Prima Games eGuides Far Cry 5 eGuide

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Far Cry 5 eGuide Joseph’s Region: Cult Compound

Story Mission: Where It All Began

  • Prerequisites: Defeat all of Joseph’s heralds to force a confrontation with the Father: Liberate Holland Valley, Liberate Whitetail Mountains, Liberate Henbane River.
  • Rewards: $3,000
  • Details: The Father has called you out for a final confrontation. Meet him at his compound.

REACH the Father’s Compound

Joseph Seed

Load up your favored close-combat weapon (a shotgun is ideal), along with a multitude of projectiles and other favorite guns. You know, just in case. Locate Joseph’s Compound—the church on the small central island north of Dutch’s Island, where you first attempted to arrest Joseph Seed. You’re let in without a problem; in fact, there’s nobody around. Head to the church.

Joseph Seed appears. His soliloquy leaves you something to think about; your fate and that of the law enforcement team you arrived with hangs in the balance. Just as he requested the first time you met, he is giving you one final chance. You can:

  • Resist: Ignore Joseph’s request and face him until the end.
  • Walk Away: Leave with Sheriff Whitehorse, Deputy Hudson, and Pratt. Joseph Seed keeps his “flock,” which includes the surviving leaders of the Resistance (who are Blissed out and under Joseph’s spell).

RESIST: FIGHT the Father

REVIVE Your Friends (3)

As the sun turns black and the Bliss is spilled, you are thrown into a chaotic maelstrom. You must “turn” Sheriff Whitehorse, Deputy Hudson, and Deputy Pratt. Achieve this by shooting them, concentrating on one at a time; then revive them, which snaps them out of their Bliss stupor, ready to fight with you, rather than against you. Whenever Joseph presents his sinewy midriff in your direction, shoot it once revival possibilities are exhausted: Take every opportunity to remove him temporarily as you revive your three comrades. Reviving your three friends is the priority, and it will take multiple revivals. The more friends you have with you, the better your chances of survival.

FIGHT the Father

REVIVE Your Friends (7)

The battle progresses farther into the compound. Four additional souls must be saved from the Bliss: Pastor Jerome Jeffries, Mary May Fairgrave, Tammy Barnes, and Nick Rye. Concentrate on reviving fallen friends both old and new; then assault in greater numbers. Defeat Judge Wolves when they appear, and force Joseph back. Victory will occur when you outnumber the enemy, and they are fighting for you, not against you.

NEUTRALIZE the Father

REVIVE Your Friends (12)

The culmination of the battle occurs as you fight toward the church. Wheaty, Hurk Drubman Jr., Tracey Lader, Jess Black, and Grace Armstrong are the final friends who must be shot, then revived to fight alongside you. Naturally, expect chaos with Joseph intermittently causing a disturbance, and the tide gradually turning as you concentrate on shooting, then reviving your team when they need it. Beware of Hurk Drubman Jr. in particular, as he’s brandishing an RPG. You have two goals:

  • Finding new teammates possessed by Bliss and shooting them until they collapse, then reviving them.
  • Keeping the team revived, even more so than shooting Joseph or other enemies (unless they are teammates yet to be revived).

Continue this until you corner Joseph. Blast him continuously until he finally yields and the clouds of Bliss begin to dissipate.

REACH Dutch’s Bunker Before It’s Too Late (02:30)

Defeating Joseph Seed is but a portent to the Collapse. Scramble to the vehicle: With Joseph in the back, guarded by Pratt and Hudson and with the sheriff riding shotgun, drive the pickup out of the compound, south toward the “safety” of Dutch’s Island. Avoid obstacles. Take too long, and you are lost. Crash the vehicle and you are lost. Follow the waypoints to reach Dutch’s Island… and learn your fate.

WALK AWAY:

You agree to Joseph’s demands. Hudson is furious, while Pratt is thankful. Enter the pickup, where the sheriff begins to figure out the consequences for Eden’s Gate. He turns on the radio. Hey, Rook, are you all right?