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Far Cry 5 eGuide
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Contents

  • Welcome To Hope County, Montana
    • Overview
    • Project At Eden’s Gate: The Bad Seeds
    • The Holland Valley Resistance
    • The Whitetail Militia
    • The Henbane River Cougars
  • Training
    • Overview
    • Basic Maneuvers
    • Weapon Wheel
    • Utility Wheel
    • Binoculars
    • Exploration
    • Raising the Resistance
    • Combat
    • The Bad Seeds: Know Your Enemy
    • Perks
    • Challenges
    • Hunting
    • Fishing
    • Crafting
    • Cult Outposts
    • Play Styles and Loadouts
    • Getting a Head Start
  • For Hire Roster
    • Overview
    • Guns For Hire
    • Fangs For Hire
    • Resistance Fighters
  • Missions Overview
    • Mission List by Region
  • Prologue: Locusts In The Garden
    • Story Mission: The Warrant
    • Story Mission: No Way Out
  • John’s Region: Holland Valley
    • Overview
    • Introduction
    • Locations
    • Holland Valley Missions (52)
    • Story Mission: Liberate Fall’s End
    • Story Mission: Man’s Best Friend
    • Side Mission: Bear Necessities
    • Side Mission: Patriot Acts
    • Side Mission: Stunt Activity—Spray And Pray
    • Story Mission: Death Wish
    • Story Mission: No Means No
    • Side Mission: Uncrate
    • Side Mission: Stunt Activity—Baptism Of Fire
    • Side Mission: The Judge Moose
    • Side Mission: Golden Age Nostalgia
    • Story Mission: Razing the Steaks
    • Story Mission: Blow Their Mine
    • Side Mission: Water Works
    • Story Mission: Grace Under Fire
    • Side Mission: Exodus
    • Story Mission: Free Larry
    • Side Mission: The Hero’s Journey
    • Side Mission: Close Encounters
    • Side Mission: Out Of This World
    • Story Mission: Wingman (Part 1)
    • Story Mission: Wingman (Part 2)
    • Story Mission: Air Raid
    • Story Mission: Light ’Em Up
    • Story Mission: Special Delivery
    • Story Mission: The Widowmaker
    • Story Mission: Hit The Gas
    • Story Mission: The Revelator
    • Story Mission: Good Samaritan
    • Story Mission: The Scattered Flock
    • Story Mission: Jumping Ship
    • Side Mission: Testy Festy
    • Side Mission: Prairie Oyster Harvest
    • Side Mission: What They Carried
    • Side Mission: Cow Punching
    • Side Mission: Valley Armed Convoy
    • Story Mission: The Cleansing
    • Story Mission: The Confession
    • Story Mission: The Atonement
    • Story Mission: Wrath
    • Story Mission: The Quality Of Mercy
    • John’s Region: Cult Outposts
      • Overview
      • Gardenview Packing Facility
      • Copperhead Rail Yard
      • U.S. Auto
      • Green-Busch Fertilizer Company
      • Sunrise Farm
      • Seed Ranch
      • Kellett Cattle Co.
    • John’s Region: Prepper Stashes
      • Overview
      • Prepper Stash: Swingers
      • Prepper Stash: High Tension
      • Prepper Stash: DIY And DOA
      • Prepper Stash: Dumpster Diving
      • Prepper Stash: Vespiary
      • Prepper Stash: Long Range Lockpick
      • Prepper Stash: Foxhole
      • Prepper Stash: Playing With Fire
      • Prepper Stash: Deep Dive
      • Prepper Stash: Man Cave
      • Prepper Stash: Fire In The Hole
  • Dutch’s Region: Dutch’s Island
    • Overview
    • Introduction
    • Locations
    • Missions
    • Story Mission: A Glimmer Of Hope
    • Story Mission: The Resistance
    • Story Mission: Guns For Hire
    • Dutch’s Region: Cult Outposts
      • Overview
      • Ranger Station
    • Dutch’s Region: Prepper Stashes
      • Overview
      • Prepper Stash: Sunken Funds
  • Jacob’s Region: Whitetail Mountains
    • Overview
    • Introduction
    • Locations
    • Missions
    • Story Mission: Liberate Baron Lumber Mill
    • Side Mission: Static Frequency
    • Side Mission: Stunt Activity: Quadzilla
    • Side Mission: Shooting Gallery
    • Side Mission: Nature Provides
    • Story Mission: A Right To Bear Arms
    • Side Mission: Flavor Country
    • Side Mission: Grill Streak
    • Story Mission: A Dish Served Cold
    • Side Mission: Welcome Party
    • Story Mission: The Prodigal Son
    • Story Mission: Make Hope Great Again
    • Story Mission: Dinner Time
    • Side Mission: Stunt Activity: The Mooseknuckle Run
    • Side Mission: Stunt Activity: The Lord Of The Wings
    • Story Mission: Missing In Action
    • Story Mission: Get Free
    • Story Mission: Search And Rescue
    • Story Mission: Radio Silence
    • Story Mission: Eviction Notice
    • Side Mission: Call Of The Wild
    • Story Mission: Gearing Up
    • Side Mission: Turn The Tables
    • Side Mission: Grand Slam
    • Side Mission: Tools Of The Trade
    • Side Mission: Gone Fishin’
    • Side Mission: The Admiral
    • Side Mission: Mint Condition
    • Side Mission: Mountain Armed Convoy
    • Story Mission: The World Is Weak
    • Story Mission: We Must Be Strong
    • Story Mission: Sacrifice The Weak
    • Story Mission: Only You
    • Story Mission: Casualties Of War
    • Jacob’s Region: Cult Outposts
      • Overview
      • Pin-K0 Radar Station
      • Whitetail Park Ranger Station
      • F.A.N.G. Center
      • Elk Jaw Lodge
    • Jacob’s Region: Prepper Stashes
      • Overview
      • Prepper Stash: Mayday
      • Prepper Stash: Cliffhangar
      • Prepper Stash: Hangar Pains
      • Prepper Stash: The Holdouts
      • Prepper Stash: Unwelcome Guest
      • Prepper Stash: Gone Squatchin
      • Prepper Stash: Salvage Rights
  • Faith’s Region: Henbane River
    • Overview
    • Introduction
    • Locations
    • Missions
    • Story Mission: Liberate Hope County Jail
    • Story Mission: Clean Water Act
    • Story Mission: Here, Kitty, Kitty
    • Side Mission: Whiskey River
    • Story Mission: Friendly Skies
    • Story Mission: Eco-Warriors
    • Side Mission: Ragnar the Terrible
    • Side Mission: Stunt Activity: Godspeed
    • Story Mission: Doctor’s Orders
    • Side Mission: Broken Path
    • Side Mission: The Judge Cougar
    • Story Mission: Burn, Baby, Burn!
    • Side Mission: The Judge Bear
    • Side Mission: Quiet on the Set
    • Side Mission: Blood Dragon 3
    • Side Mission: Stunt Activity: Old Glory Holes
    • Story Mission: Salvation
    • Story Mission: Serve and Protect
    • Story Mission: Sins of the Father
    • Story Mission: War on Drugs
    • Story Mission: False Prophet
    • Story Mission: False Idols
    • Story Mission: Clinical Study
    • Side Mission: Refuel
    • Side Mission: Fast
    • Side Mission: Our Better Angels
    • Side Mission: Furious
    • Side Mission: Stunt Activity: Descente Dans La Folie
    • Side Mission: River Armed Convoy
    • Story Mission: A Leap of Faith
    • Story Mission: The Bliss
    • Story Mission: Ignorance Is Bliss
    • Story Mission: The Lesson
    • Story Mission: Paradise Lost
    • Story Mission: Walk the Path
    • Faith’s Region: Cult Outposts
      • Overview
      • Drubman Marina
      • Eden’s Convent
      • Sacred Skies Youth Camp
      • King’s Hot Springs Hotel
      • Whistling Beaver Brewery
      • Lorna’s Truck Stop
      • Nolan’s Fly Shop
      • Jessop Conservatory
    • Faith’s Region: Prepper Stashes
      • Overview
      • Prepper Stash: Shipwreck
      • Prepper Stash: Pooper Scooper
      • Prepper Stash: Animal Control
      • Prepper Stash: Overwatch
      • Prepper Stash: Dead Man’s Treasure
      • Prepper Stash: The Angel’s Grave
      • Prepper Stash: O’Hara’s Haunted House
      • Prepper Stash: Side Effects
      • Prepper Stash: Getaway
  • Joseph’s Region: Cult Compound
    • Story Mission: Where It All Began
  • Atlas Of Hope County
    • Overview: Regional Conflicts
    • Map Legend
    • Dutch’s Region
      • Overview
    • John’s Region
      • Overview
      • Subregion 1: Gardenview
      • Subregion 2: Copperhead Rail Yard
      • Subregion 3: U.S. Auto
      • Subregion 4: Green-Busch Fertilizer Co.
      • Subregion 5: Sunrise Farm
      • Subregion 6: Lamb of God Church
      • Subregion 7: Seed Ranch
      • Subregion 8: Kellett Cattle Co.
    • Jacob’s Region
      • Overview
      • Subregion 1: PIN-K0 Radar Station
      • Subregion 2: Whitetail Park Ranger Station
      • Subregion 3: F.A.N.G. Center
      • Subregion 4: Baron Lumber Mill
      • Subregion 5: Elk Jaw Lodge
    • Faith’s Region
      • Overview
      • Subregion 1: Water Treatment Plant
      • Subregion 2: Drubman Marina
      • Subregion 3: Sacred Skies Youth Camp
      • Subregion 4: King’s Hot Springs Hotel
      • Subregion 5: Whistling Beaver Brewery
      • Subregion 6: Lorna’s Truck Stop
      • Subregion 7: Nolan’s Fly Shop
      • Subregion 8: Jessop Conservatory
    • Joseph's Region
      • Overview
  • Arsenal
    • Overview
    • Customization
    • Melee Weapons
    • Sidearms
    • Shotguns
    • Submachine Guns
    • Rifles
    • Sniper Rifles
    • Machine Guns
    • Bows
    • Launchers
    • Special Weapons
    • Throwables
    • Consumables
  • Perks
    • Overview
    • Survivalist
    • Renegade
    • Assassin
    • Prepper
    • Leader
  • Vehicles
    • Overview
    • Automobiles
    • Recreational
    • Trucks and Vans
    • Heavy
    • Helicopters
    • Aircraft
    • Watercraft
  • Challenges
    • Assault
    • World
    • Guns for Hire
    • Hunting
  • Character Customization
    • Overview
    • Outfits
    • Upper Body
    • Lower Body
    • Headwear
    • Handwear
  • Achievements and Trophies
    • Overview
  • Videos
    • The Bad Seeds: Know Your Enemy
    • Prepping for the End Times
    • Cult Outpost Infiltrations
    • Hope County Heroes: Play Styles and Loadouts
  • Interactive Map
    • Hope County World Map

Far Cry 5 Guide › 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).

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