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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 › Mojocoyo: Antonio

The Main Stash (Optional)

Objectives

  • Gain access to the main cocaine cache
  • Destroy the main cocaine cache

LOCATIONS

  • Mojocoyo Base
  • Mojocoyo Base (Quispe Farm)
  • Mojocoyo Base (Sniper’s House)

REWARDS

  • + 1,000 XP

Brief

Antonio has given us the location of the primary cocaine stockpile in Mojocoyo. Get to the cache and destroy it.

MISSION ACCESS

This is an Optional mission. Complete Main Mission: Mojocoyo’s Boss in Mojocoyo Province to start this mission.

Powder Keg

There’s little time to admire the spectacular views of the salt flats to the northwest in Koani Province from this hilltop High School. It’s been turned into one of the most heavily-guarded bases you’ve ever seen. Aside from the massive number of enemies (the majority of which are clustered inside the four floors of the main school structure in the southeast part of the area), there are installation defenses to counter, and close-quarter fighting as you battle down into a basement and out again.

Caution: Unacceptable Collateral Damage

To make matters worse, you can’t throw caution to the wind, and a load of explosives into the base, and not worry about hitting the innocent workers here. Accurately-placed detonations and gunshots are required, on top of everything else.

Caution: Mortars and Much More

The place is bristling with defenses, including a mortar (on the roof of the school building), a minigun (on the low roof of the armory, just north of the main south entrance), a generator (hidden behind the main school structure and armory) and three alarms. These are of particular concern, as one is in front of the HQ building just north of the main south entrance. However, the second is on the grounds of the small farmstead, Quispe Farm, just south of the main entrance. The third is at the unnamed Sniper’s House southeast of the main compound. This means the two smaller locations should be cleared (and each has a few foes of their own) before the main base is attacked, unless you’re very sure that you can get to generator first.

Most Recon: Night Time Is The Reasonable Time

Though stealth tactics are going to be difficult (if not impossible) considering the large number of foes clustered together in and around the school, a number of them can be found sleeping in the tents behind (north of) the main school building after nightfall. Introduce them to a permanent sleep.

You’ve also got Rebel Support. Now is a great time to call in a favor (mortar strikes on the enemy mortar if you’re worried about it, Guns for Hire to help clear the base, and Diversion to preoccupy the enemy away from the schoolhouse.

Mojocoyo Base: Recon

TACMAP

(SNIPER’S HOUSE): Threats are minimal at this Sniper’s House; which is simply a hastily-built observation building, an old farm cottage, and a chapel. There’s a sniper, and one or two additional foes to contend with. Approach this area only if you’re interested in shooting out the alarm panel (one of three for the entire base).

TACMAP

(QUISPE FARM): Threats are even more minimal at this small farmstead on a low plateau. Watch you don’t attract attention from the main base to the north. The biggest problem here is the sniper tower; remove that, then a possible second foe on the ground. Then shoot out the alarm panel (the second of three for the entire base).

TACMAP

(MAIN MISSION AREA): The vast majority of the mission occurs here (all of it, if you’re unconcerned with alarm panel destruction). The first problem to note is the alarm pole itself; it’s by the HQ building in the center of the compound, so shoot it out. Then note the five(!) sniper towers, and a sixth sniper on the roof of the school (looking out of the “designer” hole). The grounds of the base have foes mainly clustered around and in the four-story school structure. This structure is where the cocaine is stored, and it’s in the basement, accessible via a keypad at a door in the southwest corner of the ground floor.

Mojocoyo Base: Recon

Sniper’s House (South): Main Road

This location offers easy access to the alarm panel, but not a particularly clear shot to the sniper atop the brick structure. There are cartel patrol vehicles here, so take care infiltrating from this direction.

Sniper’s House (West): Rock Outcrop

Sneak to this flat rock outcrop, and you can easily neutralize the alarm, and either storm the cottage and sniper’s brick building, or attempt to shoot the sniper from here before moving in and clearing the Sniper’s House completely.

Sniper’s House (North): Chapel

A great place to quickly remove the alarm panel, and ignore the other enemies as you head up to the farm or main base. However, you usually have a clear shot of the foes below and the sniper himself, so feel free to clear the entire area.

Sniper’s House (East): Rock Overlook

Arguably the best place to quickly remove the alarm and sniper threats, as well as swiftly dealing with foes on the ground before their shouts raise any other alarms.

Quispe Farm (South): Low Rocks

Climb up here from the south, and you can quickly remove the alarm panel to the northeast, as well as the top of the sniper’s head on the tower. As long as you’re quick, you can dispatch all threats before your exposed position is compromised. If you’re in danger of being seen to the north, drop down below the rocks.

Quispe Farm (West): Road Junction

Not a good place to spend any time as you’re in danger of being spotted at the main base, the sniper has a good height advantage, and the alarm panel is obscured by the main farm building. Stay off the road.

Quispe Farm (Northeast): Coca Field

The small coca field to the northeast offers some reasonable protection, allows you to reach the sniper tower stairs without problems (if you’re wanting to remove the sniper at closer quarters) and the alarm panel is easily shot.

Quispe Farm (East): Lower Fields

The lower coca fields to the east and southeast can be snuck through en route to a ranged removal of the alarm panel and sniper. Though you’re on lower ground, it’s easier to aim at the two targets from here, and you’re not likely to encroach on enemies at the main location.

Base (South): Main Entrance

The main entrance up the dirt road to the south is in through here, passing a sniper tower and pillbox (left), the alarm panel and HQ building (ahead), and the armory and school building (to the right). Sneaking in here is exceptionally difficult, so use this entrance if you’re wanting a more rampaging way in (using the diggers parked to the west, for example). It’s wise to remove the alarm panel, but from a different location. If you’re driving into the base going hell-for-leather, park in the basketball court near O after driving through here.

Base (Southwest): Diggers, Pipes and Warehouses

A good place to start a diversion while the rest of the team go for the objective, or a better place to sneak in, using the lack of enemies in this area to start clearing the base from west to east. Though you have two close sniper towers, the number of pipes to hide behind or in are large, and the warehouses here are usually empty of enemies.

Or, you can locate one of the two parked diggers, and use it to drive into the base under heavy enemy fire, park at O, and dive into the smaller school house to the southeast.

Base (West): Sniper Tower and Pipe Stacks

The large warehouse to the northwest, the masses of pipes, and a small crane you can actually parachute onto, comprise this area of the base, along with a sniper tower. Heading up here doesn’t give you much in the way of aiming opportunities as the foes are elsewhere (to the east). This does mean you can try stealthily moving east, dropping foes one at a time to whittle down the number until only those around the schoolhouse remain; then go in guns blazing.

Base (Northwest): Helipad

The helipad has sandbags for cover, two stairs up to the pad itself, and good views of the three sniper towers on the west side of the base, as well as the alarm panel. This is a good covering position, or you can fire from the top of the north sniper tower (which can drop a foe at the minigun nest). However, you’ll soon have few foes to hit when the majority are around the schoolhouse itself.

Base (North): Double Pipes to Northeast Yard

As long as someone else is removing the alarm panel or shutting down the generator, remain here and clear the north sniper tower, then use it to gain height and attack foes below in the north yard barracks tent area (lobbing projectiles down works, too), or stealthily remove all foes around the schoolhouse before the final push.

You can also easily head in from here, directly southward, and neutralize the minigun operator, but not before shutting down all the power to the facility.

There’s a huge crane in the central-north part of the base too. Parachute onto it, and drop grenades and snipe at the ant-like foes below. There’s nowhere really to go afterward, but it’s a possible plan.

Base (Northeast): Pillbox and Barracks

This is a good secondary location to drive a vehicle in to cause havoc, and coax foes into this part of the base to fight against.

A better plan is to use stealth, removing the sniper on the two nearest towers, and the foes in the pillbox and security hut. You then have free reign of this barracks area (allowing quick access to the generator), and can quickly drop foes in their sleep if you attack after dark.

Note there are two windows you can smash in the north wall of the schoolhouse, which can be climbed through, allowing you (or your team) into the schoolhouse itself. This is a great alternative to the south entrance, though you still need to reach the keypad (southeast corner) to get down to the basement.

Base (East): Sniper Tower and B-Ball Court

The perimeter wall here is mostly sturdy (at least, to the area of the schoolhouse you need to access), so hop over the broken section of wall between the sniper tower and security hut, climb the sniper tower steps (dispatching foes silently as you go), and once all immediate threats are neutralized, hop over the metal stair fence to land on the ground inches away from the schoolhouse entrance and objective keypad. This is the closest to a stealth infiltration you can manage.

Base (Southeast): Small Schoolhouse Window

The pipes in front of the base provide cover, and sneaking in from the east allows you to move to a small window you can smash, and vault over, into the base and a school outbuilding. Though the enemies will hear the window, if you wait (and you’ve removed the alarms), they will go back to patrolling, allowing you to sneak in toward the objective. Or, storm the place quickly.

Base: Schoolhouse

Expect around 16 enemies in and around the schoolhouse, which is where the cocaine is being stored, of course. The objectives are two-fold; you need to physically move to a keypad inside the structure, just in the southeast doorway. This opens a door down to a basement, where masses of cocaine must be destroyed. Afterward, you can leave the way you came, or via a second door that opens (once you hit the button) to exit steps in the southwest corner of the building (close to the armory). Bear in mind that opening the door frees innocents down here, but also causes foes to enter, so you may wish to wait releasing this door so foes are funneled down the stairs to the southeast, and into heavy fire from your team.

The ground floor (exterior) of the schoolhouse features the southeast entrance (directly to the adjacent objective keypad), a main stepped area, and low metal steps to a doorway in the southeast wall.

The upper floor has windows along the south and north walls, and one on the west wall, that you can smash. Use this if you need to leap out from the inside, or you’re piloting a drone in from the outside.

The roof is three open areas and the base’s mortar, along with a sniper. If you’re able to remove the mortar, you can land a chopper here, or parachute in. Note the skylight behind the mortar, which is destructible, allowing you to drop into the central stairwell.

The school interior on the ground and upper floors is comprised of a similar layout: a south corridor running west to east, classrooms to the north, a central stairwell, and a side stairwell on the east side. The stairs to the basement (and cocaine) are a continuation of the east stairs. The east stairs also access the roof. The central stairs do not.

Mojocoyo Base: Other Tactical Advice

This is a difficult mission, but if you’re after minimal takedowns, remove all three alarm panels. Then enter from N, stealthily take down foes in the barracks, order your team to head in from the south (just north of P) and smash one of the windows to the north. Hop into the ground floor, move to the keypad using close-assault weapons. Head into the basement, defeating all foes and leaving mines on the stairwell behind you. Then fix C4 to all the cocaine, back up away from the blast radius, and mop up any missed shipments using grenades or mines you shoot, or high-powered shotgun fire. Then leave the way you came, or if that’s too difficult, remain and fight, and open the southwest exit and flee to a vehicle.

A slightly safer option is actually to drive in a heavy vehicle, such as a military SUV, digger or truck, in through I (ideally after removing the three alarm panels so reinforcements don’t hinder your progress), parking it in front of the southwest basement steps. Then storm the schoolhouse using the previous plan. When you need to leave, you have a hard-wearing vehicle you can quickly utilize. If your team is keeping the south yard in front of the schoolhouse free of foes, so much the better.

Another option is to create a commotion (or a distract grenade) in the barracks or southeast basketball court, then enter the schoolhouse from the opposite direction.

A more ludicrous (but daring!) plan involves parachuting or leaping from a helicopter and landing on the roof, ideally after strafing the roof to remove enemies (the sniper and mortar operator). Then either shoot out the skylight and drop down onto the main steps, or head to the southeast stairwell and wait for every foe in the vicinity to head up and attempt to attack you. Once there’s a pile of foes here, descend gradually, to the basement, and complete the objective. This works better if you’ve killed the power (that is, there are no alarms, and no enemy helicopters buzzing you while you’re on the roof).

The Solo plans are all excellent, even with a group, but splitting up your forces so the enemy is attacked from all angles is a plan you can only try in Co-op. Be sure you’ve killed the alarms before persuing any of the following options:

Have a teammate run “interference” in a digger by driving it into I from J, and then to the schoolhouse. Meanwhile, other Ghosts should enter from L and N to clear out those areas (starting with snipers), and a fourth Ghost should be strafing the area with helicopter gunfire (aiming at the mortar operator first). When all exterior threats are defeated, enter the schoolhouse and give each other enough room, especially when you’re attacking the foes locked in the basement. Remember you can’t be overly judicious with explosives, as innocents are in the schoolhouse, usually including the basement.

For true professionalism, speed and competence are key. Have two Ghosts enter via M, N, or O, usually at dark, smashing the windows on the ground floor of the schoolhouse (north). At the same time, have two Ghosts enter via O, but moving to the southeast entrance by the panel. Quickly access the basement, but sweep the ground floor along the way. Then destroy the cocaine, and flee with a sprint south from the southwest exit.

Imagine a fleet of four explosive drones all heading into the school house, each controlled by a teammate intent on clearing the majority of the foes on every floor before the basement is breached. Or, use these drones to remove alarm panels or snipers atop towers. Clearing the rooftop enemies on the schoolhouse offers the easiest way to utilize these drones.

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