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**Far Cry New Dawn: All Ten Outposts, All Seven Expeditions and When to Raise the Stakes**

· Games / Far Cry New Dawn

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**Far Cry New Dawn: All Ten Outposts, All Seven Expeditions and When to Raise the Stakes** The Highwaymen keep most of Prosperity’s next upgrades behind armed guards. Outposts supply ethanol for the base; expeditions bring back the crafting materials that turn those upgrades into better equipment. Learn a few reliable approaches and both systems become useful work you can return to between story missions. **Spoiler scope:** activity locations, escalation, the northern story route and the Sam Fisher outfit secret. No ending details. **The ten outposts** Use this checklist with the [free ten-location map reference](https://t.co/31OdGyfG9F): - The Chop Shop. - Broken Forge. - The Refinery. - Signal Point. - The Pantry. - Sacred Lumber. - Trailer Town. - Empty Garden. - The Watering Hole. - The Island. Those are ten physical sites. Their three difficulty ranks explain the thirty-clear completion target. You do not need to find twenty more camps hidden beyond the map boundary. Smoke rising from a site helps identify it while exploring. After liberation, use its services and talk to informants before moving on. The place you just cleared can point you toward the next useful activity. **What scavenging actually does** Selecting **Scavenge** hands an outpost back to the Highwaymen in exchange for ethanol. Its next capture is tougher, up to rank III. You can keep repeating the highest rank for resources. Base capture rewards are **100 / 200 / 300 ethanol** across the three ranks. The undetected bonus is **50 / 100 / 150**. If you are detected but prevent an alarm, the smaller bonus is **25 / 50 / 75** instead. Those two bonuses are alternatives, not amounts to add together. Scavenging pays a further **50 / 100 / 150** at the corresponding rank. A clean rank-III capture therefore pays 450 before any later scavenging decision. Leave an outpost liberated when you want its convenience nearby. Scavenge when you are ready to fight for it again. Turning every camp hostile immediately can leave you facing stronger garrisons before your equipment has caught up. **A repeatable approach to a difficult camp** Start outside the perimeter and identify the alarms, elevated guards and enemies with stronger ranks. Move around the site before firing. An extra minute of scouting is usually cheaper than discovering the second alarm after the first fight starts. Remove an isolated lookout when the body will remain out of view. Use the resulting gap to reach or shoot an alarm panel, then reassess the remaining patrols. If two enemies watch each other, wait for a separation or coordinate a companion’s attack with your own. On later ranks, check the whole camp again. More enemies and alarm coverage change the route. A shot that was safe during the first capture may now be visible to someone on another roof. Carry enough damage for the strongest enemy you expect. When a quiet opening fails to finish a guard, switch to the plan that keeps you alive. You can still prevent the alarm, clear the site and use the earnings to improve the next attempt. For resource farming, repeat a layout you understand rather than choosing solely by the size of its reward. A slightly slower capture that you can finish cleanly is more useful than several failed attempts at a supposedly perfect farming spot. **Opening expeditions** Build the first Expeditions improvement at Prosperity and speak with **Roger Cadoret**. Trips become available through the Journal. Completing an expedition opens further locations and harder versions of the activity. The seven locations are: 1. **H.M.S. MacCoubrey:** a stranded aircraft carrier. 2. **Navajo Bridge:** the crossing over the Colorado River. 3. **Five Stars Theme Park:** an abandoned amusement park. 4. **Alcatraz Island:** the prison complex. 5. **Government Plane Wreck:** scattered aircraft wreckage in a swamp. 6. **I.S.S. Crash Site:** space-station wreckage in Nevada. 7. **Walking Horse Nuclear Plant:** a large industrial complex. Each has three ranks. Package positions and extraction arrangements can change, so follow the current smoke and mission markers rather than assuming the first run’s route will repeat unchanged. **Before picking up the package** Use the helicopter’s built-in workbench immediately after landing if you need supplies. Find the pink flare, scout the nearby approaches and locate the package. You can bring a companion or play with a co-op partner. Pause at the package long enough to reload and identify an exit. Taking it starts the escape sequence; the GPS exposes your position after a short countdown. That is a poor moment to start searching a building for the staircase. Stealth on the approach saves ammunition and health. Once the chase starts, move toward Roger’s extraction marker. Keep watching the timer and the landing site while dealing with enemies that block the route. Reinforcements make trying to empty the entire map a losing use of time. **Useful checks at each expedition** **H.M.S. MacCoubrey** The carrier creates several vertical levels around a relatively compact objective. Keep track of how you reached the deck and which route gets you back toward shore. Before grabbing the package, choose the exit you intend to take instead of relying on a desperate jump over the side. **Navajo Bridge** There are two bridges and routes beneath them. Grapple anchors and ziplines offer alternatives to crossing the exposed upper roadway. Check the package side first: a later run may not require the same crossing as the first. Plan your route around that run’s extraction point. **Five Stars Theme Park** Use the park’s structures to break sightlines during the approach. The surrounding swamp can slow an escape and contains dangerous wildlife. Prefer a route you have already checked over a blind shortcut through deep water with the package on your back. **Alcatraz Island** The prison’s interior hides guards from an outside binocular sweep. Rooftop grapple access gives you another way in, but look for the way down before committing. When leaving, identify a zipline or clear downhill route toward the pickup instead of wandering the corridors under pursuit. **Government Plane Wreck** Aircraft sections and vegetation divide the sightlines. Scout the trees as well as the ground for threats. Move between cover while keeping the destination in view; drifting onto an open road gives pursuing vehicles a straightforward approach. **I.S.S. Crash Site** The wreckage spreads across a large area. Take the terrain in sections and use high ground to check the next stretch. A landing zone near a road can draw vehicle reinforcements, so reserve something that can stop them without forcing you into the road yourself. **Walking Horse Nuclear Plant** The turbine buildings make it easy to lose track of your entrance. Note the ramps, doorway and internal hatch on the way to the package. On the escape, follow the actual extraction marker and use the outer terrain where practical rather than sprinting down the widest vehicle route. **Sam Fisher’s outfit** During **Government Plane Wreck**, investigate the aircraft section containing an interior computer and large screen. Activate the computer, then go upstairs **inside the wreck**, rather than climbing onto its roof. The hidden compartment holds the outfit. Collect it and complete the expedition successfully. Do the search before grabbing the mission package so you can examine the interior without the extraction chase competing for your attention. **The northern route through the Bliss** The northern story journey opens through **Eden’s Fire** and **Into the Bliss**. Take the supplied bow and use incendiary arrows to light the signal fires along the river. The flames clear the immediate route through the Bliss. At the blocked gates, leave the boat and inspect the waterwheel mechanism. Operate its brake lever; at the later obstruction, clear the debris stopping the wheel first. Follow the mission’s sequence of fires and gates toward Joseph’s Sanctuary. Trying to force your way through the fog before dealing with the next beacon only burns health. Back in the ordinary activity loop, pick the reward you currently need. Ethanol points you toward outposts; a shortage of crafting materials makes an expedition attractive. Finish the trip, spend the reward and return with equipment that justifies raising the difficulty.

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