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**Vaas: Insanity: Building a Run That Gets You Out**

· Games / Far Cry 6: Vaas Insanity

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**Vaas: Insanity: Building a Run That Gets You Out** Spoilers: Far Cry 3 character history, all three main objectives and the escape sequence. The optional ending scene is not described. Vaas wakes up in a place built out of his own worst memories. Jason Brody keeps appearing as a threat. Citra keeps pushing him to prove himself. Familiar pieces of the Rook Islands have been rearranged into a nightmare, including a ship sitting inside a volcano. Vaas: Insanity gives Far Cry 6 a very different kind of campaign. You play Vaas, collect three fragments of the Silver Dragon Blade and try to escape his mind. Dying can strip away the equipment and cash you were carrying, while permanent upgrades make the next attempt more manageable. This is a paid Far Cry 6 add-on, included in its Season Pass; it does not run independently of Far Cry 6. Ubisoft's [release description](https://t.co/xkb8WxlulJ) also explains the Buddy Pass: an owner can invite another Far Cry 6 player on the same device family without requiring the guest to own this episode. **Understand what survives a restart** The equipment in your hands and the upgrades you have unlocked are separate things. Armory weapon cases, their upgrades and permanent character traits form the lasting part of progression. Cash and the weapons and Powers carried during a run are more vulnerable. Use the Compound or a cleared Safe House when stopping. Saving there can preserve your inventory, but the current mission cycle resets, including collected blade fragments. Do not collect two fragments, quit and expect the third to be your only remaining job. Ubisoft's [save guidance](https://t.co/IE0ydZvV6C) warns that Inside the Mind mission progress can be lost when saving or leaving. That makes it useful to separate two goals: - On an improvement run, earn enough to buy a lasting upgrade and learn an unfamiliar encounter. - On an escape run, begin with equipment you trust and time to finish the three objectives plus the defense afterward. A failed attempt is easier to absorb when it has already paid for something permanent. Spending every resource on a new gun while leaving yourself with poor survival options can make the next run just as fragile as the last. **Get one dependable weapon working first** The free starting pistol can remain useful when upgraded. You do not need to buy every weapon before attempting an escape. Pick something you can aim comfortably, improve it, and give your other slot a different job. For example, a precise weapon handles an exposed enemy at distance, while a shotgun helps when a fight collapses into close range. That combination gives you a reason to switch weapons. Two guns with the same strengths and the same weaknesses leave more of the problem unsolved. Mirror upgrades that improve health and syringe capacity are sensible early purchases if damage is ending your runs. Temporary Powers can support the same plan. Still Standing provides another chance when you would otherwise die; keep that protection for a serious completion attempt rather than treating every Power as something to sell immediately. Armory challenges are also worth doing with a purpose. Unlock the weapon you intend to use, rather than turning a prepared escape attempt into a tour of every fight on the map. **The three blade fragments** The red paths leading away from the Compound point toward the main objectives. They can be completed in any order. Guides differ on whether to save the toughest fight for last or attack it before the run's danger rises; choose based on your preparation and familiarity rather than assuming one sequence is compulsory. **You Hit the Ground: the Prison** The goal is to free three captive versions of Vaas. Jason copies and ordinary enemies guard the camp. Work around the perimeter and identify the cages before committing to a noisy approach. Release each captive through the interaction prompt. Once the third is free, the remaining enemies disappear and the blade fragment becomes available. This means the rescue objective can end the encounter without requiring every defender to die first. A sprint between cages is possible, but it puts the entire camp in a position to shoot you. On a fragile run, remove threats along the route instead. The important advantage is knowing what finishes the mission, so you can stop fighting when the last rescue is within reach. **Radio Play: the Volcano** Enter the cavern and reach the Medusa. Four radios aboard the ship need disabling, and each disabled radio brings another enemy wave, including a Jason copy. Handle one radio, clear the immediate response, then move on. Triggering several waves together can turn the ship's walkways into a much harder fight. Keep an eye on the edge while moving between decks; rushing backward under fire is a terrible time to discover where the railing ends. After all four radios are disabled, return to the control room for the fragment. Listen to the vision before leaving if you are collecting the story scenes. **Birthright: Citra's Temple** This is the sustained boss encounter. Citra's health is split into five sections, with transitions through the temple as the fight develops. Later stages add falling hazards, and her animal form brings more creatures into the arena. Avoid emptying every supply chest as soon as you enter. Keep some available until you need healing supplies or are ready to leave that section. Between phases, reload and look at the floor space you will need for the next dodge. When the animal phase starts, movement matters more than chasing the boss at any cost. A creature grabbing Vaas gives the others time to close in. Clear nearby threats, keep enough room to turn, and take the damage opportunities that do not leave you pinned against the arena's edge. Finish with the prompted takedown when it appears, then collect the fragment. **Three pieces means it is time to leave** Once the blade is complete, head back to the Compound. The collapsing landscape makes this a bad moment for an optional detour. Use the return route you understand rather than taking a risky jump with the whole run behind you. Prepare at the Compound before starting the final defense. Check ammunition, healing, Powers and the weapon you will use when enemies get close. Survive the first five waves and an escape window opens; take the exit within its countdown to finish the run. You can stay for a longer defense, up to twenty waves, but that is an optional escalation. For a first clear, leaving with the objective completed is a perfectly sensible choice. Attempt the extended fight when your upgrades and supply management make the extra risk worthwhile. Completing the first Mind Level unlocks the higher settings, including Mind Level 5. You can jump to that level without clearing every intermediate one. The Mind Level and the Story/Action difficulty setting are separate considerations, so check both before beginning another run. **Finding every diary, chibi and vision** For a full collection sweep, keep these numbered location lists beside the game: - [All ten Vaas chibis](https://t.co/SY21BjO52a), with a map link for each figure. Look above eye level as well as along the ground; several figures need to be shot. - [All seven diary pages](https://t.co/rbP9PEDVpe). Pick up the starting-building page before leaving, then combine the Volcano and Prison pages with their blade missions. Checking Out and The Balancing Point each contain another. - [All eighteen visions](https://t.co/igLImeNNn4). Birthright and the hotel contain large groups. Stay for each scene to finish; walking away early can mean repeating it in a later session. Warrior belongs to the return to the Compound with the complete blade. Use the lists as individual checklists rather than assuming a finished mission means every nearby item was collected. The links provide the precise map positions; the route above covers the main encounters. **Leave room for the memories** The episode's completion categories include twenty locations, nine armory weapons, eighteen visions, seven diary pages and ten chibis. Those are separate goals from simply escaping. A route devoted to collecting them can afford to pause in places where a high-difficulty escape run should keep moving. The story rewards that attention. Vaas's imagined world puts his desire for approval, his self-destruction and his relationship with Citra directly into the landscape. It gives the player access to his perspective without requiring that perspective to be accepted as a fair account of everybody else. That is the useful way to approach both halves of Insanity. Learn the practical rules well enough to keep a run alive, then give the strange places and conversations time to show why this particular nightmare belongs to Vaas.

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