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

Whitetail Park Ranger Station

  • Difficulty: ★★
  • Alarms: 2
  • Enemies: 8 (5 Cultists, 1 Sniper, 1 Heavy, 1 Animal)
  • Rewards: 400 Resistance Points (Whitetail Mountains)
  • Items of Note: Region Map (Whitetail Park Ranger Station Subregion), Cheeseburger Bobblehead, Magazine (Flora: Mustard)
  • Details: Eden’s Gate has taken over the ranger station and is using it as a place to train and supply their soldiers.

There’s an easy way to commandeer this location—from the upper ground to the west, between and —and a more difficult way—approaching from the north or east roads at or . Note the mortar; if reinforcements are called, expect to be bombarded!

Prevent this by removing the sniper and then hiding on the building rooftops. You can jump to and from the three buildings on the compound’s western side. Note the north building (with the alarm) has a key to open the armory by the target range, to the south.

The drainage tunnels under are a good place to hide in, assuming you’ve made questionable infiltration decisions previous to your current predicament. You can easily reach the north alarm using these pipes too.

The motor pool warehouse is a great place to hide, attack, or otherwise remain while clearing this area. You aren’t easily outflanked, you can use a ladder to climb to the roof, and there are numerous door and window exits. This is a better place than the long barn to the southeast, which is easily overrun if reinforcements arrive.

Need a diversion? Shoot the cage and release the animal at the target range . Stay away from the ensuing carnage.

Undetected/No Alarms: By far the easiest infiltration is from the billboard sign on the outcrop above the station . Drop the sniper on the motor pool warehouse roof, or zip-line to the roof and dispatch him using melee tactics. Then clear the foe at the target range, north of , and a patrolling foe nearby; do this with melee strikes or, say, a bow. The biggest threat is the heavy; wait until he patrols near the warehouse so you can step up and strangle him. Then clear stragglers, leaving the foe with the Judge Wolf until last; that way you can remove the cultist and dispatch the wolf once there’s no way an alarm can be raised.