Prima Games eGuides Tom Clancy's Ghost Recon: Wildlands eGuide

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Tom Clancy's Ghost Recon: Wildlands eGuide Welcome to Bolivia Flor De Oro: General Baro

The Trail of the General

Objectives

  • Locate the rebel lieutenant
  • Talk to the rebel lieutenant

LOCATIONS

  • F.O.B. Serpiente

REWARDS

  • + 1,000 XP

Brief

General Baro is a decorated military leader who made a deal with the devil when he agreed to help the cartel. Baro’s former aide betrayed him and joined the rebels, but he’s imprisoned at a Unidad base. Free the former aide and find out if he has intel on the general’s location.

Another Bad Lieutenant

What trip to Flor de Oro would be complete without a visit to the large Unidad F.O.B. next to the province’s capital town of Chorrillos? The base, as expected, is exceptionally well-guarded, and only a thorough recon allows you to enter unnoticed, access the prisoner through three layers of perimeter fencing, and escape while the Unidad foes are still wondering who opened their cell doors.

F.O.B. Serpiente: Recon

TACMAP

It’s best to look at this base as three separate locations once you get inside. Around the outside, however, is a low barbed-wire wall for most of the perimeter, security block huts, and sniper towers linked by a second, higher concrete wall with barbed wire atop. Find your way in via gaps or open doors in these structures. Inside are a large barracks, hospital, mess hall, and generator in the north area; a hangar with a gunship, a SAM launcher, and other buildings to the west; and the prison and HQ building through a parking lot to the southeast, inside an inner perimeter wall.

Northeast: Cartel Shack

Across the province border in Libertad is a small rebel hideout called El Escondite del Cazazdor, now controlled by the cartel. Though it isn’t related to the nearby Unidad base, there are usually a couple of good vehicles to steal with minimal hostiles. Note the helicopter, which is the closest one you can steal outside the Unidad base. Fly it low to avoid SAM firings, and land it on the prison roof for a quick but violent infiltration.

Northwest: Main Entrance

Between sniper towers 01 and 02 are two short roads, each leading to a gate that automatically opens when a Unidad vehicle nears the gate sensor. Otherwise, this is impenetrable and filled with foes, with the exception of an open door between the gates. The doors in both side walls open too, but via a button on the other (outer) side. Head here to reach the parking lot and inner wall (H).

North: Checkpoint and North Gate

Just north of the C icon is a checkpoint on the main road—a local police station is now a Unidad checkpoint, complete with four parked vehicles. Hey, those are Unidad vehicles, and there are just enough for everyone! If you plan to drive into the base and then (in Co-op) maneuver your vehicle to different areas within the base to cause confusion and distraction, this is an easy place to pick up a great ride.

You can drive a Unidad-approved vehicle through the north gate, into the large barracks, armory, hospital, and mess halls that cover the northern third of the base. Aside from the snipers surrounding you in towers, the place has few enemies, though this depends on the time of day and patrol duos that may be in the area. Whatever the case, you can drive through here (in a Unidad vehicle) relatively unimpeded. Or sneak between tents.

East: Base Defenses and Door

Between sniper towers 06 and 07 is a firing post defensive box with a foe inside, and a gap in the otherwise impenetrable barbed-wire fence, behind which an inner path runs the length of the perimeter between the sniper towers. However, you can enter the base (into the barracks area) via an open door here. Though this isn’t the best infiltration route (as you’re not near the prison), it’s worth considering once you’ve defeated the snipers from range. To get to the prison quickly, head through here and go directly to I, enemies permitting.

South: Wall Breach

Just to the right of sniper tower 05 is a large wooden create. Stand atop it, and you can climb over the gap in the barbed-wire concrete wall. However, you can’t get to this insertion point unless you enter the outer barbed-wire fence at D or F. You also can’t use this as an escape route (as there are no crates to stand on inside the wall).

Once over the wall, you can easily reach the inner perimeter at I and access the prison building. This is the optimal path if you’re on foot; just watch for patrols and snipers as you go.

Southwest: Ramp and Base Defenses

Ready to cause a ruckus? Drive a vehicle (usually a bike) down the hill, hit the corrugated metal ramp at speed, and launch yourself over the wall, passing to the right of the sniper tower and landing at the helipad hangar (G). This is the ultimate in distraction tactics, though you’re putting yourself in a lot of danger. You can then keep the enemies occupied, or drive to the prison area to storm the building.

Ready to remain stealthy? Head down the hill from E, moving to the central defense box building between sniper towers 04 and 05, and in past the gap in the barbed wire. The adjacent perimeter door is shut from the inside, so wait for a teammate to open it, or simply move between the two barbed-wire fences to E and enter there. Or climb the nearby crates and leap over the wall. Crates on the opposite side (and a button to open the door) make this an excellent escape route for the stealthy.

West: Helipad Hangar

Though you need to enter the base to reach it, via the ramp at F or the interior gates at H, this helipad features a gunship, which works great as an escape vehicle (assuming you’ve disabled the adjacent SAM launcher). A comms center and other buildings are here too, and don’t overlook some stacked crates at the concrete perimeter wall behind the hangar itself; use them to leap over a gap in the barbed wire during an escape.

Inner Perimeter: Parking Lot

If you’ve taken the main way into the base (B), you’re presented with an open door between two gates that can be opened by driving through in a Unidad vehicle. Inside is a parking lot with more Unidad vehicles; use them to enter the inner gate to the prison yard, to the southeast (toward I). To the left (northeast) is the barracks, and right (southwest) is the hangar.

Between sniper towers 09 and 10 is the inner perimeter leading to a smaller parking lot with an APC (the ultimate getaway vehicle!), as well as an HQ building and the prison you need to reach. Head through here in a vehicle to open the inner automatic gate, if you’re approaching from this direction.

H4 Inner Perimeter: Door Entrance

The alternate way into the prison parking lot is via this button-activated door. From here, you can quickly head left (southwest), into the prison building, where (if you’ve been quiet) there are only three foes to silently kill before you’re safe to talk to the imprisoned lieutenant. Outside is a small parking lot, an HQ building, and the prison building (J).

Note the inner perimeter wall has gaps in the barbed-wire fence, but no crates to use to reach the top. You can climb on a vehicle you park here, but this is tricky in Solo missions, and you’re easily seen. It’s an option, though.

Target: Prison Building and Lieutenant

The prison exterior comprises a yard with a button-operated door (from the outside in; don’t use it as an escape route if you didn’t open the door). The yard separates block A (southeast) and block B where the prisoner is (northwest). Note the ground-level doorways on the northeast front of the building—the best way inside, aside from the yard.

On the roof is a mortar about block A, and a helipad above block B. There are doors to the upper gantry floor of the prison from here too, but the one to block B (under the helipad) is locked.

Inside (second picture) are a guard office and then identical layouts for blocks A and B: two rows of cells, one on each floor with gantry stairs linking them. The prisoner you need to chat with is in the middle cell, on the ground floor of block B.

F.O.B. Serpiente: Tactical Advice

Start with a stealth plan of action, accessing the gaps in the low barbed-wire fence near D, E, or F, and then enter one of the doors, or hop the concrete fence. Do this after sniping the enemy snipers at the three nearest towers. You’re heading to I, ideally between foot patrols, so use the button to open the door, and head left into the ground level of block A. Do this at night to heighten the chances of avoiding enemy contact. Once inside the prison, shoot the guard at the central office, check and deal with the patrolling guards in the prison, then stealthily break the prisoner’s cell door lock and speak to him. Escape the way you came.

Or escape by running out into the adjacent inner yard, steal the APC, and drive it through the two sets of automatic gates to freedom!

Or head up onto the roof, steal the helicopter, and fly it northeast away from the SAM launcher.

The other recommended method of entering the prison is by Unidad vehicle. Steal one or more from the checkpoint north of C. Then head through the north gate (C), through the barracks, into the inner yard by the prison (H), and storm the jail. Place your team outside the cell block while you speak to the lieutenant, or you may be shot as you chat. Leave using the same vehicle, or a different vehicle parked in the yard.

Or steal the helicopter at A, fly it low into the base, and land it on the roof of J, near the parked chopper. Drop down into the prison and engage the enemy there until there’s a break in the fighting, and time to talk to the prisoner.

Multiple teammates mean multiple vehicles, giving you better chances of reaching the prison, and easier methods of defending the inner yard—park vehicles at the automatic gate and booby-trap it and the door at I. Take defensive positions at the mortar, helipad, and even the HQ building so no foes interrupt the talk with the prisoner.

You can also split up, causing commotion in various parts of the prison while a pre-determined Ghost completes the objective.