
Core Gameplay
Core Gameplay Guide for Far Cry 5
Far Cry 5 is an open-world first-person shooter set in Hope County, Montana. You play as an unnamed Deputy Sheriff tasked with arresting the doomsday cult leader Joseph Seed and his lieutenants. The core gameplay loop revolves around exploration, combat, liberation, and progression. The entire world is split into three regions—Holland Valley (John’s territory), Whitetail Mountains (Jacob’s territory), and Henbane River (Faith’s territory)—each tied to a Resistance Meter that drives the story forward. Below, we break down every system by player progression tiers: Early Game, Mid Game, Late Game, and Endgame. Each tier explains the main loop, combat, interaction, progression, exploration, quests, economy, character growth, and endgame content.
Early Game (Resistance 0–30%)
#### Main Gameplay Loop
Your first few hours are spent in Holland Valley (John’s region). The loop: explore the countryside → find Prepper Stashes for cash and Perk Points → liberate small outposts → complete side missions to raise Resistance → confront John’s forces → eventually trigger the first boss battle against John Seed.
#### Combat & Interaction Systems
- Basic Weapons: Start with a pistol and a rifle (e.g., AR-C). Ammo is scarce early on; use melee takedowns and stealth to conserve bullets.
- Stealth vs. Guns Blazing: The game encourages freedom. Early on, stealth is safer—use silenced pistol and bow (unlockable from store) to clear outposts without alarms.
- Vehicles: Steal cars, trucks, or ATVs from roads. First plane (the “Gunship” helicopter) is not available until you rescue an NPC pilot or buy one from the store.
- Companions (Guns for Hire): Early companions include Boomer (dog, marks enemies) and Peaches (cougar, silent killer). Recruit them by completing their NPC quests in Holland Valley. They follow you and aid in combat.
- Interaction: Use the weapon wheel (hold weapon switch button) to select items, gadgets, and companions. Interact with civilians to receive clues or side quests.
- Perk Points: Earned from completing challenges (e.g., “Kill 10 enemies with headshots”), finding Prepper Stash magazines, or ranking up Resistance. Spend them in the perk menu.
- Key Early Perks:
- Resistance Points (RP): Each mission/activity gives RP. When the meter fills partially, you unlock new main story missions and upgrades.
- World Layout: Open, with farms, forests, rivers, and small towns. Points of interest (POIs) are shown on the map as grey icons (undiscovered).
- Fast Travel: Unlocked after liberating an outpost. You can fast travel to any liberated outpost, safe house, or major town.
- Collectibles: Lighters, comic books, and other items scattered. They grant XP or perk points but are optional.
- Fishing & Hunting: Rivers and lakes contain fish (e.g., Trout, Salmon). Hunting animals (deer, bears, wolves) for skins and meat which you can sell or craft bait. Fishing minigame: press button when prompt appears.
- Main Story: Find and arrest John Seed. Early missions include “The First Step” (escape the cult), “Something to Prove” (liberate a gas station), and “Bad Mister Seeds” (attack John’s ranch).
- Side Missions: “Prepper Stashes” are small puzzle locations that give cash/ammo. “Civilian Rescues” free hostages for RP. “Clutch Nixon” (stunt driving) gives vehicle upgrades.
- Cult Outposts: Enemy-held bases. Liberate them by killing all cultists inside (stealth or assault). Liberated outposts become fast-travel points and generate income (fees from survivors).
- Story Boss: John Seed’s confrontation triggers after reaching roughly 30% Resistance in his region. You must survive a plane chase and then defeat him in a church shootout.
- Cash: Earned from looting bodies, selling skins/fish, completing missions, and outpost liberation bonuses (first-time bonus).
- Vendors: Buy weapons, attachments, vehicles, and cosmetics from shops in any safe house. Early budget: ~$5,000–$10,000 can buy a silenced pistol, bow, and a basic assault rifle.
- Hunting Economy: Early money: hunt deer for $50 per skin, bears for $100. Better: hunt bison or elk (around $150). Sell at any store.
- No Class System: Instead, you build your Deputy by choosing perks. Early game, focus on stealth (silent movement, increased stealth takedown damage) and basic survival (health, ammo capacity).
- Weapon Customization: Attachments (scopes, suppressors, extended mags) are purchased with cash. Early priority: suppressor for your primary rifle.
- Companion Synergy: Boomer (marks enemies) is excellent for stealth. Peaches gives a stealth kill option. Recruit both before tackling the first outpost.
- Weapons: Access to assault rifles with scopes, LMGs, shotguns, rocket launchers. Arc (bow) becomes viable for stealth with explosive arrows. Shovel Launcher (unique weapon) available from a side quest.
- Vehicles: Unlock helicopters (e.g., the “Gunship”) and attack planes (with bombs/missiles) via missions or purchase ($30,000+). Planes change exploration and combat dynamics.
- Companions: Unlock advanced companions like Sharky Boshaw (flamethrower), Hurk Drubman Jr. (explosives), and Grace Armstrong (sniper). Each has unique abilities and dialogue. You can have two companions active at once.
- Stealth & Chaos: Enemies now include heavier cultists with armor (need AP rounds or headshots). Alarms at outposts call reinforcements. Use disabling gadgets like EMP grenades to silence alarms.
- Interaction: Gesture wheel (emotes, taunts) is available but mostly for co-op. You can call in air strikes or vehicle drops using the “Call for Support” feature (unlocked via perks).
- Mid-Game Perks:
- Resistance Meter: Each region has its own Resistance Meter. Filling it progresses the story of that region. Mid-game you’ll be alternating between regions to avoid hitting 100% too fast (which forces the final boss of that region).
- Skill Points: More expensive upgrades—some require 2–3 perk points. Focus on combat or traversal based on playstyle.
- New Regions: Whitetail Mountains (snowy, cliffs, caves) and Henbane River (swampy, dense forests, islands). Each has unique enemies and wildlife (e.g., wolves in mountains, alligators in swamps).
- Air Travel: Unlock airplanes and helicopters. Use them to fast travel between regions or reach high mountain peaks. The wing suit allows you to glide from helicopter to remote POIs.
- Hidden Stashes: Many prepper stashes require solving physics-based puzzles (e.g., using explosives to blast open doors, using grapple to reach high ledges). Rewards include high-end weapons (e.g., “The Bull’s Head” shotgun) and cash bundles ($2,000+).
- Hunting Challenges: “Big Game” hunts for rare animals (e.g., “Bison” in plains, “Moose” in mountains). Killing them yields premium skins that sell for $500+ and unlock unique gear at the store.
- Region Story Arcs: Each lieutenant has a unique progression. For Jacob (Whitetail): hunt and rescue kidnapped soldiers, survive his “trials”. For Faith (Henbane): destroy bliss-producing plants, rescue addicts. For John (Holland): already mostly done.
- Major Side Quests:
- Fortresses: Major cult strongholds (e.g., “John’s Ranch”, “Jacob’s Gate”, “Faith’s Compound”). Clearing them requires multi-phase combat (destroy generators, kill commanders). Reward: large RP boost, unique weapons.
- Unexpected Events: “The Blessed” – random NPC fights with cultists; rescue civilians for RP. “Outpost rebuild” – occasional attacks on liberated outposts; defend them for cash.
- Cash Flow: By mid-game you can earn $5,000–$10,000 per hour through missions, selling loot, and outpost income.
- Weapon Purchases: Buy specialized weapons like RAT4 (rocket launcher) for $5,000, SA-50 (sniper) for $7,000. Attachments cost extra.
- Vehicle Purchases: Tanks (e.g., “Battering Ram”) cost $50,000+; aircraft $30,000+. Not essential but fun.
- Fishing Economy: Sell fish to vendors. The most valuable is the Montana Paddlefish ($150 each) found in deep lakes.
- Specialization: Decide if you want a stealth sniper (Grace + silenced pistol), explosives expert (Hurk + RPG), or run-and-gun (Peaches + LMG). Spend perk points accordingly.
- Weapon Mastery: Each weapon class has challenges (e.g., “50 kills with sniper rifles” unlocks improved handling). Mid-game is a good time to focus these.
- Vehicle Upgrades: Purchase performance upgrades for your favorite vehicle (speed, armor, weapon mounts) at the vehicle shop. Expensive but makes a big difference in combat.
- Top-Tier Weapons: All weapons unlocked in shops. Use MG42 (LMG), M-16 (burst fire), Flare Gun (area denial). Special weapons like the Shark Launcher (explosive) and M79 (grenade launcher) are obtained via specific missions.
- Enemy Variety: Elite cultists (heavy armor, miniguns), Angels (mind-controlled civilians that explode on death), and Bliss-infected animals. Use fire or explosives to counter.
- Vehicles: Best ones—Helicopter with homing missiles, Attack Plane with cluster bombs, Armored Truck with turret. Buy or steal.
- Companions: Fully upgraded companions. Example: Sharky (flamethrower) + Boomer (spotting) for clearouts. Or Grace (sniper) + Peaches (stealth) for long-range approach.
- Interaction: The “Call for Backup” perk lets you summon a random fighter jet strike every few minutes. Use it to soften fortresses.
- Late-Game Perks:
- Resistance Meter at 100%: Once a region’s Resistance hits 100%, you are forced into the final boss mission for that lieutenant. For John, you chase him in a plane. For Jacob, you face his mental conditioning trials. For Faith, you fight her in a bliss-induced hallucination. Completing all three unlocks the path to Joseph.
- New Eden Region: The center of the map controlled by Joseph Seed. It’s a large complex with bunkers, a church, and many cult soldiers. Access restricted until all lieutenants are defeated.
- Secret Areas: There are hidden bunkers with high-tier loot (e.g., “The Bunker” under a waterfall). Use the map clues to find them.
- Fishing & Hunting: Still available, but no longer necessary for economy. Completing all fishing challenges rewards the “Grand Slam” trophy.
- Final Lieutenant Missions: Expect multi-stage battles. Example – Jacob’s final mission: “The Last Task” involves surviving waves of cult soldiers. Then you kill Jacob in a scripted sequence.
- Joseph Seed Showdown: After all three lieutenants are dead, you storm Joseph’s church. The finale is a mix of stealth and combat, culminating in a choice—arrest him or kill him? (Spoiler: the canonical ending is arrest; credits roll then a post-credits scene reveals a nuclear apocalypse.)
- Side Missions Late-Stage: Some side quests become unavailable if the region is fully liberated? Actually, most persist; you can still do them after the main story.
- Cash Overflow: You’ll likely have $50,000+. Spend it on upgrades for New Game+ (if you plan to replay).
- Max Weapon Upgrades: All attachments bought; buy all cosmetics if desired.
- Outpost Income: Each liberated outpost gives periodic cash; you can collect from a board in the safe house. Not huge but adds up.
- Fully Specialized: You have all perks available. Focus on the final three-tier perk branch that gives ultimate abilities (e.g., “Complete Stealth” makes you invisible to enemies when moving slowly).
- Weapon Perfection: Use the best weapon for each situation: silenced sniper for stealth, rocket launcher for vehicles, shotgun for close quarters.
- Companion Endgame Combo: For Joseph’s compound, bring one heavy hitter (Sharky with flamethrower) and one support (Boomer for spotting). Use Grace from rooftop sniping positions.
- No Story Changes: The map is now “Resistance-controlled” with friendly NPCs everywhere. Cultists only spawn in designated outpost replay areas or Ambushes.
- Outpost Master: Unlockable from the pause menu. Allows you to re-liberate any outpost with increased difficulty (more enemies, alarms). Rewards: unique weapons, money, and perk points.
- New Game+: Available after beating the game once. Start fresh but keep all perk points, weapons, and cash. Enemies are scaled to post-game difficulty.
- All Perks Unlocked: If not already, max out every perk. There are enough perk points from completed challenges to get all skills. No further progression.
- Challenge Completion: Achieve 100% in each category (exploration, combat, hunting, fishing, driving). Unlocks golden weapon skins and trophies.
- Collectibles Hunting: Use the in-game map to find all Lighters, Comic Books, and Confessionals. Completing sets unlocks special items (e.g., “Mars” comic book gives a key for Lost on Mars DLC).
- Fishing Records: Catch every fish species in each region for the “The Fisherman” award.
- Photographic Challenges: Use your camera to take pictures of landmarks or animals (side activity).
- No New Story: After the final mission, only side quests remain. Some NPCs may have dialogue updates, but no major new content.
- Repeatable Activities:
- Maximum Wealth: Money is no longer an issue. Invest in vehicle upgrades for fun (e.g., flame thrower on a truck).
- Purchase Everything: Buy all weapons, attachments, vehicles, outfits, and ultimate packs (like the “Villain Pack”).
- Maxed Out: At this stage you are essentially a god in Hope County. Use any weapon, any companion, any tactic. Experiment with ridiculous loadouts: e.g., only shovels and throwable teddy bears.
- New Game+ Build: If starting over, build a specific overpowered character from the beginning – e.g., fast stealth + explosive arrows.
- Arcade Mode: Custom maps created by the community or Ubisoft. Play solo or co-op for endless variety. Earn perk points and currency that transfer to the main game (account-wide).
- Story DLCs:
- Live Events: Although no longer updated, some events (e.g., “The Hunt”) may still be active if playing on PC with online features enabled.
- PC: Mouse/keyboard offers precise aiming for stealth; you can bind quick-select keys. Mods available to fix FOV or add QoL.
- PlayStation 4/5 & Xbox One/Series X|S: Controllers have aim assist (can be adjusted). PS5/Xbox Series X runs at 60 FPS (backwards compatibility). No exclusive content.
- Cloud Saves: Supported via Ubisoft Connect; sync between PC and other platforms only if using Ubisoft+ subscription on PC.
- Early Cash: Hunt bison in the Plains of Holland Valley – valuable skins.
- Stealth Power: Get the Grappling Hook perk within first 2 hours to reach secret stashes.
- Companion Switching: Don’t stick to one; each region has specific companions that help (e.g., Grace in Jacob’s mountains for sniping).
- Fast Travel Wisely: Use fast travel only when necessary; roaming gives XP and loot.
- Endgame Planning: Finish all side quests before finishing the main story – some become inaccessible (e.g., “The Lost Pets” if you kill John too early? Actually, they remain).
#### Progression (Perks & Skills)
- Grappling Hook (Tier 1) – enables vertical traversal.
- Parachute (Tier 1) – survive falls from heights.
- Health Boost – increase max health.
- Extra Magazine – carry more ammo.
#### Exploration
#### Quests & Missions
#### Economy & Loot
#### Character/Build Growth
Mid Game (Resistance 30–70%)
#### Main Gameplay Loop
By now you have likely liberated most of Holland Valley and started exploring the other two regions (Whitetail Mountains, Henbane River). The loop expands: travel between regions → tackle larger outposts (fortresses) → complete region-specific story missions → collect better weapons and perks → face the second lieutenant (Jacob or Faith depend on progression).
#### Combat & Interaction Systems
#### Progression (Perks & Skills)
- Wing Suit – soar across large distances (essential for mountain traversal).
- Fast Hands – quicker reloads.
- Lockpick – open wooden crates (gives cash/ammo).
- Improved Repairs – faster vehicle fixes.
- Double Ammo – carry more magazines.
#### Exploration
#### Quests & Missions
- The Highway – help a resistance member fix a transport truck.
- The Lost Pets – find exotic animals for a zookeeper (unlocks companions).
- Challah Challenges – stunt mission strings that reward vehicle unlocks.
#### Economy & Loot
#### Character/Build Growth
Late Game (Resistance 70–100%)
#### Main Gameplay Loop
With two regions nearly liberated, you enter the final stretch. The Resistance meter is almost full, triggering the final showdown with Joseph Seed. The loop shifts to relentless assault on the Cult’s inner circle: complete the final missions of each lieutenant, then go to Joseph’s compound (the “New Eden” region).
#### Combat & Interaction Systems
#### Progression (Perks & Skills)
- Leader of the Pack – carry three companions instead of two.
- Resilience – faster healing and resistance to fire/poison.
- Stealth Complete – totally silent running and no detection footsteps.
- Vehicle Expert – drive/fly vehicles even faster.
#### Exploration
#### Quests & Missions
#### Economy & Loot
#### Character/Build Growth
Endgame (Post-Main Story & Replayability)
#### Main Gameplay Loop
After the credits, you are returned to the world of Hope County with the cult effectively wiped out (though some random cultist encounters may still exist). The loop becomes: complete any remaining side content → tackle challenges → replay outposts in Master mode → dive into the Arcade mode → enjoy story DLCs.
#### Combat & Interaction Systems
#### Progression & Skills
#### Exploration (Post-Game)
#### Quests & Missions (Post-Game)
- Outpost Master – replay outposts for better rewards.
- Free Roam – just wander, kill straggling cultists, and enjoy the world.
- Co-op – invite a friend (online or split-screen on consoles) to help with leftover missions.
#### Economy & Loot
#### Character/Build Growth
#### Endgame Content & DLC
- Hours of Darkness – Play as a Vietnam War soldier in a survival scenario.
- Lost on Mars – Off-world adventure with alien weapons.
- Dead Living Zombies – Over-the-top zombie movie scenarios.
Cross-Platform Notes
Final Tips
This guide covers every core gameplay system in Far Cry 5, broken down by progression tier. Whether you’re a beginner or a completionist, these insights will help you master Hope County.