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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 › Training

The Bad Seeds: Know Your Enemy

There are a variety of enemies that you encounter while trying to take down the Seed family and their army of cultists. You can use any weapon to kill a cultist, though some are better than others. Every enemy in the game is defeated the easiest by using a high-powered sniper rifle from a distance. However, this is not always an option. This section gives you a brief description of the enemy and the best ways to defeat them if they engage you.

Cultist

This enemy has a lot of variety in the equipment they wield. You will see cultists with melee weapons, pistols, SMGs, shotguns, rifles, and sniper rifles. However, each of these weapon types are of the lowest quality. A cultist has no armor and is vulnerable to any weapon, especially if you score a headshot. This enemy type typically shows up in large numbers and is the most frequent enemy you engage.

Armored Cultist

These are the same as cultists in every way except these guys wear some armor underneath those sweet trench coats. Small-arms fire has little effect on this enemy if you are aiming for the body. The good news is they don’t wear helmets, so go for a headshot to avoid wasting a lot of bullets.

VIP Cultist

Each region has its own VIP cultist, and they are all extremely tough. They rarely engage in melee and prefer to blast anyone opposing them, and their accuracy is better than your average cultist. If you get too close, this enemy knocks you down, so avoid that unless you are going for a takedown. Aim for headshots or use shotguns if they are in close range to you. If you defeat a VIP, you are awarded a small amount of Resistance Points for the region you are in.

Cultist Heavy

These cultists come prepared for battle. Not only do they wear exceptionally strong armor, but they also wear a helmet, making headshots difficult. If you have a powerful enough rifle, several headshots will knock off their helmet, allowing you to perform a final headshot, finishing them off. They also come equipped with a machine gun, which will kill you quickly unless you are behind cover. The easiest way to defeat these guys is with a takedown, but that requires stealth or surprise. Otherwise you need to either use explosives or a machine gun, such as the M60 or M249.

Cultist Flamer

This enemy packs a flamethrower and is just as tough as the heavy in health and armor. They also come equipped with a helmet, so you can forget about easy headshots. If you don’t get in close range, their weapon is not a threat to you. However, once they start burning up the area, the flames consuming the environment can trap you, so be aware of your surroundings. Silent takedowns are the best way to defeat this enemy. If that is not an option, you should either use explosives or concentrate fire on their fuel tanks, which are strapped to their back. Be careful, because once that tank goes, the explosion can damage and even kill you, not to mention the fire that will spread from such an explosion.

Hunter & Sniper

The cultist sniper and hunter prefer to use high ground or cover to shoot unsuspecting targets with deadly aim. Unlike the sniper, who attempts to shoot you using the easily identifiable laser sight from the AR-CL, the hunter uses stealth and a composite bow to inflict massive damage from a safe distance. Your first priority is to find these enemies—scan the area using your binoculars or employ Boomer’s special ability. This allows you to tag enemies easily, even more so if you use Boomer. Hunters and snipers have very little armor so, once you locate them, it is relatively easy to dispatch them using your preferred weapon. While hunters are slow to reload, snipers are not, so you must use caution when fighting these deadly foes.

Launcher

These cultists are typically found at cult outposts and on high ground. They should be your priority target when you start dispatching enemy groups. If you are assaulting an area with any type of vehicle, but especially aircraft, these enemies can be quite lethal, as it is much harder to identify them when you are high above them. The good news is that they don’t wear any armor and can be killed with any type of weapon—just don’t let them catch you off guard.

Chosen

These are the elite members of the cult. They come equipped with a variety of weapons and are exceptionally tough. Typically, these enemies are pilots of cultist planes and usually do not begin hunting you until you’ve increased the Resistance level in an area to at least Level 2. Since this enemy is typically in aircraft, the best way to defeat them is with launcher-type weapons, mounted weapons, or explosives.

Angel

People who don’t willingly join the cult are indoctrinated with the Bliss. The drug has caused them to ignore pretty much all pain, making them extremely hard to put down unless you use headshots or shotguns. Angels only use melee weapons and will swarm you in large numbers. There is a quest in Henbane River that allows you to upgrade your bait to also attract Angels. This is a great way to distract and move them all to a single area, making them a prime target for explosives.

Judges

Even the Hope County wildlife isn’t safe from the machinations of the cult or the effects of Bliss. Cult leaders have been experimenting on the local wildlife; through Bliss use and cruel training, they have created the ultimate killing machines, which answer to their every command. These animals are now called “Judges.” They are easy to distinguish from regular wildlife, as their coats have turned white. The most typical Judge you encounter are wolves. However, you will sometimes come across their failed attempts to create Judge bears, cougars, and moose. These failed experiments can only be encountered through missions, are extremely deadly, and have a unique appearance setting them apart from normal Judges. The best way to defeat these abominations is with heavy-weapons fire from either machine guns or shotguns, preferably from a safe distance.

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