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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 › Faith’s Region: Henbane River

Story Mission: Friendly Skies

  • Prerequisites: Liberate Drubman Marina
  • Rewards: Adelaide Drubman (Guns for Hire), Medium Resistance (Henbane River)
  • Details: Adelaide’s treasured helicopter, Tulip, has been stolen. Find her chopper and eliminate the traitorous pilots she used to call friends.

MISSION Commencement

Adelaide Drubman

After you liberate the Drubman Marina (cult outpost), speak to the owner, Adelaide Drubman. You’ve three locations where her beloved helicopter may be. Start investigating them in any order you like, looking for a male pilot. They are listed here in order of proximity to the marina.

GO TO the Hunting Shack

KILL the Pilot

The hunting shack is actually the McCoy Cabin, where four foes are keeping a citizen tied up. A few moments after you arrive, a helicopter descends, with a female pilot (VIP), a bodyguard (heavy), and a regular foe inside.

The chopper isn’t Tulip, so quickly dispatch the VIP. There are two main plans to try:

  • Approach from the road (to the west). Bail from your vehicle, and survey the area from the wooded rock edge on the location’s west side. Tag the foes, but don’t start firing at them until the chopper lands; that way you can lob an explosive projectile at the chopper and catch the main foes in the blast, before skirting the higher ground around the cabin and mowing down the rest of the enemies.
  • Melee takedowns are recommended after the VIP enters the cabin. Remove the single enemies by the northwest outbuilding first. Then the foe near the southwest road entrance. Drag both bodies and hide them. Then enter the cabin and strangle the VIP and heavy while they are both looking away and inside the cabin. Mop up the remaining foes with ease, securing the cabin with no gunshots (from either side) being fired.

If you can remove the VIP pilot, you can flee without defeating the others. You can also steal the helicopter for a quicker route to the next location.

GO TO the Fire Tower

KILL the Pilot

The fire tower is actually the Taft Lookout Tower to the east, at the foot of Raptor Peak. Though you can head there in a helicopter, you’re easily spotted. The enemies at this location have a mortar (as well as an active sniper and possible additional helicopter backup), easily shooting you out of the air. If you must use a chopper, land it to the east, farther up the mountain; then head down to attack using the height advantage.

A better plan is to approach from the west, driving a quad up the trail. Bail around 200 meters away from the tower. Tag the immediate area, as there may be cultists (and bison!) in the vicinity. Circumvent them; make any noise and you’re spotted by the five foes at the fire tower, including a sniper and the female VIP pilot (who is your primary target). Though you can certainly lurk around the rocks below the lookout and shoot at foes, the clandestine approach works well here too.

Use the lower rocks to the west as cover. Sneak up to the structure’s western corner, dropping one of the patrolling foes on the deck. Others may suspect foul play. Hide under the deck (southwest) or move around the bottom deck so no one sees you. When anyone investigates, shoot them until only the sniper and VIP remain. They are usually on the tower’s upper deck. Shoot up through the deck to kill them both, using silenced weaponry, or grapple up and charge them.

GO TO the Lookout

LOCATE Adelaide’s Chopper from the Lookout Point

Equidistant from the Grimalin Radon Mine (west), Lydia’s Cave (north), and McCallough’s Garage (south) is a grassy hillside lookout. Head here in a helicopter or vehicle. Step onto the lookout and utilize your binoculars to scan the immediate vicinity. The chopper appears, flying east, above the garage a second or two later. It then lands on an eastern hilltop Bliss field by a watchtower (where three foes are located). You can tag them from the lookout with your binoculars. After inspecting that field, the target flies across the valley to the south field, landing by a lookout tower near three more foes. Tag the ground foes from the vantage point too. Do this before the chopper lands at the first field.

TAKE CONTROL of Adelaide’s Chopper

KILL Tulip’s Thieving Pilot

Though you may be tempted to charge the first field, the chopper lands to the east. Ignore that, and use the zip line from the lookout. Zip down to the ground, grapple the cliff, and climb up to the southern field. Make quick and silent work of strangling the two guards and Angel in the area. Then wait; if you’re quick, the VIP lands Tulip without seeing you and gets out. Gun them down (or strangle them) with ease. This is by far the most proficient method of obtaining Adelaide’s beloved vehicle.

PROTECT Adelaide’s Chopper

KILL the Remaining Pilot(s)

If you ignored the McCoy Cabin or Taft Lookout Tower, you may have one or both locations to visit on your return trip, as you must take down the female VIPs at these locations. However, you’re in a gunship now, so the plan is slightly more straightforward. Fly to each location, rake the area with gunfire, and take out the VIP easily. This involves strafing an incoming chopper at the McCoy Cabin and optionally raking the area to remove all the ground foes (watch for the citizen in the cabin though!). However, at the Taft Lookout Tower, there’s a sniper (with an RPG) and a mortar to worry about; it’s better to land Tulip away from the action and perform the previously described takedown here; unless you can take quick, evasive maneuvers, aim at foes using the mortar and take out the sniper and VIP.

You can also try destroying any cult vehicles, outposts, and other enemies you see as you fly back to the Drubman Marina. However, Adelaide needs the vehicle back in one piece, so ignore any unnecessary combat (especially without the Auto-Repair perk).

SECURE the Marina

RETURN Tulip to the Marina

The cult hasn’t quite left the Drubman Marina alone. Drop down to tree level and follow the road toward the marina. Let rip at the ground foes milling about the area, backing up Resistance fighters as they repel this attack. Short bursts of Tulip’s machine guns can easily remove threats; blast their trucks so they explode too. This helps remove enemies hiding. Land after you complete the “secure” objective. Adelaide is overjoyed. She’s now available as a pilot and gun for hire as the mission concludes.

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