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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: Missing In Action

  • Prerequisites: Complete Story Mission: The World Is Weak, access Wolf’s Den
  • Rewards: 600 Resistance Points (Whitetail Mountains)
  • Details: Rescue the Whitetail Militia being held hostage at the Visitor’s Center.

MISSION Commencement

Eli Palmer

Once you’re dragged back to the land of the living from Jacob’s hallucinations during The World Is Weak, you gain access to Wolf’s Den. Speak with the militia leader Eli Palmer and agree to help him.

REACH the Visitor’s Center

You need to free four hostages held at the Whitetail Park Visitor Center. Head there by ground vehicle, as a stealthy course of action is required.

SECURE the Visitor’s Center Militia Hostages Rescued (4)

The visitor’s center is nestled on a slope. You’re here to remove the eight cult members, securing the place. Then free the four hostages indicated on the map (1-4).

Be sure to use silenced weaponry, a bow, or melee strangulation, as the enemies start executing prisoners around ten seconds after hearing your first shot. They also obviously react if they see a fellow cult member fall, so time your takedowns wisely.

OPTIMAL Path

Approach from the rock outcrop to the east . This way, when Eli radios in, you can follow his recommendation and scoot under the road via a drainage pipe ( to ), but tag all foes with your binoculars first. Then head up the rocky gully to the tree platform and across the top of the rock outcrop along the western side of the search zone . This allows you to study patrol routes and hostage locations.

Begin methodically and quietly removing the enemies, one at a time. It’s easier to creep down from the west side, using the building as cover, rather than working from the parking lot uphill, as foes have less chance seeing you. You can also use the two buildings and low connecting walls as cover, and you have better line-of-sight opportunities.

Drop down and start removing foes around the souvenir shop where hostages (3) and (4) are being held. The order is dependent on the foes’ patrol paths, but expect to remove around four of the eight foes here. Use windows to fire through and corners to hide behind. Constantly crouch as you whittle down the enemy presence without the others knowing. Then work your way to the Information Center, to hostage (2). Tackle two to three foes here, before finally aiming down at the remaining enemies on the parking lot, by (1).

Free the hostages after securing the center, or you risk them running into a foe.

OTHER Paths

An excellent alternative to sneaking around at ground level is to move to the west rock outcrop , then head to the west wall of the souvenir center. Climb onto the roof above hostage (4). You can shoot foes through the skylights, use the roof apex as cover, and bound to the lower roof. Expect foes to eventually spot you, but you can clear the area without hostage casualties.

After creeping up the north gully to the tree platform , use it to tag all the enemies with your binoculars, then fire from here. If you need to quickly reach the hostages, use the zip line.

Creep in from the southwest trail . You have the height and good views of foes through the glass windows. Work from high ground to low.

Distractions are an option, in a pinch—lobbing a stone to attract a foe so you can execute them or take down an adjacent enemy while the distracted enemy looks the other way.

Are the enemies executing the hostages due to your poor noise or takedown management? Then slay the cultists so at least one hostage survives. Eli isn’t happy, but the mission continues.

REACH the Hawkeye Tunnel

There are two more hostages to rescue. Don’t delay, as they’re about to be thrown off “Devil’s Drop,” a cliff at Hawkeye Tunnel. Drive there immediately.

SECURE Hawkeye Tunnel

RESCUE the Whitetails (2)

You haven’t the time to ponder which route to take; the first execution comes pretty swiftly (around a minute in, or quicker if you’re spotted). This means immediately getting a visual on Devil’s Drop . You’re usually approaching from , and the tunnel has three exits (, , ). If you took the long route and are approaching from the north, toward or from , the same optimal strategy applies.

Expect two enemies at each tunnel entrance (, ) and four foes near Devil’s Drop by the hostages, including a sniper. Expect possible reinforcements from the road and a helicopter hovering to the west, during the securing of the area.

OPTIMAL Path

Stop before you’re spotted at the tunnel entrance , and head up the cliff path to the east that winds to the left, over the tunnel entrance, and around to the cliffs just south of Devil’s Drop . Crouch down so you aren’t spotted, ensuring the enemies don’t start executing the two hostages. There’s a third hostage that is tossed off the cliff; you can’t save them.

Line up a shot, and tag the foes by the hostages in the overlook. Make rapid, accurate headshots, beginning with the sniper. Then anyone venturing close to the hostage. Descend to the overlook at , and start securing the tunnel now, clearing foes incoming from both directions. Feel free to use projectiles. If you hear the chopper, shoot the pilot quickly. Then free both hostages.

OTHER Paths

The “crazy” plan involves using similar stealth techniques to your earlier rescue and tagging all foes from the road near . Remain on the tarmac, watching for the two enemies at the tunnel entrance , and remove one with melee strangulation or silenced weaponry. Assuming no shouting occurs, venture into the tunnel, tackling foes as you see them. Turn left to and slay the guards holding the hostages.

You could drive your quad down the trail to the west of the road. Grapple up the cliff from , clamber to , and then follow the rest of the Optimal Path strategy.

If you took the route from to the ledge above , you can vary your route by grappling up, then moving to a ledge path above the overlook directly above the hostages. Creep along the lip to the ledge above the tunnel before attacking.

With an ally, you can send one into the tunnel while the other sneaks around the cliff edge to ; time your attack so you’re both properly positioned before the strike.

If you can’t trust your sniping prowess when aiming at the pilot, bring an RPG with you (or grab one from the sniper corpse) to quickly remove the helicopter threat.

With at least one hostage freed and the tunnel area secured, the mission can be considered a success.

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