Prima Games eGuides Far Cry 5 eGuide

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Far Cry 5 eGuide Jacob’s Region: Whitetail Mountains Jacob’s Region: Cult Outposts

F.A.N.G. Center

  • Difficulty: ★★★★★
  • Alarms: 2
  • Enemies: 11 (5 Cultists, 1 Sniper, 2 Cult VIPs, 1 Heavy, 2 Animals)
  • Rewards: Essentials outfit in customization menu, 400 Resistance Points (Whitetail Mountains)
  • Items of Note: Region Map (F.A.N.G. Center Subregion), Cougar Baseball Card
  • Details: Eden’s Gate has taken over the animal sanctuary and is using it to keep captured wolves before sending them off to Elk Jaw Lodge.

This is a compact location, where sneaking around can easily lead to a firefight, and improper planning almost always results in you being discovered. Watch for three mounted machine-gun nests that can really cause you problems if reinforcements arrive. But the VIPs and their wolves are the bigger issue.

The main road entrance offers little cover, and the more troublesome enemies aren’t easily seen when approaching from this angle, or from the west . There’s limited combat potential when approaching via the southern dirt road for similar reasons.

There’s a drainage tunnel running from the eastern perimeter to the central cage . This is a terrible place to hide, as you have obscured views, you’re below ground level, easily outflanked, and in an enclosed space.

A much better place to spend your time is on, in, and around the corrugated structure along the eastern perimeter , linking the stage to a green-roof storage shed. You have access to the roof, the interior, and some good hiding space and cover. Drop in from the zip line at the Cheeseburger statue too .

Unless you’re causing a distraction, climbing up the scaffold platform and maneuvering along the cage roofs above Cheeseburger’s southwest cage is a recipe for disaster; you’re spotted immediately.

Undetected/No Alarms: Begin by binocular-tagging all foes from the rock outcrop the Cheeseburger statue is bolted to . From here, you can drop the sniper on the east building roof, as well as the VIP and his wolf in the northeast “stage” area. This is a difficult shot; if you can’t guarantee a silenced headshot through the VIP’s mask, leave them for the moment. Then zip-line down to the corrugated east building roof. Quickly remove the foe at the southeast mounted MG, near , using your bow or silenced weapon. Watch for the VIP in the center of the compound; he usually spots this dead foe in a few seconds.

If this plan isn’t working for you, start behind the rock outcrop in the eastern gully . Shoot the sniper, then the VIP in the “stage” area along with his wolf. Next remove the southeast mounted-MG foe.

The priority target is the heavy (and any remaining VIPs). Skulk around the east building with the barracks, and tackle him from behind. Then hunt down the VIP and his wolf; take out the VIP first with a headshot or strangle him. This leaves the three or four usual foes who may be suspicious but shouldn’t be alerted to your presence. This leads to a final search and takedown using stealth; stay around the roof of the east building to maintain your ghostlike visibility. If you need to deactivate both alarms, shoot them from this structure’s roof.