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**Far Cry 5: Lost on Mars, Weapons, Blueprints and the Cleanup Before the Ending**

· Games / Far Cry 5

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**Far Cry 5: Lost on Mars, Weapons, Blueprints and the Cleanup Before the Ending** Nick Rye arrives on Mars to find Hurk in pieces and an alien infestation between him and home. Getting around now means using a gravity belt, landing on metal platforms and trying to spend as little time as possible on ground that can erupt with arachnids. Lost on Mars is a separate DLC adventure for Far Cry 5. It has its own map, equipment and progression. Ubisoft’s [official announcement](https://t.co/bz8kEo0d8N) identifies it as a Season Pass adventure also offered separately. It requires Far Cry 5 rather than functioning as a standalone game. **Spoiler scope:** objectives, weapon unlocks and the point of no return. The final story reveal is left out. **Read this before the final mission** **Finish your exploration and collectibles before starting Save the World.** The DLC does not provide a normal post-ending free-roam cleanup. Its final activation warns you before proceeding, so stop there until the counters and purchases you care about are finished. The major targets are **19 antennas, 12 of Hurk’s body parts, 15 queens and 28 of Larry’s notes**. The notes do not receive ordinary map markers. Keeping a simple checklist while collecting them is much easier than trying to reconstruct the trip at the end. Several DLC achievements are host-only. If those are your goal in co-op, read their labels and make the cleanup in the host campaign that needs the credit. Joining someone else’s world is not a substitute for checking your own completion state. **Build the travel network** Restore antennas as you explore. They reveal the map and provide fast-travel points, which makes the eventual note sweep less painful. Gather energy cores on the way instead of travelling to a terminal with no way to power it. Watch the ground while crossing between sites. Arachnids can emerge from the dirt, so use rock and elevated structures as staging points. Before jumping, choose the next safe landing. A long leap that ends in the middle of an enemy group trades one problem for another. The gravity belt also creates a useful firing angle. An arachnid’s vulnerable back is easier to see from above. Gain height, identify the target and fire while you have that angle, then land somewhere with room to move. **Universal Blueprints: the order matters more than the location** Universal Blueprint rewards follow how many of those objectives you have completed. A guide may list the Robot Creation Center beside a particular reward because that was its author’s fifth stop. That does not make every listed reward permanently tied to that location. The eleven Universal Blueprint reward stages are: - **1:** Space Wings. - **2:** Grape Popper. - **3:** Space Bandage 2. - **4:** Nerve Reaper. - **5:** Tazer Spazer Annihilazer. - **6:** Swiss Army Knife suit upgrade. - **7:** Hellfire. - **8:** Nut Hugger. - **9:** The Obliteratorrrr. - **10:** The Reinforcer suit upgrade. - **11:** Consumption Regulator suit upgrade. The blueprint objectives include Robot Repair Center, Desert of Despair Antenna and Mining Station, Solar System Observatory, Robot Creation Center, Pits of Peril Antenna, Terraformer, Robot Storage Facility, Geological Research Center, and Desolate Dunes Antenna and Mining Station. Clear those locations in an order that suits your travel route, then check the printer for what your latest blueprint unlocked. **The twelve standard guns, plus the hidden extra** The arsenal is small enough to keep a proper checklist: - **Blasters:** Blaster of Disaster, The Obliteratorrrr, Nut Hugger. - **Beam guns:** Lazer Blazer, Tazer Spazer Annihilazer, Morphinator. - **Rifles:** Punches in Bunches, Nerve Reaper, Grape Popper. - **Shotguns:** Iron Fister, Bulldozer, Hellfire. The opening printer supplies access to Blaster of Disaster. Restoring **Control Center Antenna** unlocks Punches in Bunches; **Transference Center** unlocks Lazer Blazer; **Midnight Mountains Antenna** unlocks Iron Fister; **Midnight Mountains Mine** unlocks Bulldozer; and **Bovine Research Center** unlocks Morphinator. The remaining standard guns come through the Universal Blueprint sequence above. Collecting all of Larry’s notes unlocks **Larry’s Leaf Blower**, a thirteenth weapon beyond the twelve standard purchases. Check the printer after completing the set. Unlocking a blueprint and buying its weapon are separate steps. If you are working toward the twelve-weapon purchase achievement, check the actual purchase list before heading for the ending. Martian guns use energy and recharge rather than conventional ammunition. Rotate weapons when one needs time to recover. Keep a reliable direct-fire option alongside the stranger tools. The Morphinator’s explosive cows are entertaining, but a weapon you can aim precisely still has a place when the target is small or close to something you need to protect. **Queens and the Power Glove** Queen encounters are marked through the energy-core objectives, and some locations contain more than one queen. Do not leave a site just because the first large enemy fell. Check the objective and the area before moving on. Use **Crabmones**, the alien eggs found around nests, to disrupt a queen and create a better firing opportunity. Keep enough distance to see the smaller enemies entering the fight. Focusing entirely on the queen while everything else closes around your feet makes it much harder to use the belt safely. At the **Solar System Observatory**, the Power Glove becomes the tool to learn. Its aerial takedown works on suitable arachnids with the exposed red weak point. Get above the target and use the prompted attack. Do not expect the same move to work on every enemy type. **Collecting all twenty-eight of Larry’s notes** Keep world icons enabled so the orange interaction indicator can appear when you get close. The notes often sit on metal boxes or structures; some remain visibly present after being collected, so visual memory alone is unreliable. For all twenty-eight individual positions, use the free [PowerPyx numbered note-location guide](https://t.co/x7tRgVuSW9). Its numbered screenshots are the position reference; these checkpoints help you avoid overlooking the awkward types of stop: - **Robot Repair Center:** check the roof rather than only the terminal level. - **Bovine Research Center area:** a note is high on a metal tower nearby. - **Solar System Observatory area:** check the large raised platform to its east. - **Robot Creation Center:** inspect the interior table. - **Pits of Peril area:** one note sits on a floating platform reached most conveniently from above. - **Hemoleum Research Center:** check the lower canister area after opening access through the facility objective. - **Arachnid Research Center:** account for three separate notes around the northwest, southwest and southeast sections. - **Geological Research Center:** check the underground route near the terminal. Those are troubleshooting checkpoints, not a replacement twelve-stop list pretending to contain all twenty-eight notes. Work through the numbered position reference once, mark every pickup and compare your total before leaving Mars. **The final cleanup** Before accepting the last mission, check the queens, the notes, the weapons you meant to buy and any remaining combat challenges. Visit the five geothermal anomalies if you are clearing the map’s additional objectives, and inspect the printer for useful upgrades you have unlocked but never purchased. Then choose a loadout with different jobs covered and go to the final activation. Mars is much easier to finish cleanly when the last story mission really is the last thing left on your list.

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