Far Cry New Dawn cover art
Wiki & guides

Far Cry New Dawn

Hope County has been rebuilt around a single settlement, and almost everything you do out in the open points back at it. Prosperity is the place you answer to, the facilities inside it are what turn the things you loot into a gun worth carrying, and the reason to clear an outpost, take an Expedition, recruit a stranger or skin an animal is nearly always that the base wants something. Our guides split neatly along that line: some of them are about what you carry home, and the rest are about what you spend once you get there.

This page is the reading order for all of them. It covers what each facility hands back, which resource each one is hungry for, who has to be living at the base before it will climb, and the fight that finally makes the whole exercise worth it. What it does not do is publish a price per facility, because our pages put a number on only two of them and both are in the table below.

What the settlement gives you in return

Start here, because it tells you which grind is worth the afternoon. Our Ethanol page lists four things that come out of raising the base: better weapons, more health, improved vehicles and the ability to use maps at all. The other pages fill in the specifics.

What you are afterWhere it comes from at ProsperityWhat our guides attach to it
Fast travel to every liberated outpost and discovered locationThe Expedition upgrades200 Ethanol in total, and the game will not unlock it simply for visiting a point
Treasure Hunts marked on your mapMaps sold by the CartographerEach hunt pays 3 Perk Points and Far Cry Credits
Hunting ground mapsThe Cartography CenterThe facility has to be unlocked before those maps are on sale
The locations of the two Monstrous beastsA level 2 CartographerTheir pelts trade for 10 Circuit Boards each
Weapons above Tier 3, and upgrades for the ones you ownThe workbenchTitanium Rods
Expeditions to take onRoger Cadoret, who stands at the baseDifficulty is yours to pick, and the payout follows it

Fast travel is the one worth knowing about early, and our beginners guide is the page that spells it out, along with the perk that tags alarms before you attack an outpost, the dog who marks loot and enemies, the autodrive that lets you shoot from a moving car, and the Guns for Hire who will drive for you while fast travel is still locked. It also sends you to the island where Far Cry 5 finished for Joseph Seed's book, which leads to the Eden's Fire mission and a Level 2 Blue Bow that is well ahead of the curve for that stage of the game.

The one material the base spends on itself

Ethanol is the one resource that goes into the settlement itself rather than into something you carry out of it. The Homebase facilities run on it, so how high the base climbs is a straight function of how much fuel you have carried back, and no page of ours names any other cost for raising one. Three things out in Hope County hold it, going by our pages: the outposts, which give themselves away with smoke; the tankers that deliver between them; and the supply drops that arrive at random and announce themselves on screen. Choosing between the three is a question of what each pays against how often you are allowed back for more.

Our Ethanol farming guide has the full method for each, and our materials guide sets it against the two crafting materials so you can see which shortage is actually holding you up.

Paying for a gun that keeps up

Enemies here carry levels of their own, so a rifle that was fine an hour ago stops being fine, and two materials decide whether you keep pace. Titanium Rods are the early worry, and the page on them argues for a deliberate search during the opening chapters, while the guns you have been handed are still doing you no favours. Circuit Boards are the later one, the part that makes an Epic or Elite weapon possible at all, and the reason to want such a weapon is the levelled highway patrolman who shrugs off anything cheaper. Neither of those two raises a facility, which is the cleanest way to hold the split in your head: fuel goes into Prosperity, rods and boards come back out of it as hardware. Which of the two you are short of, and where to go for it, is the whole of our materials guide.

Getting the people the upgrades need

Resources are half of it. The other half is people, because our Specialist coverage is clear that these are the individuals who make raising the facilities possible, that up to three of them are required for the story to move, and that five exist to be found. Each one arrives at the end of a mission of their own, and the missions are scattered: a stolen business plan north of the base, a field kit at the bottom of a flooded shaft, a Saw Launcher and a pile of rods in a train yard, a man bleeding out at Greasemonkey's Cage with an amphibious plane to dock downriver afterwards, and a defence job at Chateau Boshaw with five pressure traps to arm.

The whole set is walked step by step in our Specialist missions walkthrough, and our missions guide sorts them by what each one actually leaves at the base, which is where the difference between a recruitment and a supply run shows up.

Trips that pay in something other than fuel

Not everything feeds an upgrade. Hunting is its own errand, and our animal locations guide exists for the Master Skinner trophy, which wants one of every skinnable animal on its list: eighteen numbered entries, with birds, ducks, fish, turkeys, sheep, goats, hens and roosters explicitly outside the requirement. Four of those entries send you into an Expedition rather than out onto the map, because a shark, a skunk, a crocodile and a hare are all easier to find inside one, and two of them warn you to finish the Expedition or the skin will not be in your inventory afterwards. Buy the hunting maps once the Cartography Center is unlocked, and remember that an animal wandering around with a bag in its mouth is walking you to a den worth looting.

Fishing is the quiet one. Our fishing guide covers unlocking the Fishing Rod Perk, choosing between the shore and a boat depending on the size of the water, the full cast and reel sequence on a controller, and the rule that keeps you in the game: when the line turns red, stop pulling. A catch trades for a decent amount of cash, and the activity feeds Perk Points back to you, which is the same currency the rest of the perks want.

The fight everything was for

Mickey and Lou are where the ledger is settled. Our Mickey and Lou guide opens with a preparation list rather than a route, and it reads like a receipt for your upgrades: camp upgrades in use, an Elite class weapon or an upgraded one, points in health, points in Guns for Hire, and somebody hired to stand next to you. The fight puts one twin in your face with fire and the other across the New Eden settlement with a rifle, and it rewards stunning the near one and removing the far one first.

If you want the short version of the loop: clear and re-clear outposts for the fuel, run Expeditions for the parts, recruit all five Specialists so the facilities will climb, and spend the result on the twins. Most of what is above is one of those four jobs, with the trophy hunt and the fishing rod as the side trips, and the materials guide and missions guide are the two pages to keep open while you do them.