**Far Cry New Dawn: Finding Every Specialist and Choosing Your Companion**
Timber can sniff out the supplies you walked past. Nana can cover the other side of an outpost. Hurk can turn a vehicle problem into a burning wreck. New Dawn gives its companions distinct jobs, and the right choice depends on what you are about to do.
Back at Prosperity, a separate group of specialists helps rebuild the settlement. Recruiting a specialist advances the base; recruiting a Gun or Fang for Hire adds someone to your field roster. Keep those two lists separate when the story asks you to bring people home.
**Spoiler scope:** all recruitment quests and companion abilities, including the Judge’s story unlock. Their underlying identity and the ending are left alone.
**The five Prosperity specialists**
**Bean: Losing Streak**
Find Bean at **Wiki-Bean-ia**, north of Prosperity. His missing business plan leads to Richard at Gambler’s Run, then a bunker called **Dick’s Hole**.
Deal with the Highwaymen without killing Richard. Follow him, get the stash location and retrieve the plan from the bunker, watching the fire inside. Finish the conversation with Bean. Richard is the lead you follow, not the specialist you are recruiting.
Bean’s information business fits the Cartography side of Prosperity. His quest is a sensible early recruitment job because it also gets you moving between nearby landmarks.
**Selene: Deep Dive**
Selene waits at **The Inquisitor’s Grave**. Her field kit has fallen into the shaft, and the retrieval turns into a water-level puzzle.
After falling, use the southern passage and open both valves. Return through the flooding corridor to the main shaft. The higher water now reaches the western passage. Continue past the animals, swim through and climb the ladder into Silo B.
Open the next valve, then **shoot the steaming valve**. The pressure opens the blocked route. In the room with five pipes, follow their flow labels: **open the pipes feeding the tank and close those draining it**.
The rising water lets you swim over the debris. In the next air pocket, climb the barrels and shoot the shining valve to open the exit. Back in the shaft, take the newly reachable northeastern ladder, follow the passage and operate the final large valve. Return to the shaft, collect the kit and climb out to Selene.
Take a breath before each submerged section and follow the objective route rather than detouring for loose loot. More Lung Capacity can make the swimming less stressful, especially if you are still learning the layout.
**Grace Armstrong: Buzz Kill**
Meet Grace at the **Scrapfarm**, then head to **Buzzard’s Hoard**, the old train yard. Recover the Saw Launcher and the three stolen material bundles.
The pink railcars are the important search targets. One opens with its door switch. Another needs a climb from the nearby blue car. For the elevated car, use the zipline from the tower marked with an eye, then enter from above. Check the containers inside before leaving each car.
Return to Grace after completing the objectives. You keep the rank-II Saw Launcher reward, giving the recruitment a useful equipment payoff as well.
**Sharky Boshaw: Adventures in Babysitting**
Find Sharky at **Chateau Boshaw**. Arm the marked pressure-pipe traps and use the main valve. After the celebration, the job becomes a defence against Highwaymen.
Protect the western pipe through the first attack, then shift attention to the eastern one. Watch the objective’s health and the direction of the next wave. Chasing one retreating enemy far from the compound makes it easier for the next group to reach what you are supposed to protect.
Restock before starting the defence. A weapon you can reload quickly is handy when enemies arrive from more than one direction.
**Nick Rye: The Great Escape**
Nick is held at **Greasemonkey’s Cage**. Free him, follow him to his improvised vehicle and drive him to safety along the marked route.
The craft looks like it should fly, but this escape asks you to handle the route in front of it. Keep the objective line in view, slow down enough to make turns and avoid gambling on shortcuts through obstacles. Finish the delivery to bring Nick back to Prosperity.
**How companion upgrades work**
Each companion begins with one ability and unlocks two more after **15 and 40 personal kills**. Those kills belong to the companion. If you shoot every enemy before your partner gets a turn, their ability counter will barely move.
Training Camp upgrades improve companion health and damage ranks. Do both jobs: use the companion enough to gain their abilities, and keep the facility current so they can cope with the enemies you are facing.
Give clear attack orders against isolated targets while you cover the rest of the area. During a difficult encounter, position your partner somewhere useful before starting the fight. Reviving them in the open is much harder than keeping them behind cover in the first place.
**All eight companions**
The [free roster locator](https://t.co/DhSARPSI3q) provides map images for the recruitment starts.
**Carmina Rye**
Carmina joins through the opening story. She uses an assault rifle and brings a vehicle. Her later abilities add dynamite, then three sticks in quick succession.
She suits general travel and open fights. Around fuel trucks, captives or a position you intend to defend, give the explosive part of her kit some space. Keep your own firing angle separate from hers so both of you can see a target.
**Pastor Jerome**
Start **Jerome Comes Home** at **Ramone’s Lookout**, east of Rye & Daughter Aviation. The rescue involves finding and freeing Jerome from the Highwaymen.
Jerome carries a shotgun, brings a vehicle and later gains Molotovs and incendiary ammunition. He is a useful close-range partner when you expect the fight to spill between buildings. Fire spreads into the routes you may need for retreat, so leave yourself another way out.
**Gina Guerra**
Recruit Sharky, reach Act 2 and take **Mo’ Mommies, Mo’ Problems** from Prosperity. Rescue Gina in the derby encounter to add her to the roster.
Her LMG is built for sustained pressure. She brings a vehicle, then gains unlimited ammunition and explosive ammunition. Use her to cover an approach while you deal with a priority target. A long reload is a good moment to shift your own attention back to the enemies pushing her position.
**Nana**
Nana’s Perch sits downhill **southeast of Signal Point**. Complete **Crow’s Feet, Eagle’s Eyes**, her shooting challenge, to recruit her.
She starts with suppressed sniper support. At the later milestones she can see through smoke and shoot through cover. Give her a long sightline and select a target away from the guard you are approaching yourself. That lets her contribute without pulling your attention across the whole camp.
**Hurk Drubman Jr.**
Find Hurk at the tunnel **east of Trailer Town**, near the edge of the map. Complete **Days of Blunder**, his vehicle escape mission.
Hurk brings a vehicle and a rocket launcher. His later abilities improve reload speed and add tracking against land and air vehicles. He is an obvious choice when a helicopter is the main problem. Keep him away from the vehicle you are trying to steal and avoid standing directly beside his target.
**The Judge**
The Judge joins after **Joseph’s Secret** in Act 2. They use a bow and move quietly. At fifteen kills, animals leave you alone unless provoked; at forty, the Judge can fire three arrows at a target.
That animal ability makes travelling and hunting less chaotic. It also gives you more room to decide whether a nearby creature is worth fighting. For stealth, work with the Judge against separated enemies rather than ordering an attack into the middle of an alerted crowd.
**Timber**
Go to **Meatfort**, east of Broken Forge, for **Man Eat Dog World**. Find Timber, follow the rescue through the compound, recover the key near the dead dog and release the other captive dogs. Pet Timber to finish.
Timber tags enemies, digs up materials and can retrieve weapons. His later abilities expand his supply scouting and interception role. Take him when you are exploring or searching a resource location. Let his tagging help you plan the entrance before sending him after an enemy.
**Horatio**
Visit **Elsinore Farm**, northwest of The Pantry, for **To Love a Boar**. Shoot the shed’s lock, clear the danger and pet Horatio.
He knocks shields aside, later revives himself when downed and eventually gains a powerful rage ability. He suits an aggressive push when a group has settled behind cover. Follow the disruption he creates, but keep enough distance to see which enemies are still aiming at you.
**A useful recruitment order**
For early exploration, Timber offers immediate help finding resources. For a straightforward fighting partner, Carmina is already available. Nana is worth seeking when careful outpost clearing becomes your focus, while Horatio gives you a strong option for a loud assault.
Recruit the specialists as their missions fit your route rather than postponing every one until the base upgrade blocks the story. When you return to Prosperity, check both the specialist objective and your facility improvements. Bringing home the last person still leaves the construction work to pay for.
There is room to use the whole roster. Pick one companion for the current job, give them enough opportunities to develop, and switch when the next mission needs something different.
**Far Cry New Dawn: Finding Every Specialist and Choosing Your Companion**
· Games / Far Cry New Dawn