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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: Jumping Ship

  • Prerequisites: Complete Story Mission: Good Samaritan
  • Rewards: M249 (Weapon), Medium Resistance (Holland Valley)
  • Details: A defector of Eden’s Gate has sought refuge at the Silver Lake Trailer Park. Pastor Jerome has requested the defector’s safe extraction.

MISSION Commencement

GO TO the Silver Lake Trailer Park

Return to the church at Fall’s End and speak to the pastor. He needs you to immediately go to the Silver Lake Trailer Park (north of Rae-Rae’s Pumpkin Farm) to help rescue a cult defector before Eden’s Gate removes him.

SECURE the Trailer Park

As you near the trailer park, the pastor radios in to warn you that the cult has the place surrounded. This isn’t technically true, but there are numerous foes already inside the park (initially around eight); you must remove them before meeting the defector. There’s little need (or time) for a clandestine approach; you’re here to spill some blood this time.

There are around eight enemies to take care of and an incoming helicopter. Note that the map shows all the buildings inside the trailer park that have accessible interiors (-). This is helpful as you clear the park both now and during later objectives (as you also know which buildings foes might be hiding in).

OPTIMAL Path

Quickly ascertain the closest threats by tagging foes using your binoculars from or , and then rushing the south trailer , where the majority of the foes are moving to. Ignore subtle takedowns in favor of running and gunning. Slay two or three foes as you work your way in a rough, counterclockwise circle between accessible structures (e.g., from , to , to , to , and then back to ).

At each location, slay any fools attempting to swarm the first trailer. When the chopper arrives, quickly aim at the pilot and kill him, forcing the helicopter to crash. Attempt this from the safety of an interior, such as the shed .

Use this time to familiarize yourself with the trailer park’s layout, especially the entrances into and out of the first trailer . Keep one last foe alive long enough for you to prepare for the next objective—learning the ins and outs of trailer and dropping mines at each entrance for you to trigger later.

MEET the Resistance Leader

PROTECT the Defector

There’s good news and bad news; the latter involves around 24 Peggies (arriving in waves of eight, with overlap) swarming the first trailer where the resistance leader has trussed up the cult defector . The good news is that the Peggies are converging on this spot, so you can let the enemy come to you and arrange a violent welcome for them. Plus, you have around four Resistance forces (as well as any allies you’ve brought) to help defend the defector.

The first wave of foes includes Peggies approaching from all directions and a truck crashing into the open area behind the trailer. The second wave has eight more foes attempting to thwart you. The final eight foes include two in a truck with a mounted machine gun and a heavy-weapons foe that usually saunters down from the south hill at .

If a Peggie manages to enter the trailer , they start to untie the defector, grab him, and exit with him. Obviously, this isn’t part of your plan, so try not to let the Peggies get this far. A similar run-and-gun approach is called for here:

OPTIMAL Path

First, prep the steps at the front and rear of the trailer (1) with proximity mines or explosives you detonate yourself. This helps you guard both entrances at once without manually looking for incoming foes. Just listen for an enemy being blown up, then replace the explosive at that location.

Secondly, the defector in the kitchen isn’t going anywhere, so make the interior hallway between the trailer entrances your main traffic area. Pop out, spray the back courtyard (to the north) with gunfire, and lob projectiles (especially if enemies are clustered or in vehicles). Use the bathroom window (facing north) as an additional protective viewing and firing position.

As the fight progresses, make quick runs counterclockwise around the perimeter of the trailer and back to the front porch, neutralizing any foes lurking at the sides of the trailer. There’s no point in leaving the trailer, as foes can easily sneak in and free the defector.

When the last wave of foes arrives—usually a quad, a pickup, and then a heavy-weapons dude, all from the south —simply stay put and use the rest of your projectiles to blow up the truck. Then aim at the heavy’s head as he takes some pummeling. However, the protective walls of the trailer mean the enemy is cut to shreds trying to reach you.

OTHER Paths

If you have an ally, or a shiny new sniper rifle, you could sit on the hills to the west, just south of , and drop foes as they try and reach (or enter) the trailer. Back up your sharpshooting with lobbed projectiles.

With an ally, one of you can cover each entrance, either from inside the trailer or from an adjacent building, such as trailers and .

If you want a bit more of a vantage point, hop on the trailer’s roof . There’s enough cover (some tires and metal sheeting) to drop behind, and you have excellent views of incoming foes from greater distances. It can get tricky to see enemies below as they enter the trailer, though.

CARRY the Defector to the Back of the Boat

EXIT the Boat and SECURE the Area

As soon as the objective updates, grab the defector from his location at trailer , and carry him out of the trailer park, through the wooded area to the east , and to a boat dock at the trail’s end.

Naturally, the Peggies are out in force. Expect a couple of trucks, around 16 foes, and lots of chaos as you grab the defector and attempt to extricate.

If you have an ally, this is a great time for one of you to do the carrying while the other acts as a bodyguard. Exit out the rear (north) entrance of the trailer (1), as foes are heading in from the south, east of . Rush into the woods north of the trail, so the Resistance fighters (and any allies of yours) engage the enemy while you concentrate on reaching the riverbank; then work your way south to the dock.

You have the option to use a pistol-style weapon while carrying the defector, which is fine for executing single enemies, but it’s better to dump the defector (ideally behind a tree) away from the main fighting if you want to wade in and cull more cultists.

There are Resistance fighters at the docks. Drop him into the dinghy, then drop any additional cult stragglers until there are no more hostiles. The mission concludes with high praise over the radio from Pastor Jerome.

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