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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 › John’s Region: Holland Valley

Side Mission: Patriot Acts

MISSION Commencement

  • Prerequisites: None (Wingsuit is optional)
  • Rewards: Zebra Skin for the SMG-11 (Weapon Skin), $2,000
  • Details: Help Special Agent Willis Huntley and he’ll help you.

MISSION Commencement

Special Agent Willis Huntley

Locate Special Agent Willis Huntley at the lookout close to Howard Cabin, southwest of Rae-Rae’s Pumpkin Farm. Willis has special orders from the “Big Man” and needs your help to accomplish the plan. Your reward is help from the U.S. government. Sounds like a deal.

FOLLOW Willis to the Lincoln Lookout Tower

Enter Willis’s vehicle, and ride with him as he explains the plan. Get out and follow him to the perimeter of the Lincoln Lookout Tower.

SECURE the Lookout Tower

Your first task is to make short work of around eight “doomsday hippies” (including two snipers) who are guarding the place. After that, the surveillance can start.

OPTIMAL Path

Crouch and remain hidden until you’re close enough to the tower. This is a good way to swarm this location without getting bogged down in combat where the enemy has the height advantage. From your starting point , crouch and enter the first drain, turn left, head through the second drain under the road, and climb a metal lookout platform attached to a tree by the drain exit . This allows you to tag all foes with your binoculars.

Creep around the perimeter’s far eastern side, darting out to strangle a foe and dragging his body behind the rocks. Move to the hut at the tower’s base . At this point, you can mow down the foes at the tower’s base, as well as the snipers on the deck. Use the scaffold ladder to reach the deck, as it’s quicker. Tag any stragglers from this elevated position , and Willis heads in to rendezvous.

OTHER Paths

Produce a sniper rifle at the metal tree platform , and start tagging foes from this relatively safe position.

Head through the first drain, then creep up the low rocks to the wooden stairs . Strangle or avoid foes before you reach the steps; then head up to the snipers. Remove all foes when you reach this elevated position with protective walls.

You can circumvent all foes by creeping around the western perimeter, then up the switchback trail to the southwest . Go up to the tower’s base. You still need to cull foes at this point, though.

Remember you can cause distractions by shooting the explosive barrels at the tower’s base, though these are best detonated at range to avoid being caught and burned.

REGROUP with Willis Inside the Tower

STAND BY Until Willis Enacts His Plan

With the Lincoln Lookout Tower devoid of enemies, Willis heads to the radio and starts the mission. While he explains your orders, look roughly south down the trail.

TAIL the Helicopter to the VIP Location

You have a chopper to follow, and there are two ways to tail it: either use a wingsuit, base-jumping at the windsock close to , or locate a quad, which is usually at the start of the trail heading downhill and south. The quad is preferred, as you can stay on this vehicle while the tailing continues.

Veer off the trail to the right to reach the Boyd residence (due south of your location), where the chopper lands. A VIP target appears from the residence and enters the craft. Stop when you reach the rock outcrop and undergrowth on the dwelling’s north side. Watch the VIP head to the chopper, and begin the second part of your tailing.

Competence is required here! If the chopper carrying the VIP gets more than 350 to 400 meters away, the mission fails (though you can retry).

TAIL the VIP to His Safe House

The second part of the tailing involves more nimble off-road maneuvering. Optimally, you should have parked your quad to face south-southeast, with the Boyd residence on your right. Remain on the vehicle. This way you can quickly tail the chopper.

If the quad is stuck, or you came here by wingsuit or other means, simply rush to the Boyd residence and secure a quad from there. An off-road vehicle is also possible to appropriate, but it’s much more difficult to squeeze through the woods and rough terrain to come.

You’re heading to the safe house, which is the Sawyer residence to the southeast. Drive just east of due south through the wooded meadows. Optionally use the wooden lean-to as a ramp, and aim for a wooden ramp above a rock outcrop farther south. Make a sharp left at the tarmac road.

From here you can take a shortcut through the woods, or if you’re in a truck, take an immediate right down a tarmac side road and turn left at the “Sunrise Farm” sign.

Bail from your vehicle before you reach the safe house, as it’s well guarded and a professional takedown of the remaining foes is necessary.

SECURE the Safe House

There are usually five foes to dispatch before the objective is complete.

OPTIMAL Path

If you make enough noise in the woods to the north as you park your quad, the foes usually are distracted and move along the dirt road to investigate. Either way, move in a wide, clockwise route from the woods , tagging foes with binoculars; then creep around to the side fence before climbing onto the cottage roof . This allows you to take cover and easily drop the foes from this elevated position, using the roof apex as cover to duck down below.

OTHER Paths

Need a bigger distraction? Blow up the chopper, then run in and mow down foes in the ensuing mayhem.

Want some quiet time to take down foes? You can always reach the dwelling via the dock to the south, then up to the cottage fence to throttle foes until you’re discovered.

Snipe from the woods to the north to thin out the enemies before racing in to finish off stragglers.

If you came here in a truck, you can handbrake turn and park it with your driver’s door pointing north. Use the vehicle as cover on the dirt road near the chopper landing point, and remove foes in a vicious firefight from here.

FIND the VHS Tape in the Bunker

Taped evidence is somewhere on this property—or more specifically, under it. The cottage isn’t accessible, but the woodshed has a hatch inside. Open it, descend to the bunker, and grab the tape on the metal shelving.

GIVE the VHS Tape to Willis

Emerge from the bunker as Willis arrives. Give him the tape. If you’re expecting help from the U.S. government after this, you’re in for a rude awakening. The mission concludes, though you can revisit Howard Cabin and listen to Willis’s amusing anecdotes once you part ways.

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