Prima Games eGuides Far Cry 5 eGuide

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Far Cry 5 eGuide Jacob’s Region: Whitetail Mountains

Story Mission: Dinner Time

  • Prerequisites: None
  • Rewards: Ultimate Hunter Buff, 600 Resistance Points (Whitetail Mountains)
  • Details: Dr. Perkins needs you to capture a live Judge Wolf.

MISSION Commencement

Doctor Sarah Perkins

As you approach the MCA Mobile Lab (just east of Baron Lumber Mill), you hear someone shouting for help. A woman atop her research trailer is being hunted by three emaciated Judge Wolves—animals specially bred by the cult. Slay the wolves, speak to Dr. Perkins, and agree to head to the Breakthrough Camp in search of a live specimen she can study.

REACH Breakthrough Camp

It’s a reasonably direct journey east to the Breakthrough Camp, which has several enemies, including a second trio of Judge Wolves that are being trained, one of which must be kept alive. To begin, drive under the archway at the northwest entrance from the main road and park your vehicle.

SECURE the Area

A cluster of wood cabins along a rocky stream is the training ground for the cult to train its Judge Wolves . Though this place looks like a maze of structures and zip lines, it’s relatively easy to navigate. There are only two buildings you can enter—the office just west of and the southeast lodge —although you’re likely to be out in the open, and ideally on higher ground for the majority of this battle.

OPTIMAL Path

Start by hopping on the rocky edge of the stream, next to the entrance footbridge . Tag the eight enemies ahead of you. Note there’s a sniper on the roof of the lodge at and three VIPs (who are training their wolves). Sneak across the bridge to remove the two regular foes from the main thoroughfare .

Then sneak around the eastern perimeter, passing a water tower . Creep onto the roof of the lodge from the rear ; shoot the sniper when he’s on the roof’s eastern slope so he falls backward and not into the main wolf pens or you’ll attract attention.

At this point, you can lay proximity explosives behind you, along the southeastern storage bins you climbed on to reach the roof. That way anyone trying to outflank you gets a nasty surprise. Judge Wolves also can’t reach and maul you here. Now start firing down at enemies, using silenced weaponry until you’re discovered. Use the apex of the roofline to hide behind. For closer combat, hide behind the lodge sign attached to the roof.

The enemy brings reinforcements no matter how quiet you’ve been. Foes head in from the road to the west, entering near , and a truck or two of cultists drives up to the mounted machine-gun nest at .

There’s likely to be a cult member at the machine gun, though it doesn’t rotate to where you are. Expect possible cult activity behind you to the east too.

Simply remain in this relatively safe location, using the height and cover to your advantage and slaying the VIPs, other cult members, and finally two of the three Judge Wolves. Don’t forget you need one of them alive!

OTHER Paths

Climb the water tower at , and start your takedowns from here. This gives you a higher sniping position and has only a ladder for enemies to access you. You can also escape via one of two zip lines. This is a great option.

Approaching from the eastern perimeter isn’t great; there are tree platforms you can climb onto for extra height, but reinforcements arrive behind you, and you don’t have as wide a view of the yard from this angle.

If you race in with guns blazing, note the three VIPs don’t go down quickly; there’s a sniper and a truck with reinforcements you can’t stop. Milling about south of can easily get you surrounded and killed.

Stay above ground level so Judge Wolves can’t maul you, making you easy to slay.

Another option is to head here using a helicopter, laying waste to the wolf yard and then landing on the soccer field south of .

STANDBY until Dr. Perkins Arrives

OPEN the Gate to the Pen

You have an uneasy few moments with a ravenous Judge Wolf until Perkins arrives by zip line. Stay on a roof so you aren’t mauled, then run to the gate switch on the north wall of the pen and pull it to open the gate.

TRAP a Roaming Judge Wolf in the Pen

TALK to Dr. Perkins

Trapping a Judge Wolf inside the pen is relatively easy; open the pen, run inside, and check that the wolf follows you. Then run around the pen in a U-shaped route, climb a crate in the northeast corner, drop down, and wrench the lever back again before the wolf escapes. With Dinner Time over, speak to Perkins for a just reward.