Starting Far Cry 5, you may be wondering how the companion Story Missions work, what they entail, and how to get those companions (such as the adorable Boomer) on your roster. These main NPCs are great assets when taking on the cult, and they each have unique abilities that make them valuable friends as you build a resistance against Joseph and his family. There are two categories of companion: Fangs For Hire, and Guns For Hire.
Guns For Hire are people who can be found and helped throughout Hope County, and who will then join the resistance. They can be assigned to the roster and each has unique abilities that will aid you in your mission to rid Hope County of the cult. Here, you’ll learn how to find these people, how to help and recruit them, and which abilities they offer.
Nick Rye
Nick is a pilot and aviation specialist who comes with his bright yellow plane, Carmina. His airstrip, Rye & Sons Aviation, is located in the southern part of Holland Valley northeast of the Seed Ranch. Nick’s Story Mission is called Wingman. Head to Rye & Sons Aviation and enter a full-on firefight between Nick and the cultists who have stolen his plane. Clear out the enemies and then talk to Nick near the hangar.
Nick will ask you to retrieve his plane, so head to Seed Ranch where the cult has it stashed. Liberate the ranch by clearing out the many cultists.
You can also climb up onto the roof of the garage and drop down into it, securing the plane.
Additionally, you can head around the side of the garage and go through the blue door. If you choose either route, first head to the control panel to the right of the garage door and interact with it, which will open the door. Then get into the plane and head back to Nick.
Fly through the yellow smoke circles until you reach Rye & Sons Aviation, landing near the hangar. A cutscene will trigger where an Eden’s Gate plane will swoop down on you and Nick. He will get in the plane and take off while you are tasked with protecting his home and wife. Take care of the cultists who come to the Rye home, then move on to the hangar and secure that building as well. Once you dispatch all the cultists, a cutscene will trigger where Kim refuses to leave and convinces Nick that Hope County will be their home forever. Nick will then be available on the roster.
Nick Rye’s Abilities
- Bomb’s Away: A bombing run from Nick’s plane.
- Light ‘Em Up: Nick’s aircraft will begin strafing.
Nick Rye can also be asked to leave his plane behind and fight on the ground, if the situation calls for it.
Grace Armstrong
Grace is a veteran sniper and can provide invaluable long-range fire support. She is located at the Lamb of God Church in Holland Valley, west of the crop circles. Her Story Mission is called Grace Under Fire. First, start by heading to the Lamb of God Church. The church will be overrun by cultists, so clear them out.
Then, head around the side of the church and climb the ladder to the bell tower, where Grace will be waiting. Talk with her and she’ll explain that she needs your help to defend the mausoleums.
The mausoleums are located east, south, and centrally. A few waves of cultists will come to desecrate the graves, so make quick work of them from the roof of the church. Once you’ve dealt with all the cultists, talk to Grace again. She will then be available on the roster.
Grace Armstrong’s Abilities
Boom Boom: Grace’s sniper shots will scare her targets.
Friendly Sight: Her laser sight is easier to distinguish from those of opponents.
Friendly Sight will cause Grace’s laser sight to become green, while those of cult snipers will be red.
Hurk Drubman Jr.
Hurk Drubman Jr. is deadly with a missile launcher. He is located at Fort Drubman in the Whitetail Mountains and his Story Mission is called The Prodigal Son.
First, head to Fort Drubman and talk with Hurk Sr., who is sitting on his front porch. He will tell you that his son, Hurk Jr., lost his truck, Nancy, to the cult. He wants you to go with Hurk and get it back. Next, head to an area near the garage that Hurk has labeled “Hurk’s Gate” and talk with the man himself. He has some fun dialog with you that references the previous Far Cry games, asking if he knows you from somewhere and mentioning the Monkey God from Far Cry 3. He will then explain that he needs to get his father’s truck back from the cult.
Follow Hurk to a car and get in, and he will drive you to the watchtower. He will stop at the top of a hill with the watchtower in the distance, so make your way over to it and clear out the cultists who have taken it over. Head into the watchtower with Hurk, and he will explain that the truck is actually “over yonder.” The two of you will zip line in and surprise the cultists. Use the series of zip lines to follow Hurk to a cabin, where the cult is keeping the truck.
Clear out the cabin and surrounding areas of cultists, then get into the truck with Hurk.
Climb up into the mounted gun to better take out the cultists, who will follow you on ATVs and in trucks. Hurk will drive you back to Fort Drubman, where you will talk with Hurk Sr. again. He will make you his campaign manager, with his first order of business being to take his son with you wherever you go so he, Hurk Sr., doesn’t have to deal with him anymore. Hurk Jr. will then be available on the roster.
Hurk Drubman Jr.’s Abilities
Heat Seeker: Missile fire will track enemies.
Junk It: Hurk’s missiles will be even more effective against motorized targets.
Adelaide Drubman
Foul-mouthed Adelaide is a helicopter specialist, dealing death from above with her mounted guns. She is also Hurk Jr.’s mother and is located at Drubman Marina. Her Story Mission is called Friendly Skies.First, head to Drubman Marina. It has been taken over by the cult, so liberate the outpost, clearing out the cultists.
Once you’ve liberated the marina, talk with Adelaide. She will explain that the cult took her helicopter, Tulip, and painted it an ugly shade of “Peggy mayonnaise.” The way to identify Tulip is to find the only male pilot, as the others are female. Adelaide also says in no uncertain terms that she wouldn’t mind if you killed the other pilots as well, as they are former friends who turned against her and sided with the Father, the main antagonist.
You will have to go to three places to find the pilots: a hunting shack, a fire tower, and a lookout. All three are located in Henbane River. The hunting shack is McCoy Cabin, west of Peaches Taxidermy. The fire tower is Taft Lookout Tower, which is situated west down the mountain from Raptor Peak. Finally, the lookout is a platform on top of a hill east of the Grimalkin Radon Mine.
First, go to McCoy Cabin. Clear out the cultists, then locate the pilot. This pilot is a woman, so Tulip isn’t here, and it’s possible she will attempt to take off in her helicopter. If she gets there, head to the left of the cabin, past a barricade, and over a small hill where the chopper is taking off. Shoot the chopper down, successfully dispatching the first pilot.
Next, head to Taft Lookout Tower. This pilot is a woman as well, so Tulip is also not at the fire tower. The pilot will be inside the tower, so clear out the cultists and take care of the second pilot. Finally, head to the lookout tower, which is just off the road up on a hill.
Using your binoculars, spot the final pilot, a man, who has Tulip.
Wait until he lands the chopper, then follow the waypoint to a small clearing. There will be a few cultists there, including one in a small tower. Clear them out, killing the pilot, then take control of Tulip and fly her back to the marina. Here you can take the chopper for a joyride and take out any cultists you encounter with the mounted guns, or you can simply head straight back to the marina.
Take care not to sustain too much damage if you choose to stay and fight.
Once back at the marina, secure the area by taking out the cultists with the mounted guns on Tulip. Then, land the helicopter and talk with Adelaide again. She will be grateful to you for bringing her chopper back and will be added to the roster.
Adelaide Drubman’s Abilities
- Call A Chopper: Adelaide and Tulip can transport the player and fight alongside them.
- Less Reload: Reduces the reloading time on Tulip’s guns through expanded magazines.
Jess Black
Jess is a master of stealth, having spent most of her time in the woods with a bow and arrow. She is Dutch’s niece, and she is located at Baron Lumber Mill in the Whitetail Mountains, which becomes an available mission after you liberate Dutch’s Island. Her Story Mission is called A Dish Served Cold. First, head to the Baron Lumber Mill and liberate it if you haven’t already.
Then, talk to Jess. She will state that there’s a man called The Cook that she wants to get revenge on, and she needs your help killing him and freeing hostages.
Appropriately, stealth can prove critical in this mission, as the cultists are less likely to kill the hostages if you go in undetected.
Follow Jess to the first vantage point, overlooking the logging camp. On the way there, she will explain her tragic backstory and why she needs to kill The Cook. In the logging camp, there are three hostages to liberate, kept in cages. Again, it’s best to go in undetected, but if you kill the cultists fast enough after they see you they won’t even have time to take out the hostages. This comes down to personal preference. Once the hostages are freed, follow Jess to the next vantage point overlooking the quarry. Again, there are three hostages to be rescued. Go in undetected or guns blazing, but be careful not to get any of the hostages killed.
Then, follow Jess once more to the next vantage point, which overlooks the Pit where The Cook is burning hostages. Your only objective here is to kill The Cook, and once you’ve done away with him, talk to Jess. She will express that she doesn’t feel any better now that The Cook is dead, just numb. Nevertheless, she does join your team and is added to the roster.
Jess Black’s Abilities
- Concealment: Jess becomes almost invisible to enemies.
- Feral Friendly: Jess is recognized and accepted by animals.
Sharky Boshaw
Sharky is a pyrotechnic specialist with a love of fire and disco. He is Hurk Jr.’s cousin and is located at Moonflower Trailer Park in Henbane River. His Story Mission is called Burn, Baby, Burn! Start by heading to Moonflower Trailer Park, which is located north of the Hope County Prison.
Talk with Sharky, who is up on a platform overlooking the trailer park. He will tell you that he discovered a song that attracts angels, and he wants to lure them into the park and kill as many as he can. He will then start up Disco Inferno from the speakers located around the park. Your job now is to dispatch as many angels as possible. They will come in from the left first, while the second wave comes in from the right.
Next, the speakers will break, meaning that Disco Inferno can’t be stopped. At least not remotely, as Sharky has been doing. You will have to manually shut off all four speaker systems while more waves of angels (and the occasional cultist) swarm the park.
The first speaker control is right next to Sharky.
The second is to the left, under an overhang.
Still moving left around the park, the third is up a ladder on a platform.
After coming down the ladder and facing inwards toward the park, the last speaker control is to the left on a fallen pole. After you’ve shut down all the speakers, secure the trailer park by dispatching all remaining angels and cult members. Then talk to Sharky again. He will now be added to the roster.
Sharky Boshaw’s Abilities
- Fire It Up: Sharky’s flamethrower and incendiary damage becomes more potent.
- Shatterproof: Sharky resists explosive and other impact damage.
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