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**Far Cry 6: Opening Yara's Roads, Camps and Airspace**

· Games / Far Cry 6

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**Far Cry 6: Opening Yara's Roads, Camps and Airspace** A stolen helicopter makes Yara look much smaller. Then an anti-aircraft warning appears, the road beneath you leads through a checkpoint, and the nearest useful landing spot belongs to the military. Getting around comfortably takes a little preparation. Start by opening a few dependable routes between camps, missions and supply stops. Clear the targets that affect those routes, collect their resources, then push farther out. You will spend less time replacing wrecked vehicles and more time actually reaching the places you wanted to explore. This guide includes the campaign's mainland-access steps and complete regional lookup lists for **26 destroyable anti-aircraft sites, 21 FND bases and 26 military checkpoints**. The linked numbered maps provide the exact positions; the lists below let you check an entire region without mixing the three target types together. **Leave Isla Santuario through the story** The opening island has its own campaign sequence. Follow it through **Fuel the Revolution** and into **Libertad Rises**. During Libertad Rises, destroy the island's anti-aircraft cannon, climb the lighthouse, clear the two blockade ships and reach Clara's boat. The cannon has an explosive beside it. At the ships, use the lighthouse view to identify the alarms before boarding; each ship has one at either end. Keeping a response plan for an enemy helicopter is sensible, especially if stealth breaks down. After the escape, **The Guerrilla** introduces the mainland assignments. Clara points Dani toward three resistance groups. You can then pursue their regional introductions rather than trying to swim around the opening campaign's progression. **Open the three regional camps** These missions establish the hubs used for camp facilities and regional storylines: - **Madrugada: Meet the Monteros.** Find Philly, follow the lead to Espada at the plantation, survive the fight and ride out with her toward the family. During the escape, follow her off-road route instead of insisting on the military-controlled roads. The resulting hub is Montero Farm. - **Valle de Oro: Meet Máximas Matanzas.** Investigate the marked fort, read the clue, follow the trail to the camp, clear the soldiers and free Talia. This opens Camp Máximas. - **El Este: Meet the Legends.** Approach El Cangrejo Rock and follow the route behind the giant stone crab. Continue up the waterfall climb, use the grapple points and ziplines, and shoot the nets blocking the path. The blue climbing markers lead toward the Legends' mountain camp at Patriotas Peak. For a practical start, finish one introduction and use that camp as your base while building a small local travel network. Open the other camps when their facilities, recruits or missions become useful. There is no need to finish every activity in the first province before visiting another group. **Clear the air before planning a flight** Ordinary anti-aircraft sites have a physical cannon you can destroy. Approach on foot if you have not cleared the surrounding sky, bring an explosive option, then loot the uranium container before leaving. Demolishing the gun and collecting its resources are separate actions. Here is the complete regional checklist, using the numbering in the [26-site map and individual location screenshots](https://t.co/S69vIBkq1B): - **Isla Santuario, 1:** Iota. - **Madrugada, 2–8:** Gamma, Nu, Eta, Omicron, Pi, Phi, Tau. - **Valle de Oro, 9–17:** Beta, Alpha, Omega, Mu, Delta, Sigma, Kappa, Upsilon, Epsilon. - **El Este, 18–25:** Chi, Sampi, Rho, Theta, Xi, Psi, Lambda, Zeta. - **Isla del León, 26:** Castillo Prime. Use that last island entry during the appropriate stage of your campaign or later cleanup; the checklist is not a recommendation to charge into every location immediately. Look at the rank and route before setting off. For a longer collection trip, remove the cannon covering the destination first, then check the flight path for overlapping restricted zones. One cleared circle does not protect a helicopter passing through another. **Esperanza keeps its no-fly zone** The capital is the major exception. Its permanent airspace restrictions cannot be removed by finding two more ordinary guns. They remain after the story, and the restriction also catches wingsuits and parachutes. Plan a ground approach rather than a rooftop drop. [Esperanza airspace explanation](https://t.co/iBKtWmBEj2). Establish a nearby travel point, enter by a usable street route and watch for military barriers. If a marker is behind a wall, look for the intended ground access rather than repeatedly trying to fly over it. The capital's map is much less forgiving of that shortcut than rural Yara. **All 21 capturable FND bases** Bases become useful travel anchors after liberation. Quiet captures also improve the resource reward. Before entering, locate alarms, study overlapping patrol routes and decide where you will move if a guard survives the first shot. Use the [numbered FND base map and close-up locators](https://t.co/pZSXJDAodS) with this checklist: - **Isla Santuario, 1:** Cabeza Fuel Depot. - **Madrugada, 2–7:** Cortina Weather Station; F.I. Escudo Steel Plant; GDP Oil Platform; Espinosa University; FND 2nd Armored Division; Castillo Señorial Tobacco Factory. - **Valle de Oro, 8–12:** María Marquessa Productions; Fort Santa María; Dulce Sugar Mill; Yaran Marine Maintenance; FND Special Forces Base. - **El Este, 13–19:** CCE Electrical Station 11; McKay Global Acid Plant; Roca Pequeña Sat Station; Santo Gusto Coffee Factory; Gran Roca Telecom Station; Sureño Shipyards; Valle Prehistórico. - **Esperanza, 20–21:** Fort Esperanza; La Divinidad Cathedral. For an assault, choose a firing position with an exit. A roof can give a good view but leave Dani exposed when reinforcements arrive. A fence gap, hillside or building corner can offer a safer retreat. Deal with a visible alarm before attacking the soldier standing beside it. Read the base's objectives before eliminating the final defender. If you want an optional objective or a particular reward, understand its conditions while you still control the pace of the fight. **All 26 military checkpoints** Checkpoints control the roads. Their tire spikes make casually blasting through in a car an expensive habit. Stop outside the guarded area, deal with the defenders and complete the displayed capture requirements, including propaganda destruction where the objective calls for it. The [checkpoint map and individual locators](https://t.co/65NhnE6vfe) use these numbers. Every name below refers to a checkpoint: - **Isla Santuario, 1:** Sagrado. - **Madrugada, 2–8:** Aguda Cliffs; Mogote Foothills; Colinas Plains; Ida's Refuge; Esperanza West; Palma Forest; Tobacco Valley. - **Valle de Oro, 9–16:** Diamante West; Diamante East; Cape Santa María; Cielo Gardens; Okú Creek; Del Toro; Ventosa Peninsula; Arroz Flatlands. - **El Este, 17–24:** Catalina Ridge; Nueva Vida West; Mirador Cape; Isabel Steppes; Vacia Coast North; Vacia Coast Central; Vacia Coast South; Robustas Hills. - **Esperanza, 25–26:** Esperanza South; Esperanza East. Prioritize the checkpoint on a road you expect to use repeatedly. Clearing one next to a camp or a route into Esperanza pays off more immediately than making a long detour just to add a distant mark to the map. **A sensible region-opening routine** After meeting the local resistance group, choose your next story destination and inspect the route. Capture a convenient checkpoint, take an FND base that gives you a useful foothold, and remove the cannon affecting the next flight you actually want to make. Loot before leaving each site. Then return to the camp, make the upgrades your current equipment needs and set out again. When you are ready for cleanup, use the numbered lists to work through one target category at a time. A red military area can still contain soldiers without being one of the capturable bases above. Check its icon and objectives before trying to force every restricted compound into a liberation event. The distinction saves a lot of pointless circling after the shooting stops.

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