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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: Salvation

  • Prerequisites: Liberate Hope County Jail
  • Rewards: Medium Resistance (Henbane River)
  • Details: Rumors swirl about a place called the Misery where Resistance fighters are tortured and killed. You must kill the leadership and shut down the place for good.

MISSION Commencement

Sheriff Earl Whitehorse

Your friend the sheriff and the majority of the Resistance in Henbane River have a base of operations in the old Hope County Jail. Once you’ve liberated it, speak to the sheriff, who’s received information about a place where folk are getting tortured by one of Faith’s favorites. Head west along the river to reach this dredging vessel, the aptly named Misery.

SAVE the Hostages (4)

SECURE the Area

The large rusting barge is moored on the river and has several small, interior floors linked by ladders and steps. It is bristling with defenses (three MG nests and a sniper on the cabin roof), and there are eight foes—the sniper, four enemies, and three additional foes who can summon reinforcements.

Make any loud noises or make yourself known to these enemies, and they will summon those reinforcements and start shooting the four tied hostages (1–4) within 10 seconds. Though the minimum mission completion requirement is saving one surviving hostage, let’s try to save them all, shall we?

OPTIMAL Path

Park your vehicle away from the combat zone and crouch on the northwest rock outcrop , tagging all foes with your binoculars. Use the zip line from here to the boat’s northwest corner. Silently crouch and head inside to the waterlogged lowest floor. Strangle the foe next to the hostage. Don’t free any hostage until the area is secured. Grab proximity explosives if you need them from the south entrance at the water’s edge.

Climb the stairs to the east, turning 180 degrees right and cracking the neck of the next enemy near a window. Ignore any gunfire; it’s the cultists letting off steam. Head around to the interior wooden steps and ascend them; then go to the outside deck near the three hanging cages. Melee-kill the foe here. Sneak across to the north deck, then head east and drop two foes near the third hostage using silenced weaponry (or patient wait-and-melee attacks).

Ascend the exterior steps to the roof, where the last hostage is; execute the cultist with a silenced headshot, turn left quickly, and climb the rusting mesh cabinet to the cabin roof . Strangle the sniper. Then shoot the last foe, down at the drawbridge . Use the zip line from here, and zip north, to the rock outcrop right of and the dirt road, readying yourself for the priestess takedown.

OTHER Paths

  • There are dozens of exceptionally cool ways you can secure this dredger, but most may lead to one or more hostage deaths. The drawbridge , east docks , and south river are all porous entry points, but foes can easily spot you moving from these areas. Start a rapid ascent, slaying folks quickly if you’re spotted, or camp out near a single hostage you want to save.
  • The path to victory gets a lot trickier if reinforcements arrive, so quickly deal with foes who can call reinforcements; tag them so their icon appears and you can easily drop them.
  • You can remain at , and fire a (very) well-aimed series of arrows at foes, starting with the sniper; then focus on any reinforcement foes. Clear the boat of almost all enemies without even moving from your initial position.
  • Otherwise, the dredging chute is the other cunning pathway onto this vessel, either through the covered chute or by climbing atop it.
  • Liberate the hostages once no foes are nearby. The foe in the cage hanging over the water is freed at the lever on the south deck. Others are simply untied.

BACKUP Paths

Did the enemy call for reinforcements? Then quickly slay any remaining foes while staying on the barge (ideally high up, facing north). Expect three waves of enemies, four heading downhill to the drawbridge from the north, three foes, and a heavy. Then two sets of four more enemies from the northeast, two of whom are heavies). Your height advantage and the boat give you all the protection you need; snipe from a distance after tagging the foes with binoculars. Utilize the proximity explosives and drop them in the path of heavies; they can’t be thrown as far as dynamite or grenades, so wait for the heavies to come to you after you defeat all other foes. Two attack dinghies then appear from the river to the south. Control either of the machine guns mounted on the boat’s south side to make short work of these enemies.

KILL the Cult Priestess

Assuming you didn’t need backup paths to victory and you secured the area, the sheriff radios in to warn you of an incoming SUV with a cult priestess. The vehicle drives down the north trail, parks at , and the priestess (VIP) gets out with a heavy and two other enemies. Well, she does if you don’t zip-line down to , plant a proximity explosive somewhere along the route, and watch the vehicle explode!

Other options? Lob in dynamite or a grenade as the vehicle slows to park. Or wait for the vehicle to park, then mow down the enemy from the MG nest on the boat’s northwest deck. Normal combat is unnecessary but can be attempted (e.g., stealth takedowns as the enemies split up), but nothing is as proficient as an explosive ambush! If reinforcements were called earlier, the priestess arrives by boat. Complete the mission by blasting this vessel with a machine gun mounted along the south deck. Or an RPG as the boat slows.

With the priestess defeated, the mission concludes.

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