies in this area to start
ground, it's easier to aim at the two targets from and the armory and school building (to the right). clearing the base from west to east. Though you
here, and you're not likely to encroach on enemies at Sneaking in here is exceptionally difficult, so use this have two close sniper towers, the number of pipes to
the main location. entrance if you're wanting a more rampaging way in hide behind or in are large, and the warehouses here
(using the diggers parked to the west, for example). are usually empty of enemies.
It's wise to remove the alarm panel, but from a
Or, you can locate one of the two parked diggers,
different location. If you're driving into the base
and use it to drive into the base under heavy enemy
going hell-for-leather, park in the basketball court
fire, park at zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQ
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near O after driving through here.
house to the southeast.
~ BASE (WEST): SNIPER TOWER AND BASE (NORTH): DOUBLE PIPES TO
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The large warehouse to the northwest, the masses of The helipad has sandbags for cover, two stairs up As long as someone else is removing the alarm
pipes, and a small crane you can actually parachute to the pad itself, and good views of the three sniper panel or shutting down the generator, remain
onto, comprise this area of the base, along with a towers on the west side of the base, as well as the here and clear the north sniper tower, then use it
sniper tower. Heading up here doesn't give you much alarm panel. This is a good covering position, or you to gain height and attack foes below in the north
in the way of aiming opportunities as the toes are can fire from the top of the north sniper tower (which yard barracks tent area (lobbing projectiles down
elsewhere (to the east). This does mean you can try can drop a foe at the minigun nest). However, you'll works, too), or stealthily remove all foes around the
stealthily moving east, dropping foes one at a time to soon have few foes to hit when the majority are schoolhouse before the final push.
whittle down the number until only those around the around the schoolhouse itself.
You can also easily head in from here, directly
schoolhouse remain; then go in guns blazing.
southward, and neutralize the minigun operator, but
not before shutting down all the power to the facility.
This is a good secondary location to drive a vehicle The perimeter wall here is mostly sturdy (at least, The pipes in front of the base provide cover, and
in to cause havoc, and coax foes into this part of the to the area of the schoolhouse you need to access), sneaking in from the east allows you to move to
base to fight against. so hop over the broken section of wall between a small window you can smash, and vault over,
the sniper tower and security hut, climb the sniper into the base and a school outbuilding. Though
A better plan is to use stealth, removing the sniper
tower steps (dlspatcbinq foes silently as you go}, and the enemies will hear the window, if you wait (and
on the two nearest towers, and the foes in the
once all immediate threats are neutralized, hop over you've removed the alarms), they will go back to
pillbox and security hut. You then have free reign
the metal stair fence to land on the ground inches patrolling, allowing you to sneak in toward the
of this barracks area (allowing quick access to the
away from the schoolhouse entrance and objective objective. Or, storm the place quickly.
generator), and can quickly drop foes in their sleep if
keypad. This is the closest to a stealth infiltration you
you attack after dark.
can manage.
Note there are two windows you can smash in
the north wall of the schoolhouse, which can be
climbed through, allowing you (or your team) into the
schoolhouse itself. This is a great alternative to the
south entrance, though you still need to reach the
keypad (southeast corner) to get down to
the basement.
428
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The ground floor (exterior) of the schoolhouse teatures the southeast entrance (directly to the adjacent objective keypad), a main stepped area, and low metal steps
to a doorway in the southeast wall.
The upper floor has windows along the south and north walls, and one on the west wall, that you can smash. Use this if you need to leap out from the inside, or
you're piloting a drone in from the outside.
The roof is three open areas and the base's mortar, along with a sniper. If you're able to remove the mortar, you can land a chopper here, or parachute in. Note the
skylight behind the mortar, which is destructible, allowing you to drop into the central stairwell.
The school interior on the ground and upper floors is comprised of a sirnllar layout: a south corridor running west to east, classrooms to the north, a central
stairwell, and a side stairwell on the east side. The stairs to the basement (and cocaine) are a continuation of the east stairs. The east stairs also access the roof.
The central stairs do not.
A slightly safer option is actually to drive in a heavy vehicle, such as a military SUV, digger or truck, in through I (ideally after removing the three alarm panels so
reinforcements don't hinder your progress), parking it in front of the southwest basement steps. Then storm the schoolhouse using the previous plan. When you need to ,.
leave, you have a hard-wearing vehicle you can quickly utilize. If your team is keeping the south yard in front of the schoolhouse free of foes, so much the better.
Another option is to create a commotion (or a distract grenade) in the barracks or southeast basketball court, then enter the schoolhouse from the opposite direction.
A more ludicrous (but daring!) plan involves parachuting or leaping from a helicopter and landing on the roof, ideally after strafing the roof to remove enemies (the
sniper and mortar operator). Then either shoot out the skylight and drop down onto the main steps, or head to the southeast stairwell and wait for every foe in the
vicinity to head up and attempt to attack you. Once there's a pile of foes here, descend gradually, to the basement, and complete the objective. This works better if
you've killed the power (that is, there are no alarms, and no enemy helicopters buzzing you while you're on the roof). zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONML
B The Solo plans are all excellent, even with a group, but splitting up your forces so the enemy is attacked from all angles is a plan you can only try in Co-op. Be
sure you've killed the alarms before persuing any of the following options:
For true professionalism, speed and competence are key. Have two Ghosts enter via M, N, or 0, usually at dark, smashing the windows on the ground floor of the
schoolhouse (north). At the same time, have two Ghosts enter via 0, but moving to the southeast entrance by the panel. Quickly access the basement, but sweep the
ground floor along the way. Then destroy the cocaine, and flee with a sprint south from the southwest exit.
Imagine a fleet of four explosive drones all heading into the school house, each controlled by a teammate intent on clearing the majority of the foes on every floor
before the basement is breached. Or, use these drones to remove alarm panels or snipers atop towers. Clearing the rooftop enemies on the schoolhouse offers the
easiest way to utilize these drones.
See the Key Locations maps on pages 412-413 for the exact locations of Side Missions and Province Content.
., REBEL OP: BREACH COMM CENTER • REBEL OP: BREACH COMM CENTER
loBJECTIVE loBJECTIVE
• Blow up one of the station's entrances and then hack the network relay • Blow up one of the station's entrances and then hack the network relay
LOCATION LOCATION
• North of Capachunco Village • West of Capachunco Village
REWARDS REWARDS
!!J Support Unlock/Upgrade - Rebel vehicle drop off !!J Support Unlock/Upgrade - Rebel vehicle drop off
Climb the steps to the second-floor doorways on the east side of the building Another network station sits in the northeast corner of the province. The network
and toss an explosive at the right door. Detonate from a safe distance to begin a relay is located on the first floor, so either ground level entry point works well, but
1 :30 timer and get ready to fire a high rate-of-fire rifle at the Santa Blanca who the front door is a tad quicker. Blow open the door to begin a one-minute timer
stream out the door. Fight your way inside and hack the relay that sits against the and slaughter the Santa Blanca cartel who occupy the interior. Once it is clear,
far wall. Send your team inside before entering and call in rebel support for an move inside and to the right to find the computer.
easier time.
West of Rancho Sabala, the cartel has built a makeshift runway and protected it Parked across the street from a gas station, northwest of Rancho Sabala, a
with two watchtowers, two checkpoints, and a surrounding wall. As you approach helicopter has been loaded with valuable com ms tools. Approach from the south
the site, snipe the guys in the towers first and then recon the area. The helicopter and take care of the two narcos at the gas station first. Next, scan around the
full of food parcels sits at the south end. Work your way from the north side chopper. The aircraft sits atop a building with steps leading to the rooftop on two
toward the plane, taking the hostiles out in small groups. Once the runway is sides. There are nine men who guard the supplies. Typically, five hang around the
safe, board the plane and take off toward the objective marker. It is a long trip all helicopter, while four patrol the ground below. A couple of them move between
the way up to Media Luna province, though there is not a whole lot of resistance the two levels. Work around the bottom and eliminate the lower guys first, but be
along the way; keep it low to be safe. careful that you do not leave a body where a descending guard may see him. It is
possible to pull one or two of the upper hostiles onto the stairs with well-placed
and timed Diversion Grenades. Once clear, fly the helicopter into Barvechos and
land it southwest of the city.
430
~.__~S=M~U=G=GL=IN_G._
a helicopter full of
medication is well
guarded as it sits inside
a small compound.
Infiltrate from the north
and climb the right
steps to the second floor of the house. Take out the lone guard on the terrace
and recon the grounds. Another sniper mans the second floor of the HQ building,
while his buddy occasionally joins him. The rest of the crew sticks to the ground.
If you are spotted, the lieutenant immediately goes for the cockpit and takes Find the first antenna southwest of Rancho Sabala, unguarded. Flip the switch
off. It is possible to get him to surrender and cower, at which point he does not and immediately jump on the nearby motorcycle. It is possible to beat the 1 :50
attempt to swipe the supplies. Take out the guards around the chopper and you timer by sticking to the roads, but a direct line can be made between the two
can spook him. Clear out the enemy and fly the aircraft east to a small island in transmitters. Head up the hill straight for the objective marker. There are a couple
the middle of Lake Agua Verde of patches of boulders, so keep your eyes peeled and maneuver around them.
Find the Santa Blanca cocaine hideout southwest Another cocaine hideout has been carved out of the Infiltrate the house at the private helipad in eastern
of Capachunco and approach the base from the rock, southwest of Rancho Sabala. Recon the area and Mojocoyo from the north and sneak up the rear
north--,iliminating the sniper in the watchtower before eliminate the snipers who protect the cave entrance. staircase. An Accessory Case rests on the railing at the
getting too close. Enter the brick building and climb to Fight your way inside and follow the path to the back front of the home.
the second floor. A Weapon Case sits just outside the where a new sniper rifle awaits.
northern doorway.
G ACCESSORY: ATPIAL Laser Sight • ACCESSORY: Extended HK4.6x30
• ACCESSORY: Laser 3Dot (LMG) (Sniper Rifle) Magazine (30)
Snipe the guard in the southwest watchtower before A supply drop sits inside the abandoned prospecting The southern cocaine hideout is located northeast of
sneaking into the outpost from the west side. Staying site, located southwest of Rancho Sabala, and the Chacatal, near the Mojocoyo Alpha rally point. Sneak
alert for Santa Blanca patrols, enter the first house and rebels would love to get their hands on it. Complete the onto the property and climb the exterior steps on the
climb the steps to the second floor. The Laser 3Dot rests Rebel Op: Spotting side mission before collecting the right. Inside the second floor of the house, an Accessory
on a small cabinet in the comer. Accessory Case that sits at the back of the cave. Case rests on a small cabinet in the corner.
SKILL POINTS
O SKILL POINTS: + 1 (IJ SKILL POINTS: +5
At the Unidad checkpoint, located northeast of Santa Blanca's Mojocoyo Base is well defended with a Civilian hostages are held prisoner southeast of
Capachunco Village, eliminate the two Unidad troops mortar, minigun, and multiple alarms. To collect items Capachunco at a prison camp. Enter the two-story home
before collecting the medal that sits next a gasoline can inside these walls, you must be extra sneaky or bring on the south side and ascend to the second floor to find
on the left. everything you got. Take care of the snipers at the a medal, sitting on a desk.
watchtowers first and then move into the agricultural
school, which is only accessible from the front and
left side. Navigate the halls and stairwells to reach the
rooftop and then search the far storage room for the
Skill Points.
Look for the large gray house in the eastern half of the Head to the sacrificial site, southeast of Rancho Sabala, Down the hill from Chacatal to the east, a sicario is your
city with an alarm located just to its north. Enter the and grab the Skill Points from the stone table. next target in the Guns for Hire side missions. Once he
brick building just left of the sirens and take the exterior has been intimidated, enter the southern home and
stairs to the second floor, where a medal sits on the climb the stairs to the rooftop, where a medal rests on a
metal shelves. pallet of supplies.
KINGSLAYER FILES ....z:
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From the southwest, move around the back side of the Fight your way or sneak into the three-story, brick Enter Capachunco Village on the west side and follow u
the road until you reach the second brick house on the Cl
first group of brick houses and climb over the fence building, located just west of the armory. On the third
behind the house. Go upstairs and collect the Bonus floor, find a Bonus Medal on the corner desk. right. Santa Blanca occupy many of the homes, so move """'
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Medal from the desk. inside cautiously and head up to the second floor to find
a document sitting atop a red container .
From a safe distance, snipe the guard at the top of the Travel to the prison camp, southeast of Capachunco As you move into the village from the northwest, move
watchtower before moving into the farm's property. Village, and enter the brick home. On the second level, past the first two houses on the right, before cutting
Climb to the top of the tower to find a document lying on collect the document off the corner of the bed. through the gap in the stone wall. Collect the legend that
the platform. sits on the cart, behind the next home.
Tinku: Every year, rural communities in the region of Potosi organize
big celebrations called Tinku. In daytime, the villagers brawl following
special rites. Shedding blood is a way to honor the Earth goddess and
ensure the promise of a good harvest. ft is also a way to release social
tensions. Clay pots such as this one are traditionally used to drink
alcohol. The drunkest or toughest guys fight to the death. Even the
women take part, helping their husbands or fighting each other.
In far south Rancho Sabala, a three-story warehouse sits Sneak toward the house at the private helipad from Travel to the sacrificial site, southeast of Rancho Sabala,
just east of the highway. Climb the exterior stairs to the the north and climb the exterior steps to reach the and collect the legend that lies on the ground.
rooftop, where a document rests on the southern ledge. second floor. Move around the balcony, enter the Wilancha: La Wi/ancha is a sacrificial ritual to honor Pachamama,
building, and collect the document that lies on the the Earth goddess. Indigenous people cut a llama's throat and shed
its blood on the ground, hoping for a good harvest. Miners spill
floor, next to the bed. the blood over mine entrances for safety at work or to find a good
vein of minerals. As Pachamama is a jealous goddess, the ritual is
considered mandatory to satisfy her. During the Wilancha ceremony, a
shaman or one of his aides may blow horns such as this one to attract
Pachamama's good graces.
From the sacrificial site, head south up the hill to Before entering the cocaine hideout, located northeast The town hall sits directly across the intersection from
find Chullpas, an ancient funerary building. Find of Chacatal, snipe the guy on the rooftop and then the church. Head upstairs and collect the document off
another legend at the base of the second-from-the- sneak around the right side of the brick house. Climb the mayor's desk.
right monument. onto the blue storage container and continue onto the
lower roof. Step inside and collect the package off the
Chui/pas: Chui/pas are pre-Columbian stone funerary towers that can
be found in the Andes of Bolivia and Peru. They were built to protect filing cabinets.
and honor the mummified bodies of noble family members. Along
with some personal belongings, the corpses were placed inside in a
fetal position. The door is usually facing East, so every morning the
rising sun can flood the corpses with fight, symbolizing the cycle of
Life and Death.
~..... KEY LOCATIONS
.... Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
~ will see differences in their locations in game.
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LASMULAS NORTH OUTPOST
POCO IRRIGATION TANK Prospective human drug mules A relay for cocaine from the
The main Rernanzo's tank. wait here. food factory.
POCO VILLAGE
A potters' village, now used by F.O.B.PUMA
the cartel. Oversees cartel activities.
OVEJASREAL
SLAUGHTERHOUSE
Supplies meat for the cartel.
TEST CENTER
New processes for hiding cocaine
are tested here.
436
SMUGGLING
MARCAVI TOWN
Potato-farming center now occupied by the cartel. The
SOUTH OUTPOST buying office is located here. allowing local farmers to
A relay for cartel vehicles and convoys. sell their harvests.
SAN VICENTE
Butch Cassidy and the Sundance
Kid's last stand.
Unless you're trying to quickly overwhelm the The rocky outcrop near the rusting windmill is a The upper ground to the south is perfect for
enemy by driving an armored vehicle directly at the fantastic spot from which to recon the area, as well reconnoitering from, and the ruins in the central part
church (H), absconding with the chemist, and driving as remove the sniper at the tower below, along of the south edge of this base allow quick access
away again with no plans of a stealth assault, this with foes on the south side of. the road. Before this and a direct path to the church itself. However, the
infiltration point is of limited use. The sniper in the happens, snipe the alarm pole by the church to ability to camp up here between the rocks-and
tower ahead and right can easily see you, as can the prevent reinforcements, and use this area to cover use a sniper rifle to tag foes through windows in the
foes in the building cluster to the left. your teammates. As the mission progresses, and church, the alarm pole panel, and enemies as they
once your team is inside, you can easily climb down emerge from the church during combat with other
Peel off to B or F before you reach the base teammates-makes this a great place to start from.
from here, locate a vehicle, and drive it close to H to
entrance, unless you've already dealt with foes
help with the getaway.
between here and the target church building. Note You also have the luxury of easy access in all
the propane tank on the opposite (north) side of the Conversely, it's unwise to maneuver through the area directions into the base, depending on how the
road to the sniper tower. Blow that up if you need to below this rocky outcrop, as you can't climb over the mission is progressing. For example, you could
distract the enemy (while your teammates infiltrate mesh fence on the north, west, and south sides in quickly find a vehicle and drive it to the church, or
from a different direction). the southwest corner of the base. You need to enter back up a foe heading into combat, or snipe both
via the ruins at C instead. sharpshooters in either enemy sniper tower, or cause
a distraction by sniping any of the propane tanks.
Though the tombs make great places to hide behind, Just like A, moving in from this direction gets you If you're conducting a sweep of foes or gunning for
and the sloping ground (at least, higher up) makes a spotted (especially by the sniper in the tower, unless the generator, this is where the most problematic
great sniping position, the closer to ground level you you strike him first), though it's slightly easier to takedowns occur, thanks to the five brick structures
go, the more problems occur. You can't access the pull up close to the church, storm it, extricate the in close proximity to one another, each with two (or
warehouse building or head across to the church, chemist, and drive away again, as there are fewer more) floors the enemy could be hiding in. Proper
thanks to the tall mesh fencing, which means you foes on this side of the mission area. In addition, drone-tagging of enemies is critical, as they are
need to enter via either the small ruined building there's a wide area outside the church for vehicular difficult to get the jump on in this cross-shaped alley,
north of C, or the main road (E). maneuvers, and some smaller structures around with numerous doorways and steps they could be
the soccer pitch to the northeast you can use when . hiding behind.
Don't overlook the propane tanks near the sniper tower.
sneaking in to assault the church from the north.
Shoot them if you want to create a proper distraction. If you do clear out the enemies here, you can use the
ruined brick wall as cover when assaulting the church.
You don't want foes moving into this area, as it's too
dense to offer an advantage to you in a firefight.
This side is a better place to assault from-as long as the alarm has been
destroyed-as it is more open, and the containers make great cover. Sneak
around the perimeter from the sniper tower to reach the rear of the church, too.
The soccer pitch makes a great spot to land a helicopter when extracting the
chemist, and the side of the road near the church usually has a truck to use for
the same purpose, if needed.
The largest concentration of enemies is stationed in and around the church. There's
a south entrance, windows along the west wall you can shoot out (as can your
opponents) and vault through, a rear entrance, and steps down to the south end of
the basement on the southwest corner, by the alarm pole. Also, an entrance below
the "steeple" on the west side leads to a small dead-end room that's good for
taking cover in.
Inside the church are steps up to an office overlooking the road (with windows you
can snipe enemies through from C). In the main church hall, a second set of stairs
heads down to the north end of the basement. The basement itself contains the
south steps (leading up outside) and the north steps (up into the main church hall).
You can assault the church from the road, the front area, the soccer pitch side (east), the low-rise buildings (west), or sneak in via the opening in the mesh perimeter
fence above a ground pipe (north). Enter the church before the chemist can react, and he cowers in the basement. Start a shootout while outside the church, and the
chemist usually attempts to flee to a vehicle and drive away.
EiiJlll This mission can be simplified if you don't care about freeing the small band of rebels in the cage to the northwest (near F). Just start a firefight, ideally near or
from a truck you're able to drive competently, and wait for the chemist to escape. Then chase him down, apprehending him away from any cartel strongholds.
If you wish to apprehend the chemist "properly," start at A, shooting the west sniper, foes on the south side of the base, and the alarm panel along the way. Sneak
through the south warehouse and debris to clear all foes south of the road, as well as the east sniper in the tower. Then sneak in via the soccer pitch (near G) to the
rear entrance of the church. At this point, check the area for a getaway vehicle, or bring one and park it on the pitch. Enter the church via the north corner doorway.
Make quick work of the enemies in and around the church, sweeping for remaining foes. Then grab the chemist, bundle him into a vehicle, and head for the rally point.
You could also try creating a disturbance by destroying one of the large propane tanks-creep in from C, stand near one of the armored trucks, and take the shot. This
freaks out everyone, including the chemist, who makes a run for it. Simply get into the truck and chase him down, ignoring all foes in this base.
If there are foes inside the church, or the low-rise maze area, use explosive drones to wipe them out, or flashbangs to cause confusion, and then clean them up.
B!IIll 1f none of the previous plans work for you, station a sniper at Band D to cover the two other Ghosts who can enter from the break in the perimeter fence north
of H. While the snipers concentrate on the foes to the south and the enemy sharpshooters in both towers, the ground Ghosts can silently remove foes in F, killing the
generator and freeing the prisoners. With the snipers shooting out the alarm panel, the two Ghosts can now head into the church (from the north and south entrances)
and clear the area of remaining foes before grabbing the chemist. Variations on this plan work well.
440 ·,
After confirming this factory is a legitimate threat,
you must make a careful study of the base's
impressive defenses before trying out any infiltration
plans. Two quinoa conveyor belt warehouses
must be destroyed before the mission is deemed
successful. The only real problem is getting to them.
SOUTHWEST: RAIL YARD AND MESS HALL
This yard is lightly patrolled (usually by only one
enemy) and provides stealth infiltration opportunities.
Check the brick shed attached to the main base
under the two large pipes; climb the tire pile and slip
into the cluster of buildings and a sniper tower in the
southwest corner of the base. Farther along the rail
yard on the north side is a doorway allowing access
to the same area.
Though you aren't likely to be targeted by the
The southwest base interior is a series of buildings clustered together under the watchful eye of a sniper.
main base enemies, make sure the two foes at
Remove him immediately so you're not compromised. Then clear the two or three other foes. You can also
this checkpoint are neutralized, as they can head
climb up the brick structures, slip inside, and snipe foes to the north (mainly snipers on gantries). Use the
in and back up other foes if they aren't dealt with
connecting wood ramps to move along the upper levels, balconies, and low rooftops of these structures to
early on. You're on low ground here, so find a better
gain extra sniping capabilities. Plus, you can maneuver east and reach the upper floor of the HQ building
infiltration spot than this.
where the captain is, or drop down to I, or use the sloped ground to head up to I. The upper floors of the
buildings on the east side provide views of I, as well as J.
Note there's a mess hall here, so check this location to see if the enemy is eating, and kill a large number of
them in a single massacre, which eases the clearing of this base considerably.
You can climb into the base via the metal cargo
containers just west of the minigun tower, which is the
best way to reach the generator and to slip into I undetected. The eastern part of the base features few foes and
some good infiltration opportunities. You can move
The main road into the base at this point leads to an open area where you're easily spotted, so use the open
through the open warehouse to the yard at C, or head
containers for cover and advance on J, up the conveyor belt, and quickly snipe the sharpshooter and alarm panel
north to the sniper tower steps, overwhelming the
northeast and north of you, respectively. From here you can advance into the northeast yard, or across to J,
sniper at the top and using the height to remove all
assuming you're being covered or you're very careful with your foe disposal.
foes on the eastern side of the base, as well as the
You could drive a vehicle (including a bike) through here, if you're not interested in the subtleties of war. Park at J two closest alarm pole boxes. As the action usually
to lob a grenade through the front doorway, or cause a distraction by driving from C to E and back again. heats up elsewhere, don't spend too long here.
NORTHEAST:ENTRANCE
This is another spot to drive a vehicle in through, as
the three closest guards are easily circumvented,
though the base is on full alert if you haven't
neutralized the non-human defenses.
442
~ SMUGGLING
:z:
.....
As the windows on the edge of the target warehouse have reinforced wiring, The perimeter fence may not be climbable, but the roof of the dirt shack in the
preventing you from smashing and moving through, you can't enter t~e base northwest corner certainly is! From here you can land on the gantry and tackle the
from this area. The perimeter fence is too tall, and it's reinforced. snipers and minigun operator. Or you can ride a bike and jump, landing directly
on the warehouse roof of K. Or sneak under the huge pipes, along the west edge
However, you are able (with a ranged weapon) to take out all the alarm pole
of K, shooting snipers from underneath, shooting up at the minigun operator, and
boxes in quick succession, as all are visible from the rock clump just northeast of
shooting through the windows to drop foes inside the warehouse (K) who can't
J. Then quickly tag any snipers on the gantries, or those coming out of E, J, or K.
return fire. You can also silence the alarm pole from here. But mainly, this allows
Otherwise, there's limited use to being here. access onto the gantry that runs between both target warehouses.
EAST: MAIN ENTRANCE AND GATES SOUTH CENTRAL: HQ BUILDING AND SAM LAUNCHER
Slightly south of the gate entrance along the main road are two rusting pipes and This part of the interior is important enough to consider heading to, if only to halt
some corrugated metal you can run across to access the southwestern buildings any possibility of reinforcements and the SAM launcher targeting your helicopter.
inside the base. Just north of the gate entrance is a minigun nest, which is highly Sneak in from B or C and shut down the power. Note the armory, comms, and HQ
problematic, so shoot the operator from B, G, or east of H before he spots you. buildings surrounding the SAM launche((which can be destroyed using C4). The
HQ building only has a captain to worry about, and the upper floors contain ammo
The road between the north and south areas of the camp is dangerous; and a direct view of the target warehouse (J) so you can cover your teammates.
wandering down there enables foes to see you from both directions. You can
access the southeast corner of the camp from here (and vice versa if you're
clearing the base from south to north).
In general, use this entrance if you're driving a Santa Blanca vehicle (any white-
colored truck with a minigun, for example). Such vehicles are seen by a sensor
on the main gate, which then opens automatically. Now you can drive into the
base with guns blazing, or attach C4 to the vehicle and dive out before pointing
it at the SAM launcher or target warehouse. Otherwise, you're jammed here with
nowhere to go.
443
....
(!) TARGET: QUINOA WAREHOUSE #2
This has a main entrance to the south. It has breakable and accessible This has a main entrance to the east. It has breakable and accessible
windows to the west, with a conveyor belt entrance. It has inaccessible but windows and an entrance to the south. It has inaccessible but breakable
breakable windows. to the north. It has breakable a:nd accessible windows to windows to the west. It has inaccessible but breakable windows to the
the east It has breakable and accessible windows on the roof. north, along with an exterior metal staircase. It has breakable and accessible
windows on the roof.
Destroy the conveyor belts in either warehouse using any explosives you
wish. Grenades and C4 are especially recommended. Destroy the conveyor belts in either warehouse using any explosives you
wish. Grenades and C4 are especially recommended.
m!ll Going with a clandestine plan, your team has the option to create a r:3lJ!Ill All the previous plans are sound and amusing, but involving your entire
distraction elsewhere in the base and enter via the pipe.at G, jump onto the roof team allows you to quicken the process. Start by having one Ghost responsible
of K, then head down the metal steps on the north side of the warehouse. Creep for shutting down the power. He can enter at C and access the generator, then
around to the Dumpster at the northwest corner of J. Crawl over the Dumpster, clear the ground foes and HO captain at I before joining in at zyxwvutsrqponmlkjihgfedcba
J. The second Ghost
down, and into the warehouse (J) and prime some C4. Take down the foe in here should start at D, removing the sniper at the tower and all foes to the northeast.
if you need to. While still running silent, backtrack using the same route, then Simultaneously, a Ghost should enter at G and use the Solo mission route to
enter the other warehouse (K) via the east door. Tag the foe here, and another tackle the snipers on the gantry up here, as well as the minigun operator on the
inside. Prep the second C4. Then retreat back up the metal steps, across the roof, west perimeter. The fourth Ghost can enter at B, climbing up and into the low-rise
onto the rusting pipes, and out by the shack (northwest). Explode the C4. buildings and mess hall area, removing foes in these parts, starting with the
sniper. Once all enemies are removed except those near the warehouse, have
Or start at F and tag all three alarm towers. Then enter at G, shooting the snipers
two Ghosts close in on J and two on K, removing all threats before neutralizing
and minigun operator. Move onto the roof of K while firing at snipers first (remove
the conveyor belts.
them from both towers and the other gantry), then ground foes, using the
warehouse roof as cover. Then smash the roof window of Kand drop in a grenade. Have you driven two Santa Blanca minigun trucks into the base and started raking
As the enemies dwindle, stay on the conveyor gantry, moving onto the other foes with gunfire (while a passenger lobs a grenade into each warehouse door or
warehouse roof (J), and repeat the process of smashing the roof window and window as you pass)? Though you can maneuver between both warehouses, you're
dropping in a grenade. Leave the way you came, completing the mission without soon stuck and overwhelmed, and reinforcement helicopters can be a real problem.
even touching the ground inside the base! So running and gunning with trucks isn't recommended. Do use them to escape in,
though (there are some SUVs parked by the SAM launcher).
Whether or not you're worried about the SAM launcher, if you fly high enough and
parachute accurately enough, you can land on either of the quinoa warehouse Do you have a drone with explosive capabilities? Then have two Ghosts each fly
rooftops (J or K), shoot out the roof windows, and drop in a grenade. This one into a different warehouse and detonate them simultaneously for a quick end
completes the mission in moments, but the base is on alert. Escape to the to this operation.
northeast, where there's the least resistance.
You can ride bikes through the base, up the conveyor belts, and even onto the
Fancy yourself as a one-man wrecking machine and keen biking enthusiast? Then warehouse rooftops, but this is dangerous and you can't lob explosives while
grab a bike (there are two parked near the southeast entrance) and loop wide riding a bike.
around the base so you aren't spotted. Line up facing south, near the main road
to the northwest (G), then accelerate hard, driving south and aiming at the shack
roof ramp. Hit the ramp, and land your bike on the roof of the northwest target
warehouse (K). Get off your bike, drop a grenade through a window you shoot
out, get back on the bike, and nimbly point it southeast (at-the second target
warehouse icon), driving off the warehouse roof and onto the lower conveyor belt
I
r roof. Drive under the upper belt gantry and onto the roof of the second target
" warehouse (J). Repeat the roof-window smash, drop in a grenade to complete the
mission, and have a story to tell your grandchildren.
, zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
,I', ''
This operation involves making a large mess of the energy drink facility in
Remanzo; there are three storage tanks to find (two are clustered together,
hence only two targets on the nearby Tacmap) within the open factory grounds.
As this location wasn't designed to be a military installation, it's very easy to
recon, but has limited ground entry points thanks to a reasonably secure wall.
A determined group of Ghosts won't have much trouble lighting the place up
(after turning the lights off at the generator first, if necessary).
A B
There are relatively few foes at this entrance, though · The south side of the road has foothills giving you There are two options for base infiltration in this
you need to watch the enemy in the checkpoint hut enough height to tag both the snipers on the west area. You can drive in, passing the brick checkpoint
(right) and the sniper tower (left). Either neutralize and east sides of the mission area (the sniper on the and causing a disturbance (or sneak and fan out
them using stealth, or start a firefight while east side patrols a gantry above two huge cylinder to the left and right for stealth infiltrations). Or, you
accelerating into the base using an armored vehicle. tanks). There are good views of the base, and you can use a vehicle (or C4) and smash through the
This is also a great spot to start a distraction, so can cover your teammates while removing foes at weakened fencing just left (west) of this entrance.
? the very limits of your rifle's range. The only issue is The latter is loud, but it does allow you to more
foes move away from the target buildings allowing zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
teammate in to prep all storage tanks to explode. the alarm pole; it's almost impossible to destroy with easily drive into G where you can ditch the ride and
a sniper shot from this angle and distance. hide. Use either point as an extraction route, if you're
leaving under fire and in a vehicle.
The only place the perimeter is breachable between For silent running, you can't do better than this gap in Don't underestimate infiltration from this direction,
C and F on the eastern side of the base is at this the fencing. There are few enemies to see you, and you despite the enemy inside the pillbox at this entrance.
flimsy piece of fencing bet~een the brick walls. can quickly head east to F, or south to the unloading You have sloping ground down from the north,
Drive through or use explosives (grenades or C4) and warehouse and take cover, before reassessing the allowing you to head down from San Vicente (the old
force your way in (or out) at this point. Though you target priorities. Heading to the unloading warehouse farmstead where Butch Cassidy and the Sundance
might be making noise, you can quickly scurry into where the three trucks are parked is a good plan, as Kid made their last stand), stay in relative cover, and
cover, and into one of the three container offices in you can take out the alarm from here, relatively quickly snipe patrolling foes from the scrub desert between
front of you, or the industrial vats and cylinders to before a full assault commences. the farmstead and the pillbox. More importantly,
the north. your first shot should be to neutralize the alarm pole,
which is visible if you're directly north of H. You can
INTERIOR: WAREHOUSES AND CONTAINER YARD also take care of the sniper atop the cylindrical vat
G
If you're heading into the base from A, C, or E, gantry (east side of the base).
you're likely to need to navigate the yard interior,
Or, you can stealthily enter this location by creeping
though this involves some needless maneuvering
in from the east, heading west along the perimeter
compared to heading in from D or F. Hang around in
fence, and killing the pillbox foe at close quarters.
this area if you want to attract foes away from the
Then sneak through the entrance, and into the base,
target warehouses, or if you're wanting to clear the
optionally shutting down the power, or planting C4
base methodically (and usually silently), and you're
on the propane tanks to cause a disturbance. Or you
working from southwest to northeast. Or, scurry
can enter either target building and plant C4 with
along the inside of the perimeter wall to the unloading warehouse (north). Play hide-and-seek in the container
minimal enemy contact.
yard area (middle). Use the warehouses and yellow-and-blue container barracks (south) as vantage points to
provide fire-support, take out the alarm pole, and help those assaulting the target buildings. The balcony of Alternatively, you can drive a couple of armored
the yellow-and-blue barracks is especially great for peeking out of, shooting foes (including the east sniper), trucks in from this direction, and start a carnage-
and ducking back inside again. filled spree.
446
. '
;, .
The ground floor has two entrances on the south wall, two on the west, none on the north1 and two on tlie east
(one is a set of metal stairs up to the mezzanine "01 " level). Expect around four foes, including two armored
ones, in and around this area, with more incoming if you made some noise. Reach the storage vat by climbing the interior stairs around the unused elevator. The ·
storage tank can be destroyed with any explosive. ·
If you fancy yourself as a bit of a legend, try standing on the ground slightly northwest of this structure, and shoot out the window on the third ("02") floor, just
above and left of the "e" in the Electro sign on the western side of the building. Then lob a grenade through that smashed window. It can land and detonate,
destroying the tank. Nice work!
The roof is a great way to exit this base after priming C4 at both locations, or if you have the cartel chasing you. Assuming a teammate has acquired a chopper, it
can land and scoop you up for extraction. Or, you can parachute in, land on this roof, shoot the alarm pole, the sniper on the east gantry, and then work "backward"
down the structure, and across to I.
With so many entrances, you're spoilt for choice on how to infiltrate, so either stealthily use a door and plant C4 on either tank before retreating, or smash one of
the windows and lob a grenade through (any of the windows).
You can back up into the propane tank and electrical transformer area nearby, or create a disturbance there. Note the generator just north of these propane tanks;
head there to shut down the lights and alarm if you're trying a night-time stealth plan.
El'lI!lJ Attempting stealth? Then suppressed sniping at the west and east sharpshooters from F, then the alarm, allows you to then enter via the pillbox (approach from
the east or tag the foe through the window slits). Then creep to the facility warehouse (I) and plant C4 inside before climbing the containers alongside the east wall of
this warehouse, and onto the zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
root Shoot out the tall warehouse window on the third ("02") floor where the last tank is, and lob in a grenade. Then flee via F, triggering
the C4 explosion as you go.
If removing all foes and being stealthy is a plan, start at A and clear the sniper, checkpoint foe, and head into G, looking for patrolling foes and removing them so they
fall into areas of cover that can't be seen by others. Shoot the alarm pole panel, the east sniper, and then order your team in to assault both target structures, focusing
on the armored foes first. Don't forget flashbangs while scaling the interior of the tall warehouse (H), or enclosed spaces, which confuse and temporarily blind your foes
en route to an objective completion.
How about landing a chopper, not on the helipad roof of the target building (H), but the roof of the facility building instead (I)? Then shoot out the alarm panel, both
snipers, and follow this up by lobbing a grenade onto the helipad roof of the other target structure, directly above the single tank. While that explodes, drop down via
the containers, enter via any entrance and lob in a grenade, before retreating back to your chopper and leaving.
The other option is vehicular manslaughter. Drive into the base, quickly disembarking near I, lob a grenade in to destroy both tanks while your teammates engage the
enemy, hop back into the vehicle, drive it around to the garage door on the west side of H, and ascend up the tall building to destroy the second tank. Remain here,
fending off foes and order your team to regroup at your location, before descending to ground level, picking a truck, and leaving.
III.II With three other humans backing you up, you have the added benefit of approaching at multiple angles, enabling both snipers and the alarm panel to be shot
simultaneously. Split your team so that two go for one tank, and two go for the twin tanks, halving the time needed.
Don't forget to cause a ruckus either at the propane tanks near the generator (northeast) or the sniper tower (southwest base entrance) while others sneak in and
complete the detonations.
Just southeast of Remanzo Bravo, across the rugged hillside, is the cartel-
occupied settlement of Marcavi. Concentrating your recon on the southern
edge of town, you're here to ascertain the location of three Santa Blanca
doctors responsible for sewing up innocents with balloons full of cocaine, and
neutralize them, along with any other foes you deem necessary. Time to burst
their bubbles.
~---~S_M_U_66-L_IN_6~~
WEST: GRAVEYARD AND BRICK CORNER BARRACKS NORTHWEST: ROAD JUNCTION AND CHAPEL en
a::
Heading down from B Consider this the .....
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you cover, though you the area; you don't need
can't actually see many to investigate the town ::::,
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of the foes over the of Marcavi in a more .....
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brick wall along the northerly direction than .....
south perimeter of the this. The chapel just
area. To the left (northwest) of the wall by the road junction is a brick structure southeast of the road junction offers cover, has barred windows you can't jump
with scaffolding. Enter, shoot out the windows in the right corner, and you can hop through, but can shoot out of (directly at the foes around the clinic), and there's
through, and storm the clinic which is directly ahead and below you; extremely · good cover for moving east, sweeping the immediate area for foes. Farther east
close by. Watch for a foe on the upper floor of this building, which is only accessible is a blue building with an upper balcony and partly obscured views of the clinic.
by outside steps on the southeast side of the structure. The upstairs is a temporary Watch for an armored foe in this general area.
barracks; check there during nighttime raids for a number of foes you can quickly cull.
NORTH: THE RED HOUSE. NORTHEAST: POLICE STATION AND BUILDING SITE
The deep red-colored Watch for a small
house and lower roof number of foes in
extension, near the this edge of the area,
concrete block wall including one in the
and rowhouses to the old police station. Two
east, is a great sniping buildings south of the
and recon spot. You station, up the hill, is a
can climb onto the low roof, or shoot from either floor of the interior of the house four-story brick structure with a garage door at ground level, and interior stairs
itself. There's a direct view of the clinic (around 120 meters away), making it a up to a balcony offering excellent ranged-fire opportunities at the majority of the
great cover and support spot. Foes don't usually swarm this area (at least, to enemies to the southwest, as well as the clinic. This is preferable to the buildings
begin with), so you're usually able to easily wipe out those investigating you, if on either side, which can also offer cover and sniping potential, though they
you make too much noise. aren't as high.
MARCAVI (CLINIC): OTHER TACTICAL ADVICE The dinic has a main entrance to the east. There are two breakable windows along
the south wall (though only the southwest one is accessible), below a trench wall.
EilI!lll If you're concentrating on neutralizing just the doctors, enter via B or There's a doorway and inaccessible window on the west wall. To the north are two
C, and run across to the clinic so you enter it without anyone seeing you. Then
windows, but only the northeast one is accessible. Use this knowledge to learn
execute the doctors, and leave up the exterior concrete steps and over the
what windows you can snipe through. The best views through the clinic are when
southwest brick wall near B.
you storm it and slay foes at close quarters (ideally using shotguns), though you
Or, start with the foes outside the brick perimeter wall, beginning with the sniper have a direct view from the garage and barracks building to the southeast, and can
and pillbox foe at A. From the pillbox, move either through the graveyard to C, or hit the northeast comer window all the way from D.
around the woods to E, and start picking off single foes outside the main cluster.
Let the enemies come to you, and when you've thinned them out enough, point
your team at the main areas where enemies are left, and assault the structures just west of the clinic, before finally taking down the doctors.
Grenades are usually okay to use after the first shots are fired, and the innocent population scatters. You could also land a helicopter on the roof of the flat tall buildings
close to the clinic, or the roof of the clinic itself, and storm the place. Feel free to fly a drone with explosives into the clinic to take out one or two of the doctors at once.
lill!II A more proficient way to remove the exterior enemies is to execute a pincer maneuver, with two Ghosts starting at A, B, or C, and two others beginning at D or
E. Have a Ghost remain at D for long-range takedowns, while the other moves up the hill toward the buildings west of zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONM
F. Meanwhile the Ghosts at A, B, or C neutralize •
the sniper, then take up positions in buildings adjacent to the clinic. Have one Ghost lob in a flashbang or smoke grenade, and either storm the place or wait for the zyxwvutsrqp
doctors to stagger out, before completing the kills. I
,, .·,
Bowman believes a cartel member with a giant forehead is likely to be the
fabled El Gato, and the dude is currently holed up in an outpost along the
rocky northern edge of this province. When you get there, the place has some
fortifications to overcome, but doesn't quite have the caliber of enemies you're
used to, especially those guarding a buchon. Quickly eliminate El Gato, and take
a photograph of the corpse so Bowman can get a positive ID.
SMUGGLING
Approaching from the south, heading uphill, isn't This is primarily an excellent spot to disembark from If you need a quick escape, a vehicle to catch up to
recommended as the foes in this outpost have good a vehicle (keeping a Ghost here to go after El Gato the fleeing El Gato, or you want to strafe the base
hiding positions behind cover, and a height advantage if he escapes on his bike, as he usually takes the from above to cause El Gato to flee, pick up the
if you attack from this angle. It's good to position west road at this junction), and climb up the rocky chopper parked here. Otherwise, there's usually a
a Ghost here to start the chase with El Gato if he slope the outpost is built on. Loop around to the single foe to drop while you outflank the enemy and
escapes on his bike, or mop up a few foes down here, north (toward C) until you get a mark on the one (or attack from the north, and above.
but otherwise there are better ways into the base. Use two) guards at the minigun tower, and defeat them.
this as a distraction point, or sniping position. With the foe at the helipad (C) removed, you can then
creep southeast, down the hill and take up positions
on the rocks, surrounding the outpost-the preferred
method of neutralizing all enemies and securing your
high-value kill.
This is a fantastic place to sneak to and provide Above the lowest level of the base, but below the As long as you aren't spotted heading in from lower
covering fire from, heading down from the large east minigun tower and pillbox (which you should down (so creep here from G or loop out from E so
radio mast, to the flat rock near the rusty water target first before you're spotted), this area of you aren't seen), this collection of rocky boulders
tower, and lie down for a snipe. You can see almost reasonably flat rock with a human-sized vertical can serve as good cover. You aren't likely to be
the entire base (except directly below you, which protrusion to hide behind is another good spot to outflanked, you can duck behind the rocks, and can
isn't anywhere important). You can quickly tag snipe from, gain recon, and use as a hiding spot easily remove the minigun operators and foe in the
the minigun operator, the foe in the pillbox near before you head down to shut down the generator pillbox from here. You also have a good sniping view
F, foes on the rooftops, and most importantly, El below you. Remove the majority of the lower-level of the northwest minigun tower near the radio mast
Gato himself. Or you can shoot near him, so he foes in the structures, as you don't have a visual on (near B); shoot the foes there to aid Ghosts who are
escapes and you don't need to assault the actual the HQ building where the target is. heading in from the opposite side of the base. Then
base to ID him. However, as the foes aren't the most train your sights on the HQ building and attempt a
If you're moving into the compound, it is a small,
competent, and there's only a few, sniping them all shot. This position is good if you're trying to wing
mainly exterior clambering maze of scenery and
is relatively easy, meaning reaching El Gato's corpse El Gato when he runs down to his bike (near A) and
rooftops, with connecting planks between structures
isn't too much of a headache. tries to escape.
leading to the HQ building. You're exposed to foes
along the way, so shoot them from cover first, or cover
a second Ghost who is infiltrating uphill. The quickest
route is up the long cement steps on the east side,
then into the HQ building via the garage doorway.
451
....z zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
Cl
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.....
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Pinned into the steep slope is a tall HQ building with a tarp roof nest (making it easy to distinguish from the similar-looking building below it). El Gato resides here.
With careful recon, and patient waiting, you can observe him wandering outside, onto the balconies, up the stairs and moving between the upper and lower levels
of the building. Simply take your shot there, though you need to physically inspect the corpse to check biometric data afterward, to confirm your kill.
Technically, if you count both the roofs (the one covered with the tarp, and the lower roof), there are four levels to this structure. Enter via the exterior path above
(north of) the building, via the garage doorway on ground level, or the wooden plank if you're moving up (from the south), through the lower building.
Use of grenades (frag and flashbangs), shooting through windows (but only those you can see through, as one leyel of windows below the upper roof can't be
broken), or spooking El Gato into running are all viable plans.
If you're close to or in~ide the building by the time El Gato discovers your presence (after you use stealth tactics, for example), he usually remains inside the
structure to fight to the death. If he hears you attack and you're outside the main cluster of base buildings, he tends to flee, finding a bike and escaping to the
northwest on the main road.
You may wish to create a disturbance or distraction at an area of the base which isn't heavily-guarded (such as the helipad at C), coaxing El Gato into escaping, so.
you don't have to storm the actual base itself.
If you're giving chase, ensure there's a tough and fast vehicle of your preference nearby, or use one of the vehicles parked near A, or the chopper at C. As El Gato is
usually on a bike, and must be killed (not taken in alive), he's easy to ram and run down.
Otherwise, head in to For G, or better yet, O, and kill El Gato first. Rush in before the enemies realize, 10 the body, then flee. Or, try parachuting onto the roof near the
tarp of the HQ building, and shoot El Gato as soon as you can. That's dangerous and tricky, but doable and quick.
Don't want to remove all threats from this base? Then lob in a grenade from D to spook El Gato into running to his bike. As he flees the base, retreat from D to B, where
you should have parked your favorite "bike-demolishing" truck, and follow El Gato until he's away from any other enemies. Then run him over. This has the added
benefit of allowing you to quickly ID him and finish the mission. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
rim As long as you remember the pre-planning for apprehending El Gato should he run, this is a straightforward sortie. Station a Ghost in a truck to chase El Gato
and kill him away from his guards; Then have a Ghost enter from B, D, and E to remove the enemies closest to them. Do this silently if you want to keep El Gato in the
HQ building, or noisily if you want him to escape. While the three Ghosts then converge on H, dropping all foes along the way to completely clear the base, they can
concentrate on cartel member takedowns, confident that the fourth Ghost is after the escaping El Gato.
452
SOUTH: MAIN ROAD SOUTHWEST: PERIMETER FIELD
It's worth ditching a A . The gently-sloping field B
vehicle well before ends at a wire fence
you reach the end of that's climbable; and
....z
C)
Farther east of C is a cluster of four cylinders, with the two snipers above them on walkways. To reach El Gato,
you need to climb these stairs. There are two sets from which to pick: one northwest (between here and the
tall warehouse) and one southeast (by the generator). Do this when the ground enemies are defeated, so you
have fewer foes to worry about. And don't forget you can shoot up through the walkways to drop foes above you.
Head onto the roof of the tall warehouse where there's ample opportunities to snipe the minigun operator (and even El Gato through the cabin wall he's hiding in), then
head north to H.
Approach from the southeast, and the snipers The scrubland to the west, below the road and west Climb atop these pipes to the concrete support pillar,
above the cylinders can easily see you, so use the of the reservoir allows you to snipe the minigun and you have a direct sniping shot through the open
long grass to hide in. The perimeter fence is easily operator and El Gato at the stilt cabin, as well as door, and into El Gato's stilt cabin. Mess him up, and
compromised, but watch for patrolling ground attacking the third sniper at G. But there aren't as the cartel thug that mans the minigun. In addition,
enemies. Enter from this direction to easily shut many aiming opportunities for taking out foes at the you can remove the sniper near G (and his friend),
down the generator power, and storm the base from south yard of the base from here. A good supporting as well as snipers on the main base structure to the
a different direction. position in Co-op, though. southwest. This is a good place for a drone launch, too.
---....
454
shoot through the cabin walls to nail your man!
. .
,,
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~--~s-M_u-G_GL_IN-6._
BUCHON HOUSE: OTHER TACTICAL ADVICE en
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0
mm1 Start at G, removing the sniper and his buddy. Then snipe the alarm Like flying a helicopter? Then hover it over El Gato's cabin, jump out and land on the en
en
panel, the two snipers on the cylinder walkway, and send your team in to attack. cabin gantry and kill both the target and the minigun operator. Quickly check the z
Shoot any foes appearing on the south side of the reservoir, then El Gato and his corpse for identification (completing the mission), then jump into the reservoir before ....c:::a
minigun operator, and finally assault the base itself by running east or west of the reinforcements are called (or shoot the alarm panel before trying the helicopter trick). en
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reservoir and climbing the gantry stairs with only a few stragglers to worry about.
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If you're armed with a sniper rifle, El Gato is an easy kill, as you can shoot to each team member removing a different cluster of foes, making the assault z....
through the walls of the stilt hut he's hiding in, or even the floor and you're easier and quicker. For example, station a Ghost at B, D, and G. Have them remove ai:::
shooting directly below him. Apply this tactic to foes on upper gantry areas too. the alarm, snipers, target, and any foes. The fourth Ghost can then tackle closer
You can't conclude the mission (as you need to physically check the corpse and enemies as they climb up to the gantry, and across to El Gato's corpse.
photograph it for the biometric data), but you can neutralize the main reason
If all of your team have explosive drones. simply fly them at the enemies on the
you're here.
upper gantries or roof (the snipers, and El Gato's minigun operator). With the
A more leisurely approach can be used as well. Start at E, fly a drone with higher foes dealt with, you can storm the place much more easily. If you've taken
explosives into El Gato's stilt hut, and detonate it. Now, you still have to reach the out El Gato, but there are still enemies in the base you don't want to defeat,
corpse to identify the body, but the main objective is done in seconds. locate a helicopter, hover it over the cabin, have a teammate drop down to
identify the corpse. and then jump into reservoir while you cover him.
See the Key Locations maps on pages 436-437 for the exact locations of Side Missions and Province Content.
Ql REBEL OP: INTIMIDATE SICARIO Blanca until the timer reaches zero to complete the optional mission.
ioBJECTIVE REWARDS
Q MEDICATION RAID
• Grab and intimidate the Sicario
LOCATION
m Support Unlock/Upgrade
- Rebel Guns for Hire loBJECTIVE REWARDS
• Test Center
A cartel captain, your
• Steal the helicopter
LOCATION
g +3000 Medication
The Unidad military base is heavily fortified, so proceed The armory has been placed in the center of the base On the southwest side of Marcavi, find the brick home
carefully. Eliminate any snipers you spot on the and that is where you find a Weapon Case. Eliminate any south of the Santa Muerte chapel. Move around to the
watchtowers and crane first. Next eliminate the duo snipers and then swipe the Santa Blanca truck that sits right side and use the steps to reach the second floor,
that patrols the perimeter before entering from the east. next to the watchtower. Simply drive through the main where a new compact machine gun sits in the corner.
Recon the base, slip inside the walls, and head left until gate straight to the armory to collect the prize. Keep your
you reach the armory, where a new LMG is found inside team from beginning an assault to keep your cover.
the Weapon Case.
Visit the Motel lnfiemo east of the Remanzo Alpha rally Enter the Unidad observation post through a gap in the
point. Enter the lobby and collect the Accessory Case defenses on the east side. Turn right to find the armory,
from the front desk. where an Accessory Gase sits on the left metal shelves.
SKILL POINTS
Q SKILL POINTS: +3
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A factory, southeast of Marcavi, is well protected, so With four snipers watching over the front of the Irrigation In the middle of the Santa Blanca northern outpost, a
if you want the compensator for your sniper rifle, you Tank, approach the property with caution. Use Sync multi-level facility has been constructed into the rocky
need to deploy a strategy. There are three guarded Shots to eliminate them at once. Enter through the cliff. Approaching this building from the northeastern
entry points, as well as a gap in the northeast fencing. opening in the fence in the northwest corner and walking trails results in the least confrontations. Use
Infiltrate through the latter and sneak around the follow the stairs up to the catwalks above. From there, the stack of pallets on the side of the structure to reach
buildings and equipment. Enter the storage warehouse eliminate the hostile that mans the turret on the northern the roof and search behind the brick wall ahead to find
in the middle of the property and climb to the second- platform and then collect the Skill Point that sits nearby. a medal.
story loft. The Accessory Gase sits on a red container in
the southwest corner.
456
~--~-SM_U_G~G~Ll~N~G~~~
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A Santa Blanca captain is your target in a Guns for Hire a.
From the railroad tracks, sneak into the base through an Watch your gunfire as you infiltrate the slaughterhouse
opening between two brick buildings. Climb the steps as a number of civilians work inside. Collect a Skill Point side mission and he is currently visiting the test center ....z
0
and follow the ledge around to the right. Use the pallets from the central cabinet. northeast of Marcavi. After intimidating the sicario, ,c
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of bricks to reach the rooftop and grab the medal. collect the medal from the back counter. ....
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Enter the Santa Blanca outpost, located southwest of The lone Bonus Medal in Remanzo is found at the At the Motel lnfiemo, located east of the Remanzo Alpha
Marcavi, from the south. Step into the storage shelter well-defended Liquid Cocaine Lab. Infiltrate the property rally point, step inside the lobby and grab the document
and collect a medal that rests on a pallet of supplies. through a gap in the fence, where a pipe has been that sits on the back counter.
partially buried. Sneak into the chapel on the left through
the open back door, use the right steps to reach an
office. The award has been left on the wood desk.
18 DOCUMENT (8 DOCUMENT
A recorder lies on the desk at the top of the east Approach the Santa Blanca's southern outpost from the Visit the row of shops toward the north side of Marcavi
watchtower. Sneak up the steps, knock out the sniper, southeast and climb the rocks and wall to get behind the and then spot the fish market (Pescado Fresco) on the
and collect the file. minigun bunker. A file lies on the ground nearby. west side of the street. Behind the shop, a legend sits on
a pallet of potatoes.
8 LEGEND 8 LEGEND
A three-story, cement block building, located east of Drive out to the Unidad observation post east of Marcavi Visit historic San Vicente, north of the energy drink
the chapel and northeast of the dispensary, offers living and infiltrate the base from the east. Slip into the comms factory, enter the right house and collect the legend that
quarters for the cartel. Climb to the third floor and pick center and collect the tape deck that sits on the desk. sits on the table.
up the document on the left mattress. Butch Cassidy and the Sundance Kid:
Potatoes: Potato crops are native to the Andes, somewhere between According to legend, after a long crime career in the US, the infamous
Peru and Bolivia. They have been cultivated and consumed by men ouffaws Butch Cassidy and the Sundance Kid had to escape to South
tor almost 10,000 years. More than 1,500 strands of potatoes exist America, ending up in Bolivia. In 1908, two Americans robbed the
in Bolivia, of all sizes, shapes, and colors, but only five can be found miners' payroll, near the Uyuni mine. Both were killed by the Army.
on the market. It is still a basic element of the Andean traditional and Locals are convinced that they were Butch and Sundance. Though no
popular diet. solid proof of this fact exists, the so-called tomb of Butch Cassidy can
be seen in the San Vicente cemetery.
i KEY LOCATIONS
ez Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
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will see differences in their locations in game.
NARCO-SLAUGHTER
Some tourists murdered by
the cartel.
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A mining town where the labor
union has a long history with Santa
Blanca housing. Cocaine for Brazil
leaves from this truck depot.
460
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UNIDAD CAMPSITE
A temporary Unidad camp.
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SOUTH: LOW ROCKS (!) TARGET: CARTEL LIEUTENANT AND CENTRAL CAMP a::
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EAST: MASS GRAVE AND The camp in the middle of the graveyard houses around six foes, the lieutenant, some explosive canisters
SALT FLATS and barrels, a few vehicles the lieutenant may use to escape in, and two cells with rebels you can
optionally free. This is the last place to storm; lob in grenades to flush foes toward your gunfire, and block
c the exits to the north and west so the escaping lieutenant only gets as far as you let him. Mines or C4 on
the vehicles does the trick here.
Or you can creep into F, place mines or C4 on each vehicle, step away, and destroy the vehicles (make sure
both the Landrock off-road vehicles, the SUV, and any bikes are destroyed), leaving the lieutenant no vehicle
to escape in. Then toy with the remaining foes until all are dispatched, and finally collar the target. Or, drive
This is the easiest and closest way into the target's directly into the center of the camp from D with guns blazing, drive out again so the lieutenant has time to find
central camp area, and you can use the main road a vehicle and escape, and give chase.
to reach a cluster of rusting debris by the roadside, You can also fly in using a chopper and rake the area with gunfire, taking care not to explode any barrels near
offering good protection as you tag the sniper on the the lieutenant. Then follow him by air as he escapes, dropping down to the road in front of the fleeing vehicle
water tower, the one at A, and then gradually pick off and flagging him down with guns pointed, tires shot out, or land near a vehicle you can apprehend to
enemies one by one until only a few are left and you
continue the chase. Remember to come back here afterward to mop up foes and zyxwvutsrqponmlkjihgfedcbaZYXWV
release rebels, as well as
assault the camp with a shotgun, or the lieutenant
gather collectibles. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
makes a break for it and you switch to a vehicle.
EllJI Pick the Solo plan that's most appealing, with the added benefits of being able to attack from all
NORTHWEST: MAIN ROAD directions simultaneously. Place a Ghost at A, B, C, and D and start whittling down the base enemies until the ,
lieutenant makes a move.
Park a chase vehicle next to each Ghost, or have one Ghost responsible (and ready at D) for giving chase.
'I
MOST RECON: NO SMASH, ONLY GRAB MOST RECON: NIGHT TIME IS THE RIGHT TIME
This may be one of the first missions where you really begin to understand how Having difficulty sneaking about in here? Then wait until after dark and check the
helpful it is to grab enemies from behind and throttle them unconscious. Though it's steeping quarters of the enemies; there's a number of beds in the warehouse office
better to minimize enemy takedowns as much as possible (as the mission fails if any where the target documents are. Heading between the slumbering enemies. then out
other foe sees an enemy you've left sprawled on the ground}. strangling an enemy may again. is a little safer than dodging patrolling foes during daylight hours.
be necessary. Do this by creeping up behind them and executing your metee attack.
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EAST: MAIN ENTRANCE NORTH: ROCK OUTCROP
Prior to infiltration, your team hints at using a Santa
Blanca vehicle to enter this depot, and this is the
location to drive it into. The gates open automatically,
allowing you to head down the road into the base,
through a second set of gates, and to the target
warehouse (E). Park in front of the structure-or,
better, behind it, so fewer foes see you. Then
infiltrate through the small garage area close to the
Though the wall is mostly impenetrable around the
target office. rest of the depot, there's an area where some rocks
Or, if you're determined to make this mission more difficult than it needs to be, you can enter via the join the wall, which has no barbed wire to prevent
checkpoint on foot, just to the right of the gates, heading northeast to the pill box on the east corner of the you from dropping down from outside. (Note that you
perimeter wall. Then turn and head northwest, along the inside of the wall, to the target. Expect four enemies can't use this route to get back out, as the container
between the entrance and the warehouse; all need to be maneuvered past in silence, or taken down without below the drop doesn't allow you to reach up to the
making any noise. rocks). Drop down and skulk around the warehouse
exterior, into the open container, and into the back
entrance where the fewest enemies are. Leave using
a truck, or the ramp at C.
Alternatively, leave via the ramp at C, on foot. Or leave via any other white Santa Blanca truck, using the gates
or, if you're feeling like a bit of a daredevil, the ramp at C.
You can also infiltrate on foot at either B or D, then maneuver to the area behind the target warehouse and
enter via the doorway by the garage.
Ease your infiltration by utilizing the drone's Noisemaker ability, attracting foes at the office away from this
This pill box can be used as an entrance or. exit for location. You can also use a Diversion Grenade in the same way. Quiet Running and Detection Skills are also
the depot. There's an enemy guarding it, so either improvements that help keep you undetected. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFED
disiract him or sneak around and drop him silently, I& The Solo plans are particularly appropriate for this mission, as your entire team doesn't need to be
via a melee strike or suppressed fire. Then you can inside this depot; a single Ghost can complete the objective. Others may wish to create distractions or. remove
head northwest, removing the armored foe silently,
enemies other foes won't discover, but nothing is better than having a single Ghost do all the work.
and sneak across to the rear of the warehouse. This
is also a possible exit, though the ramp at C is easier.
This is a standard convoy-takedown mission,
though the enemy has impressive military SUVs on
either side of the truck. Fortunately, you don't have
to grab and interrogate anyone; simply destroy
the truck and be on your way. Cartel casualties are
SOUTHWEST: SNIPER TOWER
SOUTHWEST: BASE ENTRANCE PERIMETER GAP
Approaching on foot, if you can silence the foes
at the two checkpoint huts, you can easily start
maneuvering eastward along the inside of the
brick perimeter wall, or gradually removing foes as
necessary in the main part of the base (F). You're
also able to remove the sniper from the tower at B,
as well as the alarm pole panel with a long-range
shot, just before entering.
The south wall is impressively impenetrable, but
Or you can sneak northwest toward the sniper tower and I, using the slightly higher ground to move around there's a slight gap (and ~1ood sniping opportunities
the garage buildings and down to shut off the generator (to plunge the base into darkness to aid in sneaking). to destroy the alarm panel) just south of the sniper
tower, where the mesh fence starts on the vertical
Otherwise, this is a reasonable place to drive into, with or without guns blazing. You can easily reach the
rocks. Climb up and into the base at this point. You
runway if you want to distract the enemy with your erratic driving, or to head to H to start destroying the three
can sneak up and remove the sniper in the tower
SAM sites.
(even using a melee grab), and there are two rebel
You can also make an immediate right after the checkpoint and drive all the way into the main base (F), up the cages very close by, which you can unlock.
dirt track, and along the inside of the south wall to the foot of the control tower without leaving your vehicle or
Use this access point to sneak eastward, along
facing much in the way of blockades. This is advisable if you want a quick target completion and don't care
the south perimeter, pausing only to deactivate or
who sees you.
destroy the drone jam mer at the foot of the alarm
pole. Then continue on to the control tower, or use
your height advantage to drop foes from medium
range in the main base below (north of you [F]).
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use the cover and relatively few enemies these buildings afford you to conduct sweeps, removing foes as you
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head to the control tower and remaining stealthy for as long as possible. Suppressed fire and melee takedowns
are recommended, after killing the lights at the generator.
SOUTHEAST:BASEENTRANCE
This base entrance features a minigun tower in the distance along the main road and is a little more open,
so a direct route in is only wise if you want to create havoc, or you're in a vehicle and want to create a
distraction, as you can easily reach the runway (H) or drive into the base and take the first left after the
minigun tower to head up onto the dirt road and around to the control tower.
If you possess a modicum of stealth, it's worth heading in on foot from E, using the small brick warehouse as cover
and dropping the enemy at the checkpoint hut and the minigun operator as you secure this area of the base.
You can then visit the lone hangar in the area, overlooking the SAM launchers to the north. This is a great place for a competent sniper to shoot from; you can remove
foes on the runway, across at the north sniper tower (L), and those patrolling the path atop the northern rocky peninsula, though you need to predict-fire their location
slightly, as they're about 250 meters away. You can stay in the hangar, using its roof as cover, and hit the alarm panel and the minigun tower operator, and cause a
distraction by stealing the attack helicopter or blowing up the nearby propane tank, while teammates get on with the objective.
It's also possible to head west from here, along the south side of the main road and up the hillside to the north brick inner perimeter of the control tower area. You can
then reach F, and a break in the wall, while remaining on this higher ground-helpful if you're sneaking into F and G.
Note the parked APC along the main east-west road inside the base. Use it to shrug off enemy attacks
between objectives, or to create distractions.
There are numerous explosive barrels you can use to distract the foes here, though the containers and
buildings you're moving between are numerous enough to make stealth takedowns across the entire base something worth considering.
The upper base to the southeast is more difficult to infiltrate, assuming you don't want to give the game away and drive up there in a vehicle. Instead of attempting to
get past the security hut on the dirt road, enter via the open metal container just north and across the road from the comms building and alarm pole. Then neutralize
the drone jammer and alarm and creep through the HQ building, or along either brick perimeter wall to the HQ building itself.
Make sure you ascertain the location of the two rebel prison cages in this area, if you wish to call on reinforcements without the Rebel Support feature.
Note also that you can drop onto the upper or lower roof of the control tower by parachute or helicopter,
if you wish .
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m even fewer places to foes (one in a pill box
hide. Running along the and two patrolling the
northeast corner is a pathway surrounding
line of hangars. The one the airfield), you can
farthest west, next to sneak in through this
a low building.topped by a minigun, houses a plane (and your second objective break in the wall, between the sniper towers to the north and south. Enter via A,
location). Along the west is the generator and a small garage area, mostly devoid or I itself, climbing the low rocks without venturing too close too quickly, as you're
of enemies. easily discovered.
On the runway itself are two old planes (both usable) and two helicopters (one Now you can reach the generator and plunge the entire base into darkness (and
small, one large) close to the lone hangar northwest of D. Of greater concern remove the threat of reinforcements without having to shoot the alarm pole).
are three SAM sites dotted along the middle of the runway. Either ignore them You can also shoot both snipers in the towers and then advance toward For M,
and hope for the best when your plane takes off, have a teammate in a separate depending on whether you have teammates intending to complete the initial
aircraft to act as the "missile sponge," or head to each SAM site and destroy it objective. It's worth heading to M and removing the minigun operator to assure a
with explosives. smooth transition to the plane.
Hitting the SAM site with a grenade, mine, or C4 is a good way to kill two birds
with one stone and remove these threats as well as create a distraction while
your fellow Ghosts get on with both objectives. Or, if you're intent on remaining
stealthy, use C4 and wait to detonate.
This is a good sniping point, assuming you hike Between J and K, there is no perimeter path north Moving westward from the solar panels on the salt
up this rocky hill from the salt flats to the north (or of the hangars. But there are foes (three) in the area flats, you can easily snipe the tower sharpshooter
maneuver around from I or K). Drop the sniper in the from K (a pill box) to L (a sniper tower). Head to K to from distance, or work your way there from a
tower, then attack the foe at the minigun nest (M) remove this foe, snipe the tower sharpshooter at L, different direction and assault the tower with
from behind, and anyone on the north side of the or head down to the SAM sites in the airfield (H). close-assault weapons. Remove foes between here
airport. If you're playing Co-op, you can then head to and K, and look south toward D. Plan to steal a
M and wait for the plane to be accessible. helicopter and/or destroy the SAM sites (assuming
others are completing the objectives).
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TA~GET: HANGAR AND DUST PLANE
This hangar (with a minigun operator you should remove as soon as possible, ideally by sniping him from J or
sneaking up the metal steps and attacking him from behind) houses the plane you use to reach Media Luna
Province. Start it up, accelerate along the main runway, and head out of here! Of course, you may worry about
teammates, enemies attacking, and the SAM sites:
Your escape plan depends on how many enemies you've alr!;lady neutralized, whether there are
reinforcements, and your competence at reaching this hangar. After removing the alarm pole (by shooting or
deactivating the generator), remove foes between your cnosen infiltration point and the control tower. Escape
from the control tower using one zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
of the parked cartel trucks at the base of the tower. In Solo mode, ignore your teammates; they automatically join you on the
Plane:As for the .SAM sites, if you accelerate and weave left and right as you take off, you're likely to avoid being struck. Just get the hell out of there!
In Co-op mode;it's much easier: Station a Ghost whose responsibility is to commandeer the plane and take off in it. A second Ghost can help if necessary (and act
as backup). The other two Ghosts can follow in one of the aircraft (two planes or helicopters) on the airfield, as well as remove the SAM sites.
$
~--~-sM_u-G_G-LI_NG
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KOANI AIR BASE: OTHER TACTICAL ADVICE >-
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interrogation, use the dirt trucks parked at the base of the tower, carefully (but hastily) driving down through F, then across H to the hangar at M. Get out, ignoring the ......
minigun operator (enter on the east side so the minigun can't shoot you), and taxi out of the runway at speed, evading SAM shots with deft flying. ...
::,:
If you're fine with facing all enemies after you speak to the ATC, parachute (or jump from a helicopter) onto the roof of the control tower. This can be the low roof or the
actual tower roof, as there's a roof hatch you can drop down (but not climb out of). After your chat with the ATC, use either of the dirt trucks parked by the control tower
to flee, if your other vehicles have been compromised. For stealth planning, enter at I at night, cut the power at the generator, then sneak to G, back to M, and out of
here. This can be done without raising suspicion until you start the plane!
A good route to take to completely neutralize the enemy before talking to the ATC is to start at Land work counter-clockwise around to A, then continue across to F,
then across to E, and back to F, then up to G. Or, have your team start attacking foes at F, while you rush the control tower and help defeat the enemy with medium-to-
close-range fire. While you speak to the ATC, have your team head to M, and by the time you drive there, the area should be reasonably secure.
If you want to cause a disturbance, have you or your rebel friends do it away from both the control tower (G) and the hangar (M). The SAM sites and the west side of the
main base between A and F are good options.
l3.ll!lJ Split up your team into two fighting forces to finish both objectives in record time, and with much less back-and-forth maneuvering. Duo #1 should enter
at I or J, cut the power at the generator, and clear the airport of SAM sites using C4 and silence (trigger the C4 as the plane takes off). Duo #2 should enter at B,
sneak along at C, and remove the drone jam mer. One teammate should interrogate the ATC while the other waits to drive one of the parked trucks at the base of the
control tower. As soon as the hangar opens, Duo #1 should escape in it. Duo #2, meanwhile, should cause distractions, or drive directly to one of the other planes or a
helicopter, and follow in a different aircraft. Or split up Duo #1 and have each teammate fly an aircraft (the target plane and a second craft), one providing interference
to any incoming SAMs for the duration of the trip.
Other options include one Ghost being responsible for tackling all foes on the north peninsula, a second heading in from I to remove foes between there and B, and two
more Ghosts assaulting the main base itself.
Use the APC parked northwest of F in the main base; this is an armored distraction that can keep going despite the cartel's most relentless attacks. It's good for driving
out to the SAM sites (have a teammate lob grenades from the APC) while other Ghosts get on with the mission.
Your destination is the province immediately to the east of you-Media Luna. The airstrip you're landing on tops a large rock plateau, so it's important not to overshoot!
Make a note that the airstrip, which is unmarked, is extremely close (380 meters or so) to Media Luna Alpha. You're here to demolish a small contingent of cartel thugs ,
and grab the buyer for Boston Reed.
473
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This fellow doesn't
~ your drone to sweep
seem to be a feared
~ the area.
lunatic, but appearances
can be deceiving.
You can also creep up and peer through the window, physically pass near the door, and tag the small complement of cartel thugs without making a sound (stealth
takedowns only), but this is unnecessary.
Once Garlos leaves the Salt Hotel, keep more than 50 but less than 300 meters
between you and his vehicle. Note that you don't need to be on the road; you
can follow Garlos at the edge of the salt flats heading northeast, zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
to the objective
location. Feel free to order your team to the next location prior to Garlos arriving,
as the journey isn't eventful. When Garlos arrives at the Koani Lithium Mine, your
recon of this location can begin (or conclude if your teammates have already
checked it out):
SOUTHWEST PERIMETER SOUTHEAST PERIMETER NORTHEAST PERIMETER
A
Park here, close to the buildings in the southern part Aside from a few patrolling foes (including a group
of this area, for excellent access to the cabin stacks to of two) between this perimeter and the warehouse armored foes and a sniper to contend with, but these
the right of the entrance where Carlos drove through. where Hernando and Carlos meet, there's little to are relatively easily neutralized if you creep around
The cabins allow elevated views, and one of the open- stop you from entering the base, removing any close from B or D. The gantry provides good views of the
ground cabins offers a quick infiltration through it and foes silently, and creeping up to the rear (southeast) entire base, which is helpful in Co-op missions, but
into the mine facility. The entrance itself only has one entrance into the warehouse. From here you can you're a little far from Hernando if he flees. If this
or two foes, and this is the fastest way to start a lot of sprint and grab Hernando, ready for extraction, or tag happens, head down and out to a vehicle (sometimes
noise, prompting Hernando to flee. his brother and other foes, clearing the warehouse a military SUV) parked at the north-road exit.
out before pursuing Hernando by vehicle.
mI!ll There are two main plans available to you here: spook Hernando into fleeing in his pickup and give chase, or apprehend him inside this mine facility, usually "{". zyxw
after all other foes (and his brother) are dead.
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Be ready near a fast and sturdy vehicle, parked near A. After using your drone to find all foes, fire indiscriminately (at the foe by the entrance hut, for example) until ·~~, 'Z
Hernando flees. Or destroy barrels or the propane tank on the northeast side of the warehouse. Then give chase. ~ l~/'"' I
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Or sneak throughout the base, starting at A and removing the foe at the gate. Move on to B, around to C for the sniper and gantry foes, then snipe the patrol of two with • ~~
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a single sniper round that passes through both of them. Clear the rest silently until only Carlos and Hernando remain. Then storm the warehouse, take down eanos, and
grab his brother. Or, sneak to the vehicles and set explosives without being seen, lob in some grenades, and remove all vehicles that Hernando can reach so he has -1'1&
nowhere to go. Then collar him. " ?".:Q.
mEJ Helicopters are more helpful in Co-op, as you have the luxury of keeping a pilot on standby to follow the fleeing brother, strafe the mine facility and cause a ,,;;,:;.;:,,:
ruckus, or pick up Hernando for extraction.
Otherwise, a silent takedown of all foes is much easier if you have Ghosts approaching from multiple angles (A, B, C, and/or D).
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.....
..... CHASING HERNANDO
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m planning, but you still need the information from him.
The vehicle can be rammed, banged around a bit. and it can start smoking, When it
Drive immediately to intercept his pickup. It isn't
catches fire, Hernando should get out. Be warned: you need to start the interrogation
chaperoned by cartel vehicles, meaning you don't
away from the effect of the explosion once that pickup goes up, For this reason. it's worth
need to fire a single shot. The only slight worry? You
keeping the truck from catching tire. or dragging the driver away quickly.
need Hernando alive!
Don t try to qrab or climb onto the truck. You'll end up dead,
You can wave down the truck with your guns pointed at the driver, but he usually takes off, running you over in the process. However, you can grab him from his vehicle
(possible but difficult). Or you can ram him off the road (in Co-op, each player can use a vehicle to pin him more quickly and from multiple sides), or bash the truck until
it catches fire.
Or your whole team can ride in an armored truck and ram the enemy vehicle while shooting at it (but not the driver). When Hernando exits the vehicle, bundle him into
a second vehicle if you're close to an enemy installation, or simply interrogate him. The mission then concludes.
MOST RECON: NIGHTTIME IS THE RIGHTTIME
If you're concerned about being spotted among the piles of sand, make your move
after the sun sets, when the enemies have less chance of seeing you. However, good
pinpointing of threats and cover opportunities are more important than a lack of
lighting for the enemy.
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This is a good infiltration spot if you use the scenery If you approach from the south, the first piece of There isn't much to hide you before you reach the
just south of the road, moving to the salt pallets a scenery to greet you is a rusting truck. Use it before salt piles, meaning an infiltration from A, B, or D is a
little southeast of the target, and snipe or remove sending up your drone, then drop the armored foe little safer, but the plane is a good place to reach and
foes from there (using suppressed fire). This allows nearby. Then make a clockwise sweep around the use as cover before wiping out the remaining foes.
you to crouch and rush to the salt piles, and the perimeter of the mission area.
metal container or target itself.
Or you can drive in here using an armored SUV, running foes over, avoiding the salt piles (which can cause your vehicle to roll if you're too haphazard in your driving),
and mowing everyone down. Then use the laptop and engage the chopper with your team firing from the SUV, ignoring the ground foes approaching by vehicle until
after Reed is killed. This means engaging the helicopter away from A.
Instead you can arrive by chopper, strafe the ground with gunfire (with your team helping you) until the area is secure, then use the laptop. Afterward, step back into
your chopper and engage Reed's helicopter from the air. You can also try flying an explosive drone at the chopper. Also try firing your grenade launcher at the helicopter. zyxwvutsr
GJm With more human teammates, you can each approach from a different angle (A, B, C, and/or D) and remove the enemies in your portion of the mission area.
Before the laptop is touched, set up mines for any incoming road vehicles, and then pick a plan. You can:
Split up on the ground. Find an area of scenery like the container, wrecked plane, shack, or salt piles and all train your weapons on the chopper as soon as it appears,
so it drops out of the sky. When it hits the ground, lob grenades so none of the foes make it out of the wreckage. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIH
> Or have two teammates in a helicopter attack from the air, and two on the ground, either in a military SUV or on foot. Train your weapons at the chopper and drop it out
.
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of the skies in no time at all.
You're easily able to use Rebel Support abilities to summon reinforcements or mortar-useful for destroying the incoming ground vehicles .
. ,,
,,
See the Key Locations maps on pages 460-463 for the exact locations of Side Missions and Province Content.
A sicario surveys a plane crash in the far northwest corner of the salt flat and he Drive to Huertas Mine to find a radio setup between lodging and storage. A gate
has brought five soldiers with him, including two heavy soldiers. It is wide open on the north side as well as the road from the south allows enemy vehicles to
at this location with only a 4x4, helicopter, and plane wreckage available for get in close. Park your vehicle across the path on the south and move the nearby
cover. Setup Sync Shots against the two heavy soldiers and one other. Engage truck in front of the entrance to hinder their progress. If mines are available,
with a headshot on a fourth guy before quickly gunning down the fifth. Take cover place them around the same locations. One or two helicopters join in on the
behind the 4x4 until you can slip up behind your target and grab him. attack after a while, so keep an ear out for their arrival. Defend the transmitter for
2:40 to complete the side mission.
Head to the network station, east of Huertas Mine, to find a Vehicle Drop Off side East of the Salt Hotel, a supply drop has come to rest at the top of a short, rocky
mission. Only two doors allow access inside, ground level entry points on the mountain. It is climbable, but it takes a lot of effort to do so. A simpler way is
east and west. Use the former for direct access to the staircase. Quickly move to grab a helicopter and parachute onto the landing. Be careful that you do not
left through the second floor and continue up to the top floor. The network relay overshoot the landing. Tag the supplies to complete the mission.
sits against the left wall, but watch out for hostiles nearby.
481
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..... • Blow up one of the station's entrances and then hack the network relay
en • Steal the plane
0 LOCATION LOCATION
m • Southeast of West Combat Outpost
• Makeshift Runway
REWARDS REWARDS
g +2200 Medication !!I Support Unlock/Upgrade - Rebel Vehicle Drop Off
A makeshift runway·has been constructed south of the Koani Air Base by the cartel. Another network station sits on a hill southeast of the west Unidad Combat
Eight Santa Blanca hostiles guard a plane loaded with medication. Approach from Outpost The network relay is found on the second floor in the north corner, above
the west, behind the enemy, for the best protection. Pick off the lone soldier behind the rear entrance. A second-floor entry point is available on the roof, but you
the portable toilets first and then take cover behind the tents. Next use Diversion must use a helicopter to reach it and the nearby outpost does not like enemies
Grenades to pull the nearest foes to you, disposing of them out of sight Once you flying that close. With its proximity to the stairs, use the back door for the
get down to four men, eliminate them with Sync Shots. Fly the plane east into quickest path up. Cautiously, fight your way up to the second floor landing and
Media Luna province. make a 180-degree left turn to find the computer. Fend off any remaining hostiles
before hacking the relay.
loBJECTIVE loBJECTIVE
• Tag the drop site supplies • Steal the helicopter
LOCATION LOCATION
• East of Checkpoint (Remanzo Border) • El Buen Sal
REWARDS REWARDS
A second supply drop is spotted in the eastern regions of the province along the Drive out to El Buen Sal on the west side of the salt flat to find a helicopter loaded
border with Remanzo, near a crashed plane. It resides near the top of the mountain up with Gasoline. Nine thugs guard the supplies, including a lieutenant Use the
just inside Remanzo, but it is climbable from the north or south. Use a motorcycle surrounding buildings as cover and pull them away with diversion. If you have the
most of the way up for a quicker ascent For the fastest trip up though, grab a Flare Gun, fire a shot to the west to lure them all away, Hop into the chopper and
helicopter and lower it onto the landing on the south side. Tag the supplies to fly it southeast to a landing area north of Sacani Village.
successfully complete the mission.
e :
482 -,
WEAPON CASES
• WEAPON: Mk14 Sniper Rifle e WEAPON: Scorpion EVO 3 Submachine Gun ll) WEAPON: SR-1 Sniper Rifle
.
In the far northeast, just south of Koani Delta rally point, Inside the walls of the east Unidad Combat Outpost, a On the far west side of the salt flats, a salt mine has
one hostile threatens civilians, while Unidad officers new submachine gun rests in the northeast hangar. Slip been long abandoned. A Weapon Case holding a high-
argue with a few Santa Blanca soldiers. Have your team behind the base and find the doorway about half way damage sniper rifle rests on the ground, next to the barn.
take out a couple of Unidad and a Santa Blanca sicario. down. Watch out for Unidad patrols as you sneak right to
Target the lone thug and engage the shot. Collect the the far hangar.
new sniper rifle once it is clear.
ACCESSORY CASES
Gl ACCESSORY:T5Xi Tactical Scope G ACCESSORY: Folded Buttstock Q'J ACCESSORY:45 Acp Magazine
(Sniper Rifle) (Sniper Rifle) (15 - Handgun)
Enter Huertas Mine and find the pile of storage A makeshift runway has been constructed in the middle Grab an official Unidad vehicle, such as the 4x4 parked
containers in the northwest corner, inside the fencing. of the salt flats and it holds an airplane loaded with outside the east Combat Outpost, and drive it into the
Enter the open one to find an Accessory Case. medication. Before swiping the ride, collect the weapon base-south of the Salt Hotel. It does not take long for
accessory from the middle tent. the soldiers to become alerted, so quickly exit the car
and take cover inside the armory. When you get the
chance, grab the accessory from shelves. A pedestrian
entrance is located on the backside of the base, allowing
for a stealthier infiltration.
A rudimentary shack has been setup as a checkpoint at A Santa Blanca outpost, located southwest of a Unidad Near the east border with Remanzo, El Albergue was
the border with Remanzo. Hostile presence is light, so Combat Outpost, acts as a relay for cartel vehicles. once a rebel hideout, but now belongs to the cartel.
eliminate the threat and collect the scope that sits on a Search the open storage facility to find an accessory for Cautiously approach the property as five soldiers loiter
cement block on the north side. your shotgun. outside. Dispose of the hostiles before kicking the door
down and collecting the Accessory Case off \he stovetop.
SKILL POINTS
O SKILL POINTS: + 1 • SKILL POINTS: +5 8 SKILL POINTS: +3
A target for a sicario leader side mission investigates Skill Points Given: Enter the main warehouse, located Enter the Santa Blanca Living District on the east side
a plane crash in the northwest. Once he has been in the middle of the property, and climb to the catwalk of town at an access ramp. Move around to the west
intimidated, collect the Skill Point behind the tail of above. Search the office in the north corner to find a side of the three-story, brick house and climb the steps
the fuselage. commendation sitting on a filing cabinet. to the second floor. Inside, find Skill Points sitting on the
metal shelves.
483
e.... 0 SKILL POINTS: +3 • SKILL POINTS: +1 O SKILL POINTS: + 1
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Approach the outpost above the Locotal Mine from Southeast of the Sacani Salt Mines, two abandoned At the Train Cemetery, south of the salt flats, find the
the north and enter the storage shelter just past the homes sit on the side of the rock cliffs. Run up the slope camouflaged canopies that the Santa Blanca soldiers
watchtower. Skill Points are available atop a pallet from the road to reach the lower home. Kick the door use for shade. Just south of the western cover, search
of crates. open and collect the Skill Point off the cabinet in the inside the train car for a Skill Point.
right corner.
BONUS MEDALS
• SKILL POINTS: + 1 O BONUS:C4 O BONUS: Car Shield
Travel to Sacani Village on the southeast side of the salt The Koani Air Base, found in the middle of the salt flats, Find the Koani Railway Camp, east of Huertas, and drive
flat. Look for the walled-in Santa Blanca home amongst is well defended with multiple watchtowers, miniguns, an official Santa Blanca vehicle through the automatic
the ruins of the north side. Sneak onto the property and and SAM systems--€specially the military area that is gate. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
Park it in front of the armory on your right. Collect
slip into the house. A commendation lies on the corner of placed within a brick wall. Approach the base from the a Bonus Medal from the metal shelves just inside
the desk on the first floor. northeast salt flats and pick off the lone soldier at the the doorway.
first signs of dirt. Jump into his SUV and drive onto the
runway, keeping your speed up so you are not identified.
Tum left onto the road and left again to a gas station.
Make a right and drive up the dirt road into the fortified
area of the base. Do not stop until you reach the armory.
Hop out and climb up the far side to find the Bonus
Medal on the rooftop.
KINGSLAYER FILES
8 DOCUMENT 8 DOCUMENT 8 DOCUMENT
At Narco-Slaughter, search behind the left van, amongst Outside the brick wall, much of Koani Air Base is easily A group of offices sit to the right of the south gate into
the strewn-out luggage, to find a document. accessible. Enter at the end of the runway or climb the Koani Lithium Mine. Enter the middle, open room and
dirt mound to the north-just be careful of the snipers collect the file that lies on the floor.
in the watchtowers. Enter the open hangar on the
southeast side of the runway and pick up the briefcase
that sits next to the desk.
Infiltrate the Koani Railway Camp through an opening From the northeast, take out the soldiers that man the Enter the Salt Hotel, north of the west Combat Outpost,
on the northeast side, next to a bunker. Climb over the two bunkers and enter the southern one. Collect the and move to the back-right room to find a disc.
rock to the right and drop down next to a cave opening. item that lies ori the floor.
Search inside to find a cell phone next to a memorial.
484
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• LEGEND (I) DOCUMENT t9 DOCUMENT ~
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North of the Locotal Mine, look for a lone canopy A Kingslayer File rests on a cot inside the middle tent at Plane wreckage is strewn down the mountain east a.
at a prehistoric site. Grab the legend that sits on a the makeshift runway south of Koani Air Base. Clear out of the checkpoint, near the Remanzo border. Search :z:
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table underneath. the hostiles before collecting the document. the area for the nose of the aircraft to find a recording C)
::.::
Petrog/yphs: Petroglyphs are ancient images carved on rocks that can lying nearby.
be found all over the world. Bolivia offers some beautiful examples of
it, mostly in the Andes and in the eastern lowlands. The rock art covers
a wide variety of cultures and ages. It shows hunting scenes, groups
of came/ids, human figures, and mysterious forms.
A wind-carved rock loaded with salt sits just north At Sacani Salt Mines, find the miner's bunkhouse with
of a Santa Blanca outpost. Look for an airplane wing · the tank out front and enter. Add the legend that sits on a the Sacani Salt Mines. Ascend the staircases to reach
sitting on a rock nearby and grab a disc that lies next to table in the back to the Kingslayer Files. the upper home that has been demolished by a wrecked
the wreckage. Salt Teardrops of Giants: The Aymara have a myth to explain the plane. Climb inside to find a disc for your files.
creation of the Salt Flats of Uyuni. They believe that, long ago, the
volcanoes surrounding the Safar could walk, talk and even fall in love.
The legend says that Tunupa, one of the tallest volcanoes, became
pregnant and gave birth to a baby volcano. Kushu, a nearby volcano,
believing he was the father, abducted the child. Tunupa cried for a long
time. Her tears blended with her mother's milk, and the mix poured
ov~r the arid land, creating the Salt Flats.
ft LEGEND 8 LEGEND
On the far southwest side of the salt flats, a large rock Old, decrepit trains are strewn across the dirt on the On the east side of the Train Cemetery, a shallow grave
juts out of the ground. Climb up the southwest side to south side of the salt flats. Near the southeast comer of is used zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLK
to hide corpses. Grab the file that lies among
find a stone ritual table and grab the legend. the property, look for a pair of passenger cars with the the bones.
Kallawayas: A Kallawaj,a divinatory charm called "Chambi". The name Guerrero painted on the side. Collect the spike
Kallawayas are traditional traveling healers from the northern region inside the left one to add to the Kingslayer Files.
of La Paz that cure both physical and mental pains. The medicine they
practice is a thousand years old (pre-lncan period) and based on the The Train Cemetery: Uyuni was once a boom town, playing the role
natural properties of plants, animals, and minerals from the Andes. A of a transport hub for trains carrying minerals to Pacific Ocean ports.
typical 'consultation' includes music, dances, and the use of talismans. After the mid-1900s, mining activity slowly declined and the trains
They have their own language and cosmogony that have been were abandoned outside of Uyuni, forming a strange train cemetery,
acknowledged by UNESCO. lost among the beautiful but desolate landscapes of Uyuni Salt Lake. It zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJ
is now a major touristattraction.
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;; Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
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ce· PA KOLLU VILLAGE AND LA
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ca LA CRUZ CHECKPOINT AND GUARDIA DE TRES BRUJAS
::!: OBSERVATION POST The place to buy curses or shields
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from spirits as well as where three
:::i of National Road One while a post famous witches lived FORESTRY SITE
oversees the city of Libertad. before disappearing. This sawmill is exploited by E.N.E.F.
LIBERTAD CITY INCLUDING HELIPAD OUTPOST AND THE FLOR DE ORO CHECKPOINT AND
BOLIVAR SQUARE SHRINE OF WEALTH F.O.B. 050 HORMIGUERO
The capital of the gas business in An outpost protects the Libertad The checkpoint controls the traffic
Bolivia includes a memory of the helipad. Praying at the shrine of National Road Three, while the
great liberator Simon Bolivar. protects you from poverty. base monitors the oil fields.
LOS VIEJOS PINOS AND VILOMA VILOMA DOS AND UNO OIL
TRES GAS FIELD FIELDS
Sometimes used by the cartel while These oil fields are exploited by VILOMA REFINERY
A refinery exploited by Via-B Gas. zyxwvutsrqpo
a gas field is exploited by Via-B Gas. Via-B Gas.
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VILOMA WITH LIBERTAD AIRPORT EL ESCONDITE DEL CAZADOR ....
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Viloma is inhabited by oil workers and includes the main civilian airport in A rebel hideout now controlled
the south. by hostiles. ~~
SOUTH OUTPOST
GAS STATION VIA-B GAS A refueling station for Santa
An isolated gas station. Blanca vehicles.
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SOUTHEAST: UPHILL GRAVEL PATH SOUTH: MAIN ROAD WEST: PARK .....
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With the small soccer stadium to the north, this Head up this straight road, and you pass directly by Approach from this direction for the fewest enemies
slightly uphill graveled area of half-built brick the buchon house and can easily swerve into the to worry about, and with patience (after recon tagging
structures is reasonably safe to maneuver through. compound via the open courtyard, into the house, of foes) you can creep into the compound to secure
There's enough cover for you to ignore the patrolling and procure the laptop data while others guard the the data. There's easy access through the park to the
foes and defeat lone enemies without raising the ground level. Then escape in the same vehicle or the open container for cover, after which you can choose
alarm. There may be a couple of cartel vehicles sports car parked inside the compound. Or continue either entrance to head into. Just watch for the one or
parked here; escape in them if they're there and you up the road and park away from the enemy, or two foes patrolling the park. Note the hill at the north
need an exit. Sneak northwest into the chapel for create distractions by driving around the block. end of the park-good for covering fire.
additional cover and a survey of the buchon house
one block to the north. The only issue is moving uphill
toward the compound, where far more foes reside.
NORTHWEST: GREEN HOUSE AND NORTHEAST: SNIPER TOWER EAST: SNIPER TOWER AND
LOG PILE AND WOODS SOCCER PITCH
For fewer foes and an elevation advantage over the Though the snipers don't really have the visual Approach from the small outbuildings cluster and
buchon house, head to the green-colored house capacity to shoot you when you're moving through sniper tower with only one foe (the sniper), and you
on the corner of the block where the target is. Hide the town buildings, the three towers along the east have a straight path along the perimeter of the small
behind a nearby pile of logs, then sneak into the north side of town are easily spotted and the enemy soccer stadium to the compound wall. Climb over
compound entrance, or storm the place quickly and snipers neutralized, especially from the rock outcrop the wall, assault the buchon house, and sprint inside
gather data before the foes know what's going on. and woods to the northeast. Then you can drop down and up for the data. This is the most direct path
and assault the buchon house from the helipad and there is; no zigzagging is needed!
north area.
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TARGET: BUCHON HOUSE LAPTOP
Taking up the majority of the town block on the sloping ground just east of the park is the buchon house. It
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features a tall tower structure to the north (good for longer-range covering fire}, a helipad to the northeast, and
a two-level brick construction building that's good to commandeer for providing supporting fire. Even taller
is the building to the southeast-a four-level barracks you can check for foes during the night, or use. for the
ultimate in covering your team down below. The half-finished two-level building in the southeast comet seems
dwarfed by comparison, but it can be used for the same purpose.
The compound itself sports a brick wall you can climb over, so the entrances aren't the only ways in. The
buchon house has only two levels. The laptop is on the south balcony, outside. On the ground level is a doorway (south), windows to smash and enter through
(west), and a doorway and outside steps (east). Take these steps, or the ones inside, to quickly reach and hack the laptop. The mission then updates to reveal the
location of Via-B Gas Chemical Institute.
....en BUCHON HOUSE (LIBERTAD): OTHER TACTICAL ADVICE
z
z l:!ll!ilFor a quiet stealth attempt, wait until nightfall and approach from F, removing the sniper and creeping along the soccer stadium wall to the compound brick
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wall. Hop over, or head around to the northeast wall gap and scurry across and into the buchon house.
:::::,
(.,)
a::: Or approach from C or D, then cross the main road and enter the compound via the small wooden steps and deck, hop the brick wall attached to the north part of the
~ buchon house, and enter the northeast doorway into the residence.
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If you're here to clear, approach from the north (D or E) and deal with the three snipers before going house to house, using the taller buildings north of and then around
::!:
a::: the buchon house. Pick the foes in the open, such as those patrolling the park and main road, or the gravel road near A, and drop both with a single sniper shot or
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rapid-fire takedowns. Lob in grenades when you reach the compound if you need to.
:::::i
Or drive up the main road from B, C, or D and park at the side of the buchon house. Climb the wall, smash the windows on the west side of the house, and enter there.
Return to the vehicle or flee to the nearby helicopter afterward.
Remember to come back here afterward to mop up foes and release rebels, as well as gather collectibles.
ml& The foes are spread throughout around four blocks with the buchon house at the epicenter. This allows your teammates to each approach from a different
direction. Begin with a Ghost at E, removing all three snipers, then move to the taller structures surrounding the buchon house. Either cause distractions or cover the
other Ghosts heading in from A, C, D, or F.
You could drop onto the exterior balcony from a helicopter, if you're more daring than sensible.
492
PRODUCTION
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NORTHWEST: ENTRANCE ROAD
Approach from the A
SNIPER TOWER AND LOG PILE
The higher ground B
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couple of security formal gardens, and u
hut areas and foot target building has
patrols to concern a sniper to remove.
yourself with, or avoid After that, it becomes
completely. These are an excellent spot for
easy to tackle, especially if you head in from the slope to the north, or a different offering covering fire (due to the height advantage) or infiltration (due to the
direction from A, and catch the enemies off guard. Just watch for the snipers on numerous cover opportunities). Make sure you've sniped all enemy sharpshooters
the roof to the southeast and the tower to the south. so only ground foes need your attention; there are some on the red-brick
buildings and the target institution building itself.
You can also barrel through here in a vehicle with minimal problems, heading
around to D and then parking close to the target building (I) if you're intent
on causing a commotion while quickly ascertaining where the target is and
gathering intel from him.
Otherwise, you can ford the river, climb up to the concrete perimeter, and hop over into the grounds of the
institute. Though some areas of the wall are too high to climb, most of it can be, and you're able to reach the
three main north buildings. These are:
A metal warehouse with a flat roof (northwest), and a sniper atop this roof. Use the exterior stairs on the north side to reach the roof, remove the sniper, and cover your
team as they head to the building or up from the hole zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
(F). You can quickly remove the sniper in the tower just south of C, too.
A large storage warehouse with a pitched roof (north), with breakable glass windows on each wall and the roof. From here you can sneak south into the helipad or
formal gardens, or around to the front of the target building (across from D).
The small storage warehouse and metal containers (northeast), with easy access to the front of the target building (across from D). Watch for patrols. Head in from this
direction for quick access to the institute building, though the target is in the secondary (red) building attached on the south side.
This offers views of the main building entrance and After tackling the sniper here, you have good views A large drainage hole with debris and a tunnel
parking lot to the west, and the sniper tower near E of the target building, as well as patrols of enemies leading north to B is the place to exit during a
to the south. Approach from here to stealthily target moving in and around the three L-shaped apartment clandestine maneuver straight into this institute;
the sniper on the roof of the target building, foes in buildings at ground level. These apartment you're close to the target building, and you
front and patrolling the grounds of the parking lot, structures can be entered or hidden behind, and if circumvent the foes around the formal gardens and
and anyone else who appears if you're discovered. you reach the roof, you can shoot across to enemies helipad you just moved under (such as the snipers).
From here you can also sneak to E or B, or straight near B, C, and F, as well as the target building and You can fan out to hide in any of the buildings above
into the target building, with few problems. southern parking lot near I. and around the hole, too. Well worth checking out.
If you plan to attack the base too, note there isn't a huge number of foes, and a
few patrol the general area between here and F. The majority of them are in and
around the barracks tents (east of G) or the-security huts (H).
The larger north building has a main entrance-the steps on the east side. There's also an open doorway
(northwest corner) and a second open doorway (south wall underpass, between the two buildings). inside
are five floors: a main entrance hall with mezzanine balconies and offices on each of the floors above. Note
the side steps and north steps lead to different floors, but none are necessary to ascend; you want to be in the southern laboratory building. Use this to reach a
second-floor cafeteria, which allows access into the boss's area.
The smaller south building attached to the north has three floors, each containing a laboratory. The boss is on the middle floor. There is one exterior entrance-a
double doorway at the underpass (the outside tunnel below the interior cafeteria, where vehicles can park)-and access from the second-floor cafeteria and third
floor. A main stairwell links each lab.
Study this setup using drones so you're aware of. all possible routes in and out. Optimal paths are covered below.
mI!I A completely silent infiltration with no enemy encounters is possible using this route: From B, head down to the underground pipe and move through
southward, to the hole (F). Climb up into the surface pipe section, and move to I using the vehicles as cover. Enter the southern part of the building via the west doors,
across the ground-floor lab to the east stairwell, and ascend one floor, heading south into the boss's lab.
Another quick enter-and-exit option is to approach from B, hop the wall to the north warehouse, scoot across to the northwest corner of the institute building, and enter
the doorway there. Move across the hall diagonally to the underpass doorway, across the underpass and into the ground-floor lab, then up to the target.
Or head in from D, through the main entrance, and take the steps immediately left (south). Move into the cafeteria and across into the target's laboratory.
To remove every foe as you go, begin at A, clearing the entrance road between there and B. Maneuver around to D, sniping the sniper at E, along with patrolling
enemies. Work your way toward C, around to F, then skirt the Libertad base and free the rebels. Finish off the remaining cartel foes in a firefight.
Driving here or taking a helicopter each offers great alternatives. Park your ground vehicle in the underpass (I) with quick access into the laboratories. Or land a
chopper on the roof above the target's laboratory and descend via the roof doorway (removing both roof snipers, of course).
Is the target under fire but you've grabbed him? Then drag him to a vehicle and escape before interrogating him.
I
I& There are greater opportunities for distractions if you split up and attack the Libertad base after freeing the rebels at G. You also enable greater crossfire
planning if-you're perched at C and atop the L-shaped apartments or the roof of the institute. You have the flexibility of giving one of your team the job of getaway
driver, keeping the engine warm at the underpass (I) so you can dive into the passenger side and escape, or stow the boss for later interrogation.
•.
Inside the town of Libertad, in the northern part of
the sprawling settlement, rows of odd little shops MOST RECON: HOLSTERED EQUALS HAPPY HOMBRES
sell strange wares. You're here for a different type
of sightseeing-the location, interrogation, and The villagers in this part of town don't appreciate the waving of guns, so holster them as you search for Marcus.
extraction of Marcus Jensen. Be aware he's more When you find him, assume a more aggressive position.
slippery than others you've had to round up.
Jensen throws a fit when you grab him. Choose to
interrogate him at this location, and he breaks free,
attempts to flee, and drives off in a vehicle (usually
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then hightails it to the buchon house you assaulted
during Main Mission: Chemical Trail. Should this
....., happen, consult that chapter for the insertion points,
general enemy locations, and options for entering
the building. Capture him, bundle him into any
vehicle, and extract him.
E11l!lJ Head into the northern part of Libertad and locate the wooded square with the statue on horseback. This is the general search area. When you arrive, the
search area expands considerably. Find Marcus to the north (the only enemy blob on your Tacmap radar within the search zone) and grab him. When he tries to flee,
you can:
Have already blocked off the road to the west, or destroyed the two vehicles there, forcing him to flee in a different direction.
Quickly grab him again, or chase and grab him before he finds a vehicle.
Stop, locate a vehicle, and begin a wheeled pursuit. This leads to dangerous shoot-outs with foes stepping out of vehicles.
It's well worth driving to, or landing a chopper at Marcus' location, so you're close enough to reacquire and bundle him into a vehicle instead of dragging him for blocks
while under fire, looking frantically for a vehicle to steal.
The best way to solve Marcus' slithering escape plan is to temporarily ignore the objective requiring you to interrogate him. Instead, after grabbing him, bundle him into
a vehicle. Drive him to a secure location, ideally a Rally Point away from enemy vehicles. Drag him out, start the interrogation, and when he flees, simply reacquire him
in safety.
6llliJMarcus won't get far if you've positioned three additional Ghosts within grabbing distance of him. Park vehicles (three trucks and a helicopter should do it) all
, within a block of Marcus so you have a number of choices once he flees. When he goes, have the closest Ghost nab him.
496
MOST RECON: BARRELS OF FUN
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The control tower offers the highest vantage point in this area, so use it to snipe from, either from the low roof
of the ground structure or the upper windows of the tower itself.
A bit farther north is the jammer, and across to the west is the generator. Removing them is optional, though
it's handy for a Ghost to start from C, hop the fence to deactivate the jam mer, and retreat so the rest of the
team can tag all foes before violence begins. The generator is a little too exposed, so it's easier to manually tackle the jam mer and alarm pole instead, and not worry
too much about the enemy having active floodlights. That is, unless you plan on a night-time stealth-takedown special with everyone sneaking up to foes, strangling
them from behind, and whittling down the enemy until only a few remain.
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· r", SOUTH: RUNWAY AND PERIMETER SOUTHWEST: PERIMETER FENCE
• The checkpoint hut, This offers similar
usually used as a tactical access to D-
sniping position or hop the fence and then
hiding spot if you're skulk around, dropping
foolish enough to let the foes before running
enemy call on helicopter to the barrel-storage
reinforcements, is building adjacent to
empty of foes. This the hangars at H. The
means you can cross the perimeter fence and move northward, to C or the runway area is wide open, making this a difficult location to breach.
generator, or along the runway to H. Foes spot you quickly, and you're too far
If you're adept with a sniper rifle, consider lurking behind the perimeter fence
from the alarm to stop reinforcements from being called. However, if you're
by the tree line and shoot into either hangar, destroying the barrels with a single
working in conjunction with other Ghosts and attacking from different directions,
sniping shot (per barrel cluster). This enables you to complete the mission without
this is a great choice of insertion point, due to the fact you can take out the sniper
even stepping into the airport!
on the control tower first and cause a distraction in the area.
Be aware that the two large cylindrical tanks cannot be detonated, and the fence that surrounds them is the
only mesh fence in this area you can't climb over. So to move into the north hangar using the doorway on the.
north wall; creep into the tank area'via the open entrance to the east.
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It takes one C4 eharue, mine;or grenade to destroy the barrels in each hangar. This means the three barrel clusters in the north l:langar only need one exJ1oslve,.as
long as it's placed in the center of the structure. As. well as small-arms fire, vehicle fire, and helicopter fire, you can destroy the barrels by sitting betlind them.and
letting the enemy fire into them, or by using an explosive drone.
For stealth removal of the barrels, enter via G, prep both hangars with C4, retreat to G or F, and detonate. Or fly an explosive drone in via a window you break, or a
doorway. Two are needed, so do this to the north hangar and plan a different tactic for the south hangar. Or have your team storm the runway area to the south or
northeast, creating a distraction, while you prime the hangars with C4 or finish the mission, then remain in cover at the hangar and finish off all the foes. Or you can
drive a vehicle into the barrels, though the explosions usually kill you. A better plan is to find a vehicle you can fire from, then cause havoc and skid to face the main-
hangar door, strafe the area with gunfire, move to the next hangar, repeat the plan, and then flee. Or hover a chopper at the hangar doors and strafe the barrels. Or
parachute onto the roof of either hangar, drop down to any entrance, and complete the mission. Or fly a plane, crash it directly into the hangar, and hope you don't die.
Or use one of the planes at the airport and drive it into the hangar.
~ Make sure your teammates work in conjunction with you to execute a pincer maneuver. You and a colleague start at A and work south, while your teammates
start at C, D, or E and work north, dropping foes in the crossfire. Or do the same, but work from west and east inward.
Helicopters are easily maneuvered, there are no SAM launchers here, and your team can quickly fire from them into the hangar before escaping. Name one teammate
responsible for shooting the alarm to avoid a dogfight with a cartel chopper. Afterward, strafe the ground and carve up the remaining foes.
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Two vehicles speeding around the airport grounds and causing havoc is a great distraction while a lone Ghost completes the objectivt"'r,'
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This is a usual convoy takedown, except the
vehicle you're targeting is impressively tough. That
said, the two vehicles guarding the tanker truck
are simple pickups (rather than a military SUV)
with a couple of foes in each. There's no driver to
interrogate; just destroy the truck and any cartel
members getting in your way.
There's a refinery chief at the Viloma facility, about 1.5 kilometers northeast of Libertad Bravo. The only
hostility inside the base is a stern talk you'll give to the refinery chief, who's uninterested in stopping the
supply to the cartel.
Journey to the Viloma refinery and search the area for the chief. This part is extremely straightforward.
Check the gantry steps on the right (east) side of the main structure, or send up a drone to find them. Then
speak to the chief. No guns are needed. This guy's more stubborn than General MacArthur; he isn't about to
listen to your demands. Time to destroy a few oil derricks .
Find the container stack here and approach (ideally from the south, under the A small Unidad checkpoint can raise the alarm early if they see you, so tackle
pipeline). This offers great views of all four derrick clusters. Furthermore, you them with stealth, or avoid this route entirely. This road allows access east
can snipe six of the generators from atop the metal containers, completing the toward the main clusters of derricks (G, H, and I).
mission without moving off the main road! Just make sure you have backup from
your team as the enemies realize what's going on and retaliate.
502
(!) TARGET: SOUTHEAST DERRICK (1)
A single derrick guarded by a couple of cartel thugs. This is easy to tag, but There are two derricks here, close to a large number of enemies from rival
as the remaining derricks are in clusters of two, you still need to reach two factions. Expect fierce firefights if you're too close and lacking stealth. The
of the remaining three clusters after destroying this one. two derricks are easily destroyed, though it's better to do so from range
unless you're angling for a close assault.
The main cluster of derricks .is here. There are four, and this should be Often overlooked because it's away from the other three clusters, but if you
the main focus of your destruction, as you can easily remove all four target this after the south derricks at I, you don't need to engage all the foes by
generators in seconds. One method is to place C4 equidistant between two H. Though the yard is wide, the perimeter fence and other outbuildings allow
generators to catch them both in the explosion. Prep this area first. you to easily snipe, tag, or drive into. the generators.
As the generators are extremely vulnerable to attack, you can mix up your tactics
••
and use one or a combination of these destructive takedowns to destroy all six.
NORTHWEST: GRAVEL MOUNDS NORTHEAST: ALARM AND
SOUTHWEST: MAIN ENTRANCE AND CONSTRUCTION PARKING DRONE JAMMER
This offers quick access if you don't care about To the west are a few gravel mounds. To the north You can sneak in after mooring a boat on the river
being seen, or you can hide by the stores on the is a watery ditch, and without a fence, it's simple from this point, which offers some slight cover as
southwest side of the road. Watch for a foe behind to infiltrate from here without being seen. The you head either west toward the drone jam mer
the small billboard ad at the entrance. The small gravel mounds make generator-sniping a breeze. If and alarm, or southwest to a cluster of vertical
gravel mounds on either side are better infiltration you want to create havoc, steal one of the parked gas containers. There's usually a Unidad presence
points, and you can shoot a propane tank just east of vehicles (the digger is a good sturdy option) and ram here, but they're easily neutralized (even using
here to cause a distraction. it into the generators. Just make sure the first thing choking takedowns). Then use a cartel vehicle or the
you snipe is the alarm panel! cover the drone jam mer gives you to shoot out the
generators and any foes getting in the way. You did
destroy the alarm panel first, though, right?
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PRODUCTION
Beware the two Unidad foes here, and use the metal container and cylindrical Enter from the road to the south, and you can use the cabins and other scenery
structure and containers in this area as cover. Because the generators are on as cover while you tag each generator with small-arms fire. Better yet, head
the west side of each derrick, they're more difficult to shoot from this angle, so to the rocky outcrop south of the road, and snipe the generators from almost
entering from here isn't recommended. complete safety!
(!) TARGET: NORTH DERRICKS (3) (!) TARGET: SOUTH DERRICKS (4)
F G
These three derricks line the north side of the field and have a generator just These four derricks are on the south side of the field, with a generator just
west of each derrick arm. west of each derrick arm. Remember that only six of the seven total derricks
need to be destroyed.
,.
VI LOMA CUATRO GAS FIELD: OTHER TACTICAL ADVICE
mI!J E!m Aside from the necessity of deactivating the alarm panel with a ranged shot, the tactics here are delightfully straightforward and mimic the previous
plans almost precisely.
Optimal plans include shooting all the generators from the gravel pile to the west (between A and B), or from the rocky woodland south of the road and E.
., REBEL OP: BREACH COMM CENTER ll REBEL OP: BREACH COMM CENTER
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8 Blow up one of the station's entrances and then hack the network relay 8 Blow up one of the station's entrances and then hack the network relay
LOCATION LOCATION
8 East of Libertad City 8 Southwest of Viloma
REWARDS REWARDS
l!J Support Unlock/Upgrade - Rebel Vehicle Drop Off l!J Support Unlock/Upgrade - Rebel Vehicle Drop Off
Find a network station Another network station
east of Libertad City is found southwest of
with hostiles locked Viloma Village. Inside,
inside and a network a network relay sits
relay that must be against the east wall on
hacked. It sits near the the third floor. A staircase
west corner of the third on the east side of the
floor and conveniently, building leads to a couple
there is an entrance to this floor that is accessible from the rooftop. Parachute entry points. Blow one open to start the 1 :30 timer. It is a tough fight to the steps in
onto the roof and head down the steps to the entry point. Blow the door open, the back-left corner, so spend some time with your team at the doorway and kill as
move inside, and quickly take cover. With 1 :30 to get the job done and a short many as you can before rushing inside. Climb to the third floor, spin around to the left,
way to go, you have plenty of time to fight the sicarios. Once clear, sprint to the and clear out any remaining foes before hacking the computer.
computer in the far corner and complete the mission.
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~ PRODUCTION
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Effl MEDICATION RAID m REBEL OP: INTIMIDATE SICARIO
loBJECTIVE loBJECTIVE
• Steal the plane • Grab and intimidate the Sicario
LOCATION LOCATION
• Libertad Airport • Narco-Slaughter
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Support Unlock/Upgrade - Rebel Guns for Hire
A plane waits on the East of the Libertad
runway at Libertad Airport, a cabin that
Airport with a load of was once used by
medication. It is well lumberjacks is now in
guarded by Santa the process of being
Blanca soldiers, but they cleaned up by the cartel
are spaced well apart. after they murdered the
A drone jammer blocks occupants. Approach
your ability to recon with the drone, but it is easily deactivated along the way. from the north forest and recon the property to find seven soldiers and the sicario
Start out by eliminating the sniper that stands on top of the control tower and leader. Two examine the bodies on the dock.and another looks over a boat on
then climb over the fence along the east side of the property. Pick off the soldier the north shore, while the leader and a fifth guy stand behind the building. The
that patrols near the jam mer before deactivating the device. Continue to work others move around the property. Leave the two on the dock and the two behind
your way down the east side of the runway, grabbing and pulling the enemies the cabin for last. Pull the others away with Diversion Grenades and knock them
behind the trees. Now only the three sicarios who stand guard on the other side out well out of sight. Once only the four remain, use a Sync Shot to eliminate the
of the airplane pose any threat. Use Sync Shots to clear them out, board the two on the dock. Then move in and snipe the final soldier, leaving the leader by
plane, and take off. Make a U-turn and land it at a rebel-held field to the north, himself. Quickly grab him and intimidate him.
just inside La Cruz.
Climb the rocks just east of the Unidad base and Travel to the Gas Station Via-B Gas in south Libertad, and A small Unidad post oversees the city of Libertad in
infiltrate through the shooting range. The Weapon Case take out the handful of soldiers who patrol outside. Step the north. Search behind the soldiers' tent to find an
is found inside an armory, just ahead on the right. inside the convenience store- and grab the assault rifle Accessory Case.
against the right wall.
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ACCESSORY: 7.62 x 39 Magazine • ACCESSORY: 5.56S TANAG Magazine tGJ) ACCESSORY: Compensated Buttstock
(30 - Assault Rifle) (50 - Assault Rifle) (Assault Rifle)
Look for the simple home near the southeastern corner Travel to Santa Blanca's Chem Precursors Storage, Travel to the ex-rebel hideout, El Escondite del Cazador,
of the village, east of the chapel. Search inside to find northeast of Vioma. Infiltrate the facility and swipe the on the west side of the province. Take out the Santa
the equipment case atop a bedside cabinet. accessory off the shelf inside the rear shed. Note that Blanca hostiles who guard the cabin before kicking in
many of the locations in Libertad hold flammables in big the door. An Accessory Case rests on the corner of the
tanks and explosive barrels, so watch your shot and be bed inside.
sure you are not within the blast radius, if you do decide
to use one to your advantage.
507
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entry point on the east side, next to the shooting range. automatic gate allows access for official Santa Blanca of Libertad City, and sneak into the mill. Collect the
Follow the outside wall all the way to the far side of the vehicles. You can also enter through a hole on the west commendation that rests next to a chainsaw on a
base and enter the armory. Collect a large magazine for side. Step inside, climb up the supplies on the right, and central table.
your shotgun from the metal shelves. slip through the window. Grab the Skill Points off the
stack of bricks.
A Santa Blanca outpost protects a communication relay, Find the sawmill storage warehouses on the east side East of the Libertad Airport, find a cabin perched next to
west of Viloma. Sneak into the area from the southeast of the village. Enter the building sitting on the inside of a small pond. A sicario leader currently leads a cleanup
and move between cover as you progress west toward the bend in the dirt road. A Skill Point is found atop a red effort with his thugs. Complete the Guns for Hire side
the chapel. Stop at the canopy-covered desk and collect container. mission at this location before grabbing the medal that
the medal that sits next to the radio equipment. sits on a dumpster next to the lodge.
BONUS MEDALS
• SKILL POINTS: +5 8 SKILL POINTS: + 1 O BONUS: Diversion Grenade
==~..,,...~
Infiltrate the Chemical Institute grounds from the east Viloma Cuatro Gas Field resides between a Unidad The Santa Blanca has set up camp on the east side of
and slip into the open back door of the main building. Combat Outpost and Santa Blanca Outpost in southern the city with their traditional brick buildings. Look for the
Sneak up to the fourth floor and enter the classroom. Libertad. Search inside the Via-B Gas office on the three-story home just south of a watchtower and sneak
The Skill Points sit atop a counter ahead. southeast side of the loop to find a Skill Point. inside. Climb to the third floor to find the Bonus Medal on
the corner shelves.
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Move around to the south side of Santa Blanca's south Enter the village along the north-south road and turn Along the far-east road, find the series of spiritual shops.
outpost and find the auto garage. Enter through the back right before the market. Search under the picnic shelter Grab a legend off a table on the east side of the lane.
door and collect the Bonus Medal off the workbench at the top of the hill to find a document. Bolivian Witchcraft: Witches - known as Yatiri in the Aymara language
- are common in Bolivia where they are traditionally considered as
against the right wall. go-betweens between men and gods. For centuries, people turned to
them for cures, good luck, or for making important decisions requiring
the intercession of the gods. Today, they still perform rituals - which
often involve chewing coca and burning icons - destined to provide
good health and luck, or harm to your enemies (using black, sku/1-
shaped candles, coffins, or even penises).
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Visit the Forestry Site in northwestern Libertad and A block in northern Libertad is dedicated to the memory In the center of the city, find a public area complete with .....
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sneak up the steps on the west side of the cabin. Enter of Simon Bolivar. A legend rests on the pedestal of his a fountain next to a restaurant. Enter city hall, located
the mill's office and collect the document off the pallet statue in the middle of the park. across the street from this park, and search the right
of boxes. Simon Bolivar (1783-1830): Simon Bolivar is the major figure of the room on the first floor. A file sits on the counter in the
Latin American wars of independence against the Spanish crown. back corner.
Born into a wealthy family, he was influenced by the Enlightenment
philosophers and the French Revolution. Trained as a soldier, he
fought against the Spanish and their allies for more than two decades,
graduallyliberatingwhat are now Colombia, Venezuela, Ecuador, Peru,
and Bolivia, giving his name to the latter. He died in 1830, without
beingable to maintainthe politicalunity of Latin America.
Infiltrate the outpost through an opening on the west Look for the lone cabin tucked into the forest, west of Approach the Libertad Airport from the east and hop
side, which leads you into the building, which holds Viloma. Collect the legend that lies in a hole behind over the fence. Climb to the top of the air traffic control
the helipad. Make your way into the northeast room of the structure. · tower and collect the briefcase that sits next to the
the warehouse and collect the cell phone that lies on The Witches' Market: The Witches' Market, or Mercado de las Brujas, controller's desk.
the floor. is located in the heights of La Paz, Bolivia. Selling everything from
talismans, aphrodisiac powders, and amulets, to soapstone figurines
thrown in the fire for good luck, the Witches' Market is run by local
witch doctors - known as Yatiri - who perform white or black magic
ceremonies for a few Bolivianos. Most popular of all items are the
dried llama fetuses which are buried under the foundations of many
houses as an offering to the Pachamama.
The Libertad Base resides just south of the Chemical Infiltrate the Unidad Combat Outpost in southern Infiltrate the Gas Station Via-B Gas convenience store
Institute Via-B Gas. Find the HQ building on the south Libertad from the east, through the shooting range. through the back door to avoid any confrontations and
side and sneak inside. Climb to the top floor and grab Enter the doorway on the right and enter the mess hall search the counter to the right to find a recording for the
the recording off the TV stand. through the back door. Collect the recording off the table Kingslayer Files.
in the far room. Note that a drone jammer keeps you
from using your drone, but it is not found at this outpost.
Head southeast to the gas field if you wish to disable
the device.
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Breaking into a secret subterranean data center within the perimeter of Unidad's biggest base in the province sounds difficult, and it's almost impossible if you
take a "run and gun" approach to this operation. Live up to your nickname and move unseen, into the underground tunnel system that links M.O.B. Jaguar (to the
south) with a small, central outpost and a slightly larger outpost (to the north). Here, there are only a few initial foes to remove. However, once the data server is
being hacked, you must remain within the small mission area for two full minutes, repelling reinforcements from all directions, before you can leave. Even after the
mission concludes, you still need to extricate your team!
.........
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.....
515
C)
a: ) ENTRANCES #1 AND #2
cc
m EAST: RAILROAD BRIDGE
....., MAIN ENTRANCE
cc This offers access up B
a: Though this offers
..... the outcrop where
z..... you the choice of both
c.:, the higher part of the
entrances (D or G),
C)
a: the two sniper towers base sits, though the
C)
area southwest of
..... guarding the rest of
Cl this insertion point
a: M.O.B. Jaguar to the
C)
south (not shown on features ,a mortar and
it• a large cluster of foes
the guide map), and
the mortars, reinforcements, and other defenses make this a terrible insertion best avoided. There's a sniper tower too. Feel free to move northward from here
point. Use it only if you intend to drive to a tunnel entrance at speed. Though it's instead, along the perimeter of the base, and drop down to the tunnel entrance at
possible to stealth-shoot the snipers with simultaneous firing and creep into the D on foot, away from this highly dangerous area.
base, this is a waste of time and resources.
Remember this location when you attempt to depart after mission completion; it's
a possible exit, isn't blocked by a gate, and offers multiple directions in which to
flee, including the railroad tracks.
WEST: FREIGHT YARD
M.O.B. JAGUAR UPPER BASE TUNNEL ENTRANCE #1: GATED BASE RAILROAD TRACKS
E
A SAM launcher, barracks, mess halls, a generator, The main entrance here houses two guards (one This is a much safer infiltration option. Aside from
usually armored), with a gate and a high perimeter a sniper tower, there are few foes to worry about,
and two sniper towers (one to the east by the raised
helipad) make this a dangerous place to visit, but as fence. The gate only allows Unidad vehicles in and granted you keep to the north hillside as much as
long as you avoid the gaze of the snipers, there are out, so remember this when you're trying to get into possible. You can climb up and drop down to the
relatively few enemies within the grounds of this flat this tunnel and, more importantly, trying to escape tunnel at G, or continue into the freight yard itself
plateau. However, infiltration here is pointless, as the from it! The barbed wire extends up and around (F). Approach by road, and you run the risk of being
tunnel entrance (D) has a high perimeter and gate, the tunnel entrance, meaning a hike to the tunnel stopped or spotted at the checkpoint, so stay hidden
and two side gates, all allowing only Unidad vehicles before dropping in isn:t possible. The only way into unless you want to drive straight into the tunnel.
in. If you intend to drive into this tunnel, make sure the tunnel aside from driving in using a sanctioned
Alternatively, the few foes at the checkpoint make
you're in an approved ride. vehicle is to parachute in! this a good place to silently remove enemies (so
Unidad is still unaware of your presence). Afterward,
steal one or more of the parked vehicles at the gas
station area of the checkpoint; this allows you to
drive into G (or even D) with additional protection, at
the expense of stealth.
.....
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.....
Though this is merely an outpost rather than a major This is a better stealth option than attempting to This is a stealthier option, as you can enter from the
Unidad base, it's still extremely well-guarded, with barge in at H, though the entire base has a wall that road (providing the sniper in the tower is removed or
a sniper tower on the corner, foes at the checkpoint, can be climbed over. Drive a vehicle through this doesn't see you), then sneak along the block wall, up
and a block-wall perimeter. However, the blocks can side of the base for an alternate route, or sneak in and over to the base of the hillside, passing behind
be climbed over at any point, allowing infiltration and deactivate the generator, stealth-kill the minigun the barracks tents and into the tunnel. This can be
anywhere along the northeast and northwest sides. operator from the side, and watch for foes near the done (ideally at night) with no one seeing you; it's a
barracks. There's not much use climbing up the great infiltration point if you're on foot.
This base features a minigun nest by the tunnel
hillside (unless you're sniping), since the fall is too
entrance, a generator, barracks along the southwest
great to allow a drop down to the tunnel entrance
hillside wall, and numerous Unidad vehicles you can
(unless it's from an aircraft and you're using a
commandeer if you want to drive into the tunnel.
parachute).
All are good options, but for an insertion point, this
particular location is too obvious.
Remember you could hop over the fence at M, steal a Unidad vehicle parked here, and stop it on the gate
threshold, allowing other teammate vehicles in unimpeded. But since you ditch the vehicles when the descent
begins, it isn't that helpful.
Aside from a single tent and some construction equipment and containers, the real area of interest is the base of the mine shaft (above N). There's an entrance here
that allows you to descend seven floors to the data center.
The radio antenna and large circular hillside above the mine shaft make good sniping positions, though heading down into the outpost after you clear the area takes time.
517
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. '
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a,::
MINE SHAFT AND DATA CENTER
cc The data center is accessed in a variety of ways: tunnels leading from D, G, and K, or the mine shaft from the
m
surface area of N. The data center comprises a main underground chamber, with a gantry running to different
4
ffi parts. Northwest is an armory (handy during the defending phase), west are a couple of parked vehicles,
....
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southwest are cabins, and southeast and east are large storage areas and the base of the mine shaft .
o The laptop (target) you seek is at the T-junction on the gantry itself, close to the middle of the chamber. When
a,::
o you hack it, you need to wait two minutes for the download to finish, during which time enemies attack from
~ all four entrances. Proper prepping for these attackers helps repel them. Head out of the download area (the
~ yellow circle on your minimap), and you have 20 seconds to return, or the mission fails. Note you don't need
......
..._ to be at the laptop, just within the underground chamber (and the entrance to any of the tunnels, which are on the edge of the download zone).
El You. can each enter from a different tunnel. This is pointless but possible. Otherwise, it's worth amassing a few vehicles to drive through the tunnel.
Give yourselves more of a chance during the defensive phase by bringing multiple vehicles (up to four) down here.
Drive trucks (two deep) to block entrances. Then get into position. Have your team defend the north tunnel (to K) as they
can attack foes heading in from both D and K, while you remain near the tunnel
Place mines and C4 at the tunnel entrances. leading to G.
Set up defenses, but with long-range viewing down each of the tunnels, so you When the action starts, stay in or around the armory. Not only can you see
can see foes coming from as far down each tunnel as possible. enemies coming in from D, you can quickly spot them heading in from Kand G.
Prep the stairwell with mines (two or three, away from the blast radius of each Plus, there's an ammo box in here, so keep those explosives going!
other) to dissuade enemies hea,ding down from above. You're also pretty safe if you drive an armored vehicle-at least for a while,
Prep anything explosive (such as a truck or the propane tank) with C4 to detonate though the action is more chaotic. When you're at the wheel, run over groups of
when one or more foes are nearby. foes in the tunnel before reversing, block enemy vehicles, and when you leave
the vehicle, swerve so the driver's side is closest to cover so you can easily hide
Ignore the laptop once you hack it; the enemy can't shut it down. This is more
instead of taking fire.
about surviving the enemy onslaught. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
lill!I With Co-op partners, who have hopefully driven here, you can have up to four additional vehicles with which to create blockades at the tunnel entrances. It's
usually better to block one entrance completely than partially block all three (as you can lay mines or C4 elsewhere).
If you have a functioning vehicle, drive south toward the freight yard, and make a right (southwest) turn toward the checkpoint and railroad tracks (E). Or head north
to K, turn right slightly (northeast), and leave via I. Heading to the main base (D) could get you stuck, as the gate only allows Unidad vehicles passage, and this area is
under high alert.
',
..
518
What trip to Flor de Oro would be complete without
a visit to the large Unidad F.O.B. next to the
province's capital town of Chorrillos? The base, as
expected, is exceptionally well-guarded, and only
a thorough recon allows you to enter unnoticed,
access the prisoner through three layers of
perimeter fencing, and escape while the Unidad foes
are still wondering who opened their cell doors.
Cl
Though it isn't related to sensor. Otherwise, this
a: the nearby Unidad base, is impenetrable and
C)
....
...... there are usually a couple of good vehicles to steal with minimal hostiles.
Note the helicopter, which is the closest one you can steal outside the Unidad
filled with foes, with the exception of an open door between the gates. The doors
in both side walls open too, but via a button on the other (outer) side. Head here
base. Fly it low to avoid SAM firings, and land it on the prison roof for a quick but to reach the parking lot and inner wall (H).
violent infiltration.
NORTH: CHECKPOINT AND NORTH GATE EAST: BASE DEFENSES AND DOOR
Just north of the C icon Between sniper towers
is a checkpoint on the 06 and 07 is a firing
main road-a local post defensive box
police station is now with a foe inside, and
a Unidad checkpoint, a gap in the otherwise
complete with four impenetrable barbed-
parked vehicles. Hey, wire fence, behind
those are Unidad which an inner path
vehicles, and there ar.e just enough for everyone! If you plan to drive into the base rans the length of the perimeter between the sniper towers. However, you can
and then (in Co-op) maneuver your vehicle to different areas within the base to enter the base (into the barracks area) via an open door here. Though this isn't
cause confusion and distraction, this is an easy place to pick up a great ride. the best infiltration route (as you're not near the prison), it's worth considering
once you've defeated the snipers from range. To get to the prison quickly, head
You can drive a Unidad-approved vehicle through the north gate, into the large
through here and go directly to I, enemies permitting.
barracks, armory, hospital, and mess halls that cover the northern third of the
base. Aside from the snipers surrounding you in towers. the place has few
enemies, though this depends on the time of day and patrol duos that may be
in the area. Whatever the case, you can drive through here (in a Unidad vehicle)
relatively unimpeded. Or sneak between tents.
.
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H4 INNER PERIMETER:
'.~".WEST: HELIPAD HANGAR INNER PERIMETER: PARKING LOT DOOR ENTRANCE
H
Though you need to enter the base to reach it, via If you've taken the main"way into the base (B), you're The alternate way into the prison parking lot is
the ramp at For the interior gates at H, this helipad · presented with an open door between two gates via this button-activated door. From here, you
features a gunship, which works great as an escape that can be opened by driving through in a Unidad can quickly head left (southwest), into the prison
vehicle (assuming you've disabled the adjacent SAM vehicle. Inside is a parking lot with more Unidad building, where (if you've been quiet) there are only
launcher). A comms center and other buildings are vehicles; use them to enter the inner gate to the three foes to silently kill before you're safe to talk to
here too, and don't overlook some stacked crates · prison yard, to the southeast (toward I). To the left the imprisoned lieutenant. Outside is a small parking
at the concrete perimeter wall behind the hangar (northeast) is the barracks, and right (southwest) is lot, an HO building, and the prison building (J).
itself; use them to leap over a gap in the barbed wire the hangar.
Note the inner perimeter wall has gaps in the
during an escape.
Between sniper towers 09 and 1 D is the inner barbed-wire fence, but no crates to use to reach the
perimeter leading to a smaller parking lot with an top. You can climb on a vehicle you park here, but
APC (the ultimate getaway vehicle!), as well as an this is tricky in Solo missions, and you're easily seen.
HO building and the prison you need to reach. Head It's an option, though.
through here in a vehicle to open the inner automatic
gate, if you're approaching from this direction.
On the roof is a mortar about block A, and a helipad above block B. There are doors to the upper gantry floor of the prison from here too, but the one to block B
(under the helipad) is locked.
Inside (second picture) are a guard office and then identical layouts for blocks A and B: two rows of cells, one on each floor with gantry stairs linking them. The
prisoner you need to chat with is in the middle cell, on the ground floor of block B.
Or escape by running out into the adjacent inner yard, steal the APC, and drive it through the two sets of automatic gates to freedom!
Or head up onto the roof, steal the helicopter, and fly it northeast away from the SAM launcher.
The other recommended method of entering the prison is by Unidad vehicle. Steal one or more from the checkpoint north of C. Then head through the north gate (C), .,
through the barracks, into the inner yard by the prison (H), and storm the jail. Place your team outside the cell block while you speak to the lieutenant, or you may b9'
shot as you chat. Leave using the same vehicle, or a different vehicle parked in the yard.
Or steal the helicopter at A, fly it low into the base, and land it on the roof of zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
J, near the parked chopper. Drop down into the prison and engage the enemy there until
there's a break in the fighting, and time to talk to the prisoner. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
l3lllIJ Multiple teammates mean multiple vehicles, giving you better chances of reaching the prison, and easier methods of defending the inner yard-park vehicles
at the automatic gate and booby-trap it and the door at I. Take defensive positions at the mortar, helipad, and even the HO building so no foes interrupt the talk with the
prisoner.
You can also split up, causing commotion in various parts of the prison while a pre-determined Ghost completes the objective.
You're here to kick ass and chew gum, and on this
occasion, you've got a full pack of gum: Do not
allow the Unidad enemy at this combat outpost
to see you, as this fails the mission. You're here
primarily to recon the area in search of a Unidad
captain. When he's found, he must be tailed. Stay
away from the enemy if at all possible.
'
• .
WEST: MAIN ROAD TO SNIPER TOWER NORTHWEST: WITHIN EARSHOT NORTH: RIVER DOCKS
B
If you lurk by the railroad tracks with a silenced Maneuver here via the wooded area to the Nope! Don't approach from here. You're not
sniper rifle, you can tag the sniper here, though it's northwest, and wait for patrols to pass. Then sneak storming this area (and this is a terrible locale for
not necessary. If you remain out of sight at a location inside the base, using the block walls and other doing so, anyway).
like this, the enemy will search for you, so stay at scenery as cover, before manually spotting the
range, out of sight, and drop more who come to captain, backing out (ideally to a bike you rode here
investigate, until the captain leaves and can be tailed. on), and following.
F
The Unidad captain begins at the com ms center, walks around or through the mess hall, out of the inner
perimeter and into the parking lot, and drives off in the armored vehicle (pictured). Simply track his
movements, and as soon as the objective updates, follow him in a vehicle of your own. As always, do not be
seen by the enemy.
Move to A, B, or E (the latter is optimal if you came on foot). Launch a drone up into the sky, as high as you can so it isn't compromised, and simply watch the target
as he sets up his meeting and gets into his vehicle. Ditch the drone and get into your vehicle (which you can stand next to while flying the drone) when the objective
updates.
One novel way to get the Unidad captain to drive off is to prowl the extreme perimeter of the base, offing foes (like a sniper atop one of the towers) without being seen,
using a suppressed sniper rifle. As soon as the enemies see a man of theirs downed, they start looking for you. Stay hidden. A few moments later, the captain leaves:
and you can start tailing your foe. Expect problems with Unidad chasing you, though. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
E!III There aren't really any benefits to having your whole team in the vicinity of this outpost, as the chances of one of you being spotted and failing the mission
become much greater. Hang back and let one Ghost do the recon.
Or you could all encroach on the base and attempt to dispatch every single enemy silently (or at least the ones on the upper base area, rather than the docks). This is
difficult, irresponsible, and one of you will need to break off to follow the captain.
Or have one Ghost head to the outpost while the other three set up position at the second location, Halcone House, the captain's destination. Stay out of sight at this , ~
cartel safehouse, or the mission fails. ... /. zyx
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MOST RECON: TURNING TAIL
m
....<I: As soon as the objective updateslo tailing the captain, break off from all recon tasks at the combat outpost, locate a suitable vehicle (the one you came here in, or steal one from
....z
a::
the Unidad parking lot), and start tailing. Stay between 30 and 300 meters of the captain until he reaches his destination. Do not get spotted byUnidad fop;es as you leave the
....
c.:, vicinity of the outpost, or this mission fails.
0
a:: The best vehicle to use is one you drove here in, as there's less chance of being spotted. Give Unidad foes near the main road (0 and the security hut southeast of El a wide berth so
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....Cl you're not spotted as the tailing starts.
a::
...
....
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KEEP ON TRACKING
Once the tail begins, remain away from any Unidad forces, because if they see you, the mission may fail. This includes the foe at the security hut south of E, as your
quarry exits the combat outpost. From here, the captain heads south past Rocha, then a gasoline checkpoint. Wait until he passes this junction by the bridge so you
can quickly drive past without Unidad forces seeing you. He then takes an immediate dirt trail to the right (west), drives to a right bend, heads north, and parks at a
remote wooded location known as Halcone House.
524
NORTH: OUTHOUSE AND FENCE ........
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c ....:c
:::E
.....
Head here in Co-op only. Striking from the rear of the property is great if you're Head here in Co-op only. You have a view of the balcony on the east side of
here to confuse foes and catch them in crossfire. Just be aware that the captain the residence, where a.toe usually guards before you're spotted. Creep around
flees in the opposite direction. using the fence as cover. You can easily reach a vehicle to give chase if the
captain escapes.
The building has entrances on the south and east sides, interior stairs, and an exterior balcony around to the doorway (southwest corner).
This cartel informer is a lieutenant, and an easy takedown. The captain is a little tougher since he's wearing armor, and tends to bolt for his armored vehicle and
flee. Prevent this by stationing a Ghost near the vehicle, blocking the road, dropping mines, or placing two C4 charges on the vehicle itself. Or shooting the captain
in the head.
Be sure that armored truck the captain arrived in is destroyed if it looks like he's about to make an escape. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHG
ml!I After handing the responsibilities of booby-trapping the captain's vehicle to one Ghost, the rest can either swim from A or split up and each approach from a
different direction.
Once you reach Rocha and begin your search for the daughter, hold your Weapons Swap button to put your
weapon away. There are no enemies at this location. Simply move north to the school, and you spot the
general's daughter. Grab her, interrogate her, and she calls her father, who pinpoints the nearby sawmill as a
rendezvous point.
~ SECURITY
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meeting is two clicks southwest of here, through :z
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the woods. Peel off from the main road and a
conduct a thorough sweep, instead of blindly
driving up to see if the general's about.
SOUTHEAST:
CONTAINERS AND DUMPSTERS WEST: CABINS AND EQUIPMENT NORTHEAST: LUMBER YARD
A B
These offer cover if you sneak up from the road. This is a great spot to infiltrate from, as you can Though this is the shortest path from Rocha, you
You're closest to the Unidad buggy parked within the snipe the tires of the general's truck before moving can't see the general, any foes, or the vehicles from
cluster of main buildings, but you're still not ideally northeast to continue to ruin his ride. You can also this direction. However, this path does offer a viable
situated when the general makes a break for it. A steal vehicles from here and block the road if you option: Drive into the sawmill area and wait for the
little farther east is the main road. Head up here, and need to. You can even approach the general, hopping general to get into his ride before driving after him.
the general passes you en route to escaping. the fence at the unloading yard just west of him, and
steal his vehicle before he does!
Q HUMA CHUA SAWMILL: OTHER TACTICAL ADVICE
a::
c:c flllEI ml The standard plan is to wander into the sawmill,
CD zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA watch as the general flees to his armored
......
c:c truck, and then look around for a suitable vehicle to follow him in, before opting for the Uni dad buggy with the
a::
..... minigun, parked southeast of the general's location .
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Don't try any major recon. If you send up a drone and it encroaches into the sawmill, the general runs.
Q
a:: Hobble the general's armored vehicle by shooting out all four tires and the engine until it smokes, but before it
Q
.....
Cl catches fire. The general still runs for this vehicle, but it's much slower and retains much less armor, making
a:: it easier to stop. To ensure this happens without Unidad attacking you at the same time, leave the general to
Q
....
...... The general is standing in front of the main
sawmill building. When you encroach into the
escape for a few dozen meters first.
mission area, he flees to the parked armored Or sneak in from B, vaulting over the fence by the parked unloading trucks, and immediately enter the driver's
truck and flees via the road heading southwest. side of the armored truck the general was going to use. He switches to the buggy. In Co-op, you can have a
second Ghost hijack the buggy first, leaving the general stranded and easy to pick up.
You can also block the general's escape with a number of sawmill vehicles, all stolen from B (any closer and
the target starts to escape). Position a couple of trucks and a digger at the junction, and add a mine or two
and some C4. This can really weaken the general's vehicle early on, leading to an easier finish.
TACMAP
The armored truck (or Unidad buggy, if you commandeered the truck at the sawmill before the general uses it) moves at speed and takes more damage than other
vehicles. though you can slow it right down by shooting the tires out. Catch him before or after he drives by the large Unidad base, or you may have additional foes
to worry about. When you reach the truck, simply engage it until the general leaves the vehicle, and stow him in an extraction vehicle (which could be tile vehicle
your team is using, a second vehicle, or even the truck the general uses, with you driving instead).
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zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
This mission gets a whole lot simpler if you ensure your takedown location isn't near the sawmill and you've already seen off the Uni dad ground
vehicles (a couple of minutes into the chase if you steal the Unidad buggy, or if you're using a vehicle with a minigun turret). You can wave down the truck with your
guns pointed at the driver, but he usually takes off, running you over in the process. However, you can grab him from his vehicle (possible but difficult).
Or you can ram him off the road (in Co-op, each player can use a vehicle to pin him more quickly, and from multiple sides), or bash the truck until it catches fire. Or
your whole team can ride in the Unidad buggy and ram the enemy vehicle while shooting at it (but not the driver). Or you can attach C4 to the armored truck before it
leaves the sawmill, or place it on the road the general takes. Do the same with mines, though pre-planning is needed.
With Co-op friends, station one player at the sawmill to trigger the general fleeing, and the rest at the gas station road junction with a blockade of vehicles (stolen from
the sawmill and gas station prior to triggering the ambush), as well as C4 all ready to go, and mines ready to be placed (but not placed yet, lest a civilian vehicle drive
over one). Have a fourth Ghost fly in piloting a chopper, in case you want to air-lift the general to the Rally Point.
When the general exits the vehicle, bundle him into a second vehicle and start the extraction. The mission then continues.
The northeastern portion of the main operating base Visit the Armadillo Hunting Lodge, east of M.O.B. Jaguar Sneak into the northern Unidad Combat Outpost,
is enclosed with automatic vehicle gates on all but to find it swarming with Unidad soldiers. Locate the southeast of Nupucu, and find the armory straight ahead
the south side. Climb the rocks or use the pedestrian Weapon Case lying against the north side of the cabin. from the main gate. Sitting between the chain-link fence
walkway to gain access from the railroad tracks. Move and armory is an Accessory Case.
up the western side until you find the armory, which
holds a new assault rifle, just inside the entrance.
Find an old rebel hideout in the mountains, west of At the east checkpoint, just across the bridge from Infiltrate the Unidad Military Hospital grounds from
Rocha village. Kick open the front door to the shanty and the Libertad province, an automatic gate and nearby the south and sneak into the armory just past the
nab the range finder off the cabinet. doorway are the only ways into the base. Drive an shooting range. Find the extended magazine on the
official Unidad vehicle through the gate, park it next to middle shelves.
the comms center, and dash inside the building. The
Accessory Case rests on metal shelves next to a desk.
A Gasoline Raid side mission is available at Unidad's In the far south, near the border with Malca, a Enter the Banco de Barvechos near the southeastern
makeshift runway northwest of Chorrillos. Before stealing checkpoint controls road traffic. Enter the armory, corner of the village, across the street from a chapel.
the plane, collect a suppressor for your light machine gun located on the northeast comer of the property, and grab Find a Skill Point on the filing cabinets inside.
off the concrete barricade, south of the runway. the Accessory Case off the pallet of ammo boxes.
The northwestern Unidad Combat Outpost is partial The Unidad Combat Outpost just north of the main On the northern side of Rocha village, a transmission
enclosed in a barbed-wire fence. An official vehicle can operating base resides mostly underground, accessible tower rises high above, partially enclosed in chain-link
enter through the front gate, while open doorways allow through a stairwell and three tunnels, which are found at fencing. At its base, a medal rests on one of the
access on the right and back. Enter the comms center M.O.B Combat Outpost 1, Unidad Train Freight Yard, and concrete platforms.
and collect the Skill Points off the shelves. northeastern M.O.B. Jaguar. Follow one of these paths to
the cavern and step into the armory, where Skill Points
are found on a shelf.
~--~~S=EC_U~Rl~TY=--~~-
GJ SKILL POINTS: +5 8 SKILL POINTS: + 1 G SKILL POINTS: + 1 ....z:
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a:
An old rebel hideout, now occupied by the Unidad, a.
Two gates allow access to the southwestern portion Go the Huma Chua Sawmill north of Huma Chua village Cl
of M.O.B. Jaguar from the main road, but a pedestrian and approach the cabin on the east side. Use the resides on a small hill, west of Huma Chua Village. Kick a:
Cl
entrance near the southeast watchtower can be used exterior staircase to reach a second-floor workshop and the door open to get inside and collect the Skill Point. .....
c::a
for a stealthier infiltration. Watch for Unidad guards and collect a Skill Point off the shelf.
a:
patrols as you move left from the helipads. Enter the HQ Cl
.....
....
building and collect the Skill Points that rest on a desk in
the back of the first floor.
BONUS MEDALS
The forward operating base, erected on the southeast side of the city, is well protected with watchtowers and a
surrounding wall. Two automatic gates allow Unidad vehicles to enter from the main road. Guards use two doorways
on the backside to reach their respective bunkers, but they only open when someone is present. Another barbed-wire
fence surrounds the penitentiary within the base.which is where you find the Bonus Medal. Another automatic gate
provides entry for vehicles while a pedestrian doorway on the back wall is available with the press of a button. Use
this entry point to enter the prison area. Move straight and then right to find the armory. Collect the bonus from the
shelves inside.
KINGSLAYER FILES
8 DOCUMENT <aJ LEGEND
Visit the train freight yard, near the northern tip of the On the west side zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
of Nupucu village, find the ruins of a Inside the southwestern portion of the Unidad's main
province, and step inside the warehouse through the few homes. Collect a legend that sits just in front of the operating base, find the HQ building at the back of the
southern opening. Search the manager's office in the western ruin. property and climb to the third floor, where a disc sits
near corner to find a document for your Kingslayer Files. Green Cross: It is said that a famous street in La Paz, la ca/le Jean, used
next to the TV.
to be haunted by spirits and creatures from the Underworld. Ghosts,
goblins, and demons would appear at night, scaring people or playing
tricks on them. The legend goes that one day, a local inhabitant, tired of
their mischiefs, hanged a green cross at the entrance of the street and
called upon a priest to bless it. The cross is still visible in ca/le Jean, and
reports of ghosts and spirits have since stopped. Or have they?
East of the Unidad Military Hospital, a watchtower Find the dispensary in the center of the village and search A wood storage facility resides atop a hill northwest of
overlooks the river and nearby roads. Climb to the top the counter against the back wall to find a recording. Chorrilos. Enter the warehouse and climb to the second-level
and grab the briefcase next to the desk. catwalk. A document is found near the southwest corner.
Pind the L-shaped school building on the east side of The HQ building sits inside a protective wall near the Head to the south Unidad Checkpoint and infiltrate the
the city. A legend sits on a bookshelf just inside the penitentiary, which is within another barbed-wire barrier. watchtower. Climb to the top and collect a recording that
southwest doorway. Find an open doorway on the backside of the base and lies on the floor.
move inside. Sneak along the rear wall and find the
Pachamama: Pachamama is the Andean Earth goddess. She ensures
protection and fertility for the people. She is one of the most popular doorway that leads to the prison area. Head straight
gods in Bolivia, but she is also said to be jealous and desirous, and then right to find the headquarters. Go up to the
requiring constant tokens of respect and offerings. There are many
ways to honor her, and one frequent and simple ritual is to spill some second story and grab the file that lies on the floor next
liquor on the ground before drinking. It is called the Challa. to the desk.
INCACAMINA
BASE
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@ Skill Point 8 @ Comms Tool \\"i;I) Drone Jammer 1
Rebel Ops -
@ Bonus Medal @ Gasoline (ii) Light Panel 11
§] Breach Comm Center
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@ Kingslayer File 4 x: Minigun 6 @] Rebel Ops - Parachute Drop
INCACHACA
A remote farming village terrorized
by the cartel.
534
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The center of llama breeding, now cartel-occupied and a runway
died in the nearby old mine.
improvised by the cartel.
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NEVADO LLAMIRU
One of the highest peaks in Bolivia.
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Though you're likely to be cut to ribbons if you try heading through here on foot, the two main entrances (one ai:
a gate requiring a cartel vehicle to open, and the other an open railroad line) provide easy access into the en
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base, without the uphill climb of entering at B. The railroad tracks are especially good as an infiltration, as the ai:
vehicle you need is parked to the right, just after the com ms center. This effectively enables you to claim it in ....
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seconds-great if you drive in here using an armored vehicle, and swap it for the target truck. =
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For a more clandestine approach, head through the broken wall to the left (southwest) of the security hut and ....::c
sniper tower; there's a clear view of the jam mer if you want to shut it down (not blow it up, as that defeats ....
some of the point of the jam mer when you send up a drone afterward).
Otherwise, this is a high-traffic area with patrols, few places to hide, and two snipers on each side of the main gate to worry about.
NORTHWEST:RAILROADENTRANCE NORTH:ROCKYOUTCROP
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merge and head out of statue is a scree and
this entrance, which tundra slope with
has a minigun nest you frozen rocks jutting out
can easily overcome of it, some of which
by climbing the lean-to the base is embedded
of the brick building into. There's a gap in
just south of the nest, · the barbed wire here,
on the west perimeter, then dropping down from the storage building roof (I) and allowing access to the north of the base and the multi-floor warehouse with the
attacking the foe from behind. This is also a good location to drive into the base helipad. Before you enter the base, you have the luxury of sniping the snipers.
using an armored vehicle, heading southeast into the main depot area where the
Farther along is the main outcrop, upon which you can descend, passing the
target truck is.
"reaper" statue and onto the base ground, onto the area where the water tower
Or, you can climb the pill box and metal steps, and skirt the north part of the is, or the metal rooftops heading toward F. This flexibility allows you to snipe from
base, heading to higher ground, and checking the vicinity for enemies to remove. this vantage, duck behind the rocky cover, and keep an eye open for enemies
Note the multi-level warehouse with the helipad on the roof, a possible escape flanking you. If you're here just for the vehicle, sprint toward the crane with the
route, or additional vehicle to use during the fight. trucks parked below it, and enter the depot area to reach the target vehicle.
If you want to defeat all the enemies first, this is a tall order, and we recommend you enter via D, E, or Fas you have a distinct height advantage, and can clear
enemies in the six sniper towers first (from range), then pill boxes, before heading in to remove the interior enemies. Stay on the higher ground and gantry areas to
ensure you're keeping the height advantage.
if you're trying a distraction, blowing up a truck near E coaxes foes away from the truck itself. Or try parachuting onto the roof of the depot, just northeast of the HQ
building, then dropping down to the walkway below at the comms center, then again to the vehicle.
ml With teammates with higher brain functions, the biggest advantage is being able to coordinate a multi-angle takedown of the base's inhabitants. Have one
Ghost sneak in and kill the lights at the generator from F, while another removes the drone jammer silently. In the darkness, start removing foes from the higher ground
to the lower ground; a third and fourth Ghost should have quietly tagged the six snipers (three on each side) and any foes at security huts and pill boxes, leaving only
interior enemies. With no hope of enemy reinforcements, make slow and deliberate progress through the base.
Or you can just watch one of your teammates take a bike in through the railroad at A, and out another exit driving the truck. Disturbances at multiple locations
also allow you to steal the truck more easily, and you can opt to park the truck, then return and help remove the foes your teammates are attacking, if they require
assistance.
You can also steal the attack helicopter or the chopper on the multi-level warehouse roof near E, and follow the teammate driving the vehicle to ensure he makes it to
the drop-off point in one piece.
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On a mountaintop ridge almost directly due south of Inca Camina Alpha Rally
Point (but at a much higher altitude) are the smoking remains of a drug plane.
Take the road that zig-zags south from the Rally Point, eventually reaching the
Inca Ruins. Before you get there, disembark at the last snow-covered bend
in the road before you reach the Inca Ruins (about 240 meters away). This
puts you about 360 meters from the plane itself. Then hike or bike roughly
northeast, up the exceptionally steep valleys, to the pinnacle of the mountain
ridge. Or take a helicopter, which is a whole lot quicker and easier.
Unless you're planning on flying there, the quickest way to reach this crashed
aircraft is driving the tundra roughly south from Rally Point Inca Gamina Echo,
crossing into Malca Province, ignoring all roads, and simply making a direct
path through the rough terrain. Take an off-road vehicle or bike for such a
purpose. Or fly there.
SOUTHWEST: UPPER MOUNTAIN CRAGS (!) TARGEJ'= CO<;AINE;CACHES#1, #2, #3
A
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location
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·start your infiltration, each of the caches,
cc after a hike up from the meaning additional
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z: The higher ground and are all encouraged. The area is remote, you can drop grenades, storm in with
optional ridge line you can climb up to offer exceptional views and you can easily shotguns, and attack heading from A to B, or from D to B after dealing with
drop foes using sniping or grenades. Then you have unblocked views to F, and
foes at F first.
can head there or provide cover to others on that route (D). If you choose the
latter, move to the high rocks just north of the burning plane, as you're a little too
far, even for a sniper, to hit foes at F from here.
This leads to the cable car station. Park anywhere Use this to go between the caches at B, and This is difficult to climb up to the station itself from
along the road if you want to climb the mountain to the cable car station at F, or vice versa if you're anywhere other than the road (C) or the path (D). A
reach A (though being dropped by aircraft is easier). attacking the station first (it doesn't matter the order clandestine approach allows you to park your vehicle
Or, head directly to F, engage the foes, then work you're doing this in, though heading down the ridge before you reach the unmanned military SUV, then
back along the path (D) to the main cache cluster from A allows better height advantage and takedown head northeast along the rocky crags just below
at B. opportunities). the station, avoiding being seen by the foe with the
binoculars, then climbing up to the exterior steps and
attacking from the station building itself.
The concrete .kiosk is where tile fourth cache is being Or, you can land on the helipad, or use it as an
held, guarded by a few patrolllng enemies that are extraction point. Don't forget there's a crazy ramp at
eas!IY. defeateq. You c~n l~b grenades through the the far eastern end of the station; head off there in a
openings, s~eak in. and attach C4, or rake the cache four-wheel vehicle for minimal chances of death on
with high-powered close-assault weaponry, either the way down.
before or after the enemy realizes you're there. ,.
You can distract the foes at B or F with a flare or distract grenade, then prime each cache with C4, before retreating, blowing the caches up, and then leaving without
any blood split.
, If you start at F, you can remove every foe here with strangling, if you're patient and melee strike them in areas others don't patrol to (or you swiftly deal with the next
, foe before they uncover the crumpled bodies you're leaving behind).
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Glll!I The cable car station has six enemies, with another five or six guarding the majority of the caches. This means fighting two areas of foes. However, this is as
,straightforward as swarming one location and the other in quick succession, or splitting your team and having each pair attack a location simultaneously.
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DCBA take two choppers into the mission area, and have each pair tackle one area; a pilot and gunner destroy the cache at B, and the other at F. Have the Ghost not flying
the chopper lob grenades, or even drop in to manually detonate the caches if necessary.
f' •
About 1.8 kilometers south of Inca Camina Charlie
is the half-buried village of Nuevo Mondo, in a
huge snow-filled valley with mountains in every
direction. This means there's nowhere to really
hide for either you or your quarry, La Cabra and
her Peruvian counterpart. Get in there, drop both
main foes, and get out.
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Approach from the north, dropping any foes that The area just south of the parked enemy vehicles
As long as you don't venture too close, you can
creep to the buried plane wreck just to the side of are in danger of spotting you, then use the side of allows you to snipe the two targets from a different
the village sign, and prop yourself up against it to this dilapidated building as cover. Note the doorway angle, then head west and duck behind the
recon the area, and snipe the two targets easily, in the northeast corner, and the stairs up onto the buildings, or run to the vehicles to escape. This is
Remove the targets first, then deal with the other roof; head into the doorway to reach the targets another recommended takedown location. Attempt to
at extremely close range (lob in a projectile, or try take the shot farther back at the limits of your sniper
enemies. Or, yo~ can storm the base by running
either to the parked vehicles and main road, or rapid-fire shotguns to mow everyone down), Or, head rifle range if you wish.
around to B. But neither route is as effective as onto the roof, and fire down, dropping explosives,
long-range target takedowns. and even using the metal roofs to head south to the
main road area in the middle of the combat area. In
either case, watch for innocents; don't catch them in
the crossfire or explosions.
SOUTHWEST:
SOUTH:GRAVEYARD RUSTING PLANE CEMETERY NORTHWEST: HELIPAD
E F
Approach from the south, usually in a vehicle you The planes make good cover, and the perimeter of Use the chopper as an extraction location, or to
can steer and park with the front of the vehicle the row of buildings offer fewer foes. This effectively create a distraction, though the latter isn't really
facing west; then you can get out and be in allows you to stealthily drop the two enemies here, needed given the straightforward clearing of foes
immediate cover (the vehicle you just exited). With then move north, and east through the path between you can easily accomplish from any direction.
a small amount of height advantage, you can start the buildings near the helipad. From here, you have a
Enter from here, and you don't have a particularly
dropping foes, advancing through the ruins and onto visual of both foes and can remove them,
good visual of the targets until you move to B, but
the roof of the building by the entrance. Head in from you can sneak down the alleyways toward the
An even better plan involves climbing the snow
here if you want to fight the enemies at the same target, and lob in a grenade if you like.
bank at the workshop (west edge), onto the roof of
time, or before the targets.
the workshop (halfway along the west perimeter of
the mission area), and sniping the targets from this
direction, This is an easy couple of kills, after which
you can flee in any direction, or to the chopper.
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TARGET: LA CABRA AND PERUVIAN NEGOTIATOR
,(f La Gabra has made a somewhat fatal error; she's chatting to the negotiator in perhaps the most dangerous
location an enemy has ever stood in! The place i~ lightly-guarded, when one enemy is shot (by you), the other
can be quickly dropped, even with a slow-reloading sniper rifle, before they take cover. The area of mangled
metal and slush is open to points A, B, C, D, and E. And just for extra fun, there's a generator at the feet of the
target that you can shoot and explode. In fact, it's very difficult not to kill both targets!
, Ir.
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NUEVO MONDO: OTHER TACTICAL ADVICE
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a half-buried light plane that has crashed in the northeast corner of the area (A). Send up a drone. Once the two foes are marked, use a sniper rifle and take out each ,c
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with two quick shots (you have a direct line-of-sight). Then steal one of the parked SUVs by the main road Oust south) to escape in.
In fact, you don't even need to reach the half-buried light plane at A; you can snipe around 200 meters away on the rocky hillside, then retreat up to the ridge without
anyone even chasing you.
If you're wanting to challenge yourself a little more, make a thorough sweep of the area using stealth for as long as possible. Head in from E, clearing the two out~r
enemies in this area. Then head clockwise around to B, tackling foes on the outside of the target vicinity before moving in and completing the takedowns when you're
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[DlJJ Try any of the Solo plans, or try approaching from multiple insertion points (A, C, D, and E simultaneously for example) to see if you can sync shots, and drop
foes in the quickest possible time. You can get all this done in about ten seconds if you're competent enough.
Or, try flying in, strafing the ground with chopper and teammate fire (though there are innocents you shouldn't hit), and remove both targets without needing to land.
See the Key Locations maps on pages 534-535 for the exact locations of Side Missions and Province Content.
Northwest of the Inca Camina Freight Yard, a helicopter is parked next to the Approach Gas Station Via-B Gas, located southwest of the Inca Camina Alpha
railroad tracks. Five soldiers surround it including a veteran and lieutenant. With rally point, and recon the property. Six Santa Blanca cartel members join the
four Ghosts, this is a reasonable number of hostiles to easily overtake them and target of this side mission. They tend to split up around the station, while the
swipe their ride. Note that the captain goes for the cockpit once threatened, leader loiters inside. This. allows you to use Sync Shots to eliminate the soldiers
so take care of him first. It is also possible to divert the group with Diversion without alerting your target. The western cliffs give you a great vantage point
Grenades or the Flare Gun, if available. Fly the chopper southeast to a landing over the hostiles. Be careful; if he feels threatened at all, the target jumps into his
area west of Julpe Alto. SUV and flees. If this happens, attempt to pull him out. Otherwise, use the nearby
4x4 to chase him down.
Anther slcarlohas been targeted at the Nevado Llamiru Garage. Five soldiers Drive to the first antenna, east of Nivado Llamiru Garage, and have your guys
accompany him-typically four outside and one inside with the leader. Pull the assault the lone hostile. The second antenna sits inside the walled-property
two northern guys away and eliminate them away from the others. Move in and of Sicario House. Sticking to the road leaves you plenty of time to reach the
pick off the others before nabbing your target. Again, he has an SUV and truck destination. Three men guard the area, so be ready for a fight when you arrive.
nearby, that he uses to get away when alerted to enemy presence. Sprint for the transmitter while the Ghosts take care of them. Quickly finish them
off after completing the mission or you may have reinforcements to deal with .
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546
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LOCATION LOCATION
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the southeast corner of
Ruins. Approaching
the top level. Blow the
from the Inca Road
second-floor entrance
lessens the hostiles that must be dealt with. Recon the entire ruins before dealing
open and storm the facility. A 1 :30 timer counts down the time before the
with the threat. Watch the guys that patrol the grounds and when they are down
computer must be hacked. From the entry point, turn right, climb up the corner
the road a ways, pick off the soldiers that surround the chopper. Quickly steal the
stairs, and access the network relay in the opposite side.
aircraft and fly to the far southeast corner of Inca Camina.
Inca Camina Base is located in the far north regions Travel up to the San Martin Mountain Hut, located on the At the Inca Camina Freight Yard, search the freight
mountain, northwest of Nuevo Mondo. Do away with the storage facility, located on the outside passing loop.
of the province, east of Inca Chaca, and it is heavily
handful of Santa Blanca soldiers that also visit the lodge An Accessory Case sits on the manager's desk in the
guarded, as well as loaded with goodies. Infiltrate the
base at the main gate with an official vehicle or through before slipping into the house. The Weapon Case sits just corner office.
one of the vulnerable entry points, such as the railroad inside the front door.
tracks. Make your way into the brick building next to the
watchtower in the northeast, climb to the rooftop, and
cross over to the corner roof to find a Weapon Case.
Visit the Nevada Llamiru Garage near an intersection, Pay the archaeological site a visit southeast of Julpe Alto. At the shanty town of Nuevo Mondo, in far south Inca
east of the Inca Camina Bravo rally point to find a Rebel Search the manager's office in the back-right comer of Camina, find the workshop with an airplane nose above
Op: Guns for Hire optional mission. Once the sicario has the property to receive a new scope for your sniper rifle. the front door on the north side of the village. Step inside
been taken care of, grab the Accessory Case off the and collect the suppressor off the left metal shelves.
metal shelf in the garage.
SKILL POINTS
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Find another Santa Blanca outpost near the northern Sneak or fight your way into the well-fortified Inca At the western Refugio De Pastores, find a lone house
border with Montuyoc province. Skill Points are available Camina Base and find the HQ building in the center of next to a small bridge. Collect a Skill Point off the corner
on a console table inside the upstairs office of the the property. Collect the medal from the desk on the cabinet inside.
chapel. Take care of the snipers in the watchtowers second floor.
before sneaking in from the east side.
548
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South of the Inca Ruins, a popular lookout has a great Visit the highest fishing spot in Bolivia northwest of A makeshift runway has been constructed on the south ,c
view of Julpe Alto. Take out the hostiles that visit the Julpe Alto. Collect a Skill Point that is situated atop a red side of Julpe Alto by the cartel. A loaded plane is your :z
locale and grab the medal that sits on a metal container. container on the pier. target in a Gasoline Raid side mission. Before stealing z,c
the aircraft, swipe a Santa Blanca commendation off the u
horizontal stabilizer of the nearby plane wreckage. ,c
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BONUS MEDALS
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Bleed Out Time
At the checkpoint in the far southeastern region of Inca Sneak through the northern side door into the Santa A small Santa Blanca outpost oversees Julpe Alto from
Gamina, eliminate the hostiles that man the post before Gatalina Chapel that sits alone in the southeast corner of the north. Infiltrate the house on the east side and
entering the incomplete building. Climb the stairs to the the province. A Skill Point sits on a cabinet just inside. ascend to the second floor, where a Bonus Medal rests
top floor and nab the medal that sits atop the pallet on the bed.
of supplies.
KINGSLAYER FILES
8) LEGEND (I} LEGEND
Follow the snowy path south from the western Refugio At the remains of an lncan settlement search under the Drive southeast from the lncan Ruins until a legend is
De Pastores until plane wreckage is spotted to the right. canopies in the northeast corner for a legend that sits seen on a rock next to the road. Hop out and collect it for
A legend sits inside a plastic tub next to the fuselage. atop a worktable. the Kingslayer Files.
Nuevo Mundo: If you spend enough time in Gamino Inca (Inca Trail), Tiahuanaco: Tiahuanaco is a major Bolivian archeo/ogical site and the Camino def Inca: The Inca Trail refer.s to a wide pre-Columbian road
locals will tell you about a legendary village built in the mountains by heart of the Tiahuanaco Empire that ruled over the region between 300 system that extende(/ from southern Colombia to northern Chile,
people left homeless or displaced by the drug war. The village is called and 1000 AD. It is composed of different types of temples organized including Ecuador, Peru, and Bolivia. It connected all the regions of
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Nuevo Mundo and though no one is able to put it on a map, it is said on a geometrical and astronomical pattern. The level of technological the Inca Empire and was centered in El Cuzco, the capital town. It
that its inhabitants have built grand structures out of the wrecks of advancement and the means used to build these structures remain a was more than 40, 000 kilometer.s long, at altitudes ranging between
planes that have crashed in the Andes. If you overlook the mountains mystery to archeo/ogists and scientists. The most famous monuments 2,000 and 5,000 meter.s.After the Spanish conquest, the Inca Trail
at night, you might see the light beams of those there trying to blind are the Gateway of the Sun, the Kalasasaya temple, the Akapana was gradually abandoned. These days, only a few short sections have
the pilots, so as to crash their planes. pyramid, and the subterranean temple. survived, mainly used by indigenous peasants or trekker.s.
8 LEGEND
Search directly to the west, down the hill, from the San
Martin Mountain Hut to find an airplane crash site. Pick
up the altitude meter that sits near the fuselage.
Quantu Legend: According to popular belief, the 11/imani and 11/ampu
mountains, the highest peaks of Bolivia, are two fallen kings turned
into rock by the Earth Goddess. In ancient times, 1/limani and 11/ampu
waged a ferocious war on the Altiplano and died in combat, but their
sons sought revenge, and the war continued until both sons died as
well. Pachamama was so upset that she punished the father.s, making
their star.s crash on earth, where they formed what are now the
1/limani and 11/ampu mountains.
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COMBAT OUTPOST NORTH
MAKESHIFT RUNWAY AND REBEL
CAMPSITE NORTH
Maintenance hub for
EL CANON A runway improvised by the rebels
Unidad vehicles.
A rebel hideout. and temporary rebel campsite.
552
SECURITY
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If you want to utilize a helicopter, bring down the two foes in the scrub to the The entire base has an impenetrable perimeter, except at C. This means the
south of the road, who are manning the SAM launcher. This isn't necessary (it's only other way in (aside from flying) is through the main gates. Immediately on
more helpful during Co-op missions), as you can dodge incoming missiles, but your right are a gas station and propane tank. There are explosive barrels dotted
the position is good if you're trying to coax foes away from the sniper tower and about, too. A charge in gets you killed, as does driving inside most unarmored
want to create a little distraction (so in Solo, place teammates here while you vehicles. But once it all kicks off, one possible play is to use large trucks to block
sneak in elsewhere). the entrance and mines to stop reinforcements from coming in, if you can get this
done under enemy fire.
NORTH: TRAIN TRACKS AND DUMPSTER ENTRANCE (!) TARGET: CAPTAIN AND SNIPER TOWER
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The north tracks are elevated enough to allow you to drop the two snipers on the If this captain ran away, he'd be much easier to interrogate! Alas, he remains
tower (stand first west than "C" indicates on this guide map) on either side of the atop this sniper tower, forcing you up to the top. The trick is to reach and
captain without anyone else seeing exactly what's going on (as long as you stay grab him after you've shot both snipers, during the window of time you or
low and back away before you're spotted). This neutralizes the main long-range · your teammates have created by using a distraction elsewhere, and before
foes in the base easily. Couple this with the tactic of sending your teammates to the enemy sends in so many foes your squad can't cope.
the SAM site or main entrance, and you can then sneak in via C and complete
Try chatting under fire and you'll be struck and killed. The mission ends
this mission. when you finish interrogating the captain, after which you still need to leave
The area at C itself is a small entrance in the otherwise impenetrable perimeter. the vicinity, which is likely to be under heavy fire. Flee via C, the helipad
Head around the outer fence, sneak in, and creep along the north1 side of the base (assuming there's a working helicopter), or to a vehicle and out the main
and up the sniper tower. In order for you not to be discovered, attempt a variety of entrance, depending on how bad the situation has gotten.
distractions (grenade, drone, teammates attacking the SAM site or entrance).
Or careen through the main entrance in an armored truck, or perhaps something a little thinner, driving it all the way to the foot of the sniper tower. While your team
start mowing down foes inside the base, sprint up to the top of the tower and blast both snipers with a shotgun. Lob grenades down from here, and interrogate the
captain when you get a chance. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
Ela The first Solo plan is a good one to try, wim your teammates playing the role of distractors (have two distract and two storm the base from C in case one is
tagged en route to the captain).
·1
A cartel prisoner is being moved along the main road that loops around the
west and northern parts of the province.Your plan of attack is similar to those
of convoy strikes you've done previously, albeit with a bit of forethought. The
prisoner needs to be rescued (not killed), bundled into a vehicle, and taken to a
neutral location (the village of Acevedo), where you interrogate him and give him
the message to take back to his men. El Comandante's days are numbered.
About a click south of Media Luna Alpha is the
biggest Unidad base in the province, if not the
country. You're here to find El Comandante, kill
him, and ID his corpse. Of course, you're not the
only ones here.
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This barbed-wire and chain-link fence runs the Head here on foot if you've moved between the two If you've driven through the chain-link fence, landed ....::c
entire perimeter of the base, around the south side perimeter fences at some point, or used a vehicle at the airport, and/or stolen one (or more) of the t-
of the airport, and the only accessible areas are the to smash through the chain-link fence elsewhere. APCs parked at the north side of the airport, head
main gates at A and B. You can't climb it, but you can Though this is well away from the HQ building, it's through here, the only other accessible road into
drive through it in a vehicle. However, as the inner worth considering, as there are few foes Oust watch the base. Finding Unidad vehicles elsewhere that
perimeter wall is much sturdier, there are limited for snipers atop the towers), and the doorway leads are well-armored, and then converging on the HQ
· reasons why you should demolish this fence- into the truck parking lot, where you can easily find a building, allows you extra protection during the
foremost, to get to D or E. vehicle to speed through the base and park near the execution and identification of the target.
HQ building.
The other reason to move to the hillside surrounding
the base is to study the topography and learn
exactly where the HQ building is in relation to the
other structures.
If you're on foot, head through the doorway on the right (north) side of the entrance at A, dart through the barracks, around to the area north of the HQ building, then
close in, storming the HQ with flashbangs. When the target is down, pick a nearby Unidad vehicle and escape in it.
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Other options include approaching from a different direction on foot (from D).
•
The only other option is to land on a nearby flat-roofed building (either of the armories just southwest of the HQ building) by helicopter, storm the building, and climb
back up to escape in it afterward.
ID'iII With three friends, you have the additional option of approaching in a convoy, from the same or different directions. With this extra vehicular muscle, you can wipe out
enemies, park in a defensive line, storm the HQ building from the north and south doorways at the same time, and leave little room for El Comandante to get the upper hand.
559
See the Key Locations maps on pages 552-553 for the exact locations of Side Missions and Province Content.
560
SECURITY
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Without using an aircraft, the helipad is accessible in three ways: moving through the post, following the =.....
outside of the base's western wall, or by climbing the rocks from the road below. Eliminate the snipers in the ~
nearby towers before taking down the three soldiers guarding the chopper. Fly the helicopter east and then ....::E
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north, remaining at a low altitude as you pass the Unidad operating base-tilting to avoid incoming missiles. t
Once past Jun in Village, dive into the narrow canyon and follow it northwest, west, north, and back to the east
before landing at the rebel campsite.
WEAPON CASES
e WEAPON: Vector .45 ACP Submachine Gun 8 WEAPON: ACR Assault Rifle
Steal the Unidad vehicle at the south gate and drive it A Unidad Combat Outpost sits on the water, next to La The Unidad's main operating base alone explains
inside and to the right to the garage. Quickly hop out and Loma Village. It is accessible from the village and the why Media Luna deserves a five-skull difficulty rating.
duck inside the building before being made. Sneak out river. Park a boat west of the base and use the drone to A barbed-wire wall surrounds the entire property
the back and move into the nearby armory, where a new recon the area. Eliminate the snipers in the watchtower with three guarded gates. A separate barbed-wire
weapon awaits. Be careful as a soldier may be inside. and bunker before moving into the base. Take out fence covers the area that roads do not, discouraging
soldiers along way as you climb the stairs, turn left, any infiltrations from the wilderness. There are a
and make your way to the open, camouflaged storage couple pedestrian entrances, one near the northwest
container. A Weapon Case sits inside. watchtower and another next to the southwest tower.
Soldiers patrol the entire grounds with nine alarms
available. On top of that, a drone jammer keeps you
from getting a good reading on enemy positions. Use
line of sight to mark as many men as you can as you
sneak in through the northwest doorway and go right.
The weapon case sits between two armories under a
camouflage canopy, not far from the entry point.
ACCESSORY CASES
• ACCESSORY: Extended
" ACCESSORY: Folded Buttstock
(Assault Rifle) e ACCESSORY: Extended (20 - Sniper Rifle) (25 - Submachine Gun)
A small Unidad Combat Outpost in the northwest Drive up to the Combat Outpost at the top of the hill, The Unidad control a checkpoint on the north side of the
corner of the province is well protected with SAM north of Acevedo. The armory sits just inside the gate. bridge, east of the Media Luna Bravo rally point. Search
launchers, watchtower, and high fencing. The main Find the Accessory Case siting on a stack of supplies on the bunker on the right to find an Accessory Case on the
gate is wide open for entry, but a small doorway the east side of the building. left metal shelves.
in the back right of the base allows for a stealthier
approach. Sneak along the back wall and slip into
the armory to get the weapon accessory.
561
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I- ii) ACCESSORY: Extended SKILL POINTS
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Visit Acevedo City and find a two-story concrete home Travel to the Unidad Observation Post built on a plateau Drive up the windy road, southeast of F.O.B. Buitre to
of the Santa Blanca cartel. An Accessory Case rests in southern Media Luna. Cautiously enter the base and find a runway atop the plateau. Search near the storage
upstairs on a small cabinet. search under the camouflage canopy on the north side. container on the west side to find a medal sitting on a
The submachine gun accessory sits on a pallet of crates. cement block.
A checkpoint on the west border controls the traffic to A Unidad shooting range sits on the side of a hill, west of Drive to the Unidad checkpoint east of Media Luna Bravo
Koani. On the west side of the road, Skill Points sit on a the Media Luna Bravo rally point. A Skill Point sits on a and enter the tower. Keep an eye out for soldiers as you
pallet of crates next to the shack. barricade to the left from the entrance. ascend to the top, where a Skill Point rests on the desk.
Head down into the canyon and find the Chipaya coffee Infiltrate the M.O.B. Condor airfield and cautiously East of Acevedo, at the base of a cliff, find a small shelter
farm northeast of Junin Village. Avoiding the Unidad approach the air control tower. Take care of the guard that acts as a temporary campsite for the rebels. Grab
who patrol upstream from the property, search inside and climb to the top, where a commendation is found on the Skill Point that sits on the nearby crates.
the wall-less structure zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
to find a Skill Point next to the the filing cabinets.
coffee maker.
Descend into the canyon farther east or fly a helicopter At the southern Unidad checkpoint, located south of Use an official Unidad vehicle to get inside the base and
down to the river. Find a small cabin sitting next to the their M.O.B., follow the dirt road up to a small plateau. quickly duck into a building to avoid being detected.
water, on the far west side of the canyon. Kick the door A Bonus Medal is available atop a pallet of crates near Watch the radar as you sneak through the fort toward
in and grab the Bonus Medal inside. a helicopter. the air traffic control tower. Ascend to the top of floor and
collect the document off the controller's desk.
Fight or sneak your way into the Combat Outpost next Infiltrate the Unidad base through the main gate or from Infiltrate the Unidad checkpoint, east of Media Luna
to La Loma. Take out the snipers before moving to the the east and sneak over to the northwest corner. A file Bravo rally point, and enter the bunker on the right of
watchtower on the east side. Climb to the top to find a rests on a pile of ammo crates underneath a canopy. the bridge. Collect the item that lies on the floor, next to
recording on the corner of the desk. the cot.
~ .......~~S=E~CU~R~IT-Y~~~
Media Luna Bravo, a ruined bridge spans only part find a small coffee farm next to the river. A legend lies and find the SAM Launcher between the runway and ci
way across the river. Walk to the other end and pick up on a blanket just south of a helicopter. Note that nearby northern passing loop. A document rests on a stack of ....
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the legend .. Unidad troops may be close enough to spot you, so ammo cases nearby.
The Devil's Bridge: As the legend goes, a young man was long ago
deal accordingly.
requested ta gather a large sum of money as a dowry ta marry the 1/lapa: lllapa was the gad of thunder and rain in Inca mythology. He is
girl he loved. When he finally rounded up the money, he rushed to join considered one of the mast powerful gads of the Inca pantheon, along
his lover, but got blacked by a river Sa he made a pact with the devil: · with Inti, the Sun god. He was often represented as a man wearing
the devil agreed ta build a bridge in exchange for his soul. However, shiny clothing, a sling, and a club. Ancient Incas believed that lllapa
as the bridge was nearly aver, the young man changed his mind and brought rain by drawing water from the Milky Way and pouring it
summoned Gad to chase the devil away. Since then, an unfinished aver the earth. Thunder was the sound of his sling, and lightning was
bridge stands aver the river believed ta be the gleam of his clothes.
On the west side of the city, a big warehouse looms From the southern Unidad checkpoint, follow the
over the railroad tracks atop a small plateau. Enter spiraling dirt road up to a tent. A document lies on the southern Media Luna to find a small Archaeology Site. A
the building and climb to the third floor via the interior corner of a mattress inside. legend rests under the lone tent.
or exterior steps. Collect the briefcase that sits on a Inca Dynastic War: The sling was the traditional weapon used by
red container. Inca warriors during the Dynastic War which divided the Inca Empire
between 1527 and 1532. Following Emperor Huayna Capac's death,
two of his sans, Huascar and Atahualpa, waged a war over who would
succeed him. The conflict resulted in Atahualpa killing his brother and
conquering the emperor title in 1532. His reign was shortened by the
Spanish conquistadores led by Pizarro, who captured and executed
him in 1533, marking the end of the Inca Empire.
i KEY LOCATIONS
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SANTA BLANCA CAMPSITE AND
LAS TUMBAS DEL CAMINO
KLAUS BARBIE HOUSE A temporary Santa Blanca camp
The home where the war criminal and a burial site for victims of the ROJAS FARM
lived in hiding. Death Road. A traditional cocalero's family farm.
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CARTEL RUNWAY
The cartel has constructed a runway
on the top of a hill.
With no boss, only a few scattered locations, and just
this single mission to complete in Monte Puncu, you MOST RECON: LEAST RECON
spend most of your time finding and securing assets
for the rebel forces. That is, until Suefio reaches This might be the only time when a location you're attempting to breach has absolutely no hostiles within its grounds
out and attempts a meeting. Head up to the remote whatsoever. You're right to be careful or suspicious, but rest assured, the only sparring you're about to do is the
agronomic center. The place is quiet. Too quiet? verbal kind, when you chat with El Suefio on the radio.
~ PRODUCTION
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Use this to enter the base if you're heading here in a ground vehicle. There are A dilapidated fence runs from A all the way along the south side of the base.
no defenders at all, and you can enter and park at the objective. Note the mission It's climbable, both in and out. There are no adversaries to worry about.
area extends out to the railroad, where you can find supplies.
Access over the fence running north to south on this side of the base is hindered This is the shortest route into the base, via hopping the badly sagging fence
somewhat by the rock outcrops, but it's a simple matter of hopping over. running along the perimeter here. You're able to reach the HQ building, which
offers the best defensive opportunities and views of the entire mission area-if
you needed defenses, that is.
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When you reach the courtyard, there's a phone ringing. Answer it, and El Suefio begins to bargain with you. He wants to end the bloodshed, and wants
to hire you. The four cars are a signing bonus. Why not put your skills to work for Santa Blanca? You decline the offer, call Bowman, and the mission concludes. The
cars are yours, though.
569
See the Key Locations maps on pages 566-567 for the exact locations of Side Missions and Province Content.
East of the Klaus Barbie House, the cartel has setup a temporary campsite at the Just north of Las Tum bas Del Camino, at the split in the path, an antenna
top of a hill. It is accessible from the northwest and north. Hike toward the peak overlooks the dangerous road that runs alongside the mountain. The second
until a notification pops up on your HUD, signifying a nearby supply drop. Stop antenna is located to the east, next to "Death Road". Deactivate the first
short and use synchronized shots to eliminate the three soldiers at the camp. Tag transmitter to begin the 2:40 timer and immediately jump into the nearby 4x4. Do
the supplies next to the tent to complete the mission. not let the memorials and crashed vehicles discourage you; just keep it steady
without any sudden turning. Keep an eye on the road and gently weave around
oncoming cars and pedestrians on the side of the road.
Head west out of El Yayo Cooperative and run up the west side of the lake to Approach El Yayo Cooperative from the southwest until notified of a nearby
get a good view of the helipad, perched on the north side of the lake. Send your sicario leader. He hangs out alone on top of a house on the south side. More
drone into the air and survey the pad. Six soldiers guard the helicopter including soldiers are found in the lower floors as well as in and out of the surrounding
a veteran, heavy, and the lieutenant. Mark these three with Sync Shots and then buildings. You only need to take out a few of them though. If two guys keep
engage with a headshot to one of the soldiers. If these four were on one side, watch on the west roof, snipe them first. Another soldier has a good view of the
the remaining two may not notice their comrades are gone. Swim over to the leader's position from the corner of that same west house. Grab and pull him out
,. platform and finish them off, swipe the chopper and fly northeast to a clearing of sight before knocking him out. Now it is safe to go after the leader's shanty.
just past the Agronomic Center. With help from your team, eliminate the guys inside the house as you ascend to
the roof. Grab and intimidate your target without fear of being detected.
~~------~;..;._~~~~
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mission, northwest of schoolyard. It sits on the
the north Santa Blanca highway, so expect a
outpost. The relay is whole lot of Santa Blanca
found on the second traffic. If you have mines
floor, next to the railing. available, place them
Conveniently, there is an entry point very close by. This is good as miniguns along the road to lessen the onslaught. Call in rebel support and activate the radio.
have been setup on the first and third floors. Use the steps on the north side to This begins a three-minute timer, which represents the length of the radio broadcast.
access the door on the second story. Blow it open, clear out the enemy inside Defend the transmitter for the full time without allowing it to lose all of its health
and hack the computer. to successfully complete the mission. The school protects your back and left side,
while the Santa Blanca attack from the west and along the thoroughfare. Ready Frag
Grenades for enemy vehicles and keep your team relatively close.
loBJECTIVE
• Steal the plane
LOCATION
• East of S_ecure Barn 01
REWARDS
m +2000 Gasoline
The cartel has constructed a makeshift runway on the top of a mountain in southern Monte Puncu. Currently it holds
a loaded plane with valuable gasoline. Trails lead up to the location from Secure Barn 01. At the base of the cliff, use
the drone to recon as much of the airstrip as possible. Two soldiers hang out at the far end, while five others guard
the airplane-including a veteran and heavy. If you have two Sync Shots, use them on the distant duo. They may not
influence your escape, but it is better to remove them from the equation anyway. Occasionally, one of the guys takes
a walk down the runway. If so, snipe him from a distance. Once ready again, use synchronized shots to reduce the
opposition even further. Finish the remaining enemies off before boarding the airplane and flying through Tabacal
into Media Luna province. If you have flown in Media Luna, you know that SAM Launchers litter the landscape. Head
north before making a straight flight west to the rebel-held runway. Keep it low and watch out for incoming missiles,~. ..;;......_..._
571
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REWARDS
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In far northeastern Monte Puncu, look for a network station perched on the side of the mountain. There are
only two entry points, both on the ground level. The network relay sits against the west wall on the third floor.
Detonate the south entrance and sprint straight up the steps. Run left through the second floor until you reach
the next stairs directly above the first. At the third floor, peek around the corner and clear out the remaining
threat before accessing the computer on the opposite wall. Before fleeing the station, collect the Skill Points
off the nearby copier.
Head north to the Agronomic Center, or what's left of it, Enter the Yayo Cooperative from the east and move From east of the Agronomic Center, follow the tracks
and find the old HQ building on the north side. A Weapon around the two tractors on the left. Grab the sniper rifle north until they come to an end. Sneak inside the fence
Case sits in the corner of the third floor. that is tucked into a comer, inside a metal shed. and collect an Accessory Case that sits under the
canopy ahead.
G ACCESSORY: EXPS & G33 Scope
• ACCESSORY: Foregrip V4 (Assault Rifle) • ACCESSORY: Compensator V2 (Assault Rifle)
A Santa Blanca outpost resides on a hill to the northeast West of the southern Santa Blanca outpost, at the top Sneak into the secure barn area from the east and enter
of Chaca Barraca Village. Find the armory on the of the ridge, a helicopter has been loaded up with food the two-story shanty, south of the brick, storage barn.
west side, inside the loop, at the base of the cliff. The parcels. Before swiping the supplies from the cartel, Cautiously, take the outside steps up to the second floor
Accessory Case is just inside on the right shelf. nab a scope for your assault rifle as it rests on a nearby and collect the compensator from the bedside cabinet.
pallet of crates.
SKILL POINTS
• ACCESSORY: Digital Scope O SKILL POINTS: +3 Qi zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQ
SKILL POINTS: + 1
The cartel has built a runway atop a mountain in East of the Klaus Barbie House, Santa Blanca have setup Drive north on the narrow dirt road, east of the Santa
southern Monte Puncu. Follow the trail from Secure a temporary campsite at !he top of a hill. Run up the Blanca Campsite. Look for the dirt path that leads up zyxwvutsrqpon
to
Barn 01 to reach the site. A Gasoline Raid side mission is northwest side to reach the site. Snipe the three soldiers a statue. A Skill Point rests at its base.
available at the airstrip. Before swiping the plane, collect that occupy the camp before entering the right tent,
the scope that is found next to the tail. where Skill Points are found atop a table.
572
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story home with the blue tarp draped over the front. of the north Santa Blanca outpost. A Skill Point is found that butts up against the neighboring farm. Climb the u
Take the stairs up to the top floor- and grab a medal next to the middle tent. stairs to the roof and collect the Skill Points that rest on z
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off the workbench. the ledge. a.
Climb up to the southern rebel campsite, located on Travel to the Experimental Farm in far southwest A network station is built on the side of a mountain in far
the side of the mountain, east of Chaca Barraca Village. Monte Puncu and spot the two-story, white living southeastern Monte Puncu. A network relay inside must
The Skill Points sits on a pallet of supplies between the quarters on the north side. Utilize the external stairs be hacked to weaken Santa Blanca's communications.
two tents. to reach the second floor and collect the Skill Point After completing the Rebel Op side mission, collect the
off the corner cabinet. Skill Points off the third floor copier.
Santa Blanca occupy the west side of El Yayo The southern Santa Blanca outpost resides on the side At Klaus Barbie House, located in the northwest corner
Cooperative, so use caution as you sneak through the of the highway, south of Chaca Barraca Village. A Bonus of Monte Puncu, enter the decrepit building in the
area. Enter the central home and collect a Bonus Medal Medal rests on a workbench inside the spacious armory southeast corner. Descend the stairs into the basement
off the metal shelves. on the north side of the base. and collect the legend off the desk in the next room.
Klaus Barbie: Klaus Barbie is an infamous Nazi officer known tor
hunting members of the French Resistance and sending Jewish
children to death camps during Word War II. When the war was over,
zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPON
he started to work as a secret agent tor the US and later had to escape
to Bolivia. Once there, he started dealing guns and drugs, playing a
key lole in various military regimes. During the 19BO's, he was finally
extradited io France and sentenced to life for his crimes. He died in
prison in 1991.
8 DOCUMENT Q LEGEND
As zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLK
you drive the precarious mountain road in
northeastern Monte Puncu, keep an eye out for downed
trees along the right side. Run down the hill to find a
truck with a legend inside the cab.
Vehicle Blessing: Bolivian roads are very dangerous. ft is common to
take all kinds of vehicles to church for consecration, to bring about
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holy protection. The most frequently visited place is the cathedral of
At the north outpost, sneak up the hill and head upstairs Copacabana, on the shores of Lake Titicaca: people gather there every
Sunday while the priest leads the blessing ritual by pouring holy water on the decorated vehicles.
in the shanty just north of the power generator. A
recording lies on the striped couch.
573
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KEY LOCATIONS
....., Please note, Resources are shown on the maps in possible locations. As they are being used by all factions, they are often in constant movement and it is possible you
will see differences in their locations in game.
576
~ INFLUENCE
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EAST OUTPOST
Patrol vehicles start from here.
CARRASCO FARM
A corn farm.
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This comms center has no booby-traps, nearby foes,
or other ambush-related traps to worry about. Simply
arrive, head inside to retrieve the recording, and then
listen to it as the mission concludes.
579
See the Key Locations maps on pages 576-577 for the exact locations of Side Missions and Province Content.
REWARDS REWARDS
Wedged between the Buchan House and Santa Elena Village, the cartel has
Travel to the network station southeast of zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
La Hacha Buena. A network relay rests
against the north wall on the second floor of the building. There is an entry point on constructed a makeshift runway at the top of a hill. A loaded plane rests at one
this floor, but it is only accessible from a narrow balcony. Instead, explode the south end as five soldiers stand guard. Look for one or two to patrol up and down the
door and sprint up the stairs. The 60-second timer does not leave much time for airstrip, leaving them open to covert takedowns. Eventually, remaining troops can
dawdling. Ready yourself for a gunfight as you near the second-story. Peek around be eliminated with Sync Shots, so finish them off. Before stealing the airplane,
the corner and clear out the hostiles as you move toward the north wall. collect the Weapon Case at the far end and document under the canopy. Pull
back hard as you take off to avoid the fence and fly southeast toward Libertad,
where a rebel runway is ready for your arrival in the farmlands of La Cruz.
At Carrasco Farm, east of lsque Village, a radio sits between a rock wall and Southeast of the San Rodrigo Monastery, find an antenna at the three-way
pallets of barrels. Only one road leads to the ranch, so place a mine or two near intersection. Activate the switch, hop into the 4x4, and drive downhill to the
the entrance. Call in support and activate the device to begin the 2:20 timer. highway on the right. Follow it through the village, but do not continue around the
pl!lmies primarily approach from the west, but regularly glance at the radar to left turn. Instead, cut off the 180-degree turn by jumping down to the lower road.
prevent sneak attacks. Keep your speed up across the bridge and slide onto the dirt path. Dive out of the
vehicle as you reach the second antenna and throw the lever.
Travel to southern La Cruz, west of Nupucu, Flor De Oro, to find a sicario leader held In eastern La Cruz, near the southern border, a Santa Blanca outpost holds a
up nearby. A chalet, surrounded by barbed-wire wall, sits at the base of a mountain. chopper full of com ms tools. Six soldiers guard the helipad with more patrolling
An opening on the backside and the driveway provide the only ways onto the property. the nearby base. If available, the simplest approach is to send the group away
Seven soldiers accompany your target along with a sports car. Once your presence has with a flare shot. Otherwise, Sync Shots can be used to reduce the numbers.
been detected, the captain makes a break for it in the vehicle. Look for enemies on the Just be sure that one of your initial targets is the lieutenant, since he swipes the
upstairs terrace and outside the wall and deal with them first since they are out of view helicopter if spooked. Once the helipad is clear, collect two documents for your
from the others, If a narco is spotted inside, enter through the back door and take him Kingslayer Files and immediately board the aircraft. Fly a short distance to the
out. More can be lured outside the wall or into the house. Once the remaining soldiers east to the landing strip.
can be eliminated with Sync Shots, finish them off before rushing the boss.
581
WEAPON CASES
~-~
~ WEAPON: M1891 Sniper Rifle ifi WEAPON: P90 Submachine Gun
Look out for watchtowers and bunkers as you infiltrate The cartel has built a runway on the top of a hill just Hug the wall as you infiltrate La Cruz Base from the
the Unidad forward operating base. A vehicle opening west of Santa Elena Village. A plane loaded with supplies north, east of the water-'-eliminating any soldiers inside
on the west side allows for the shortest time inside the begs to be stolen. After wiping out the soldiers who the bunkers. Recon the area to find enemy locations
walls. Slip into the armory, located in the northern region guard the airstrip, but before you take the chopper, open before slipping around the wall as it comes to an end.
west of the HQ building, and grab the shotgun from the the Weapon Case at the far end of the runway. Now hug the inside of the wall before cutting through
Weapon Case. the hospital. Sneak into the armory straight ahead to find
a Weapon Case against the left wall.
A Santa Blanca outpost is based at the top of a hill, east The Unidad Combat Outpost is accessible from the main Travel to the lake in southeastern La Cruz and kick open
of Hoyito with an access road leading up from the east. road with an official vehicle or along the entire north the door to the cabin that sits on the west shore. An
Dispense of the sniper in the watchtower and soldier on side on foot. Take care of the soldiers and snipers that accessory case rests on a chair inside.
the nearby helipad before approaching the south side of man the towers and bunkers before proceeding inside.
the base. Step into the armory, which is located just east Search inside the armory, located next to the west
of the helicopter, and grab the case off the shelf. vehicle gate, for a weapon accessory.
SKILL POINTS
O SKILL POINTS: + 1
Travel to the San Rodrigo Monastery and infiltrate the The Buchan House is accessible from all sides, including Visit the rebels at their campsite southwest of La Cruz
chapel through the front door. Make an immediate directly through the driveway and climbing up the rocky Alpha rally point. Search under the camouflage canopy
right and climb the stairwell all the way to the top of cliff. Once at the house, divert the sicarios' attention with to find a Skill Point sitting atop a stump.
the tower. Cross the roof to the north to find Skill Points the car alarm, Flare Gun, or Diversion Grenades. Sneak
sitting next to candles on a concrete block. into the southern section of the house and nab the Skill
Points from the master bedroom.
Across the river from the Unidad Combat Outpost in Flor Infiltrate Santa Blanca's outpost west of La Cruz Base Southwest of zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPO
La Cruz Base, a cemetery holds the victims
De Oro, a watchtower oversees a dock. Climb the tower and find the storage building inside the loop. A Skill Point of the devastating forest fire. A Skill Point sets atop the
to find a Skill Point sitting on the desk. sits on the corner-shelving unit. back-right monument.
582
~1.-~-IN_F_LU_E_N_CE
__ ~~-
In northeast La Cruz, next to the Ocoro bridge, a village On the far south side of F.O.B. Vibora, a sniper stands Approach the north outpost along the east road and
has been ravaged by the forest fire. It is one of the ruins guard from a watchtower. Climb to the top to find a file head right at the fork. Climb onto the wood, canopied
that you find a document, resting on the ground. on the comer of the desk. platform and pick up the newspaper that rests on the
ammo case.
8 DOCUMENT 8 LEGEND
Take the highway into Santa Elena Village and stop
just east of the small yellow house. A legend sits on a
workbench under the exterior steps next door.
Che Guevara (1928-1967): Bom in Argentina, Ernesto "Che" Guevara
joined the Cuban revolutionary movement led by Fidel Castro in the
late 1950s. After Castro took power in 1959, Che decided to promote
the anti-imperialist and communist revolution throughout the world.
After a failed attempt in Congo, he tried his luck in Bolivia. Che had
During the Food Package Raid side mission at the some initial success in early 1967, but he was soon crushed by the US-backed Bolivian Army. Che was captured and executed in October. Since
makeshift runway, west of Santa Elena Village, collect then. he has been a romantic icon of the Revolution.
the file that lies on the ground near the plane.
At Santa Blanca's east outpost, located west of La A tape recorder sits on a stack of pallets, just south of A forest fire decimated the area north of La Cruz Base,
Cruz Base, find the brick building under construction the previous document. including a few old homes. Search the structure, just
inside the road loop. Keep an eye out for sicarios while west of the water, to find a document sitting on a corner
climbing to the second floor where you find a recording of a dining table.
in the corner on a wood table.
• LEGEND 8 DOCUMENT
On the south side of La Cruz Base, find the gas station, A helicopter loaded with comms tools is parked on Before you steal the helicopter from the south outpost,
across the street from lsque. A memorial has been the south side of the south Santa Blanca outpost. After pick up the briefcase that sits on the south side of
placed against the brick wall to the west. Collect the clearing out the enemies on the helipad, but before the helipad.
legend that sits on the wooden platform. taking off in the chopper, collect the cell phone off the
Jesus Malverde: zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
Jesus Ma/verde is a folk saint and tc,ca/ hero in Ille red container in the west comer.
Mexican state of Sina/ca. As far as Ille story goes, he was born Jesus
Juarez Mazo in 1870 in Culiacan and eamed a reputEtion as Ille "generous
bandit," stealing from Ille rich and distributing to Ille needy before being
hanged by Ille tc,cal governor in 1909. The expansion of 111e Malverde cutt
is allegedly linked to Ille rise of Mexican drug cartels in Ille "90s, which are
deliberately associated will1 Malverde's image as a public relations strategy.
583
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Sneak around to here from C, or through the formal This offers an alternate route (via C or E) to the
garden. This offers quicker access down into the pool courtyard area. This creates crossfire and window on this side you can smash but can't climb
basement if you shoot out the windows on this side outflanking possibilities during Co-op, and also through due to the treadmills on the other side.
and climb through into the ground-floor dining room. allows you to shoot foes atop the helipad root to the Ignore this area unless you want a stealthy way to
You can also snipe foes looking out of windows on north from a different angle. It's another way into reach the open door on the northwest wall of the
both floors from here. either building too. north building; hop over the hedge here to reach it.
OUTPOST NORTH:
OUTPOST EAST: MAIN ROAD INFILTRATION POINT
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The exit from the buchon house tunnel brings you Just north of here along this road is a small A small dirt path allows access into the main yard
straight into the outpost, so use the concrete barriers checkpoint with a couple of foes, but as you normally of the outpost, and the brick wall and brick shack
as immediate cover. If you've traveled over the hill approach this location after clearing the buchon enable you to seek cover if there's heavy returning
past the radio mast instead, you can use the top of house, the road likely isn't used. If you're attacking fire. It's not a spectacular way to infiltrate, but it's
the concrete tunnel exit as a sniping point, or run here first (or simultaneously), you can drive here and good if you're trying to outflank while teammates
there after exiting. This offers cover and a view of cause havoc, or better yet, peel off and sneak up to attack from a different direction. Note the northwest
most of the foes, enabling you to whittle down the G or I and start removing foes from cover. corner of the yard has an impenetrable barbed-wire
enemies until only La Plaga is left. This cari be done brick wall, but it makes good sneaking cover.
before or after you assault the buchon house.
La Plaga drives out of the tunnel and usually takes refuge in the mechanic's
garage. Shoot him, flashbang him and his cohorts, massacre everyone
else, then melee-strike him to death. Just get this execution done!
Alternatively, back out of the residence and drive a vehicle over the
hill to the north and down to the outpost. Or use the helicopter atop the
north building to reach the outpost.
For greater mayhem, move from B across the formal garden and into the
north building at the gym level, and work your way up the building to clear it.
Flashbangs and close-assault weaponry are advised. Cross the pool courtyard and
bring the pain to all foes until the buchon house is completely cleared. Then follow
La Plaga to the outpost and kill him and the enemies there.
Or land your own helicopter on the roof of the south building, which allows you to
shoot foes across at the north building before dropping down and forcing your way
into the south structure.
Or send in an explosive drone via the rear of the outpost, and detonate it as close to
La Plaga as you can.
t'i1m At both locations, it's helpful if you attack from multiple directions, though
the plans to reach the basement of the buchon house are the same.
You should also attack from multiple directions when ridding the outpost of enemies.
Note you can kill La Plaga and finish this mission at any time; you don't need to
massacre everyone.
The biggest advantage of Co-op, coupled with the knowledge that La Plaga escapes to
the outpost, is the ability to split your team into two forces. Send the first to the outpost to
clear it, perhaps placing mines at the tunnel exit (G), while the other duo clears the buchon
house. La Plaga won't even get into the outpost if you've already removed all foes and train
your weapons at the tunnel.
You're around 800 meters from this Unidad fortress if you begin this sortie at Media Luna Alpha. As you arrive, it's immediately obvious the cartel are engaging
Unidad in a vicious firefight from the two main entrances (northeast (A) and south (C)), making stealth tactics secondary to immediate infiltration and extraction.
However, approach from the wrong direction, and El Muro leaves; usually in an armored SUV or APC, meaning a fraught chase is in the cards. Only after you've
collared El Muro can you extract him to the rally point in the neighboring province (to the south) of San Mateo.
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This entrance is a chokepoint filled with vehicles, You can't get through the fence and secondary block The fighting is almost as fierce at this location,
cartel members launching an assault inside the wall from here (though you can move between both which features groups of Cartel soldiers moving
base, and Unidad soldiers fighting back. It's a storm walls if you enter from A or C). This offers little help, northwards up and into the barrack and hangar
of bullets here, and assuming you survive to get though you can use your binoculars to check the areas, and Unidad forces fighting back. This is just
inside, El Muro usually manages to escape before control tower for El Muro's whereabouts. like A; heading in on foot is almost suicidal, so push
you can grab him. The only antic worth trying is the through here in an armored vehicle, or find one (like
stealing of a vehicle (ideally an APC) and driving it the APC parked across from the hangar on the main
into the base, directly at G, to stop El Muro (but not road) if you need a vehicle to chase El Muro in. Note
run him over!). Then get out, stow him, and escape. this is the route El Muro usually uses to escape
(though he sometimes heads out of A, too), so
If you desperately need to use a drone, move to the
soften up his vehicle with explosives. However, the
northeast wall and lob a grenade so it explodes on
other enemies usually detonate anything except C4
the other side, at the drone jam mer.
before you have chance to use it. Blocking the exit
chokepoints with vehicles would be advisable, but
there are too many enemies.
SOUTHWEST: WALL GAP NORTHWEST: WALL GAP NORTH: PERIMETER WALL AND
INFILTRATION POINT INFILTRATION POINT WALL GAP
E
Enter through the gap in the block wall, turn left Enter via the gap in the block wall by the tire pile, While the rocky outcrops south of the road, but north
(north) and head directly for the steps down from turning south for a direct view of the parked vehicle of the initial fence provide little help, if you enter via
the control tower to apprehend El Muro. Good El Muro may attempt to steal. Rush it, passing the E, then skirt around to the north (or head east}, you
work! Got there too late? Find a nearby vehicle and hangar on your left, and apprehend your target. Or can enter the helipad by the north hangar. It's only
engage in pursuit. give chase if you're too late. a short sprint to the gunship, allowing you to follow
El Muro with superior firepower at your disposal.
Before the infiltration, start south of C, and drop some mines and C4, so you can soften up El Muro's vehicle
before you head into the base. This doesn't always work, and you don't want to overdo it and destroy the
vehicle, but it can help him slow down.
This lunatic flees as soon as you hone in You could also try flying an explosive drone in, and detonating it close to El Muro's escape vehicle, so he has
on his location, starting at the control tower to find a different truck, allowing you more chances to grab him.
and sprinting down the stairs to a waiting
Is El Muro escaping? You could do worse than stealing the helicopter gunship, and flying after him, using the
vehicle (usually an armored Unidad APC or
spectacular firepower of the craft to weaken El Muro's vehicle until it's too damaged and he. leaves it, at which
SUV). He then crashes through the south (C)
time you need to land, grab him, stow him in the gunship, and extract to the Rally Point. zyxwvutsrqponmlkjihgfedcbaZY
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, or sometimes the northeast (A) main gates,
and flees. Should this happen, you must give GJlml With additional teammates with lightning-fast tactical brains, you have the added benefit of being
chase before he leaves the combat area, or the able to encroach on El Muro from both D and E simultaneously, as well as dropping mines and C4 along the
mission fails. main road out of the base, just in case the grabbing goes awry. You can also prep C4 on the vehicle El Muro
is running to, before he reaches it; just make sure he isn't outside the vehicle and exposed to the blast you're
intending Jar his vehicle, or he dies.
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enemy stronghold. You cannot wave down the truck with your guns pointed at the driver; El Muro usually just
runs you over. However, you can grab him from the SUV (this is possible, but difficult), but not the APC. Note
the windows of both vehicles are bullet-proof, but you shouldn't be aiming at El Muro's head anyway-we want
this guy alive!
Or, you can ram him off the road (in Co-op, each player can use a vehicle to pin him more
quickly, and from multiple sides), or bash the vehicle until it catches fire. You can also all
ride in a stolen APC and ram the enemy vehicle while shooting at it (but not the driver). Or,
you can attach C4 to the vehicle before it leaves the base, or place it on the road El Muro
takes. Do the same with mines, though pre-planning is needed.
With Co-op friends, station one at the base to trigger the general fleeing, and the
rest at a road junction, with a blockade of vehicles (stolen from the base prior
to triggering the ambush), as well as C4 all ready to go, and mines ready to be
placed (but not placed in case a civilian vehicle drives over it). Have a fourth
Ghost fly in piloting a chopper, in case you want to air-lift El Muro to the
Rally Point.
In Co-op, due to the distance and winding roads to the RP, you may wish to stop
El Muro's vehicle, then bundle him into a helicopter for the extraction. Once
you've extracted the target, the mission then continues.
The journey to the rally point in the next province south of La Cruz should be
uneventful, as long as you speed through any Unidad checkpoints, exercise caution
when driving the tank-like vehicle you're likely to be driving up the narrow dirt trails
(as it's easy to flip on a tight turn), or you use a helicopter. Once El Muro is delivered
to Bowman, the mission concludes.
MOST RECON: MULTI-PROVINCE PLANNING MOST RECON: REBEL ROUSING
The entirety of this mission takes place in both Ocoro and Caimanes provinces. It
lf ever there was a mission requiring some additional support from the Rebels, it's
is wise to check out the first location (La Gringa's Housel and the second location
this one! Feel free to call upon their support both here, and during the defense of the
(Rebel Campsite} prior to starting this mission, so you have a good overview of the
Rebel Campsite in Caimanes Province.
terrain and buildings without being in a dire combat situation.
When entering from this direction, expect the highest proportion of enemies, making this the less optimal of
the two entrance gates. Note the lowest area of wall, which you can scramble over, and head south into the as the highest concentration of friendly Rebel forces
interior fountain area. Otherwise, it's best to drive in with guns blazing, attempting to knock down any foes are in this area. That's not to say your vehicle won't get
and cull the rest with rapid-fire takedowns. Park near the swimming pool. destroyed by incoming foes if you leave it unattended ,
while you enter the mansion, so make sure your squad is
During the time one of you rescues La Gringa, have a Ghost place mines along the entrance road to impede
defending the gates as soon as you enter them.
incoming foes, but ensure you don't drive over them yourself!
The road out of here is the preferable of the two as there
This is one of two possible exits out from the compound. You can drive across the hill, ignoring the winding
are fewer foes to avoid, and you can quickly drive north,
road, until you reach the main thoroughfare into Pujio.
off the road just as you exit, down the hill, and join the
main road heading right (east), along the river, to the
second objective point.
If you forego the helicopter, and if the vehicle you used to arrive in is destroyed, simply use one of the vehicles
parked inside the mansion grounds. There's an SUV in the southwest corner near the fountain, or two cars just
This mansion has three entrances along the north
outside the east side of the mansion at C. All will do in a pinch.
wall, one by the basketball net and swimming pool
to the west, and windows all around the ground mlEJ Solo plans work well here, though only one Ghost needs to find and rescue La Gringa, and bring her to
floor to shoot out and leap through. However, it's the extraction vehicle. This allows the remaining three teammates to: defend the extraction vehicle from threats, or
simply a matter of finding the stairs down into move it to a safer space, keep a helicopter airborne, and attack the enemies, or locate a second vehicle, and use it
the basement (the upper floor isn't necessary to when driving to the campsite to attack any foes in vehicles following you.
investigate at all during this battle), heading down
Perhaps the best plan of all is for each Ghost to bring a separate vehicle in a convoy quartet, which don't all need to
from the lounge area with the wall of windows
be driven in unison to the campsite. That way, you have additional spare vehicles to use in the forthcoming battie.
overlooking the pool, and moving through the
basement chambers in a counterclockwise loop to
reach the badly-wounded La. Gringa. GETTING LA GRINGA OUT
Talk to her (a four-minute timer then begins), then
she follows you. Head out of the mansion to a Drive along the main road using GPS and a spot of off-roading to quickly reach the Rebel Campsite within the
waitin.g vehicle, wait for her to enter the vehicle, four minute timer. If you don't, she dies and the mission fails. If you make it, move into the stone building atop
and speed out of here, heading directly to the Rebel the small hill on the east side of the camp, where a Rebel doctor begins treating La Gringa. You now have two
campsite in Caimanes Province. minutes to defend this camp from cartel attacks. .,,. ,·
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round the corner and enter the buchon house from the left side. This is an excellent spot for infiltration, your right side. Though there are more foes, this is
this direction. It's worth laying some traps here as you can head under the pergola, through the a more direct path to the stairwell; enter the double
(mines, or C4) to stop enemy reinforcements. Drop dining room, then across the lower floor (heading doors that are open, then head directly southeast to
explosives on the road or at one of the driveway northeast) to the interior stairs, and up to reach El the stairwell, and up to El Yayo. Or, you can sneak
entrances, but don't drive over these yourself when Yayo. Expect one foe along the way. This is also a through the exterior courtyard to the open door on
you're extracting El Yayo! Also parked here are a possible exit route, if you're under fire. the right side, under the stone arch balcony; there's
number of cartel vehicles; take your pick if you need an entrance there, too.
one to escape in.
There are other access points, but these are the
breakable windows into the ground floor of the
mansion, all on the courtyard interior. But as foes
can see you even passing by the windows, never
mind smashing them, these aren't helpful unless
you're planning a speedy rescue.
You're less than 600 meters from the village of Bahia Floresta where El Yayo's wife and grown son are located. The plan is to enter the settlement, find where the
targets are being held (a cell in the main central building), and extract them to the same rally point. As ever, the cartel cannot be allowed to kill these targets.
A journey down the main road from the rally point Entering from here is a good idea as there are very You can create distractions and havoc by blowing
should be halted before you enter the village, as few foes between you and the target building. You this up, engaging the enemies here, and causing
there's a sniper who can easily spot you, on the can drop the sniper, and the foe at the concrete a commotion while the rest of the team enters the
west balcony of the target building (E) and two barrier, before sprinting round to the southeast target building. Or, you can skulk on the outside
guards at the entrance. Instead, park behind one doorway (round the north side of the building, as of the wooden fence perimeter, climbing forward
of the buildings, and either spread out in different there are fewer foes). Or, stay on the north side of and back, and tagging foes with silenced weapons.
directions (solo members send their team to the the target building and shoot out the window you Another option is to climb the green multi-floor
foes at D, while Co-op teammates can fan out and can climb through (left of the wooden scaffold). Or, building next to the gas pumps. This provides good
attack E from different directions). hang back near the stalls, providing covering fire, but views of the target building, and you can shoot foes
advance soon as the majority of the foes are on the atop the roof of the next tall structure, to the west
There is only one entrance into the target building
opposite side of the village. of you.
(southeast corner), aside from windows you can
break and the balcony, but enemies only head in A good rough-and-ready plan is to drive a vehicle
from the doorway. This means you can hang back and park it under the balcony, climb onto the vehicle
and cover the area, or advance to the fountain, and roof, up and onto the balcony, and enter the target
sprint across into the structure as there's a foe building via this route.
inside, and the sniper on the balcony, too. Make
him your priority takedown as soon as you reach
the village.
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impressive than the access into the rest of
wood-and-metal the dwelling, so only use
structure, which has a this area for cover. Enter the building via the doorway to the southeast (the
flat third-floor roof you can climb to the top of, and offers excellent covering fire one enemies use), or by climbing from a vehicle roof to the balcony (west), or
to Ghosts storming the target building. Plus, you can leave a mine on the stairs to smashing the window left of the wood scaffolding on the north side.
dissuade visitors.
Be quick to drop the single foe inside, and then lay a mine at the southeast
It's important to clear these foes out (but not as important as rescuing the exit while the firefight continues. Both targets are inside a cell in the center
targets quickly, so send your team here in Solo mode while you storm the target of the structure; it's the best place for them until the fighting subsides.
building). Note the rebels you can free from a cage behind the white building.
Approaching from the jungle to the southeast is easy too, as the perimeter fence
is climbable.
m Exhibit the same haste as you did when extracting El Yayo. Drive to the target building,
running over foes if you can, but park outside the southeast entrance (a little way from the door,
so if the vehicle explodes, you can park another when you're. bundling the targets
into the vehicle), dash in, and shoot the foe near the cells. Then head to
the balcony and remove the sniper. Lay a mine atop the steps
and the doorway, and then wait for your team to help remove
all threats, while you take cover, using the windows to shoot
through. Stay here until you and your team have defeated
all foes, then appropriate any vehicle (or the adjacent
helicopter), and extract both targets to the rally point,
just as before.
598
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SOUTHEAST:WAREHOUSE
~ SOUTHWEST: MAIN ROAD HELIPAD AND HANGMAN'S STAGE EAST: MAIN ROAD
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It's relatively easy to enter the town via here, as The cartel has a presence in this village, as the stage Taking a local or cartel vehicle, and driving it along
there are minimal enemies, usually mooching around with the corpses attests to, and a cluster of them this road, then up the street to Ramon's house (G)
the small buildings at the side of the road. Drive may be in the vicinity of the hanging stage, or around is advisable, and usually doesn't get you noticed
past, or quickly remove them as threats. a large multi-floor warehouse with a helipad at the by cartel members. Otherwise, stop and work your
top. Though you can approach from the gaps in the way through the homes here, removing cartel thugs
perimeter wall to the south, freeing rebels in cages as inside with silent melee strikes, if you're intent on
you go, this is superfluous to your mission parameters. removing every foe from the area.
However, if you must engage the enemy, do this
before investigating Ramon, so you're not fighting
while the thief with the hard drive is getting away.
You can act as a look out or sniper if you position A quick scramble up here allows easy access to Simply hop over the fence, and head into Ramon's
yourself here, shooting down at any foes scrambling Ramon's house, or an area just north of where house from this direction; completely circumventing
out of the houses, or across the road at long enemies are likely to be, allowing you to advance the enemies present in the town, and allowing for
distance, inside the cartel base itself where the south and flush foes out, without worrying about quick completion of the first three objectives.
helipad warehouse is. Conduct a sweep from north being outflanked.
to south, with your team advancing downhill from
D to B, to ensure enemies are dealt with before
checking in on Ramon.
G Ramon Feliz is upstairs m!lJl!m You're not here to defeat foes; indeed, there are no enemies at
in his home, which is the exact location of Ramon's house, though you can quickly clear them walking
devoid of inhabitants. south to north, up the street, to his location (G). When you head inside, move up
Once you've checked on the stairs, and it's quite clear that the cartel has already caught up with Ramon.
him, there's a hard drive
Head to the wall and confirm that this is the blogger you're seeking by identifying
to check; the tower PC
him. It is. Once this occurs, quickly check the hard drive on his tower PC. It's been
is also upstairs, but the
stolen. Bowman has already found out who the thief is. Time to grab him.
contents are missing. There's little reason to hang around here; simply head
into the home from any direction, find Ramon, check his computer, and start If you're here to clear the town of enemies, and give it back to the Rebels, simply
the chase for the thief. For this reason, it's good to bring a vehicle (or two) work from north to south, so you maintain the.height advantage, and cordon
with you, so you can begin the chase as soon as possible. the area south of the main road (where the hanging stage and helipad are) off,
swarming the area from different directions.
,
In Co-op, feel free to have a fellow Ghost in Flor de Oro province, driving the north
roads, or setting up an ambush prior to the thief appearing. The road just north of
Flor de Oro Alpha is a good place to try this.
m:mllilliml This gets a whole lot more simple if you ensure your ambush location isn't near an enemy stronghold. You don't need the extra and unwanted hassle
of engaging cartel or Unidad henchmen when all you need to do is drag a guy from his vehicle and slap him around a bit. You can wave down the truck with your guns
pointed at the driver, but he usually takes off, running you over in the process. However, you can grab him from his vehicle (this is possible, but difficult).
Or, you can ram him off the road (in Co-op, each player can use a vehicle to pin him more quickly, and from multiple sides), or bash the truck until it catches fire. Or,
you can all ride in an armored truck and ram the enemy vehicle while shooting at it (but not the driver).
When the driver exits the vehicle, bundle him into a second vehicle if you're too close to an enemy installation, or simply interrogate him. The mission then continues.
DATA BREACH
Almost directly south of La Cruz Bravo one kilometer away is a small roadside outpost that should be a cake-walk. It has light defenses, only a few buildings, and
although built on a hill, the perimeter is easily navigated and the hard drive finally accessed. Simply head to the Comms center, either as a rapid assault mass, or
stealthily with minimal carnage.
It's worth parking a little way from the mission area If you're feeling stealthy, stop the vehicle and hike The higher ground here is perfect for removing the
and hiking up to E, so you have easy takedowns of up to C instead. Or, park up and snipe both the alarm sniper and alarm panel, before advancing on the
the sniper in the tower, and foes aren't alarmed and and sniper so you're not disturbed as you clear the com ms center itself. The wall can't be climbed, so
attack you from above. If it's night time, enemies base. This route offers a more direct road up into the simply head around to the south or north of it, and in
may be congregating in the barracks, meaning this base, to the Com ms center you can park outside of through the back entrance of the Comms center.
is a little safer to approach. Or, try driving straight (and then storm, fighting foes from there).
through, up into the base, and to F.
601
: NORTH: MOUNTAIN SLOPE NORTHEAST: MOUNTAIN TRAIL
Cl This has perhaps the Head down from the
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~
en destroy the generator the low rock outcrops
and SAM launcher if you to hide near, and then
advance down to within fire across the outpost
grenade,throwing range. Even better, you can drop down by the water tower, as the to any foes before you're discovered. As always, the alarm panel is a priority. You
entire north perimeter has no wall. Climbing back up here is more of a challenge, can also snipe the south security hut by the road from here, too.
however, so use this only when moving north to south.
You have everything you need to competently storm this building; there are doorways and smashable windows on
the east and west (back) sides, and you can easily defend from here.
A more daring plan involves zooming up into the base in an armored vehicle (how about an APC if we're pulling out all the stops?), parking it by the Com ms center so
it acts as cover, and having your team cover you while you do the hacking. It's worth removing the alarm panel before rolling in, so you only have the outpost foes to
worry about. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
ltm Your team can easily complete this mission by advancing from C, D, E, and one of the roadside directions, catching foes in the crossfire, and taking this base. zyxwvutsrqp
----
Complete Influence Missions in all Provinces
(P.N. De Agua Verde, Malca, Purcara, and
Espiritu Santo) and complete Main Mission:
Ramon Feliz (La Cruz province) tci access
You may also be surprised when, after the laptop is hacked, El Cardenal decides to flee, and you're tasked with capturing and extracting him. Your previous stealth progress is no
longer necessary (though it is advantageous, as you need to find a vehicle and chase El Cardenal. not engage the enemy, or your quarry escapes and the mission fails). Keep all of
this in mind going in, to avoid a disappointing end to this assignment.
SOUTH: WALL INTERIOR SOUTHEAST: WALL INTERIOR
(INSERTION POINT) WEST:. CHURCH ENTRANCE (INSERTION POINT)
Head around the main road buildings at C, parking Head out from the wall by climbing the fence, staying Park up a vehicle; you may wish to position it on the
to the side of the huge concrete wall, ideally on as far west as you can while you head up some rocky ground to the northeast of the wall, avoiding
the southwest side so the sniper doesn't see you, steps, cross the courtyard by the construction bags, the gaze of the sniper. Then run between the outer
and infiltrate under the minigun nest and sniper, so and climb up the metal ramp to the small wooden and inner parts of the wall, under the minigun nest
you're running through the outer and inner parts of walkway and over to the upper side courtyard of and sniper, and work your way along the wall interior
the wall itself. Note the openings on your right, which the church. From here zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
(F), you can enter the church to 82. This is the other main infiltration point, and
eventually lead to A2 (make sure you head around and head up to the balcony. Take the second side much safer than moving through the buildings
the empty cages, and back into the wall to reach A2). archway entrance from the front (ignore the three (especially due to your time constraints).
This allows you to circumvent the main courtyard at archways making a cube shape, though check that
As soon as you run in, at the first corner (where the
D, and a number of enemies. area for a vehicle you may wish to use later).
wall turns from northwest to north}, there's a metal
Note you can ride a bike from A1 to A2, park it, and ramp on your left; take it. This allows you to reach
then head back to it if you need a vehicle to chase an upper wall interior running above the ground wall
down El Cardenal in, once he tries to escape. interior. The only difference is that the upper wall
takes you all the way to the end of the wall; head out
of the last opening on your left, cross the metal roof,
and drop down an alley north of a metal gangplank.
You can reach the archways of the two large
monastery buildings with the purple trees (G).
~ INFLUENCE
EAST: WALL OPENING
(GROUND LEVEL) CENTER: MAIN COURTYARD
SOUTH EAST: MAIN ROAD zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFE
82 c D
If you followed the ground route within the perimeter With stores on either side of the road entrance to Flanked by two winged statues at each end, the
wall, it ends here, with an opening to your left. the base, there are few foes here. They.start at the shallow reflecting pools of the main courtyard are a real
Double-back (watching for foes heading down the parking lot to the northwest at the end of the road. danger zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONM
to those trying to infiltrate here without being
steps to the south), then head northwest, passing the It's worth having a Ghost parked here in a vehicle seen. So keep away from this area, and the warehouse
generator, around the right side of the HQ building, in Co-op mode, ready to tail El Cardenal, so the buildings to the east, and take the previously-detailed
and move northwest until you reach the monastery mission goes smoothly. Otherwise, this is an unwise routes. This area is of importance as El Cardenal
buildings with the purple trees (G). infiltration point as you're easily spotted. escapes in a sedan parked by the northeast statue. It's
worth checking the area (with a drone) prior to hacking
the laptop, and finding a vehicle you can pursue El
Cardenal in; don't try booby-trapping his car, as you
want him alive, and apprehended in a remote location,
away from all these enemies.
The concrete blocks on the outside of the perimeter The cliffs on the outer side of the wall are great If you're taking the infiltration route from 82 or E,
wall is the only other recommended infiltration route sniping positions when you're attempting to remove you may encounter your first foe here, surrounded
to take. It's slightly quicker, you can reach here foes from this base, but under these mission by purple jacaranda trees. It's easy to navigate
faster than parking up at A1 or 81, and you can conditions, you need to have entered the base from around him, then head southwest toward the side
easily drop down to 82, and complete progress to G. A 1, then reached the side courtyard from A2, to of the church. Here, you must climb up the wooden
reach this courtyard. scaffolding to the concrete bush planter, and hide
If you take the concrete steps at 82, which lead all
by the side archways. The two side archways are
the way to the top of the wall (outside), you can also This side of the church is comprised of (working
of interest.
escape to a waiting vehicle using this route, which is from front to back) three arches in a cube shape,
most helpful when chasing El Cardenal. with a possible vehicle parked nearby (glance to see The archway to the front of the church allows access
if it's there en route to the laptop, so you can use through the trio of archways in a "cube" at the front,
it afterward). There's two side arches to a linked to a metal ramp, leading up to an outside opening
passage, both leading into the church interior. Take directly northeast of the balcony, and it's a short hop
the farther one, in the middle of the wall. Pass in to reach the laptop. The archway in the middle of
through a small vestibule, and turn right, into the the side of the church allows you to head into the
church itself. You can now head up a metal ramp to church hall, but make a right before you do. Climb
the balcony where the target laptop is. the exterior metal ramp and scaffolding, ascend one
floor, then move to the same balcony entrance. Use
At the north end of the side courtyard is scaffolding,
either infiltration point depending on where foes are
allowing you to reach the roof of the church. This is
when you reach the base of the church.
only helpful if your team (in Co-op mode) decides to
remove all hostiles once El Cardenal has bolted, and
someone is already chasing him.
. .-
(!) TARGET: HOLY MALCA CHURCH AND LAPTOP
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This grand church features a central hall below, and a large congregation (including cartel gunmen).
The steep rocks the church's foundations are built
The area of interest is in the second picture; a laptop on the southeast balcony, on the opposite wall to
on are too steep to climb, meaning access from this
the movie images that are playing. A single foe (a Captain) is using the laptop. Grab and throttle him
direction is via air (parachuting or chopper), and this
with a single melee takedown from behind.
type of insertion is easily detected.
Or, travel to A 1, enter the wall here, emerge at A2, to F, and enter from the west side.
Keep El Cardenal within 300 meters of you until he's left the enemies inside this area, then run him off the road, as you would during a normal vehicle chase. Then
drive him (carefully, switching to a helicopter for a quicker extraction if you wish) to Pucara Bravo.
Parked in the "cube" archway area at the side courtyard, front of the church, at zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
F.
A bike parked at A2, if you used one to reach there (or anywhere inside the base if you used one).
A truck parked outside at E, if you used one, and this route, to get to the balcony.
Or reach the parking lot between A1 and B1, and choose any vehicle (or the waiting helicopter) you like. zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
nll!I With other teammates hopefully exhibiting a degree of competency, they should already be waiting in one or more vehicles, ready to give chase. Whether they
are or not, the Ghost at the balcony should attempt Solo tactics and leave the premises.
, If you're confident one Ghost can finish the mission, have three stay to mop up enemies here.
606 ,.
Head almost due west one-and-a-half clicks, and you'll find a small outpost on
the shore of the salt flats. You can take the road, or the rough hillside terrain to
reach here. You must spot El Boquita, and then tail him as he leaves. Engaging
the enemy is not required.
NORTH ROAD WEST SALT FLATS SOUTH ROAD
This isn't close to the mission area, and your drone You can clear the west side of the road, including a This is a great location to stop at, as long as you're
may not reach if you let it go from here. This is good troublesome sniper, and then launch a drone from far enough away from the road so that when El
for clearing a few foes on either side of the road, but here. The target is then easy to spot and follow, and Boquita leaves and passes you by, you aren't
you risk mission failure if you're spotted. there's minimal interactions with the enemy. It's easy spotted. Just send up a drone and tag him, and
to get to a vehicle from here, too. you're done.
'•
~'--~~SM_U~G_G_LI_N_G~
OUTPOST: OTHER TACTICAL ADVICE cc
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and the mission fails. In addition, La Boquita takes off as soon as you spot him and clear the area of cartel thugs if you want to, but it's much better to come m zy
(but he doesn't see you), meaning you need to tail him immediately to avoid him back here once the mission is over, and there's no mission-sensitive objectives to
.....
.....
getting away. Therefore, it is a simple matter of heading in from A or C, staying complete that an extended firefight may jeopardize.
close to your vehicle, and using a drone to pinpoint La Boquita (E). He drives off,
Should you attempt to clear the area, split your team and start at A and B,
heading south, so stay out of his sight, ideally more than 50-150 but less than
working into the outpost, with two team members at each location. From A,
300 meters away, and follow him. The type of vehicle, and whether there's a
clear foes at B and remain in the middle of the outpost, slowly advancing while
teammate stuck out of the roof with a minigun, influences how easy it is for El
two Ghosts head down from the minigun tower, and catch the small cluster of
Boquita to see you.
remaining enemies at the gas station in crossfire.
If you're wanting to clear this area, start at A and snipe the minigun foe and
It's a lot easier to utilize a helicopter at this point, locate El Boquita from the air
patrolling guard in this area, then use the minigun tower to shoot the sniper
(via a Ghost passenger), and then follow him without touching the ground.
across the road, and any others outside the main group of buildings. Then storm
the buildings where El Boquita was, taking out the last of the foes.
609
NORTHEAST:SALTFLATS
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~ SOUTHEAST: MAIN ROAD SOUTH: EXIT ROAD AND REBELS
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This is the usual route to take, following El Boquita This is the route the convoy starts to take. You can This is a good infiltration point if you've split your
into town, and not immediately worrying about the split your team up and mine this area before the team in Co-op, and one is heading in to defeat El
convoy. Head to E, execute El Boquita, and then convoy moves, or otherwise booby-trap the area, then Boquita; this offers easy access to the compound (E),
follow the convoy out of town and destroy it when wait for the convoy and tag the truck with sniper fire, and there may be rebels on the edge of the salt flats
there are fewer foes, along the salt flats. hitting all four tires so it sits there. Then mow down if you need a vehicle or chopper to borrow.
the foes in the SUVs, and avoid the helicopter fire.
(!) TARGET#2:
MONEY TRUCK CONVOY
mJBIJJThis gets a whole lot more simple if you ensure your ambush location isn't near an enemy
stronghold. You don't need the extra and unwanted hassle of engaging cartel henchmen when all you need to
do is take out a truck.
You can wave down the truck with your guns pointed at the driver, then shoot everyone (and lob in grenades
The four-vehicle convoy, comprising of a military from all directions). Or, you can ram him off the road (in Co-op, each use a vehicle to pin him more quickly,
SUV with a minigun, the money truck, and a rear and from multiple sides), or bash the truck until it catches fire. Or, you can all ride in an armored truck and
military SUV with a minigun, takes a loop around ram the enemy vehicle while shooting at it. Don't forget to shoot the tires of the truck to slow it down.
the salt flats, chaperoned by a helicopter. Engage
Or, you can strafe the vehicles from the air, using a helicopter. Or lay mines or C4 in the road, ready to be
the enemy until the truck is destroyed. The SUVs
detonated as the convoy passes over them (when the lead vehicle stops, head in with guns blazing). Or, run
and chopper are optional. alongside the truck and lob a C4 or mine onto the side of it, then back up and shoot (mine) or trigger (C4) the
This is a standard convoy takedown mission, explosion; this works most of the time when the truck is moving slowly or stopped, but can occasionally work
though the enemy has impressive military SUVs if it's moving (and you trigger the explosion almost instantly).
on either side of the truck. Fortunate then, that you
With a helicopter in the mix, this is definitely more taxing than a normal convoy takedown, so split your team
don't have to grab and interrogate anyone; simply
up into two airborne, and two ground foes, and the two vehicles can defeat the enemy vehicles in the air and
destroy the truck, and be on your way. Cartel
on the ground. Don't be afraid to cripple the money truck, then retreat and regroup, remove the chopper so
casualties are simply a llonus.
you're not harangued from the air, and then return to finish the job.
610
Complete Main Mission: El Boquita (Koani
Province), then complete all Main Missions
(with or without Optional missions) in all six
Smuggling-related Provinces (Caimanes,
Barvechos, Mojocoyo, Remanzo, Inca Camina
(if ULC has been accessed), and Koani) to
From Barvechos Alpha, it's under a mile heading southwest across to the
sprawling hacienda, where Nidia Flores is under siege. Soldiers already
in the hacienda are Mexican traitors and are loyal to Nidia, but of course
they are still hostile to Ghosts! The attackers are regular Santa Blanca
troops and will fight the traitors, along with Ghosts.The plan is to get into
the main hacienda compound, find Flores, and extract her before it's too
late. Time is of the essence, as the cartel sends a half dozen vehicles
and a chopper no matter what you try to do.
."
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A cluster of five foes, including a possible captain, This direction, visible from the main road, is the least This is a recommended infiltration point. First, check
are at this location, which is the normal entrance into viable method of entering the compound. The rocks the location of all the vehicles, pinpointing a truck
the compound. If you're using main thoroughfares to are too steep to climb, and heading into the main you can bundle Nidia into, if you intend on leaving
reach the hacienda, expect to start a fight here. This driveway gives you many more enemies to face, via road. Then enter the hacienda via the doorways
is unnecessary and slows you down, so avoid this little cover, and additional foes arriving from the road to the side corridor with the large, paved tile floor
area entirely. Or, attack from the upper rocks, before to the northeast. This is only worth heading into if (not the checkered floor of the main hall). Find the
heading down and planting the road with mines, so you're trying to distract enemies. side steps that lead directly to the roof, and head to
the incoming enemy vehicles are stalled. Optionally your target. Do this without delay, and you can reach
have a teammate or two stay behind to see off the Nidia before the enemy vehicles arrive.
reinforcements, or at least cause havoc and delays
to the enemies' progress.
E F
This is a preferable road to escape on compared to If you're running around here, you're not helping. This is another recommended location if you've
the one the enemies approach from (to the east) for There are faster ways between O and F (through the snuck in from B or F, or you're assaulting heading
obvious reasons. Before the extraction, however, find interior), and there are no ways into the building, or south to north. Pass the alarm pole, the trucks, and
the open side door near the parked trucks, making a up onto the roof from here. find the side staircase. Bound up to the balcony,
note to head there with Nidia if the helicopter on the double-back (turn 180 degrees to face southwest),
roof is compromised. Then enter the side corridor run around the corner to the right (northwest), and
with the large paved tile floor, and find the stairs up sprint across the open upper skylight area to the roof
to the roof garden. garden steps, This is another good, alternate route
to Nidia.
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612
OUTPOST AND NIDIA FLORES' HACIENDA: OTHER TACTICAL ADVICE
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EilJ!!I This mission becomes reasonably simple if you approach the hacienda by helicopter. Land it on the roof garden, adjacent to the large cartel chopper, and you'll a:::
discover Nidia and her daughter. Get out of the helicopter, talk to Nidia, and stow her in one of the two aircraft. Then take off, and fly all the way to the rally point. This ....... zyxwv
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can be done without any of your team firing a shot, and is by far the safest and most competent plan.
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Stealth tactics? You're having a laugh, aren't you? You can't lurk around corners, patiently waiting for a foe to appear when there's around a dozen enemies already
z
in the hacienda, and five truck-loads of foes incoming, along with a chopper. This means you need to be a quick study, learning the staircases you need to reach (and
booby-trap) so that your team reaches the roof garden, and the enemy does not. So, approach via C, D, or F, rush the stairs to the upper floors there, and up onto
the garden roof. Then quickly speak to Nidia, and stow her in the helicopter, before leaving. Have your team head to G to defend against the majority of the incoming
enemies, giving you some time.
Has the helicopter been destroyed for some inexplicable reason? Or are you afraid to fly? Then you have the highly
dangerous task of getting Nidia and her child down the nearest stairs (use the steps in the north corner, then
down to the side passage near the generator, out of the door at D, and bundle her into one of the cartel trucks
to escape.
IIll'lJ . The tactics are a little different, but the plan is the same; you have the luxury of trying two different
methods simultaneously. For example, you can approach by helicopter, and on foot, and the duo who gets to
Nidia first can extract her, while the others defend the area.
Or, you can station teammates on the road between A and B, where the enemy vehicles head in from,
and mine the road, ambush the vehicles, and create a whole load of havoc. Two Ghosts should
handle that, while two others storm the hacienda from C, D, or F. The Ghost on point should
reach Nidia and extract her via helicopter, while the other takes care of pursuing foes, and
booby-traps stairwells with mines.
The award for "most ludicrous plan" goes to whomever thought it was a good idea to
steal one of the thin vans parked near F, drive them up the stairs by the generator (in
.via the entrance at C or D), and up onto the roof. Bundle Nidia into the van, then
leave the way you came, as the glass balcony fencing is particularly sturdy. Is it
possible to extract Nidia in this fashion? Yes, but it's a terrible idea.
Assuming you've reached a vehicle and bundled both Nidia and her daughter
inside, simply plot a course to the rally point. When you arrive, knock on the shack
door, and Bowman introduces Nidia to the possibility of never seeing her daughter
again. The beauty queen agrees to talk, and the mission concludes.
613
Take out enough bosses among El Yayo, El
Cardenal, El Muro, and Nidia Flores to access
this mission.
~ E1!I!!I t;Jm Though you can take the main road, it's quicker to try a direct path from the RP to Bowman's last known location. However, if you're biking down ...
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these scree slopes, expect to fall off at least a couple of times. It's worth arriving here in an off-road military vehicle or helicopter. Then the journey to Pucara is
much easier.
...
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......
You can also start the journey to Pucara as soon as the body is identified, while you're talking to Bowman, and before the timer starts, to save you some time.
KINGSLAYER
Charamokho Village is now besieged by rebels, who are all hostile. With only 15 Travel by road, and the rebels attempt to stop you on the way out from Charamokho
minutes to reach the Mausoleum, it's wise to ignore these foes and leave the village. They have vehicles parked on the road, and foot-soldiers firing at you. Barrel
village as quickly as possible. straight through any enemies and vehicles, or swerve and cut corners along the
steep switchbacks between here and the bottom of the mountain.
Drive either directly over the dam (which has a large number of enemies, and
ramps to take as you cross), or better yet, use the road around the edge of the
dam, then head along the road, or take the railroad tracks to the base of the
mausoleum mountain.
From there, you need to hike up through the various cartel-infested yards, all
detailed during Main Mission: DJ Perico. There's little time for subtlety; just take
an armored SUV (preferably with a turret) and drive as far up the stone-stepped
path to the mausoleum entrance as you can. Ram barriers, try to maneuver over
or around obstacles, and get to the front door with seconds to spare.
You now have 15 minutes to reach the massive mausoleum in Pucara. This is the Or just fly there, and land at the pillared entrance with about 13 minutes to
location you stormed during the search for DJ Perico, so the maps and tactical spare. Just watch for incoming missiles and gunfire from enemy helicopters
advice from that mission apply here. The only difference? The place is packed along the way.
with foes, and the time limit means stealth is out of the question.
If your ground vehicle succumbs to enemy fire, there are plenty of alternatives, or
you can climb the scree slope from the northwest side of the railroad to reach the
yard by the main mausoleum doors without having to navigate the enemy-filled
lower yards.
If you completed all the mandatory Main Missions, but did not complete those marked "Optional", (or this is your first time completing this mission) the conversation
with El Suefio ends a bit abruptly ...
If you completed every single Main Mission, including all those flagged as "Optional", the conversation with El Suefio ends with Bowman taking him into custody, and
him serving at the pleasure of the U.S. government.
615
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Play the game.
150 XP
A GOOD START Complete the first mission "Amaru's Rescue". Bronze 15
20 Units
300 XP
BEAT THE BOSS Defeat your first boss. Bronze 15
30 Units
150 XP
INTELLIGENCE EXPERT Collect 10 pieces of intelligence.
10 Units
THE WHOLE STORY Find all the story collectibles. Silver 30 300 XP
300XP
MISSION MINDED Complete 50% of all Story missions.
30 Units
300XP
GUN COLLECTOR
Collect all of the Equipment Cases in the game to receive most of the available guns and attachments. Other weapons are received for completing specific missions in
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e SUBMACHINE-GUN FANATIC Collect all submachine-gun models. Bronze 15 150 XP
e LIGHT MACHINE-GUN FANATIC Collect all light machine-gun models. Bronze 15 150XP
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SNIPER RIFLE FANATIC Collect all sniper rifle models. Bronze 15 150XP
ASSAULT RIFLE FANATIC Collect all assault rifle models. Bronze 15 150XP
U bis o II Club
----------
300 XP
Ubisoft Club Ubisoft Club
Play each type of side mission. There are eight types of Buy all drone-relatedupgrades. Purchase at least Buy all the upgrades. Purchase all skills and upgrades
side activities in the game: Steal the Helicopter, Steal the level 1 of each skill in the Drone tree. Refer to the Skills from the Skills tab. This requires quite a bit of Skill Points
Plane, Stop the Convoy, Defend the Radio, Oeai:tivate the chapter for a full listing with details on each skill. and resources, so it does take some time. Refer to the
Antennas, Intimidate the Sicario Leader, Tag the Supply Provinces chapter for Skill Point locations and the Skills
Drop, and Hack the Network Relay. Attempt at least one
of each type to earn Spice of Life. Refer to The Provinces
[J REAL REBEL
chapter for information on every skill in the game.
tJ ENEMY MINE
[j REBEL SYMPATHIZER Ubisoft Club Badge
PlayStation 4 Trophy Bronze Play in an adversarial game. Play a 4 vs. 4 multiplayer
Xbox One game online.
Ubisofl Club
Buy a Rebel skill. Complete any Rebel Op side mission to
unlock a Rebel Support Skill. 617
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SKILL BASED
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The following accomplishments require the player to complete certain skills in the game. These involve simple actions such as reviving a teammate and
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Revive a fallen teammate. When a teammate is downed,
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the player has a short period of time to get the soldier the player to recon a base from afar. Use this ability to accomplished against any enemy at night, the easiest
back on his feet. Once it is safe to do so, hold the Interact mark 100 enemies to complete Eagle-Eyed. kill comes against a sleeping foe. At nighttime, stealthily
button when next to the downed teammate. enter cartel living quarters, located in most villages and
towns. Sneak upstairs to find the soldiers asleep in their
beds. Knock one of them out with a quick punch.
-., FEARLESS
PlayStation 4 Trophy Bronze
Xbox One Points 15
:--, CALLED IT
Ubisoft Club 150 XP PlayStation 4 Trophy
Xbox One Points
Basejump 10 times. Purchase the Parachute from the
Ubisoft Club 300 XP, 10 Units
Item skill tree to gain the ability to jump out of an
<.:f--, FINISHED THE JOB
aircraft and land safely. Jump from a high, fixed point Shoot a target marked by another player. Setup at a
PlayStation 4 Trophy Bronze lengthy distance from an enemy camp with a long-range
and deploy the parachute to successfully complete a
Xbox One Points 15 sniper rifle and allow a teammate to mark the soldiers.
base jump. There are numerous locations to achieve this,
Ubisoft Club Take one of them out from at least 300 meters away.
but a good one is found in eastern P.N. Oe Agua Verde.
Take a chopper to the parachute drop site atop La Torre Kill an enemy in close combat who was hurt by another player. Distance is easily judged by placing a Beacon at the camp.
Oe Arroyo Baya. After tagging the supplies, run off the Find an injured enemy who has been hit by your teammate.
eastern ledge, press the Vault button to leap into a stable Finish him off with your bare hands to earn Finished the Job.
position. and deploy the parachute. Do this ten times for
the Fearless achievement.
[AJ DEATH FROM ABOVE
PlayStation 4 Trophy Bronze
Xbox One Points 15
Hit a target more than 400m away. Grab a sniper rifle
Ubisoft Club
equipped with a powerful scope. Place a Beacon at an
Kill an enemy with a drone. Once the skills have been
enemy base and use it to find 400 meters. Setup at that
purchased. the drone can be equipped with one of the
location and focus on a soldier inside the camp. By
following special abilities: Explosive. EMP. Noisemaker,
marking him, the distance is given above his head. Aim
and Medic. Equip Explosive at the loadout screen and
over this number to adjust for bullet drop and fire.
detonate near an enemy.
-, ROAD WARRIOR
PlayStation 4 Trophy Bronze
Xbox One Points 15
---·-·----·----'-·
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soldiers and interactive elements at enemy bases is key Take out a sniper with a pistol. Snipers are often found at the quickest way to dispose of the opposition. Whenever
to a successful infiltration. Eye in the Sky is earned once top of watchtowers at enemy camps. Recon the area and sneak engaging a soldier in stealth. aim for the head to drop
the hundredth enemy has been marked in this manner. to the tower without being spotted. Equip a handgun, climb to them instantly. Rack up 50 kills in this manner to score
the top, and quietly take the enemy out with a headshot. Brain Blaster. For simple headshots, sneak up behind an
enemy and shoot him at close range.
618
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Destroy a generator with a C4 blast. Plant C4 on a generator Kill 7 enemies with a single mine. Place a mine at a narrow Shoot a chopper out of the air with a mortar. This
inside a cartel or Unidad base and clear out before blowing opening of an camp and get the enemies' attention. Let accomplishment requires the most skill and maybe a bit
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it to smithereens. Use this distraction to infiltrate/flee them gather while avoiding their gunfire before drawing of luck to complete. To fire a mortar, you must have the en
the camp or take advantage of the enemy grouping to them across the mine. Unlike Cluster Bomber. where you Mortar Rebel Support Skill unlocked. Boosting its power,
score multiple kills with another explosive. Note that the decide when the explosive is detonated, this Achievement by defending at least four radios, requests multiple
blast will get the enemy's attention, so it is advised to not takes a bit more luck to happen. This may require several strikes-making a successful hit more likely. Anticipate
_detonate the C4 until stealth is no longer required. attempts to get seven men in one blast. Try not to let where the chopper is headed and request the mortar strike
yourself be. taken out in your own explosion, but as long as at that location. If getting his attention for the first time,
seven enemies die, you earn the reward. ask for the strike near your location and run in the opposite
timing may take a few tries to figure out.
619
INTRODUCTION
Experience Ghost Recon through a pen and paper role-playing game! One player is the Game Master while each of the other players takes on the role of a Ghost. This
section contains rules for the role-playing game and an introductory scenario. In order to play you need some six-sided dice, pencils, and erasers (snacks and drinks
are also advised when crossing Bolivia).
THE GHOSTS
Players can either personify one of the Ghosts from zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
Ghost Recon® Wild/ands or create their own. (The character sheets can be found on page 634).
INFILTRATE: Hiding or moving about in enemy territory without .being seen. > CREATING YOUR GHOST
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MOVE: Moving under enemy fire by using the cover available in
Start with a blank character sheet. Really make the character your own! Describe
the zone.
their appearance and give them their own motto. Finally, you can pick your
DRIVE:· Driving in dangerous·situations (combat, retreating, pursuit)
Ghost's nickname, name, surname, rank, and sex.
PILOT: Piloting a helicopter, a plane, or parachuting into a dangerous
situation. Every action has a base value of five points. You get 13 extra points to share
RECON: Detecting enemies, gathering intel. among 10 actions without giving more than eight for a single one. Players should
INTERROGATE: Gleaning information from a civilian or prisoner. arrange themselves so that each person has one expertise. That way you will
FIRE: Using firearms or grenades against enemies. have the most efficient team possible!
SABOTAGE: Destroying infrastructure with an explosive.
Your Ghost starts on level 1. You level up by gaining experience (XP). You also get
ASSAULT: Hand to hand combat or capturing an enemy.
two Ghost dice and two VITALITY points.
RESCUE: Rescuing a fallen Ghost.
Next, choose your Expertise from the 1 O actions listed. Your Expertise gives you
The weapons, equipment and vehicles outlined in the character sheets are yours.
an advantage when doing a test.
Skills and other objects can be discovered or earned through experience. Ghost
dice allow you to change the course of destiny, like only heroes can. Select two firearms, a Tac Vest, and a non-armored land vehicle. Their features
are described in the Gear list (page 625). Note them on your character sheet.
i You are now ready to be deployed to Bolivia!
) OPTIONAL RULE
At the discretion of the Game Master, players can add to their Ghost's
equipment by selecting items of their choice from the Gear List.
Budget zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
= 500 XP per Ghost.
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THE GAME SYSTEM
A Ghost (or an enemy) may only complete one action per turn, as described in the If the score on the test is less than 10 it means that the action has failed,
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previous action list. While many times these action may happen automatically, at excluding· RECON, INTERROGATION, and RESCUE. These pass the test, but need
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the Game Master's discretion, dangerous or otherwise tricky situations may call more time (one additional turn per number under 10). cC.:t
for a test.
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A test consists of adding the action's value to the value of the die (D6), to the item' case, it means that the vehicle had an accident and the vehicle loses a hit point
modifiers and to the skills used. The test is passed if the total is 10 or higher. for each number below 10.
r Sometimes a Ghost and an enemy use the same action for the same purpose,
e.q. DRIVE during a chase or ASSAULT for hand to hand combat. The player who
) EXPERTISE passes the test with the highest score wins. Enemy actions and equipment are
If the tested action is the Ghost's area of expertise, they get 1 extra point. outlined in the Bowman files on page 626.
_J If the test is failed; players can sacrifice a Ghost die to try the action again and
reroll the game die.
> COMBAT
"Stealthis the best protectionduringcombat: beforeshootingyou must first
have a target. As long as the enemy hasn'tdetected you and you haven'tfired,
you are safe."
-excerpt from the Ghost Field Manual
FIRE! WEAPONS
In combat, Ghosts' initiative is always the highest. They attack first on every turn. Every weapon has a different modifier according to its range: Short Range (0-
50m) Medium Range (50-200m) or Long Range (more than 200m).
A successful FIRE action allows a Ghost to hit the enemy. The FIRE test result
gives the number of hits; there is one hit for each number starting from 10. For example, assault rifles have these modifiers: SR = 2, MR = .3, LR = 1. Use
the correct range modifier for FIRE tests. Attachments can modify the weapon;
For example: If Holt scores 13 in his test, he gets 4 hits. The player uses the hits to
therefore, they also change the range modifiers.
impact several targets or hit one in the same zone multiple times. It's their choice.
Details of range modifiers and attachments' modifiers are outlined in the Gear
Each hit takes away a VITALITY point. When the target reaches O they fall
List on page 625. Important! Not every weapon can be fired from all ranges (N).
unconscious and need a RESCUE action to be revived. If a Ghost is down, this
Others have special effects outlined in the Gear List. A target who is under cover
must be done by another Ghost, and allows the wounded character to get their
is completely protected from the shot if the cover's value is higher than the
VITALITY points back.
weapon's modifier used for that range.
If all Ghosts are injured and unconscious the Game Master has several choices:
For example, heavy cover (3 points) protects against a LR assault rifle (1 point).
The rebels can help them and nurse them back to health. Ghosts regain There are 3 cover types: light (1 point), medium (2 points), heavy (3 points).
consciousness from a RALLY POINT.
The enemy can capture them. Once they regain consciousness, Ghosts must
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escape and recover their equipment.
)COVER
If the cover's points do not exceed the weapon's modifiers, it is not
The enemy can kill them. This is an extreme decision which should be avoided
taken into account when determining the value of the hit and its effects.
because it means that new Ghosts must be created.
For example, Holt is under medium cover (2) and is shot by a sicarlo
If the target is wearing a form of protection (e.g. a Tac Vest) the protection using an AR at short range (2), and another using a SMG at short.
absorbs some of the hits. range (3). The AR shooter failed due to Holt's cover, but the SMG hits
Holt for the full three hits.
For example, Holt is hit three times. He is wearing a Tac Vest Medium (two _J
protection points). He only loses one VITALITY point. The other two are absorbed
by the Tac Vest. The ASSAULT action allows players to either capture or kill their opponent; it is
up to them.
> THE BATTLEFIELD ) ENEMY BEHAVIOR
"Monitoring the battlefield allows you "In war, as in love, it takes two."
to dominate it and gives you the upper -Anonymous inscription on the Ghost Field Manual
hand in combat." As Game Master, you control the enemy. You are their 'general'. However, your
-Excerpt from the Ghost Field Manual mission is not to destroy the Ghosts; it is to challenge them. Fight to provide the
best action, not to win. Feel free to vary your troops' tactics. The players will
As Game Master, it is your job to map out the battlefield. Without a map your
quickly tire of an enemy that always fights the same way.
players will be at a disadvantage. A clear map of the battlefield identifies various
zones on the battlefield, gives them different cover point values, and spreads the Create their habits before engaging in combat (rest, surveillance, work ... ) Then devise
enemies throughoutthe zones. a plan of action. In the outpost example, enemy soldiers in the tower and bunkhouses
fight the Ghosts from their zones. Enemy soldiers in E2 maneuver to engage them
Use the maps in this book to create your own battlefields. You can copy the map
from behind, while the rest advance at them head on in order to stop them.
onto a whiteboard so that your players can discover it as the game unfolds. Using
counters or small figures allows you to locate where Ghosts and enemies are on Vary tactics according to the type and skill of the enemy. La Unidad prefers to
the map. maneuver, Santa Blanca favors brutal attacks.
For example, here is a map of a Santa Blanca outpost: It's very possible that the enemy will end combat before being annihilated,
especially if their leaders or best soldiers are down. Some will flee, others will
retreat to the buildings and the rest will surrender to the Ghosts. As Game Master,
you get to decide when the enemy falls back-and when it's a trap.
MOVEMENT
"Every tactical situation is carried out
in its own way"
-Excerpt from the Ghost Field Manual
Near the ehemy, INFILTRATE allows Ghosts to move undetected. The number of
enemy soldiers patrolling the zone affects an INFILTRATE test. The test result
gives the number of enemy soldiers who do not detect the Ghost (one for every
number starting from 10). For example, a score of 14 allows the Ghost to stay
undetected in a zone with a maximum of five enemy soldiers.
3 1 veteran sicario
Once battle has commenced, MOVE allows Ghosts to move around using the
2
available cover and remain unharmed by enemy fire. Away from the enemy,
2 4 sicarios and 1 driver DRIVE and PILOT allow vehicles to be used for fast movement over long
2 distances. A Ghost can drive or pilot every form of transport that they come
8 sicarios, (3 are across.
2 veterans), 1 driver and
1 elite sicario All vehicles are described in the Gear List on page 625:
2 veteran sicarios, 2 2 veteran sicarios, 2
2 elite sicarios, and 1 elite sicarios, and 1
heavy sicario heavy sicario o hit points, vehicles are destroyed. Passengers lose 1 VITALITY point if
HP: At zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
3 the vehicle they are in is destroyed.
PROTECTION: Extra vehicle protection (exterior shell, armor) protects the
2
vehicle and the passengers (according to Cover rules).
2 ROAD: Modifier for DRIVE test for driving on the road. TRACK, OFF ROAD:
likewise, for runaway and off-road.
AIR: Modifier for the PILOT test.
The number of passengers is stated for every vehicle as well as the weapons
2
that it has on board.
4 sicarios, 1 veteran
sicario and 1 elite
sicario
2
624
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TESTED GHOST
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remainscentral."
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GEAR LIST
Civilians may be intimidated by Ghosts. After all, who would trust an unknown
This table lists all the gear and skills that Ghosts can use.
group of armed soldiers? Ghosts must win civilians' trust in order to gather the·
necessary intel. Players can act out these encounters like an actor on stage or do N: Indicates an impossible range for a weapon
them as an INTERROGATE test. X: Indicates a weapon or piece of equipment available from the start
E: Equipment or a vehicle that can be discovered during the game
As allies, the rebels will willingly cooperate with Ghosts but will expect help in
return. To keep the rebels on their side, the Ghosts will also have to help them
regularly. This may involve helping to free a prisoner from la Unidad, taking out a
cruel sicario who is terrorizing a village, or even breaking through roadblocks to
GRENADE People close to the blast are
get medication to an isolated dispensary. 3 2 0
LAUNCHER also hit.
FLASH BANG People in the zones are inactive
An enemy is the last resort for information. A RECON test must be passed to 3 N N 250
GRENADE for this turn and the next.
get information from computers, phones, and paper files. Prisoners of war will HANDGUN 2 N N x
FIRE while stayin INFILTRATE. zyxwvutsrqponmlkjihgfedc
refuse to cooperate with Ghosts. Ghosts must find a way to crack them, e.g. by Allows MOVE and FIRE in one
SHOTGUN 4 0 N
action.
x
corrupting them, threatening them, etc., These encounters can be acted out as
Allows MOVE and FIRE in one
roleplaying or an INTERROGATE test can be administered. SMG 3 N
action.
x
AR 2 3 .1 x
GHOST LMG
SNIPER RIFLE
0
0
4
2
2
4
Enemies in the targeted zone
cannot fire.
Disables all protection. Hits one
x
x
tar et er turn.
as part of the Ghost's bundle. 'E' denotes that an item must be discovered by
exploring the world.
XP points also allow Ghosts to level up and earn the following bonuses. (Actions
can be raised without reaching the specified maximum).
..... zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA EQUIPMENT SPECIAL mm XP COST
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BINOCULAR RECON +1 x
cc MOTORCYCLE 0 3 2 2 1 passenger E
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SALOON 3 0 0 2 5 passengers E DRONE NIGHT VISION RECON+2 day and night 250
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DRONE EXPLOSIVE
DRONE STEALTH
Same effects as a grenade.
Undetectable by enemy RECON.
500
1000
ICI. TRUCK 2 2 1 0 6 10 passengers E NIGHT VISION GOOGLES Night RECON x
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APC 4 2 2 2 9 Weapon: E
11:1: DIVERSION GRENADE Lure all enemies to an explosion. 250
mounted LMG.
MINE Destroy all aircraft flying above. 500
C4 SABOTAGE +2 1000
PLANE
SKILLS SPECIAL mm XP COST
SMALL E
5 2 5 passengers STABLE AIM FIRE Medium Range + 1 500
HELICOPTER
8 passengers. Weapon: 2 LMG HIP FIRE SPREAD FIRE Short Range + 1 500
HEAVY
3 3 5 E RANGE ELITE FIRE Long Range + 1 500
HELICOPTER for passengers.
ATTACK 2 passengers. LMG and rocket VEHICLE DESTRUCTION Adds a point per hit to a vehicle. 500
3 4 5 E STAMINA MOVE +1 1000
HELICOPTER propelled renades for the ilot.
PARACHUTE 0 0 1 passenger 250 CAR SHIELD DRIVE +1 1000
QUIET RUNNING INFILTRATE + 1 1000
BULLET RESISTANCE PROTECTION + 1 1000
4 passengers DETECTION INFILTRATE +2 1000
5 passengers AIR SHIELD VEHICLE PILOT +1 1000
8 passengers. Weapon: 2 REVIVE SQUAD RESCUE+l 1000
3 E FASTER REGEN VITALITY+ 1 1000
LMG for assengers.
NARCO Daily delivery of a non-armored 4x4 by
2 4 4 passengers E VEHICLE DROP 250
SUBMARINE the rebels.
SEMI- A REBEL SPY explores a location once
2 4 8 passengers E RE CON 500
SUBMERSIBLE a day.
1 REBEL MORTAR helps with a fight
MORTAR 1000
once a dav.
4 REBEL FIGHTERS help with a fight
GUNS FOR HIRE 1000
once a day.
RE CON
DRIVE
10
4
4
+ XP
REBEL VOLUNTEER
RECON
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MOVE 5 MOVE 5 MOVE 4 MOVE 4
ASSAULT 5 ASSAULT 5 ASSAULT 5 ASSAULT 4
FIRE 6 FIRE 6 FIRE 5 FIRE 4
PROTECTION 1 PROTECTION 2 PROTECTION 1 PROTECTION 0
VITALITY 2 . VITALITY 2 VITALITY 2 VITALITY 1
WEAPON 1 AR WEAPON 1 AR WEAPON 1 AR WEAPON 1 HAND GUN
WEAPON 2 LANCE GRE WEAPON 2 LANCE GRE WEAPON 2 GRENADE WEAPON 2 -
UNIDAD PILOT
XP 20
RE CON 5
DRIVE 6
MOVE 4
ASSAULT 4
FIRE 5
PROTECTION 1
VITALITY 1
WEAPON 1 SMG
WEAPON 2 -
MISSION: THE PISHTACOS
> CONTEXT
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Only the Game Master rs allowed to read the rrussion If you are
a player. stop now I You can safely skip ahead to the Character
Sheets on paqe 634 to avoid spoilers
The Ghosts are called in by Bowman to a meet point, Caimanes Charlie. The CIA
agent gives them their orders on arrival. For the last few weeks, "Pishtacos,"
rumored to be mythical ogres who kidnap people and devour their bodies, have
been kidnapping, killing, and skinning Bolivians in the Caimanes province. These
attacks have created a state of panic in Caimanes. Civilians and rebels are both
terrorized. The CIA is convinced that it is a PSYOP set up by Santa Blanca to
terrorize its enemies ... and it is working! They must get to the root of the problem
before Santa Blanca implements it in the other Bolivian provinces.
The Bolivians, like the CIA, are wrong. The Pishtacos are not mythical ogres nor
a Santa Blanca PSYOP. They are an operation set up by another Mexican cartel,
Los Libertadores. This cartel was _buying a large part of its cocaine in Bolivia until
Santa Blanca took control by force. Los Libertadores saw their turnover plummet
once this supply source was taken away. Their Buchan decided to go and take
the cocaine where it was, straight from Santa Blanca's resources! One of Los
Libertadores' commandos infiltrated Caimanes and set up a base camp hidden
to
in the lush marsh vegetation. Then, they attacked civilians and Santa Blanca zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONMLKJIHGFEDCBA
make them believe Pishtacos existed. Once they managed to create chaos and
panic in Caimanes, they attacked cocaine convoys.
After one last attack, and once their semi-submerged ships' holds are filled with
cocaine, they will sail back to Mexico with tons of drugs on board.
en
Cl
u
;:!:
::c
HUANCA
The rebel leader of the province is in cahoots with
Juan Selaez. Both men knew each other and used
to work together before Santa Blanca shattered their
business. Now, Huanca provides information to his
· partner on Santa Blanca's cocaine transfers. Huanca
will do anything to impede the Ghosts' investigation
but he won't give himself up. He is about 50 years
old and he is small and paunchy. He always looks
determined and carries a 1901 gold-plated Colt
on his belt. Huanca has a Rebel Leader profile. His
right-hand man, Manuel, is a Rebel Fighter.
CARLOS
LA FUENTES
Santa Muerte's priest sent by El Suefio to solve
the Pishtacos case, as he's losing a lot of men and
drugs because of them. Suefio thinks it's a PSYOP
set up by the CIA and he gave full power to Carlos
to dismantle the trickery. The presence of the Santa
Muerte's priest is reassuring for the cartel's men
who feel protected. Carlos is a deeply religious
fanatic who supports purification by fire and steel.
He is about 30 years old, very skinny, and tall.
There's a skull tattooed on his face and verses of the
Santa Muerte inked on his body. Carlos has an Elite
Sicario profile with 5 in Vitality.
GAME PREPARATION
You can find any of the maps shown in this section in your free eGuide! Head to primagames.com/code to redeem your eGuide and print out the zyxwvutsrqponm
'3J
~
maps to hand your players for a hands on gaming experience.
• Sicarios repeat a prayer taught by a priest from Santa Muerte to protect • Cocaine bundles are floating in the water .,_
:z:
themselves from Pishtacos • The shipment has also been emptied. z:
0
SANTA BLANCA'SLEADERS en
en
Ghosts can obtain the following information by questioning or capturing the ::::E
cartel's managers:
• On the big map, there are many areas where the Pishtacos could be hiding 4 elite sicarios on the 4 elite sicarios on the
2 ground floor and 1 ground floor and 1
• The place of the cocaine convoy attack manager manager
• The place of the submarine attack. 1 O veteran sicarios + 10 1 o veteran slcarlos + 1 O
2 elite sicarios elite sicarios (During meal
(During meal times) times)
THE ATTACKEDCOCAINE CONVOY 2 elite sicarios, 4 veteran
2
Along the way, there are bits and pieces of the convoy from the Pishtacos' attack. sicarios
Ghosts may find the following intel: 3 4 veteran sicarios 4 veteran sicarios
• Three truck wrecks that have been burned out and shot with Kalashnikov bullets 3
• Clawed footprints on the ground
• A few cocaine bundles scattered around the wreckages. It seems that the 2
trucks had been carefully emptied of their precious shipment before being
3
burned out, which is strange coming from Pishtacos ...
• Some prints lead to a river. The Pishtacos came from water.
631
SET UP ELECTRONIC SENSORS IN THE MARSH
> UNCOVER THE PISHTACOS The scientific method. Bowman can provide many sensors to place in the marsh.
These sensors will record every vehicle, boat, and pedestrian move. The analysis of
Ghosts have several ways to find the Pishtacos' hideout. The list below isn't exhaustive. the gathered data will allow Ghosts to identify movement in totally deserted areas.
If your players find another way to it, favor their creativity and make their plan succeed. They will find the Pishtacos' hideout while investigating these dubious places.
On site, Ghosts can obtain the following items/information that Bowman is after:
Semi-
Submerged
Ships
> EPILOGUE
The Los Libertadores' raid failed. A few days after, the CIA launches its own counter PSYOP in Bolivia and gives the Mexican branch of Santa Blanca the evidence
implicating Los libertadores. One week later, some sicarios in Mexico get rid of Los Libertadores' Buchon, igniting a new war between the two cartels.
633
~TCM CLANCY"'S
GHOST~ECON. ILDLA
COLLECTOR'S EDITION GUIDE
© 2017 DK/Prima Games, a division of Penguin Random House LLC. Prima Games® is a registered trademark of Penguin Random House LLC. All rights reserved,
including the right of reproduction in whole or in part in any form.
The Prima Games logo and Primagames.com are registered trademarks of Penguin Random House LLC, registered in the United States. Prima Games is an
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Entertainment in the U.S. and/or other countries.
Please be advised that the ESRB ratings icons, "EC", "E", "E10+", "T", "M", "AO". and "RP" are trademarks owned by the Entertainment Software Association,
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ISBN: 978-0-7440-1811-0
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Tim Amrhein Production Operations Manager
Dan Caparo Angela Graef Design and Layout Manager Stacey Ginther
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ACKNOWLEDGMENTS
Prima Games would like to thank Alexis Kosciuszko, Carlos Reyes, Caroline Lamache, Eric Simon, xavier Penin, Diana Da zyxwvutsrqponmlkjihgfedcbaZYXWVUTSRQPONML
Costa, Romain Foucher De Brandois, and
the rest of the amazing team at Ubisoft for all their help and support on this guide.
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