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Tom Clancy's Ghost Recon: Wildlands eGuide
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Contents

  • Changelog
    • Updates
  • Foreword
    • Foreword
  • Spec Ops Training
    • Introduction
    • Basic Gameplay
    • The Map
    • How to Play
    • Choose a Playstyle
    • Mission Types and Activities
    • Most Recon: Tactical Advice for Story Missions
  • The Factions
    • Introduction
    • Operation Kingslayer
    • The Rebel Forces
    • Santa Blanca Cartel
    • Unidad Forces
  • The Armory
    • Introduction
    • Guns
    • Assault Rifles
    • Light Machine Guns
    • Submachine Guns
    • Sniper Rifles
    • Shotguns
    • Handguns
    • Compact Machine Guns
    • Items
    • Drone
  • Skills
    • Introduction
    • Weapon
    • Drone
    • Item
    • Physical
    • Squad
    • Rebel Support
  • Welcome to Bolivia
    • Welcome to Bolivia
    • Itacua: La Yuri Y El Polito
      • Itacua: La Yuri Y El Polito
      • Key Locations
      • Amaru’s Rescue
      • Rebellion Rising
      • Culta’s Prisoner
      • El Polito’s Sports Car
      • Armadillo’s Commander
      • La Yuri And El Polito
      • Itacua Side Missions
      • Itacua Province Content
    • Ocoro: El Emisario
      • Ocoro: El Emisario
      • Key Locations
      • Aggressive Competition
      • The Boat Lab
      • Cooking with Coca
      • The Hospital
      • Special Transport (Optional)
      • El Emisario
      • Ocoro Side Missions
      • Ocoro Province Content
    • P.N. De Agua Verde: Carzita
      • P.N. De Agua Verde: Carzita
      • Key Locations
      • Carzita’s Assistant
      • The Casino
      • The Politician
      • The Resort
      • Carzita
      • Carzita’s VIP List
      • Agua Verde Side Missions
      • Agua Verde Province Content
    • Barvechos: El Pulpo
      • Barvechos: El Pulpo
      • Key Locations
      • El Pulpo’s Right-Hand Man
      • The Bank Heist
      • The Money Truck
      • Nidia’s Cash
      • El Pulpo
      • Barvechos Side Missions
      • Barvechos Province Content
    • San Mateo: El Pozolero
      • San Mateo: El Pozolero
      • Key Locations
      • The Prison Village
      • La Carcel Del Pueblo
      • The Journalist
      • The Death Truck
      • El Pozolero
      • Sandoval’s Remains (Spoiler/Optional)
      • San Mateo Side Missions
      • San Mateo Province Content
    • Tabacal: Madre Coca
      • Tabacal: Madre Coca
      • Key Locations
      • Freedom of Speech
      • Stock Drop
      • Salazar
      • Killasisa Coca Farm (Optional)
      • Inside Job (Optional)
      • Madre Coca
      • Tabacal Side Missions
      • Tabacal Province Content
    • Espiritu Santo: La Santera
      • Espiritu Santo: La Santera
      • Key Locations
      • The Advisor
      • Gold Rush North
      • Gold Rush South
      • La Santera’s Chapel
      • Soldiers Of Santa Muerte
      • La Santera
      • Espiritu Santo Side Missions
      • Espiritu Santo Province Content
    • Villa Verde: El Wey
      • Villa Verde: El Wey
      • Key Locations
      • Framing El Wey
      • Laboratory 1
      • Laboratory 2
      • Miners Strike
      • El Wey
      • Villa Verde Side Missions
      • Villa Verde PRovince Content
    • Caimanes: El Cerebro
      • Caimanes: El Cerebro
      • Key Locations
      • Submarine Fleet 1
      • Submarine Fleet 2
      • Submarine Fleet 3
      • Boat Ride
      • The Prototype
      • El Cerebro
      • Caimanes Side Missions
      • Caimanes Province Content
    • Malca: El Chido
      • Malca: El Chido
      • Key Locations
      • The Agent
      • Bad Publicity
      • El Chido’s Car
      • Show Canceled
      • El Chido
      • Malca Side Missions
      • Malca Province Content
    • Pucara: DJ Perico
      • Pucara: DJ Perico
      • Key Locations
      • The Bodyguard
      • DJ Perico’s Home
      • Radio Santa Blanca
      • DJ Perico
      • El Sueño’s Convoy (Optional)
      • The Engineer
      • Pucara Side Missions
      • Pucara Province Content
    • Montuyoc: Carl Bookhart
      • Montuyoc: Carl Bookhart
      • Key Locations
      • The Outpost
      • The Deserter
      • Carl Bookhart
      • Full Load (Optional)
      • The Instructors (Optional)
      • Montuyoc Side Missions
      • Montuyoc Province Content
    • Mojocoyo: Antonio
      • Mojocoyo: Antonio
      • Key Locations
      • Eastern Cocaine Cache
      • Western Cocaine Cache
      • Hidden Cocaine Cache
      • Mojocoyo’s Boss
      • Gabriela (Optional)
      • The Main Stash (Optional)
      • Mojocoyo Side Missions
      • Mojocoyo Province Content
    • Remanzo: El Gato
      • Remanzo: El Gato
      • Key Locations
      • The Chemist
      • The Quinoa Factory
      • Energy Drinks
      • The Mule Doctors (Optional)
      • El Gato
      • The Real El Gato (Spoiler)
      • Remanzo Side Missions
      • Remanzo Province Content
    • Koani: Boston Reed
      • Koani: Boston Reed
      • Key Locations
      • Train Graveyard
      • The Truck Depot (Optional)
      • The Convoy (Optional)
      • Flight Plan
      • The Undertakers
      • Boston Reed
      • Koani Side Missions
      • Koani Province Content
    • Libertad: Marcus Jensen
      • Libertad: Marcus Jensen
      • Key Locations
      • Chemical Trail
      • Marcus Jensen
      • Toxic Assets
      • Toxic Convoy
      • The Refinery Chief
      • Libertad Side Missions
      • Libertad Province Content
    • Flor De Oro: General Baro
      • Flor De Oro: General Baro
      • Key Locations
      • The Black Site
      • The Trail of the General
      • The Mole (Optional)
      • General Baro
      • Flor De Oro Side Missions
      • Flor De Oro Province Content
    • Inca Camina: La Cabra
      • Inca Camina: La Cabra
      • Key Locations
      • The Drug Lord’s Ride
      • Northern Plane
      • Eastern Plane
      • Southern Plane
      • La Cabra
      • Inca Camina Side Missions
      • Inca Camina Province Content
    • Media Luna: El Comandante
      • Media Luna: El Comandante
      • Key Locations
      • Media Luna Investigation
      • The Santa Blanca Prisoner
      • El Comandante
      • Media Luna Side Missions
      • Media Luna Province Content
    • Monte Puncu
      • Monte Puncu
      • Key Locations
      • Sueño’s Proposition
      • Monte Puncu Side Missions
      • Monte Puncu Province Content
    • La Cruz
      • La Cruz
      • Key Locations
      • The Confession
      • La Cruz Side Missions
      • La Cruz Province Content
    • Special Missions
      • Overview
      • La Plaga
      • El Muro
      • La Gringa
      • El Yayo
      • Ramon Feliz
      • El Cardenal
      • El Boquita
      • Nidia Flores
      • El Sueño
  • Rewards and Achievements
    • Overview
    • Story Progression
    • Gun Collector
    • Beyond the Campaign
    • Skill Based
    • DLC Achievements
    • Ubisoft Club Rewards
  • Interactive Maps
    • Map of Bolivia
    • Itacua
    • Ocoro
    • P.N. de Agua Verde
    • Barvechos
    • San Mateo
    • Tabacal
    • Espiritu Santo
    • Villa Verde
    • Caimanes
    • Malca
    • Pucara
    • Montuyoc
    • Mojocoyo
    • Remanzo
    • Koani
    • Libertad
    • Flor de Oro
    • Inca Camina
    • Media Luna
    • Monte Puncu
    • La Cruz
  • Videos
    • Combat Tips
    • Assault
    • Factions
    • Stealth
    • Intel
  • Narco Road DLC
    • What’s New?
    • Los Kamikazes
    • The Death Riders
    • Los Jinetes Locos
    • El Invisible
    • Lost Car Side Missions
    • Amphetatruck Side Missions
  • Fallen Ghosts DLC
    • What’s New?
    • New Skill Tree
      • Overview
      • Level 30 Requirement
      • Level 32 Requirement
      • Epic Skill: Fast Reload
    • Eastern Precinct Missions
      • Overview
      • Operation Fallen Lord
      • Intel Gathering
      • Exposed Corruption
      • Walkurenritt
      • Old Friends
      • Regrets
      • To The Death (Boss Mission)
      • Colonel Merlo (Final Story Mission)
    • Western Precinct Missions
      • Overview
      • Intel Gathering
      • The Trail
      • Ghosts
      • Union Rights
      • Saving La Granja
      • Hide and Seek (Boss Mission)
    • Northern Precinct Missions
      • Overview
      • Intel Gathering
      • The Broadcast
      • Ambush
      • Gold Digger
      • Tyrants
      • Cruzar (Boss Mission)
    • Achievements & Trophies
      • Fallen Ghosts DLC Achievements

Tom Clancy's Ghost Recon: Wildlands Guide › Welcome to Bolivia › Caimanes: El Cerebro

El Cerebro

Objectives

  • Reach El Cerebro’s assistant without being detected
  • Tail El Cerebro’s assistant
  • Capture El Cerebro
  • Extract El Celebro to Caimanes Bravo

LOCATIONS

  • Puerto Chico
  • Buchon House (Caimanes)
  • Caimanes Bravo (Rally Point)

REWARDS

  • + 500 XP
  • +5 Skill Points
  • Submachine Gun: Experiment #42
  • Tattoo: Penance

Brief

The intel we’ve obtained in Caimanes has allowed us to ID El Cerebro. His current location is unknown, but we do have a solid fix on his assistant. We need to get eyes on this assistant and tail him until he leads us to El Celebro, then extract him.

MISSION ACCESS

Complete the previous five missions in Caimanes province to access this Mission.

Some Assistance Required

Locating El Cerebro begins with pinpointing the whereabouts of his assistant. His last known whereabouts is in the town of Puerto Chico, which has a scattering of enemies loyal to this underboss. The first part of this mission involves the precise location of the assistant.

Caution: Suppressed Fire Only

Make this a non-violent infiltration if at all possible, as mission failure occurs if the enemy hears your weapons, spots a foe fall, comes across a dead body, or actually sees you at any time. In addition, there are innocent locals in this village, so explosives (which wouldn’t be advisable anyway!) are out, too.

Puerto Chico: Recon

TACMAP

This small village on the edge of a river junction is small enough to be problematic to navigate through due to the clusters of enemies who can spot you, failing this mission. It’s worth locating any nearby vehicles, so you have something to drive in order to tail the assistant, who leaves via the road heading southwest. You’re here to prowl around the town square until the assistant makes his move; removing foes just adds to your chances of being discovered.

Main Road (Northeast)

This main road to the town square has enemies on both sides of it, as well as a number of parked vehicles, including a Landrock SUV that’s an excellent choice to steal, once the assistant is mobile. Otherwise, avoid the buildings by moving along the grassy sloped perimeter to the sniper tower, dropping the foe up here only if necessary, and gazing down at the target from this point.

Eastern Perimeter

There’s no need to mop up the foes in this area, but this is a good spot to park up, so you don’t drive too far into the town and raise suspicion. From here, skirt the perimeter to A, and around to the target.

Shrine and Main Road

This route is perhaps a little too direct, as the large cross and main road offers little cover, and there are foes in a number of directions. If you must enter from here, move during the cover of dark from house to house.

Southwest Road and Ranch Entrance

The ranch entrance with the cow skull sign is a good landmark to refer to, and this road is the one the assistant heads down in order to reach Buchon House. Have one of your team stationed here in a vehicle, so you can easily follow the assistant if others can’t reach a car in time. Note the three-story structure which is technically out of the combat zone, but a sniper can act from here (very rarely, and only to save a fellow Ghost from being spotted by shooting the foe in question).

Ranch Field

Infiltrating from here is advisable, as you can head across the field past E, and observe near the helipad, by the low drystone wall. Make sure you have a vehicle to use during the ensuing getaway though.

Upper Hillside (Northwest)

Approaching from this direction is a safe option, as you can maneuver through ruins where no enemies are residing, and tag the sniper in the tower if he’s endangering your mission. Then you can study the town square where the assistant finally makes his presence known. Just be sure you have a vehicle parked close by, or know where one is.

Target: Town Square And Gas Station

The target in question usually reveals himself in the town square, adjacent to an off-road vehicle, which he leaves the settlement in. You are to follow him, not too closely, but without letting him get away. He takes a winding road southward, passing a Unidad Combat Post, and arrives at the only road entrance into Buchon House, where El Cerebro is located. It’s wise not to follow the assistant in, as the base is heavily guarded, and the combat zone doesn’t require you to engage foes in this part of the sprawling base.

Puerto Chico: Other Tactical Advice

You’re here to watch the movements of the assistant, so make sure you have either a helicopter or ground vehicle parked close by (ideally on the road near E), and then enter from F, moving through the ruins. When the assistant is seen getting into his vehicle, back up, move quickly to your own vehicle, and give chase. Do not engage the enemy.

A similar tactic to Solo options is optimal here, though you could approach from E, or split your team and drop four targets in unison in each cluster of enemies, so there’s no one left but the assistant. That’s impressive, but entirely unnecessary.

Heighten your chances of keeping up with the target by having at least two of your team in different vehicles (one of which could be a helicopter), ready to head south as soon as a teammate gives word that the target is leaving town.

Usando Tu Cerebro

The assistant is now irrelevant to your ongoing mission; let him drive into the large Caimanes base known as Buchon House, and resist the temptation to follow him in. When the mission updates, it is revealed that the combat zone, and area to infiltrate where El Cerebro is hiding, is farther to the northwest. Take this knowledge on board, and try for a clandestine push via the narrow river inlets, instead of a full-on assault.

Caution: Islands Under Attack

Casa Buchon is a sprawling cartel base on four separate islands which, if you’ve been following Cerebro’s assistant a little too enthusiastically, may already be on alert and ready to fight in an extremely dangerous and chaotic manner. With this in mind, it’s worth making a concerted effort not to raise the alarm (and this base has five of them), and back off the pursuit so you still have some element of surprise.

Most Recon: Early Recon

Heading through the main gates of this compound, and battling northwest to El Cerebro’s helipad, is a reasonable plan. But a better one is to reconnoiter this entire base prior to beginning this mission, so you know the layout of the land (especially as drones have a knack of being jammed). If you can infiltrate close to El Cerebro’s location without fighting around 40 enemies (and that’s not including reinforcements), then you have a greater chance of success.

Note that almost the entire part of the southeastern island, where the assistant entered from, isn’t even in the combat zone, so you know El Cerebro isn’t in this area. Feel free to break off combat to navigate a more watery and clandestine path instead of a central assault.

Most Recon: Alarms And Miniguns Aplenty

It’s worth checking the guide map for a complete view of where all of these additional defenses are, but remember that this covers the entire base, rather than the northwest island where El Cerebro is being held, and the only necessary location to invade and hold long enough for extraction.

Most Recon: A Rebel Yell

If there was ever a time to request Guns for Hire, Mortar (to drop on their main defenses), a Diversion, or Spotting, it’s this mission. While your team concentrates on the northwest island helipad area, feel free to create a disturbance with others throughout the rest of the base.

Buchon House: Recon

TACMAP

This is a set of four islands extremely close to one another (and technically, the small south island is attached to the main land mass). The cartel have built a main supply and defense depot on the southeast island (where the assistant drove into), there are two smaller islands to the west and north, and finally the northwest (and steeper) island with a small base nestled in the rugged, but lush, landscape. The fiercest fighting should take place here.

Southeast Island Base

This collection of buildings with a main checkpoint entrance (where the assistant drove into), drone jammer, alarms, scattered vehicles, construction equipment everywhere, and a line of foes guarding the main muddy thoroughfare to an armory (southwest) leads to a sniper tower (west), which overlooks the lower part of the island.

This lower section is comprised of a two-story shack, a large wooden deck platform, another alarm, and numerous outbuildings, including a wooden bridge to both B and C.

There are plenty of hiding places, vehicles to commandeer, and the sniper tower is a good place to pick off foes in the vicinity. But check your combat zone, and you’ll find this area is irrelevant and does not need to be cleared at all. Simply skirt the perimeter fencing around to the north, or the west. Or approach from a completely different direction.

North Island: Substation (Small)

If you’d like to remove power to this location, the generator and a couple of shack-like structures (a warehouse and two-story wooden low-rise with a roof), as well as an easily-spotted sniper tower, are the main defenses on this spit of rock. Note the two minigun nests pointing out toward the river, and another alarm. Feel free to completely circumvent this location, move around the water’s edge, or assault it.

West Island: Sniper Tower (Small)

A number of rotting jetties are attached to the inner (northeast) part of this small island, which also connects you from the Southeast Island to the main one where the target resides. A slow and steady infiltration with special attention to the alarm and sniper atop the tower are necessary. Also watch for a couple of foes on the two-story corrugated shack, though once again, completely ignoring this area and moving around the river is a better plan.

Main Island: South Jetty

If you’re battling your way through here, and have swum across from A, maneuvered through B, or headed in from C, there’s a cluster of foes on these dilapidated docks. Of particular concern is the minigun inside the brick and tarp-covered pill box, close to a two-story corrugated metal structure. The majority of the half-dozen or so enemies are here, so you may wish to move in and up the slope to the north, and attack them using the height advantage. Or, just ignore them.

Main Island: Main Gates

Head up the hill from D, passing a minigun nest on the dirt road, to reach an automatic gate. As you’re not likely to have managed to get a vehicle here (aside from asking for one courtesy of a Rebel Support Vehicle Drop-Off, it’s worth moving around the mesh perimeter fence for a better and more clandestine opening.

On the inside of the gate is a large warehouse, an alarm and two bays full of junk. At least eight enemies should be expected here, and there’s a sniper tower along the western side that can give you trouble. Across the large helipad (one of two on this island) is a drone jamming your target’s building.

You’re more likely to be attacking from the north, if you’re using a more cunning infiltration method, or strafing the area with helicopter gunfire. Though closer fighting is possible, it isn’t necessary or encouraged.

Main Island: Western Perimeter

From the main gates at E, all the way clockwise around the perimeter of the island base to I, is an impenetrable fence. This is actually helpful, as you can simply maneuver around it to either of the H and I infiltration points. Deal with the troublesome sniper by shooting him from this side of the fence too, if you need to.

Main Island: Debris Access Point

Approach by moving around the perimeter fence, or via the river to the west or north, and look for the gap in the fence leading to a large pile of debris, including some train carriages, containers, barrels, and other detritus. This is actually a great (and preferred) method of entering the base as you’re very close to the target, you can remove the drone jammer with relative ease, and your team can quickly fan out around the inside of the perimeter fence to start raining death on the foes down below (including an assault on the sniper tower, and then dealing with the enemies at E).

Or, you can head through the gap and move to the left (clockwise roughly northeast), around to H. With four teammates all assaulting from the rear, the enemy won’t know what’s hit them. Attempt to take the Target building as the firefight continues.

Main Island: Rusting Plane Access Point

On the north side of the island, up from the river via a series of climbable rocks, or if you move around the perimeter fence, there’s an entrance into the helipad area, past the remains of a small crashed plane. This offers great and quick access to the defensive nest just north of the target’s building, as well as the stilt shack to the east, close to Helipad 2. Both these structures are great positions to fire down on the foes below, so the remaining enemies inside the building have no reinforcements to rely upon.

Main Island: Helipad 2

If your combat gets a tad too overzealous, and the main chopper in the helipad is destroyed (and a teammate isn’t retreating to find another chopper), use the small helicopter at this position, after entering the base. South and inside the perimeter fence is upper ground above the main structures, with a minigun pillbox and large bushes. With thermal vision, you can neutralize many foes within these bushes, and remain on the higher ground to complement your teammates.

Main Island: Target Building And Helipad

The main building where El Cerebro is hiding is a sprawling, four-floor structure overlooking the main helipad. With around six foes, you need to assault this from one of the wooden sets of stairs, and use the second floor interior workshop to fire out from, on any foes coming up from the main area to the south. This is, of course, after you remove any foes in the vicinity. Climb to the top floors and secure El Cerebro; he is docile, but the mission fails if you shoot him. So don’t.

Buchon House: Other Tactical Advice

Abandon the chase of the assistant as soon as you see him enter the base, before backing off completely and moving to the main island to the northwest. Enter via H or I, and remain on the higher ground, and order your team to strike the foes in the area while you back them up. Call on any Rebel Support strikes or help you wish during this time, as well as removing the drone jammer. Or, creep to the jammer, destroy it, and use the drone to pinpoint El Cerebro.

Scale back your offensive capabilities the higher up the structure you go; no grenades near El Cerebro, please! Once you have El Cerebro, drag him down to the main helipad chopper, stow him inside, and fly to the rally point. Either helicopter should be available, but a third option is to leave via H, head down to the river, and leave by a boat you’ll need to acquire, or cross to a road and summon a vehicle via Rebel Support.

Disengage from the assistant, and move around the islands until you’re at H or I. Then head into the main island base. Have two teammates head along to the higher helipad, and work down along the bushes, or remain at the minigun pillbox or stilt shack and fire on the foes below. The other two teammates should assault the sniper tower, one of them using it to fire on foes in the main area as well as the Target building.

Have one or two Ghosts storm the building itself, clearing it with close assault weaponry, such as shotguns. Keep that trigger finger off the weapon when you see El Cerebro, though it’s wise to have fewer than a couple of foes left before you drag him down to one of the choppers. Have the aircraft already warmed up and ready to fly.

Or, you could parachute onto the target building roof, or drop from a low-flying helicopter, but staying alive becomes trickier in this narrow space, with multiple foes, one of which can’t be accidentally killed.

Up, Up And Away: To Caimanes Bravo

Once you’ve captured El Cerebro, he’s a docile hostage. The only competent extrication plan out of the base is via helicopter (ground vehicles can’t access this part of the base, and you can’t drag him across a river though you are able to stow him aboard a boat). As Caimanes Bravo is land-bound, an exit via boat needs to be followed by a ground vehicle or helicopter. And as there are two choppers parked at the northwest island, use one of them, or have a teammate drop in. The ride to the Rally Point should be uneventful, and once you bang on the safe house door, the mission, and your time completing Story Missions in Caimanes, concludes.

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