Prima Games eGuides Far Cry 5 eGuide

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Far Cry 5 eGuide Dutch’s Region: Dutch’s Island

Story Mission: The Resistance

  • Prerequisites: Complete Story Mission: A Glimmer of Hope
  • Rewards: Medium Resistance (Dutch’s Island)
  • Details: Build up the resistance by freeing hostages, destroying cult property, undertaking missions, and clearing outposts.

LIBERATE Dutch’s Island

Even though Dutch’s Island isn’t particularly large, there’s a wealth of optional tasks you can undertake, that can be done in any order you like. You can ignore any of them, but it’s worth methodically exploring and clearing areas of the island in the order we present here to gain the best equipment and knowledge at the earliest possible point. The fog surrounding this island prevents you from leaving but lifts once this mission is over.

DESTROY a Cult Shrine

This is not an official objective. Look right (west) as you emerge from the bunker, and head through the meadow to the first cult property—a shrine guarded by three foes. Start to learn the following:

  • The fundamentals of tagging enemies and using your binoculars.
  • The extra protection trench-coat-wearing cultists have over regular foes.
  • The advantages of stealthily removing each of the three foes here instead of revealing your position.
  • The use of throwing rocks to distract enemies.
  • The value of looting each enemy and the boxes around the shrine.
  • How to shoot the gas canister so it explodes, killing one of the Peggies.
  • How to shoot the shrine’s propane tank (within the steeple) until the structure explodes. Note the Resistance Points increase.
  • How to grab an AR-C from the trench-coat foe and change its ammo in the Weapon Wheel. Notice the different projectiles you can swap between in the Weapon Wheel.
  • How to access the Utility Wheel, which is empty at the moment. Craft items to fill this up.

RESCUE a Civilian

This is not an official objective. Due south of Dutch’s bunker and up the trail from the first cult shrine is a hunter’s platform to climb. Use the binoculars to tag two cultists roughing up a citizen. Feel free to shoot them with your rifle from here, drop down, and sneak up on them, or slay them in whatever manner you wish.

Liberate the hostage (note the RP you receive), and he tells you of the Prepper Stash (Prepper Stash: Sunken Funds).

Dutch also radios in around this time to give information regarding Story Mission: Guns for Hire (this mission will only trigger once you acquire 125 Resistance points on Dutch’s Island)..

Neither mission is time-sensitive, so there’s no hurry.

INVESTIGATE Johnson Lookout Tower

This is not an official objective. Above the civilian you just rescued is the Johnson Lookout Tower. Though this tower is devoid of foes, check it for a phone message, ammo, and three zip lines:

  • The one to the southeast allows you to reach an otherwise-inaccessible hunter platform with a rucksack to loot.
  • The southwest one allows you to reach Silver Lake Boathouse and the two missions you’ve unlocked.
  • The northwest one allows you to reach an area where you can hunt duck, midway between the first cult shrine and the Forest Research Station. Don’t head to the latter until Story Mission: Guns for Hire is active.

COMPLETE Other Missions

At this point, complete Prepper Stash: Sunken Funds and claim the compound bow. This allows excellent (and silent) takedowns of regular foes, though enemies with trench coats usually need two bolts. Remember you can buy or craft incendiary and explosive arrows too!

Now complete Story Mission: Guns for Hire to learn the fundamentals of the Roster menu and allies and how to order them in combat. Speak to the hostage at the Forest Research Station, who mentions the cult outpost at the ranger station, if you haven’t discovered that already. Dismiss your ally at the Roster menu afterward, if you don’t want to use him anymore.

Head to the ranger station, and liberate this cult outpost. Attempt to complete this undetected. If you’re spotted during the liberation, select “Reload Last Checkpoint” in the Options menu until you get it right!

GO TO the Radio Tower

ACTIVATE the Antenna at the Radio Tower

Journey to the tower, pushing open one of the mesh doors to reach the base of the mast. Climb three ladders attached to the mast; go to the top. Flip the switch and the fog lifts, the island is liberated, and Dutch introduces you to the three main regions of Hope Valley. This mission now concludes.

ADDITIONAL Investigations

This is not an official objective. You can do it after this mission concludes. To descend the tower, there are three zip lines to choose from at the top:

  • The one to the east leads to a truck trailer. Interact with the switch on the side of the container to open and loot it.
  • The one to the north leads to the second cult shrine on the island. Head there, defeat the three foes, and destroy the shrine.
  • The one to the southwest leads to an old dock, where a dinghy is moored (it appears only after this mission concludes). Use it to navigate the rivers if the quad bike isn’t your style.

In addition, you can:

  • Check the dock on the island’s eastern shore.
  • Pick Lupine by the river’s edge in the island’s southeast region.
  • Gather supplies from a broken-down pickup at the island’s southern security hut exit; this leads into the Henbane River area.
  • Go duck hunting in the northern part of the island.
  • Craft your first items, assuming you’ve looted all the equipment chests, enemies, and scenery you’ve found at the locations around this island. Projectiles are crafted at the Weapon Wheel. Homeopathics are crafted at the Utility Wheel. You should be able to craft at least Molotovs and dynamite by now.
  • Finally, you can search the warehouse at the base of the central radio tower. There’s a rifle, ammo, equipment, and a quad bike to use as you leave the island, ready to explore whichever region you like (though we recommend you make Holland Valley your first territory).