Learn how to liberate and scavenge all ten Outposts in Far Cry New Dawn. Discover strategies for stealthy takedowns, alarm disabling, and maximizing ethanol rewards.
There are ten outposts in Hope County that have been occupied by the Highwaymen. These outposts are the main source of the ethanol required to upgrade the facilities in Prosperity. The general location of these sites is detailed below, but their smoke columns are visible on your game map before the region is detailed through exploration. The acquisition of ethanol is essential to the upgrading of Prosperity's facilities and to the progression of the campaign.
Once taken, an outpost can be scavenged. This will yield additional ethanol, but the outpost will be re-occupied by the Highwaymen and can be assaulted again to gain more ethanol. An alarm will be added, and the garrison will be of a higher level. While stealing enemy supply drops and stealing tanker trucks can supply some of the needed ethanol, outposts will provide the lion's share.
Liberation of a level 1 outpost earns a base reward of 100 units of ethanol and 5 units of carbon fiber. Liberation without triggering an alarm earns an additional 25 units of ethanol; doing so undetected earns an additional 50 units of ethanol.
Once an outpost is liberated, you have the option to 'Scavenge' the outpost to earn an additional 50 units of ethanol. This will enable the Highwaymen to re-occupy the outpost and they will be level 2 and there will be two alarm stations to deal with. The outpost can then be taken again. When liberated a second time, you'll earn a base of 200 units of ethanol and 15 units of carbon fiber. Doing so without being detected will earn an additional 100 units and without an alarm 50 units of ethanol.
Scavenging a level 2 outpost will earn 150 units of ethanol and the site will be defended by higher level enemies, including some elite ones. It will also have three alarm stations, and the alarm panels will be somewhat random, making disabling them much tougher. You'll receive a base of 300 units of ethanol if you can liberate the outpost; an additional 150 if undetected; 75 units if you don't trigger an alarm. It will also yield 20 units of carbon fiber. These level 3 outposts are difficult to liberate, especially undetected and the reinforcements are tough.
Broken Forge (Outpost)
Note: A determined explorer can easily harvest enough ethanol from supply drops to have accrued the 150 units of ethanol necessary to upgrade the Workbench and have the resources, especially titanium, to craft the Makeshift 45/70-T assault rifle. If so, the task will be much less problematic. Having Carmina along can also be helpful if the task develops into a firefight.
The outpost is located about 1,400 meters northwest of Prosperity. Even before the region is explored, you can see the smoke column revealing its location. Taking the site by stealth is difficult with the saw launcher your only stealth weapon, so adding the Treebranch Bow or, better still, the Makeshift 45/70-T assault rifle can make a stealthy incursion less taxing. The outpost has a garrison of 8 and a lone alarm panel overlooked by a sniper on the tower. At this early point of the campaign, you have likely accrued enough Perk Points to obtain Tactical Binoculars-after_Well-Armed_, _Heavily Armed_ and _Repair Torch_. The ability to locate and tag defenders is a vital skill that will serve you well for the balance of the campaign.
The cover is sparse in the area, so carefully approach from the southwest to prevent detection. Scout to tag the visible hostiles and note the mortar on the west side. If the operator hasn't strayed, put him down. Maneuver into the brush on the southwest side and kill the enemy painting graffiti on the rust-red cargo container. Enter the doorway, go down the ladder and locate and kill the 2 unsuspecting enemies in the working area.
Reverse course. climb back up the ladder and destroy the alarm panel when no patroller is near it. It can easily be hit from near the container with the saw launcher-just aim high to strike the panel but be aware that the weapon may also strike an explosive barrel, alerting the garrison. This is where the treebranch bow or the Makeshift 45/70-t assault rifle can be a beneficial alternative. With the alarm disabled, no reinforcements can be summoned.
Head back onto the western hillside and move stealthily, going clockwise around the site to snipe the remaining hostiles, including the sniper atop the tower.
Raid the premises including the safe in the storage area west of the Workbench. Forgo Scavenging the site until you have much better weapons. The NPC at the "!"-the guy with the yellow stocking cap or the woman with the cap and denim jacket-will likely mention that the Highwaymen have a facility to the east of the outpost where they are butchering dogs for the meat. This will make the Guns for Hire mission, Man Eat Dog World, available. Pursuing the mission to free Timber is highly recommended. If you already have that mission, another will be given.
Broken Forge: Scavenge: Level 2
After being scavenged, the Highwaymen will re-occupy the outpost, and they will now be Level 2. There will also be two alarm stations rather than one and a garrison of eight, supported by a pair of attack dogs, will defend the facility. When assaulting the outpost, include a ranged stealthy weapon like a bow or a scoped rifle in your gear.
Approach the outpost from the west to scout. Kill the sentry in the west tower. Using armor piercing ammo and going for a headshot is recommended to maintain stealth. From the brush near the west tower, you can then shoot the north alarm panel. Circle counterclo
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