Introduction: So, The World Ended. Let’s Get Weird. ๐๐ฅ
Far Cry New Dawn: Alright, settle in. Let’s have a little chat about the end of the world. โ๏ธ You’ve probably seen it in movies: grim, grey, miserable affairs where everyone’s eating canned beans and fighting over the last bottle of questionable water. ๐ That’s not what happened here.
Here, when the bombs fell on Hope County, Montana, Mother Nature apparently decided to get super creative and listen to synth-pop for 17 years. ๐ถ The result is what Ubisoft, in a fit of corporate understatement, calls a “super bloom.” ๐ธ
What it really is, is a post-nuclear landscape that looks like it was designed by a unicorn with a paintball gun. ๐ฆ๐จ Everything is aggressively pink. The deer have floral arrangements growing out of their backs. ๐ฆ๐ The sky is a permanent, beautiful, and probably highly radioactive aurora. This isn’t your daddy’s apocalypse. This is the apocalypse after it raided a Lisa Frank factory, and frankly, it’s fabulous. โจ
But don’t let the vibrant color palette fool you. This world is still trying to kill you in about a thousand different ways. ๐ Vicious bandits called the Highwaymen, led by a pair of terrifyingly pragmatic twins named Mickey and Lou, want to take everything you have and burn the rest for fun. ๐ฅ Mutated animals want to eat your face. ๐ป Gravity still works, and it’s a real jerk about it. ๐
That’s where this guideโand by extension, Iโcome in. Think of me as the little voice in your head, the one that tells you to do the fun, chaotic things. ๐ Only I come with better weapon recommendations and a much, much weirder sense of humor. We’re not here to just survive Far Cry New Dawn. Survival is for chumps. We’re here to thrive. We’re here to become the most stylish, wildly efficient, and feared predator in this brand-new, eye-popping food chain. ๐
This guide is built on a simple philosophy: understanding the why behind the mayhem. Anyone can tell you what to do. “Shoot the bad guy.” “Collect the thing.” Groundbreaking stuff. ๐ We’re going to dissect the why. Why is that perk a non-negotiable first purchase? ๐ค Why is that rusty-looking assault rifle secretly a god-tier killing machine in the right hands? ๐ซ Why is the best way to deal with a heavily armored convoy to introduce it to a rocket-launching enthusiast with a questionable grasp of collateral damage? ๐๐ฅ
By the time we’re done, you won’t just be a survivor. You’ll be an artist, and your canvas will be the chaos of your enemies. Your paint will be a carefully curated selection of high-velocity projectiles. ๐งโ๐จ So grab your saw launcher, put on your favorite post-apocalyptic threads, and let’s get weird. It’s time to turn you from a confused tourist into the undisputed king or queen of the post-nuclear prom. ๐๐บ
Chapter 1: The Apocalypse 101 – A Crash Course in Not Dying Immediately ๐
Before you can become a walking god of destruction, you need to understand the new rules. ๐ The old world is gone, and its rulebook was used for kindling. The new world of Far Cry New Dawn runs on a simple, brutal logic that governs everything from your choice of pistol to the places you can safely walk without being turned into chunky salsa. ๐ Master these fundamentals, and you’re halfway to running this place.
Understanding the New World Order: Tiers, Ranks, and Why Your Rusty Pistol Won’t Scratch an Elite ๐
The single most important change between the world before the bombs and now is the introduction of a simple, color-coded system of pain. ๐ Far Cry New Dawn isn’t just a shooter; it’s a shooter with a light dusting of RPG mechanics, and this is its core tenet. Everythingโenemies and your gearโis ranked.
Enemy Ranks:
The Highwaymen you’ll be gleefully disassembling come in four distinct flavors of lethality, easily identified by the color of their health bar:
- Rank 1 (Grey โช๏ธ): These are your basic grunts. Cannon fodder. Walking loot bags. They go down easy and are a great source for target practice and stocking up on basic ammo.
- Rank 2 (Blue ๐ต): A step up. They have a bit more health, might wear some rudimentary armor, and are generally less clumsy than their grey-bar brethren. They require a bit more respect, and preferably, a better gun.
- Rank 3 (Purple ๐ฃ – Enforcers): Now we’re talking. These folks are tough. They wear heavy armor, carry powerful weapons, and can soak up a ridiculous amount of damage from low-tier firearms. Treating them like a Rank 1 enemy is a fast track to a loading screen. ๐ต
- Rank 4 (Gold ๐ก – Elites): The baddest of the bad. Decked out in what looks like repurposed football gear, these absolute units are mobile fortresses. They often carry LMGs or flamethrowers and will laugh off anything but the most powerful weapons aimed directly at their weak spots.
Weapon Ranks:
To combat this tiered threat, your arsenal is similarly categorized:
- Rank 1 (Grey ๐ง): Rusty, cobbled-together junk. Your starting pistol, that sad-looking SMG you found in a ditch. They’re better than a sharp stick, but not by much. Effective only against Rank 1 enemies.
- Rank 2 (Blue ๐จ): Makeshift but effective. Think AK-47s held together with duct tape and optimism. These are your workhorse weapons for the early-to-mid game and are necessary to comfortably deal with Rank 2 enemies.
- Rank 3 (Purple ๐ช): Optimized and dangerous. These are professionally crafted weapons that pack a serious punch. They often come with built-in suppressors or better scopes and are the minimum requirement for tackling Rank 3 enemies without wanting to throw your controller.
- Rank 4 (Gold – Elite ๐): The top of the food chain. These are unique, often outlandish weapons with the best stats in the game. An Elite sniper rifle can one-shot most enemies in the game, and an Elite LMG can turn an entire outpost into a cloud of pink mist. These are what you need to make Elites fear you.
Here’s the crucial takeaway, the strategic law of the land: This tier system is a hard “gear check.” ๐งฑ It’s not just a suggestion; it’s a mathematical wall. Trying to kill a Rank 3 Enforcer with a Rank 1 pistol isn’t a fun challenge; it’s a waste of ammo and time. Their health and armor are scaled to make such an encounter nearly impossible. This transforms the open world. It’s not a true sandbox where you can go anywhere from the start. It’s a series of gated areas, and the key to those gates isn’t a story missionโit’s the rank of the weapon you’ve crafted. You cannot and should not venture into a high-level area until you have farmed the resources to build the gear to match it. Internalize this, and you’ll avoid immense frustration. Your power is directly tied to your crafting bench. ๐ ๏ธ
The Holy Trinity of Survival: Ethanol, Duct Tape, and a Flexible Moral Compass ๐
To climb this ladder of destruction, you need resources. While you’ll be hoarding everything from springs to gears, three resources form the backbone of your entire operation.
- Ethanol โฝ๏ธ: This is the lifeblood of your civilization. Forget water, forget foodโEthanol is the single most important currency in Hope County. It’s used exclusively to upgrade your home base, Prosperity. You get it primarily from liberating Highwaymen Outposts, hijacking their tanker trucks, and grabbing supply drops. Every other activity is secondary to the relentless pursuit of more Ethanol.
- Duct Tape (and other common components) ๐ฉน: This represents the broad category of common crafting materialsโDuct Tape, Components, Gears, Springs, etc. You’ll find these everywhere, on looted bodies, in toolboxes, and by trading animal skins. They are the nuts and bolts used to craft your Rank 1 and 2 weapons and vehicles.
- Circuit Boards & Titanium ๐ง : These are the gatekeepers to real power. Titanium is a rarer material needed for Rank 3 and Elite gear, found primarily in safes and as rewards from high-level activities. Circuit Boards are the rarest of all, required for crafting the best Elite weapons and vehicles. You’ll almost exclusively get these from two sources: completing Expeditions or hunting the terrifying Monstrous Animals that roam the land.
Your moral compass? Ditch it. You’ll need to loot, steal, and scavenge without a second thought. That friendly-looking NPC on the road might have some valuable intel, but the Highwaymen he’s fighting have ammo you need. Priorities, Captain. ๐
The Basic Loop: How Looting, Upgrading, and Liberating Feed Your God Complex ๐
Now, let’s put it all together. Your entire journey in Far Cry New Dawn is a beautifully simple, self-perpetuating cycle of violence and civic improvement. Understanding this loop is the key to efficient progression.
It looks like this:
- Liberate Outposts ๐ฅ: You attack and clear a Highwaymen Outpost. Your reward is a fat stack of Ethanol. โฝ๏ธ
- Upgrade Prosperity ๐ : You take that Ethanol back to your home base, Prosperity, and invest it in upgrading one of its facilities, like the Workbench or the Infirmary.
- Unlock Better Gear ๐ซ: Upgrading a facility, like the Workbench, unlocks the ability to craft higher-rank weapons. Upgrading the Infirmary increases your maximum health. โค๏ธ
- Tackle Harder Challenges ๐ช: With your new, more powerful weapons and increased survivability, you can now confidently take on higher-rank Outposts (which you can intentionally let the Highwaymen recapture for better rewards) and go on Expeditions to far-off locations.
- Acquire Rare Materials ๐: These tougher challenges, especially Expeditions, are your primary source of rare materials like Circuit Boards and Titanium.
- Craft Elite Gear ๐: You use those rare materials at your upgraded Workbench to craft the best Elite-tier weapons in the game.
- Repeat and Escalate ๐: With your new Elite gear, liberating the highest-level Outposts for maximum Ethanol becomes trivial, feeding the loop and allowing you to max out every facility and craft every weapon.
This isn’t just a gameplay loop; it’s a Prosperity-Power Feedback Loop. ๐ ๐ช Your personal power as a player is inextricably linked to the health of your home base. In many games, a base is just a place to store junk and talk to NPCs. Here, Prosperity is the engine of your progression. Every single point of Ethanol you pour into it provides a direct, tangible return on your combat effectiveness. Neglecting Prosperity isn’t a choice; it’s a self-imposed nerf. The most efficient path to becoming a post-apocalyptic deity is to understand that every side mission, every hijacked truck, every cleared outpost is a direct investment in your own power. Strengthen the community, and you strengthen your trigger finger. ๐
Chapter 2: The Perks of Being a Post-Nuclear Warlord ๐ช
Welcome to the self-improvement course for the aspiring boss. ๐ Perks are your character’s DNA, the special set of skills that separates you from the poor saps getting mauled by a mutated bear. ๐ป In Far Cry New Dawn, you don’t level up in the traditional sense. Instead, you earn Perk Points, which you then spend to unlock a smorgasbord of delightful and deadly abilities.
You earn these precious points in a few ways. The most common is by completing Challengesโlittle mini-achievements for everything from getting 10 kills with an assault rifle to skinning five different types of animals. ๐ฏ You’ll also find Perk Magazines hidden throughout the world, most notably as the main reward for completing Treasure Hunts ๐บ๏ธ, which are little environmental puzzles that usually lead to a prepper stash filled with goodies. Each Treasure Hunt nets you a cool three Perk Points, making them an incredibly valuable early-game activity. ๐ฐ
The Big Board of Bad Ideas: A Complete Perk Analysis ๐
There are 25 standard perks and 5 special “Eden” perks you’ll unlock later in the story. Choosing what to get first can be daunting. Do you want to pick locks? Carry more guns? Punch harder? Turn into a supernatural ninja? ๐ฅท Yes, but in what order? This table is your shopping list. It breaks down every perk, what it costs, what it does, and most importantly, how badly you should want it.
| Perk Name | Cost (Points) | Effect | Priority & Justification |
| Tier 1: The Essentials (Get These ASAP) | |||
| Tactical Binoculars | 1 | Equip binoculars to tag enemies, alarms, and animals from a distance. | ๐ฏ ESSENTIAL: This should be your first or second purchase. Information is power. Knowing where every enemy is before a fight begins is the single greatest tactical advantage you can have, especially for stealth and outpost liberation. ๐ญ |
| Repair Torch | 3 | Adds a tool to repair vehicles, open safes, and set enemies on fire. | ๐ฏ ESSENTIAL: Safes contain Titanium, a critical mid-to-late game resource. This perk is your key to that treasure trove. ๐ The ability to repair your favorite gun-mounted vehicle in the field is a lifesaver. It’s a skeleton key and a flamethrower in one. ๐ฅ |
| Lock Picking | 6 | Allows you to pick locks on doors and safes. | ๐ฏ ESSENTIAL: The other half of the resource-gathering puzzle. Many Treasure Hunts and loot-filled rooms are behind locked doors. ๐ช This perk pays for itself tenfold in scavenged materials. Get this or the Repair Torch first. |
| Well-Armed | 1 | Carry a third weapon. | ๐ฅ HIGH: More guns means more options. This lets you carry a stealth weapon, a loud weapon, and a special-purpose weapon (like a bow or shotgun) simultaneously. Flexibility is key. ๐ค |
| Grapple | 2 | Use a grappling hook on designated points; reduces fall damage. | ๐ฅ HIGH: Mandatory for many Treasure Hunts and for accessing sniper nests and hidden areas. Verticality is your friend. ๐ง |
| Tier 2: The Game Changers (High Priority) | |||
| Advanced Takedowns | 7 | Perform takedowns on Rank 2 (Blue) enemies. Lets you throw a melee weapon at a second enemy after a takedown. | ๐คซ HIGH (Stealth): If you plan on being sneaky, this is non-negotiable. Without it, stealth-killing any enemy above Rank 1 is impossible, making silent outpost clears a nightmare. |
| Heavily Armed | 4 | Carry a fourth weapon. Requires Well-Armed. | ๐ฅ HIGH (Loud): The ultimate expression of firepower. A silenced sniper, an assault rifle, a shotgun, AND a rocket launcher. You become a walking armory, prepared for any situation. ๐ฆพ |
| Skydiver | 3 | Deploy a wingsuit while falling; reduces fall damage. | ๐ฆ HIGH: The fastest and most stylish way to get from Point A to a point very far below Point A. Essential for quick escapes and traversing the mountainous terrain of Hope County. |
| More Light/Heavy Ammo | 3 each | Increases carry capacity for different ammo types. Can be upgraded multiple times. | โฌ๏ธ HIGH: More bullets means less time scrounging in the middle of a firefight. A simple but profound quality-of-life upgrade. Prioritize the ammo types for your favorite guns. |
| Tier 3: The Specialists (Situational but Powerful) | |||
| Expert Takedowns | 8 | Perform takedowns on Rank 3 (Purple) enemies. Lets you shoot a sidearm at a second enemy after a takedown. | ๐คซ HIGH (Stealth): The next step for the dedicated ghost. Now you can silently deal with those pesky armored Enforcers. |
| Master Takedowns | 10 | Perform takedowns on Rank 4 (Gold) enemies. Lets you chain a takedown to an adjacent enemy. | ๐คซ HIGH (Stealth): The pinnacle of stealth. The ability to walk up to an Elite and silently remove them from the equation is a massive power trip. ๐ |
| Covert | 8 | Move more quietly and faster while crouched. | ๐ค SITUATIONAL (Stealth): A solid boost for stealth players, but less critical than the Takedown perks. Get it after you’ve secured your ability to actually kill what you’re sneaking up on. |
| Dexterity | 7 | Faster crafting, sabotaging, opening safes, etc. Can throw back dynamite. | ๐ค SITUATIONAL: A nice quality-of-life perk, especially for speeding up looting. The dynamite-throwback is hilarious and occasionally useful. ๐งจ Grab it when you have points to spare. |
| Saboteur | 8 | Rig vehicles, alarms, and mounted weapons to explode. | ๐ค SITUATIONAL: More of a fun toy than a tactical necessity, but rigging an alarm to blow up in the face of the person trying to sound it is peak dark comedy. ๐คฃ |
| Tier 4: The Luxuries (Get Them When You’re Bored) | |||
| More Medkits/Throwables | 3 each | Carry more of the specified item. Can be upgraded. | ๐คทโโ๏ธ LUXURY: You can craft medkits on the fly, so carrying more isn’t a huge priority. More grenades is always fun, but rarely essential. |
| More Fist Damage | 3 | Increases melee damage. Can be upgraded. | ๐คทโโ๏ธ LUXURY: Unless you’re dedicated to a “punch everyone to death” playthrough, your guns will be doing the heavy lifting. ๐ |
| Fishing Rod | 2 | Adds a fishing rod to your weapon wheel. | ๐คทโโ๏ธ LUXURY: Only get this if you want to complete the fishing challenges for more perk points. Otherwise, you can just shoot the fish. ๐ It’s more efficient. |
| Outdoor Enthusiast | 7 | Animals are less likely to flee; fish are easier to catch. Requires Fishing Rod. | ๐คทโโ๏ธ LUXURY: Makes hunting a bit easier, but bait is a more reliable way to bring animals to you. A low-priority purchase. |
| Eden Perks (Late Game Spoilers-ish) | |||
| Leap of Faith | 10 | Perform a double jump. | ๐ ESSENTIAL (Late Game): This fundamentally changes the game. Your mobility becomes god-like. Get this the second it becomes available. ๐คธโโ๏ธ |
| Wrath | 10 | Temporarily increases speed and melee damage, reduces damage taken. | ๐ฅ HIGH (Late Game): Your panic button. A “get out of jail free” card that turns you into a temporary superhero. ๐ฆธ |
| Eden’s Touch | 10 | Takedowns replenish health and automatically loot victims. | ๐ค SITUATIONAL (Late Game): A great perk for aggressive stealth players, combining killing and healing into one fluid motion. |
| Ghost | 10 | Become much harder to detect. | ๐ค SITUATIONAL (Late Game): A powerful boost for stealth, but by the time you get it, you likely already have the skills and gear to be a ghost anyway. ๐ป |
| Eden’s Gift | 10 | Increases the regeneration rate of your supernatural power meter. | ๐ฅ HIGH (Late Game): Allows you to use your other awesome powers more often. A solid investment. โก๏ธ |
Strategic Perk Paths: Who Do You Want to Be When the World Ends? ๐ค
Your perk choices define your playstyle. While you’ll eventually be able to unlock everything, your initial choices will shape your entire early-game experience. Here are three philosophical approaches to consider.
- The Ghost of Hope County (Stealth Build) ๐ปYou are a whisper, a rumor. You clear an entire outpost, and the only evidence you were there is a neat pile of corpses and a mysteriously empty Ethanol tank. Your satisfaction comes from surgical precision and leaving your enemies confused and terrified.
- Priority 1: Tactical Binoculars, Lock Picking / Repair Torch. You need to see them, and you need to get the loot. ๐ญ๐
- Priority 2: Advanced Takedowns. This is the key that unlocks your entire playstyle. ๐ช
- Priority 3: Well-Armed. You’ll want a silenced pistol/SMG, a silenced sniper rifle, and a bow for maximum stealth versatility. ๐คซ
- Priority 4: Expert Takedowns, then Master Takedowns. Climb the ladder, one silent kill at a time.
- Later Luxuries: Covert, Dexterity, Skydiver (for infiltrating from above). ๐ฆ
- The Human Bulldozer (Loud & Proud Build) ๐Stealth is for cowards. The front door is the only door worth using, and the best way to disable an alarm is to blow up the entire building it’s attached to. ๐ฅ Your playbook is simple: overwhelming, unapologetic violence.
- Priority 1: Well-Armed. More guns. This is your mantra. ๐ซ
- Priority 2: Heavily Armed. Even more guns. ๐ซ๐ซ
- Priority 3: More Light/Heavy Ammo Perks. You’re going to be firing a lot of bullets. It would be embarrassing to run out. โฌ๏ธ
- Priority 4: Lock Picking / Repair Torch. Even bulldozers need to open safes for Titanium to upgrade their favorite LMG. ๐
- Later Luxuries: More Throwables (grenades! ๐ฃ), Saboteur (for extra explosions), More Fist Damage (for when you run out of bullets and need to punch a bear). ๐
- The Resourceful Scrapper (Utility & Exploration Build) ๐ฐThis is the “get rich quick” scheme. You understand that power comes from resources, so you prioritize everything that helps you loot the world more efficiently. This is arguably the smartest way to start, as it accelerates your ability to transition into either a stealth or loud build later on.
- Priority 1: Lock Picking AND Repair Torch. You will leave no safe unopened, no locked door unexplored. Every scrap of Titanium will be yours. ๐๐ฅ
- Priority 2: Grapple. Many Treasure Hunts and stashes are hidden in high places. This is your key to reaching them. ๐ง
- Priority 3: Skydiver. Why walk down a mountain when you can fly? This dramatically cuts down on travel time between looting locations. ๐ฆ
- Priority 4: Well-Armed. You still need to defend yourself while you’re busy robbing the world blind. ๐ซ
- Later Luxuries: Tactical Binoculars, Dexterity (for faster looting). ๐โโ๏ธ
The Late-Game Twist: Mastering Your Eden’s Gift Superpowers โจ
Without spoiling the story, you’ll eventually gain access to a new set of five “Eden” perks powered by a regenerating meter. These aren’t just minor buffs; they are abilities that fundamentally break the rules of the game you’ve been playing up to this point.
The most significant of these is Leap of Faith, which grants you a double jump. ๐คธโโ๏ธ This might sound simple, but it’s an absolute game-changer. It’s not just a power-up; it’s an “endgame reset” of your entire approach to the world. Remember all those times you had to painstakingly find a grapple point or circle a cliff looking for a path up? Forget them. With a double jump, you can now bound up cliffs, leap onto rooftops, and access sniper perches in an instant. Environmental puzzles that were once challenging become trivial. An outpost that was a complex ground-based stealth problem can now be infiltrated by simply double-jumping onto the roof of the central building. This single perk invalidates hours of learned behavior and grants you a level of hyper-mobility that turns the entire map into your personal playground. The moment it becomes available, it should be your absolute first priority. It redefines what’s possible and is the ultimate tool for both creative violence and swift traversal. ๐คฉ
Chapter 3: Prosperity – Your Home for Wayward Mayhem ๐ก
Welcome to Prosperity, the last bastion of semi-sanity in Hope County and, more importantly, the engine of your entire operation. โ๏ธ This isn’t just a place to hang your hat; it’s a living, breathing extension of your character. Every upgrade you make here directly translates into your ability to cause more effective and widespread chaos out in the world. As established, the Prosperity-Power Feedback Loop is the central pillar of your progression. Investing in your home base is investing in yourself. ๐ช
A Tour of the Apocalypse’s Hottest Gated Community ๐๏ธ
Prosperity is divided into eight core facilities, each governing a different aspect of your arsenal and abilities. You’ll upgrade each of them through three levels using that sweet, sweet Ethanol โฝ๏ธ you’ve been “liberating” from the Highwaymen.
- Workbench ๐ ๏ธ: The heart of your arsenal. Upgrading this is the only way to unlock the ability to craft higher-rank weapons (Rank 2, Rank 3, and Elite). At Level 3, it also allows you to spend a massive amount of resources to upgrade the damage of your Elite weapons even further.
- Garage ๐, Harbor ๐ค, & Helipad ๐: These three are where you craft land, water, and air vehicles, respectively. Upgrading them unlocks better, more durable, and often more heavily armed options.
- Explosive Lab ๐ฃ: Your one-stop shop for things that go boom. Upgrading this unlocks the ability to craft better explosives like Dynamite and Proximity Mines, as well as crucial special ammo types like Armor Piercing and Incendiary rounds.
- Training Camp ๐ช: This is where you buff your Guns for Hire. Each upgrade increases their health and damage, making them significantly more effective in a fight.
- Infirmary ๐ฅ: This governs your own health. Each upgrade increases your maximum health pool, making you harder to kill. A simple but vital facility. โค๏ธ
- Healing Garden ๐ฟ: A surprisingly zen addition to the apocalypse. Upgrading this improves the effectiveness of your Medkits, making them heal for more and even providing a heal-over-time effect at the highest level. It also causes useful crafting herbs to spawn right in your base.
- Cartography ๐บ๏ธ: Your intel hub. Upgrading this allows you to purchase maps from an NPC named Bean, which will reveal the locations of all collectibles, hunting spots, and Treasure Hunts on your main map.
- Expeditions โ๏ธ: Run by your pilot, Roger Cadoret, this facility unlocks Expeditions, fast travel, and air drops. Upgrading it is essential for late-game resource grinding and general convenience.
The Strategic Upgrade Path: An MBA in Post-Nuclear Urban Planning ๐งโ๐ซ
You’ll eventually need to upgrade everything to progress the story, but the order in which you upgrade determines how quickly you become an unstoppable force. A common mistake is to spread your Ethanol thinly across all the cheap, early upgrades. This is inefficient. ๐ You need to think like an investor, prioritizing the upgrades that provide the greatest return and accelerate your ability to earn even more Ethanol.
Some upgrades are “Accelerators” ๐โthey directly increase your ability to farm resources faster. Others are “Sustainers” ๐ขโthey improve your quality of life but don’t speed up the core loop. Your early-game strategy should be to pour every last drop of Ethanol into the Accelerators to create a powerful snowball effect. ๐จ๏ธ
The Optimal Upgrade Blueprint:
- Workbench (Level 1) ๐ ๏ธ: This is your first, non-negotiable priority. It costs 150 Ethanol. Unlocking Rank 2 weapons is the single biggest power spike you can get in the early game. It immediately makes you more effective at clearing outposts, which means you earn Ethanol faster. This is the definition of an Accelerator. ๐
- Expeditions (Level 1) โ๏ธ: This costs 75 Ethanol and unlocks two critical features: the Expeditions themselves, which are your main source of Circuit Boards, and the ability to fast travel to liberated outposts. Fast travel dramatically cuts down on wasted time, making your entire operation more efficient. Another prime Accelerator. ๐
- Infirmary (Level 1) ๐ฅ: A 150 Ethanol investment to boost your max health. This makes you more resilient, reducing the chances of failure when tackling a tough outpost, which saves time and resources. It’s a secondary Accelerator that supports your primary goal of farming more efficiently.
- Workbench (Level 2) ๐ ๏ธ๐ ๏ธ: As soon as you have the 500 Ethanol, get this. Unlocking Rank 3 weapons is another massive leap in power, allowing you to comfortably take on Rank 3 outposts for even bigger Ethanol rewards.
- Training Camp (Level 1 & 2) ๐ช: Now start beefing up your companions. Stronger Guns for Hire make higher-level outposts and expeditions significantly easier, further accelerating your resource gain.
- Everything Else ๐ข: Once your core combat and farming loop is established with a Level 2 Workbench and strong companions, you can start spending Ethanol on the “Sustainer” facilities. Upgrade the Explosive Lab for special ammo, the Healing Garden for better medkits, and the Garage for a cool new ride. The Cartography facility should be one of your last priorities; while useful for completionists, you can find most Treasure Hunts and points of interest simply by exploring and talking to NPCs with intel icons. โน๏ธ
By focusing your initial investments on the facilities that directly enhance your killing and looting capabilities, you create a feedback loop where each upgrade makes the next one easier and faster to obtain. ๐
Meet the Specialists: Recruiting the Brains for Your Brawn ๐ง
You can’t upgrade these facilities on your own. You’re the muscle; you need the brains. To unlock the ability to upgrade certain facilities, you’ll need to scour Hope County and recruit five Specialists, each with their own unique expertise and recruitment mission.
- Bean (The Intel Guy) ๐บ๏ธ: A skittish but brilliant cartographer who runs an intel-gathering network called “Wikibeania”.
- Mission: “Losing Streak”
- Unlocks: Cartography facility. He allows you to buy maps that reveal points of interest.
- Selene (The Doc) ๐ฉโโ๏ธ: A former wellness mentor who has adapted her knowledge of natural remedies to the irradiated wasteland.
- Mission: “Deep Dive”
- Unlocks: Infirmary and Healing Garden. She’s the key to increasing your health and medkit potency.
- Grace Armstrong (The Weapons Expert) ๐ฉโ๐ง: The sharp-shooting veteran from Far Cry 5 is back and crankier than ever. She’s a master of weaponry.
- Mission: “Buzz Kill”
- Unlocks: Training Camp. She’ll whip your Guns for Hire into shape. She also gives you an upgraded Saw Launcher.
- Nick Rye (The Pilot/Mechanic) ๐จโโ๏ธ: Another returning hero. The “King of the Skies” is now your go-to guy for anything with an engine.
- Mission: “The Great Escape”
- Unlocks: Garage, Harbor, and Helipad. He’s essential for crafting any vehicles.
- Sharky Boshaw (The Pyromaniac) ๐จโ๐ฌ: Hurk’s cousin and an explosives enthusiast. If it goes boom, Sharky’s your man.
- Mission: “Adventures in Babysitting”
- Unlocks: Explosive Lab. Recruit him to get access to better bombs and special ammo types.
Recruiting these specialists is a core part of the main story progression, so you can’t miss them. Prioritize finding them early to unlock your full range of upgrade options in Prosperity. ๐
Chapter 4: A Masterclass in Aggressive Negotiations: Combat Tactics ๐ฅ๐
Hope County is a dangerous place, but for a connoisseur of chaos like yourself, it’s a playground. ๐คธโโ๏ธ Every enemy encounter is an opportunity for creative problem-solving, where the “solution” is usually a high-velocity piece of metal. But mindless violence is for amateurs. A true master understands the flow of combat and has a tool for every occasion. Whether you prefer the silent satisfaction of a blade in the dark or the thunderous applause of a well-placed rocket, there’s a strategy for you.
The Art of the Unseen Shank: Mastering Stealth ๐คซ
Stealth in Far Cry New Dawn is a high-stakes puzzle. The rewards are immenseโclearing an outpost without being detected grants a massive Ethanol bonusโbut the price of failure is a sudden and very loud party where everyone wants to kill you. ๐ฅณ (A bad party). To be a ghost, you need patience, the right tools, and a predator’s mindset.
- Scout, Scout, Scout ๐ญ: Never, ever walk into an enemy area blind. Find a high vantage point and use your Tactical Binoculars. This is the most important perk for a reason. Tag every single enemy, every alarm box, and every sniper. Information is your primary weapon.
- Alarms Are Priority One ๐จ: Every outpost has one to three alarm boxes, marked with a green light. If an enemy reaches one, they’ll call in waves of reinforcements, making your life exponentially harder. Your first goal in any infiltration is to disable these alarms. You can either sneak up and sabotage them by hand or, more safely, shoot the yellow box with a silenced weapon.
- Isolate and Eliminate ๐ค: Don’t try to take on a group. Watch patrol paths. Wait for an enemy to wander away from his friends, then put him down quietly. A silenced sniper rifle or a bow is perfect for picking off lone sentries and rooftop snipers.
- The Takedown is King ๐ช: Your knife is your best friend. The series of Takedown perks (Advanced, Expert, Master) are not optional for a serious stealth build; they are mandatory. Without them, you are physically incapable of stealth-killing higher-rank enemies. An Elite enemy will just shrug off a normal knife attack and alert the entire county. With the Master Takedown perk, you can walk up to that same Elite and dispose of him with a single, satisfying button press.
- The Right Companion ๐ต: For stealth, there is only one choice: Nana. The sniper grandma comes with a permanently silenced rifle and, once leveled up, can shoot enemies through cover. Position her on a nearby hill, and she’ll act as your personal ghost-maker, silently picking off targets you designate with your binoculars. She is the perfect tool for thinning the herd before you move in.
The Symphony of Destruction: Going Loud ๐ฅ๐ถ
Sometimes, subtlety is overrated. Sometimes, the best plan is to kick down the front door and start shooting. ๐บ Open combat is a chaotic dance of bullets and explosions, and to lead it, you need to control the tempo.
- Target Prioritization ๐ฏ: Not all enemies are created equal. When the bullets start flying, you need to eliminate the biggest threats first. Your hit list should be:
- Snipers/Rocket Launchers: These are glass cannons that can ruin your day from a distance. Eliminate them immediately.
- Enforcers/Elites: The big, armored folks. They need to be focused down with heavy firepower. Use Armor Piercing rounds, which you can craft after upgrading the Explosives Lab, to negate their armor and make them significantly less spongy.
- Everyone Else: Mop up the small fry last.
- Use the Environment ๐ข๏ธ: The Highwaymen aren’t the tidiest bunch. Their outposts are littered with explosive red barrels, fuel tanks, and other fun hazards. A single bullet into one of these can take out an entire group of enemies. Also, remember that fire spreads. ๐ฅ A well-aimed Molotov can set a building ablaze, flushing out enemies and creating a chaotic barrier.
- Stay Mobile ๐โโ๏ธ: Standing still is a death sentence. Always be moving from cover to cover. This makes you a harder target for snipers and prevents you from getting pinned down by grenades and flanking enemies.
- The Right Companions ๐จโ๐ฉโ๐งโ๐ฆ: For maximum carnage, you have several excellent options.
- Horatio ๐: This monstrous boar is a living battering ram. He is an absolute tank, capable of absorbing incredible amounts of damage and drawing enemy fire. His charge attack can break the shields of Enforcers, and once he’s leveled up, he can even revive himself. Send him in first to cause chaos and create an opening for you.
- Hurk Drubman Jr. ๐: Do you have a problem with enemy vehicles? Hurk is the solution. Armed with a rocket launcher that eventually gets heat-seeking capabilities, he’ll turn any enemy car, truck, or helicopter into a smoldering wreck. Just… don’t stand too close to him.
- Gina Guerra ๐ฉโ๐ค: When you’re simply outnumbered, call in Gina. With her LMG that gets unlimited and explosive ammo when leveled up, she is the queen of suppressive fire and crowd control.
Face-to-Face with Ugly: Melee & The Saw Launcher โ๏ธ
Getting up close and personal is a high-risk, high-reward strategy that’s as hilarious as it is effective. ๐
- Melee Mayhem ๐: Don’t underestimate a good piece of pipe or a sharpened shovel. Melee weapons can stagger enemies, and throwable ones like the “Optimism” shovel are surprisingly lethal, often one-shotting unarmored enemies when thrown. The Takedown system also works in open combat; you can sprint up to an enemy and trigger a takedown animation, which not only kills them but also makes you briefly invincible during the animation. It’s a great way to eliminate a key target in the middle of a chaotic brawl.
- The Saw Launcher โ๏ธ๐ช๏ธ: This weapon deserves its own category. Initially, the Saw Launcher V.0 is a novelty that fires a single, bouncing saw blade. It’s amusing but impractical. However, once you start upgrading it, it becomes one of the most devastating and entertaining weapons in the game. The Saw Launcher V.2 fires a volley of nine blades that ricochet off walls, seek out heads, and can clear an entire room of enemies with a single trigger pull. It turns enclosed spaces into a blender of death and is an absolute must-have for any connoisseur of creative carnage. ๐ต
Chapter 5: An Arsenal of Anarchy: The Definitive Weapon & Gear Encyclopedia ๐๐ซ
A warlord is only as good as their tools, and in Far Cry New Dawn, you have a veritable museum of makeshift implements of destruction at your disposal. Crafting and upgrading your arsenal is the core of your progression. This chapter is your complete guide to every firearm, melee weapon, and saw-flinging contraption in post-nuclear Montana. We’ll break down what’s worth your precious resources and what’s better left as scrap heap art. ๐จ
From Rusty Junk to God-Tier Gold ๐
As we covered in Chapter 1, weapons are divided into four ranks. You’ll start with rusty Rank 1 junk, but by investing in your Workbench at Prosperity, you’ll unlock the blueprints for progressively more lethal hardware. The ultimate goal is to deck yourself out in a full loadout of Rank 4 Elite weapons, the pinnacle of post-apocalyptic engineering. ๐ฅ
Crafting these weapons requires a cocktail of resources. Common materials like Duct Tape and Components will suffice for Rank 1 and 2 gear. But to craft the good stuffโRank 3 and Elite weaponsโyou’ll need to hunt down rarer materials like Titanium, Carbon Fiber, and the ever-elusive Circuit Boards. The grind is worth it. The difference in performance between a Rank 2 “Makeshift” AK-47 and a Rank 4 “Radiation-Pink” AK-MS is staggering. ๐คฉ
The Best in Class: Your Must-Craft Arsenal ๐
While you can eventually craft everything, some weapons are simply a cut above the rest. If you want to spend your resources wisely, prioritize crafting these game-changers.
- Best Stealth Sniper ๐ฏ: “Length of Pipe” SA-50 (Elite)This is the undisputed king of stealth. It’s a high-powered, semi-automatic .50 caliber sniper rifle that comes with a high-magnification scope and, most importantly, a built-in suppressor. ๐คซ It has enough power to one-shot almost any enemy with a headshot, even Elites, and does so silently from a zip code away. It is the single most useful tool for clearing high-level outposts undetected.
- Best Stealth Bow ๐น: “Lucky Shot” Compound Bow (Elite)For the traditionalist, this bow is a monster. It boasts the highest damage-per-shot of any weapon in the game (a staggering 1200 base damage) and is completely silent. A headshot from this will put down anything, period. It’s also the best tool for hunting, as bow kills grant double the skins, which is crucial for farming resources. ๐ฐ
- Best LMG ๐ฅ: “Blunderbuss” MG42 (Elite)When stealth fails and you need to erase a room full of angry people, accept no substitutes. The Blunderbuss is a bullet hose of biblical proportions, spitting out 200 rounds of armor-piercing ammo at a blistering 1176 RPM. ๐ช๏ธ It’s inaccurate, it kicks like a mule, but it will solve almost any problem through sheer, overwhelming volume of fire.
- Best Shotgun ๐ช: “Such a Boar” D2 (Elite)A double-barreled shotgun that hits with the force of a freight train. ๐ With a base damage of 945, it will vaporize any enemy that gets too close. In the tight corridors of an outpost or during the frantic defense of an expedition extraction zone, this is your panic button.
- Best All-Around Assault Rifle versatile: “The Works” BP-2 (Elite)A fantastic jack-of-all-trades. It comes with a suppressor and a scope, has a solid rate of fire, good damage, and a decent-sized magazine. It can handle stealthy infiltration and loud firefights with equal competence. If you can only afford one Elite primary weapon to start, make it this one. ๐
- Most Fun Weapon ๐คฃ: Saw Launcher V.2 / Elite Saw LaunchersAs mentioned before, this weapon transcends mere utility and enters the realm of performance art. ๐จ Firing a cloud of ricocheting, head-seeking saw blades is an experience every player deserves. It’s not always the most practical choice, but it is, without question, the most entertaining.
Table: The Complete Far Cry New Dawn Armory ๐ซ
Here it is: your one-stop shop for every weapon in the game. Use this to plan your crafting path, compare stats, and decide where to invest your hard-earned resources.
(Note: DMG = Damage per shot, RPM = Rounds Per Minute, MAG = Magazine Size)
| Melee Weapons | |||
| Name | Rank | DMG | Rate of Fire |
| Old Wood Bat | 1 | 58 | 58 |
| Makeshift Bolted Pipe | 2 | 116 | 58 |
| “Optimism” Shovel | 2 | 116 | 58 |
| Optimized Socket Pipe | 3 | 232 | 58 |
| Optimized Steel Bat | 3 | 232 | 58 |
| “Punk” Bat | Elite | 348 | 58 |
| “Nailed It” Shovel | Elite | 348 | 58 |
| “Reality” Shovel | Elite | 348 | 58 |
| Sidearms (Handguns & Machine Pistols) | |||
| Name | Rank | Type | DMG |
| Rusty 1911 | 1 | Handgun | 70 |
| Rusty .44 Magnum | 1 | Handgun | 100 |
| Makeshift M9 | 2 | Handgun | 150 |
| Makeshift P226 | 2 | Handgun | 100 |
| Optimized A.J.M.9 | 3 | Machine Pistol | 85 |
| Optimized SKORPION | 3 | Machine Pistol | 65 |
| “Guerilla-Gear” .44 Magnum | 3 | Handgun | 325 |
| “It’s A Tarp” P08 | Elite | Handgun (Stealth) | 265 |
| “DIY” D50 | Elite | Handgun | 400 |
| “Blood Dragon” A.J.M.9 | Elite | Machine Pistol | 135 |
| “X-Mas TAPE” A-99 | Elite | Machine Pistol (Stealth) | 135 |
| SMGs | |||
| Name | Rank | Type | DMG |
| Rusty SMG-11 | 1 | SMG | 33 |
| Rusty MP5 | 1 | SMG | 34 |
| Makeshift MP34 | 2 | SMG | 58 |
| Makeshift MP40 | 2 | SMG | 48 |
| “Space Force” Vector .45 ACP | 2 | SMG | 58 |
| Optimized Vector .45 ACP | 3 | SMG | 75 |
| Optimized MP5SD | 3 | SMG (Stealth) | 125 |
| “Belt It Out” BZ19 | Elite | SMG | 100 |
| Shotguns | |||
| Name | Rank | Type | DMG |
| Rusty M133 | 1 | Shotgun | 200 |
| Makeshift M133 MS | 2 | Shotgun | 273 |
| “Retro Sci-Fi” M133 M | 2 | Shotgun | 273 |
| “Sin Eater” D2 | 2 | Shotgun | 615 |
| Makeshift SBS | 2 | Shotgun | 428 |
| Optimized 1887 | 3 | Shotgun | 415 |
| “Spraypaint and Pray” SPAS-12 | Elite | Shotgun (Stealth) | 398 |
| “Such a Boar” D2 | Elite | Shotgun | 945 |
| “Blissful Agony” D2 | Elite | Shotgun | 945 |
| Assault Rifles | |||
| Name | Rank | Type | DMG |
| Rusty AR-C | 1 | Assault Rifle | 38 |
| Makeshift 45/70-T | 2 | Assault Rifle (Stealth) | 200 |
| Makeshift AK-47 | 2 | Assault Rifle | 67 |
| Optimized MS16 | 3 | Assault Rifle (Stealth) | 250 |
| Optimized AKMS | 3 | Assault Rifle | 100 |
| “Rock-Paper-Scissors” AR-C | Elite | Assault Rifle | 155 |
| “The Works” BP-2 | Elite | Assault Rifle (Stealth) | 140 |
| “Giant Tool” M-16 | Elite | Assault Rifle | 100 |
| “Radiation-Pink” AK-MS | Elite | Assault Rifle | 155 |
| Sniper Rifles | |||
| Name | Rank | Type | DMG |
| Rusty SVD | 1 | Sniper Rifle | 85 |
| Makeshift 308 Carbine | 2 | Sniper Rifle | 250 |
| “Claymore” SVD | 2 | Sniper Rifle | 200 |
| Optimized MBP .50 | 3 | Sniper Rifle (Stealth) | 400 |
| “Length Of Pipe” SA-50 | Elite | Sniper Rifle (Stealth) | 800 |
| “Space Force” SA-50 | Elite | Sniper Rifle (Stealth) | 800 |
| “Guerilla-Gear” MBP .50 | Elite | Sniper Rifle (Stealth) | 800 |
| LMGs | |||
| Name | Rank | Type | DMG |
| Rusty M60 | 1 | LMG | 40 |
| Makeshift M60 | 2 | LMG | 60 |
| “Hurk’s Wrath” M249 | 2 | LMG | 60 |
| “Gardener’s Fury” M249 | 3 | LMG | 85 |
| “Graffiti” M249 | 3 | LMG | 85 |
| “Blunderbuss” MG42 | Elite | LMG | 115 |
| Special Weapons (Bows, Launchers, Flamethrowers) | |||
| Name | Rank | Type | DMG |
| Treebranch Bow | 1 | Bow (Stealth) | 200 |
| Rusty RPG-7 | 1 | Rocket Launcher | 300 |
| Rusty Flamethrower | 1 | Flamethrower | 75 |
| Saw Launcher V.0 | 1 | Saw Launcher | 200 |
| Chosen Bow | 2 | Bow (Stealth) | 400 |
| Makeshift Slingshot | 2 | Slingshot (Stealth) | 400 |
| Makeshift RAT4 | 2 | Rocket Launcher | 500 |
| “Blast-Off” RAT4 | 2 | Rocket Launcher | 700 |
| T | Saw Launcher V.1 | 2 | Saw Launcher (Stealth) |
| Optimized Recurve Bow | 3 | Bow (Stealth) | 800 |
| Optimized RAT4 | 3 | Rocket Launcher | 700 |
| Optimized Flamethrower | 3 | Flamethrower | 125 |
| Saw Launcher V.2 | 3 | Saw Launcher | 800 |
| “Lucky Shot” Compound Bow | Elite | Bow (Stealth) | 1200 |
| “Blood Dragon” Recurve Bow | Elite | Bow (Stealth) | 1200 |
| “Bison Burger” M-79 | Elite | Grenade Launcher | 700 |
| “Color Spray” M-79 | Elite | Grenade Launcher | 700 |
| “Weedkiller” Flamethrower | Elite | Flamethrower | 250 |
| “Unicorn” Flamethrower | Elite | Flamethrower | 250 |
| Saw Launcher V.T | Elite | Saw Launcher | 1200 |
Chapter 6: Your Personal Chaos Crew: A Guide to Guns & Fangs for Hire ๐จโ๐ฉโ๐งโ๐ฆ
You might be a one-person army, but even the most accomplished specialist needs a friend now and then. ๐ค In Far Cry New Dawn, you can recruit a colorful cast of eight specialistsโGuns for Hire (human) and Fangs for Hire (animal)โto watch your back, provide specialized support, and generally add to the glorious cacophony of battle. ๐ฅณ
Choosing the right partner for the job is a critical strategic decision. A master of mayhem doesn’t just pick a favorite and stick with them; they treat their roster like a set of golf clubs, selecting the perfect instrument for the specific problem they’re about to solve. ๐งฐ The companion system isn’t about friendship; it’s about deploying interchangeable tactical tools to maximize your efficiency. An outpost full of snipers requires a different tool than a convoy of armored trucks.
Assembling the Dream Team ๐
First, you have to find them. Your roster of renegades is scattered across Hope County, each waiting for you to come along and solve their problems so they can help you solve yours (usually with bullets).
- Carmina Rye ๐ฉโ๐ค: The daughter of Nick and Kim Rye from Far Cry 5, now all grown up. She’s your starter companion, an all-around assaulter who’s available at Prosperity right from the beginning.
- Timber ๐ถ: The goodest boy in the apocalypse. This Akita is the successor to Boomer and is a master scout. Find him locked up at the Meatfort, east of the Broken Forge Outpost, to start his mission “Man Eat Dog World”.
- Nana ๐ต: A sweet old grandma who also happens to be a stone-cold sniper. Find her at Nana’s Perch, southeast of Signal Point Outpost, to prove your worth in her mission “Crow’s Feet, Eagle’s Eyes”.
- Pastor Jerome ๐: The righteous shotgun-wielding preacher returns. You’ll need to rescue him from the Highwaymen at Ramone’s Lookout, east of Rye & Daughter Aviation, during the mission “Jerome Comes Home”.
- Horatio ๐: An absolute unit of a boar. This four-legged tank can be freed from a shed at Elsinore Farm, northwest of The Pantry outpost. Just shoot the lock to start his mission, “To Love a Boar”.
- Hurk Drubman Jr. ๐บ๐ธ: Of course he survived the apocalypse. You’ll find this RPG-loving patriot doing what he does bestโblowing stuff upโat Shitlord’s Tunnel on the far eastern edge of the map. Help him with his car troubles in “Days of Blunder”.
- Gina Guerra ๐ฉโ๐ค: A heavy gunner and former Highwayman. Her mission, “Mo’ Mommies, Mo’ Problems,” becomes available at Prosperity at the start of Act 2, but only after you’ve recruited the specialist Sharky Boshaw.
- The Judge ๐คซ: A silent, mysterious hunter with a bow. This companion is story-related and will automatically join you after you complete the Act 2 mission “Joseph’s Secret”.
Unlocking Their Full Potential: Companion Perk Progression ๐
Each companion starts with one ability, but they can unlock two more, more powerful perks by getting kills while fighting alongside you. The milestones are 15 kills for the second perk and 40 kills for the third. It’s absolutely worth your time to “level up” your companions, as their final perks often dramatically enhance their strategic roles. For example, Horatio’s “Pig’s Endurance” perk, which lets him revive himself, transforms him from a disposable tank into a nearly indestructible distraction. ๐คฉ
Table: Roster of Renegades ๐
This table is your quick-reference guide to your chaos crew. Use it to decide who to bring to the party.
| Companion | Class / Weapon | Perk 1 (0 Kills) | Perk 2 (15 Kills) | Perk 3 (40 Kills) | Strategic Role |
| Carmina Rye | Assaulter / Assault Rifle | Vehicle: Brings a car when called. ๐ | Dynamite: Throws one stick of dynamite. ๐งจ | Make it a triple: Throws three sticks of dynamite. ๐งจ๐งจ๐งจ | ๐ All-Rounder: A reliable, if basic, source of extra firepower. Good for early game and general combat. |
| Timber | Scout / Teeth | Retriever: Tags enemies and fetches weapons/materials. ๐ท๏ธ | Pointer: Tags nearby crafting materials on the minimap. ๐ฟ | Guard Dog: Intercepts and attacks animals that target you. ๐บ | ๐บ๏ธ Scouting & Scavenging: The best companion for exploration and resource gathering. Invaluable for stealthily tagging enemies before an assault. |
| Nana | Sniper / Sniper Rifle | Silencer: Her rifle is always silenced. ๐คซ | Smoke Monster: Can see and shoot enemies through smoke. ๐จ | Piercing Gaze: Can shoot enemies through light cover. xuyรชn | ๐คซ Stealth Support: The ultimate ghost’s assistant. Perfect for silently eliminating sentries and disabling alarms from a distance. |
| Pastor Jerome | Berserker / Shotgun | Vehicle: Brings a motorcycle when called. ๐๏ธ | Holy Fire: Throws Molotov cocktails. ๐ฅ | Blessed Bullets: Uses incendiary shotgun shells. ๐ฅ | ๐ฅ Close-Quarters Chaos: An agent of fire and fury. Excels at flushing enemies from cover and causing mayhem in tight spaces. |
| Horatio | Tank / Tusks | Shield Break: His charge shatters enemy shields. ๐ก๏ธ | Pig’s Endurance: Revives himself after being downed. โค๏ธ | Porcine Fury: Goes into a rage, destroying everything in his path. ๐ก | ๐ Line Breaker & Tank: The ultimate distraction. Send him in to shatter defensive lines, break shields, and absorb bullets while you pick off targets. |
| Hurk Drubman Jr. | RPG / Rocket Launcher | Vehicle: Brings a quad bike when called. ATV | Fast Hands: Reloads his RPG faster. reloading | Heat Seeker: His rockets will track air and land vehicles. ๐ | ๐ฅ Anti-Vehicle Specialist: The definitive answer to enemy helicopters, armored trucks, and boats. Unmatched explosive support. |
| Gina Guerra | Heavy Gunner / LMG | Vehicle: Brings a technical (truck with a mounted gun) when called. ๐ | Who’s Counting: Has unlimited ammunition. โพ๏ธ | Overload: Uses explosive ammunition. ๐ฅ | ๐ช๏ธ Crowd Control: The solution for when you are hopelessly outnumbered. Lays down a relentless wall of suppressive, explosive fire. |
| The Judge | Hunter / Bow | Stealth: Moves silently. ๐คซ | Feral Friendly: Wild animals will not attack you or The Judge unless provoked. ๐ป | Harsh Judgement: Shoots three arrows simultaneously at a single target. ๐น | ๐ฒ Stealth & Exploration: A silent killer who also makes exploring the wilderness much safer. The triple shot is devastating against tough, single targets. |
Chapter 7: The Grindfather: Efficient Farming for Post-Apocalyptic Ballers ๐ฐ๐ค
Power in Hope County isn’t given; it’s earned. And it’s earned through a relentless, methodical process of resource acquisition. Call it grinding, call it farming, call it whatever you wantโthe bottom line is that you need stuff, and lots of it. A true master of the wasteland knows not just what to get, but the most brutally efficient way to get it. Wasting time on suboptimal farming routes is for the weak. This chapter will turn you into a resource-hoarding tycoon. ๐ฉ
The Ethanol Empire: Mastering the Outpost Loop โฝ๏ธ
Ethanol is the fuel for your ascent, and Outposts are your private refineries. Liberating and scavenging outposts is, by a massive margin, the most lucrative and reliable way to earn Ethanol. Here’s how to turn it into a science. ๐งโ๐ฌ
The Scavenging Cycle: ๐
- Liberate: Take over an outpost for the first time. This gets you a base reward of 100 Ethanol.
- Scavenge: From the outpost menu, choose to “Scavenge.” This gives you a small immediate payout (50 Ethanol for a 1-star outpost) and abandons the location back to the Highwaymen. ๐
- Escalate: The Highwaymen move back in, but this time they’re stronger, the outpost has a higher rank (e.g., 1-star becomes 2-star), and the rewards for liberating it again are much higher (200 Ethanol for a 2-star). ๐
- Repeat: You can repeat this cycle up to Rank 3, where the rewards max out. A Rank 3 outpost can be scavenged and re-liberated infinitely for a massive payday each time. ๐ธ
The Bonus Multiplier: ๐ค
The key to maximizing your income is the bonus Ethanol awarded for stealth.
| Outpost Rank | Base Reward | No Alarms Bonus ๐จ | Undetected Bonus ๐คซ | Total Potential |
| Rank 1 (0-star) | 100 | 25 | 50 | 175 |
| Rank 2 (1-star) | 200 | 50 | 100 | 350 |
| Rank 3 (2-star) | 300 | 75 | 150 | 525 |
As you can see, liberating a Rank 3 outpost without being seen is worth almost double the base reward. This is why mastering stealth is so profitable. ๐ฐ๐ฐ๐ฐ
Prime Farming Real Estate: ๐บ๏ธ๐
Not all outposts are created equal. The best ones for farming have good vantage points, predictable enemy patrols, and easily accessible alarms. The community favorites are:
- The Watering Hole: Located in the northeast, this outpost is a gem. ๐ It’s surrounded by high ground, including a tall tower on the outskirts that gives you a perfect view of the entire area. From here, you can tag everyone with your binoculars and direct a companion like Nana or Horatio to do most of the work for you.
- The Refinery (or The Distillery): This outpost is small and compact. You can circle the perimeter and tag almost every enemy quickly. It has great sightlines from the surrounding high ground, allowing you to snipe alarms and elite enemies from outside the walls before you even set foot inside.
- Signal Point: This location is built around a tall radio tower with multiple grapple points. You can get to the top and rain silent death from above with a silenced sniper rifle or bow, making an undetected clear relatively simple.
Find an outpost that suits your style, learn its layout and enemy paths by heart, and you can turn it into your personal Ethanol ATM. ๐ง
Circuit City: The Hunt for Rare Tech ๐ง
Circuit Boards are the bottleneck for crafting Elite weapons. The game presents Expeditions as the primary source, but there’s a faster, dirtier way. ๐
- Method 1: Expeditions (The Scenic Route) โ๏ธ: Completing an Expedition will net you a bundle of resources, including a guaranteed number of Circuit Boards (15 for Rank 1, 20 for Rank 2, 25 for Rank 3). This is a reliable method, but each run takes a significant amount of time. โณ
- Method 2: Monstrous Animal Hunting (The Express Lane) ๐: This is the secret to getting rich quick. Certain mutated, “Monstrous” animals drop rare resources when skinned. Specifically, Monstrous Bison and Monstrous Cougars drop skins that can be traded for Circuit Boards. Here’s the trick:
- Craft the best bow you can, preferably the Elite “Lucky Shot” Compound Bow. Kills with a bow yield double skins. ๐น
- A single Monstrous Bison skin trades for 10 Circuit Boards. With a bow kill, you get two skins, for a total of 20 Circuit Boards.
- There is a Monstrous Bison that has a guaranteed spawn point in the small pond right outside the main gate of Prosperity. ๐๏ธ
- The loop is simple: Exit Prosperity, kill the bison with your bow, loot the skins. Fast travel back to Prosperity (or any nearby location and run back). The bison will have respawned. Repeat. ๐
You can earn 20 Circuit Boards in less than a minute. โก๏ธ This is exponentially faster than running a full Expedition if Circuit Boards are the only thing you need. Treat Expeditions as a way to get a bundle of all rare materials, but use targeted hunting for surgical strikes when you just need circuits.
Titanium Tycoon: Safes, Drops, and Pelts ๐
Titanium is the other major ingredient for high-end gear. Thankfully, it’s more plentiful than Circuit Boards if you know where to look.
- Safes ๐๏ธ: This is your most consistent source. Every safe in the game contains Titanium, usually between 15-20 units. Get the Repair Torch or Lock Picking perk early and make it a habit to open every safe you find. They are everywhere: in outposts, during story missions, and at the end of every Treasure Hunt.
- Expeditions โ๏ธ: A successful expedition run awards a large amount of Titanium (300 for Rank 1, 350 for Rank 2, etc.). This is the best way to get a large infusion of Titanium in one go.
- Supply Drops & Trucks ๐ฆ: Keep an eye on the sky for planes dropping supply crates. If you can get to them and loot them before the Highwaymen do, you’ll be rewarded with a bundle of resources, often including Titanium. Similarly, hijacking Highwaymen supply trucks can yield Titanium.
- Hunting ๐ป: While not as lucrative as the other methods, trading in certain animal skins can provide a steady trickle of Titanium. Level 2 Wolf skins and Level 3 Bear skins are your best bet for this.
Chapter 8: Vacationing in Hell: The Ultimate Expedition Guide โ๏ธ๐ฅ
So, you’ve gotten a little too comfortable in Hope County. You’ve mastered the outposts, you know every back road, and the local wildlife has learned to give you a wide berth. It’s time for a vacation. ๐ด Your pilot, Roger Cadoret, is happy to oblige by flying you to a series of scenic hellholes across the country on “Expeditions.”
These are self-contained missions in unique locations like a crashed aircraft carrier, Alcatraz, and an abandoned theme park. ๐ข The goal is always the same: get in, find a package marked with pink smoke ๐, grab it, and then survive a frantic dash to an extraction point while every Highwayman in a 50-mile radius tries to murder you. ๐โโ๏ธ๐จ These are your primary source for rare crafting materials, and as you replay them, the difficulty (and the rewards) ramps up significantly. Surviving a Rank 3 Expedition requires more than just a big gun; it requires a plan.
General Strategies for High-Difficulty Excursions ๐ง
When the difficulty is maxed out and you’re facing a swarm of Elite enemies, your approach needs to change. Two dominant philosophies have emerged from the wasteland’s most successful operators.
- The “Hunker Down” Method ๐This strategy is built on a simple, brilliant premise: the extraction timer and the infinite enemy spawns don’t start until you physically pick up the package. The extraction zone, however,is almost always a wide-open killing field. So, why spend the whole time there?
- Infiltrate and Locate: Sneak into the expedition area and find the package. Take note of its location, but do not pick it up.
- Find Your Bunker: Scout the immediate area for a highly defensible, enclosed location. A small room with few entrances, a prison cell, the inside of a plane fuselageโanywhere you can create a fatal funnel.
- Wait it Out โณ: The extraction process involves a 90-second wait for the helicopter. Start a mental timer and wait in your bunker for about 60 seconds. You can use this time to quietly eliminate any nearby patrols for some extra loot.
- The Mad Dash ๐โโ๏ธ: With only 30 seconds left on your imaginary clock, burst out of your bunker, grab the package (which will now officially start the 90-second in-game timer), and sprint/drive/wingsuit like a maniac to the extraction point.
- Survive the Sprint: By the time you arrive at the LZ, the helicopter should be just about to land. ๐ You’ll have minimized your time spent fighting the infinite horde in an exposed position from 90 seconds down to 30 or less.
- The “Blitzkrieg” Method โก๏ธThis is the loud, proud, and arguably more chaotic approach. It’s for those who prefer to face the storm head-on.
- Grab and Go: Forget sneaking. Find the package as quickly as possible and grab it immediately.
- Full-Throttle Extraction: Use a vehicle, zipline, or the wingsuit perk to get to the extraction zone with maximum speed. The goal is to get there before the bulk of the enemy forces can converge on your position.
- Create a Perimeter of Pain ๐ฅ: As soon as you arrive at the LZ, start setting up your defenses. Throw Molotovs to create walls of fire that enemies have to run through. Place proximity mines on the main approach routes.
- Hold the Line: Find the best piece of cover available and prepare to fight off waves of enemies for the full 90 seconds. This is a pure test of your combat skill and loadout.
Universal Truths for All Expeditions:
- Armor-Piercing Ammo is Mandatory ๐ก๏ธ: On Rank 3, most enemies will be heavily armored. Standard bullets will just bounce off. Load up on AP rounds for all your weapons before you even get on the chopper. You can craft it once and it will be refilled for free after the mission.
- Bring Horatio ๐: On high-difficulty solo runs, Horatio is the best companion, bar none. His ability to tank damage, break shields, and revive himself is invaluable for drawing fire and dealing with Elite Enforcers while you focus on surviving.
- Know Your Loadout ๐ซ: A silenced sniper rifle for the infiltration, a powerful shotgun or LMG for the extraction, and a launcher for vehicles is a solid, all-purpose loadout.
Detailed Walkthroughs for All 7 Locations ๐บ๏ธ
Each expedition offers a unique layout and set of challenges. Here’s a quick tactical briefing for each.
- H.M.S. MacCoubrey ๐ข
- Location: A beached, decaying aircraft carrier.
- Tactical Notes: This map is a mix of open spaces on the flight deck and tight, confusing corridors below. The northern scaffolding entrance provides excellent, unguarded access to the flight deck and control tower. The package can spawn in multiple locations, from the captain’s quarters at the top to the bar deep inside the hull. For extraction, stealing a vehicle on the flight deck is often the fastest way to get to any of the three LZs. Be wary of enemy boats and a mortar position on top of the control tower.
- Navajo Bridge ๐
- Location: A massive canyon spanned by two parallel bridges, with shantytowns on either side.
- Tactical Notes: The bridges are death traps, creating long, narrow kill zones with no cover. Avoid them if possible during the extraction phase. The package is often in a building on the far side of the canyon. The best way across the canyon is often not the bridges themselves, but by using the wingsuit ๐ฆ to glide from a high point on one side to the other. The extraction zones are exposed, so be prepared for a tough fight.
- Five Stars Theme Park ๐ข
- Location: A dilapidated amusement park in the Louisiana bayou.
- Tactical Notes: You start on a rollercoaster track, which provides a great initial vantage point for scouting. The area is a maze of broken-down rides and buildings, offering plenty of cover for infiltration. Be aware of enemy vehicle patrols circling the park. The package is often in one of the main structures, like the blue building visible from the start.
- Alcatraz Island ๐๏ธ
- Location: The infamous island prison in San Francisco Bay.
- Tactical Notes: The main prison building is a multi-level labyrinth of cells and corridors. The package is often hidden deep inside, requiring you to drop down through holes in the roof and navigate locked cages. This makes the “Hunker Down” strategy ๐ particularly effective here, as you can find a secure cell block to wait in. The extraction zones are on the shoreline, requiring a quick exit from the main building.
- Government Plane Wreck โ๏ธ
- Location: The wreckage of a massive cargo plane in a swamp.
- Tactical Notes: This map is famous for one reason: it contains the hidden Sam Fisher Splinter Cell outfit. ๐ต๏ธ To find it, you must locate a separate piece of wreckage off to the side of the main area, power up a laptop inside, which opens a secret vault upstairs containing the suit. The main package is usually inside the main plane fuselage. The swampy terrain can slow you down, so plan your route to the LZ carefully.
- I.S.S. Crash Site ๐ฐ๏ธ
- Location: The scattered remains of the International Space Station in a desert canyon.
- Tactical Notes: A very open map with long sightlines, making stealth difficult. The package is usually inside one of the large, tubular sections of the crashed station. This is the only expedition that has a chance to reward you with unique cosmetic clothing items in addition to the standard resources. ๐ Keep an ear out for strange, unidentified roars near the cliff wallsโa fun, unexplained easter egg. ๐ฆ?
- Walking Horse Nuclear Plant โข๏ธ
- Location: An abandoned nuclear power plant.
- Tactical Notes: A mix of large, open industrial areas and cramped interior hallways. The package on the first run is in a smaller building, requiring you to drop down to a lower level where two enemies are waiting in ambush. The iconic cooling towers dominate the skyline, and the extraction zones are often in exposed industrial yards, making for a tough final stand.
Chapter 9: Apocalyptic After-Party: DLC, Secrets, and Other Nonsense ๐ฅณ๐
You’ve done it. You’ve upgraded Prosperity to its full glory, crafted the most obscene weapons imaginable, and turned every Highwaymen outpost into your personal piggy bank. ๐ท You are the apex predator, the ghost in the machine, the undisputed master of the pink-pocalypse. So, what’s left? It’s time for the after-party. ๐ This is where we cover the optional extras, the cosmetic nonsense, and the hidden secrets that the world of Far Cry New Dawn has tucked away for the truly dedicated connoisseur.
Pimp Your Apocalypse: A Rundown of DLC ๐
Far Cry New Dawn doesn’t have major story expansions. Instead, its downloadable content consists of various cosmetic and weapon packs, designed to add a little extra flair to your rampage. None of these are essential, and they offer no real strategic advantage, but who are we to argue with style? ๐
- Digital Deluxe Pack ๐: This is the main bundle included with the Deluxe Edition of the game. It gives you the “Hurk Legacy Pack” (with Hurk-themed outfits and vehicle skins), the “Knight Pack” (with a medieval-themed SVD skin and sidecar skin ๐ก๏ธ), and the “Retro Sci-Fi” M133M shotgun skin.
- Unicorn Trike ๐ฆ: For a few extra dollars, you can purchase a skin that turns your three-wheeled motorcycle into a majestic, rainbow-maned unicorn. It is as ridiculous and wonderful as it sounds. ๐
- Far Cry Credits ๐ธ: The game also features a premium currency, Far Cry Credits, which can be purchased with real money. These can be used to buy cosmetic items directly or to purchase bundles of crafting materials like Titanium and Circuit Boards. While this offers a way to skip the grind, it’s entirely unnecessary, as all materials can be farmed efficiently in-game (see Chapter 7! ๐).
Hope County’s Hidden Gems: The Ultimate Easter Egg Hunt ๐ต๏ธโโ๏ธ
The developers at Ubisoft tucked a number of fun secrets and references into the world for sharp-eyed players to find. Hunting these down is a great way to spend your time once you’ve conquered the main game.
- The Sam Fisher Splinter Cell Outfit ๐ฅฝ: This is the mother of all easter eggs in Far Cry New Dawn. During the Government Plane Wreck expedition, you can find a fully functional, iconic Sam Fisher stealth suit to wear as a cosmetic outfit.
- How to Find It: To get the suit, you need to have unlocked the Government Plane Wreck expedition (it’s the fifth one in the rotation). During the mission, ignore the main objective marker. Instead, search the area for a separate, smaller section of the plane’s fuselage. Head inside, find a laptop on the lower level, and interact with it. This will power up the “ShadowNet” and unlock a secret vault door on the upper level. The suit is waiting for you inside. You can also find notes signed “SF” that confirm the suit belonged to the legendary spy himself. ๐คซ
- Blood Dragon Lives ๐: Guy Marvel, the schlock movie director from Far Cry 5, may be gone, but his spirit lives on. Travel to the southern tip of what used to be Joseph Seed’s island. You’ll find a bunker dubbed “Planet Guy Marvel”. ๐ฌ Break in through the roof to find Blood Dragon eggs, movie posters for his FarCry 5 DLC films, and a diary lamenting that the bombs dropped just as he finished editing his masterpiece, Far Cry 3: Blood Dragon.
- The Guns for Hire Hangout ๐ป: Ever wonder where your companions go when you dismiss them? Head to a location called “The Roughneck’s Crag” on the far western edge of the map. You’ll find a makeshift bar where all eight of your Guns and Fangs for Hire congregate. Stick around, and you can listen to them have hilarious, often bizarre conversations with each other. ๐
- Boomer’s Grave ๐ถ๐ข: For fans of Far Cry 5, this one is a little bittersweet. While Boomer the dog didn’t make it through the 17 years, you can pay your respects. Go to the FANG Center from the previous game (now called the “Now-Empty Garden”). You’ll find a small grave for our old friend, a sad but touching tribute to the original good boy. โค๏ธ
- Thanos Snap Reference ๐ซฐ: In one of the Treasure Hunts, you’ll find a note left by a collector who is lamenting the loss of his prized comic book collection. The note ends with the line, “I don’t feel so good,” a clear nod to Spider-Man’s final moments in Avengers: Infinity War.
There are dozens more small references to find, from Assassin’s Creed and Raving Rabbids to Star Wars and Far Cry Primal. Exploring every nook and cranny of this vibrant, violent world is a reward in itself. So get out there, keep your eyes open, and never stop looking for new and creative ways to make a mess. After all, it’s the end of the world as we know it, and it feels fine. ๐
Disclaimer: This is an unofficial fan work, all trademarks and copyrights for Far Cry 3 belong to the developer Ubisoft Montreal, Ubisoft Kieve, Ubisoft Shanghai & publisher Ubisoft.
Find the game here! https://store.steampowered.com/app/939960/Far_Cry_New_Dawn/?curator_clanid=34004029



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