Bolo finds this pleasing, but she would like more. |
| Rogue Agent | |
|---|---|
![]() Miller thinks Rico should have retired. | |
| Mission in Just Cause 4 | |
| Type | Danger Rising DLC |
| To unlock | Complete the other submarines (USS Whitefeather, USS Conquest, USS Westward, USS Codetalker and USS Visionary) |
| Starting location | On the beach, east of Aeropuerto General Benitez |
| Reward | Hoverboard skins Hoverboard Courses Stormalong EM Zero |
Rogue Agent is the eighth and last mission in the Danger Rising DLC of Just Cause 4.
Introduction[]
Quote from the map marker: "Rico's onslaught of destruction has drawn out Emerson Miller. Sheldon has the location of his flagship."
After completing all submarines off the coast of Solís, this mission will be accessible on a beach east of Aeropuerto General Benitez. Several Army of Chaos ground vehicles (these may differ), along with a Huntsman SAM launcher, some stacks of equipment and some soldiers are present at the mission trigger.
Walkthrough[]
Tom Sheldon explains that the "Tried and True Rodriguez Method" has managed to draw out Emerson Miller. Looking through binoculars, Tom mentions that he still doesn't know what Miller's primary objective was, but he seems to be preparing to leave in his flagship, the USS Statesman. Tom reminds Rico to obtain Miller's briefcase, as it's the only way to deactivate the tracker.
Get to the USS Statesman and explore it[]
When you gain control of Rico again, you can see the USS Statesman about 2-3 km off the coast. Notice that the Army of Chaos vehicles now include a Bloodhound Siege Heli. The player may use any random vehicles.
Tom will immediately tell you to hurry, because Miller will escape as soon as he spots you, but really this part of the mission has no time limit, so take your time.
On the way Tom and Rico talk some more, with Rico inquiring about the intel for this mission, defenses, and personnel in that order. Tom will respond by saying that this is the USS Statesman, Miller's command ship; Sheldon then mentions that Miller hasn't set up any infrastructure, making the entire submarine raw firepower; and finally he will say there is a "metric shit-ton of agents" for personnel. Rico wonders why Maria tipped them off and Tom responds that: "You really going to give people shit for betraying The Agency?"
Once Rico is within about 200 meters of the submarine, Miller will have a brief chat with Rico, and then announce to his crew that Rico is here and orders them to kill him at all costs.
Notice that the submarine is equipped with 6 artillery turrets, so don't go too close just yet. Use the missiles from your helicopter to eliminate these from a safe distance.
1 A5 Coyote Assault Chopper spawns every few minutes, but they'll go down after 2 missile hits.
Once you board the submarine, take moment to notice that you now have infinite ammunition for all your carried weapons. Even if you order a different weapon from the supply drop, it will have infinite ammunition.
This seems to be a usual submarine, but with 2 automated MG turrets above strategic doorways. These are easy to destroy by small arms fire.
Destroy the "weak spots"[]
Even before boarding the submarine (assuming that the player has been in the air for a few minutes), Tom tells Rico to "grind on the electro-mag cables to bring up the weak spots". These "weak spots" are big circular "power conduits". There are 16 of these. Some are inside and some are outside the submarine.
Riding on the cables makes them rise out of their walls/floors, exposing their fragile red-glowing internal parts. They can be destroyed by any weapon. A SW9 Assault Rifle requires about a magazine of hits, but the Sequoia 370 Mag-Slug can do it in 2 hits.
After 4 conduits are destroyed, Sheldon will chime in over Rico's grappler.
- Sheldon: "Keep going, kid."
- Miller: "Tom Sheldon! Was hoping you'd be here. They gave me your chair when they put you out to pasture. Smells like a humidor."
- Tom: "That's good. Your old chair smelled like an asshole."
- Miller: "Always the class act, Tom."
At some point when the player is destroying conduits at the front of the submarine, all the missiles launch. The missile hall (room with the silos) is then full of white smoke.
When 7 conduits remain, Miller announces that: "All hands, we are losing power! Get systems back online!" Rico will reply with "Crew's only as good as their captain, Miller.", to which Miller will reply "Shut up, Rico."
When 3 conduits remain, Rico will say: "Time to abandon ship, Miller". Miller, angry at the reality of the situation, replies: "Grrr... shit. All hands, this is Miller. Prepare to abandon ship." Rico then laughs.
Cut-scene and chase[]
When the last conduit is destroyed, a cut-scene begins where the submarine explodes. Miller is shown to escape in a C3 Canvasback Hovercraft. This starts a chase sequence.
Miller drives through the wreckage and a number of agents (standing on drones) are trying to stop you. Open your hoverboard and chase after him!
As you chase Miller, explosions go off right next to Rico and Miller. The explosions are purely aesthetic and deal no damage. Dramatic music plays.
It's impossible to grapple to the hovercraft, but conveniently Miller waits for you when ever one of his missiles has blown you off the hoverboard.
It's impossible to destroy the hovercraft, either. Still, shoot at the hovercraft to spice things up.
Miller tells you to just take off the grappler so The Agency couldn't track him, to which Rico retorts that that is too easy.
The chase passes over a minefield and approaches a small island south-east of Isla Amarilla. Some agents are on the island.
Tom points out that Miller has another ship behind that island, but Rico responds that he sees it and that Miller isn't going anywhere.
Cut-scene and boss fight[]
This is the same type of Agency cruiser as can be seen near the USS Conquest and USS Westward, except that it lacks the large radar.
A cut-scene begins when Miller approaches it. Miller and Rico both jump on the deck and Rico demands that Miller hand over the briefcase, but Miller throws the case away and yells "F**k you, Rico." While slightly trivial, note that in the cutscene, Miller aims his railgun at Rico, and in return Rico raises his fists like a martial arts master (which he actually kind of is).
At this point, Miller's health bar appears, the game registers a checkpoint and autosaves, allowing for an immediate restart if Rico is killed. Be prepared to use cover often, as Miller's RG-PBA 9 Railgun charges unusually fast and can critically wound Rico with three successive hits.
During the boss fight, agents constantly spawn in to assist Miller. Only kill ones that get in the way.
Miller himself will grapple around and use the same tactics as normal grappler-equipped agents. He may do any of the following tricks:
- Miller might grapple to a drone. When he does this, fire the grappler and tether it to the ship itself in order to disrupt him.
- When on flat ground and close vicinity, Miller may run past Rico and attack him from behind.
- Miller may rarely gain stealth (akin to a Black Hand ghost) if Rico gets too close.
The ship also has six weapon crates, which can be used to resupply any Agency weapons.
It is possible to ambush Miller around a corner and kill him quickly, but the practicality of such tactics can be questionable. Like bosses in most video games, he's impossibly, extremely tough, with the boss fight being a drawn-out endurance battle. A single whole magazine worth of headshots from a SW9 Assault Rifle only chips away less than 10% of his health.
Headshots with the Yellowstone Auto Sniper are pretty effective, as well as using its secondary fire drones to draw Miller's fire.
Any explosive weapon will make relatively short work of him. Still, he has more explosion-wise HP than anything in the game, including the Warchief Assault Tank and the Spearhead Transport.
If Miller's attacks can be evaded, it is also possible to call in a Supply drop for a vehicle that might help, then jump in and fire away before Miller's railgun destroys it. Candidates include the aforementioned Warchief and Falconer AA Tank.
An effective way to make him stop grappling around and shooting you is to use the Sequoia 370 Mag-Slug's secondary fire to launch a booster at his face. If the booster latches onto him and activates, it'll put him into ragdoll and make him spin in the air like a flying ballerina. He will be a little hard to hit, but you won't have to worry about his railgun. Perhaps he could then be grappled to some corner of the ship that would make him an easier target? Make sure you don't retract him all the way, though, because once he touches any surface he'll immediately grapple towards it and the booster will disappear.
Killing him from fall damage or drowning him is a very quick, but fairly difficult way of dealing with him as he is very resilient to grappler tethers, reducing the approach's consistency.
Throughout the fight, Miller and Rico will taunt each other:
- Miller: "You're getting too old for this."
- Rico: "Barely breaking a sweat."
- (later)
- Miller:"You should've gone dark. Retired on a beach somewhere."
- Rico: "Tried. It wasn't for me."
- Miller: "You can't beat The Agency, Rico. The Agency is America. It's not some banana republic. You're not equipped for it."
- Rico: "It's not the Agency you should be worried about right now."
- (later)
- Rico: "Just give up. Save us some time."
- Miller: "I don't lose, Rico."
- (later)
- Rico: "You getting tired?"
- Miller: "Not on your life, old man." (when Miller's health is zero)
- Rico: "RARGH!" (sounds like he's using all his strength to deliver the killing blow)
Final cut-scene[]
After whittling his health down to zero, a cut-scene begins.
Miller falls to the ground and his glasses fall off. Rico reports about it to Tom, who asks Rico to say a few words. Rico: "He talked too much."
Rico then gets the briefcase, logs in with Miller's fingerprints and starts deleting tracker data, alongside other files, such as pictures of himself.
Tom congratulates Rico on his victory, but Rico remains skeptical, believing that Miller wasn't wrong and The Agency is far from defeated as he looks over his shoulder at the sky where a small star sparkles, implied to be a surveillance satellite. Tom seemingly concurs, knowing they are still safe from The Agency for now.
The cut-scene continues to show lines on a world map as an unseen man and woman discuss the situation.
- Man: "Report."
- Woman: "Miller's dead."
- Man: "(sighs) Unfortunate. Miller was a good agent."
- Woman: "I told you he was no match for Rico. But he fulfilled his role as a distraction."
- Man: "And what about Rodriguez?"
- Woman: "Killing Rico was a long shot. Miller was the only one who believed he could actually do it. The primary objective was a success. I was able to recover more than enough data to rebuild Project Illapa at a friendlier site."
The map has by now rotated to show the United States where the lines are ending in the north-eastern area of the United States where a large Agency logo appears.
- Man: "Excellent work, Agent Kane."
After the mission[]
- Hoverboard courses (at the submarines and in mainland) are unlocked.
- The wreckage of USS Statesman remains and so does the final smaller ship. The smaller ship remains occupied by Agency soldiers.
- The area of the final ship gets a map marker that allows fast travel.
- Stormalong EM Zero is unlocked at the supply drop.
Trivia[]
- With the way Operation Illapa and this mission ends, it is reasonable to assume that any future main titles of the franchise (such as a potential Just Cause 5) will be set in the United States, or an Agency friendly nation.
- This is the only mission in the entire game that provides infinite ammo for all carried weapons. Sargento's training missions do have LRD-3 Snipers and AT3-X RPGs, but those are limited to the mentioned weapons only.
- This mission also features a unique variant of the RG-PBA 9 Railgun wielded by Miller. It fires in three-round bursts which can critically damage Rico, and he can deploy Agency drones from it.
- In the game files, his railgun is a separate weapon named "railgun miller", while the normal RG-PBA 9 Railgun is named "wpn 80 railgun".
- Emerson Miller is one of the most resilient antagonists in the Just Cause Game Series. Only Pandak "Baby" Panay is similarly tough.
- A similar scenario is Son of Medici in JC3, where Di Ravello's Urga Mstitel could survive at least two direct hits from the extremely destructive M488 Bavarium rocket launcher, even though it only takes around 10 hits from a UVK-13 to destroy.
- This mission is one of the most difficult missions in Just Cause 4 or just about in the entire Just Cause game series as a whole.
- Rico is not only forced to deal with Miller himself but also has to confront a massive amount of enemy agents.
- The Agency cruiser also has some areas with huge numbers of red barrels that can easily kill Rico if he gets knocked into them just as they are primed in the crossfire.
- The USS Statesman has 5 turrets that must be dealt with promptly lest they overwhelm Rico quickly.
- The soundtrack playing throughout this entire mission is a slightly different version of the music heard on the Agency submarines, reflecting the urgency with the fate of the Agency operation on Solís (and Miller's fate) at stake.
































