Prima Games eGuides Far Cry 5 eGuide

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Far Cry 5 eGuide John’s Region: Holland Valley John’s Region: Cult Outposts

Seed Ranch

  • Difficulty: ★★★★
  • Alarms: 3
  • Enemies: 12 (9 Cultists, 3 Snipers)
  • Rewards: Speeder (Outfit), Low Resistance (Holland Valley)
  • Items of Note: Region Map (Seed Ranch Subregion), Hunting Magazine (White-Tailed Deer)
  • Details: John’s property contains a private airfield and is heavily guarded at all times.

This is the toughest cult outpost in Holland Valley for a reason—it’s John Seed’s residence. Although he’s not home, there are a dozen enemies to contend with, along with a possible helicopter incursion.

The front steps and entrance road, or the airstrip, aren’t the optimal places to head in from (especially as the deck has a mounted machine gun to worry about). Instead, creep around the residence’s rear, along the southern gardens from to , where you can access both main structures.

The main lodge’s interior is accessible only via the great hall, but check the open skylights for grappling escape routes. There’s an RPG in here, too, in case you need to deal with helicopters and airborne foes.

The hangar on the compound’s west side has numerous exits, including ladders up and down to both the decks. But the grappling hook near offers quieter access up, especially as you aren’t usually spotted on this side.

The three alarms are easily spotted but difficult to reach; therefore it’s worth moving to them as part of an undetected takedown route. Don’t forget that tagging foes using both binoculars and a sniper rifle is an excellent plan; do it from the comms tower to the north after grappling up there.

Undetected/NoAlarms: Begin by grappling up to the top of the north comms tower and tagging all 12 enemies. Zip-line down to the northwest alarm bushes , and take out your first foe by landing on them or snapping their neck near the alarm. Dump the bodies in the bushes. Creep to the side of the hangar and tackle enemy #2 and another to the hangar’s north . Deactivate the northwest alarm. Grapple up to the hangar roof, between and take out the west tower sniper, and check the locations of your next foes.

Watch for foes on the hangar’s east balcony , in the south gardens , and patrolling the mounted machine-gun deck . Remove the second sniper on the hangar’s exterior deck when no one is looking. Clear another possible threat near the gardens , then creep up the west steps of the main compound building (or zip-line across from the hangar) and take out the foe guarding the machine gun and center deck alarm. Hack the alarm.

This leaves around four enemies. Check where they are, and ambush them when no one is watching. Expect a possible foe in the southeast gardens , after which you can optionally hack the east alarm and defeat the rest on the front steps . Alarms aren’t necessary to turn off, but you can as you make this counterclockwise sweep.