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Far Cry 5 eGuide
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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 › Jacob’s Region: Whitetail Mountains

Story Mission: Eviction Notice

  • Prerequisites: Complete Story Mission: Radio Silence
  • Rewards: 900 Resistance Points (Whitetail Mountains)
  • Details: Go to Eden’s Gate training grounds at Stone Ridge Chalet and eliminate the chosen there before blowing it up.

MISSION Commencement

Return to Wolf’s Den, and locate Tammy after she’s finished with her prisoner. She needs you to hike over to the Stone Ridge Chalet and remove two recently trained cultists known as “Chosen.” Other enemy casualties are optional. Then you need to place two explosive devices (automatically provided) and get out of there.

REACH the Stone Ridge Chalet

KILL the Chosen (2)

The Stone Ridge Chalet is the main base on a cult-occupied hillside, but it isn’t the only cult location here; therefore, it’s critical that you make a clandestine approach to the compound, so you can take advantage of silent killing (as this is the optimal path to success). If you don’t care about noise and proficient takedowns, simply employ one of the “Other Paths” instead.

As you arrive, it is imperative you scan the area with your binoculars. The safest place is approaching from the east and crouching at cover locations or . The majority of the foes are in the training yard between and . Don’t overlook the sniper in the tower between and . Note the second sniper in the tower along the western perimeter between and . There’s a third tower northwest of , but it usually has no enemy.

The chalet building has four main entrances (-) and large ground-floor windows you can hop through. To the south are some tents and a low-traffic area. To the west are two more tents and a helicopter landing area around scattered rocks. Expect a few foes here as well, but enemies will move to where the action is.

Note that the two locations inside the chalet (1, 2) are explosive placements. Your in-game indicator easily shows where you should place the charges as part of a future objective.

There are 18 enemies on the ground, including the two snipers. The rest are the usual cultists, as well as two Chosen (with the red balaclavas) and a heavy (who starts inside the chalet). The two Chosen (priority targets) are not shown on the map, as they move dependent on your actions. They begin inside the chalet.

OPTIMAL Path

This path allows you to enter the chalet without having the enemy specifically pinpoint you, though they will hear sounds and investigate. This means quick and proficient actions, almost constant creeping, and use of silenced weaponry.

Approach from the dirt road to the northeast and drop behind the large blue water tanks . Scan the area with your binoculars, so pretty much every enemy is tagged (save for the sniper at the western tower). Remove the closer sniper to the south of you, in the tower between and . The enemy is now suspicious, but doesn’t see you.

Now spend the next five minutes patiently lining up enemies between the water tanks and the stone hut . Remain crouched, line up headshots behind this cover, and gradually whittle the enemies down. Foes may head forward to investigate; hide along the grass slope north and near , creeping back and dealing with closest enemies first. Spend the next few minutes thinning out the enemy.

When there are six foes left (including a heavy and the two Chosen), and there are no foes inside the stone hut , move inside the hut and begin to carefully tag the helmet of the heavy until he drops. You can reveal yourself and charge in with guns blazing and lobbing projectiles. But it’s still safer to remain in cover. Only when the two Chosen remain (and the lone sniper in the western watchtower) should you reveal yourself and slay them. You can now move quickly along the chalet’s southern exterior wall. Shoot the remaining sniper, and enter the chalet with no more foes to worry about (until the next objective).

OTHER Paths

Variations on this previous takedown theme are all possible, though the other locations are more dangerous. You could drop a sniper in the southeast tower, between and and climb up here to lay waste to the foes, using the zip line if you’re overwhelmed. You can do this at the other two sniper towers as well.

The woods to the south don’t have quite the elevation you need to tackle foes at long range, so retreat to this area. You could attack from the rock outcrop near the west sniper tower .

The compound’s western side, to , features low rocks and a helicopter. The latter is a possible method of massacring foes from height, but remaining here and attacking isn’t wise as it’s an uphill struggle. You can sneak to the northwest corner of the chalet between and and creep under the deck, though; this is a good hiding spot.

The compound’s northern edge is too narrow to be a flexible infiltration point, though the rocks make good cover in a pinch.

Or, you could parachute in and land on the chalet roof, drop down to a balcony, and infiltrate inside, before launching a firefight.

PLANT IED on the Second Floor

PLANT IED in the Basement

The second part of this mission requires you to place an IED at two locations. The first is a basement office (1), on a post.

The other location is a second-floor dormitory room 202 (2), easily accessed from the interior great hall stairs.

With optimal planning, you should be placing charges with no enemies around. However, the order of placement is important. A timer to detonation starts the moment you plant the second charge. As you can plant charges in any order, head to the basement office first, as it’s more difficult to flee the chalet from this room.

ESCAPE the Chalet (00:14)

In addition, after placing one of the two charges, expect a couple of cult helicopters to appear. Head up from the basement office, step onto the south balcony (second floor), and tag the pilots from there. With no further threats, set the second charge, flee out and over the balcony, and head to the perimeter of the compound within 14 seconds of the second placement. Then watch the cult’s world burn.

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