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Tom Clancy's Ghost Recon Future Soldier eGuide
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Contents

  • Essentials
    • Introduction
      • Introduction
      • Ghost Recon: Legacy
      • Ghost Team: Hunter
      • Interface: The Ghost HUD
      • Controls
      • Campaign Scoring and Challenges
    • Weapons
      • Gunsmith
      • Assault Rifles
      • Light Machine Guns (LMGs)
      • Personal Defense Rifles (PDRs)
      • Shotguns
      • Submachine Guns (SMGs)
      • Sniper Rifles
      • Sidearms: Pistols
      • Sidearms: Grenade Launchers
      • Items
      • ULC Weapons
    • Compendium
      • Campaign Challenges
    • Concept Art Gallery
      • Concept Art Gallery
  • Walkthrough
    • Prologue
      • Prologue
    • Nimble Guardian
      • Briefing
      • Secure Gabriel Paez
      • Hold for Extraction
      • Reach Paez’s Hideout
      • Rescue Paez
      • Escort Gabriel Paez to Extraction
    • Subtle Arrow
      • Briefing
      • Reach Observation Point
      • Locate Dede Macaba
      • Follow and Assess Dede Macaba
      • Secure Arms Shipment at the Airstrip
      • Recover the Black Box
      • Recover the Black Box at the Crash Site
    • Noble Tempest
      • Briefing
      • Locate CIA Officer Sykes
      • Secure Officer Sykes
      • Extract Officer Sykes
      • Recover Sykes’s Data
      • Reach Extraction
    • Tiger Dust
      • Briefing
      • Locate Arms Dealer
      • Capture Arms Dealer
      • Destroy Escort Vehicles
      • Secure Arms Dealer
    • Silent Talon
      • Briefing
      • Disrupt Enemy Communications
      • Engage and Destroy Forward Base
      • Locate Weapons Cache
      • Destroy Weapons Cache
    • Firefly Rain
      • Briefing
      • Infiltrate Airport
      • Sabotage the Shipment
      • Leave the Area
      • Proceed to Extraction
    • Ember Hunt
      • Briefing
      • Reach Georgian Unit
      • Locate and Secure Osadze
      • Extract with Osadze
      • Wait for Instructions
    • Deep Fire
      • Briefing
      • Infiltrate Drilling Ship
      • Disable the System
      • Reach the Helipad
      • Secure Second Ship
    • Valiant Hammer
      • Briefing
      • Reach Observation Point
      • Gather Information on Artillery Location
      • Destroy Artillery Units
      • Reach Extraction
      • Eliminate Hostile Reinforcements
    • Gallant Thief
      • Briefing
      • Infiltrate the Prison
      • Enter Security Area
      • Place Four Targeting Beacons for Air Strike
      • Free Volodin
      • Escort Volodin to Extraction
    • Invisible Bear
      • Briefing
      • Protect the Crowd
      • Proceed to General Bukharov's HQ
      • Eliminate Bukharov
    • Shattered Mountain
      • Briefing
      • Enter Compound
      • Eliminate Raven’s Rock Leaders
      • Eliminate the HVTs Before They Escape
      • Epilogue
  • Multiplayer
    • Guerrilla Mode
      • Survival, Tom Clancy-Style
      • Shanty Town
      • Office
      • Airstrip
      • Mansion
    • Adversarial
      • Introduction
      • The Combatants
      • Pipeline
      • Market
      • Overpass
      • Harbor
      • Cargo
      • Rig
      • Sand Storm
      • Underground
      • Mill
      • Alpha

Tom Clancy's Ghost Recon Future Soldier Guide › Multiplayer › Guerrilla Mode

Airstrip

Airstrip

Situation Report

A sand-blasted airport overrun with hostiles is enough of a challenge, but when one factors in a looming sandstorm that threatens to destroy any semblance of visibility, things become even more fraught with danger. Nevertheless, your Ghost squad has no choice but to sneak in and secure the HQ, then hold off any rebels that attempt to retake it. The multitiered main structure makes maintaining control an issue, so spread out your squad to cover both routes of entry. Four entrances below and two ladders leading to the upper level mean that there are more points to cover than available Ghosts, but pay close attention to where enemies tend to enter most and prioritize those routes on a per-wave basis.

// Phases 1–10

Infiltration

With only four hostiles to eliminate, it might seem like this will be the quickest first-round infiltration yet, but the enemies’ placement means there’s plenty of opportunities for dead bodies to be spotted, so timing is as important as stealth here. Begin by sweeping right and heading toward the HQ. Shadow the rifleman patrolling outside the structure first, waiting until he’s almost around the corner to make your move. Double back and quickly dispatch the ground-floor rifleman while his buddy walking above heads to a lookout.

Push through the HQ toward the exit ahead, skirting the right side of the doorjamb to avoid being spotted by the shotgunner just on the other side. Take him out, slip up the staircase, hang a right, and dispatch the final guard while he looks out back toward where you began. Alternatively, with only four targets, your whole squad could fan out to attempt a four-way sync-shot, but with three different patrols, the timing will have to be perfect.

Note

Noteworthy Waves

Wave 8—Those towers dotting the airfield have been mostly empty until now, but the first repeat appearance of a sniper should be a telltale sign that there will be plenty more in future waves. Note that this is also where RPG troopers take up positions, and the elevation for both sniping and launching rockets is seriously dangerous. Get into the habit of scanning the towers during moments of downtime and if you see someone, even if you’re going to take them out, mark them as a target so that your fellow Ghosts know to keep scanning when they have spare moments, too.

Wave 10—Wave 10 brings a pair of APCs to contend with, but also multiple snipers in both the forward and rear towers. The suppressing fire of the vehicles can make lining up a shot on the snipers difficult, so if possible, call in a Missile strike to remove the screen-shaking effect as quickly as possible. When taking out snipers, don’t get too greedy; take a couple of quick shots while scoped or in iron sights, then pop back into cover. Aiming for too long is a recipe for a sniper round to the noggin.

// Phases 11–20

Infiltration

The wind is beginning to pick up a bit, but there’s nothing yet in the way of cover from the storm. Because of this, you’ll want to give all five guards back near where you first inserted into this map a wide berth. Start by sweeping right, just as before, keeping plenty of distance from the guards patrolling in and out of the HQ. A lone LMG hostile patrols in a wide arc that takes him out near the airstrip. Wait for him to pass by a set of crates, then slip around their left side and take out the heavy gunner to avoid having his lazy patrol wreak havoc on the carefully timed movements to come.

Quickly double back, grabbing cover along the strip of corrugated metal to let the patrolling guard to the left slip back inside, then push forward to the right corner of the wall ahead. A rifleman normally peeks out around this wall, then turns around and heads back into the building, but a quick melee strike when he’s near will prevent that. Hang back and wait for another guard to emerge from another doorway, then sneak up behind him and finish the job inside the building. Slip back out, hugging the wall of the HQ, to slip behind and finish off the stationary LMG hostile, then pause and wait for the final patrolling rifleman to emerge before stalking and killing him as he walks away.

Note

Noteworthy Waves

Wave 17—It may have taken a while, but the shield troopers are finally out in force. They have a lot of ground to cover but move slowly, which means it’s easy for the Ghosts to get distracted by other threats, only to find a shield inches from your face. The same tactics as before hold true here: Waiting for a melee attack is a quick and easy way to get rid of the threat, but don’t go charging out of cover just to take one enemy down. Lobbing an Incendiary Grenade just in front can light the shield troopers on fire long before they ever get close.

Wave 18—Snipers have found their roosts and quickly begin taking potshots whenever possible. Counter-sniping isn’t going to be easy when there are multiple LMGs throwing fire everywhere. Remember to mark the targets if you’re pinned down by incoming fire, and wait for a break in the LMG hail to lob out a grenade. Even if it doesn’t hit, having an explosive drop near a gunner will force the enemy to scramble to find a new piece of cover, which gives you time to focus your aim.

Wave 20—It’s a familiar combination: a pair of vehicles, some snipers, and a whole lot of bad guys that need shooting. The problem? Some of those bad guys are LMG troopers, which means they have even more ways to screw with you and your squad’s aim. Spread out to minimize the effect their shots will have, and remember to mark targets. By now, if you haven’t used any, your squad should have at least a few Airstrikes on hand. Unleash them to both thin the troop numbers and (with luck) take out one of the APCs for you.

// Phases 21–30

Infiltration

Time to head back into the first HQ, and yet more guards are patrolling various parts of the building. Sweep right, keeping a large crate and forklift between you and the HQ for cover. Hug the crate the forklift is holding and wait for the nearby patrol to move left before taking him out, then quickly return to the crate and look to the right corner of the building. Another guard peeks out, pauses, and turns around, while a second guard makes his rounds inside.

Dispatch the guard on the exterior of the building and continue to follow his route to an entrance into the building, pausing as needed to allow the patrolling guard inside to pass and taking care to avoid the gaze of the patrolling guard up above; the grating of his floor offers a glimpse if you’re exposed. When the coast is clear, slip through the HQ and dispatch the shotgunner just as before, by veering right past the doorjamb and quickly taking him out.

Head up the stairs and wait for the patrolling guard to start heading back to the right, then slip behind his stationary buddy directly ahead and take him out before sneaking up to kill the guard peering outside. Head down the staircase to the left, slip into the building and dispatch the final patrolling guard to turn that orange floor blue and finish the wave.

Note

Noteworthy Waves

Wave 23—If you and your squad have been using copious numbers of Claymores near HQ entrances, you’re likely used to the sound of random explosions, but up until now, that’s been a good thing. It means an enemy that tried to sneak in has failed. But a new kind of explosion is about to begin, coupled with the unmistakable hiss of a rocket-propelled grenade being flung toward its target. Those sniper towers are now home to RPG troopers, too, so quickly mark and eliminate them as soon as possible.

Caution

Always Be Prepared

You’ve played enough waves to know that there’s always an item and weapon crate dropped between rounds. Great, if you’re in need of some Claymores, for instance, but if not, who cares, right? Don’t be so quick to dismiss the idea of being able to stock up on literally dozens of explosives. You and your buddies should be hitting the item crate every single round and grabbing as much as possible. Although Drones and Sensors are part of your inventory by default, you can swap them out (such as after Wave 40 when Bodark enemies’ Optical Camo make Sensors moot) to carry more useful items. Make the trip out to resupply every time. Trust us.

Note

Noteworthy Waves

Wave 27—Although it’s been bad in previous waves, the sandstorm absolutely destroys visibility in this wave, which is a problem considering it’s packed with dozens of enemies making a rush toward the HQ, while LMGs make returning fire toward the multiple slow-moving shielded enemies a pain. You do have a secret weapon, however, and it’s not just switching to Night Vision Mode (which should be a given anyway since it’s impossible to see otherwise). Having saved up the Radar Wave Streak for just such an occasion, your squad should have at least a minute or so of pings that show every single enemy in the level. This is especially useful for exposing the cloaked Bodark enemies in Wave 40 and higher.

Wave 30—The third boss wave offers a different kind of threat, one that hasn’t been seen on any previous map: a heavily armored troop transport complete with thumping cannons that can absolutely tear up light cover. In addition, an APC is also part of the attack and snipers are pairing up, two to a tower. Missile strikes are recommended to deal with the vehicles before they can create too much chaos, but the snipers can actually be more deadly. Deal with them before attempting to revive any downed squadmates; remember that even after they’ve bled out, squadmates can still guide a UAV around to paint targets for the rest of the conscious squad. Having a good picture of all threats is every bit as important as eliminating them.

// Phases 31–40

Infiltration

The addition of two more guards means this infiltration will have be adapted a bit. Instead of moving to immediately eliminate the LMG patrol, instead cut in toward the HQ itself to dispatch the guard that’s walking near its right side. Then go after the LMG and return to the long strip of corrugated metal for cover to avoid the gaze of the soldier that pops out from the corner of the building.

As soon as he turns around, move to cover along the wall he just peeked around and wait for another patrolling rifleman to emerge. Shadow the closest enemy and wait to attack until he stops and starts to turn around to give the rifleman ahead a little more space. Quickly move forward to take out that rifleman, then skulk back through the HQ to emerge from the front-left doorway. Directly to the right is a waiting shotgunner. Take him out, then creep up on and remove his equally stationary LMG friend before looking toward the trees to spot a sniper. Line up a clean headshot and dispose of the not-so-eagle-eyed defender (mark him if the sandstorm has gotten too intense) to capture the HQ.

Note

Noteworthy Waves

Wave 33—The rebels start to step things up quite a bit, mounting a rush attack that attempts to overwhelm you and your Ghost squad. Mark far-off targets often, and keep your heads on a swivel to avoid letting one of the numerous hostiles slip in from the rear entrances. Placing Claymores facing toward the smaller entrances can help, but quick reaction and precision attacks are more important.

Wave 35—The sandstorm intensifies in this wave, which only serves to make the double-sniper teams that set up shop in the three towers around the level that much more deadly. Take cover out of range of their shots and concentrate on the LMGs that are trying to mask the approach of multiple shotgunners. The snipers are static; shotgunners enjoy unloading their one-shot kill payloads at close range, so prioritize LMGs, then shotgunners, then snipers.

Wave 39—The dangers of Waves 33 and 35 are combined here: with a huge sandstorm cutting into visibility, shielded enemies, shotgunners, and LMGs all mount a concerted rush. Keep on the offensive, targeting LMGs as quickly as possible to avoid their suppressing effect from hitting you and your squad from afar.

Wave 40—Twin snipers dot the towers, LMGs disrupt your view and the hostiles have learned the effectiveness of popping smoke and lobbing Flashbangs. Do your best to thin the herd a bit, but be mindful of the APC that appears over the ridge at the right rear of the HQ. Piloting a Missile into this corner of the map is difficult, so avoid wasting attempts. Instead, stay out of the APC’s line of sight and it’ll stop firing. A heavier vehicle crashes in from the airstrip, however, and that should most definitely be eliminated with a Missile strike. After reducing the enemies to about a half dozen or so, calling in an Airstrike can remove all the remaining threats in one explosive volley.

// Phases 41–50

Infiltration

Sneaking though the myriad patrol routes of no less than eight cloaked enemies is a tall order, but it can actually be done by a single Ghost if everything is timed right. Begin by moving toward the HQ, but instead of skirting all the way right toward the forklift as before, grab cover behind the strip of concrete that faces toward the building itself. A rifleman patrols inside the building, while another pauses for a moment, then begins walking back toward you and your fellow Ghosts.

Wait until the outside patrol turns back around, then quickly slip out of cover and dispatch him as soon as the Stealth Kill prompt appears. Slip inside behind the patrolling hostile on the ground floor and take him out before slipping underneath the upstairs walkway and toward the entrance leading out to the right. Hang back for a few seconds (a slow five count will do), then pop out and stealth kill the Bodark LMG heading back toward the wide entrance to the HQ. Hold here again and wait for another cloaked LMG enemy to pass on patrol around a set of blue crates, then carefully head back inside through the HQ. When the LMG has his back to the shotgunner you’ve offed multiple times in the same way already, do it again, and then sneak up behind the LMG guy and take him out.

Head back toward the staircase the shotgunner was guarding, peek inside to make sure the patrolling rifleman is heading back to his outside perch, then kill the stationary guard and that outside threat just as you did the last time you infiltrated this HQ. The final remaining target is actually a cloaked Bodark sniper that is perched on top of the water tower. For a clean shot, head back toward the window that was behind the stationary trooper you just finished off and squeeze off a headshot to end the last infiltration round of the map.

Note

Noteworthy Waves

Wave 42—With their Optical Camo, the Bodark LMGs that make up a good portion of this wave are extremely hard to spot, and they’re capable of suppressing your team from long range, which makes targeting them a chore. If you or your squad has one available, remember that a Radar Wave Streak (unlike a Sensor) lights up all enemies in the level for a short time. Use it to help lock down those long-range threats to make taking out lesser hostiles a little easier.

Wave 45—Wave 45 may well sport more LMGs than any other wave thus far. It’s teeming with suppressing fire, and much of which is coming from fairly long range. To complicate things further, snipers also have taken position in the towers. If any of your squad has an especially precise weapon, now is the time to use it, preferably from a high vantage while an LMG gunner of your own can cover the shooter with some suppressing fire on the snipers. Take your time here, picking off the LMG enemies as needed. Going for the snipers early only means more snipers will spawn in their place, so thinning the suppression effect of the LMGs is more important.

Wave 47—As the sandstorm whips up into a frenzy yet again, the Bodark forces decide to use the blinding effect of the storm to mount a heavy push toward the HQ. Expect a concerted rush of shielded enemies and ground troops, plus snipers that use the storm to sneak in pot shots. It can be difficult to deal with both the short- and long-range threats when movement is so important on these rush maps, so don’t be afraid to burn an Invisibility Wave Perk to take out the snipers in relative peace from a high position, while keeping the rushing enemies from overwhelming the HQ.

Wave 50—A momentary break in the sandstorm was a tiny respite during the last wave’s rush, but for the final wave, it quickly kicks back up again. Amid all that whirling dust is a laundry list of threats: snipers in the towers, shotgunners and shielded enemies pushing in, LMGs creating chaos, and a pair of APCs unloading—and all that’s before the attack helicopter decides to show up. Airstrikes are a must here to eliminate targets that haven’t yet breached the HQ and to thin their overall numbers. Guided Missile strikes are great for taking out the vehicles, but the highest priority should be supporting your fellow Ghosts, as they’re likely to go down with so many bullets flying from every direction. Adopt a high-low strategy by planting Claymores in the upper entryways to avoid getting ambushed from above, and keep the ground floor as clear as possible from intrusions with more Claymores and melee strikes on shielded hostiles when they show up. Stay alert, clear the area before reviving a buddy, and make heavy use of those Wave Perks.

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