**Far Cry New Dawn: The Awkward Puzzles, Timed Rescues and Final Bosses**
New Dawn's hardest story sections ask for very different things. One takes your guns away for a fistfight. Another sends you between hostages with a timer running. The last bosses punish weak equipment and standing still.
This guide covers eight missions where a route, puzzle solution or preparation choice makes a real difference. Use the headings to jump to the part giving you trouble.
**Full mission and boss spoilers below, including the final encounters.**
**The Prophecy: all three symbol puzzles**
On the old island, the light beams lead to pieces of Eden's Gate's symbol. Collect the amulet fragment at each stop, clear or adjust the larger pieces, then hold up the fragment from the right viewpoint.
- **Empty Station:** pull the handle controlling the windmill twice from its starting position. Enter the station and stand behind the counter. Look through the hole in the roof, aligning the hanging crystals with the windmill, then raise the fragment.
- **The western stop:** smash the wooden boards obstructing the glowing pieces. Move into position near the lamp and align the fragment with the cleared symbol.
- **The northwestern waterfront:** shoot the explosive barrels to burn away the vines. Use the small standing platform out in the water to line up the remaining pieces.
After all three succeed, investigate the large cross and follow the marked path into the bunker. Take the book, then leave to finish the sequence.
If a symbol refuses to register, check the physical obstruction first. Moving the camera cannot solve a puzzle while boards still cover half its shape. At the station, also check the windmill before spending another minute shuffling around behind the desk.
**Joseph's Secret: the bear and the four beacons**
The trial gives you a bow for the monstrous bear. Aim at its exposed belly, especially when it rises onto its hind legs. Move sideways when it charges rather than backing into the edge of the arena.
The fight changes when the four beacons go dark. Switch to fire arrows and relight **all four**. During that phase, chasing the bear with ordinary shots wastes effort. Keep moving around the arena while lighting the fires, then resume shooting the weak spot.
The beacons go out a second time. Repeat the lighting sequence. In the last phase, the game gives you the strength to fight with your fists. Hit the bear when it appears, turn to locate its next appearance and repeat until the vision ends.
Talk to Joseph after returning to New Eden. That final conversation completes the mission and unlocks the Judge and the additional Eden's Gift perks.
Treat each blackout as an objective change. The fight becomes much easier to read once you stop trying to damage the bear through a beacon phase.
**Through the Wringer: prepare before the timer**
Bring **Repair Torch**, a scoped rifle, ammunition and healing supplies to the fertilizer plant. The torch handles the vehicle blocking one hostage. A scope makes the later chain locks much easier to hit cleanly.
For the first trapped group, follow the pipes from the locked silo toward the exterior switch. Break the boards hiding it and activate it. Then work through the four bomb victims. Follow the current markers; hostage placements can vary between attempts. Check these rooms:
- **Main building:** the keycard is on the nearby message board beside the locked room. Take it, open the door and disarm the hostage's belt.
- **Tractor-blocked room:** repair the damaged tractor and move it clear. Collect the nearby key, enter and disarm the victim.
- **Colored container:** check the container in the central cluster for another hostage.
- **Side building:** enter the marked building and find the remaining victim near its doorway.
Use the objective markers to keep track of who remains. Check the actual interaction finishes before running away; reaching the room alone does not defuse a bomb.
Next, descend into the main building's basement for the switch puzzle. **There is no dependable universal four-number answer.** Test a switch, keep it if the light turns green and find the next correct switch. A red result resets the sequence, but the correct sequence for that attempt stays the same. Remember the successful prefix and rebuild from it rather than guessing from scratch each time.
Finally, three hostages are suspended beside explosives. From a clear firing position, shoot the small locks holding their chains. Keep your aim off the people and barrels. Use deliberate single shots; a burst that breaks the lock and hits an explosive is still a failure.
After they are free, follow the marker, put your weapons in the bag and continue inside. Return to Kim afterward to close the mission.
**Now That's Entertainment: surviving the pit**
Irwin's arena mission can be completed before its later story requirement. Meet him on the bridge, punch the strength machine, store your equipment and follow the route into Bonecrusher Pit. Pick up the available medkits before entering.
Once the fighting starts, take a fallen opponent's melee weapon. Keep enough space to see the next attacker rather than standing in a knot of bodies. Charge a swing while an enemy approaches, strike, then move away from the next attack.
The later rounds add more armed opponents and animals. Give a charging boar room to pass and avoid getting trapped between it and the human fighters. The final round also puts fire around the arena's edge.
The champion carries a shield. Bait a swing, step around either side and hit the opening instead of repeatedly attacking the shield from directly in front. Keep working until it breaks. Withdraw to heal when necessary; forcing one more hit while nearly dead is a poor trade.
After winning, crouch at the marked spot, leave through the tunnels, speak to Irwin and reclaim your equipment from the bag.
**Inside Job: getting through the Bullet Farm**
This part of Irwin's plan requires the later story stage as well as completion of the arena mission. Stash your weapons and enter his truck to arrive as a prisoner.
Follow the guard and assemble bullets until the conversation finishes and the yard objective appears. In the yard, speak to the prisoner beside the fire. He points you toward a confiscated shiv and the guard carrying the key.
Recover the shiv from its container. Use the climbable box to get over the fence on the route to the key. Once both are collected, return inside. Reach the room behind the barred window and operate the lever, then climb the ledge to the upper floor and drop through to continue toward the roof.
Avoid starting a general fight while poorly equipped. If you use takedowns, pay attention to the enemy rank and whether your purchased takedown perk permits the action.
Kill Frank on the rooftop, take his racer gear and escape. Irwin's truck provides a direct exit; you do not have to invent a separate route across the whole prison.
**Riding Derby: you can leave the car**
Meet Irwin after Inside Job, store your weapons and take the supplied vehicle to the starting line. The objective is eliminating the other entrants. You are allowed to leave the car and continue fighting on foot.
That matters when the vehicle catches fire. Get out before it becomes your coffin, find room away from oncoming cars and finish the remaining enemies. Staying beside the burning wreck only adds another hazard.
After winning, leave your weapons and enter the VIP area. When that sequence ends, find the hidden gun in the **middle toilet** outside. Return to deal with the remaining guests, collect your original equipment and leave the arena.
Check for the gear bag before making your final dash. This mission already takes your loadout away once; there is no reason to leave without collecting it again.
**Problem Solver: separate Mickey and Lou**
Prepare your strongest practical loadout before entering the chapel at New Eden. An Elite automatic weapon gives you sustained damage without making every missed shot painful. A second weapon with a different ammunition pool provides a useful fallback.
Mickey fights at range with a sniper rifle; her blue aiming laser helps locate her. Lou closes in with a flamethrower. The danger is allowing both to work on you at once.
A workable priority is Mickey first. Use buildings to break her sightline while you approach, keeping enough distance from Lou to avoid the fire. There is a ladder behind Mickey's building that gives you another approach. Once you have a clear opening, focus your damage rather than scattering shots between the sisters.
Their helmets absorb punishment. When a helmet breaks, accurate headshots become more valuable. Watch for ordinary enemies interrupting your attack or reaching a downed boss; keep the area around your target under control.
Use the ammunition and medkit crates. One is on the central road and another is uphill near the opening scene. Learn where they are before you desperately need them. Refill during a movement break, then re-establish cover.
After Mickey is down, deal with Lou while keeping room between you and the flamethrower. If fire forces you out of cover, move to another position instead of turning the escape into a stationary reload.
The confrontation ends with a choice about Mickey. Either decision allows the final mission to continue.
**Ethan's Soul: keep the weak points in view**
At Joseph's Sanctuary, follow the sequence at the tree and enter the cave for the final fight. Ethan's transformed body has glowing weak points. Shoot those, especially the large exposed area on his back, rather than pouring ammunition into his toughest surfaces.
Move laterally when he comes toward you. When he stops or recovers from an attack, use that opening to aim and fire. Keep away from the close-range ground slam, and watch for the rocks he throws across the cave.
There are supply crates in the arena for ammunition and medkits. Make a circuit that passes a refill point while leaving you room to dodge. A short, accurate burst at a weak point is more useful than emptying a magazine while you cannot see one.
After the fight, make the final choice concerning Joseph, then return to Prosperity and visit Rush's grave to finish the story. Free roam remains available afterward for missed collectibles, outposts and other cleanup.
The late fights become a lot more manageable when you arrive supplied, recognize the dangerous attack and give yourself room to react. Get the equipment ready first. Then spend the fight watching the enemy instead of wondering where your next medkit will come from.
**Far Cry New Dawn: The Awkward Puzzles, Timed Rescues and Final Bosses**
· Games / Far Cry New Dawn