Prima Games eGuides Far Cry 5 eGuide

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Far Cry 5 eGuide Jacob’s Region: Whitetail Mountains

Story Mission: The World Is Weak

  • Prerequisites: Resistance Rating Level 2+ (Whitetail Mountains)
  • Rewards: None
  • Details: Jacob Seed wants to indoctrinate you into the world of Eden’s Gate.

MISSION Commencement: You’re Being Hunted

Jacob Seed

After building up the Resistance in Whitetail Mountains to Level 2 or more in your world map, Jacob tells you that you are being hunted. Not long after, Dutch notifies you that the cult has started beefing up their defenses. Then, you get another warning—“Capture Party Incoming!”—when a Chosen Hunter and two other cultists are in the immediate vicinity. One of their Chosen Hunters hits you in the leg with an arrow.

You pass out and are carried to a previously unexplored building (the Grand View Hotel). It becomes increasingly apparent you’ve been drugged with Bliss. You must prove yourself to Jacob Seed. You’re about to kill your own.

KILL the Final Target Before Time Runs Out (00:45)

You have no choice but to move through a series of fun-house chambers, tagging the heads of law enforcement officers in a Bliss-fueled stupor.

You have a time limit, and a host of subliminal messages to inadvertently learn. You are doomed to repeat this mission over and over again if you let the timer reach zero, so playing along is the only way to complete this torturous mind game.

You begin with 45 seconds on the clock. You receive +6 seconds for each target you drop with a headshot. You receive +4 seconds for each target you drop. You may elect to ignore targets.

Chamber 1—Projection Room: Grab the .44 Magnum from the table. Shoot the two targets as they rise from their chairs. Optionally pick up the SMG-11 in the connecting passage.

Chamber 2—Hallway Void: Tag four foes, noting the climbable open wall areas. The last foe is up on an elevation to your left and is easy to miss. Optionally pick up the M133 shotgun in the connecting passage.

Chamber 3—Corridor Maze: There are two routes to take and three foes to tackle. Head right to clear the first two, and move back into the middle to escape, looking for the red lights ahead. Optionally pick up the AR rifle in the connecting passage.

Chamber 4—Red Courtyard: Enter an exterior courtyard with concrete barriers and sandbags at the far end. Cull the five foes, all at ground level and ahead of you. Head up the steps ahead into the building. Optionally pick up the MP-5 in the connecting passage.

Chamber 5—Red Staircase: The last room features three staircases to ascend; use the steps and leap the gaps in the connecting landings, or climb. Shoot three targets along the way. Leap to a chute at the far end.

Your test is over. You’re left for dead, until the Whitetail Militia arrive and bring you back from the brink. Wolf’s Den is now accessible, as are missions from Eli Palmer, Wheaty, and Tammy Barnes (all at Wolf’s Den).