Ghost Recon Breakpoint blueprint areas – unlock weapon blueprints and attachments

Ghost Recon Breakpoint attachments

Fed up of scavenging for brand new weapons from enemies? Do you simply need to make your personal weapons from scratch in Ghost Recon Breakpoint? Is there a weapon attachment that you simply wish to affix onto your weapon like a muzzle? There are some steps that you will want to take with the intention to unlock attachments and weapon blueprints if you happen to don’t need to spend actual cash on them, however it’s also possible to simply go to sure areas and discover them your self if you’d like. We’ve collected information on the overwhelming majority of the unlockable weapon blueprints and attachments.

Ghost Recon Breakpoint weapon blueprints and attachments information

Our  Ghost Recon Breakpoint weapon blueprints and attachments information has the blueprint areas and the steps you’ll want to take with the intention to unlock attachments and weapon blueprints.

Ghost Recon Breakpoint intel

Ghost Recon Breakpoint intel

The first step to unlocking a brand new Ghost Recon Breakpoint weapon blueprint or Ghost Recon Breakpoint attachment is to collect some intel. Within most of the structured buildings all through Auroa, there are items of intel on desks or different surfaces that whenever you work together with them, will present you a number of choices. You can both use them to unlock new map areas so that you can study or extra importantly, you should utilize them to unlock weapon blueprint/attachment missions. These are “blue” missions within the targets part of the menu and might be tagged in your teammates.

Intel that you would be able to collect consists of attachments, weapon blueprints, and bivouac areas for that particular area. You will solely uncover stuff for a area in Infinity if the intel you’re at present gathering can be in Infinity. Only one particular person in a group can work together with a bit of intel, so it’s solely well mannered that you simply discuss to your teammates to see if any of them want a selected blueprint or attachment. Once you’ve completed with it, no one else can work together with the intel.

Ghost Recon Breakpoint weapon attachment chest

Ghost Recon Breakpoint weapon blueprints and attachments

Once you’ve gathered the intel, pop it onto your mission tab and observe the instructions. If you’re enjoying in guided mode, you’ll see a blue dot seem on the map displaying its location. These areas are usually on the extra well-defended aspect, so ensure that you’re effectively ready and stocked on syringes, notably if you happen to’re going as a lone wolf.

Upon clearing out your designated space, head to the placement in your mini-map (guided) or observe the instructions (exploration) to your Ghost Recon Breakpoint weapon blueprint or Ghost Recon Breakpoint attachment. You might also discover talent chests close by like the instance above within the Fen Bog Testing Zone, so you’ll want to open that up when you’re there for a free talent level. It’s solely honest that you’ve got that little further bonus in your efforts.

Ghost Recon Breakpoint blueprint locations

Ghost Recon Breakpoint blueprint areas

Since all the Ghost Recon Breakpoint blueprint areas are fastened, here’s a listing of the blueprints we at present know the placement of to this point:

Ghost Recon Breakpoint weapon blueprint areas

  • MK17: Garbage Dump – Windy Islands
  • MK48: Auroa Parliament – Liberty
  • MP7: Outpost Black Tiger close to Lismore Shelf – New Arygll
  • L115A3: Auroa Power Plant – Channels
  • P45T: Chem-Extraction Complex – Mount Hodgson
  • SC-20Okay: Bald Peak Mine – Mount Hodgson
  • UMP: Longford Farm – Fen Bog
  • VHSD2:  Whitestone Farm – Fen Bog
  • M82: Assembly Hall Omega 01 – Restricted Area 01
  • G28: Training Center, west of Lake Elizabeth – Restricted Area 01
  • SASG12: Camp Ferret, north-west of Pleasant Island – Restricted Area 01
  • AK74: Auroa Survival Shelter, south of Sun Lake and north of Army Pass – Good Hope Mountain
  • TAC50: Maunga Nui Port, Sunken Clipper Bay – Smuggler’s Coves
  • FN Five-seven: Hybrid Engine Factory – Wild Coast jap nook
  • AK12: Skell Foundation Campus in the midst of Lake Kathryn – Cape North
  • MK14: Abandoned Barracks on Hunter’s Ridge – Seal Islands
  • MP5:  – Maunga Nui Eco Par, south of Autumn – Lake Liberty
  • KSG12: Skell Security, north-east of Hanged Man Wood – Infinity
  • SN-9mm: Infinity Transport Hub, east of Scour River and south of Fitzroy Cliff – Infinity
  • M9: Skell Technology Office, south-west of Cloud Falls – Infinity
  • RU12SG: Eternity, north of Brunton Valley – Liberty
  • Scorpion Evo3: Auroa Recycling Factory, south of Shark sound – Windy Islands
  • L86A1: Red Ferret Outpost, north of No Man Highland – Restricted Area 01
  • 805 Bren: Camp Tiger, south of Coal Islands and east of Lighthouse Point – Sinking Country
  • CTMMG: Sentinel Land Base, northwest of Moonlight Pond – Sinking Country
  • MG121: Ammunition Depot, northwest of Man Eater Slough and south of Chalky Inlet – Sinking Country
  • Desert Eagle: Howard Airfield, north of Chalky Inlet – Sinking Country
  • Tavor:  Engine R&D Centre, on Lake Boomer – Wild Coast
  • AUG: Auroa Materials Deposit, in Outlaw Valley, east of Lookout Peak – Smuggler’s Coves
  • F40: Navy Fuelling Station – west of Herrick Creek and north-east of West Cape – Channels
  • 416: Shark Base, north-east of Hunter Island – Seal Islands
  • C-SFP: Airship Air Station, north of Harris Forest and north-west of Diamond Lake – Lake Country
  • SN-9mm: Infinity Transport Hub, east of Scour River & south of Fitzroy Cliff – Infinity
  • G36C: Air Chassis Factory, east of Ship’s Boy Peak – Whalers Bay
  • 5.7 USG: Hybrid Engine Factory, south-east of Two Lakes Valley and north-east of Long Valley – Wild Coast
  • SC-20Okay: Bald Peak Mine, north of Forden Wood and east of Stag Ridge – Mount Hodgson
  • FRF2: Land Chassis Factory, east of Nor’Wester Cliff – Whaler’s Bay
  • Bullpup PDR: Driftwood Islets Testing Zone, south of Wild Island – Driftwood Islets
  • Recon A1: Madman Hill, centre of the snaking river, it’s contained in the cave on the supply of the river – Egg Island
  • Scorpio Scout: Reach Sharpshooter Level 10
  • Scorpion Evo CQC: Reach Panther Level 10
  • 416 Scout: Reach Field Medic Level 10
  • AUG Assault: Reach Assault Level 10

Signature weapons

Step by step guides for every of the missions will seem in our Ghost Recon Breakpoint signature weapons information after we discover them.

  • Flycatcher P90: Complete mission “Hear no Evil”.
  • Silverback KSG12: Complete mission “See no Evil”.
  • Zastava M93: Complete mission “Speak no Evil”.

Faction Reward weapon blueprints

Some are locked behind Faction mission completion, however within the sense that you simply’ll want to finish missions over the course of the subsequent few months. You solely have a set period of time to get these and may be taught extra about them in our upcoming Factions information.

Year 1 – Act 1 (01/10/2019 – 03/12/2019)

  • G28: Act 1 Faction reward – Battle Tier 3
  • 416 Shorty: Act 1 Faction reward – Battle Tier 19
  • P227 | Survival: Act 1 Faction reward – Battle Tier 25
  • AK74 Assault: Act 1 Faction reward – Battle Tier 35
  • MK48 Compact: Act 1 Faction reward – Battle Tier 38
  • wM4A1 Tactical: Act 1 Faction reward – Battle Tier 47

Behemoth Defence Areas

  • 6P41: Between Rocky Valley and White Giant – Mount Hodgson. Gear Level 160+ really useful
  • AK47: Near Holmwood Mangrove – Fen Bog. Gear Level 100+ really useful
  • Scorpio: Near Albatross Peninsula – Sinking Country. Gear Level 200+ really useful
  • HTI: Near Greenfield Plain – Driftwood Islets. Gear Level 160+ really useful
  • Vector: North-east of the area – Cape North. Gear Level 200+ really useful
  • P227: North-west, close to Mocha Dick Heights – Wild Coast. Gear Level 180+ really useful
  • P320: South of O’Connor’s Range – Seal Islands. Gear Level 200+ really useful
  • P90: South of Borland Burn River – Good Hope Mountain Gear Level 200+ really useful
  • HK416: Shark Base which is north of Albatross Peak. – Seal Islands. Gear Level 50+ really useful
  • M4A1: Misty Range – Channels. Gear Level 180+ really useful
  • SVD-63: Between Shepherd Wood and Sheep Moor – Lake Country. Gear Level 160+ really useful
  • T95: Harper Lake -Lake Country Gear Level 120+ really useful
  • M4: Near Hidden Coomb – Restricted Area 01. Gear Level 140+ really useful
  • 553: South of Blackburn Ridge – Restricted Area 01 Gear Level 240+ really useful

Ghost Recon Breakpoint attachment areas

  • ASR Small Magazine: Silent Valley Mine, the opposite aspect of the principle highway close to the White Giant – Mount Hodgson
  • DMR Small Magazine: Fish Processing Centre close to MacDouglal Stream – New Arygll
  • LMG Compensator: Fen Bog Testing Zone close to Precipice Falls – Fen Bog
  • LMG Muzzle Brake: Training Center, west of Lake Elizabeth – Restricted Area 01
  • EXPS3: Freeman Residences, on the shoreline west of Lake Elizabeth – Restricted Area 01
  • DMR Muzzle Hider: Red Shark Outpost within the north-west of the area – Channels
  • DMR Compensator: Detention Centre close to Bird Hill – Liberty
  • DMR Muzzle Brake: Outpost Green Viper, north-east of Dark Wood and south of Hanged Man wooden – Infinity
  • HDG Muzzle Brake: Blue Viper Outpost, which is close to the border on the north-east aspect with Infinity – New Stirling
  • HDG Flash Hider: West Radar Station, alongside Bald Ridge – Seal Islands
  • Bipod – Fuel Storage close to Channels border – Seal Islands
  • STG Muzzle Brake: Arrow Testing Zone, southwest of Hawk Peak – Restricted Area 01
  • Shift Vertical Foregrip: Assembly Hall Omega 2, east of Mirror Lake – Restricted Area 01
  • RU Collimator Sight: Auroa Airport, east of Fitzroy Cliff and north of Desert Islet – Infinity
  • ASR Muzzle Brake: Auroa Hospital, north of Reservoir Lake – Liberty
  • RU Long Range Sight: Campus Data Farm, north-west of Lake Kathryn – Cape North
  • SNR Extended Magazine: Auroa Intranet Control, Avalanche Peak – Silent Mountain
  • SMG Muzzle Brake: Inside of Camp Weasel, north-east of Moon Lake – Good Hope Mountain
  • SNR Muzzle Brake: Outpost Blue Tiger, North-west of Lake Bulkington – Wild Coast
  • DMR Flash Hider: Red Shark Outpost, south-west of Hunt Beach and north-east of West Cape – Channels
  • SMG Flash Hider: Richard Cobden Residences, Shelter Island – Liberty
  • MAWL-DA: Liberty Airport, in south Cape – Liberty
  • ATPIALx3: Composite Factory, east of Distillery Lake – Smuggler’s Coves
  • RU Vertical Foregrip: Equipment Depot, close to the Lake Roundabout level  – Sinking Country
  • HDG Compensator: Radar Station North, east of Chalky Inlet and north of Mossy Pond – Sinking Country

Behemoth Defence Areas

  • SMG Small Magazine: Whalers Bay and Silent Mountain border. Gear Level 100+ really useful
  • LMG Flash Hider: Sheep Islet – Windy Islands Gear Level 140+ really useful
  • Range Finder: Near Behemoth Passage – Channels Gear Level 200+ really useful

Ghost Recon Breakpoint Misc. areas

  • Aamon: Control Station Tiger 03 close to Harris Forest – Fen Bog (Drone car)
  • LG3P: Worldseed Vault within the north-west of the area – New Stirling (NVG)
  • PS15ATN: Step Up Startup in between Freeman Plain and Providence Mountain – Channel (NVG)
  • Army Jacket: Behemoth Defence space close to Lake Annie – Restricted Area 01. Gear Level 180+ really useful

Some instructions might be present in our Ghost Recon Breakpoint bipod location and Ghost Recon Breakpoint NVG locations guides respectively.

Ghost Recon Breakpoint gunsmith

How to equip attachments in Ghost Recon Breakpoint

Once you’ve discovered a Ghost Recon Breakpoint attachment, you may equip it onto the corresponding weapon kind. Head into the loadout menu and maintain the G key in your keyboard to edit the weapon. This will convey you into the gunsmith choices menu. Here you may choose the half on the right-hand aspect and equip with the attachment you might have simply discovered.

The gunsmith menu can be the place you may apply bonuses onto weapons, detailed stats on the weapon kind, and study the passive bonuses onto it. It’s a surprise why this isn’t extra closely marketed, so do try the gunsmith menu and mess around with it as a lot as you may. All upgrades made are utilized to all styles of that weapon kind, so your progress in direction of mastering that weapon kind are saved throughout a selected weapon kind. Here we’ve got a light-weight machine-gun categorized because the “Stoner” and popping factors into this Stoner weapon makes all Stoner weapons that a lot better for you.

Ghost Recon Breakpoint weapon blueprints

How to make use of weapon blueprints in Ghost Recon Breakpoint

Once you might have discovered a Ghost Recon Breakpoint weapon blueprint, you may then convey it again to Erewhon. Speak to Maria Schulz within the store and provides her the blueprint for the merchandise. You’ll then be capable to purchase the weapon based mostly on the blueprint at a aggressive Gear Level. You’ll additionally be capable to discover blueprints for Mk.II and Mk.III weapons in a while, so you’ll want to scavenge as a lot as you may.

Ghost Recon Breakpoint information hyperlinks


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