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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 › Perks

Assassin

The Assassin upgrade path has a variety of perks that increase your ability to traverse the terrain, sneak, fight more effectively with your hands and more mundane weapons, and craft. These perks offer the stealthy player a ton of options and greatly affect your ability to assault cult outposts without raising suspicion. If all else fails and ammo is low, you’ll find you’re more than a match in unarmed combat.

Grapple

Perk Point Cost

1

Prerequisite

None

Available in Arcade

Map maker’s choice

Details

Unlock the grapple tool. Find grapple spots in the world to climb up and down quickly.

There are many locations in the world you must grapple to. Additionally, there are missions and Prepper Stashes that you can’t complete unless you have this perk. Due to Grapple’s cheap cost and extreme usefulness, take this as soon as possible.

Nimble Fingers

Perk Point Cost

4

Prerequisite

None

Available in Arcade

Yes

Details

It is now quicker to craft items, sabotage or booby-trap vehicles, disable alarms, and open safes with a Repair Torch.

The Nimble Fingers perk affects a variety of other perks, decreasing the required time to perform their action. A careful planner won’t find much use for this perk even though it is quite helpful. However, the ability to reduce the time required to disarm an alarm at a cult outpost is extremely useful. Since alarms should be disabled first, if possible, this reduces the chance a patrol

will spot you while you’re disarming. If you’re interested in gaining more rewards for silently eliminating all cultists and disarming all alarms at a cult outpost, then this perk is an essential early pick.

Sneaky Sprint

Perk Point Cost

4

Prerequisite

None

Available in Arcade

Yes

Details

Move much faster while still staying crouched.

Takedowns are one of the most powerful and effective ways of killing cultists. With Sneaky Sprint, you can more easily catch up to unaware cultists without being spotted, making a stealth takedown much more likely. It is also useful for traversing open areas between patrolling cultists without being spotted.

This is a cheap perk to get; grab it early if you intend to assault cult outposts without raising alarms.

Master Blaster

Perk Point Cost

5

Prerequisite

Complete the Razing the Steaks quest in Holland Valley.

Available in Arcade

No

Details

The number of components needed to craft remote and proximity explosives is reduced by 50%.

If you like using remote and proximity explosives, this is an essential perk to take. The ability to craft these explosives for half the cost means it is easier to stay fully stocked. Getting this perk early requires you to visit Zip Kupka’s Ranch, which is located in southeastern Holland Valley. Once there, you must complete a couple of missions for Zip before this perk becomes available to purchase.

Takedown Mastery

Perk Point Cost

6

Prerequisite

None

Available in Arcade

No. Takedowns in Arcade are preset for all players.

Details

Unlocks chain, melee-throw, and sidearm takedowns in the campaign and arcade. Takedown range is increased in the campaign only.

Takedown Mastery is a fun and efficient way to eliminate numerous enemies that are grouped close together. Taking this perk opens three options for additional takedowns after the first takedown kill. With chain takedowns, you can quickly eliminate cultists with just your hands if they are really close together. Melee Throw takedown allows for a little more distance but you

must have an available melee weapon in your inventory to trigger this option. Pistol takedowns allow you to quickly kill multiple cultists within short range, if you have a loaded pistol. Don’t take this perk early; it requires quick reflexes and good situational awareness to use effectively

Primal Mastery

Perk Point Cost

6

Prerequisite

None

Available in Arcade

Yes

Details

You can reload, aim, and switch bows and slingshots faster.

If you like using bows and slingshots more than other weapons, this is a great perk for you. Reducing the weapon sway makes targeting vital locations much easier. While the slingshot is not an ideal weapon to use against enemies, the bow is and can be quite powerful in the right hands. Bows

can kill cultists silently, which is especially useful when clearing cult outposts. You can get a composite bow almost immediately in the campaign. If you like turning the cultists into your prey, pick up this perk very early.

Close-Combat Mastery

Perk Point Cost

6

Prerequisite

None

Available in Arcade

Yes

Details

Melee weapons are more sturdy and efficient. Reload, aim, and switch handguns faster. Sway and bullet spread are reduced.

If you like using melee weapons and handguns more than other weapons, this is a great perk for you. Reducing the bullet spread and sway of pistols makes targeting vital locations much easier. Most pistols are quick to reload, but this perk makes them super-fast, meaning you are always ready to blast the enemy (if you have ammo). Additionally, Close-Combat Mastery increases

the durability and damage of any melee weapon, which is great when ammo is running low. Since pistols and melee weapons are quite numerous, this is a great perk to purchase after getting some of the initial Survivalist and Renegade perks.

Locksmith

Perk Point Cost

6

Prerequisite

None

Available in Arcade

No

Details

Stealthily lockpick safes and doors that do not require a key card.

Locksmith is an amazing tool if you don’t want to explore areas to find keys for doors, hate wasting explosives on safes, or don’t have the Repair Torch perk. This perk, coupled with Nimble Fingers, will have you opening doors and safes quickly and quietly. Safes and locked doors typically lead to a

decent amount of cash, weapons, or Perk Magazines; with Locksmith, you can be sure you won’t miss any of these valuable goods. This perk is extremely useful for the sneaky player and should be picked up as soon as possible.

Throwback

Perk Point Cost

7

Prerequisite

None

Available in Arcade

Yes

Details

Throw back incoming projectiles like grenades and dynamite when they are near you.

An extremely situational perk, Throwback is only useful if the enemy throws grenades or dynamite at you. Typically, most foes in the campaign just assail you with either melee weapons or bullets, with the occasional flamethrower or RPG thrown in for fun. However, if you are low on grenades, and one is thrown near you, you can turn the tables on your would-be killer. Don’t get

this perk unless you have all the perks that are recommended as early picks or you have a surplus of Perk Points.

Ghost

Perk Point Cost

7

Prerequisite

None

Available in Arcade

Yes

Details

You make less noise when walking, sprinting, and landing. Falling damage is also reduced.

Ghost is a great perk to pick for players who enjoy sneaking up on enemies and using a takedown to silently kill them. It is also a great perk to have when attempting the Death From Above challenge; if you miss, you won’t be harmed much—unless, of course, you attempted it in your wingsuit! Ghost gives you a greater chance of not being detected by cultist patrols; this is

extremely useful when trying to disarm alarms at cultist outposts. This perk is well worth the cost to get early since silently liberating outposts grants bonus income, which is extremely useful in the early game.

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