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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

Prepper

The Prepper upgrade path has a variety of perks that increase your carrying capacity of ammo, throwables, and weapon slots. These are very useful early on for players who want to fight with specific types of weapons. Everything in this upgrade path directly affects your longevity during combat and your versatility to overcome any situation. However, each of these perks, besides the first, is very expensive.

Close-Combat Gear Bag

Perk Point Cost

1

Prerequisite

None

Available in Arcade

Yes

Details

Carry more handgun ammo and melee weapons.

The Close-Combat Gear Bag increases the maximum capacity of your pistol ammo by 40 and your melee weapons by 6. This is the cheapest of the Prepper perks; take it as soon as possible to ensure you always have a backup weapon with lots of ammo or uses.

Journey Pack

Perk Point Cost

7

Prerequisite

None

Available in Arcade

Yes

Details

Carry more items in your inventory, including up to five medkits.

The Journey Pack increases the maximum capacity of each homeopathic by two. With the added bonus of carrying more medkits, this perk is a great pick for those who gain an edge in combat through medicinal means. Since this perk is expensive, don’t prioritize it early in the campaign unless you are constantly burning through your medkits and still falling short.

Tactical Ammo Bag

Perk Point Cost

8

Prerequisite

None

Available in Arcade

Yes

Details

Carry more SMG and shotgun ammo.

The Tactical Ammo Bag increases the maximum capacity of your SMG ammo by 120 and your shotgun ammo by 28. This is an expensive perk, so take it only if you intend on using either of these weapon types frequently or have a surplus of Perk Points to spend.

Quiver

Perk Point Cost

8

Prerequisite

None

Available in Arcade

Yes

Details

Carry more normal, incendiary, and explosive arrows.

The Quiver increases the maximum capacity of your arrows by 12 and your explosive and incendiary arrows by 3 each. Explosive and incendiary arrows are a great way to take out heavy targets and vehicles. Since this is a very expensive perk, take it only if you intend on using either bow almost exclusively or you have a surplus of Perk Points to spend.

Rifle Ammo Bag

Perk Point Cost

9

Prerequisite

None

Available in Arcade

Yes

Details

Carry more rifle and .50-cal ammo.

The Rifle Ammo Bag increases the maximum capacity of your rifle ammo by 150 and your .50-cal ammo by 15. This is an expensive perk but well worth the cost, considering the power of the .50-cal weapons and the sheer availability of rifles throughout the campaign. If you’ve already grabbed some

essential exploration perks and you’re frequently running low on rifle and .50-cal ammo, you should grab this perk.

Throwables Bag

Perk Point Cost

9

Prerequisite

None

Available in Arcade

Yes

Details

Carry more explosives, throwing knives, and bait.

The Throwables Bag increases the maximum capacity of Molotovs, remote and proximity explosives, throwing knives, smoke grenades, bait, grenades, dynamite, and pipe bombs by three. This perk, coupled with Master Blaster is a great way to lay waste to even the largest heavy-weapons convoys the

cultists can throw at you. As an added bonus, it grants additional bait usage for luring predators to enemies. The damage potential this perk offers outweighs its high cost. However, no need to pick it up until you’ve increased the Resistance level in areas and tougher enemies start hunting you.

Special Ammo Bag

Perk Point Cost

9

Prerequisite

None

Available in Arcade

Yes

Details

Carry more armor-piercing and incendiary ammo.

The Special Ammo Bag increases the maximum capacity of armor-piercing ammo for pistols by 16, SMGs by 48, rifles by 60, .50-cal by 10, LMGs by 160, shotguns by 14, and RPGs by 2. It also increases the maximum capacity of incendiary ammo for shotguns by 14, grenade launchers by 28, and RPGs by

2. Increased armor-piercing and incendiary ammo is an excellent way to take out cultists using heavy weapons. However, to gain any use from this skill, you must first unlock Black Market in the Renegade upgrade path. The Special Ammo Bag is one of the most expensive perks available, especially considering that its prerequisite costs an additional 5 Perk Points. Grab this Perk only if you’re having a difficult time with armored and elite enemies or have a surplus of Perk Points to spend.

Heavy Ammo Bag

Perk Point Cost

9

Prerequisite

None

Available in Arcade

Yes

Details

Carry more LMG, flamethrower, rocket launcher, and grenade launcher ammo.

The Heavy Ammo Bag increases the maximum capacity of your ammo for LMGs by 240, flamethrowers by 300, rocket launchers by 4, and grenade launchers by 8. This is a very expensive perk, for good reason—these weapons are some of the most destructive you’ll find in the campaign. Don’t get this perk until you have rounded out your character with perks from the Survivalist, Renegade, and Assassin upgrade paths.

Additional Holster

Perk Point Cost

8

Prerequisite

None

Available in Arcade

Map maker’s choice

Details

Carry a third weapon of any type in your Weapon Wheel.

Additional Holster allows you to carry an additional weapon. The more weapons you carry of different ammo types, the more dangerous you become. After getting your initial exploration perks, seriously consider saving up for this perk; it is one of the biggest upgrades your character can receive in damage potential.

Weapons Collector

Perk Point Cost

9

Prerequisite

Requires the Additional Holster perk and one Seed family member to be defeated.

Available in Arcade

Map maker’s choice

Details

Carry a fourth weapon of any type in your Weapon Wheel.

Weapons Collector is an upgrade to Additional Holster and grants you a fourth slot for any weapon. This perk is amazing like its predecessor, because versatility is the key to survival in Hope County. Unfortunately, you must also defeat at least one member of the Seed family as an additional requirement before you can access this perk. The good news is, you probably won’t need that fourth slot until that happens anyhow.

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