Npcs
If you are eleven ranks into Far Cry 6 with three Bandido leaders and no idea where the rest are, here is the answer nobody puts up front: leaders are not rank rewards, mission drops or random spawns. Six of the eight are handed to you by specific Yaran Stories with specific names and specific start points, and if you have not run those stories you will never meet them, no matter how long you play.
That is the pattern across this whole bucket. Every findable person and creature in Yara has exactly one kind of lock on it, and the lock, rather than the name or the map region, decides whether you can have it tonight. There are four: nothing at all, an obstacle waiting at the site, a named story, or a condition you have to satisfy first. This guide is ordered by those four.
By the numbers, that covers 8 Bandido leaders, the 7 children of Lorenzo, 4 mythical animal hunts and 13 findable roosters out of 19.
What each hunt actually pays
Before any of the locations, this is what you get for the trouble, so you can decide which of the four is worth a detour.
| Hunt | How many | What it pays | Trophy |
|---|---|---|---|
| Bandido leaders | 8 | Two skills each for Los Bandidos operations. Benito alone raises construction success by 50 percent and cuts the metal requirement by half | None |
| Lorenzo's children | 7 | Finishes The Seeds of Love, so Lorenzo can write to each of them | None |
| Mythical animals | 4 hunts, 5 individual beasts | Tusks and pelts you trade for Primal armour, which carries its own bonuses | None |
| Roosters | 13 findable, from 19 in the game | Fighters for the cockfighting roster, which is a Tekken-style minigame with its own rewards | Recrooster |
The rooster row needs one footnote. Six of the 19 come from Ubisoft Connect rather than from the world, so 13 is the real total for anyone playing normally, and 13 is the number the trophy checks.
Lock 1: nothing is stopping you
Three of the four mythical animals can be hunted the moment you can reach them. Mamutito is a boar, and it lives up on Isla Santuario's northern coast, which makes it available almost immediately. Venodiente, a deformed alligator, waits in western Valle De Oro at a site called the Hazardous Waste Disposal. And Perros Demoniacos sits just north of Madrugada, though it is the one entry in this bucket that is two kills rather than one: a white wolf and a black wolf at separate spots, and you need both pelts.
Our mythical animals guide has a pinpoint map for each. One honest note: our source names the armour piece for three of the four but never states what Venodiente pays, so we are not going to guess it by elimination.
On the rooster side, 11 of the 13 are straight pickups with no gate of any kind. They are map-pin finds, and because our rooster locations guide carries a marked map for each one, that page is genuinely the better place to work from than any list of place names.
Lock 2: something at the site is stopping you
This is the section for the sinking feeling of standing exactly on the marker with nothing in front of you. The game is happy to drop a pin and never mention that the pin is behind a padlock, a pack of enemies, a hallucination or a dog. Every one of these is a place where the marker is right and the thing is not visible from it.
| Target | Where | What is actually in the way |
|---|---|---|
| Felipe, a child | Todos Santos Cemetery | Nothing. He is simply there, which makes him the odd one out |
| Tiago, a child | Santo Domingo | Cries for help come from a building as you enter town. Climb the building opposite, then shoot the lock through the window |
| Riel, a child | Oceguera Farm | Interact with the white flowers and illusions appear. Deal with them and the child is standing where the flowers were |
| Juan, a child | Perdomo Farm | He is locked up. The key is nearby under a wooden shed, on a wooden table with a hat sitting on it |
| Camilo, a child | Barriga | Enemies outside the house. Clear them first, then walk in |
| Marciela, a child | Flores Farm | Nothing hostile. Pet the dog and it takes you to its owner |
| Xiomara, a child | Concepcion | Look up. She is on a roof painting graffiti |
| El Dorado, a rooster | Inside a tunnel | A route rather than a lock: first door on the left, left again, then right and downstairs, forward to an open door on the right. The box is in the left corner of the table with the chickens and eggs |
| El Huevo, a rooster | Upstairs in the Oficinas PDP La Joya building | A locked storeroom. Break the lock and open the door |
| El Gallo Magnifico, a rooster | A shed opposite a house | The shed key, which is on a table in the first house on the right |
| La Bala De Plata, a rooster | Behind the BIENVENIDOS signboard | It is on the back side of the board, inside a wooden cart |
| Perros Demoniacos | North of Madrugada | Two separate kills at two separate spots. One pelt is not enough |
Riel is the one worth flagging before you get there. Nothing about white flowers on a farm suggests a fight, and the illusions arrive the moment you touch them.
Lock 3: a named story is stopping you
This is the lock that costs people the most time, because it is invisible. Nothing in the game tells you that a Bandido leader is a quest reward, so the natural assumption is that leaders arrive on their own with rank or with story progress. They do not. Below is every story in this bucket that hands you a person or a bird, what it wants from you, and where it begins.
| Story or quest | What it hands you | Where it starts | What it asks |
|---|---|---|---|
| Los Bandidos itself | Benito, with Surveyor and Constructor | The first Bandido operations board | Nothing. He arrives with the system |
| Wing and A Player | Isabela, with Surprise and Adaptive, and Marisol, with Inquirer and Field Medic | Noventarmas | Kill the guards and release the prisoners. Two leaders from one story, which makes this the best value on the list |
| The Lion's Roar | Alfredo Maximo, with Smooth Talker and Thrifty | Conuco | Meet Yelena, defend the hotel, escape with her. The Our Right to Party operation has to be done first |
| Tracks of the Trade | Sergio, with Ghillie Suit and Super Sneak | Gilberto's location, then the coastal road along the Vacia Coast | Pick up the posters and head west, destroying the four billboards that match the photos sent to your phone. Undercover Stud comes first |
| Stealing Home | Freddy Jr, with Sniper and Long Shot | Talk to a baseball player out on the field | Find his father's gear at Cruz Del Salvador, then collect keys from several camps and follow the objective |
| Big Papi in Little Yara | Big Papi, with Reckless and Speed Demon | Duende Island; arriving triggers a phone call | Protect Big Papi |
| Paint the Town | Zenia, with Sabotage and Resourceful | The safehouse in South Esperanza | Find 12 statues scattered across Esperanza. Getting close marks each one with a yellow icon |
| Spur of the Moment | El Dorado, a rooster | The man feeding a rooster at El Rato's site | The tunnel route in the table above |
| Everything to Lose | El Gallo Magnifico, a rooster | A farmer in the valley marked on your map | The shed key run in the table above |
| The Seeds of Love | All seven of Lorenzo's children | Lorenzo, at Patriotas Peak Camp | Photo clues rather than map markers, which is the whole reason this one needs a location list |
Three of those deserve more than a table cell. Paint the Town is the longest by a distance, because 12 statues across a whole city is a scavenger hunt in its own right, and the yellow icon only helps once you are already close to one. Tracks of the Trade is the one people abandon halfway, because the four billboards are strung along a coastal road going west and the photos on your phone are the only way to tell which billboard counts. And Stealing Home is the one people cannot start, because the quest giver is a person on a sports field rather than a marker.
There is one small efficiency in the rooster pair. El Rato's site is where you find both El Rato itself and the man who gives you Spur of the Moment, which is the story that unlocks El Dorado. So that one stop is worth two birds if you talk to the man rather than just grabbing the box and leaving. Both are covered in our roosters guide.
And The Seeds of Love is unusual in that it is a single side quest that resolves seven separate targets. Speak to Lorenzo at Patriotas Peak Camp and he gives you photographs rather than pins, which is why the locations in the Lock 2 table above matter so much. Our Lorenzo's children guide walks all seven with a map for each.
Lock 4: a condition is stopping you
Three entries are gated by something other than a quest you can start on demand. Sanguinario, the jaguar that prowls the far south of El Este, only appears at night, so daytime trips there find nothing at all. Sergio needs Undercover Stud finished before Tracks of the Trade will appear. And Alfredo Maximo needs the Our Right to Party operation completed before The Lion's Roar exists to be started.
Benito is the counterexample and worth remembering when you are stuck: he has no lock of any kind. Reach the first operations board, unlock Los Bandidos, and he is yours. Given his two skills raise construction success by 50 percent and cut the metal requirement in half, he is also the most useful of the eight for anyone building up their camps, so if you have been ignoring the operations board that is the reason to stop.
Full unlock steps for all eight are in our Bandido leaders guide, including a marked map of all 12 statues for Zenia.
Every named place in this bucket
A reference index rather than an argument. One caveat before you use it: most rooster sites are marked on maps in our guide rather than named in text, so they only appear here where a building or landmark is actually named.
| Place | What is there |
|---|---|
| Todos Santos Cemetery | Felipe |
| Santo Domingo | Tiago, behind a locked window |
| Oceguera Farm | Riel, behind the white flowers |
| Perdomo Farm | Juan, behind a key under a shed |
| Barriga | Camilo, behind a fight |
| Flores Farm | Marciela, and the dog that leads you to her |
| Concepcion | Xiomara, on a roof |
| Patriotas Peak Camp | Lorenzo, who starts The Seeds of Love |
| Noventarmas | Isabela and Marisol |
| Conuco | Alfredo Maximo, via The Lion's Roar |
| Vacia Coast | Sergio's four billboards, along the coastal road |
| Cruz Del Salvador | Freddy Jr's father's gear |
| Duende Island | Big Papi, and the phone call that starts his story |
| South Esperanza | The safehouse that starts Paint the Town |
| Esperanza | Zenia's 12 statues, spread across the city |
| Northern Isla Santuario | Mamutito |
| The Hazardous Waste Disposal, in western Valle De Oro | Venodiente |
| North of Madrugada | Perros Demoniacos, both wolves |
| Southernmost El Este | Sanguinario, at night |
| Oficinas PDP La Joya | El Huevo, upstairs behind a lock |
Where to go next
Our Bandido leaders guide is the one to open if the table above told you which story you were missing, because it carries the route for each. Lorenzo's children is a mapped list of all seven, which the photo clues alone will not give you. Mythical animals has the pinpoint spawn for each of the four. And roosters is where the 13 findable birds live, with the two quest-gated ones flagged.
The Amigos are a separate thing entirely, despite one of them being a rooster: those are covered in our Amigos guide.