Mechanics
Almost every system in Far Cry 5 feeds the same currency. Skinning a deer, catching a sturgeon, rescuing a civilian, killing a cultist with a rocket launcher: all of it pays Perk Points, and Perk Points buy the abilities that change how the rest of Hope County plays. This guide follows our seven Far Cry 5 mechanics pages in that order, starting with where the points come from and what to spend them on, then the hunting and fishing that pay most of them, and closing with how the story can end, the references buried in Hope County, and the Arcade.
Where Perk Points come from
There are three taps. The first is challenges: 70 of them across four categories, worth 151 Perk Points in total if you finish every one, tracked in the menu that opens from the PS4 touch pad or the Xbox One select button. The second is the 14 perk magazines lying in bunkers, sheds and caves around the map, each one a point you can walk up to and take; our perk magazines page has all of them. The third is prepper stashes, several of which pay out three magazines at once alongside the cash, which is why our collectibles guide puts the stashes at the top of the collecting order. Perks have their own menu and can be bought in any order the tree allows, so points spent early on movement pay for themselves across the whole campaign.
The five perk trees
Our perks guide covers all five paths in detail. Survivalist keeps you alive and improves what you take off animals and fish. Renegade is the loud tree, vehicles and heavy weapons and getting into places from the air. Assassin is stealth, climbing and close quarters. Prepper is pure carrying capacity, one bag at a time. Leader shortens the recovery time of your Guns for Hire and eventually lets you take two of them out at once.
| Tree | What it is for | Perks in it |
|---|---|---|
| Survivalist | Survival, hunting and fishing | Health Boost (four levels), Human Fish, Fisher King, Repair Torch, Kick-Ass Binoculars, Harvest Master, King of the Jungle, Black Market |
| Renegade | Vehicles, heavy weapons and traversal | Parachute, Wingsuit, Airdrop, Vehicle Buster, Saboteur, Auto Repair, Heavy Weapon Mastery, Rifle Mastery, Weapons Pro, Booby Trap |
| Assassin | Stealth, climbing and melee | Grapple, Nimble Fingers, Sneaky Sprint, Master Blaster, Takedown Mastery, Ghost, Throwback, Locksmith, Close Combat Mastery, Primal Mastery |
| Prepper | Inventory and weapon slots | Close Combat Gear Bag, Journey Pack, Quiver, Rifle Ammo Bag, Additional Holster, Weapons Collector, Heavy Ammo Bag, Special Ammo Bag, Throwables Bag, Tactical Ammo Bag |
| Leader | Guns for Hire | Boomer, Sharky, Peaches, Jess, Grace, Hurk, Nick Rye, Adelaide, Cheeseburger, Leadership |
The perks that change how you play
Most perks are small percentage upgrades. These are the ones that open up parts of the map or parts of the game you otherwise cannot reach.
| Perk | Tree | What it does |
|---|---|---|
| Grapple | Assassin | Lets you climb marked spots, which several prepper stashes and a lot of vantage points require |
| Human Fish | Survivalist | Swim faster and hold your breath longer, which is how the flooded stashes get solved |
| Locksmith | Assassin | Lockpicks certain doors and safes, including the gated stash under the Hope County Jail bus |
| Repair Torch | Survivalist | Repairs vehicles and opens safes, the other half of the silver bar sweep |
| Parachute and Wingsuit | Renegade | A chute for any fall and a suit for gliding; the wingsuit also feeds the 2,000 metre World challenge |
| Airdrop | Renegade | Arrive by air when you fast travel, once you have the parachute |
| Additional Holster | Prepper | A third weapon slot of any type, followed later by Weapons Collector for a fourth |
| Fisher King | Survivalist | Costs four points and tires fish faster, which the record catches effectively demand |
| Harvest Master | Survivalist | Doubles the loot you take from plants and animals |
| Black Market | Survivalist | Puts craftable remote explosives, proximity explosives, Molotovs, pipe bombs, sticky upgrades and special ammo on every shop shelf |
| King of the Jungle | Survivalist | Predators go for nearby enemies instead of you and prey stops fleeing, and it works in Far Cry Arcade too |
| Sneaky Sprint | Assassin | Move quickly while crouched, the difference between a slow outpost and a fast one |
| Throwback | Assassin | Throw grenades and dynamite back where they came from |
| Nimble Fingers | Assassin | Faster crafting, sabotage, alarm disabling and safe opening |
| Leadership | Leader | Two Guns for Hire in single player instead of one |
| Booby Trap | Renegade | Rig a vehicle's hood to explode on its next collision |
The masteries are worth grouping. Rifle Mastery, Weapons Pro, Heavy Weapon Mastery, Close Combat Mastery and Primal Mastery each make one family of weapons more accurate and faster to reload, aim and swap. Which one you buy should follow the loadout you actually carry, and our loadouts guide pairs them with the four roles it builds around.
A setup that carries the campaign
Challenges, and what each one pays
Our challenges guide lists every requirement and payout. Hunting is the largest pot, Assault the most varied, and World the one you have to go out of your way for.
| Category | Challenges | Perk Points | What it asks for |
|---|---|---|---|
| Hunting | 28 | 52 | Skinning 16 animal species and catching 12 fish species |
| World | 4 | 9 | Rescue 3 civilians, consume 6 Homeopathics, cover 2,000 metres of wingsuit distance, spend 60 minutes in co-op |
| Guns for Hire | 10 | 23 | Kills scored by each specialist, plus 15 kills by the generic Fighters |
| Assault | 28 | 67 | Kills with every weapon class, explosive and takedown type |
| Total | 70 | 151 |
The best value in the Assault list is Long-Range Kills, which wants only five and pays four points, the single largest award in the game. A cluster of three-point challenges sit just behind it: 20 LMG kills, 20 arrow kills, 10 flamethrower kills, 10 grenade launcher kills, 10 rocket launcher kills, three Saboteur kills, two Death from Below kills, four Death from Above kills, five chain takedowns, 15 standard takedowns and the flat 100 Total Kills. At the other end, 10 melee kills and 10 hit and run kills pay a single point each, so save the specific weapon types for when you have the gun rather than buying one for the challenge.
Guns for Hire challenges tick along on their own if you rotate your companions. Boomer and Peaches each pay three points for 10 kills, the Fighters pay three for 15, and Sharky, Jess Black, Hurk, Adelaide, Cheeseburger, Grace and Nick Rye pay two apiece for five kills each, with Grace's counted as sniper kills and Nick's as kills from the air. The specialists themselves are on our missions guide, since most of them join after a side mission.
Hunting
Hunting in Far Cry 5 is not about food. You kill animals to skin them, skinning fills challenges, and challenges pay the points, with meat and skins sold for cash on the side. Our hunting guide covers the technique: sniper rifles and composite bows are the right tools because anything messier ruins the skin and its value. Prey animals bolt, so shoot them from distance. Predators come at you instead, which makes them easier to hit and much more dangerous, and a bear will take several shots before it drops, so have an exit planned. A hunting magazine picked up in the world marks hunting grounds where the animals gather.
| Animal | Skins needed | Perk Points |
|---|---|---|
| Deer | 1 | 1 |
| Pronghorns | 1 | 1 |
| Elks | 2 | 2 |
| Caribou | 4 | 3 |
| Bison | 3 | 3 |
| Moose | 2 | 3 |
| Hares | 1 | 2 |
| Boars | 2 | 2 |
| Skunks | 3 | 2 |
| Wolverines | 3 | 2 |
| Wolves | 5 | 2 |
| Cougars | 4 | 3 |
| Black Bears | 2 | 2 |
| Grizzly Bears | 3 | 3 |
| Turkeys | 2 | 2 |
| Eagles | 3 | 3 |
Hares are the outlier worth noting: one kill, two points. Wolves are the worst rate on the board at five kills for two points, so take them when they attack you rather than hunting them deliberately.
Fishing
Fishing unlocks through Skylar at Dylan's Master Bait Shop, on the border of the Whitetail Mountains. Finish her mission Tools of the Trade and she hands over a rod and a tutorial. From there the loop is: pick an insect from the Utility Wheel, cast into a fishing hole with the right trigger held down, and tap the left trigger now and then to tempt a bite. When the controller vibrates, hammer the right trigger to set the hook, then reel against the direction the fish is swimming with the right stick. If the tension line turns red it snaps, so give it slack and resume once the line calms down. Our fishing guide has the full spot list.
| Rod | How you get it |
|---|---|
| Basic Fishing Rod | 300 dollars at any shop on the map |
| Natural Fishing Rod | 400 dollars at any shop on the map |
| Wonderboy Fishing Rod | Mission reward; start with The Admiral and Gone Fishin' |
| Old Betsy Fishing Rod | Beat the regional fishing records by taking a catch from each of the 12 hard fishing spots; the records are posted at the Whitetail Mountains, Holland Valley and Henbane River headquarters |
| Species | Where to fish for it |
|---|---|
| Bull Trout | North of Dutch's Island, up the main river into Jacob's territory where it becomes the Moccasin River |
| Kokanee Salmon | Northwest of Dutch's Island, past Elk Jaw Lodge and Clagett Bay, with a vendor nearby |
| Chinook Salmon | West and slightly south of the FANG Center on the Moccasin River, and in the water tied to Cheeseburger's quest |
| Golden Trout | Around the compound in the middle of the map where the game starts |
| Rainbow Trout | John's region |
| Pallid Sturgeon | Two spots by the Lamb of God Church in the southwest of John's region |
| Lake Trout | Two spots by Joseph's compound at the centre of the map |
| Paddlefish Sturgeon | The southern part of John's region, from several spots |
| Rock Bass | A pair of adjacent spots on the banks of the southern river in Faith's region |
| Largemouth Bass | Two spots by the river on the far eastern edge of Faith's region |
| Smallmouth Bass | All around Faith's region |
Every species on that list is a Hunting challenge, and 10 of the 12 fish challenges pay a point each while Pallid Sturgeons and Paddlefish pay three. Fisher King is close to mandatory for the record fish, since it tires them out far faster on the line. Chinooks are the money fish at 100 dollars a piece from any vendor, and if Cheeseburger is following you around, the catch doubles as bear food.
The three endings
Far Cry 5 has three conclusions and one of them can happen before the story starts. Spoilers follow, and our endings guide walks each one in full.
| Ending | How to trigger it | What happens |
|---|---|---|
| Resist (the true ending) | Refuse Joseph Seed's offer at the finale and fight him | Your allies turn on you under the Bliss and are outlined in red; shoot them down and revive them before the Father converts them back, and keep hitting him until the cutscene. He is arrested, then nuclear missiles launch worldwide. The shockwave catches your convoy, and you wake up being dragged into a bunker by the Father, who promises to rebuild Eden with you. The deputy ends the game cuffed to a bed while the credits arrive. |
| Walk Away | Accept the Father's offer and retreat | The group heads for the county line to bring in the National Guard. The Sheriff turns on the radio and the song Jacob Seed used in his conditioning experiments plays. The screen fades to red, and it is implied you turn on your own team. |
| Secret | In the opening arrest, do not press the cuff prompt for a few minutes | The deputy turns away from Joseph rather than starting a war with a cult. The Sheriff threatens to have the whole team arrested while you walk out, and the game ends inside roughly 10 minutes. |
Easter eggs and references
Hope County is stuffed with nods to Ubisoft's back catalogue and to the real world. Our Easter eggs guide collects the ones that go somewhere.
Far Cry Arcade and the map editor
Finish the intro, liberate Dutch's Island and the map editor opens up. Our map editor guide covers what it holds: roughly 9,000 objects, drawn not only from Far Cry 5 but from Far Cry 4, Far Cry Primal, Assassin's Creed Black Flag, Assassin's Creed Unity and Watch Dogs. You can build a map offline, but playing one requires being online.
| Mode | Players | Objective |
|---|---|---|
| Assault | Solo or with a friend | Kill every enemy on the map |
| Bounty Hunt | Solo or with a friend | Track down the marked targets, then reach the extraction point |
| Journey | Solo or with a friend | Exploration; get from point A to point B |
| Outpost | Solo or with a friend | Clear an outpost of enemies to take control, with modifiers such as never being detected |
| Deathmatch | 12 | Most kills when the timer runs out |
| Team Deathmatch | 6v6 | Highest team score when the timer hits zero |
Modifiers are where the editor gets strange: Countdown, Loadout Creation, One Shot Kills, modified gravity, modified jump height, a score to reach, Invincible and Infinite ammo. Progression runs both ways, so levelling in the campaign carries into Arcade and Arcade levelling carries back, and the perks you own apply in both, which is noted on the perks themselves.
Frequently asked questions
What is the fastest way to get Perk Points early?
Skin animals as you find them and fish the easy species. Fifteen of the Hunting challenges want a single kill or catch, and the world's perk magazines are free points on a shelf. The Assault challenges then fill in on their own while you clear outposts.
How many Perk Points are there in total?
The 70 challenges are worth 151 points between them, and the 14 perk magazines and the prepper stash rewards sit on top of that, which is enough to buy well past the 25 perks the Survivalist trophy asks for.
Which rod should I be using?
The Natural rod at 400 dollars is fine for the ordinary species. Old Betsy is the best rod in the game, but it only arrives after you have beaten the fishing records at all 12 hard spots, which in practice means owning Fisher King first.
Do the endings change anything you keep?
No. They are conclusions rather than branches, and the secret one skips the campaign entirely. If you want the full story, take Resist and treat Walk Away and the ten-minute ending as things to see once.