Locations

Hope County is a map of things to take back. Twenty cult outposts feed Resistance Points, vehicles and outfits when they fall, John Seed's shrines pay Resistance Points when they blow up, and fourteen silos in Holland Valley are a side quest in themselves. This guide organises our three Far Cry 5 location pages by region, the way the game's own map does, so you can clear a Seed's territory in one sweep. The Resistance thresholds each region needs are on our lieutenants page, and the loot hidden around these places is in our collectibles guide.

Cult outposts

Every outpost can be taken loud or quiet, and our cult outposts guide gives a route for each. The habits that repeat: tag everyone from a high point first, shoot alarm boxes before anything else unless the guide says to leave them, kill snipers and flamethrowers early, strangle heavies from behind rather than trading fire, and release any caged animal to start chaos. Every outpost hides a region map, and most pay 400 Resistance Points.

Dutch's Island

OutpostEnemiesAlarmsRewardApproach
Ranger Station4NoneMoney, 400 RP, the Dutch's Island mapThe easiest outpost in the game; tag all four and work through them with the compound bow, starting at the outbuilding

Holland Valley (John Seed)

OutpostEnemiesAlarmsRewardApproach
Gardenview Packing Facility6 cultists and 1 animal1, at the unloading dockMoney, lower cult control, the Gardenview Key to the warehouse officeTag from the water tower, zip to the silo and then the warehouse, start with the rooftop guard
U.S. Auto8 including a sniper2, on opposite sidesLower cult control, region mapClimb the rocks right of the main road for the first alarm box, circle to the bus for the second, then drop the rooftop sniper
Green-Busch Fertilizer Company8 including a sniper2, at the end of the buildingThe Ultimate Survivor Enhanced recipe, region mapThe hill by the billboard shows every enemy and both alarm panels; the sniper's tower is reached by the ladder next to the silos
Sunrise Farm8: six shooters, a sniper, a flamethrower, plus hostages in the small barn2Lower cult controlStay undetected or the hostages die; scout from the pumpkin field water tower and use the western mortar on the truck if it turns loud
Seed Ranch12 including 3 snipers3, and a helicopter if one tripsHunting Magazine, lower cult controlThe hardest in the valley; come in through the southern gardens, tag from the north comms tower, and the main lodge holds a rocket launcher for the helicopter
Kellett Cattle Co.8 including a heavy, a VIP and an animal2The Reaper vehicle, lower cult controlScout from the cow barn roof, follow the heavy to the north side of the house and strangle him; reinforcements come up the west road
Copperhead Rail Yard8 including a sniper and an animal, plus 2 MG nests2, side by side in the openThe 2012 Kimberlite TC6 M-Duty Outlaw, lower cult control, region mapEnemies hide behind rail cars, so tag from the billboard or water tower; the upturned blue car is your ground cover, and the warehouse roof finishes the job

Whitetail Mountains (Jacob Seed)

OutpostEnemiesAlarmsRewardApproach
PIN-KO Radar Station12 including 2 snipers, a heavy and 2 animals, one loose2, and helicopters if they soundKaumbat H-158 Sky Scarab helicopter, 400 RP, region mapClear the main tower first for the overview; the locked security hut by the road holds an RPG, with its key on the tower's upper level; leave the heavy and the loose animal for last
Whitetail Park Ranger Station8 including a sniper, a heavy and an animal, plus a mortar nest2400 RP, region map, a Cheeseburger Bobblehead and a Perk MagazineCome from the high ground on the west, never the east road or the north; the armory key is in the north building with the alarm; the wolf goes last
F.A.N.G. Center11 including a sniper, 2 VIPs, a heavy and 2 animals, plus 3 MG nests2400 RP, the Essentials outfit, region map, a Cougar baseball cardAvoid the main and southern dirt roads and the cramped drainage tunnel; tag from the rock with the cheeseburger sign, zip into the structure, kill the middle VIP and his wolf, then the heavy
Elk Jaw Lodge10 including a sniper, a flamethrower, 2 VIPs and 2 animals, plus 2 MG nests and a mortar2400 RP, region map, a magazineApproach through the northeast woods, open the wolf pens, take the first VIP, grapple into the lodge for the second; the docks also work

Henbane River (Faith Seed)

OutpostEnemiesAlarmsRewardApproach
Drubman Marina10 including a sniper, a heavy and 3 on a boat, plus an MG and a mortar2Money, 400 RP, region mapRocks south of the docks for tagging, rooftops for stealth, the northern fence gap as an entrance; shoot one boat crewman silently and the rest come ashore to search
Eden's Convent8 including a VIP, an Angel and an animal, plus an MG nest1Money, 400 RP, a magazineStart from the western hills and the whole stealth route can be done with melee from behind; the Angels in the church come last
Sacred Skies Youth Camp9 including a sniper and 2 Angels, plus an MG nest2, both visible from the east entrance tree platformMoney, 400 RP, region map, a magazineUse the tree platforms but not the zip lines; expect Bliss hallucinations; clear the main building's four inside enemies with silenced headshots before the Angels in the field
King's Hot Springs Hotel8 including a heavy2, both visible from the northern rocksThe 1987 Pygmalion Bruelag, money, 400 RP, region mapGrapple to the roof and drop through the skylight; the kitchen is a hiding spot for the patrolling guard, and the Bliss pourers in the courtyard go last
Whistling Beaver Brewery10 including a flamethrower, a sniper and a VIP, plus a mortar3Money, 400 RP, region mapThe guide advises leaving the alarms alone for stealth, since touching them makes enemies suspicious; melee kills, bins for bodies, and strangle the VIP and flamethrower last
Lorna's Truck Stop8 including an animal, plus 2 MG nests2The Badass outfit, money, 400 RP, region mapFree the wolf as a distraction, avoid the front MG nests, and use the antenna tower or warehouse roof for stealth
Nolan's Fly ShopA sniper, 2 animals and 2 Angels among themNot listedMoney, 400 RP, region mapThe sniper sees the whole site; crawl through the Bliss fields to the kitchen, clear the tower's guards, then take the sniper from the doorway
Jessop Conservatory11 including a sniper and an animal, plus an MG nest2, both shootable from the southern slopeMoney, 400 RP, region mapTag from the antennae, zip into the mansion and clear west through the greenhouses; kill the sniper last, since he watches the others

Once every outpost is liberated and the final campaign mission is done, the pause menu's Outpost Master option resets all 20 to hostile so you can take them again.

John Seed's shrines

Explosives turn every shrine into Resistance Points, and since a region's RP total is what unlocks its Seed, our shrines guide treats them as story progress you can blow up. Grenades and rocket launchers both work.

RegionWhere the shrines stand
Henbane RiverA jail cell near the lake south of Moonflower Trailer Park; across the water from Hope County Jail on the east side of the road; two north of Moonflower Trailer Park; three on the island between Rae Rae's Pumpkin Farm and Angel's Peak; west of Rock Bass Lake; up the Raptor Peaks; two around Peaches Taxidermy, one toward the river to the southwest and one to the southeast; two by Sacred Skies Lake; by the Hollyhock Saloon; southeast of McCullough's Garage; the far southeast corner of the region
Dutch's IslandOne almost on a mini-island off the eastern shore, one to the north of the island

The silo route

The side quest Light 'Em Up, taken from Kim at Rye and Sons Aviation after the airfield is liberated, wants all 14 silos in Holland Valley destroyed; each carries a red Eden's Gate cross and the map marks them. Our silos guide orders them into a single loop, and recommends clearing the region's outposts first, because the last two silos sit inside Kellett Cattle Co. and Seed Ranch. Bring a vehicle, plenty of ammo, or a helicopter to shoot them from the air.

  1. Rae-Rae's Pumpkin Farm
  2. Strickland Farm, down the dirt road south of the pumpkin farm
  3. Gardenview Orchards, northeast of the pumpkin farm
  4. Sunrise Threshing, east of Fall's End
  5. Red's Farm Supply, northeast of Fall's End
  6. Hyde Barn, further east and a little south
  7. Parker Laboratories, west of Fall's End
  8. Bradbury Farm, southwest of the crop circles
  9. Bradbury Hay Field, east of Bradbury Farm
  10. Davenport Farm, between Fall's End and the Lamb of God Church
  11. Flatiron Stockyards, west of Dead Man's River
  12. Holland Valley Station, north of the stockyards
  13. Kellett Cattle Co., east along the river road from Rye and Sons Aviation (an outpost)
  14. Seed Ranch, southeast of Rye and Sons Aviation (an outpost)

Frequently asked questions

How many outposts are in each region?

Seven in Holland Valley, eight in Henbane River, four in the Whitetail Mountains and one on Dutch's Island, for 20 in total.

Can I replay outposts?

Yes. After all 20 are liberated and the final story mission is complete, the Outpost Master option in the pause menu makes them hostile again.

Which outpost gives a vehicle?

Kellett Cattle Co. pays The Reaper, Copperhead Rail Yard the Outlaw truck, PIN-KO Radar Station the Sky Scarab helicopter and King's Hot Springs Hotel the Pygmalion Bruelag. Lorna's Truck Stop and the F.A.N.G. Center pay outfits instead.

Should I do the silos before the outposts?

No. Two silos stand inside Kellett Cattle Co. and Seed Ranch, so liberating the outposts first makes the end of the route a drive rather than a firefight.