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Agency submarine missiles (actual name unknown) are weapons in Just Cause 4. They are added in the Danger Rising DLC.

USS Codetalker (missiles being launched, first trailer)

USS Codetalker launches all the type 1 missiles in a trailer for Danger Rising.

JC4 "nuking" city

Gif of what can be done with these missiles. Click to view in higher quality.

Common description[]

As the unofficial name indicates, the Agency submarines are armed with these missiles. They are large ballistic missiles.

There are two types of them.

Type 1[]

All submarines are armed with these. USS Watchdog and USS Westward are the only ones where Rico cannot get to them, but the missile silo hatches are clearly on the submarines. Each submarine has 14 missile silos.

The missiles are very large: about 10-15 or more meters long, while the diameter is larger than Rico's height. The ends and tip are white while the body is grey with orange stripes. They have two fins near the head, and four fins at the back. As one might expect from such highly explosive missiles, there are high-explosive symbols and warning/danger markings on them.

They can be triggered by activating boosters on them or shooting at them. The missiles fire off vertically, but the player can steer them by placing boosters or airlifters on their side(s). Hence, these missiles are able to perform improvised stunts. (Keep in mind that in order to steer a missile using boosters, the "Directional" customization must be set to "No Limits".) Rico can grapple onto them while they are flying, similar to what he did in Missile Cowboy from JC3. However, note that this might be extremely difficult and will often result in Rico falling off the missile. See the video below.

They can be accessed at the submarine's missile hall/silo room, which is located at the highest floor at the front of the submarine. The silos have open doors.

When the missile reaches a certain high altitude, an alarm goes off. The alarm will continue for a few more seconds before the missile automatically explodes.

When they hit anything solid (or reach an altitude as said above), they make a massive explosion. The explosion is a huge fireball (well over the size of a sphere tank's explosion and almost twice the size, see pictures and video below) that expands and inflates outwards before rising into the air, like a very miniature nuclear explosion. The explosion fills a 50-60 meter radius with fire. However, the smoke it leaves behind is remarkably little for such a large explosion.

This explosion is the largest of all explosions in Just Cause 4 that can be seen outside of missions.

As one could expect from such a massive explosion, the missile deals overwhelming damage output. Regardless of how much damage an object is programmed to be able to withstand (unless completely indestructible, like buildings and the ground), as long as the object is in the proximity of the blast, it will be immediately destroyed. Strangely though, Rico seems to take little damage from it. Additionally, anything relatively far from the explosion will take little damage, despite being inside/near the fireball.

Type 2[]

These are also present on all submarines (USS Westward is unconfirmed). They are stored horizontally in frames that allow them to be transported and stacked.

They look different to the Type 1 missiles: Type 2s are inside some sort of shell. When activated (by shooting or using boosters, see below), the bottom part of the shell pops off and exhaust comes out. They are also smaller than Type 1s: Type 2s are 10 meters long at most.

Like all large ballistic missiles, they make a large explosion that deals lots of damage. However, they are weaker than the Type 1 missiles, as their explosion is "only" one quarter the size (in terms of radius), and they deal significantly less damage to objects caught in the blast. However, this does not make them weak by any means; heavily armored vehicles like tanks close to the center of the explosion will still blow up immediately. Only extremely tough objects like the Spearhead Transport can survive a direct hit. Anything less armored - including Rico - will not.

These can be set off by small arms fire, so be very careful when entering the submarines armory. The armory where they are stored is the lower floor at the front of the submarines.

The type 2 missiles behave very similarly to horizontal fuel tanks. The behavior is so similar that, on some level, they might even be programmed the same way in the game files. The only differences between the fuel tanks and type 2 missiles are damage output, the explosion and the speed and duration of flight when they zoom off.

Trivia[]

  • Note that these are not nuclear missiles. An average sized nuclear explosion (within 1 MT) would completely vaporize everything within a few hundred meters, create a huge crater and its shock wave and thermal radiation would extend to many kilometers.
  • Very curiously, Type 1 missiles seem to be the missiles in Pradera Blastoff (same model, physics (presumably) and explosion animation), a mission in the base game. This is particularly strange since Danger Rising came out after the base game. Either the devs replaced the missiles in said mission with the Agency Type 1s after releasing of Danger Rising, or Danger Rising reuses the Pradera Blastoff missiles as Type 1 Agency missiles, while making them much more accessible to and interactive with the player. As the Pradera Blastoff missiles appear only once in the entire game and very briefly too, it makes sense that nobody has noticed this until now.
  • Glitch: When arriving at a distant location by "riding" (hooking onto a moving missile and using boosters/airlifters to steer it) a Type 1 missile, the game will often not render in the location's structures and details until Rico hops off the missile. This results in Rico sometimes smashing into buildings and going inside. See more details at Just Cause 4 Bugs and glitches.
  • A mod found here spawns things. It calls type 2 missiles "agency_cargo_missile"s. This might be the program name the developers gave them.
    • Type 1 missiles are unspawnable, with this spawner at least.
  • Although slightly unrelated, the missile's explosion is much larger, but seems to be just as powerful as a "powerful blue lightning" strike.
  • Click here for a youtube search for videos featuring these missiles.

Gallery (type 1)[]

Gallery (type 2)[]

Videos[]

Just_Cause_4_-_NUKE_VS_MASSIVE_CITY!

Just Cause 4 - NUKE VS MASSIVE CITY!

The player uses the more powerful Type 1 missiles to "nuke" a city, although these missiles are not nuclear.

Just_Cause_4_-_NEW_RIDEABLE_NUKE_MISSILE!

Just Cause 4 - NEW RIDEABLE NUKE MISSILE!

A YouTuber experiments with the missiles.

Click here for a YouTube search for more videos featuring these missiles.

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