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
| Outpost | Enemies | Alarms | Reward | Approach |
|---|---|---|---|---|
| Ranger Station | 4 | None | Money, 400 RP, the Dutch's Island map | The easiest outpost in the game; tag all four and work through them with the compound bow, starting at the outbuilding |
Holland Valley (John Seed)
| Outpost | Enemies | Alarms | Reward | Approach |
|---|---|---|---|---|
| Gardenview Packing Facility | 6 cultists and 1 animal | 1, at the unloading dock | Money, lower cult control, the Gardenview Key to the warehouse office | Tag from the water tower, zip to the silo and then the warehouse, start with the rooftop guard |
| U.S. Auto | 8 including a sniper | 2, on opposite sides | Lower cult control, region map | Climb 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 Company | 8 including a sniper | 2, at the end of the building | The Ultimate Survivor Enhanced recipe, region map | The 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 Farm | 8: six shooters, a sniper, a flamethrower, plus hostages in the small barn | 2 | Lower cult control | Stay 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 Ranch | 12 including 3 snipers | 3, and a helicopter if one trips | Hunting Magazine, lower cult control | The 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 animal | 2 | The Reaper vehicle, lower cult control | Scout 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 Yard | 8 including a sniper and an animal, plus 2 MG nests | 2, side by side in the open | The 2012 Kimberlite TC6 M-Duty Outlaw, lower cult control, region map | Enemies 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)
| Outpost | Enemies | Alarms | Reward | Approach |
|---|---|---|---|---|
| PIN-KO Radar Station | 12 including 2 snipers, a heavy and 2 animals, one loose | 2, and helicopters if they sound | Kaumbat H-158 Sky Scarab helicopter, 400 RP, region map | Clear 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 Station | 8 including a sniper, a heavy and an animal, plus a mortar nest | 2 | 400 RP, region map, a Cheeseburger Bobblehead and a Perk Magazine | Come 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. Center | 11 including a sniper, 2 VIPs, a heavy and 2 animals, plus 3 MG nests | 2 | 400 RP, the Essentials outfit, region map, a Cougar baseball card | Avoid 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 Lodge | 10 including a sniper, a flamethrower, 2 VIPs and 2 animals, plus 2 MG nests and a mortar | 2 | 400 RP, region map, a magazine | Approach 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)
| Outpost | Enemies | Alarms | Reward | Approach |
|---|---|---|---|---|
| Drubman Marina | 10 including a sniper, a heavy and 3 on a boat, plus an MG and a mortar | 2 | Money, 400 RP, region map | Rocks 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 Convent | 8 including a VIP, an Angel and an animal, plus an MG nest | 1 | Money, 400 RP, a magazine | Start 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 Camp | 9 including a sniper and 2 Angels, plus an MG nest | 2, both visible from the east entrance tree platform | Money, 400 RP, region map, a magazine | Use 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 Hotel | 8 including a heavy | 2, both visible from the northern rocks | The 1987 Pygmalion Bruelag, money, 400 RP, region map | Grapple 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 Brewery | 10 including a flamethrower, a sniper and a VIP, plus a mortar | 3 | Money, 400 RP, region map | The 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 Stop | 8 including an animal, plus 2 MG nests | 2 | The Badass outfit, money, 400 RP, region map | Free the wolf as a distraction, avoid the front MG nests, and use the antenna tower or warehouse roof for stealth |
| Nolan's Fly Shop | A sniper, 2 animals and 2 Angels among them | Not listed | Money, 400 RP, region map | The 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 Conservatory | 11 including a sniper and an animal, plus an MG nest | 2, both shootable from the southern slope | Money, 400 RP, region map | Tag 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.
| Region | Where the shrines stand |
|---|---|
| Henbane River | A 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 Island | One 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.
- Rae-Rae's Pumpkin Farm
- Strickland Farm, down the dirt road south of the pumpkin farm
- Gardenview Orchards, northeast of the pumpkin farm
- Sunrise Threshing, east of Fall's End
- Red's Farm Supply, northeast of Fall's End
- Hyde Barn, further east and a little south
- Parker Laboratories, west of Fall's End
- Bradbury Farm, southwest of the crop circles
- Bradbury Hay Field, east of Bradbury Farm
- Davenport Farm, between Fall's End and the Lamb of God Church
- Flatiron Stockyards, west of Dead Man's River
- Holland Valley Station, north of the stockyards
- Kellett Cattle Co., east along the river road from Rye and Sons Aviation (an outpost)
- 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.