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Tom Clancy's Ghost Recon Breakpoint Maps & Locations Guide: Every Area Covered

Complete Tom Clancy's Ghost Recon Breakpoint maps and locations guide. Every area with difficulty, rewards, progression order, and what to do in each zone.

Researched and editorially reviewed. Updated .
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Breakpoint moved the series from Bolivia to Auroa in October 2019, and the Steam listing under app 2231380 arrived after that original launch with the full run of title updates already applied. Auroa is Jace Skell's private archipelago, the drones his company built now answer to Cole D. Walker and his Wolves, and Nomad starts the game alone after the convoy carrying his team is shot down. The safe ground is Erewhon, a hidden settlement under Twin Falls Mountain in the Mount Hodgson province, run by ex-Marine Mads Schulz and his wife Maria.

Tom Clancy's Ghost Recon Breakpoint features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.

Area Progression Order

OrderLocationDifficultyKey RewardsRecommended Role
1Mount HodgsonOpening hours, safe at any gear scoreErewhon vendors and faction missions, class unlocks and respec, the bivouac network, and the first Skell Credits sinksPanther
2Smuggler CovesEarly campaign, gear score under 60 is workableWeapon blueprints in coastal outposts, early Skell Tech sites, and several bivouac locations that shorten later approachesPanther
3Fen BogMid campaign, gear score roughly 60 to 120Faction mission chains, weapon blueprints in the marsh outposts, and several Wolves patrol routes worth ambushing for gearAssault
4Sinking CountryMid to late campaign, gear score roughly 100 to 180Silver Stake Tactical blueprint at the Cold War Airfield, Behemoth-guarded relays, and high tier Sentinel lootAssault
5Windy IslandsLate campaign, gear score 150 and aboveMK17 blueprint, high tier gear drops, and access routes toward the Liberty region objectivesAssault

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Mount Hodgson: Starting Area

The mountain province that holds Twin Falls Mountain and, hidden beneath it, Erewhon. This is the base of operations for the whole campaign: Maria Schulz runs the shop, Mads Schulz leads the Homesteaders, and Sergeant Major Josiah Hill hands out the early objectives.

AttributeDetail
DifficultyOpening hours, safe at any gear score
Key RewardsErewhon vendors and faction missions, class unlocks and respec, the bivouac network, and the first Skell Credits sinks
Recommended RolePanther
Key WeaponsMK17

What to Do Here


Smuggler Coves: Early Game

Mountainous and heavily wooded country at the northern end of the main island. The tree cover makes it the friendliest province for learning prone camouflage against Azrael sweeps, because there is almost always something to lie under.

AttributeDetail
DifficultyEarly campaign, gear score under 60 is workable
Key RewardsWeapon blueprints in coastal outposts, early Skell Tech sites, and several bivouac locations that shorten later approaches
Recommended RolePanther
Key WeaponsMK17

What to Do Here

  • Focus on mastering Bivouacs, injuries and stamina. It's critical from this point on.
  • Farm for MK17 if you don't have it yet.
  • Complete all objectives for maximum rewards.
  • Prepare for the difficulty spike in Fen Bog.

Fen Bog: Mid Game

A large eastern region cut apart by rivers and channels, with limited hard cover and very open sight lines across the water. Vehicles struggle here and boats do not, which changes how you approach every objective on its islands.

AttributeDetail
DifficultyMid campaign, gear score roughly 60 to 120
Key RewardsFaction mission chains, weapon blueprints in the marsh outposts, and several Wolves patrol routes worth ambushing for gear
Recommended RoleAssault
Key WeaponsMK17

What to Do Here


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Sinking Country: Late Game

A salt marsh with mangroves at its centre and the Coal Islands off its eastern edge. The mud here is genuinely useful: prone camouflage works well, and the Cold War Airfield inside the region holds one of the more sought after blueprints.

AttributeDetail
DifficultyMid to late campaign, gear score roughly 100 to 180
Key RewardsSilver Stake Tactical blueprint at the Cold War Airfield, Behemoth-guarded relays, and high tier Sentinel loot
Recommended RoleAssault
Key Weapons416

What to Do Here

  • Full build optimization is expected by this point.
  • 416 should be your primary, fully upgraded.
  • The Ghost Experience settings mastery starts mattering here.
  • Farm resources for the push into Windy Islands.

Windy Islands: Endgame

A chain of fjord islands south of the Seal Islands and south-west of Liberty, with South Cape Station as the only human settlement. Exposed ground, hard wind, very little cover, and consequently one of the least forgiving approaches on the map.

AttributeDetail
DifficultyLate campaign, gear score 150 and above
Key RewardsMK17 blueprint, high tier gear drops, and access routes toward the Liberty region objectives
Recommended RoleAssault
Key Weapons416

What to Do Here

  • This is endgame. Best-in-slot gear and a perfected build are mandatory.
  • See our boss guide for endgame fight strategies.
  • The reward loop: clear content → upgrade → push harder content.
  • Experiment with Echelon for variety once you've mastered the meta.

Exploration Tips

  1. Clear areas in order: Mount Hodgson → Smuggler Coves → Fen Bog → Sinking Country → Windy Islands. Skipping areas means missing resources you'll need later.
  2. Check every corner: Hidden caches and secrets are often in non-obvious locations.
  3. Match your weapons: Some areas favor different weapons types.
  4. Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
  5. Don't rush: Clearing an area fully gives more resources than speedrunning two areas.

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