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#EXCERPTS FROM FC5 GAME GUIDE
tuppencetrinkets-a · 4 years
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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 of 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 specific ability.  This allows you to tag enemies easillyl, 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 com 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 any area to at least Level 2.  Since this enemy is typically in an 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 of 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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tuppencetrinkets-a · 4 years
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WELCOME TO HOPE COUNTY, MONTANA.
With the motto “Freedom, Faith and Firearms,” Hope County was a fine place to earn an honest living, find peace and solitude in the great outdoors, get away from the ever-encroaching urban sprawl, gaze up at the stars, and live free without an overbearing government or regulations.  But now that the Project at Eden’s Gate cult, known as “Peggies” in these parts, has arrived, the good folks of Hope County are under attack.  Backed by his siblings and an army of fanatics, the Father is quickly cultivating lost souls and preparing them for the Collapse.  And leaving a lot of blood and bodies in his wake.
Richard “Dutch” Roosevelt
The voice of the Resistance, Dutch has a checkered past and crotchety demeanor, but he is a vast source of knowledge about the cult.  He wants Hope County back and is here to help you use every tool at your disposal to ensure Joseph Seed gives his next sermon from the grave.
PROJECT AT EDEN’S GATE: THE BAD SEEDS
Joseph Seed: The Father
Hailing from a small town in Georgia, Joseph heard a voice telling him to “save as many as you can, whether they wish to be saved or not.” He knows the world is headed for the Collapse.  He is driven only by the Voice and the knowledge that he alone is humanity’s savior.
Jacob Seed: Herald of Whitefall Mountains
A cold-blooded Gulf War vet with a penchant for animal experimentation, Jacob is tasked with building an army of followers for his brother Joseph.
John Seed: Herald of Holland Valley
Younger brother of Joseph, John runs a successful law practice and is adept at marketing, using the power of “YES” to coax the curious into the cult.
Faith Seed: Herald of Henbane River
Joseph’s voice, proselytizing his message and keeping the congregation in a state of “bliss,” Faith is responsible for converting people and keeping them sedated with a mix of spirituality, drugs and music.
THE HOLLAND RESISTANCE
Mary May Fairgrave
Born and raised here, life wasn’t always easy, but it was good.  When Mary May’s parents died, the bank seized the Spread Eagle saloon, and the Project at Eden’s Gate bought it for pennies.  She’s not going to let this stand.
Find her at Fall’s End.
Pastor Jerome Jeffries
Serving in the first Gulf War and witnessing combat up close, Pastor Jerome first met Joseph ten years ago, but it wasn’t long before his unorthodox worship started to worry the Pastor.  Then came the lockdown.
Find him at Fall’s End.
Nick Rye
All of his life, Nick has resisted the idea of going to war, especially after John Seed’s aggressive attempts to buy Rye’s crop-dusting business.  It’s time to become a true American hero (as long as his wife says it’s okay).
Find him at Rye & Sons Aviation.
OTHER HOLLAND VALLEY FOLK
Merle Briggs (Silver Lake Trailer Park)
Boomer (Rae-Rae’s Pumpkin Farm)
Special Agent Willis Huntley (Howard Cabin)
Nadine Abercrombie (Dodd Residence)
Zip Kupka (Kupka Ranch)
Grace Armstrong (Lamb of God Church)
Larry Parker (Parker Laboratories)
Kim Rye (Rye & Sons Aviation)
Casey Fixman (Fall’s End)
Wendell Redler (Redler Residence)
THE WHITEHALL MILITIA
Eli Palmer
The leader of the Whitetail Militia, Eli struggles to keep his people alive against Jacob and his ever-growing army of converts.
Find him at Wolf’s Den.
Tammy Barnes
A tough-as-nails prepper who doesn’t suffer fools, Tammy is chief interrogator for the Whitetails and has a knack or getting answers from even the most hardened cultists.
Find her at Wolf’s Den.
Wheaty
Wheaty is the third main member of the Whitetail Militia; a young, smart war vet with a quick wit, who wants to prove his worth and take down the cult any way he can.  Joining the Resistance to help cope with a buddy’s death, he becomes more devoted to the cause every day.
Find him at Wolf’s Den.
OTHER WHITEFALL MOUNTAINS FOLK
Bo Adams (Bo’s Cave)
Wade Fowler (F.A.N.G. Center)
Chad Walanski (The Grill Steak)
Cheeseburger (Linero Building Supplies)
Hurk Drubman Sr. (Fort Drubman)
Hurk Drubman Jr. (Fort Drubman)
Dr. Sarah Perkins (MCA Mobile Lab)
Jess Black (Baron Lumber Mill)
George Wilson (Oberlin Picnic Area)
Skylar Kohrs (Dylan’s Master Bait Shop)
Dave Fowler (Fowler’s Retreat)
THE HENBANE RIVER COUGARS
Sheriff Earl Whitehorse
Earl was selected as sheriff of Hope County because he’s touch, fair, and can let the crap roll off his back when he needs to.  But the work has taken a toll, leading to one divorce and a mild heart attack.
Find him at Hope County Jail.
Mayor Virgil Minkler
When Virgil heard rumors that the Project at Eden’s Gate was involved in drug running, he went blind with rage.  He’s not going to sell out his people just to win back his job.  He wants these degenerate Peggies out of the region.
Find him at Hope County Jail.
Tracey Lader
When Tracey was deemed a loose cannon by the cult and sent to be “reprogrammed,” she felt the sting of betrayal.  She had given the Church everything.  Now she’s bent on crushing them into a million pieces. 
Find her at Hope County Jail.
OTHER HENBANE RIVER FOLK
Xander Flynn (Hollyhock Saloon)
Sherri Woodhouse (Can of Worms Fishing Store)
Miss Willhelmina Mable (Peaches Taxidermy)
Peaches (Peaches Taxidermy)
Adelaide Drubman (Drubman Marina)
Dr. Charles Lindsay (Mastodon Geothermal Park)
Sharky Boshaw (Moonflower Trailer Park)
Guy Marvel (Grimalkin Radon Mine)
Aaron “Tweak” Kirby (Aubrey’s Diner)
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tuppencetrinkets-a · 4 years
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FOR HIRE ROSTER
When traveling through Hope County, you encounter many people and animals who wish to join you in the fight against the Peggies.  These characters are categorized as specialists and fighters.  Having one of these companions with you can often mean the difference between life and death.
Specialists appear on the map with a radio message when your cursor hovers over their location.  They are typically tied to story missions or to liberating a certain location.  Specialists come with two abilities that are extremely powerful and unique to that individual and to the specific situation.  Recruit them based on your preferred playtype and your current needs.  There are three specialists in each region of the map, for a total of nine.
Fighters are found all over Hope County by liberating outposts, being freed from captors, or just patrolling through the wilderness.  Fighters also have two random abilities that unlock by killing enemies; these can be quite strong if you invest the time with them.  You can recruit up to three fighters at any one time and summon whichever one is most useful or if one of your other guns for hire is resting.  At the beginning of the game, you are only able to recruit fighters to help you with your fight against the Peggies.
In combat, specialists and fighters following you engage any enemies you are already fighting.  However, you can direct them to attack specific targets or move to specific areas to override their normal behavior.  If one of your followers is defeated in combat, they are not permanently dead.  They simply need time to heal and cannot be summoned again until their cooldown timer is up.  Putting points into the Leader perk tree can reduce this cooldown, and allow you to summon another follower in your squad.  In addition, your follower can revive you if the enemy strikes you down, making them essential companions.
GUNS FOR HIRE
Grace Armstrong
Characteristic:  The Sharpshooting Hero
Class:  Sniper
Location:  Holland Valley - Lamb of God Church
Abilities:  Boom Boom / her sniper shots will scare enemies.
Abilities:  Friend Sight / her laser sight is easier to distinguish.
Grace Armstrong is an excellent sniper with a powerful rifle that can one-shot most cultists.  Use her for taking out especially hard-to-reach enemies, like snipers or cultists with RPGs.  Note that her attacks come slowly, so she is vulnerable to melee cultists and predators.
Grace is found at the Lamb of God Church in Holland Valley.  Approaching the church and clearing out the cultists surrounding it begins the mission, Grace Under Fire.  Once you climb atop the church, you are required to help Grace protect three mausoleums from cultist attacks.  After you defeat the cultists and ensure at least one mausoleum remains intact, Grace joins your team as a gun for hire.
Nick Rye
Characteristic:  The King of the Skies
Class:  Pilot
Location:  Holland Valley - Rye & Sons Aviation
Abilities: Bomb’s Away / you want a bomb? He’ll drop it.
Abilities:  Light ‘Em Up / you want a strafing run? Look out.
Nick Rye supports you from the sky in his plane Carmina and is only useful in open areas.  His strafing attacks and bombs are devastating, especially to vehicles, but have a significant delay after each attack as he circles back around.  Nick is weakest against Chosen fighter planes and mounted weaponry.  Do not summon him when your fight takes you into heavily wooded or indoor locations.
Nick Rye’s missions begin when you go to Rye & Sons Aviation and defeat the cultists attacking his home.  He asks you to head to Seed Ranch and retrieve his plans.  After you clear John Seed’s Ranch in Holland Valley and get into the yellow plane located inside the hanger, Nick asks you to use it to destroy some of the cultists’ property before landing the plane at Rye & Sons.  Once you secure his house and his hanger from the cultists, Nick joins your team as a gun for hire.
Hurk Drubman Jr.
Characteristic: Just dangerously stupid 
Class:  RPG
Location:  Whitetail Mountains - Fort Drubman
Abilities:  Heat Seeker / RPGs will track air and land vehicles.
Abilities:  Junk It / RPGs on vehicles are more destructive.
Hurk Drubman Jr. carries an RPG and is perfect for helping you take down armored convoys and aircraft.  Any vehicles he destroys explode with greater force, inflicting carnage in a wider area around the vehicle.  However, he can be a liability if you are trying to capture vehicles, rescue civilians, or fight in tight quarters.
Visit Fort Drubman n Whitetail Mountains and speak to Hurk Drubman Sr.  This starts The Prodigal Son mission, which requires you to help Hurk retrieve his father’s truck.  Ride with him to Haskell Lookout Tower and clear out the cultists entrenched there.  Climb the tower to spot your next objective below to the southwest.  Follow Hurk down the zip lines and head to the cabin on the pond’s southwest side.  Defeat the cultists guarding the truck and drive back to Fort Drubman with Hurk in the rescued vehicle, defeating any cultists impeding your path.  Finally, finish the mission by speaking to Hurk Drubman Sr., who begs you to take Hurk with you, making him a gun for hire.
Adelaide Drubman
Characteristic:  The Chopper Queen
Class:  Pilot
Location:  Henbane River - Drubman Marina
Abilities:  Call a Chopper / when called on, will deliver a helicopter.
Abilities:  Less Reload / gun + big magazine = more shooting.
Adelaide Drubman brings support to your squad when she is summoned by arriving in a helicopter.  This ability alone makes her invaluable.  However, even on the ground she can maintain a longer sustained fire against enemies before needing to reload.  Adelaid is neither particularly strong nor weak against any foe, making her a dependable companion in almost all circumstances.
Adelaide Drubman’s mission begins are you liberate the Drubman Marina in the Henbane River region.  When you speak to Adelaide, she asks you to hunt down her prized helicopter Tulip, which was stolen from her.  Additionally, she’d like you to eliminate her traitorous pilot friends while searching for Tulip.  Once you have recovered the helicopter from the cultists and returned it to the marina, you must defeat the cultists assaulting it.  After using Tulips superior firepower to make short work of the enemies, land it at the marina’s helipad and speak with Adelaide.  She joins your team as a gun for hire.
Jess Black
Characteristic:  The Master Huntress
Class: Hunter
Location: Whitetail Mountains - Baron Lumber Mill
Abilities: Concealment / enemies will have a harder time detecting her.
Abilities: Feral Friendly / wild animals see her as one of their own.
Jess Black is a master of her environment and is nearly impossible to detect when in stealth.  This makes her perfect for helping you silently disarm cult outposts alarms.  In addition, she can kill any hard-to-reach cultists with her bow without alerting nearby enemies.  Jess can be easily overwhelmed when facing large waves of fast-moving enemies, such as Angels or armored units and vehicles. 
Jess Black’s mission begins after you liberate the Baron Lumber Mill in Whitetail Mountains.  When you speak to Jess at the lumber mill, she asks you to help her track down a cultist named “the Cook.”  Follow Jess to the Cook’s camp, eliminating any cultists in your path.  Once you arrive in the camp, free the captives and eliminate their cultist tormentors.  Follow Jess to the nearby quarry, where you must rescue more hostages.  Finally, you have the Cook’s location - a place called the Pit.  Follow Jess to the Pit and defeat the Cook and his cultist guards; then speak with Jess to have her join your team as a gun for hire.
Sharky Boshaw
Characteristic: The Pyrotechnics Phenom
Class:  Heavy Flamer
Location: Henbane River - Moonflower Trailer Park
Abilities: Fire It Up / attacks will have an extra spark to it.
Abilities: Shatterproof / resistant to most explosions and impacts.
Sharky is a powerhouse when fighting enemies that like to get in close.  His preferred weapons are the flamethower and incendiary ammo for his shotgun.  Sharky does come with one major drawback: All that use of fire tends to catch the terrain on fire, which could burn you alive.
Sharky’s mission begins once you speak to him at Moonflower Trailer Park in the Henbane River region.  He wants your help in defeating the Angels that always come when he plays his music.  After killing the first wave of Angels, Sharky asks you to shut the music off by switching off the four speakers around the trailer park.  Once you finish that and secure the area, Sharky joins your team as a gun for hire.
FANGS FOR HIRE
Boomer
Characteristic: The Good Boy
Class: Scout
Location: Holland Valley - Rae Rae’s Pumpkin Farm
Abilities: Pointer / will tag all enemies nearby.
Abilities: Retriever / will sometimes fetch a weapon after an attack.
Boomer is great for scouting cultist outposts.  He reveals nearby enemies to you without alerting suspicion, and in a pinch, he can retrieve weapons for you from fallen enemies, and even has a small chance to steal weapons from enemies who are still alive.  Boomer can defeat regular cultists but is not a great fighter.  He is ineffective against most predators and higher-ranking cultists.  However, there is a small chance a predator will flee when Boomer engages them.
Boomer is found at Rae Rae’s Pumpkin Farm in Holland Valley.  Approaching this farm begins the mission, Man’s Best Friend.  Once you free Boomer from his cage and defeat his captors, he joins you as a fang for hire.
Cheeseburger
Characteristic: The Fearsome Grizzly
Class: Heavy
Location: Whitetail Mountains - Linero Building Supplies
Abilities: Bear Arms / will exercise his right to attack.
Abilities: Cross to Bear / will draw focus during combat.
Cheeseburger is a murder machine.  His melee attacks are devastating to all but the most heavily armored cultists.  Additionally, his imposing presence draws enemies to him.  Cheeseburger is most helpful when fighting Angels and other melee  focused cultists.  His only known weakness is, ironically, cheeseburgers.
Cheeseburger’s mission begins after you clear the F.A.N.G. Center outpost in Whitetail Mountains and you speak to Wade.  The first thing you must do to win Cheeseburger’s favor is catch his favorite fish; feed it to him once you find him.  The stream just north of Landsdowne Airstrip has what you need.  Then head to Linero Building Supplies and feed Cheeseburger the fish you caught.  Shortly afterward, defend Cheeseburger against a horde of cultists attempting to capture him.  Once you have defeated the cultists, Cheeseburger joins your team as a fang for hire.
Peaches
Characteristic: The Feline Power house
Class: Stealth
Location: Henbane River - Peaches Taxidermy
Abilities: Pounce / will silently take down an enemy.
Abilities: Stalk. / will stay hidden when moving through tall grass.
Peaches can silently dispatch most cultists, makng her a perfect companion when choosing to stealthily liberate an outpost or ambush a Peggie patrol.  In the wild, sh remains hidden from all foes when in tall grass until she chooses to strike a target, or she attacks a target of your choice.  However, once Peaches is spotted, gunfire can quickly take her down, making her especially vulnerable to heavy-weapon-wielding cultists.
Peaches’ mission begins once you speak to Miss Mable at Peaches Taxidermy in the Henbane River region.  She asks you to track down Peaches, who has run off to hunt down the cultists.  Get some of Peaches’ special treats on a table near her cage.  Next, travel to the nearby camp to search for her.  Eliminate the cultists and equip Peaches’ treats.  Throw treats on the ground and lead Peaches back to Miss Mable.   Once you near Peaches Taxidermy, you and Peaches must defeat the cultists assaulting the area.  Lure Peaches near the enemy for added support.  After you defeat all the cultists, lure Peaches back into her pen and then talk to Miss Mable.  She releases Peaches to your care and she becomes a fang for hire.
RESISTANCE FIGHTERS
All resistance fighters are different.  Experiment with each until you find one that matches your play style.  The following table lists all abilities that a recruited fighter can potentially have.  The first ability is unlocked once a fighter kills [5] enemies, and the second is unlocked at [12] kills.  These abilities never change, so if a fighter doesn’t possess the skills you need, feel free to hire and use another.  Once your three available recruitment slots are full, it is possible to dismiss a recruited fighter to make room for a new recruit; feel free to experiment on your travels.
Veterinarian / will revive fangs for hire.
Back Up / will revive themselves when downed.
Quick Recovery / will take less time to recover health.
Field Surgeon / will fully revive your health when downed.
Mechanic / will repair the vehicle you drive.
Hoarder / will allow you to carry more ammo.
Fortitude / will draw attention and take more damage.
Herbalist / will grab plant life when not in combat.
Vulture / will find extra stuff when looting a body.
Intimidator / will lay down fire that scares the enemy.
Power Hitter / melee attacks might send enemies flying.
Hot Buckshot / shotgun blasts might start a fire.
Spotter / will tag enemies at the start of combat.
Thick Skin / will be more resilient to damage.
No Tracks / will make you untrackable in tall grass.
Sharpshooter / will snipe less often but be deadlier.
Recycles / will hand over recovered ammo after some kills.
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