Items
Prosperity has no interest in where you were standing when you picked something up. What matters is which of its three shopping lists you can finally close. Ethanol is the fuel the settlement itself drinks, the rods are what the workbench wants before it will build you anything decent, and the boards are the component sitting between you and an Epic gun. Each of the three pages below covers one of those materials, and this guide sets them side by side so you can see which one your next upgrade is actually short of.
Where each material ends up
The split is clean. One material is spent on the base, the other two are spent on what you carry out of it, and only some of the ways of getting them can be farmed on demand.
| Material | Where it is spent | What that buys | Biggest haul our pages state | Repeatable on demand? |
|---|---|---|---|---|
| Ethanol | The Homebase facilities at Prosperity | Better weapons, more health, improved vehicles and access to maps | 600 at the top of the outpost range | Yes, outposts can be scavenged twice |
| Titanium Rods | The workbench | Weapons above Tier 3, plus the upgrades that sharpen them | Three caches in one Specialist mission, and more per Expedition replayed on Hard | Yes, through Expeditions |
| Circuit Boards | Epic and Elite weapon crafting | Nearly any Third or Elite Tier weapon, and other manufacturing materials | 25 from a two or three star Expedition, 10 for each Monstrous pelt | Yes, through Expeditions, which is also the fastest loop |
Ethanol, the fuel the settlement drinks
The facilities are raised with this one resource and nothing else our pages name, which is why our Ethanol farming guide treats the ten outposts it counts as the main tap. Smoke gives each of them away from a distance. Clearing one without being spotted and without letting an alarm go off adds a bonus on top of the normal payout, and the range across liberating and scavenging runs from 50 up to 600.
Scavenging is the part worth understanding before you take your first flag. Accept the prompt after a capture and the outpost goes back to the enemy at a higher difficulty, so the same location can be cleared for a larger payout twice more. The two alternatives are far less generous. Tankers with Ethanol written down the side deliver to outposts, so waiting near one and shooting the driver is enough to steal the truck, but it is worth about 75 and one stray round into something that flammable ends the attempt. Supply drops are the ones you stumble into rather than plan for, marked by yellow smoke and a guard detail, and they hold roughly 40.
Only one of our pages puts an actual price on a facility, and it is our beginners guide: 200 Ethanol through the Expedition upgrades is what unlocks fast travel to every liberated outpost and every location you have already found.
Titanium, the rod the workbench asks for
Rods are the material our titanium farming guide recommends hunting early, because the weapons you start Hope County with are exactly as thin as they feel. Its four sources divide unevenly. Safes turn up in Treasure Hunts, in Prepper Stash loot and occasionally inside an enemy outpost, and none of them will open without Lockpicking or Dexterity. Cargo trucks on the highway get a blunt warning, since the page says outright that a random event cannot be predicted. Material bundles bought with Far Cry Credits cost money instead of time.
The fourth is the reliable one. Expeditions are handed out at Prosperity by Roger Cadoret, they can be run with friends in co-op, and replaying them on Hard pays more rods than a first clear does, which makes them the grind of choice once your level is high enough to survive one. A Specialist mission also hands over three caches of the stuff in one trip, and that is covered in our Specialist missions and boss fight guide.
Circuit boards, the component behind an Epic gun
Boards are what our circuit boards farming guide calls the scarce part of high tier weaponry, the thing standing between you and a gun that can answer a high level patrolman. Expeditions are the most consistent source again, and the payout scales with the star rating you accept rather than with how long you take:
- 0 Star Expedition: 15 boards
- 1 Star Expedition: 20 boards
- 2 Star Expedition: 25 boards
- 3 Star Expedition: 25 boards
The job itself is a package retrieval, brought home by chopper or on foot past cultists and highwaymen, and stealth is what the page recommends for an easier trip. Replaying the Navajo Bridge Expedition is named as the quickest loop of all. Expeditions also cough up titanium along the way, so a run is rarely wasted.
The other route is hunting, and it is worth 10 boards for every pelt traded in at a workstation in Prosperity or at any liberated outpost. Two animals carry those pelts: the Monstrous Bison, northwest of the Refinery Outpost, and the Monstrous Cougar, in the hills north of the base. A level 2 Cartographer sells the maps that pin them down, and The Judge is the companion to bring, since our beginners guide explains that he calms the Monstrous animals down and they hold off unless you start the fight. For ordinary skins and the Master Skinner trophy, our animal locations guide is the one to follow instead.
Which one to chase first
Sort the sources by whether you get to decide when to use them and the order picks itself. Outposts and Expeditions are the two activities you can repeat deliberately, and between them they pay out all three of these materials. Tankers, supply drops and highway cargo are opportunistic: take them when an on screen message or a column of smoke tells you they exist, and never build a plan around them. Credits are the shortcut, and both farming pages note that they can be found out in the world as well as bought. Where the resources go next, and what the settlement gives you in return, is laid out on our Far Cry New Dawn guide hub.