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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 › John’s Region: Holland Valley

Story Mission: Blow Their Mine

  • Prerequisites: Complete Story Mission: Razing the Steaks. Optionally bring additional ammunition, especially projectiles.
  • Rewards: Dynamite (Enhanced Recipe), Medium Resistance (Holland Valley)
  • Details: Zip says the government funds the Project at Eden’s Gate through an old gold mine whose veins aren’t as dry as we think. Kill the cash flow and it’ll all be over. Right?

MISSION Commencement

GO TO the Gold Mine

Start this mission by speaking with Zip Kupka again. He reckons the source of the cult’s wealth comes from the old Catamount Mines in the wooded hills southeast of here. Hop in a vehicle and head there.

RIG the Four Gold Crates with Explosives (4)

The mine is set into a quarry and hillside to the south. There’s currently around eight enemies dotted around this mine complex. Driving in from the main dirt road simply reveals yourself to the enemy and isn’t recommended.

OPTIMAL Path

Instead, take the western trail that runs around the mine’s perimeter to the upper cliff path , where you can silently dispatch a patrolling foe. From here, you have a commanding view of most mine structures and can easily access the four gold crates (1-4). Remain close to the mounted machine gun near the upper shack , and place the first charge at (4). Then head into the main interior structure , place the second and third charges at (2) and (3), before finally walking the rusty mine cart bridge to plant the final charge near the second mounted machine gun (1).

Throughout your placement, you should be tackling enemies one or two at a time. Make a thorough sweep of the entire area, using your binoculars and compass (top of the screen) to check for foes, ensuring no enemies are here prior to prepping three of the four crates.

Important!Don’tprepthelastcrateyet! It’s most helpful to make sure you learn the topography of the area first, as you’ll be defending these crates during your next objective. Prior to rigging your last gold crate, and after defeating all foes, perform the following optional preparatory maneuvers:

OPTIONAL Preparations

Plant ground explosives on the main road and in the parking turnout just south of .

Plant ground explosives on the ground near each of the rigged charges, so any enemies trying to deactivate them (during the next objective) are blown up, essentially giving you a “free defense” for each crate.

Learn the access points for this location. For example, the upper mine tunnel behind (1) is a dead end, but the lower mine tunnel winds around and allows access into the main building . This isn’t usually used (as it takes too long to travel), but it’s helpful if you find yourself outgunned and outside and need to rush the main building.

The main building has a few levels and some rickety plank flooring to navigate. Learn how to quickly move up, down, and around this structure, as it’s where you’ll spend most of your time while defending the crates.

Know how to quickly reach the upper two crates—(1) and (4)—usually via the ladders and scaffolding attached to the rusty mine cart bridge. But you can also exit the main building and sprint up the eastern side trail ; this is normally not accessed, as it’s out of the way and has a height disadvantage when battling foes.

Learn the grapple spots and zip lines that allow access to and from the main structure. However, don’t use these during the firefight, as they usually take you away from the action or make you easily spotted.

Also learn to access the structure’s roof, usually from the southern upper trail , to get onto the smaller upper shack east of . Or climb the scaffold platform between the upper shack, attached to the main structure.

PREVENT the Cultists from Defusing the Bombs (04:00)

After you rig the last of the crates, a timer begins and more reinforcements begin to arrive. Expect quad, truck, flatbed, and infantry foes to swarm the mine works, mostly incoming from the north road . You should have adequately prepared for this eventuality. However, as the countdown progresses, expect more foes and a helicopter to attempt to thwart your progress.

OPTIMAL Path

Begin on the high ground, ideally on the roof of . You have protection, and you can easily see or reach all four crates quickly. If the foes breach (1), lob a grenade, shoot the explosive canister or barrel, or shoot the foes from this vantage.

If (2) is breached, you can fire down through the holes in the roof or lob a grenade. If (3) is breached, drop down through a hole or the south alley between and and execute; then use the scaffold platform to reach the roof again. If (4) is breached, lob a grenade or fire through the open window. When the chopper arrives, aim at the pilot immediately and shoot him, and the helicopter leaves. Keep this up, with some possible variations and maneuvering into the structure if you start getting overwhelmed. You can manage this defending without a second ally. Watch for foes climbing up the scaffold platform behind you, though.

OTHER Paths

This objective is extremely chaotic, and you may be tempted to immediately rush to a crate that’s being defused. But hang back; it takes time for the foes to deactivate an explosive, and you can “reactivate” the crate afterward anyway. As long as you have one working explosive, this mission does not fail. This allows you to more easily guard one or two locations.

There’s no need to physically rush to each location, especially the crate by the upper mine tunnel (1). Use projectiles or ranged weaponry, or fire at explosive scenery instead.

Mounted machine guns have limited pivoting range, making them cumbersome compared to your other weapons. Use the one near the mine tunnel crate (1) to demolish the incoming vehicles or chopper if you must.

Rig the rusty mine bridge and deck at with explosives so foes rushing these heavily trafficked areas are blown sky-high.

Another option is to hole up at the western trail close to the rocks above the mine tunnel crate (1); you have good views of the open windows, though not all of the interior crates. Still, you can launch RPG rounds into the main buildings. This is a good spot for an ally to back you up from.

MOVE OUT and Get to a Safe Spot

When the counter reaches zero, ensure all four explosives are active at each crate, and then disengage the enemy, fleeing away from the location. Head toward the main dirt road if you want to look and see the mine structures go up in a massive series of explosions. Zip’s whooping and hollering over the radio indicates the mission was a success.

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