Just Cause, FAQ, Version 1.0 15JAN08
By: Ceej64 (firstname.lastname@example.org)
XBOX Live Gamertag: PMS KillerKitty
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===============================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.
-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: Frequently Asked Questions
TO-DO LIST (1x)
-Add: Xbox360 Specific Information (Differing names, alternate walkthrough for
-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: email@example.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/
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
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
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
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,
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
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
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.
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
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
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
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
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
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.
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
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
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.
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
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!
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.
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
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.
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
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!
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.
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.
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
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.
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
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
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!
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).
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
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.
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
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.
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
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
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.
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.
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.
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
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.
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
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
"I have seen Air Force One six times, and I assure you, each time, the
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
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
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.
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"
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
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.
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.
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.
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
Dawson 610 Sports Model
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
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
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
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
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
Fleisher AR-5 Blizzard
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
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.
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.
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).
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.
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
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.
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.
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.
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.
Points Required: 100
Vehicle: Baxter Petit
Weapon: Harker 357 Sawback
Points Required: 200
Vehicle: Scando 700 Sedan
Points Required: 300
Vehicle: Shimizu Tumbleweed
Weapon: Aviv Panthera
Translation: Brigade (Roughly)
Points Required: 500
Vehicle: Jaeger SFJ 7
Translation: Second Lieutenant
Points Required: 700
Vehicle: Apache Army Model 842
Weapon: Adler FF M-72
Translation: Could Not Find
Points Required: 1100
Vehicle: Jackson Z-19 Skreemer
Points Required: 1500
Vehicle: Wally's GP
Weapon: Mako Ocra
Points Required: 2100
Vehicle: Stinger Buggy
Points Required: 2700
Vehicle: Emvee Armadillo (MV)
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.
Points Required: 100
Safehouse: Buena Fortuna-Rioja 1
Vehicle: Chevalier Supernova
Points Required: 200
Safehouse: Paradise Bay-Rioja 2
Vehicle: Fukudu Tournament
Translation: First Corporal
Points Required: 300
Safehouse: Lava Camp-Rioja 3
Vehicle: The Vampire
Translation: Could not find in context
Points Required: 500
Safehouse: Eagle's Nest-Rioja 4
Vehicle: Jackson Z-19 Skreemer
Points Required: 700
Safehouse: Wavebreaker Base-Rioja 5
Vehicle: Gerret Paladin 5-56
Translation: Second Lieutenant
Points Required: 1100
Safehouse: Pirate's Cove-Rioja 6
Vehicle: Trireme - RC Athena
Points Required: 1500
Safehouse: Motor City-Rioja 7
Vehicle: Ballard M5B1 Scout
Points Required: 2100
Safehouse: Jackboot Base-Rioja 8
Vehicle: Stinger Buggy
Points Required: 2700
Safehouse: Camp Altitude-Rioja 9
Vehicle: Jackson Z-19 Skreemer
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
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"
Camp Laguna-Guerilla 8
Unlock: Liberate the settlement "Gratitud" in "Provincia de los Guerreros"
Camp Mountainside-Guerilla 9
Unlock: Liberate the settlement of "Los Cayos" in "Durango"
Camp Sagrado-Guerilla 10
Unlock: Liberate the settlement of "Mi Colonia" in "Provincia Quesada"
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"
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
Amenities: Helipad. (Lighthouse!)
Camp Delta-Guerilla 15
Unlock: Liberate the settlement of "Aguas Azules" in "Provincia La
Camp Air Support-Guerilla 16
Unlock: Liberate the settlement of "Puerto Plata" in "Las Crucitas"
Camp Jungle Work-Guerilla 17
Unlock: Liberate the settlement of "Poblado Sitiecito" in "El Crucero"
Camp Ejercito Del Aire-Guerilla 18
Unlock: Liberate the settlement of "Nuevo Estocolmo" in "La Perdida"
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
Amenities: Marina. Near airport.
Camp Condor-Guerilla 22
Unlock: Liberate the settlement of "Pepilla" in "Provincia de Castillo"
Camp Soledad-Guerilla 23
Unlock: Liberate the settlement of "Maderal" in "Provincia Los Islas"
Camp Sacrificio-Guerilla 24
Unlock: Liberate the city of "San Marco" in "Encarnacion"
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
Amenities: Guardhouse. Standard.
Campo Halcon-Guerilla 27
Unlock: Liberate the settlement of "San Gilberto" in "Provincia De Cordoba"
Camp Victoria-Guerilla 28
Unlock: Liberate the settlement of "San Juanillo" in "Provincia De Don Ernesto"
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"
Campo Rosanante-Guerilla 33
Unlock: Liberate "Espirito City - South" in "Provincia Mendoza City"
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)
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
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: firstname.lastname@example.org
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. This FAQ may be hosted and/or displayed on
another site only if my express permission is given first. If my FAQ is used,
it MAY NOT be altered in any form.
The following sites are AUTHORIZED to host and/or distribute this FAQ:
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