Smugglers often work together to expand their network/reach. Story about missing people starts in San Mateo, but doesn't explain what happens to those who aren't turned into a stew. Whole province is a prison camp and prisoners are from all over the place, which reflects on what rebels say on certain rally points.Originally Posted by MikeWeeks Go to original post
Antonio shows that he's not afraid of Ghosts or Bowman. Bowman already knows locations of 3 cocaine stashes the moment Ghosts enter Mojocoyo, which leaves only his main stash, defended by sicarios who graduated at Bookhart's boot camp. Intel obtained from Gabriela indicates he has become increasingly paranoid, but not the reason behind it. Which means he is afraid of something/someone else. It would make sense Antonio is working with Boston Reed and becomes paranoid once the whole "side business" is exposed. And it doesn't end there either. Some of the women end up as drug mules, which is explained during "The mule doctors" mission in Remanzo. It's all connected.
Correct in that if it ends in a gun battle, the prisoners in the cages (at least) are found dead. I don't recall ever actually seeing them killed. Don't recall if the ones outside near the truck can (or do) survive. I'm sure it's common knowledge that if it's a successful undetected mission - they will drive off in any combo of the vehicles.
In the San Mateo mission of the prison village, the civilian in the cage downstairs from the warden's "office". can be found dead if it turns into a shootout.
I think it would have been good if they used this incentive or mechanic, whatever you want to call it, in more locations. For example, captive rebels could be executed, La Santera could be executed, and there may be other situations like that where prisoners could be executed if your intervention is discoveredOriginally Posted by MikeWeeks Go to original post
Well, wouldn't that automatically make missions like "La Santera", "La carcel del pueblo", "The journalist" stealth only? Not to mention potential infinite loop in co-op after detection.
Rebels near the chemical institute are executed if it goes loud. Same for Monte Puncu outpost, although at a slower pace. Only other place I can think of with multiple cells is a site near submarine fleet 1 and La Santera's chapel. Survivor from "Culta's prisoner" is sometimes killed too (recent updates only). Lieutenant from "The trail of the general" randomly runs out and dies if the mission goes loud after opening his cell (post Oracle).
Alarms are for Unidad though. Leaving the alarms and generator intact opens the hacienda to a faction warfare between SB, rebels and Unidad. It's difficult, but not impossible to have everyone involved, sharing is caringOriginally Posted by MikeWeeks Go to original post![]()
SB reinforcements are limited, but rebels keep coming until the opposition is drowning in blood.
Or rebels don't come at all, SB reinforcements arrive at the scene, turn the place upside down searching for hostiles, if no one is found and Ghosts aren't detected, everyone including non reinforcements enter vehicles and leave the place. I assume this was the intended way to complete the undetected solo challenge.
I was lucky enough to complete Nidia Flores mission without any SB unit spawning and without scripted reinforcements on old GPU (HD 6870). Environment rendering and spawning bugs were pure magic post mercs update. Took 2 minutes for Nidia and Valeria to solidify enough to get to the choppa. Went right through the sniper tower on my way out. That was fun![]()