Far Cry 5 Gold + New Dawn Deluxe: What to Actually Do First

Emily Park April 30, 2026 guides
Beginner GuideFar Cry 5 Gold Edition and Far Cry New Dawn Deluxe Edition Bundle

Skip the story missions. Both games punish you for following the golden path early. In Far Cry 5, story progression triggers forced capture sequences that strip your weapons and dump you into scripted escapes. In New Dawn, rushing the main quest burns through ethanol reserves you'll need for base upgrades later. Start with exploration, unlock the map, and let the world breathe before the narrative tightens its grip.

The Bundle's Hidden Economy: What Gold and Deluxe Actually Change

Most players assume the premium editions front-load power. They don't. The Gold Edition of Far Cry 5 includes the Season Pass and three DLC expansions—Hours of Darkness, Lost on Mars, and Dead Living Zombies—plus the base game. The Deluxe Edition of New Dawn adds cosmetic weapons, a vehicle skin, and minor resource packs. Here's what the bundle page won't tell you: the DLC weapons in New Dawn Deluxe scale poorly. By hour three, common looted rifles outperform your shiny pre-order gear. The real value sits in Far Cry 5's Season Pass, specifically the Hours of Darkness stealth mechanics and the Mars expansion's gravity gun, which carries over into Arcade mode.

Edition ComponentWhat It Actually DoesWhen It Matters
Far Cry 5 Season PassThree full DLC campaigns + Far Cry 3 ClassicPost-credits or Arcade build-around
New Dawn Deluxe cosmeticsEarly weapon/vehicle skinsFirst 2 hours, then irrelevant
New Dawn resource packsSmall ethanol/crafting bumpEasily farmed; skip if patient

The trap: buying the bundle for New Dawn's Deluxe perks. The smart money treats Deluxe as a rounding error and focuses on Far Cry 5's post-launch content as the actual second game in the package.

Currency discipline matters from minute one. Far Cry 5's perk system uses "Perk Points" earned through challenges—headshots, kills with specific weapons, wingsuit distance. New Dawn uses "Perk Magazines" found in the world. Both systems reward specific playstyles, but Far Cry 5's challenges are retroactive. If you unlock the bow early and use it for fifty headshots, you'll bank points for perks you haven't bought yet. New Dawn's magazines are fixed spawns. Miss one in a location you can't revisit (some outposts change allegiance), and you're hunting blind.

Early perk priority: in Far Cry 5, grab the parachute and grapple hook before combat upgrades. The map is vertical and the forced story sequences assume aerial escape options. In New Dawn, prioritize the lockpick and repair torch. Locked safes contain ethanol. Ethanol builds your home base. Your home base determines weapon tiers. Weapon tiers determine whether you can damage late-game enemies at all.

A serene countryside road illuminated by the warm glow of the setting sun, evoking tranquility and wanderlust.
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Mechanics the Tutorial Buries

Resistance Points and the Pacing Trap

Far Cry 5's "Resistance Points" (RP) meter fills per region. Fill it, and the local boss triggers a capture sequence. The game presents this as victory. It's not. Each capture removes your weapons, forces a linear escape, and locks you out of that region's free-roam activities until completion. Worse, RP gains from story missions are massive. Two story missions in John's region can push you from 0 to capture threshold without meaning to.

The hidden variable: RP from side activities is tiny by comparison. One Clutch Nixon stunt gives ~100 RP. One story mission gives 2,000+. This means you can safely do every side activity in a region—prepper stashes, outposts, random events—and barely move the meter. Do this. Prepper stashes specifically contain perk magazines, cash, and often signature weapons. They're the best early-game return on time.

New Dawn's Tiered World and the Damage Floor

New Dawn color-codes enemies and weapons by tier: grey, blue, purple, gold. Grey weapons cannot damage gold enemies. Period. The game shows this as a skull icon. Many players ignore it, empty magazines into bullet-sponge highwaymen, and conclude combat is broken. It's not. The system is rigid but fair—if you understand it early.

The asymmetry: weapon tiers gate story progress. You cannot damage certain bosses without matching or exceeding their tier. But base upgrades (Workbench, Explosives Lab, Healing Garden) unlock crafting recipes for higher-tier gear. Base upgrades require ethanol. Ethanol comes from outpost raids and expeditions. Expeditions unlock after the first base upgrade. This creates a choke point where under-prepared players stall.

Decision shortcut: your first ethanol infusion should go to the Workbench, not the Healing Garden. Health upgrades feel safer. They're a trap. Higher weapon tiers let you clear outposts faster, which generates more ethanol, which funds everything else. The Workbench pays for itself in cycles. The Healing Garden is a luxury tax on impatience.

Companion AI and the Guns-for-Hire Synergy

Both games feature AI companions. Far Cry 5's "Guns for Hire" include specialists with unique abilities—Jess Black tracks animals silently, Cheeseburger the bear tanks damage, Nick Rye provides air strikes. New Dawn simplifies this to "Expedition Companions" with less differentiation. The tutorial mentions companions exist. It doesn't explain that Far Cry 5's companions level up through use, unlocking upgraded abilities at specific kill thresholds.

The trade-off: specialists versus generics. Jess Black's stealth is irreplaceable for outpost takedowns without alarms (which doubles rewards). But she's fragile. Cheeseburger draws fire but triggers chaos that ruins stealth. You can't optimize for both simultaneously. Pick one approach per outpost and match the companion.

Hidden variable: companions in Far Cry 5 continue gaining kills while you're not using them. The game tracks their lifetime total. Switching companions doesn't reset progress. This means there's no penalty for experimenting early—your first companion isn't "wasted" if you prefer another later.

Golden wheat fields in Eagle Nest, NM, at sunrise, capturing the serene beauty of the countryside.
Photo by Joshua Woroniecki / Pexels

First Hour: Concrete Priority Order

Far Cry 5

  1. Leave the starting island immediately. Don't talk to Dutch beyond the minimum. The tutorial island is a pacing dead zone.
  2. Grab the nearest vehicle and drive to an unmarked prepper stash. Use the in-game map's icon filter; they're visible from the start.
  3. Complete 2-3 prepper stashes before touching any golden mission marker. This nets ~6 perk points, $3,000+, and usually a silenced weapon.
  4. Buy the bow and parachute perks. The bow is silent and retrievable. The parachute saves you from the map's verticality.
  5. Now pick a region and do side activities only until you're comfortable with the loadout. Let story missions wait.

New Dawn

  1. Follow the forced tutorial until you reach Prosperity (your base). This is unavoidable.
  2. Immediately scout the nearest outpost with binoculars. Tag everyone. Plan a stealth approach or explosive entry—your call, but decide before engaging.
  3. Capture the outpost, then spend the ethanol on Workbench Level 1. Not Level 2. Level 1 unlocks blue-tier crafting, which is sufficient for the first expedition.
  4. Run the first expedition (any location). Expeditions drop crafting materials and ethanol at rates that outpace open-world farming.
  5. Return, upgrade Workbench to Level 2, craft a blue-tier weapon of your preferred type, then push story until the next expedition unlocks.

The common mistake in both games: treating outposts as one-time challenges. They're not. Far Cry 5 lets you replay them in "Infamy" mode for cash. New Dawn lets enemies retake them, generating a new ethanol reward for recapture. This is your mid-game economy. Don't 100% an outpost with perfect stealth the first time if you're struggling—get the base reward, move on, return stronger.

Explore a winding dirt road through coniferous forests during a sunny summer day.
Photo by Kelemen Boldizsár / Pexels

The Next 2-3 Decisions That Shape Your Run

Decision 1: Arcade Mode Investment (Far Cry 5)

The Arcade is a map editor and multiplayer mode included with the base game. Most players ignore it for the campaign. This is backwards. Arcade maps award perk points, cash, and arcade-specific unlocks that carry into the main game. More importantly, community maps often contain farming layouts—deliberately designed for challenge completion. A 10-minute arcade session can finish five weapon-specific challenges that would take hours in the open world.

Trade-off: Arcade progression feels disconnected from the narrative. If story immersion matters to you, limit Arcade to specific challenge grinding. If mechanical progression matters more, Arcade is the fastest legitimate path to perk saturation.

Decision 2: Which Region First (Far Cry 5)

The three regions—John, Jacob, Faith—have different difficulty curves and reward structures. John has the most flat terrain and vehicle-friendly roads, making early exploration easier. Jacob introduces wolf packs and aerial patrols that punish low-level players. Faith's Bliss drug zones disorient and include hallucination sequences that strip control.

The non-obvious insight: region order affects companion availability. Nick Rye (air strike companion) is in John's region. His utility for the other two regions is massive—Jacob's outposts have heavy vehicle presence, Faith's Bliss fields are easier to burn from above. Grab Nick first even if the region's aesthetic doesn't appeal.

Decision 3: Outpost Retake Frequency (New Dawn)

New Dawn's outposts can be "scavenged" after capture, yielding bonus ethanol but increasing enemy tier on recapture. The decision to scavenge or not determines your difficulty curve. Scavenging everything early accelerates base upgrades but spikes enemy tiers before you're ready. Never scavenging leaves ethanol on the table and slows progression.

The asymmetry: scavenging is reversible in practice. Enemies retake outposts over time regardless. A scavenge-then-recapture cycle generates more total ethanol than capture-only, but requires confidence in your combat ability. Early on, scavenge only when you have a clear upgrade path for the ethanol. Don't hoard it—unspent ethanol is dead weight.

A mystical meadow bathed in infrared hues under a bright sunset, creating a surreal atmosphere.
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What to Do Differently

Stop chasing completion. Both games are designed around interruption—story captures, enemy patrols, random events that pull you off course. The players who struggle are the ones who clear every icon before moving on. The players who thrive treat the map as a buffet, not a checklist. Grab what you need for the next upgrade, ignore the rest, and let the world come to you. The bundle gives you two games' worth of systems; you don't need to master every corner of either.

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