Just Cause Just Cause, FAQ, Version 1.0 15JAN08 By: Ceej64 (mastergamer64@gmail.com) XBOX Live Gamertag: PMS KillerKitty _ _ _ _____ _______ _____ _ _ _____ ______ | | | | |/ ____|__ __| / ____| / | | | |/ ____| ____| | | | | | (___ | | | | / | | | | (___ | |__ _ | | | | |___ | | | | / / | | | |___ | __| | |__| | |__| |____) | | | | |____ / ____ |__| |____) | |____ ____/ ____/|_____/ |_| _____/_/ _____/|_____/|______| _____ _ ___ | ___/ / _ | |_ / _ | | | | | _/ ___ |_| | |_|/_/ ____ ===============================TABLE OF CONTENTS=============================== * Signifies an incomplete or presently planned section or chapter. 1. FAQ UPDATE HISTORY* (1z) a. Version 0.8 (1a) x. To-Do List (1x) 2. FAQS (2z) a. How to find information in this FAQ (2a) b. Frequently Asked Questions (2b) 3. CONCEPTS EXPLAINED (3z) a. Basics of Paragliding (3a) b. Transportation around San Espirito (3b) c. Heavy Drop (3c) d. Extraction (3d) e. Parasailing (3e) f. Liberating a settlement (3f) g. Liberating a major city (3g) h. Liberating a military base (3h) i. Liberating provinces (3i) j. Skyjacking Helicopters (3j) 4. WALKTHROUGH (4z) a. Devil's Dropzone (4a) b. Breakout (4b) c. Freedom Fighters (4c) d. The San Esperito Connection (4d) e. Test of Loyalty (4e) f. Good Cop, Bad Cop (4f) g. Some Like it Hotter (4g) h. Brothers in Arms (4h) i. River of Blood (4i) j. Field of Dreams (4j) k. Broadcast News (4k) l. Love is in the Air (4l) m. I've Got the Power (4m) n. Guadalicano Choo Choo (4n) o. Some Enchanted Evening (4o) p. Streets of Fire (4p) q. Dismissed Without Honors (4q) r. Sink the Buccaneer (4r) s. Taking out the Garbage, Pt. 1 (4s) t. Taking out the Garbage, Pt. 2 (4t) u. Taking out the Garbage, Pt. 3 (4u) 5. WEAPON DB (5a) a. Pistols (5b) b. Submachine Guns (5c) c. Shotguns (5d) d. Assault Rifles (5e) e. Sniper Rifles (5f) f. Explosive Launchers (5g) g. Explosives (5h) 6. GUERILLA RANK STRUCTURE (6z) 7. RIOJA RANK STRUCTURE (7z) 8. SAFEHOUSES (8z) a. Agency Safehouses (8a) b. Guerilla Safehouses (8b) c. Rioja Safehouses (8c) 9. ACHIEVEMENTS (9z) a. Story/Liberation Achievements (9a) b. Race Achievements (9b) c. Collect Mission Achievements (9c) d. Stunt Achievements (9d) 10. CONTACT/LEGAL INFORMATION (10z) ========================== 1. FAQ UPDATE HISTORY (1Z) ========================== ----------------- VERSION 0.8: (1a) ----------------- -Add complete weapons database. -Add Concepts Explained -Add Contact/Legal section -Add Walkthrough up to completion of mission 14. -Add Safehouses -Create FAQ Structure -Create table of contents. -Objective 80% of guide will be complete upon first submission (all except the collect missions and FAQs will be complete) -Possible future sections: Provinces, side missions, collect missions, Demo Walkthrough races. What do YOU want to see? ----------------- VERSION 1.0: (1b) ----------------- -Fix: Name Master Gamer changed to Ceej64 -Fix: Spelling errors in table of contents, missing section codes for Weapons DB -Fix: Added specific unlock details for safehouse Agency 5. -Add: Mission Walkthroughs Complete -Add: ASCII Title Art -Add: Gamertag -Add: Frequently Asked Questions --------------- TO-DO LIST (1x) --------------- -Add: Xbox360 Specific Information (Differing names, alternate walkthrough for Mission 2) -Add: Achievements section -Add: Frequently Asked Questions ============= 2. FAQS: (2z) ============= Q: Why are there no Frequently asked questions? A: This is the first version and none have been submitted! To submit a question, send an email to: mastergamer64@gmail.com (2a) Q: How do you find information in this FAQ? A: This FAQ uses an alphanumeric coding system that makes it easy to find the information that you are looking for. All pieces of information in this guide is labled according to chapter and section. All of the codes are listed in the table of contents next to the item it leads to. The code is (Number Chapter/ Letter Section) Be aware that codes can change between updates if content is added or reorganized, so if using a different version of a FAQ, double-check the table of contents. To input the codes to get to the content, press control and F (CTRL+F) to open up the search box, and then input your code. I.E: If you wanted to find the walkthrough for the mission, "Brothers in Arms" you would press CTRL+F and type "(4h)" (without the quotes, but with the parenthesis). You will end up right at the section header. Note that the beginning of every chapter is the letter z. For example, the start of this chapter, FAQs, would be (2z) ========================== 3. CONCEPTS EXPLAINED (3z) ========================== This section serves to explain some of the common tasks you will perform in Just Cause that are central to the game itself, and not just the walkthrough. ----------------------------- A. BASICS OF PARAGLIDING (3a) ----------------------------- Paragliding within Just Cause is a common mode of transportation. Knowing the basics is an essential part of gameplay. You can pull your chute or disengage it by pressing "E", (your use key). It can be pulled and put away as many times as you want. You can steer it using the strafe keys, and decend faster or slower with back and forward. If you have not yet pulled your chute, you can use the back/forward keys to control your angle (and effectively) speed as well. You do not need to pull your chute at a certain time as long as you have not touched down (in which case you would be dead). I recommend pulling it no later than a few feet prior. Conversely, if you need to float a very long, cross-island distance, than you will need to (depending on jump height), pull your chute as soon as you possibly can and drift the distance to your goal. ------------------------------------------ B. TRANSPORTATION AROUND SAN ESPIRITO (3b) ------------------------------------------ San Espirito is quite possibly the largest world ever conceived in a game. It is simply huge. It is multiples of times larger than the awe-inspiring state of San Andreas. Whereas in GTA, car transportation is the standard form the player uses, in Just Cause, even the fastest cars or often not fast enough if you are going anything but short distances. The same obviously goes for bikes and boats. Air transportation is obviously preferred for anything longer than a short drive, especially because it can cross the many islands. Helicopters are usually better than airplanes because you can fit them in tight places and take them into battle with you, though planes are much, much fast than even the fastest chopper. Air transportation is aided by the fact that you can deploy and redeploy your parachute as many times as you like. Let's be honest, who doesn't love to jump out of air vehicles in Just Cause? Adding to the ease is the fact that air vehicles are not terribly hard to come by, even at the start of the game. Provinces you liberate will be populated by resistance choppers, and provinces that are under government control will be populated with the military's choppers. Once you get the grappling hook, you will be able to skyjack these beasts (see skyjacking, further down in this section). Also note that you can find civilian planes at airports. You can find an unarmed chopper at the rooftop of all cleared Montano settlements and that you can often find military helicopters and/or planes at select military bases. ------------------ C. HEAVY DROP (3c) ------------------ In addition to the above, the Agency will deliver vehicles to you via the "heavy drop" function. To use it, press M (default key) and select "Heavy Drop" the list of heavy drop vehicles will appear. There are four altogether. The Agency dirt bike, Jeep, Gyrocopter and Speedboat will not all be available to you at the beginning of the game. At the start, you will only be able to use the dirt bike and the speed boat. Note that an often missed detail is that you can only call for the boat if you are actually IN WATER! Later on in the game, you will be able to unlock the GP (after mission 6) and Gyrocopter (after mission 15). ------------------ D. EXTRACTION (3d) ------------------ As if that weren't enough, if you need to get to a safehouse or your briefing, there is extraction. A helicopter will come, pick you up, and drop you into the air directly above your destination! Be aware that this is not a time to use the bathroom! If you do not pull your chute, you WILL die. This is a rule for ALL extraction points. You can select extraction by pulling up your PDA (default: M) selecting "extraction" and selecting a base. Note that you cannot extract while in a major city, but as soon as you step foot off of concrete, you can. ------------------- E. PARASAILING (3e) ------------------- One final method of transportation is using your grappling hook to hitch a ride with a vehicle. This is different than skyjacking, as you do not actually enter the vehicle. To parasail, simply use your grappling hook to fire it at a vehicle. Once attached, try to stay a distance behind, above, and centered with the vehicle. You can steer yourself with the WSAD keys. If the vehicle is going too slow, or you are about to become detached, simply break your connection (default: space) and shoot at the next available vehicle in front of you. ------------------------------- F. LIBERATING A SETTLEMENT (3f) ------------------------------- When a province is shown in "red" on the political map, it means it is in a state of political instability. This is your chance to capitalize and seize the province! You will be able to liberate any government or Montano controlled settlements in the area. To liberate a settlment, go to a blue or purple settlement icon in an unstable province. Locate the green or yellow circle to find a Guerilla or Rioja. Go up to them, and press the use key to start a liberation! A line with a settlement icon will appear. As your liberation progresses, this bar will move. Kill lots of soldiers, and it will move to the right, lose too many guerillas/riojas, and it will move left. If it moves all the way to the left (or, I may add, if you leave the liberation area) the liberation will fail and you will have to start over. The goal is to move the settlement bar all the way to the right so that it is in guerilla or rioja hands. This is accomplished in three stages made up of two parts. The first part of a stage involves killing as many enemy troops as possible, and their vehicles, if you can manage. Destroying an object marked as a black spot on the map will further send the bar to the right. When the bar reaches a certain point, you will be notified that you can blow the roadblock. To blow the roadblock, you can either use a rocket launcher (not recommended), remote/triggered explosives, or (most commonly) grenades. It will usually take two grenades to blow a roadblock, but may take three if you missed and they landed farther away. When the roadblock is destroyed, you will receive a message saying "Stage 1 Complete" and you will start the process over two more times. This is where things differ. After clearing the 3rd stage in a guerilla liberation, you will run to the town's flag and press the use key to end the liberation. With the Rioja's, however you must kill a super-health-barred Subteniente, who will usually be found on the second floor balcony of the Rioja house. Either way, when these objective's are complete, the settlement will be yours. ------------------------------- G. LIBERATING A MAJOR CITY (3g) ------------------------------- Liberating a major city is like having a huge war. Like liberating a settlement there is the liberation bar, but unlike the liberation, it does not move in stages. The war will not end until the bar is all the way to the right, when you will be instructed to seize the flag. In city battles, the war takes place in huge areas, with tons of vehicles, so LOOK BOTH WAYS BEFORE CROSSING THE STREET! If there is a lot of heat coming your way, dart in between buildings for cover. Don't go into this battle without a rocket launcher! If you play smart, city battles can be the most fun liberation types. ---------------------------------- H. LIBERATING A MILITARY BASE (3h) ---------------------------------- The first rule of liberating military bases is that choppers, a tool that can liberate towns in seconds, will be USELESS due to surface-to-air (SAM) missiles that will eliminate your chopper in a flash. If you can avoid it, don't go on foot. There are too many vehicles, armored and unarmored, that can run you over and crush you into an instant death, and the main tank cannons that have explosive rounds will not be kind to Rico either. You CAN liberate a base by foot, but it is extremely frustrating, especially late in the game. The best way is to either jack a tank or take an armored vehicle, such as the GP. When destroyed, jack a similar vehicle and wreak HAVOC! At the beginning, heavy drop a GP and switch to missiles. Let the lock-on work its magic and fire when prompted! Watch the fireworks until ordered to destroy the government roadblock. Destroy it with a missile barrage and then continue killing enemies, with the priority on any vehicles in the way. Repeat until done. In all likelihood, your GP will be destroyed-likely within the first barrier as your wanted level will be maxed out. Get another armored vehicle if you can. If you must go on foot, explosives will be essential to taking out tanks camped at roadblocks and such. Only attempt to blow up STATIONARY tanks this way or risk being run over! After the 3rd roadblock, grab the flag. Good job! You got 50 guerilla points! Liberating military bases is a great way to help liberate provinces and to gain access to rare vehicles! Military bases host many vehicles, some are standard, like the MV. But military bases are sometimes the only gateway to airplanes such as the fighter jets and some special choppers such as the cargo chopper, HH-22 Savior, and the Hammerhead chopper. ---------------------------- I. LIBERATING PROVINCES (3i) ---------------------------- The ultimate goal of liberating settlements is to liberate provinces. Provinces cannot be liberated unless they are unstable. New provinces become unstable as a result of your actions in main story missions (i.e: There will be a certain number of unstable provinces available to you after each mission you complete.) To liberate a province, you must obtain a certain amount of control, or in other words, own an overwhelming majority of it. Liberating Montano settlements does not count towards this. Large cities and military bases count for more than regular settlements, and often times you will liberate the province without liberating every single settlement. ------------------------------ J. SKYJACKING HELICOPTERS (3j) ------------------------------ Probably the single most often asked question about Just Cause is "How do I hijack a helicopter with my grappling hook?" The reasons are simple. Number one, helicopters are usually the most convenient form of transportation, and number two, it's cool! So the next part is "How to" as in, how to get yourself from the ground to the cockpit. The answer is surprisingly simple: Aim, fire, reel. If the chopper you are aiming at is still your job will be leagues easier. If it is still, but concealed behind trees and you KNOW he is there, move your crosshair around until it turns red. If your target is NOT still, your task will be harder. Depending on how fast it is moving, and how far away you are, you may or may not be able to rope it home. When aiming at moving targets, you will need to compensate for these 2 factors. The faster it is moving, the farther ahead of the chopper you will need to aim. The farther away it is, the higher you will need to aim, as the grappling hook drops altitude over a distance. Only experience will tell you how far or high, so experiment a bit. Now assuming you've aimed, fired, and hit your target, you will now need to get on board. Start by holding the "decrease grapple distance" button (default: left shift). Stop holding it right before you get to the top or you run the risk of hitting the propellers and killing yourself. Once you get near the top, start reeling in slowly until you either see the "E- Jump to Vehicle" dialog or you are automatically put into "stunt mode" position, holding onto the chopper with one hand! (DAMN!) At this point, feel free to press the use key and put yourself inside the chopper. =================== 4. WALKTHROUGH (4z) =================== This walkthrough will cover the main parts of the game, but not just the main missions, but also how to proceed in between. If you are stuck and any part of this walkthrough is unclear on a section, email me and I will help you as best as I can. I will also try to write this FAQ with as few spoilers as possible. --------------------------------- MISSION 1: DEVIL'S DROP ZONE (4a) --------------------------------- The game begins with a cutscene detailing the situation on the islands of San Espirito. A dictator is oppressing the country and must be removed from power. This is where the US Government, and ultimately, you, Rico Rodriguez come in. Your task is to band with the locals to overthrow Mendoza's government. The game begins with Rico inserting onto the island airborne-style. You may want to first read section 3a, or "Basic Paragliding" in the "Concepts Explained" section, though a brief rehash will be given here as well. You assume control of Rico in the air as he parachutes toward an island. Sheldon, essentially your boss, is under fire and in need of assistance. For the easiest time in manuevering to the beach, pull your chute as soon as you can by pressing the "E" key (or whatever your use key has been reassigned to). Let Rico drift down toward the island on his current course, your target is the beach at the front of the island, and red arrows will guide you as soon as the details of the beach come into focus. Watch your minimap, when the distance meter ticks down to 900 meters, hit E again to freefall. At this point your very close to the beach so hold w to go into almost a divebomb sort of fall. As you come very close to touchdown, pull your chute again to come out of the dive. If you need to, use the A and D keys to sharply steer your parachute around to circle back to the fight. If you are not a long ways from the ground (you shouldn't be) then hold W to navigate toward the ground. If you did this correctly, Rico should land in a somersault. Once you have landed, start going against the enemy soldiers. At the start, you will only have your Pitbulls, but you can obtain both a Moretti pistol and the Aviv Scarab from the enemies in this level. Once you eliminate all present bad guys, two Cutler bullhorn vans will arrive with enemy reinforcements. Again, aim and fire. Simple. If in need some of these troops may drop health pickups. These will be recognizable as they are square-shaped and glow green. In later levels where you takeover villages, these will be easily confused with yellow-glowing grenade pickups, so memorize what they look like now. After eliminating both vans, follow Sheldon to the MV, if you'd like you can get in the Cutler Bullhorn and drive it over to the MV. When you reach the vehicle, hit E, your use key, to mount the machine gun. Sheldon will drive. From this point on in the mission, light up any vehicles that come your way, but give priority to those who get close, and above all, target helicopters first. The important concept here is to hold down the fire button and let the autoaim do the work for you, after all, that's why its there! Once a car is flaming, you do not need to keep firing as it will explode in a few seconds. You will be interrupted during your killing spree to clear a road block on foot. When this happens, simply get out of the MV with E, move to the roadblock, and spray fire at the red barrels until they explode. If you'd like, finish off any remaining soldiers, as the MV will move up to get you. Get back in, and continue unleashing hell on anyone that crosses your way. ---------------- BETWEEN MISSIONS ---------------- After the mission, you will see a short cutscene and then receive a tutorial on how to use the different things in your safehouses. Medical lockers for health, ammo crates for ammo, and satellite linkup to save your game. Also note that the Agency safehouses always contain unique weapons not found at Guerilla and Rioja safehouses, and sometimes ones that can't be found anywhere else. Right now, I would recomend trading in your Scarab and Moretti for the Nova 9 and Husher. To do this, walk over to the weapons table and press E when the appropriate picture shows up. Good. Normally, between missions you will have to conquer territories to access the next mission, but after mission one, the next mission will be available right away. If you wish to start the next mission, go to the RV and hit E. My advice though is to wait. This is an ideal time to explore San Espirito and more importantly, undergo collect missions. Follow the map to blue dots to collect what are essentially free points. If your collect items are on faraway islands, find an airport and take an airplane to the island, parajumping over the item. Collect missions are an easy way to unlock safehouses from the Riojas and weapons from the Guerillas, which is why I suggest getting as many as you can early on. When you become bored of collecting items and want to start the mission, return to safehouse Agency 1. If you are far away, or just don't want to make the trip, press M to bring up the PDA, select "Extraction" and "Agency 1". Note that you should not be in the air or on a vehicle, though being in the water is ok. Pay attention during extraction, as the helicopter will drop you in the air, and if you don't pull your parachute, you will die. Once back at Base Camp, replenish your health and ammo, save your game, and then head over to the RV to start mission two: Breakout. ------------------------ MISSION 2: BREAKOUT (4b) ------------------------ Sheldon and Kane explain the situation in a brief cutscene: San Espirito's Dictator, Salvador Mendoza is the ultimate target of the campaign, and to make life hard for him, Rico is to break a guerilla leader out of prison in order to get in good with the rebels. The objective is simple, get in the prison and get out with Rebel leader Jose Caramicas. Start by mounting the Yamada Vaquero, if for some reason it is not there, order a heavy drop for one. Ride straight out of the compound, and take a left turn when you reach the road. Pull up your map and look for the big, red star. That is your objective: the prison. Near by, you should see a black dot similar to collect item dots. Black dots indicate a special weapon or vehicle for use in a mission. Your current goal is to get to this dot. Follow the road until you cross a bridge and come to a fork in the road. By now, the black dot should be well-visible on your minimap and you actually should have gotten a pop-up about it by now. Turn right at the fork and head down to the beach toward the dot, which is actually a Trierme RC Athena Speedboat. Also, a military boat will sometimes approach and after shooting the gunner and driver, you may wish to take this boat, the Pequod Harpoon PC 350 instead, though I prefer the Athena for this mission. Once you've selected and entered a boat, head straight for the objective. If you'd prefer, this mission is not time-sensitive and there are at least three nearby collect items which you may retrieve first. Keeping on the mission, when you're ready, start navigating around the island in a counter-clockwise fashion. When you see the prison walls, drive straight towards it, and before you hit it, press F twice. The F button triggers stunt mode. In this case, Rico would stand on the boat, when in stunt mode, pressing E will re-mount the vehicle, pressing space will make you jump out and pressing F again will make you parachute into the air, the speed of the vehicle determining how high you fly. Thats why you hit F twice. This method is valuable for mounting fences into airports or other heights you need to reach. Once airborne, start manuevering towards the inside of the military prison. Try and manuever all the way inside to the first floor where Caramicas is located. If you manuever properly, you can land almost at the objective arrow. If not, move to it, where you will encounter a rather humorous cutscene of Rico freeing Caramicas. The easiest part is over. Now its time to break out. First, shoot the explosive barrels on the ground floor to blow them up. Then lead Caramicas into the large, brown section (similar to where he was being held) which houses a set of stairs, go up these all the way to the top (the third floor). Exit the south end of the room you are in and start running, at the opening, a cutscene will trigger and Caramicas will exit the prison on his own, telling you to meet him at the Guerilla camp. Exit the same way as Caramicas, either running down the ramp or jumping down, which will incur you a small health penalty if you try to jump. You can either take the boat you came with again or the parked Triton Patroller. I recomend taking the Patroller because of its location. Navigate SE towards the camp, but be wary as there is a fleet of Pequod Harpoons on your ass. Check the map to see how far you have to navigate around the island to line you up with a short route to the camp. As bad as the heat is in the sea, it will be a whole lot worse on land. The guerilla camp is up on a mountain, so press F twice and propel yourself through the air as far as you can. You should at least land by the hill and with any luck, your wanted level should have dropped so the heat will not be on you. Climb the hill on foot and then run through the jungle. You're getting close! You should be less than 200m out from the objective. At 100m you will reach a steep cliff. You will not be able to climb the rocky sections, but you will be able to climb the grassy sections. Once at the top look at the view! Look how far you've climbed! You're almost there, only 70m away. So run the rest of the way, good job! About 50m out you will trigger the end cutscene of Caramicas and his sister reuniting. You will then be prompted to save. -------------------------------- MISSION 3: FREEDOM FIGHTERS (4c) -------------------------------- You are now automatically thrust into mission 3 with no in-between. You must liberate a village. This mission serves as a tutorial on how to liberate such villages. Press M to bring up your PDA and select "Heavy Drop" select the Yamada Vaquero (Agency Dirt Bike). A helicopter will come down and bring it for you. This is called a heavy drop. You can do this in water as well to order the Bald Eagle Pursuer and can also obtain two more heavy drop vehicles as the game goes on. Once you've mounted the dirt bike, ride out to the road and make left turn. Keep following the road until you reach the fork. Pass it and get ready ride straight out as fast as you can and go off the cliff and airborne. Press F twice to eject into parachute mode and ride down toward the village objective. In midair you will receive a popup tutorial on liberating settlements. Manuever towards and land by the green arrows. Talk to the guerilla to start the liberation. If you need to, there is an ammo crate in the vacinity of the village leader, fill up if you must. Notice also, that you have been given 8 grenades. These will become your best friends. The idea of a liberation is to take the village out of government hands and put it under guerilla control. A progress bar with a scale from blue to green will appear, with a house in the middle. This icon will move as the scale of control begins to tip. Killing government agents and roadblocks moves this scale. Also, destroying special buildings, such as police stations (marked by black dots) will also help move the scale. When the scale is at maximum you must (in the case of a Rioja takeover) take out the village subteniente to win the liberation, or for the guerillas, walk up to the town flag, and press the E key to replace it. Start running in the direction as the other guerillas, shooting anything wearing a sky-blue uniform. When instructed, you will have to take out a roadblock. This is where your grenades come in handy. Throw them at the roadblock and shoot them when they are almost there in order to heavily damage the barrier. You may have to do this 2-3 times. Be wary of standing in the road, however, as unlike in other games, getting run over by a car is fatal. Also notice in this liberation that you have access to new weapons such as the Harker Sawback revolver and the Moretti CCW Centurion shotgun. Repeat the cycle, killing government agents and black dotted building to get to the next roadblock. Destroy it. Continue on again. Do this one more time and you will be prompted to capture the flag. Do so to end the liberation. Congratulations! You've gotten yourself 30 guerilla points! Between main story missions, you will liberate villages in politically unstable provinces to take them back one at a time. Now you will be instructed to take back another village. Again, follow the road to the arrow. If you need, you can heavy drop another Vaquero, or simply hijack a vehicle in the road. Be careful that the car or bike is stopped and will remain stopped. Fire warning shots to drive out the civilians or kill them if need be. If they are scared, they may attempt to run you down and kill you (which they will) When you get to the village, talk to the guerilla leader indicated by the green arrow. He will now give you timed explosives. Time to make a bang! Start out running and kill anything with a blue shirt until otherwise ordered to blow the roadblock. This is where your boom-boom comes in. To add fuel to the fire (quite literally) take a vehicle and drive it to the roadblock and plant a charge by the vehicle. QUICK! Run away as far as 6 seconds allows! Enjoy the explosion and then move forward to kill more soldiers. Destroy the black dotted ammo depots to advance control quicker and then plant a second charge as prompted. Beautiful! Repeat this one more time and capture the flag. Good job! In addition to completing mission 3, you've also obtained 30 more guerilla points and unlocked the first guerilla safehouse. ---------------- BETWEEN MISSIONS ---------------- I recomend going to your new safehouse as soon as your done to have a place to replenish your health and ammo. The road to camp is just a ways NE from the village. On arrival, if you haven't collected enough points for a guerilla rank yet, it will tell you how many points you need and what you will unlock. If you have performed collect missions, you may have one or two ranks and the associated vehicle and weapons. For right now you can do a couple of things. You can either go on some more collect missions, take up a guerilla side mission liberate a couple more villages or start mission four. My choice would be to do one of the first three and at least reach the rank of Soldado (preferably Cabo) before the next mission. To liberate a village, look at your map and go to a settlement in the current province labeled in blue. To take up a side mission, go to a green village, which as you may have guessed, are the ones you have already liberated. When your ready, as usual, find the RV. ------------------------------------------- MISSION 4: THE SAN ESPIRITO CONNECTION (4d) ------------------------------------------- The cutscene details that the US Government wants a drug war between the Riojas and the Mendoza-backed Montanos. To do this, they're sending you in to disguise yourself as a drug-runner. At the start, you're introduced to your new best friend: the grappling hook. With this baby, you point, shoot, and glide. Now, parasailing to boats and cars is possible in addition to the ability to hijack helicopters right out of the sky. When attached, left shift will shorten the cord and left control will lengthen it. Alright, first task. Mount whatever guerilla vehicle you have right now or jack a car from the road. Your objective is to follow the road to the drug-runner and kill him. Start by looking at your map and planning a route to take to the star. Do note the black dot which turns out to be the Huerta Ocelot plane (think Cessna). Note that by now the drug-runner has landed and is in a limo. Take off in the Ocelot by holding left shift to accelerate and holding S to take off. (similarly, W is nose down and A and D turn) Why use a Cessna? To use our latest tool. Fly to a position over the limo and then press E to bail from the plane. Press 6 to select the grappling hook and then latch onto the limo if you can. If you cannot, latch onto the furthest car you can and reel in with left shift. Detach the cable with SPACE and hook onto the next car, and so forth until you reach the limo. Reel in either all the way or press E when the dialog says "Jump to vehicle" to drive the limo. Start driving, but bail out when our red-arrowed friend does so himself. Then, simply point and shoot until he's dead. Now that you are assumed to be Alfino, get yourself a new vehicle, preferably one of the escorting MVs, and use the map to once again plan a route towards the objective. Lucky for you, the road follows straight ahead into the city of Santa Isabella, where your objective is located. Once there, dismount and head into the hotel for a cutscene, after which you will again be prompted to save. In addition, you will also be given 100 Rioja points, at minimum promoting you to the Rioja rank of Soldado and unlocking Rioja safehouse 1. ---------------- BETWEEN MISSIONS ---------------- I would recomend increasing in rank at least one more time for the guerillas, from Soldado to Cabo or from Cabo to Sargento. Before going on, also note that a new province is politically unstable. You may want to try your first Urban takeover in the city of Santa Isabella. Note that in urban battles it's all-out war. There are no roadblocks to destroy, you just kill, kill, kill until ordered to take the flag. I recomend getting a police car/truck and getting there fast, but if you must go on foot, take the alleyways as the swarm of enemy vehicles may try to charge you, and you know how fatal vehicles are by now! Liberating the city of Santa Isabella (or any other major city, for that matter) will net you a whopping 50 guerilla points. I recomend getting at least halfway to Brigada before starting the mission, which would be 250 guerilla points. ------------------------------- MISSION 5: TEST OF LOYALTY (4e) ------------------------------- Watch the cutscene to find out your objective, which is to infiltrate a rice mill being used as a cover for coca production, and destroy it. Start out heading west to the first black dot. It's a docked raft, actually, the Jaeger SFJ 7, which you will call your own when you reach the guerilla rank of Brigada. Take this raft and continue due west. When you see the next black dot on your minimap, head toward it and hit F twice to eject into the air toward it. Get in the rice truck into the passenger seat and the driver will drive you there. Once nearby, press W to kick out the driver and take control of the truck. Enter the mill, drive to the big silos and dismount. The heat will be on now and your objective is to destory the silos. Before the mission you were given triggered explosives. The idea is to plant one on each of the silos (which are the red dots on your map) Shoot anything in purple with a gun, which will most likely be the Nova 9, and make a break for your objectives. In the middle of the Silos is where you should plant the bomb, you will see a red arrow highlighting it. Plant the bomb, but do not blow it yet. If you can, take a Montano truck and eject into the air out of it towards a black dot in the middle... o-ho! Its the mighty Mako Ocra launcher! Covet this weapon. The other black dots are just escape routes, so dont worry about them now. Go and plant your other triggered explosive at the other silo location and get back! Switch to the remote trigger and be sure to face the music! New objective: steal a truck of Coca and bring it back to the Riojas. Follow the arrow to the truck and get in! Here's the hard part: You have boxes of coca in the truck, which the montanos will try to ram out. Drive very carefully, but as fast as you without flipping the truck. You need at least two boxes intact. Remember the black dot? Find the one nearest you and carefully drive up and over the dirt hill. You WILL lose about four boxes, but the road less-taken may be worth it. Follow the dirt road to the main road and take a right. By now, Montano trucks should be on your ass, so swerve to avoid fire, but not so much as that you lose the route or tip. Keep following this road until the red star is right in front of you. Turn right off the road to take a shortcut and follow the red arrows to a garage. Find the entrance to the garage and drive in! You will trigger the end cutscene and be prompted to save. Good work! ---------------- BETWEEN MISSIONS ---------------- Notice that you are now on a different island. I would advise extracting to the nearest safehouse in order to restock ammo and health. Then, I would recomend advancing one rank for the guerillas to Brigada. Do the collect missions if you already haven't. In fact, I recomend obtaining all of the collect items on the first island. Once you get to Brigada and have all of the collect items, I advise focusing on the Riojas a bit so you at least get to Cabo. When you are bored of extracurricular activities, move to the briefing. --------------------------------- MISSION 6: GOOD COP, BAD COP (4f) --------------------------------- The corrupt chief of police for San Espirito is enjoying himself on a luxury yacht. Rico's task is to take him out and then hitch a ride back with Kane. Simple. You have a few options. You can go to the bay and get a boat or heavy drop one. A third option is available if you used the extraction function to get to the briefing-if you're good with the grapple, you can latch onto the extraction chopper for a ride into the air. Obviously you can't board it, but you can use it to get airborne and parasail to the yacht in the bay. Once on board, start manuevering towards the red arrow, fighting off the escorts. Your shotgun or SMG will be effective in these small spaces. You'll easily identy Velasco as a fat man in a rich suit. Unload a fully automatic weapon into him to receive a radio call from Kane. She's coming in a boat, so jump overboard and swim to the MG. Now its going to look just like the first level when you were in the back of the MV. Using your MV, destroy anything that shoots back and give priority to anything that shoots missiles (i.e: helicopters) You'll ride this easy mission out fine. You'll be prompted to save. ---------------- BETWEEN MISSIONS ---------------- For this easy mission you're rewarded with agency safehouse 2 and a new heavy drop: The GP Thunder extreme prototype. This excellent drop comes with a machine gun AND missiles! HOLY! You've also just skipped another island and have many new collect oppurtunities nearby! I know the last mission was lackluster, but I recomend doing the following: -Collecting all collect items on all of the islands you have visited. -Liberating all Rioja settlements on the islands you have visited -Liberating all guerilla towns, cities, and military camps in all unstable provinces. After doing so, you should have 820 guerilla points (Subteniente) and 660 Rioja Points (Cabo Mayor). When you're ready, go to briefing. ------------------------------------ MISSION 7: SOME LIKE IT HOTTER (4g) ------------------------------------ Your target, Durango, likes to go up to the volcano to get some prostitutes at night. Your job is to kill him, simple again. Heavy drop a GP. And turn left onto the road. When you come to the main road go southwest onto the road across the highway and follow the road to the car. When you get to the car, start to pace it and get slightly ahead. Then, go into stunt mode and jump to the car, get in. You'll find that that wasn't Durango in the limo and you'll need to go to the top of the volcano to kill him. So follow the road to the top. If you can, use your grappling hook to get into the chopper chasing you. If not drive there. If you succeeded fly higher than the opening in the volcano and bail out, pulling your chute in time to save yourself. You'll be taking fire like mad and Durango will already be running for his life up the mountain so chase him up, following his route and taking pot shots. Don't worry if he makes it to the top, he'll come quite literally to the end of the road. Good work, Rico! ---------------- BETWEEN MISSIONS ---------------- After another not-so-long mission, you will be returned to Agency 2- Camp Grouper. The Provincia de los Bravos will be available for you to liberate. First, fill up on health and ammo. To avoid playing "catch-up" later on, you'll want to liberate all of the montano and government settlements now (Oh joy!) By this I mean in the unstable provinces (or province, in this case) Note that "province" does not mean "island". My reccomendation is to start at the military base to the north. When you're done there, liberate a small settlement to capture the province and then liberate the single Montano settlement in the province. There are no collect missions to go get on this island as its the same island! When you're ready, soldier, report to briefing! -------------------------------- MISSION 8: BROTHERS IN ARMS (4h) -------------------------------- This mission starts with El Presidente Salvador Mendoza giving a broadcast to the public saying that there is no revolution, etc, etc. You are then informed that you are to escort Esperanza to an arms deal and make out like a bandit with the money AND the guns. Even sweeter, Kane delivers an agency-painted Delta Boxhead chopper to take to the deal. So when you regain control, take off due north towards the red arrows and land. Esperanza will get in a Shimizu Tumbleweed pickup, so follow her and get in the drivers seat. From here, follow the red arrows to the arms deal. When you get there, the trucks supposed to be carrying money will have machineguns, so get into the Tumbleweed's machine gun and give chase to Sanchez, taking out anything that moves, while (of course) giving priority to the vehicles. Just like the first mission. Just keep unleashing hell until you get to Sanchez and finish him off. No guns for the guerillas, but oh well. ---------------- BETWEEN MISSIONS ---------------- There are some new collect items nearby as well as a military base and some settlements-you know the drill by now! When finished, report to briefing! ------------------------------ MISSION 9: RIVER OF BLOOD (4i) ------------------------------ This mission is fun. Your first objective is to scout out the quayside landing area, so get in the Pursuer. Head straight north and turn left once you reach open waters. When you reach the river heading towards the red arrows, turn left into it and continue forward. Keep heading south down the river, take the jump if you'd like. Take a right at the fork. Keep heading towards the red arrows. When you reach the depot, you'll be ordered to detroy the rockets. Approach the train and you'll meet several montano agents-some of them may carry a rocket launcher, so pick it up and use it to destroy the rocket fuel. When all three tanks are histroy, get back in your boat and head northeasy towards the extraction point. On your journey there, you'll meet several boats, use the missiles on your boat to quickly take them out. The same cannot be said for the helicopter which will stay behind you. When you come near the red arrows, look closely. You will have to turn sharp right into the extraction, and if you are not looking carefully you may miss it. Mission Accomplished. ---------------- BETWEEN MISSIONS ---------------- You have two provinces to liberate this time, Provincia de El Oro and Provincia de San Mateo, including the Fuente de Lourdes and the El Oro Military Camp, which holds a Delta SH4 Boxhead chopper. There is only one collect item in these provinces (though a very important one), and only two Montano settlements, so there is less to do then you would think as these provinces are mostly open jungle. When you're ready, report to the Rioja lady for your briefing. -------------------------------- MISSION 10: FIELD OF DREAMS (4j) -------------------------------- Your job is here is to impress the Riojas by destroying the Montanos biggest coca field. So start out by grabbing one of the parked vehicles. Start by driving west over the cliff, pulling your parachute ASAP and sailing to your objective. In midair, orient yourself slightly northeast. Pull up your map, you're heading to the lone black dot northeast of the cluster of black and red dots. When you arrive, you will find a Walker AH-16 Hammerbolt, a chopper of impressive strength and speed. You will use this to destroy the crops with ease. Now, head west to the red arrows and unleash your missiles directly onto the plants and watch them disappear! If the red arrows do not disappear on a certain spot, look for small patches of the green. After destroying a few fields, a chopper may decide to come by. Take him out quickly and move on. After destroying all of the fields, go to the extraction point, destroying any air targets that dare oppose your mighty Hammerbolt. Good work. ---------------- BETWEEN MISSIONS ---------------- It keeps getting bigger doesn't it? You have a HUGE chunk of provinces to liberate this time... four in all. You'll be keeping busy for a long time with these. As always, take extra caution when liberating military bases, and find an attack helicopter when you need to liberate a city. You can get a collect item for the Black Box Hunt on Isla Alegre, which is the island farthest northwest. You may remember this island from the Just Cause Demo, though its layout is completely changed. ------------------------------- MISSION 11: BROADCAST NEWS (4k) ------------------------------- Finally! Finally a new main mission! The idea is that the rebel leader Caramicas needs to spread propaganda about the revolution, and to do so you will need to take over a TV station to broadcast the news. The plan is that Caramicas will do the broadcasting while you provide cover. Take the Fukudu Buckskin ATV and drive south along the curvy road. When the curvy road ends and intersects with the main road, if you need some timed explosives you can drive left off the road to get some at the black dot on your map. Otherwise, drive onto the main road and head east. Once again, turn off the main road onto another road to the left and head northeast to reach the television station. Dismount and talk to Caramicas to begin the assault. Run east toward the station, killing anything wearing blue. The first wave of about seven soldiers will attack the Seaside entrance from the north. The wave after that will attack the main entrance from the west. This time about ten or so. At this point, Caramicas should be about halfway done with his speech and have about a minute remaining. Direct your attention north, as more soldiers will be invading the seaside entrance. Finally, about ten will try to swarm the back door from the south in a final, desperate attempt. Caramicas will finish his speech and you have one final task: blow up the antenna to shut off a bit of El Presidente's propaganda. This is where those explosives come in handy. If you did not pick them up earlier and don't have any, you can drive back there, though it will be a stiff chase the entire way. Run east down the ramp, plant the explosive, and run for your life to finish the mission. ---------------- BETWEEN MISSIONS ---------------- While you have only three provinces in need of liberation this time by, you have a much bigger area to negotiate. The area is just absolutely huge, you will have several collect items military camps, settlements, and a large city to take over. ----------------------------------- MISSION 12: LOVE IS IN THE AIR (4l) ----------------------------------- Well its about time! After liberating all those settlements its time to get back to the good old-fashioned war! This time you're going to get your head in the clouds to investigate a facility in the mountains. It's said to be a medical facility, but you know better. In fact, it's where El Presidente houses his WMDS! Your job is to take the chopper and recon. Getting there is easy. Take the chopper, head straight up and then due west towards the red arrows. Be extremely careful as you approach the site, the same surface-to-air missile towers that military bases use are waiting to take you out. Get as far in as you safely can and parajump out. You now need to plant three satellite beacons. The first one is on the hospital roof to the southwest. There are stairs, OR after shooting some soldiers, you can steal their car and use it to parachute onto the roof. Place the beacon with "e" and then BASE jump off of the building. Head northeast towards the next beacon. You'll have to jump off of the cliff and head to the platform. Plant the beacon, jump off and run west up the hill. I found a neatly parked Wally's GP parked along the road, it may or may not be there for you. Take it or find a car and start driving up the hill. Turn left and follow the main road south. Turn right off the main road onto a dirt road and head up the mountain. When you pass the gate, dismount and run up the hill towards the red arrows. You should plainly be able to follow the red dot from your map. Prepare to meet your new best friends! Mendoza's most elite troops, the Black Hand, will arrive! Harder troops? Yes! BUT there's a GOOD side. These guys typically carry the game's best assault rifle! The "Haswell Vindicator". I don't care what weapon you have now, pick it up and try it out! I bet you'll keep it. Follow the fence around to the left until you are able to get in. Grab a Vindicator, storm the platform and plant the beacon. Good deal right? Wrong! They've initiated the launch sequence! You'll have to reprogram the missiles... ...to come back towards you! Jump off, go around the fence and follow the red arrow down the hill and into the garage. Hit "E" to activate the computer and reprogram. NOW RUN! RUN FORREST RUN! RUN TO THE CLIFF... JUMP! MISSION ACCOMPLISHED! ---------------- BETWEEN MISSIONS ---------------- Well, that was a good mission! You've got a new safehouse, but no new territory to explore... You've been here before! There are only two provinces to free: one medium, one small. Right now, I'd suggest grabbing the RPG to use for vehicles alongside your new, shiny Vindicator. Do note that this new favorite weapon won't be found in safehouses, not now or EVER. So when you find one HUG IT AND DON'T DIE! You'll be pleasantly relieved at the small amount of time it takes to complete these two provinces and you'll find yourself back at the briefing in no time. ----------------------------------- MISSION 13: I'VE GOT THE POWER (4m) ----------------------------------- Before starting the brief, pick up the explosives next to the trailer. Mendoza is starting to get a bit shaken from your revolution, and his grip on the isle is loosening. Time to take out some more of his power... er... no pun intended. The well-defended San Pedro Power Plant is your target. Run into the ocean and heavy drop yourself a Bald Eagle Pursuer. Start off by driving east-south-east. When you get semi-close to the north end of the power station, parajump out and as far up the cliff towards the objective as you can. Your heat level will be 4/5 and fire will be coming at you like crazy! Keep running south up the cliffs. At the top, you should be less than 400 meters away and the red star should be visible on the map. So run towards it! You theoretically could steal a jeep, but the cops will run you off the road to the point of pointlessness, so you might as well run. Be careful not to get run over, and you should see the station at about 200m to it. You'll also see a BIG Hammerbolt attack chopper, Yikes! Best idea? Jack it! Pull out your grapple and fire at it. If you manage to get a hold of it be VERY careful and use the buildings for cover, as there are a few SAM towers to the northwest. Because of this, be sure to take the objective out quickly! If you don't use the chopper, just run and gun your way to the red arrows. Use the plentiful buildings for cover from the helicopter and soldiers. If you are on foot, be advised, there will be many, many vehicle-mounted machine guns and soldiers all targeting YOU. Once you blow the towers, get the hell out of dodge! Jack the chopper if you haven't, and if you can't, you'll have to risk driving a car. At almost a KM, the distance is a bit far to run (though you could) Don't worry though, the fun has just begun! The Presidente has another facility on the island: and this one is nuclear! To destroy this you'll need to find the stairs, and follow your linear route to the top. Run like hell! You got another hammerbolt following and tons of soldiers! Once you blow it up, you'll need to get out of their real speedy quick! So grab the Vaqero motorbike you saw by the stairs and scram! Run your bike off of the cliff and after a few seconds, parajump off and sail towards the Xtract point. If you're low on health and the hammerbolt pursuing you causes a a serious threat, you can always twist and turn your parachute. (Just make sure you have enough height left to make it to the extraction). ---------------- BETWEEN MISSIONS ---------------- The missions get better and better! Plus, once again you have only 2 provinces to liberate! Again, in no time you'll be ready for the brief. When you go to the briefing, press E and wait, a helicopter will fly towards you, so get in to the passenger seat. -------------------------------------- MISSION 14: GUADALICANO CHOO CHOO (4n) -------------------------------------- Wait for the cutscene to end to regain control. The premise is simple, an old Nazi scientist is heading up El Presidente's WMD program and a train is transporting some of these WMD's parts. This mission is very straightforward, your goals are to take out the WMD parts and the old nutter. You start out in an HH-22 Savior... but with missiles! Nice! You start out about 1500m from the objective, The depot should actually be within sight range. Just fly straight toward it. The train has already left so you will have to play catch up. When you are within range, the target circles will start to show up. If they don't, you can always do it the hard way and aim for yourself. (Gee, how difficult!) As you approach the train, keep the mouse button held down! You'll be notified that the train has surface-to-air missiles on it (A.K.A: Your worst enemy), so start decending until you're nearly level, but a bit above the train. If you have to due to obstacles, get behind it rather than beside it, and make the move when you're clear. When around half of the rockets are destroyed, enemy choppers will be inbound. Until they arrive, just keep pounding! If the choppers are not hurting you too badly, you can just ignore them. If not, go all the way to the front of the train, take out the SAM missiles and then turn around and ascend to engage the choppers. After finishing the train off, you'll need to go after Kleiner. You will now be pursued by a SWARM of choppers, which you will still have to ignore. Just keep your finger on the trigger and your chopper pointed and moving toward Kleiner, and you'll finish him off in no time. If you're close to killing him, and your chopper is on fire, do your best to kill him and then bail at the last second. ---------------- BETWEEN MISSIONS ---------------- One more mission down! You're getting pretty close to the end I might add. You still have an agency safehouse and vehicle to unlock (which you will soon) but you have 2 small provinces to liberate. Unfortunately, these "small" provinces are home to quite a few settlements now that we're in the heart of San Espirito. You'll also notice that the military base liberations are now much harder on the merit of the tanks alone. Pack a good rocket launcher, an armed car, play wisely, and hope for luck. You should make quick work though, and be ready for another mission. --------------------------------------- MISSION 15: SOME ENCHANTED EVENING (4o) --------------------------------------- Welcome to Mendoza International Airport... One of the coolest places in the game of course! There's a huge arms fair on site, and there are two VIPs: the beloved sons of Salvador Mendosa! Oy! So its your turn once again to crash the party. Start out by getting into the Agency-provided car and heading up the road towards the red arrow. When you close in, you'll find a jeep containing a government helicopter pilot whom you are to impersonate. Get in close, use stunt mode to jump to the video, bail out and kill him. Once he is dead, its on to the helipad! Jump back into your vehicle (or any vehicle, it really doesn't matter) and head for the next checkpoint. Its at a Montano house, but don't confuse it for the helicopter on the rooftop. The helicopter you're getting into is armed--heavily. Its a Hammerbolt chopper. Get in. Now its onto the airport in your big, bad Hammerbolt. Don't be fooled though. You're close to the end, and this ain't going to be a cakewalk. There will be SAMs positioned in the area and a swarm of government choppers. Tread carefully and take the SAMs out first if possible. Do a few fly-bys, dont just sit there while you take all four of them out. You'll have to descend near the helipad in order to receive the prompt to kill the sons. The simple rule is to shoot any and all vehicles, giving priority to the auto-targets. You may have to target the sons manually. You'll then receive the prompt to return to base. Return to the objective area in order to finish the mission. This mission, if performed as above can be easy. It really can be as easy or difficult as you make it, depending on whether or not you dispose of the SAMs. The first time I ever played this mission, my chopper was destroyed and I had to face a league of armor and a swarm of choppers on foot while I was completely surrounded. Needless to say, you'll find your normally superman-like healthbar going down rather quickly. ---------------- BETWEEN MISSIONS ---------------- The missions get better and better... did I mention that you have unlocked the last agency safehouse? Did I mention it was COMPLETE with the RPG M-112 B Slot? Did I mention the Lance FDL assault sniper Rifle that you PROBABLY have not so much as heard about up until now? No? I bet I didn't mention that it includes the most powerful chopper in the game? (The Delta MAH-15 Chimaera) No? OK, thats great, but you've also got the last heavy drop, which is... DOCTOR KLEINER'S HELICOPTER? WTF? Oh well, it's yours now! It comes with a heavy, heavy price tag though. Sick of all those easy liberation sprees? I hope so! Because you're now tasked with liberating A QUARTER OF THE WHOLE DAMN COUNTRY! The entire southwest end needs to be converted to green and red flags if you want to keep up. The fastest way to get them all through with is to concentrate on liberating military bases and major cities, as you can then get away with liberating the fewest towns, since cities and bases are pretty much mandatory. You've also probably noticed by now that your foes are bringing out the heavy guns. Military libs are much harder to perform, simple town liberations consist of Black Hand troops, and Montano Settlements are filled with Vindicator-toting thugs. You also have to liberate the Mendoza Int'l Airport. It takes place as a large city-style battle, but there are NO SAMs (unlike the mission) so feel free to wreak havoc from the sky, but beware! As this time, the enemy also has (many) Chimaeras AND Hammerbolts. (If and) When you finish, head to the brief. ----------------------------------------- MISSION 16: STREETS OF FIRE (4p) ----------------------------------------- Rico's mission is starting to make an impact now, and El Presidente is gathering all of the money he can get. He's having his Black Hand troops rob the national bank, and it's your job to make sure that money disappears. Start off by running in the direction of the red arrow, and hijack any car. You can't heavy drop vehicles in cities, so your new chopper ride will have to wait. Once you have a ride, drive to the bank (at the red arrow) and hijack the truck. If it has already left, you will have to chase it down and hijack it, your grapple hook or a car-to-car stunt are both good options here. Once you are inside the car, the mission becomes a simple chase. It may be an armored truck, but it can only take so much damage, so you will have to be careful. You are going to the southern part of the city, and there is only one road there, so take care not to get lost on the northern section. Once you near the destination, be sure to approach the area from the north end, as you must drive into an underground garage to finish the mission, which despite my counting, will also give you your 50g achievement for the completion of story mission 14. ---------------- BETWEEN MISSIONS ---------------- After the massive amount of achievement boosting provinces you had to liberate last mission, the game is giving you merely two this time. Don't be fooled. You get the task of liberating "Resolucion", aka Northern Mendoza City (The capital of San Espirito) in a massive city battle spanning the northern and upper-southern parts of the city. After which, a Montano house is closeby. North of Resolucion is Provincia Octava, which features a military base, two settlements, and a Montano house. If you've been diligently keeping up with your Rioja liberations, then Rioja Safehouse 7, which contains a BEASTLY Ballard Scout tank, is waiting for you just North of the city. At the least, you'll need to liberate the military base and a settlement to capture the province. When you're done, the next mission's briefing is in the center of Mendoza City. ----------------------------------------- MISSION 17: DISMISSED WITHOUT HONORS (4q) ----------------------------------------- That police chief you were sent to kill in the mission "Good Cop, Bad Cop" is alive. Furthermore, he is in with the terrorists of the Black Hand. In this mission, he is holed up inside the secret police hq, which is being attacked by both the Guerillas and the Riojas. Your goal is to kill him and make sure he stays dead this time. Like the last mission, you are in the city and heavy drops are not available, so you will have to jack a car and drive to the red arrow. When you approach, Sheldon will radio you and inform you to meet up with Immaculada of the Riojas. She wants you to help break into the prison. Follow her to the border, which is lined with Vindicator-toting police. Make your way to the red arrow, and use something (grenades, RPGs, or explosives) to blow open the prison. PC VERSION: XBOX 360 VERSION: Once inside, you are tasked withfreeing Esperanza, so go left and up the stairs. Once you climb the stairs, your path is linear, but lined with Black hand. After fighting your way to the end, Esperanza will be on the left. Talk to her, and she will inform you that the chief is in the prison somewhere. Now you have to fight more Black Hand as you retrace your steps. Immaculada is waiting with news of the Chief's escape. Luckily, there is an MV waiting at the foot of the stairs. When you get in, Immaculada will mount the machine gun. ALL VERSIONS: Follow that corrupt cop! Stay behind and not too off-center from his MV so Immaculada can chip away athis car. During this, you will be chased by Trapper ATVs, other MVs, and Stinger Buggys. The mission ends when you destroy Police Chief Carmona's MV. ---------------- BETWEEN MISSIONS ---------------- Again you are given two provinces to liberate, the southern end of the capitol (Provincia Mendoza City) and the larger island chain to the South (the appropriately named Provincia Los Islas). With the former, you have another large city battle and a Montano house. Further South, however, you have THREE Montano houses, a settlement, and a military base. Free them all! The next mission will be your last before the finale. ----------------------------------- MISSION 18: SINK THE BUCCANEER (4r) ----------------------------------- El Presidente's Ship carries a secret weapon: nukes! In this fun mission, Rico must destroy these missiles, the ship, and (hopefully) El Presidente himself. Your first step is to grab the missile codes. They are kept in 3 separate suitcases at an army base, so take the Jaegar and grab them. Head towards the red arrow, but before you reach it, parachute out of your boat towards the black dot. Here, you will find a monster truck that you can use to parachute out of and into the base. The cases are not marked, so you will have to scour for them. One is on the west side behind a rock, Another is in the northwest most garage, and the final case is on the northeast side, on the inside end of an L-shaped building. One of the garages holds explosives you'll need on the ship. Once you have the three cases the fun really begins! You must go to the destroyer, and you will be chased by Jackson Skreemer Helicopters, MV's and Vampires (the monster truck you drove earlier) Instead of driving to the red arrow, drive to the black dot once again, as this will be your one and only chance to drive: THE UNDERWATER SCOOTER!!!! Unfortunately, a cut-scene reveals Mendoza leaving on a helicopter: he'll have to wait. To drive the underwater scooter, you will have to lower it into the water with a crane, so use the control panel in front of the scooter. Once in the scooter, use the left stick to control your depth and steering. Submerge far beneath the water. See those huge balls attached to the chains? Those are mines: DON'T HIT THEM! Once on board, blow the hatches and use the exposed consoles to enter the key codes from the base. Those explosives you found at the base will come in handy here. Once you enter them, the ship will self-destruct so get off quick! Once you escape, your mission will be complete. ---------------- BETWEEN MISSIONS ---------------- Before you start the 3-part Finale "Taking Out the Garbage", there are three provinces to liberate. Your quickest path to green is 3 Montano houses and 3 military bases. When you are done there will be one island still blue. We'll take care of that one in the final series of missions. Time to finish the game! ---------------------------------------------- MISSION 19: TAKING OUT THE GARBAGE, PT. 1 (4s) ---------------------------------------------- Mendoza is on the run and he has retreated to his private presidential island which is crawling with Black Hand. When you start this mission, you trigger an inbound helicopter like a previous mission. When it lands, get in the passenger seat for the briefing. Know that in these next coming missions you'll be under CONSTANT attack by everything El Presidente wants to throw at you: Legions of Black Hand, Delta MAH-Chimeras, Fighter Jets, Ballard Tanks, and SAMs. Know how to dodge, because it takes only a few explosives to take you out. When the helicopter stops, you will not drive it. So dive into the water and board a seacraft, or deploy your parachute and skyjack a helicopter. You're in for a fight. If you opt for the air route, not only will SAMs shoot missiles at you, but fighter jets as well! Once you get to the palace, you will be tasked with taking out a tank. Surrounding this tank are FOUR SAM launchers, so be swift and don't linger. An alternate strategy I used was heavy dropping an agency speedboat, driving to the beach and parachuting from the boat. The boat's speed will give you enough forward momentum to take you to the tank. From there, hit it with a few Mako Ocra shots. When the tank goes down, you are informed that Mendoza has started a countdown and you need to stop it. Your best bet is to skyjack a chopper and dodge the SAMs, cause its a kilometer-long journey. When you get there parachuting out to avoid the SAMs won't be a bad idea, and you'll also have enough height to get to your next objective. When you arrive, you'll be instructed to ignore Mendoza because he's started the launch sequence and to get to the beach. Its a short drift down to the runway. END OF PART 1. ---------------------------------------------- MISSION 20: TAKING OUT THE GARBAGE, PT. 2 (4t) ---------------------------------------------- Sheldon and Kane roll up in your future ride: A FIGHTER JET! Strap in and pack your puke bags. Timer starts at 7:20, and you have three missiles to catch! Basically, your job is to take out the three missiles while avoiding (or destroying) the tens of fighter jets in your path. You're notified they go into "Scram Mode" (or double in speed) at the halfway mark. The missiles aren't too fast so you shouldn't have much trouble taking them out. END OF PART 2. ---------------------------------------------- MISSION 21: TAKING OUT THE GARBAGE, PT. 3 (4u) ---------------------------------------------- Eternal coward Mendoza is making a run for it on his presidential plane 7 klicks away, and unfortunately you can't just shoot it down because you to make sure he's on it and dead. So you'll have to board the plane by stunt-jumping from your plane to his. On this journey you'll have to fend off legions of fighter planes that want you dead, so do your best Maverick, and dodge the planes behind you while destroying those ahead. Once you close in within 200m, go into stunt mode on your jet and when you get DANGEROUSLY close (closer than usual) the "jump to" prompt will appear. Once inside, you must fight your way to the front against the Black Hand, who seem to have much more armor than usual. Once you've killed all the troops, there is one man remaining: El Presidente. Exit the plane via the green-lit door. "I have seen Air Force One six times, and I assure you, each time, the president won!" Priceless line. You will jump out the plane but DONT PULL YOUR CHUTE YET! The object here is to reach out and touch Mendoza-- to put explosives on him! You need to move closer to him by moving faster than him so you may need to pull your chute to allow him to fall so you can dive towards him. When you get close enough, hit the button to plant the explosives. Congratulations! El Presidente is now blown to little pieces, all the WMDs are destroyed and you've just beaten Just Cause! (If you're playing on the 360, enjoy your whopping 125g, and 75 more if you liberated all of the provinces.) ================= 5. WEAPON DB (5z) ================= The arsenal of Just Cause is a wide and varied one. All of the first person shooter staples are here. Weaponry is an important factor, as surviving may sometimes depend on using the right weapon in the right situation. ---------------- A. PISTOLS: (5a) ---------------- These weapons, (with the exception of the Holdt R4 Pitbulls) occupy the "3 key" or "A" slot of your arsenal and are the weakest of the bunch, although the most compact. Holdt R4 Pitbulls Mag: 12 (6 per pistol) Max. Ammo: INFINITE! Description: Note the "S" in Pitbulls, because there are two of these babies! Each pistol carries six bullets, for a total of 12. There is an unlimited amount of ammunition, and these will always be with you. Aside from your fists, if you are killed, this will be the only weapon you have when you respawn. This weapon is exclusive to Rico, and nobody else in the game uses these. Do note that in order to reload, you must expend one round from each gun (basically two rounds total). The damage is actually pretty good, dropping early cops, soldiers and drug agents in 2-3 shots. The weapon is a little less than accurate though, and this is the reason I would recomend going for the Husher or the Harker Sawback. Also note that these pistols are located on your "2" key, versus "3" for the other pistols. Moretti P.94 Mag: 15 Max. Ammo: 135 (15/120) Description: This pistol is commonly used by agents of the Montano drug cartel, but also is sometimes employed by the SWAT Team (which you will first encounter in the mission "Devil's Drop Zone"). This pistol is very weak, hence the large magazine size, which you may need to use in order to take out even a single foe. By far the weakest of the pistols. Damage on early montano agents is around 5-6 shots for a kill, 2-3 for a San Espirito cop. Gallini M39 "Husher" Mag: 8 Max. Ammo: 128 (8/120) Description: This pistol is exclusively available at Safehouse Agency 1. It is a silenced pistol that you will SCARCELY find Montanos carrying. Does that mean it is better than all of the other pistols? Arguably, the Harker Sawback is the best, but this tends to be my favorite pistol because of the exclusitivity and the fact that the magazine size is bigger than the Sawback, while doing almost as much damage. On average it took me 3 bullets to drop an early cop or Montano. The best way to describe this pistol is as a balance between the weaker Moretti P.94 and the more robust Harker Sawback. Choosing between this, and the Sawback may often be a matter of availability. Harker 357 Sawback Mag: 6 Max. Ammo: 126 (6/120) Description: This pistol is the most common in the game, and also the strongest, hence, the smaller magazine size. You will most often see this weapon being carried around by police officers, usually the ones with the cowboy hats. Damage on both early montano agents and police officers is averaging 1-2 hits for a kill. The availability and damage will make this the pistol of choice, because after obtaining the guerilla rank of Soldado early on in the game, this pistol will always be available at any Guerilla safehouse. ------------------------ B. SUBMACHINE GUNS: (5b) ------------------------ These weapons are a subdivision of the arsenal that occupies the "4" key or "B" slot and are all fully automatic, though less damaging than the two other "B" categories: Shotguns and explosives. Aviv Scarab Mag: 20 Max. Ammo: 220 (20/200) Description, resembling the real-life gun "Skorpion" this is the first SMG you will encounter within the game in the first mission "Devil's Drop Zone" it has a slow rate of fire, but will not do a whole lot of damage with its limited magazine, even though an early cop or agent will go down in 3 bullets, you will likely expend more rounds than that, making this a less-effective weapon than the Nova 9 or Pantera. Nova 9 Mag: 30 Max. Ammo: 230 (30/200) Description: The Nova 9 is sometimes carried by Montano agents, although it is rare that you will see them with this weapon. While it will kill the basic enemies in 3-4 hits, it is silenced, and has a larger bullet spread (I.E: inaccuracy) than the Panthera. Using the two will be similar to the pistols; most likely a matter of stock, whether or not you have the Nova available to you, which will see you using a Panthera the majority of the time. Aviv Pantera Mag: 30 Max Ammo: 230 (30/200) Description: This SMG is the SMG of standard later on into the game. It does a fair amount of damage with a good size magaizine and good rate of fire. A short 3 bullet burst will drop most early foes, though its easier to fire off more bullets than necessary to get the effect. Once this weapon becomes widely available at all of your guerilla safehouses by becoming a "Sargento" for 300 guerilla points, the damage and availability makes this the SMG of choice. ----------------- C. SHOTGUNS: (5c) ----------------- These weapons fire powerful blasts of pellets. Shotguns typically have a slower rate of fire and small magazines offset by the amount of power by fired. Just Cause features 3 shotguns. Both the Centurion and Praetorian are located in the "5" key or "C" slot, while the incredibly rare Dawson is located in the "4" or "B" slot. Dawson 610 Sports Model Mag: 2 Max. Ammo 32 (2/30) Description: Incredibly rare to find, if you are lucky, you will find one of these on a Montano agent or a guerilla late in the game. It is basically a 2-shot sawed-off shotgun with alot of firepower. Beware though, if you miss, you're basically screwed. Really, with better guns to fill the B slot and the overall rarity, I would say skip this one. Moretti CCW Centurion Mag: 6 Max. Ammo 36 (6/30) Description: The Centurion, while animation-wise is a pump-action shotgun, it is automatic-fire and the fastest auto-fire shotgun, though the 6-bullet magazine leaves much to be desired. Its damage is high; 1 shot will often kill most basic foes, and its rate of fire is higher than the Praetorian, though coupled with the small magazine, is sometimes a deadly combination. This gun is carried by fat cops which you meet at higher wanted levels, even though this gun is fundamentally weaker than its big brother, the Praetorian. This gun is harder to find than many others, and you will likely end up going with the Praetorian anyways. Unlike the Dawson, this shotgun will occupy your "C" slot. Moretti CCW Praetorian Mag: 12 Max. Ammo: 42 (12/30) Description: The Praetorian is the best shotgun in Just Cause, even though its rate of fire is slower than the Centurion. It is also common, being found at agency safehouses 3 and 4 and is the weapon of choice for Montano Tenientes (Lieutenants). Like its little brother, the Praetorian will also kill basic enemies with 1 shot, and its double-capacity magazine makes it a more feasible choice. ----------------------- D. Assault Rifles: (5d) ----------------------- Assault Rifles are where its at! Need to take down some in-fan-try? Take an assault rifle into battle with you. Throughout the game, even early on, they will be available for your killing pleasure. Adler FF M-72 Mag: 30 Max. Ammo: 230 (30/200) Description: This is your basic assault rifle, which is the most common. It sports a decent rate of automatic fire with the medium-high damage that is expected of an assault rifle. Military forces, etc. will be found carrying this rifle, and you yourself will have it available to you at all guerilla safehouses upon obtaining the 700 guerilla points and the rank of subteniente (Sub-Lieutenant). Fleisher AR-5 Blizzard Mag: 60 Max. Ammo: 260 (60/200) Description: The Blizzard is a powerful assault rifle with a huge magazine that can be obtained from the military or your 4th agency safehouse. Its downfall? It's rate of fire is dangerously slow, and its accuracy and spread is the worst of all the assault rifles, especially when compared to the deadly accurate Vindicator. My advice? Take this weapon if the vindicator or Mako Hammerhead is not available and you do not need the explosive power of the Mako Ocra. Haswell Gen2 Vindicator Mag: 30 Max. Ammo: 230 (30/200) Description: The Haswell Vindicator is arguably the best non-explosive infantry weapon in Just Cause. A weapon worthy enough to take the RPG instead of the Ocra for. A weapon exclusively carried by either Mendoza's elite "Black Hand" troops or late-game Montano agents. Once you get this weapon, you will want to finish whatever you're doing, SAVE THE GAME and never die again without reloading your last save. The accuracy of this gun is second-to-none and the damage is great. Much like the Blizzard, the Vindicator has a slow rate of fire, but not as slow and without all the other weaknesses of the Blizzard. This is a must-have gun for your arsenal. You will first encounter Black Hand troops (and thus, this weapon) in the mission "Love is in the Air". ---------------------- E. SNIPER RIFLES: (5e) ---------------------- These weapons are the minister of long-range death. Both weapons are ideal for distance warfare with the use of a mounted scope. You can zoom in and out of this scope by pressing the left shift (for in) and left control (for out) keys. Barclay Phantom Mag: 5 Max. Ammo: 205 (5/200) Description: Unlike the Lance FDL, this is a standard, semi-automatic sniper rifle. Due to its rate of fire (or lack of) the weapon is ineffective when used as an assault rifle. The damage will deal death in 1-2 hits. You will generally find this weapon in Rioja settlement takeovers, where a sniper (or 2) with this weapon will be perched where the helicopter normally spawns (On top of the main settlement building) though it can also be sometimes found on rooftops in large, urban areas. Lance FDL Mag: 30 Max. Ammo: 230 (30/200) Description: While the Barclay Phantom is more of a "pure" sniper rifle, the FDL can be best described as an "assault sniper" as it has the damage, and almost the rate of fire of an assault rifle, and is more accurate. The scope is a plus. The damage is up to par, but on the low-end when compared to the Blizzard and Vindicator, but if you will be battling long-range foes in addition to short and mid-range enemies, then the Lance FDL can be a valuable asset. You will find it at agency safehouse 5, though some rare snipers will have it instead of the Phantom. ---------------------------- F. EXPLOSIVE LAUNCHERS: (5f) ---------------------------- These weapons are KING and are key to taking on any armored vehicles such as tanks, APCs, armored ships, and helicopters to name a few. In short, this is the type of weapon you NEED to effectively capture a military base on foot (especially later on in the game). RPG M-112 Mag: 1 Max. Ammo: 4 (1/3) Description: The first thing you may notice is the extremely low ammo count. That is because this weapon and the Mako Ocra are tradeoff weapons. For example, if you choose this weapon over the Ocra, you can carry the hard to find, but lethal, Haswell Gen2 Vindicator or the Lance FDL. The weapon does do slightly less damage than the Ocra (for example, it took 2 hits to destroy a Harland OTWV-2 Scout, versus 1 with the Ocra) but the payoff of carrying a good infantry weapon as well may be worth the tradeoff, but only the situation will decide. This weapon is difficult to locate, as they are rarely employed by guerillas in urban takeovers, but can be located at Safehouses Agency 4 and 5. Mako Ocra Mag: 3 Max. Ammo: 6 (3/3) Description: This is the most powerful rocket launcher, capable of destroying armored targets in one hit and preciously eliminating air threats as well. It carries more ammo than the RPG, but will suck up your power-weapon spot as a trade. If taking a military base on foot, it may be advisable to take both the RPG and the Ocra and use your pistols and grenades for infantry targets because as little as one tank blast can kill Rico. This weapon, like the RPG is rarely found in urban guerilla takeovers, but is more common than the RPG as it is unlocked at all guerilla safehouses once you reach 1500 points and the rank of Teniente (Lieutenant). Mako Hammerhead Mag: 8 Max. Ammo: 16 (8/8) Description: Want to blow up groups of infantry? Check. Want to put the blast on the tanks? Check. Got a beef with a boat? Check. The Hammerhead does it all! Round after round of explosive glory comes out of this wonder. While the sharp arc of the grenade makes it difficult for use versus airborne targets, it is still a feasible choice. While not as powerful as the Ocra, you may be inclined to take it, due to its larger amount of ammo and versatility on all types of threats. Unfortunately, you will not obtain this weapon until late in the game. This weapon will be found at all guerilla safehouses when you obtain 3700 guerilla points, reaching the rank of Coronel (Colonel). ------------------- G. EXPLOSIVES: (5g) ------------------- When guns just aren't loud enough, explosives do the trick. Be it the staple, grenades or C4, theres enough bang for anyone. Grenades Max. Ammo: 8 Description: Grenades are the can-do accessory for your arsenal. They are very versatile, being useful for employment against infantry, clusters of infantry, barriers in takeover missions, cars, and other grounded vehicles. Enemies will also throw these at you, but a well-placed shot (which is very easy to target once you are good) will blow the grenade in its tracks- even in midair. This handy trick works both ways. For example, to clear barriers, I like to throw a grenade, and when it gets by the barrier, I shoot at it to blow it so that it doesn't roll away. you can do the same with other circumstances. i.e: blowing it when its in the center of a cluster of enemies. Many enemies will randomly drop grenades, especially in takeovers, so be watchful, as grenade pickups will glow yellow and in the heat of battle can sometimes be confused with green-glowing health pickups. Timed Explosives Max. Ammo: 5 Description: Armed with a 6-second fuse, this is the first variation of the two plantable explosives. These are ideal for clearing hordes of immobilized armor and are even better for employment against government roadblocks. Beyond immobile targets, however, these explosives are not effective, so you will probably find yourself relying upon the triggered explosives more unless you are out of them. Also note that it could just be me, but it feels like the timed explosion is bigger than the triggered, but that is unconfirmed as of right now and is just a hunch. Triggered Explosives Max. Ammo: 5 Description: Unlike the timed explosives, the triggered explosives will only go off when you feel like pulling the trigger. In addition to the uses of destoying roadblocks and doing some standard armor-killin', the triggered explosives may be employed as ambush weapons. I.E: Laying a charge and running away, triggering it when stupid enemies come or stopping traffic by laying one in the road and blowing up cars to obtain one. =============================== 6. GUERILLA RANK STRUCTURE (6z) =============================== A part of the game is advancing in rank with the guerillas. You do this by achieving "guerilla points" activities such as liberating a town or military camp get 30 points, and the same goes for completing guerilla side missions. Unlike the Rioja missions, if you liberate an entire province, you get 50 points instead of 30. Another way to get points is to obtain collect items, you get a number of points for obtaining a collect item and a bonus for finishing that collection. The collect items really add up, and thats why I suggest making the collect items one of the first things you do. So what is the purpose of getting these points? To advance in rank, which nets you nifty bonuses such as weapons, vehicles (and in the case of the riojas) safehouses. These ranks are listed below. Note that for guerilla bonus vehicles, you only get the ranked car. For example, for the rank of Soldado, you get the "Baxter Petit" but when you reach the next rank, that car will be replaced with the "Scando Sedan" and so forth. This only applies to vehicle types. For example, if you earn a helicopter, you will still have the last car you earned, and when you rank up, your car will be replaced, but the helicopter will remain. For more information on which safehouses will house ships and helicopters, see the safehouse section. ------- Soldado ------- Translation: Soldier Points Required: 100 Vehicle: Baxter Petit Weapon: Harker 357 Sawback ---- Cabo ---- Translation: Corporal Points Required: 200 Vehicle: Scando 700 Sedan Weapon: N/A -------- Sargento -------- Translation: Sergeant Points Required: 300 Vehicle: Shimizu Tumbleweed Weapon: Aviv Panthera ------- Brigada ------- Translation: Brigade (Roughly) Points Required: 500 Vehicle: Jaeger SFJ 7 Weapon: N/A ----------- Subteniente ----------- Translation: Second Lieutenant Points Required: 700 Vehicle: Apache Army Model 842 Weapon: Adler FF M-72 ------- Alferez ------- Translation: Could Not Find Points Required: 1100 Vehicle: Jackson Z-19 Skreemer Weapon: N/A -------- Teniente -------- Translation: Lieutenant Points Required: 1500 Vehicle: Wally's GP Weapon: Mako Ocra ------- Capitan ------- Translation: Captain Points Required: 2100 Vehicle: Stinger Buggy Weapon: N/A ---------- Comandante ---------- Translation: Commander Points Required: 2700 Vehicle: Emvee Armadillo (MV) Weapon: N/A ------- Coronel ------- Translation: Colonel Points Required: 3700 Car: Harlan OTWV-2 Helicopter: Delta MAH-15 Chimaera Ship: Pequod Harpoon PC 350 Weapon: Mako Hammerhead ============================ 7. RIOJA RANK STRUCTURE (7z) ============================ Much like the guerillas, the Riojas also have a heirarchy, albeit with different ranks and rules. One change is that the Riojas provide safehouses; you obtain one with every rank. Another difference is that the vehicles don't overwrite. The vehicle you gain stays at the safehouse you gained it at and it does not change or move throughout the game. Another difference, and a big one for choosing a safehouse is that Rioja safehouses don't have weapons, but they all have timed and triggered explosives. ------- Soldado ------- Translation: Soldier Points Required: 100 Safehouse: Buena Fortuna-Rioja 1 Vehicle: Chevalier Supernova ---- Cabo ---- Translation: Corporal Points Required: 200 Safehouse: Paradise Bay-Rioja 2 Vehicle: Fukudu Tournament ------------ Cabo Primero ------------ Translation: First Corporal Points Required: 300 Safehouse: Lava Camp-Rioja 3 Vehicle: The Vampire ---------- Cabo Mayor ---------- Translation: Could not find in context Points Required: 500 Safehouse: Eagle's Nest-Rioja 4 Vehicle: Jackson Z-19 Skreemer -------- Sargento -------- Translation: Sergeant Points Required: 700 Safehouse: Wavebreaker Base-Rioja 5 Vehicle: Gerret Paladin 5-56 ----------- Subteniente ----------- Translation: Second Lieutenant Points Required: 1100 Safehouse: Pirate's Cove-Rioja 6 Vehicle: Trireme - RC Athena ------- Capitan ------- Translation: Captain Points Required: 1500 Safehouse: Motor City-Rioja 7 Vehicle: Ballard M5B1 Scout ---------- Comandante ---------- Translation: Commander Points Required: 2100 Safehouse: Jackboot Base-Rioja 8 Vehicle: Stinger Buggy ----------------- Consejero/Advisor ----------------- Translation: Points Required: 2700 Safehouse: Camp Altitude-Rioja 9 Vehicle: Jackson Z-19 Skreemer ------------------ Sub-Jefe/Underboss ------------------ Translation: Sub-Chief Points Required: 3700 Safehouse: Surf Hut-Rioja 10 Vehicle: Delta MAH-15 Chimaera ================== 8. SAFEHOUSES (8z) ================== Safehouses are god in Just Cause. There are 48 of them, and not only can you restore yourself to full health and ammo and save your game, but you can also acquire new (and sometimes exclusive) weapons and vehicles. ---------------------- AGENCY SAFEHOUSES (8a) ---------------------- Base Camp-Agency 1 This is the first safehouse you will obtain in the game and will be at it when you complete the first mission. This is the only place you will find the weapons Nova 9 and the Husher and is also one of the few non-heavy drop locations of the Yamada Vaquero motorcycle. It is also home to your first garage... if you can actually get it to work. Camp Grouper-Agency 2 You obtain this safehouse after the mission "Good Cop, Bad Cop". This safehouse is the only safehouse location of the Bald Eagle Pursuer, and also houses the Aviv Panthera and the Moretti CCW Praetorian weapons. Camp Farmhouse-Agency 3 This safehouse is obtained after the mission "River of Blood". This safehouse is the exclusive home to the Fukudu Buckskin Trapper- an ATV. Unfortunately, the Farm has the same weapons as Camp Grouper, the Panthera and Praetorian. Camp Beachcomber-Agency 4 This safehouse is yours after the mission "Love is in the Air". This great safehouse sports the well-armed GP Thunder Extreme Prototype and for weapons you'll find the Fleischer Blizzard and the RPG M-112. Camp Babylon-Agency 5 This final Agency Safehouse is Rico's new home after the mission Some Enchanted Evening. At this mother-of-all safehouses is a Delta MAH-15 Chimaera, an RPG M-112, and the rare-sniper Lance FDL (Why oh why not the vindicator?) ------------------------ GUERILLA SAFEHOUSES (8b) ------------------------ All guerilla safehouses have the same weapons according to what rank you hold, vehicles follow the same pattern. All Guerilla safehouses also have garages which (if you can get them to work. IF) will hold a car or motorcycle. Guerilla safehouses are unlocked for liberating settlements which are close to the safe houses. Some safehouses have amenities. "Standard" describes the standard safehouse loadout including unlocked weapons and land vehicles. "Guardtower" means that there is a guardtower at the entrance with a machinegun manned by a guerilla soldier. "Helipad" indicates that your last unlocked helicopter will be available at the safehouse. "Marina" indicates that your last unlocked boat will be available at a dock at the safehouse. Camp Acantilado-Guerilla 1 Unlock: Complete the mission "Freedom Fighters" Amenities: Guardtower, Standard. Camp Riverbed-Guerilla 2 Unlock: Liberate the city of "San Isabella" in "Provincia De La Cruz". Amenities: Guardtower, Standard. Camp Suburbia-Guerilla 3 Unlock: Liberate the city of "Caballeros" in "Isla De La Asuncion" Not to be confused with "Provincia Caballeros" Amenities: Guardtower, Standard. Camp Selva-Guerilla 4 Unlock: Liberate the settlement "Poro" in "Provincia de Rio Negro" Amenities: Guardtower, Standard. Camp Incognito-Guerilla 5 Unlock: Liberate the settlement "Alturas Dolorosas" in "Provincia de los Bravos" Amenities: Guardtower, Standard. Camp Contrabandista-Guerilla 6 Unlock: Liberate the settlement "Pasquero" in "Isla San Cristabol" Amenities: Guardtower, Standard. Camp Debajo Del Volcan-Guerilla 7 Unlock: Liberate "Rio Segundo" in "Provincia Del Rosario" Amenities: Standard. Camp Laguna-Guerilla 8 Unlock: Liberate the settlement "Gratitud" in "Provincia de los Guerreros" Amenities: Marina. Camp Mountainside-Guerilla 9 Unlock: Liberate the settlement of "Los Cayos" in "Durango" Amenities: Helipad. Camp Sagrado-Guerilla 10 Unlock: Liberate the settlement of "Mi Colonia" in "Provincia Quesada" Amenities: Standard. Camp Riverside-Guerilla 11 Unlock: Liberate the city of "Fuente De Lourdes" in "Provincia de San Mateo" Amenities: Standard. Great location, right next to an airport! Valley Camp-Guerilla 12 Unlock: Liberate the settlement "Medano de Jobal" in "Provincia de El Oro" Amenities: Standard Camp Agricultura-Guerilla 13 Unlock: Liberate the settlement "Pinon" in "Los Hidalgos" Amenities: Standard. Great location, near airport Camp Lighthouse-Guerilla 14 Unlock: Liberate the settlement "La Primavera" in the province "Isla Alegar" Amenities: Helipad. (Lighthouse!) Camp Delta-Guerilla 15 Unlock: Liberate the settlement of "Aguas Azules" in "Provincia La Perla" Amenities: Marina. Camp Air Support-Guerilla 16 Unlock: Liberate the settlement of "Puerto Plata" in "Las Crucitas" Amenities: Helipad. Camp Jungle Work-Guerilla 17 Unlock: Liberate the settlement of "Poblado Sitiecito" in "El Crucero" Amenities: Standard. Camp Ejercito Del Aire-Guerilla 18 Unlock: Liberate the settlement of "Nuevo Estocolmo" in "La Perdida" Amenities: Standard. Camp Inferno Verde-Guerilla 19 Unlock: Liberate the settlement of "Punta Gordo" in "Isla Maria Dolorosa" Amenities: Guardtower, Standard. Campo Pueblo-Guerilla 20 Unlock: Liberate the settlement of "Ranchuelo" in "Costa Verde" Amenities: Standard. Right next to airport! Camp Regal-Guerilla 21 Unlock: Liberate the settlement of "Paradiso Melledino" in "Provincia Caballeros" Amenities: Marina. Near airport. Camp Condor-Guerilla 22 Unlock: Liberate the settlement of "Pepilla" in "Provincia de Castillo" Amenities: Helipad. Camp Soledad-Guerilla 23 Unlock: Liberate the settlement of "Maderal" in "Provincia Los Islas" Amenities: Helipad. Camp Sacrificio-Guerilla 24 Unlock: Liberate the city of "San Marco" in "Encarnacion" Amenities: Helipad. Camp Aguila-Guerilla 25 Unlock: Liberate the Mendoza International Airport in "Provincia De Las Palmas" Amenities: Standard. Right smack next to MENDOZA INT'L AIRPORT! Camp Gloria-Guerilla 26 Unlock: Liberate the settlement of "San Bernardo" in "Provincia de Osvaldo Guzman" Amenities: Guardhouse. Standard. Campo Halcon-Guerilla 27 Unlock: Liberate the settlement of "San Gilberto" in "Provincia De Cordoba" Amenities: Standard. Camp Victoria-Guerilla 28 Unlock: Liberate the settlement of "San Juanillo" in "Provincia De Don Ernesto" Amenities: Standard. Campo Libertad-Guerilla 29 Unlock: Liberate the settlement of "Santo Tomas" in "Provincia De Don Velasco" Amenities: Guardtower. Standard. Campo Barranco-Guerilla 30 Unlock: Liberate the settlement of "El Zapote" in "Provincia Octava" Amenities: Guardtower. Standard. Boathouse Camp-Guerilla 31 Unlock: Liberate the settlement of "Haciendo Coronado" in "Costa Brava" Amenities: Marina AND Standard. Campo Central-Guerilla 32 Unlock: Liberate "Espirito City - North" in "Resolucion" Amenities: Helipad. Campo Rosanante-Guerilla 33 Unlock: Liberate "Espirito City - South" in "Provincia Mendoza City" Amenities: Standard. --------------------- RIOJA SAFEHOUSES (8c) --------------------- As above, description is not really needed, all Rioja safehouses have timed C4, triggered C4, and the remote trigger as weapons and also have the advertised vehicles. Rioja safehouses may only be acquired by reaching a certain rank. Buena Fortuna-Rioja 1 Unlock: Rioja Rank of Soldado Amenities: Chevalier Supernova Paradise Bay-Rioja 2 Unlock: Rioja Rank of Cabo Amenities: Fukudu Tournament Lava Camp-Rioja 3 Unlock: Rioja Rank of Cabo Primero Amenities: The Vampire (MONSTER TRUCK!) Eagle's Nest-Rioja 4 Unlock: Rioja Rank of Cabo Mayor Amenities: Jackson Z-19 Skreemer (AMAZINGLY versatile attack helicopter) Wavebreaker Base-Rioja 5 Unlock: Rioja Rank of Sargento Amenities: Garret Paladin 5-56 Pirate's Cove-Rioja 6 Unlock: Rioja Rank of Subteniente Amenities: Trireme - RC Athena (great speedboat) Motor City-Rioja 7 Unlock: Rioja Rank of Capitan Amenities: Ballard M5B1 Scout (TANK!) Jackboot Base-Rioja 8 Unlock: Rioja Rank of Comandante Amenities: Stinger Buggy Camp Altitude-Rioja 9 Unlock: Rioja Rank of Consejero Amenities: Jackson Z-19 Skreemer Surf Hut-Rioja 10 Unlock: Rioja Rank of Sub-Jefe Amenities: Delta MAH-15 Chimaera (BEST Helicopter in the game!) ================================= 10. Contact/Legal Information (9z) ================================= -------- CONTACT: -------- I love receiving email! Be it a comment, complement, criticism, correction or question. If you would like to send an email, do be aware that there are a few rules: 1. Make sure the subject line be is clear that your email is about the Just Cause FAQ: Failure to do so will ensure that your email is not read. 2. Read the FAQ FIRST! Please do not ask questions that have already been answered in this guide. 3. DO NOT FLAME. Flames will be promptly deleted. Constructive criticism is fine, however. (Yes, there is a difference) 4. DO NOT ask me to complete a mission for you! 5. I reserve the right to publish either partially or fully (at my discretion) the content of any and all emails I receive in regards to this Just Cause FAQ. I will NOT publish email addresses, only Screen names, unless you request to remain anonymous, at which I will honor that request without question. You can Email me at: mastergamer64@gmail.com ------ LEGAL: ------ This FAQ is copyright (©) 2007 Courtney "Master Gamer" Johnson. This FAQ may not be sold or Profited off of in any way electronically, or manually. It may be printed for personal use ONLY. 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