- Estimated achievement difficulty: 3/10 [Achievement Difficulty Rating]
- Offline: 52 [985

- Online: 4 [60

- Approximate amount of time to 1000

- Minimum number of playthroughs needed: 1
- Missable achievements: 1 - Hidden In Plain Sight (30G)
- Does difficulty affect achievements: No - can play on Story Mode and unlock all achievements
- Unobtainable/glitched achievements: None
- DLC: Salt of the Earth
- Difficulty: 3/10 with a co-op partner; 6/10 solo
- Time to 45
: 2-3 hours with a co-op partner, 4-5 hours solo
- Unobtainable: None
- DLC: Party Crasher
- Difficulty: 3/10 with a co-op partner; 6/10 solo
- Time to 30
: 1-2 hours with a co-op partner, 3-4 hours solo
- Unobtainable: None
- DLC: Vaas: Insanity
- Difficulty: 4/10
- Time to 230
: 6-8 hours
- Unobtainable: None
- DLC: Pagan: Control
- Difficulty: 3/10
- Time to 230
: 6-8 hours
- Unobtainable: None
- DLC: Joseph: Collapse
- Difficulty: 3/10
- Time to 280
: 6-8 hours
- Unobtainable: None
- DLC: Lost Between Worlds
- Difficulty: 3/10
- Time to 195
: 4-5 hours
- Unobtainable: None
Introduction:
Welcome to Far Cry 6, the latest entry in the franchise. In this game, you take on the role of Dani Rojas on a fictional island in the Caribbean, run by the ruthless dictator Anton Castillo, who has enslaved his people to work on making a miracle drug that cures cancer. Join up with the resistance, cause chaos, kill your enemies, and blow up a ton of stuff. The achievements in this game are pretty standard for a Far Cry game - story achievements, combat achievements, and open world events/collectibles achievements - but be aware of the missable achievement, detailed below. While none of the other achievements are technically missable, many of them are more easily done at certain points in the story or certain locations. More on that below. Let's get started.
Missable and Opportunity-Based Achievements:
First and foremost is the missable achievement, Hidden In Plain Sight (30G), which requires you to obtain the secret ending in the game. While you have a ton of time you obtain this one (unlike secret endings in other Far Cry games), it becomes unobtainable as soon as you beat the main story and get the normal ending. I highly recommend getting that achievement out of the way as soon as it becomes available, which is detailed in that achievement solution.
While no other achievements are technically missable, many of them are either combat or opportunity specific, making them far easier to get at specific points or to be aware of them. On top of that, unlike other Far Cry games, you can NOT reset the bases after completing them all to clear them again or get any related achievements. The related achievements still aren't missable, however, because there is post game content that involves bases. While it's possible to get the related achievements there, it's far more efficient and safer to get them in the main game. Here are some achievements to look out for, roughly in the order of progression:
- Be aware of the achievement for capturing an FND Base without being detected. The bases on the starting island are smaller with simpler enemies, and although you have less gadgets, it's probably worth getting Ninjerilla (15G) out of the way as soon as possible.
- Similarly, you will need to capture any one base in co-op for Co-Dependent (15G), so again it's best to get it out of the way so you don't forget about it by the time you finish all bases.
- As you progress and encounter animals that attack you, kill them all with your machete or a bow and arrows. Do NOT use your gun if you can manage. The reason for this is that killing with your gun gives you damaged meat, which can't be used to make meals, and you need to make 15 meals for Fry Cry (15G), so you'll want all of the good meat you can find to be able to make the meals without needing to grind out animal kills.
- After completing the mission of the starting island and arriving at Libertad HQ, you now have access to your first Supremo and a workbench. Your throwables (grenades, knives, molotovs, etc.) in this game are attachments for your Supremo, so immediately go into your Supremo at a workbench and modify them. I highly recommend that you make one slot an EMP grenade so you have them ready for if/when you come across an enemy tank to quickly and easily get Not So Tough (15G). In another slot, equip poison proximity mines to use for getting Toxic Influence (15G). This achievement can be quite the pain, so it's best to work on it early. Refer to the solution for how easiest to obtain it. Lastly, equip either dynamite or grenades in another slot. You'll need explosives to easily take out AA guns for Friendly Skies (30G).
- Once you get to your first camp and can build camp facilities, I highly recommend starting with the Hideout building, as this lets you buy many more fast travel locations in all regions, and then the Bandido Barracks. You need to fully upgrade a facility for Hogar Dulce Hogar (30G), so fully upgrade the Bandido Barracks. You need to fully upgrade this facility so you can purchase the Techmaster wrist gear from it. This is the only gear that allows you to sabotage alarms so you can unlock Outdated Tech (15G). Make sure to get that out of the way too.
- Also at your first camp, get started on Bandido Operations. They work in real time (and take hours), so just make sure you aren't waiting until late in the game to get these done.
- Very early in the Montero missions in Madrugada, you will get the mission 'Napoleon de Pequeno.' This mission has the easiest way to get Jawson Brody (15G). Take advantage of this opportunity.
- A bit later in the Montero questline in Madrugada, you'll get a mission to find and kill three lieutenants for Espada. One lieutenant is at his ranch. This presents a relatively easy opportunity to get Death From Above (15G).
- Lastly, keep alert for Didn't See That Coming! (15G) at the FND bases. This is a pretty specific and restricted achievement, meaning there aren't many opportunities for it, so make it a point to grab this at the earliest opportunity.
Open World Events and Related Achievements:
Since this is an open world game, everything else can be done or worked on at whatever pace you want. There is quite a bit of things on the map that are needed for various achievements. Here are some bullet points on what is and isn't needed on the map. Also be aware that this game doesn't have viewpoints of any sort. The only way to mark things on your map is to interact with the exclamation points you'll encounter everywhere. Always interact with each one you see so you're never missing items on your map that are needed for achievements.
- Literally everything on your map contributes to at least one achievement, either directly or indirectly.
- FND Bases - you will need to clear all of them for Liberty (75G), and don't forget the miscellaneous achievements tied to bases.
- Checkpoints - you will need to capture only 10 of the approximately 30 checkpoints in the game.
- AA Cannons - you will need to destroy 16 of them, which is around half of them. Also be aware that the AA Canon locations are the only places to find depleted uranium, which is required to purchase all of the Supremos for Backpacking (30G).
- Military Interceptions - these are the only way to progress towards and unlock It's Raining Treasure! (15G), but you only need to do 10 of them.
- Convoys - the vehicles progress and unlock Finders Keepers! (15G) (although they aren't the only way) and you only need to do three of them.
- Ambushes - sadly, these supply crates don't contribute towards It's Raining Treasure! (15G), but these supply crates contain industrial circuits which are required for one of the final mod slots for Do It Yourself (15G), and are one of the easiest ways to get industrial circuits.
- Gran Premios - you only need to do any three of these races, of which there are 12, for Speed Racer (15G), but you need to do specific two races to unlock two attachments for your rides for Furiously Fast (15G).
- Treasure Hunts - there are three specific treasure hunts required to get the three Triada Idols needed for Undying Tradition (15G). The rest of the treasure hunts either reward you with gear or a unique weapon at the end of them, only the latter of which are needed for Armed to the Teeth (30G). The gear isn't needed for any achievements.
- Yaran Stories - the only ones that are needed for achievements are the ones to recruit each of the Amigos for Loyal Army (20G) (and of course Triada Blessings mentioned above in the Treasure Hunts). All of the rest of the Yaran Stories are side missions that aren't needed for any achievements.
These become available as soon as your reach your first Guerilla Camp in either of the three main regions, and you talk to Lola to start one. There are two to choose from as of the time of writing this guide. They are NOT randomized in any way. Each one plays the same every time. There are four achievements tied to this mode, requiring you to play the same mission multiple times to get them all, but you'll quickly learn the exact layout of the level and it will make subsequent plays easier and easier. Additionally, the Standard difficulty recommends you to be at least level 3. However, if you come back towards the end of the story when you're level 15 or so, it will make it so the enemies barely damage you at all. I recommend saving this mode for later, just to make it as easy as possible.
Story and Endgame:
There are a handful of achievements that are story related, and then even more than are virtually unavoidable while completing the story. Once you complete the story, you'll have access to Insurgency Mode and can finally complete Oh No You Don't! (15G). Be aware that there is a timed nature to this achievement, and if you don't use an exploit and attempt to do it "legit" you will be forced to wait three real-time weeks to complete the achievement. So once you complete the story and have access to this mode, please refer to the achievement solution if you want to avoid a forced three-week wait to complete it.
Mop Up:
All other achievements not mentioned above, such as collectibles, Special Operations-related achievements, etc., can all be completed post game or at any point during the game, without impacting anything else. At this point, refer to any achievements you're missing for how to quickly and easily mop them up to wrap up this completion.
The Salt of the Earth title update adds no new content, only achievements to the existing Special Operations content already in the game. Specifically, of the six total Special Operations, this title update adds an achievement for completing each of the first three Operations on the highest difficulty (Mastery 3). If you've completed the base game achievements already, you'll have a general feel of what to expect; however, a couple of important things to note:
- The volatility of the PG-240x goes from 'Low' on Standard difficulty (which is likely the only difficulty you've played during the base game achievements) to 'High' starting at Mastery 1 (and stays 'High' for all subsequent difficulties). This alone is the most difficult part of completing these Special Ops on the higher difficulties, because managing the temperature of the PG-240x becomes critical (and can be quite annoying). You will need to focus entirely on taking a route with as much shade as possible to get from water source to water source.
- While Standard difficulty is meant for solo play, everything from Mastery 1 to Mastery 3 is balanced for co-op play. This means that the number of enemies in all of the higher difficulties is intended for two people, not one. So if you attempt them solo, be prepared for a lot of frustration, trying to deal with all of the enemies all the while managing your PG-240x temperature.
The Party Crasher title update adds achievements for completing the fourth and fifth Special Operation on the highest difficult, and is essentially an extension of the Salt of the Earth DLC. As a result, all of the information above and all of the tips in the guide apply to this DLC as well. Refer to Crocodile Tears (15G) for information relevant to this DLC as well.
The first villain DLC is accessed from any of your three Guerilla Camps on the main island. Each one has a game controller icon. Go to it to interact with a TV, giving you access to start the DLC. Once you start the DLC, know that it defaults to the hardest difficulty, even if you were on Story Mode for the base game. After starting the DLC, pause, go to Options, Gameplay, and then lower the difficulty to Story to save yourself a lot of frustration. This DLC will easily be a 6/10 in difficulty if you don't change the difficulty.
This DLC is a bit different than the base game: it's a roguelite format, where dying means you start over from scratch. However, there are multiple upgrades that are permanent across all playthroughs: gun unlocks, weapon upgrades, and ability upgrades all are permanent across all playthroughs. Mission progress, cash, and temporary perks are not, so if you die you'll lose all your money, any perks you picked up, and you'll need to do all of the main missions over again. There are five difficulty levels (called Mind Levels) in the DLC, and you need to complete one to unlock the next. As a result, you'll need to beat this DLC five times. Each Mind Level is harder than the previous one, but you'll be upgrading along the way to make it easier.
There are three types of achievements for this DLC: ones that will unlock as you work towards and complete Mind Level 5, collectibles, and then upgrades that require cash. I recommend taking care of the collectibles on Mind Level 1. Not only are the enemies easier but the exploration you'll do for them will ensure you happen across more enemies (which you should kill for their cash) and more chests (which you should loot for cash). Cash is needed for everything, and while you could farm cash whenever you want, you could also spend it smartly and efficiently to minimize or eliminate time spent grinding cash.
If you'd like to see the locations of all activities on the map, refer to This Is Your Brain (15G). For details on how the DLC works, my recommended setup (in terms of what to spend money on), and general tips and advice, please refer to Definition of Insanity (50G), where I have gone into much more detail.
The second villain DLC is accessed the same way as the first: from any of your three Guerilla Camps on the main island. Each one has a game controller icon. Go to it to interact with a TV, giving you access to start the DLC. If you've played the previous Vaas DLC, know that this DLC is identical to it in every way: same gameplay, same format, same collectibles, same weapons, and even the same achievements. Literally the only difference is one achievement being changed. So if you've played the Vaas DLC, then there's really no need for you to read this guide and you can just jump right in with the exact same strategy you used in the previous DLC. Just don't forget to manually lower the difficulty, just like with the first DLC.
Once you start the DLC, know that it defaults to the hardest difficulty, even if you were on Story Mode for the base game. After starting the DLC, pause, go to Options, Gameplay, and then lower the difficulty to Story to save yourself a lot of frustration. This DLC will easily be a 6/10 in difficulty if you don't change the difficulty.
This DLC is a bit different than the base game: it's a roguelite format, where dying means you start over from scratch. However, there are multiple upgrades that are permanent across all playthroughs: gun unlocks, weapon upgrades, and ability upgrades all are permanent across all playthroughs. Mission progress, Respect (the currency of this DLC), and temporary perks are not, so if you die you'll lose all your money, any perks you picked up, and you'll need to do all of the main missions over again. There are five difficulty levels (called Mind Levels) in the DLC, and you need to complete one to unlock the next. As a result, you'll need to beat this DLC five times. Each Mind Level is harder than the previous one, but you'll be upgrading along the way to make it easier.
There are three types of achievements for this DLC: ones that will unlock as you work towards and complete Mind Level 5, collectibles, and then upgrades that require Respect. I recommend taking care of the collectibles on Mind Level 1. Not only are the enemies easier but the exploration you'll do for them will ensure you happen across more enemies (which you should kill for their Respect) and more chests (which you should loot for Respect). Respect is needed for everything, and while you could farm Respect whenever you want, this DLC is both easier than the previous one and also requires far less Respect to be able to purchase everything needed for achievements. This DLC does NOT require you to fully upgrade all gun cases in the Armory, which cost a ton of cash in the previous DLC. Instead, in this DLC, you'll need to purchase all of the Power (temporary perk) slots. This costs barely any Respect compared to what was needed in the previous DLC, freeing up your Respect to be spent on traits and gun upgrades for the guns you're using.
If you'd like to see the locations of all activities on the map, refer to Enlightened Monarch (15G). For details on how the DLC works, my recommended setup (in terms of what to spend money on), and general tips and advice, please refer to What's a King to a God? (50G) where I have gone into much more detail. Guides for all of the collectibles can be found in their respective achievement solutions.
The third villain DLC is accessed the same way as the first two: from any of your three Guerilla Camps on the main island. Each one has a game controller icon. Go to it to interact with a TV, giving you access to start the DLC. If you've played the previous Vaas or Pagain Min DLCs, know that this DLC is identical to it in every way: same gameplay, same format, same collectibles, same weapons, and even the same achievements. Literally the only difference is one achievement being changed. So if you've played the previous DLCs, then there's really no need for you to read this guide and you can just jump right in with the exact same strategy you used in the previous DLC. Just don't forget to manually lower the difficulty, just like with the first DLC.
Once you start the DLC, know that it defaults to the hardest difficulty, even if you were on Story Mode for the base game. After starting the DLC, pause, go to Options, Gameplay, and then lower the difficulty to Story to save yourself a lot of frustration. This DLC will easily be a 6/10 in difficulty if you don't change the difficulty.
This DLC is a bit different than the base game: it's a roguelite format, where dying means you start over from scratch. However, there are multiple upgrades that are permanent across all playthroughs: gun unlocks, weapon upgrades, and ability upgrades all are permanent across all playthroughs. Mission progress, Penance (the currency of this DLC), and temporary perks are not, so if you die you'll lose all your money, any perks you picked up, and you'll need to do all of the main missions over again. There are five difficulty levels (called Mind Levels) in the DLC, and you need to complete one to unlock the next. As a result, you'll need to beat this DLC five times. Each Mind Level is harder than the previous one, but you'll be upgrading along the way to make it easier.
There are three types of achievements for this DLC: ones that will unlock as you work towards and complete Mind Level 5, collectibles, and then upgrades that require Penance. I recommend taking care of the collectibles on Mind Level 1. Not only are the enemies easier but the exploration you'll do for them will ensure you happen across more enemies (which you should kill for their Penance) and more chests (which you should loot for Penance). Penance is needed for everything, and while you could farm Penance whenever you want, this DLC is easier than the Vaas and Pagan ones but requires more Penance than the Pagan one to be able to purchase everything needed for achievements (possibly comparable to Vaas). This DLC does NOT require you to fully upgrade all gun cases in the Armory, which cost a ton of cash in the Vaas DLC. Instead, in this DLC, you'll need to purchase all of the mirror traits. This costs quite a bit compared to the Pagan Min DLC, but not quite as much as the gun upgrades for Vaas. What's nice is that the mirror traits give you the biggest benefits anyway, so the game will get easier and easier as you work on the achievement for buying all mirror upgrades anyway. I recommend upgrading your pistol right away, then focus entirely on mirror traits. You should also ignore the second and third trees since they don't help much. The first and fourth ones provide the best benefits for survivability, so prioritize maxing those out before worrying about the others.
If you'd like to see the locations of all activities on the map, refer to Pilgrimage (10G). For details on how the DLC works, my recommended setup (in terms of what to spend money on), and general tips and advice, please refer to Walking the Path (30G) where I have gone into much more detail. Guides for all of the collectibles can be found in their respective achievement solutions.
Note: Like with previous DLCs, this one for some reason defaults to the highest difficulty when you start it. There are no achievements tied to difficulty, so feel free to lower the difficulty to Adventurer to make this content as easy as possible (pause, tab over to System, Gameplay, and then lower the difficulty).
The final DLC brings with it a sci-fi experience that we should've been expecting after Far Cry 3's Blood Dragon and Far Cry 5's Lost on Mars. Here, you're trapped in an alien encasement and need to work your way through Rifts (mini-stages) to recover shards at the end. There are branching paths available to take, but nothing here is randomized. Once you take set paths, they and their Rifts become revealed on your map, allowing you to plan out future runs, choosing the Rifts you want to play in order to get to the end goal of reaching the shard. You'll need to recover all five shards to complete the story of this DLC, but most achievements are miscellaneous ones tied to specific Rifts. Intergalactic Mechanic (30G) has a picture of the map with all of the Rifts, as well as a breakdown of all the stages and what needs to be done to complete them. Refer to it for general information, and each miscellaneous achievement for how to get it during its Rift. Lastly, you'll need to do a relatively simple speedrun of a single run to a shard. This won't be possible until you've completed the rest, as you'll get new gear from acquiring each shard that allows you to move quicker and take shortcuts, so you'll need to save Flawless Clarity (15G) until the end.
Overall Conclusion:
Far Cry 6 is a great entry in the series - lots of fun, with all of the abilities available from the start, allowing you to feel strong right from the get-go, tons of weapons to choose from, lots of open world activities, a great story, and great acting. While there may be some questionable choices and some useless features and mechanics, overall this is another very fun entry in the Far Cry franchise and a must-play for any fans of the series. Hopefully you enjoyed the completion!
[XBA would like to thank Necrophage33 for the DLC Roadmaps]