Quests

Two pages sit in this section, and between them they cover the missions that build the settlement and the fight that finally cashes it in. Five of the six recruit somebody to Prosperity, since Specialists are described on our pages as the main route to upgrading the facilities there. The sixth asks you to spend those upgrades. Sorting them by what arrives at the base afterwards is more useful than sorting them by difficulty, because only one of the five sends you home with a named piece of kit.

The five recruitment runs at a glance

Our Specialist missions walkthrough numbers them one to five and walks each in full. Three of the entries name the act they belong to and the first two do not, so the column below reports exactly what the page says rather than guessing an order.

#MissionWho comes backWhere it startsWhen the page places it
1Losing StreakBeanWiki-Bean-ia, north of ProsperityNot stated
2Deep DiveSeleneThe Inquisitor's GraveNot stated
3Buzz KillGrace, plus her Saw Launcher and three caches of titaniumThe Old Train YardThe second act
4The Great EscapeNick RyeGreasemonkey's CageAct 2
5Adventures in BabysittingSharkyChateau BoshawAct 2

The reason to care about all five rather than the minimum is stated plainly on that page: up to three Specialists are mandatory to push the story mission along, five exist, and having the full set makes raising Prosperity straightforward. Anything short of that leaves the settlement working with fewer hands than it could have.

Four recruitments that send back a Specialist and little else

Losing Streak is the errand closest to home. Bean is standing by an air patio north of the base and wants the business plan a former employee walked off with, which turns into a card game interrupted at Gambler's Run, a chase through the woods where the one man you must not shoot is the man you are chasing, and a smoking hatch at Dick's Hole with highwaymen around it. The plans are in an open safe past the fire inside, and Bean has moved closer to you by the time you climb out.

Deep Dive is the long one. Selene loses her field kit down a shaft at the Inquisitor's Grave, and getting it back means raising the water level rather than climbing: valves turned to flood a tunnel, a pressure valve shot on purpose, a room of five labelled pipes where every line out of the water tank has to be closed and every line into it opened, then a burst tank and a swim over the debris. Wild dogs and other hostile animals share the route. Anything you keep from the trip is whatever loose items you dive for at the bottom of the shaft, since the field kit belongs to Selene.

The Great Escape and Adventures in Babysitting are both placed in Act 2 and both hand back their Specialist with nothing recorded beyond him. Nick Rye is found bleeding out at Greasemonkey's Cage and has to be revived before he will talk, and the job itself is delivering an amphibious plane down a river and over a broken railway bridge without wrecking it, with the Mechanic perk recommended to make that easier. Sharky wants his cousin Hurk's child kept safe at Chateau Boshaw: arm five pressure pipes, turn the large valve that pressurises them, then hold a mounted gun through waves of highwaymen who arrive from two directions and spend most of their attention shooting the pipes rather than you.

Buzz Kill, the one that also fills your pockets

Grace is the exception to the pattern. Her mission at the Old Train Yard sends you to the Buzzard's Hoard for a stolen Saw Launcher and, alongside it, three caches of titanium spread across the railcars: one behind a door that releases a crowd of skunks, one reached by a line from the water tower and taken through a hole in a railcar roof, and one in a railcar hanging from the gantry in the middle of the yard. That is a materials run with a Specialist attached, and it is the only occasion any of our pages puts a number on titanium, so it is worth reading alongside our materials and farming guide before you spend anything at the workbench.

Problem Solver, the mission that spends the base

Everything above pays into Prosperity. Our Mickey and Lou guide is the page that takes it back out, and the preparation list it opens with is mostly a list of upgrades you should already own: have your camp upgrades in use, carry a weapon of at least Elite class or upgrade the one you have, put points into health, put points into Guns for Hire, and bring somebody with you. A base you have ignored shows up here as a harder fight than it needed to be.

The twins split the arena between them. Lou is the one you start next to and she sets light to whatever is around her, so the advice is to stun her and deal with Mickey first, who is holed up on the far side of the New Eden settlement picking at you with a rifle until you can force her into close range. Expect both of them to call for help, which is the reason the prep list wants a companion of your own. With an Epic graded weapon and good damage output it reads as a long fight rather than a hard one.

Slotting them into a playthrough

Two of the recruitments carry no act label at all, so the practical reading order is the numbered one our walkthrough uses, with the three Act 2 entries taken once the story has opened that far. None of our pages says which facility a given Specialist ends up running, only that Specialists are what let you raise the facilities, so treat the set as staff rather than as a shopping list of buildings. If you are still short of the fuel those upgrades cost, the routes are in our materials guide, and our beginners guide covers the perks and the early kit worth having first. The wider picture of what the settlement pays back is on the Far Cry New Dawn hub.