← Post History

**Lost Between Worlds: Choosing a Route Through Far Cry 6’s Fifteen Rifts**

· Games / Far Cry 6: Lost Between Worlds

Read the original post on X

**Lost Between Worlds: Choosing a Route Through Far Cry 6’s Fifteen Rifts** **Spoilers for the expansion’s progression and final encounter.** A floating fortress, a flooded capital and a storm that makes the next patch of shelter look very inviting: Lost Between Worlds takes familiar pieces of Yara and pulls them apart. Dani is trapped with Fai, an extraterrestrial intelligence whose damaged vessel has created a very expensive problem for both of them. Five scattered shards offer a way out. Reaching them means working through a branching network of short trials, learning which exits connect and coming back with tools that make the next journey easier. That structure gives this expansion a different pace from the revolution. There are no long drives between outposts. A run moves from one contained problem to the next, and the useful question changes with the room: fight, climb, swim, find cover or get moving. **Check the edition and the mode** Lost Between Worlds requires Far Cry 6. It is a separate expansion from the three villain episodes in the original Season Pass. The Game of the Year Upgrade Pass bundles it with that pass; the Game of the Year Edition includes the base game as well. Check the contents of the exact package on your platform rather than assuming “Season Pass” means every later expansion. It is also **single-player only**. The villain episodes’ Buddy Pass arrangement does not apply. [Ubisoft’s Xbox Wire announcement and product description](https://t.co/OVLBed7h8h) The expansion has its own difficulty selection, separate from Dani’s main campaign. Choose it deliberately when starting. Explorer is useful for learning the routes and their hazards before adding more combat pressure. [Ubisoft’s difficulty explanation](https://t.co/Q7zocBk6BO) **The rules to learn in the first run** The crystalline enemies come in red and blue. Match your ammunition colour to the target. When a new enemy steps into your sights, check its colour before holding the trigger; otherwise a full magazine can achieve very little. Weapons and ordinary gadgets found during a run are temporary supplies. Returning with a shard starts another trip through the network, rather than letting you carry an ever-growing campaign arsenal from one shard to the next. Permanent gear and shortcut tools are the progression that makes later runs more manageable. Collect the glowing **Glints** along the route. They pay for a restart within a failed rift. Spending them can save the progress of a promising attempt, particularly when the failure was one bad jump rather than a loadout that has stopped working. There is another important distinction: quitting partway through a shard run does not preserve the current rift as a normal campaign checkpoint. Ubisoft says that leaving before collecting a shard resets the rift progress and returns you to the fortress on the next visit. Finish the shard before ending the session when practical. [Ubisoft’s saving guidance](https://t.co/IE0ydZwsWa) **Read the network as a set of routes** The fifteen rifts are: - Fractured Fortress - The Maze - Toxic Wasteland - Sunken Esperanza - Storm Runner - Light the Way - Target Practice - Death by Darkness - Deadly Decision - Mountain Scramble - Dying Shard - Comandante Fai - Surging Shard - Blackout Cave - Color Combat The last five are the shard destinations. Use the network map to check where a portal leads before choosing it. Visiting a familiar middle stage can still be worthwhile when its other exit takes you toward a shard you have not recovered. The opening run restricts the available route. Follow it through and collect the first shard; afterward, route choice opens up and the Fractal Bomb gives you an early shortcut tool. Its purpose is to break crystal barriers. Later traversal equipment, including a grapple, makes previously awkward paths much shorter. When you gain a new tool, look at the obstacles it answers. A crystal wall or a high grapple point is a reason to reconsider an old route. Repeating the longest available path out of habit wastes the advantage of the upgrade. **Handle the shard stages by their particular rule** **Dying Shard** Carry the shard between the purple light stations to keep it stable. Find the next station before leaving the one you are using. Near the end, beams and climbing sections slow movement, so remove an enemy blocking a narrow approach before committing to the crossing. **Comandante Fai** At the staged encounters, Fai can place a limited number of bombs from an overhead view. Spend those placements on groups; leave isolated survivors for Dani. After the bombardment, check the surviving firing angles before walking into the area. **Surging Shard** Stay beside each indicated crystal until it explodes and creates the next route section. Moving on as soon as you arrive will leave the sequence unfinished. Fight from the objective’s vicinity, let the bridge form, then advance to the next station. **Blackout Cave** Keep the shard equipped as a light source. Purple markings help identify platform edges. Face the next landing before jumping; a quick turn while already moving can make a simple gap difficult to judge. **Color Combat** Work through the container areas using their crane controls. The second container section needs three buttons: left, right and the raised central position. Check all three before searching for some imaginary fourth route around the obstacle. Continue matching ammunition to enemies while moving through the area. **A concrete route for a later fast run** Once the Fractal Bomb, grapple and movement upgrades are available, this is a useful route to rehearse: 1. **Fractured Fortress:** take the purple exit to The Maze. 2. **The Maze:** use the Fractal Bomb shortcut near the middle and take the purple exit to Storm Runner. 3. **Storm Runner:** move between the safe areas, climb the tower and use the orange exit to Death by Darkness. 4. **Death by Darkness:** kill enemies as you advance to keep the sun up. At the end, grapple to the orange exit for Surging Shard. 5. **Surging Shard:** complete the crystal stations and cross the bridges as they appear. This is a route for an upgraded return trip, not a promise that the same shortcuts are available on the first attempt. It is also a sensible candidate for the fifteen-minute Flawless Clarity challenge. Learn the turns without a timer first, then remove the pauses spent checking the map. On a timed attempt, decide in advance which pickups you need. Stopping at every side corner defeats the point of choosing a shorter route. On an exploratory attempt, do the opposite and take the time to see what a new branch contains. **The last fight: the Dunia Vessel** After all five shards are returned, the repaired vessel becomes the final obstacle. Damage it until the supporting orbs appear, destroy those, then resume attacking the vessel. Its exposed red and blue openings require matching ammunition. Move around the arena to find the remaining openings rather than unloading into a covered side. Use the rocks to break the laser’s line of fire, and clear nearby enemies when they prevent a safe shot at the main target. Completing the expansion brings rewards back to Yara, including Fai’s gear. That gives the detour a use beyond its own rifts, whether the next stop is unfinished campaign activity or another New Game+ run. [Ubisoft’s launch overview](https://t.co/mKqkFTk1f5) **Dani and Fai give the repetition a story** Fai changes as the shards are recovered, taking physical forms and developing emotions along the way. Ubisoft’s writers described the story as five acts, with the returns from the rifts moving that relationship forward. [Ubisoft’s narrative-design discussion](https://t.co/A3nfkE7aQm) Dani’s practical impatience works well against a companion who initially treats a human predicament as an abstract problem. The rifts keep testing adaptation; the conversations ask Fai to learn something harder than another route through a simulation. That is the thread holding the surreal scenery together while you work out how to get home.

Browse more posts · Find me on other socials