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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: Get Free

  • Prerequisites: Complete Story Mission: Missing in Action
  • Rewards: 900 Resistance Points
  • Details: Go to the Grand View Hotel and use Wheaty’s tape to deconvert the Whitetail hostage.

MISSION Commencement

Receive a briefing from Eli at Wolf’s Den. You need to reach to the Grand View Hotel, clear it of foes before reaching a trapped militia member, play a deconversion tape, and defend the position while the tape plays. Prepare for a protracted firefight, so pack silenced weaponry, as well as your favored “fire-and-forget” armaments and a whole lot of projectile explosives. A long-range sniper rifle is also a must.

REACH the Grand View Hotel

Take a quad and park it outside the entrance. Arriving without a fanfare is recommended; it’s worth having the element of surprise.

SEARCH for the Militia Held in Hotel

This sprawling compound has numerous locations to infiltrate from. There’s a completely “porous” three-floor hotel building with easy access (via boarded windows, open doors, or open windows) from all four sides.

The majority of the first eight enemies are clustered on the south side of the exterior yard, east of , and toward the north side of the structure’s interior, between , , and . Though there’s no map of the interior, the layout is relatively straightforward; it is a main hall area surrounded by rooms with a stairwell on the west and east . The hostage is in the southeast corner room (#306) on the top floor.

OPTIMAL Path

This path enables you to kill all the cult guards before reaching the hostage, which helps your safety during future objectives. For this, use a silenced weapon. Head onto the grass and into the copse of trees along the left side of the tarmac drive to , tagging a guard patrolling the pens north of . Drop into the pens and head through them, looking for a foe near the building ladder at and a sniper on the main front deck near . Dispatch them. There’s a fourth foe patrolling the east grounds near the play area, east of . Track and kill him, or save him for last.

Remember, the enemy should still be unaware of your presence. Assuming you’ve scanned the interior and spotted all remaining foe-heat signatures, enter via any open window or unlocked door along the south side of the building after climbing the ladder at . Creep along the U-shaped landing to the three enemies (one a sniper), north of the interior. Kill them quickly, as they will see their brethren die. Then head up either staircase ( or ) and dispatch the foe on the upper floor. Kill the outside foe if you haven’t, then head to the hostage room.

OTHER Paths

There are limitless variations on the previous plan, from sneaking around to the north side and entering that way, to entering the hotel via entrances on the side walls.

You could also move counterclockwise around to the east, enter near the playpen, climb the stairwell at , and reach the hostage without being seen by foes. This means you’d have to slay them during the next objective instead.

Feel the need to relive a 1980s action movie? Then take a chopper to the hotel, land on the west parking lot (or better yet, the roof!), and then wade in with automatic weaponry and a bad attitude.

PLAY Eli’s Deprogramming Tape

Ideally with no immediate threats present, move to the hotel’s top floor, to the southeast corner room along the landing, and enter room 306. Slot in the tape at the playback equipment.

DEFEND the Militia Prisoner

From this point until the mission’s end, you need to keep the hostage safe. You’re mainly attacked from two directions: the main driveway and woods to the south and from the lake to the north and . While Eli radios in encouragement, you must successfully repel enemies appearing in the following order:

1. Any foes you didn’t kill during your infiltration.

2. Two Peggies, each driving a quad, from the road.

3. Two pickups, each with two Peggies, from the road.

4. Two Peggies, each driving a Jet Ski, from the lake.

5. Two dinghies, each with a mounted weapon, with two Peggies in each, from the lake.

6. A pickup with two Peggies, from the road.

7. An attack helicopter with three foes, from the air above the lake.

8. Two snipers, from the woods on either side of the road.

9. Two pickups, each with a mounted weapon, with a Peggie and a heavy in each, from the road.

10. Possible additional enemies, including more pick-ups, and a helicopter piloted by a Heavy. If this airborne menace arrives, use a mounted machine-gun or RPG to disable it.

RECOMMENDED Paths

The following are all recommended responses to the Peggie threat:

Sit at the open window at the hallway’s end, just north of . Face the driveway and snipe foes as they arrive. Use the wall below the window as cover. Focus on the driver of each vehicle, so quads crash and pickups stop, making it take longer for the drivers to reach you. Also make helicopter pilots lose control and crash the craft.

When lakeside foes present themselves, simply sprint from the interior window to the balcony roof at the back of the hotel, just east of . Snipe the incoming foes in the same manner.

To soften up foes, augment this technique by lobbing grenades as boats land or pickups park. This is particularly important when the pickups with two heavies arrive.

Eli reckons you can use the hotel’s defenses to your advantage, and he’s correct: There are five machine-gun emplacements on the north and south decks and a mortar at the front of the driveway. With allies, it’s worth using the mortar, but under normal circumstances, you can be outflanked while aiming. Machine guns are excellent for cutting down foes, especially the heavies. Just watch out for the snipers, as they can easily drop you before you disengage from the turret.

You can remain at or around the hostage room if you wish, moving outside, around the upper deck, and down to the north deck area. You can also drop behind any of the deck defenses.

Use of proximity mines is also encouraged, both at the driveway just in front of the mortar and at the deck stairs just east of , so foes are caught in a blast when they try to enter. However, you can’t rig every entrance, so tagging foes with your binoculars is a better use of your time.

When the reinforcements are all defeated, Eli radios in to congratulate you, and the militia take over the hotel as this mission concludes.

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