Far Cry 6 drops Dani Rojas into a guerrilla war against Anton Castillo across the island nation of Yara, and then hands you a map so covered in icons that the hard part becomes deciding which ones are worth your evening. That is what this hub is for.
Every part of our coverage is sorted around the same question, asked six different ways: what does this cost you before you can have it. Amigos are sorted by what recruiting one demands, guns by which of five gates stands in front of them, items by what toll each collectible charges, quests by the kind of lock on the chest, targets by what is stopping you reaching them, and the game's systems by which of them you can undo.
Three things worth knowing in your first hour
There is no manual save. The game runs on smart autosaves and checkpoints, which means one decision later in this list is genuinely irreversible in a way that most games would let you back out of. Our save progress guide covers how the autosave actually behaves and how to force one before you quit.
The male or female choice at the start is cosmetic. It changes Dani's appearance and voice, and it changes nothing about the gameplay, so if you have been sitting on that screen weighing it up, our character choice guide is a very short read and the answer is: whichever you prefer.
And two of the best weapons in the game are free. They sit in unguarded chests, they need no rank and no camp upgrade, and you can walk to both of them long before the game intends you to. Which is exactly why sorting guns by their gate rather than by their damage turns out to be the useful thing to do.
The six parts of our coverage
Weapons sorts every gun we cover by what the game charges before it lets you hold it: handed to you, a Guerrilla Rank at Juan's bench, a camp facility you have to build, a drive to a chest, or a named mission. It has the full Resolver rank ladder from 3 to 9, a region-by-region sweep of the free pickups, and a loadout table for the four slots you actually carry. The detail on the individual guns lives on our best weapons, Resolver weapons and bows pages.
Amigos and characters orders the animal companions by what recruiting one costs rather than by how strong it is, from the five-minute errand that gets you Boom Boom to the three treasure hunts and a fight that get you Oluso. It also covers the upgrade counters you have to deliberately feed, and which two recruitment runs quietly pay out a weapon and a Supremo along the way.
Quests and treasure hunts takes all 21 hunts and sorts them by the kind of lock in front of the chest, because the map already tells you where they are and never tells you why you are stuck. Guarded keys, pure traversal, switch circuits, coded orders, rooms you have to change, and the two hunts that span two sites. It includes the exact A Rising Tide boat order and the walkthroughs for the Emerald Skull and the flooded nightclub.
Items, keys and collectibles is the map of the economy: what every collectible charges, which Criptograma chests complete which armour set, where the four upgrade materials come from, and the difference between a ride you can scan and one you have to steal and drive home. If you are chasing the Criptograma chests, the set planner there will save you a lot of pointless travel.
Mechanics is ordered by what you can undo, which puts the secret ending first and honestly, because taking Clara's boat is not a detour, it ends your run. After that come the Overclocked mods that permanently change a weapon, the materials you spend, and the systems that cost you nothing at all, from healing to fishing to every easter egg in Yara.
Targets and wildlife answers the question that gets asked more than any other in this game: why do I have three Bandido leaders at rank eleven. Because leaders are Yaran Story rewards with specific names, not rank drops. That guide names all of them, alongside Lorenzo's seven children, the four mythical animal hunts and the 13 findable roosters.
The pages that stand on their own
Our guerrilla tips guide is the best starting point for habits: Supremo and Resolver unlocks, camp upgrades, ammo types, the heat system and stealth. Money farming covers the four reliable Peso sources, which matters more than it sounds once weapon mods start costing real amounts.
On the technical side, our best settings guide goes through shadows, vegetation, terrain, anti-aliasing, FSR and ray tracing for anyone chasing frame rate, and our troubleshooting guide handles the VRAM notification, crashes, stuttering and the achievement sync failure.
Where to start
First hour: the tips guide, then pick a weapon rather than accumulating them. Once you are on the mainland, the two free open-world rifles in the weapons guide are worth a deliberate trip, because they will carry you further than anything you can afford at that point.
Mid-game: the treasure hunts, and specifically the three Triada relic hunts run as one session, since together they pay a Supremo, a wall-piercing rifle, an Amigo and an armour set. Then the Bandido leaders, because six of the eight are quest rewards you will otherwise walk straight past.
And if you have heard about the secret ending and want to see it, read what it costs first. It sits behind a mission you reach in your first few hours, it takes about ten minutes, and with no manual save there is no going back to the rest of the game afterwards.

