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"We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty and the pursuit of happiness."
The Declaration of Independence

The many gun-toting residents of Hope County. For characters originating and reappearing in the sequel, see here.

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Hope County Sheriff's Department

The feds sent to arrest the radical preacher Joseph Seed. Things don't go according to plan.

    The Junior Deputy
Voiced by: N/A

The Player Character, left stranded in Hope County after the botched arrest of Joseph Seed. It's up to them to rally together a resistance to fight back against the cult.

  • Ambiguous Situation: Regarding the final scene in the Walk Away Ending, where Whitehorse turns on the radio to calm his nerves... and the song that plays, of all songs, is Jacob's trigger song. However, we have a Smash to Black before we are seen what happens next; whether the Deputy kills the entire team or is restrained before that point is completely left in the air.
  • The Ace: The Junior Deputy is this for both the Hope County Sheriff's Department and the Resistance. They can use any gun, explosive or tool obtained in a matter of seconds; can pilot any vehicle on land, sea, or sky; can sneak expertly into guarded compounds; command the loyalty of other around, including animals; is an avid hunter and fisher; and never tires when running, swimming, or climbing. The Deputy is an incredibly capable individual.
  • Action Girl: The protagonist is customizable and may be male or female.
  • Affectionate Nickname: The resistance has a few for them: Rook, Kid, Dep, BroboCop.
  • Alone with the Psycho: Since the Seed family want to convert the Deputy to their cause, they're frequently on the receiving end of this trope and in the "Resist" ending, they're stuck with Joseph Seed in a bomb shelter after the destruction of Hope County. In New Dawn, it's revealed that they ultimately succumbed to Seed's indoctrination and has become "The Judge", Joseph's shadow.
  • Asskicking Equals Authority: They're the most dangerous thing on two legs in Hope County and they're there to bring Eden's Gate to justice one way or another. After witnessing how successful the Deputy is in beating Eden's Gate, they are appointed to be the leader.
  • Badass in Distress: Considering how much of a One-Man Army the Deputy is, it's surprising how many times they are kidnapped.
  • The Beastmaster: Besides recruiting Boomer, they’re able to do the same with Cheeseburger and Peaches, a grizzly bear and a cougar, respectively. It's slightly downplayed in that they were already domesticated (Or tamed in the case of Cheeseburger and Peaches) and trained animals prior to you recruiting them.
  • Clothing Damage: Downplayed since the game is in first person, but when caught by John Seed, the Deputy's shirt is ripped open so that John may tattoo the name of the sin the Deputy represents. The first time, John is interrupted, although you see the ripping, the second time, John is finishing.
  • Clueless Deputy: Averted. The deputy is a One-Man/One-Woman Army who leads the resistance against Eden's Gate.
  • Combat Pragmatist: Nobody in Hope County fights fairly, and the Deputy is no exception. Heavily fortified position held by too many enemies for an open confrontation? Call in airstrikes to soften them up, then snipe the survivors from a safe position. Peggy about to spot you at close range? Crush their larynx, then break their neck to avoid being detected. The list goes on.
  • Cowboy Cop: Any deputy who plays like a Far Cry protagonist has to have a little of this.
  • Cutscene Incompetence: After you do enough damage to get the attention of one of the Seed siblings, they will always find a way to capture you outside of your control. They also won't do much of anything if a cutscene is in play usually, even if this means you have Joseph dead to rights and can arrest or finish him right then in there; instead they just stand there and let him preach and deliver the ending ultimatum.
  • Earn Your Happy Ending: By the end of New Dawn. With the help of the Security Captain, the Deputy (known as the Judge) now has a chance to live their life in peace with the survivors of Hope County.
  • Face–Heel Turn: Aside from their Manchurian Agent status explained below, Far Cry: New Dawn all-but-confirms that Joseph Seed eventually succeeded in converting them to his cause, thus turning them into one of his lieutenants, the Judge.
  • Fate Worse than Death:
    • The "Resist" ending closes with the Deputy is chained inside a bunker with Joseph Seed and forced to listening to his ramblings and being indoctrinated by him as they wait through the fallout New Dawn reveals that after 17 years, the Deputy is alive but heavily brainwashed, as Joseph's shadow known only as The Judge.
  • Frontline General: Leads the Resistance, and takes a proactive stance in all of their operations.
  • Heroic Mime: Doesn’t say a word outside of grunts of pain. But they will offer shoulders to people in distress, affectionately pet any Fangs for Hire, clink beer bottles in celebration, fist-bump a buddy, assist a struggling woman with her parcels, showcasing the demeanor of a healthy, well-adjusted adult who is nonetheless committed to destroying the cult.
  • Honorary Uncle: After the birth of Nick and Kim's child, Nick dubs them the godfather/godmother of Carmina.
  • Informed Attribute: During the final confrontation with John Seed, he supposedly tattoos the Deputy's sin of wrath onto the Deputy's chest. However, an unlockable outfit allows male Deputies to go shirtless, and the tattoo is not there if he does.
  • Knife Nut: Can use throwing knives in addition to other weapons. However, in a break from Far Cry tradition, they don't use knives for melee attacks.
  • Know When to Fold 'Em: In the Walk Away Ending and Secret Ending, the Deputy chooses wisely to walk away from a fight they really can't win directly in the scheme of things. The only reason why the Walk Away Ending isn't an outright Golden Ending is that Jacob's trigger song plays on the car's radio at the last minute, leaving the team's fate up in the air.
  • The Leader: Of the resistance against Eden's Gate. While several other leaders like Mary May and Vergil might manage affairs, the Deputy is the one getting things done.
  • Lightning Bruiser: Consuming the Furious and Fast homeopathics together turns the Deputy into something akin to a Vanguard-style character from Mass Effect, capable of taking down whole garrisons with One-Hit Kill fist punches while running at ridiculous speed. It's neither subtle nor remotely realistic, but a disturbingly fun thing to do every now and then.
  • Manchurian Agent: Thanks to Jacob's brainwashing, the song "Only You" turns them into a soldier for the cult. This leads them to kill Eli; it also plays again in the Walk Away Ending when Whitehorse turns on the radio, but we have a Smash to Black before we effectively see what happens next.
  • No Name Given: Part of the Featureless Protagonist package.
  • One-Man Army: The deputy is more than capable of clearing out Eden's Gate on their own.
  • Pride: Joseph Seed claims that this is the Deputy's sin, rather than Wrath as John believed.
  • Purely Aesthetic Gender: You can choose to play as male or female, which characters will occasionally address you as sir or ma’am. However regardless the story tends to play out as if you picked the male deputy, such as having your shirt opened and chest tattooed, or being called masculine terms by characters.
  • Small Girl, Big Gun: The female Junior Deputy isn't exactly tiny, but she can potentially be lugging around a light machine gun, a .50 sniper rifle, and a RAT-4 rocket launcher simultaneously.
  • Sole Survivor: In the canon ending, the Deputy is the only member of the initial arrest party who ends up surviving the events of the game. Assuming the sherrif and the other deputies weren't immediately killed in the car wreck, Joseph leaves them to die of their injuries and nuclear fallout outside Dutch's bunker.
  • Trauma Conga Line: The Seeds personally inflict horror after horror on the deputy ranging from getting repeatedly captured, drugged, mind-raped, mutilated, Forced to Watch friends and allies being either tortured or killed right in front of them, in one case by their own hand unwillingly and depending on the ending they either lose every friend they have left and forced to wait out the nuclear apocalypse in a bunker with the Big Bad or giving up and leaving Hope County and the Resistance to Joseph's mercy, only for said brainwashing to kick in. In the end, everything they've fought and suffered for ends up being All for Nothing. New Dawn reveals they ultimately succumbed to Seed's indoctrination and the Nukes did drop.
  • Villain Takes an Interest: Despite slaughtering hundreds of their followers and repeatedly destroying their interests in Hope County, the deputy repeatedly finds themselves before each of the Seed siblings; instead of just shooting them in the head, the Seeds try to turn them over to their way of thinking.
  • The Voiceless: Aside from some grunts, the Deputy is never heard talking. This was done to let the player feel more immersed as the deputy.
  • Walking Shirtless Scene: Players of Far Cry Primal can unlock an outfit letting the Deputy wear nothing but a loincloth (or Fur Bikini if female).
  • Wrath: John believes that this is the Junior Deputy's sin, due to the fact that they are very quick to respond to situations with violence. This becomes tattooed on the Deputy's chest during the final confrontation with John.
  • You Are in Command Now: Said at the end of liberating regions by Hudson after you deal with John Seed, Whitehorse after you deal with Faith.

    Sheriff Earl Whitehorse
Voiced by: Christopher Heyerdahl

The sheriff of Hope County, and the Junior Deputy's immediate superior.

  • Badass Mustache: His mustache is something to be proud of. And unlike the other Deputies or Marshal Burke, Whitehorse was badass enough to escape Eden's Gate on his own.
  • The Chains of Commanding: The strain of leading the Cougars in defending the county prison against Faith's armies, as well as keeping the general populace as safe from the peggies as he can, has clearly taken its toll on him. You can tell the Deputy's timely arrival and subsequent efforts in crushing the cult took a huge weight off his shoulders.
  • Cool Old Guy: By far the oldest member of the team sent to apprehend Joseph, yet the only one tough enough to escape on his own when things ended far up shit creek without a paddle. He continues to prove his badassery as the story progresses while much younger characters are found wanting.
  • Driven to Suicide: During a Bliss hallucination from Faith, he is encouraged to hang himself. The Deputy rescues him before this happens.
  • I Need a Freaking Drink: When claiming a brewery that is a former Cult Outpost, the Sheriff is happy that they are not cooking Bliss there anymore, and hopefully, now he can get a good beer.
  • Know When to Fold 'Em: Two instances: The first happens in the "Secret" ending, where he calls the operation off if the Deputy takes too long to arrest Joseph. The second happens in the "Walk Away" ending when the Deputy chooses not to confront Seed and instead leave when given the option. In the former, it's because the Deputy's extreme hesitance to cuff Seed clues him in that arresting Joseph in the middle of a compound full of his most fanatical and well-armed followers is a very bad idea, and he call it off with the intention of finding a way that isn't so blatantly suicidal. In the latter, it is with the intent to come back better prepared to handle Joseph and his remaining forces (though he doesn't account for the possibility of the Deputy getting brainwashed and turning on him).
  • Married to the Job: He's divorced and has suffered from a stress related heart attack in the past.
  • Meaningful Name: Joseph Seed quotes the part of Revelations which mentions describes Death following a white horse, Joseph even looks directly at him as he says “Behold it was [a] white horse”.
  • Only Sane Man: He's the most rational in the team. Marshal Burke is thinking of the glory of capturing Joseph, Hudson and Pratt become enraged by their torture from Joseph's followers and start thinking irrationally. Whitehorse is the only one who catches onto the extreme danger in the secret ending and is the only one to agree with the Deputy's idea of walking away. Whitehorse has to explain that they aren't abandoning the resistance or leaving Joseph to his activities, they are actually leaving to get reinforcements from the national guard and he presumably does the same thing in the secret ending.
  • Reasonable Authority Figure: He clearly trusts the Junior Deputy's judgment enough to go along with it, as evidenced by how he calls for the other deputies to leave the scene in the endings where the Junior Deputy refuses to arrest Joseph, reasoning that there is a good reason for their hesitation in doing so. In the secret ending, he does this over the objections of Marshal Burke, and ignores the marshal's threats to have him and the deputies arrested for insubordination. In the "Walk Away" ending, he does this even though Deputy Hudson gives him a With Due Respect protest over how they are leaving the Resistance at Joseph's mercy. He also puts the Junior Deputy in charge of eliminating the cult after Faith is killed.
  • Red Oni, Blue Oni: He is the rational, calm Blue to the Marshal's Red.
  • Retirony: He mentions he was planning to retire some time before the doomed raid on Joseph's compound, but ultimately didn't because he feared it would be boring. He ends up not getting the chance to go through with it in the canon ending.
  • So Proud of You: He tells the Deputy as such after they destroy's Faith's bunker and liberate the Henbane River.

    Marshal Cameron Burke
Voiced by: Doug Hutchison

A US Marshal, Burke is a federal agent sent to Hope County by the United States Marshals Service to arrest the head of the Project at Eden's Gate Cult, radical preacher Joseph Seed.

  • Appeal to Force: He is the first to pull out his gun, and has to be reminded by both the Sheriff and Hudson to cool his heels.
  • Brainwashed and Crazy: He becomes this, courtesy of Faith's drugs.
  • Cold Turkeys Are Everywhere: When rescued from the cult, Burke says he will simply let the Bliss run its course and expel itself from his body. Unfortunately, this doesn't work.
  • Dirty Coward: He's the first of the team to regain consciousness after the helicopter crash and simply runs instead of trying to help anyone else. Then after you regroup with him and he crashes the truck you're trying to escape in, he again runs off as soon as he can, leaving you stuck in a sinking vehicle. He winds up getting caught by the Peggies and brainwashed by Faith because of this.
  • Driven to Suicide: Eats his gun after killing Vergil. At Faith's urging, no less.
  • Drives Like Crazy: In the intro. Of course, he's escaping from a cult that has placed roadblocks, so he's doing the best he can.
  • Glory Hound: Implied. He claims that the Sheriff is about to get his name in the papers after arresting Joseph Seed in the intro. Things don't go as planned.
  • Idiot Ball: Less his and more those around him, but when he's rescued from the brainwashing cult, he's allowed to keep his gun. This proves to be a poor decision.
  • Meaningful Name: His surname "Burke" looks like it was based on the word "berk", which is British slang for a stupid person. Considering his arrogance, his cowardice and overall behaviour in the prologue. This is warranted.
  • The Millstone: If he had taken The Cult a bit more seriously and got the National Guard to back them up, much of the plot wouldn't have happened.
  • More Than Mind Control: His Bliss visions show him saying that when he was on the Bliss, he was happy for the first time in ages. And when Faith is seen talking to him, it's clear that it's more than just the drugs that's driving him.
  • Old-Fashioned Rowboat Date: Subverted. During a Bliss hallucination, the Marshal takes the Deputy into a rowboat, in a scene that looks exactly like the trope. But the relationship is purely platonic.
  • Red Herring: He appears to be the person you're trying to rescue in Henbane River, like with Hudson and Pratt, with Whitehorse already have been saved. Then Faith gets him to off himself after striking the Hope County Jail and it's up to the player to prevent this from happening to Whitehorse.
  • Too Dumb to Live: His idea of dealing with Joseph Seed involves walking into the compound of of a notoriously dangerous cult in the middle of his own territory with just a sheriff and three deputies. In Real Life, ever since Waco and the Branch Davidians, every law enforcement official has had it drummed into their heads that doing something like this is monumentally stupid.
  • The Watson: Given that he's a fed sent into Hope County, he's the one who gets the exposition regarding the danger of The Cult.
  • What the Hell, Hero?: If you choose to not arrest Seed in the intro of the game, Burke will declare that he'll have you all arrested. Whether he could actually do that is another thing, since the sheer amount of rules he broke by having Hope County S.O. directly confront Joseph Seed as they did broke so many law enforcement rules he'd be lucky to be a rent-a-cop by the time the justice system is done with him.

    Deputy Joey Hudson
That was a hell of a job, Rook. The way I see it, you're in charge now.

Voiced by: Luisa D'Oliveira

Deputy Hudson is one of the three Hope County Sheriff Deputies sent with US Marshal Burke to arrest Joseph Seed and the pilot of the chopper going in.

  • Beauty Is Never Tarnished: She's pretty beaten up when held captive by John. After John's death and her release, she's back to normal and has no scars.
  • Bound and Gagged: She's always seen like this for as long as she's in John's captivity.
  • Braids of Action: She wears a French braid (practical given her job and her hair's length), and, barring the Player Character, is the most action-y.
  • Cold-Blooded Torture: One of many victims of John Seed's particular brand of insanity. From the looks of her, she mainly suffered brutal beatings. At least there's no mention of John having tattooed and flayed her like he did with so many others.
  • Dark and Troubled Past: She had her own burdens to bear even before the Peggies came knocking on Hope County. Her partner was killed during a traffic stop gone wrong, and she feels responsible for his death for not being prepared.
  • Damsel in Distress: Kidnapped and held hostage by John Seed, who enjoys torturing her on his video broadcasts.
    • Damsel out of Distress: After the Deputy deals with John Seed, she will break free of the silo and help the Deputy blow it and free the prisoners.
  • Defiant Captive: One of her defining traits. John Seed's psychotic cruelty scares her as much as anyone else, but she never once gives in to him, to the point that John has to tie her to a rolling chair to keep her under control. When the Deputy raids John's bunker to rescue her, they find her in the midst of an escape of her own that almost gets them shanked for their trouble. The two promptly team up to rescue the other captives and burn John's complex to the ground.
  • Gender-Blender Name: The less improbable case among the two named deputies.
  • I Owe You My Life: After John Seed is killed, she states that she's got the Deputy's back no matter what for rescuing her.
  • Last-Name Basis: She's only called "Joey" in two places: A random male NPC in Falls End, and in the credits.
  • The Men First: Non-military example. She refuses to escape John's bunker before all his other captives have been rescued as well.
  • My Greatest Failure: Her backstory involved a routine patrol with her former partner, Danny. He was handling a simple speeding ticket while Hudson was drinking a milkshake. But the driver's opened fire, and Danny died because Hudson wasn't prepared. She blames herself for this.
  • With Due Respect: She gives one of these to Sheriff Whitehorse in the "Walk Away" ending, attacking his decision to not overrule the Junior Deputy's choice to leave Joseph be and not arrest him, as it entails leaving the Resistance at the cult leader's mercy.
  • What the Hell, Hero?: She calls out Sheriff Whitehorse and the Junior Deputy should the latter elect not to arrest Joseph in the "Walk Away" ending, for leaving the Resistance in his clutches.
  • Wrench Wench: For a sheriff's deputy she's surprisingly handy with military computing hardware. After the Deputy finds her in John's missile silo bunker, she immediately offers to facilitate their escape and that of all the other captives by releasing the bunker lockdown from the command center. She then figures out how to control pretty much the entire facility in just a few minutes, on hostile territory, while everything's exploding around her.
  • You Are in Command Now: She's technically the Deputy's senior, but after seeing how John Seed was defeated and Holland Valley liberated because of the Deputy's deeds, she remarks that the Deputy deserves to be in charge, and she will follow orders despite her seniority.

    Deputy Staci Pratt
Voiced by: Julian Bailey

Deputy Pratt is one of the Hope County Sheriff Deputies sent with a US Marshal to arrest Joseph Seed and the one who stayed in the chopper as the rest went to arrest Seed.

  • Analogy Backfire: After all the time Jacob breaking him into believing that he is weak, after getting free he grabs a machine gun while saying Jacob's analogy that the weak must be culled, except this time it is the cultists who are weak and he is there to cull them.
  • Cold-Blooded Torture: The player never sees what happens to Pratt after he helps the Deputy escape Jacob's compound, but the first time Pratt is seen afterwards, his face is bloody.
  • Defiant Captive: At first. When he's nabbed by the cult, Pratt kicks and fights however futilely. Jacob puts an end to this pretty quickly.
  • Despair Event Horizon: When met again, he has been completely mentally broken by Jacob.
  • Distressed Dude: Gets abducted by the cult and is passed off to Jacob Seed.
  • Gender-Blender Name: Both deputies have them, but his is particularly confusing. If you just read their names and know one is female and the other is male, you'd probably assume he's the woman.
  • Heroic Sacrifice: Non-fatal example: Pratt hears the Mind-Control Music that he and the Deputy are subject too. Before the pain overtakes him, Pratt manages to shove the Deputy onto the roof of a semi-truck leaving Jacob's compound, so that the Deputy is also unaffected. This earns him a great deal of pain from Jacob.
  • Heroic Self-Deprecation: Tragic variant. he views himself as weak because of Jacob's mental torture.
  • Heroic Willpower: He gains enough sense of self to help the Deputy escape from Jacob after one of the Seed's torture sessions.
  • Last-Name Basis: He mentions his first name when Jacob forces him to read a taped confession. Otherwise, everyone calls him "Pratt"
  • Laughing Mad: When freed by the Deputy following Jacob's death, Pratt will laugh maniacally while smashing several televisions with a hammer.
  • Mind Rape: Courtesy of Jacob Seed. He moves around him, dutifully attending him like a manservant. Even after Jacob's death, he's still very shaken.
  • Perma-Stubble: Isn't clean shave but doesn't quite have a beard growing.
  • Screw This, I'm Outta Here!: He panics during the "Walk Away" ending, frightened about going back and getting the National Guard and coming back to deal with Joseph.
  • Shouting Shooter: After released he picks up a machine gun and fire at the Cultists' equipment while shouting in the same way as Rambo.
  • The Dog Bites Back: After being freed, he grabs a machine gun and goes on a rampage as he escapes.
  • You Are in Command Now: Just like Hudson, Pratt is the Deputy's superior. But following Pratt's mental break and the Deputy's capable actions, Pratt remarks that the Deputy is the strongest, and is thus the leader. As such Pratt will follow commands.

The Resistance

After the local authorities turned a blind eye to the escalating activities of the Project at Eden's Gate, the Resistance, an armed resistance movement and private militia, was formed by residents of Hope County to oppose them. They are led by the Junior Deputy, and can be broadly divided into three groups, the members who reside in Fall's End, situated in Holland Valley, the Whitetail Militia, located in the Whitetail Mountains, and the Hope County Cougars, found in the Henbane River region.

    Richard "Dutch" Roosevelt
Voiced by: John Tench

A survivalist and prepper who lives on an island, and the uncle of Jess. Dutch serves to help the Deputy learn the basics of fighting back.

  • Big Damn Heroes: This is cruelly subverted in the "Resist" ending. After the nuclear bomb goes off, Dutch tells the Deputy and the other officers take refuge in his bunker. After the sheriff and the other deputies die in a car crash, Joseph gets the drop on Dutch and murders him, leaving himself and the Deputy as the bunker's only living occupants.
  • Crazy-Prepared: He deliberately moved to Montana since the coasts were the most vulnerable to potential enemy attack or natural disasters, and proceeded to build an elaborate bunker complex under an fairly isolated island. This put him in a much better position to ride out the emergence of the Project Eden cult. His bunker ends up allowing Joseph and the Deputy to survive the nuclear war.
  • Cool Old Guy: He's easily one of the oldest characters of the cast, but he's pretty friendly to the Deputy, and is willing to serve as their guide to help reclaim Hope County from the Peggies.
  • Dropped a Bridge on Him: If you choose the Resist ending, you find him dead on the floor beside you when the Deputy regains consciousness after Joseph Seed dragged them into Dutch's bunker. It isn't specified how Joseph killed him, but since that ending is canon, he doesn’t return for New Dawn.
  • Grumpy Old Man: He has a long history of having legal disputes with the Hope county government, as he stubbornly wants to be left alone on his property.
  • Mission Control: He's the voice on the radio telling the Deputy what to do for story missions.
  • Properly Paranoid: He's nervous that world is on the brink of nuclear war, although his prepping is far more restrained than Joseph's.

Falls End

The members of the Resistance who live in the town of Fall's End in the Holland Valley region, and who oppose John. They use the Spread Eagle Bar as a hub, where Mary coordinates their activities.

    Pastor Jerome Jeffries
Click to see him in New Dawn

Voiced by: Martin Roach

[Jesus] said to them, “But now if you have a purse, take it, and also a bag; and if you don’t have a sword, sell your cloak and buy one.
Luke 22:36-38, NIV

A Gulf War veteran turned Roman Catholic priest. He used to be a friend of Joseph Seed, until the man stole his congregation and tried to have Jerome beaten to death. Jerome survived and joined the Resistance, determined to take Hope County back and protect the cult's would-be victims.

  • Badass Preacher: A Roman Catholic priest (if his habit is anything to go by) and is a highly trained marksman. Even moreso in New Dawn, where he's one of the Guns For Hire.
  • The Berserker: Come New Dawn, he goes berserk in combat and chews the scenery.
  • Canon Discontinuity: The short film The Baptism released before Far Cry 5's launch seems to show Jerome had a daughter who joined the cult, and was killed when being baptised by Joseph who drowns her while in some sort of trance. This doesn't match up with any backstory in the game itself or New Dawn.
  • Chekhov's Gun: His fake Bible with a gun hidden in it. He and Nick use it as a trick to get the drop on John.
  • Combat Medic: He's got a shotgun and is not afraid to use it, but he also stitches up Nick after John cuts the "Greed" tattoo off of Nick's chest.
  • Crisis of Faith: Briefly underwent one in New Dawn.
  • Large Ham: In New Dawn, while he is normally calm, in combat he flies into a rage and become as hammy as Longinus.
  • Lust: implied to be his sin judging by the perfumed, anonymous letter from the recipient's former lover found in his church and how small his wound is (lust being the shortest of the 7 sins)
  • Playing with Fire: In New Dawn, his abilities center around tossing molotov cocktails and using Dragon's Breath ammo, in this effect acting as a replacement for Sharky.
  • Shirtless Captives: He's stripped to the waist when held captive by John.
  • Shotguns Are Just Better: His Weapon of Choice is pump-action shotgun.
  • Sole Survivor: He's the only one of the regional resistance leaders who isn't killed by the time their respective Herald is defeated.
  • Took a Level in Badass: In New Dawn he becomes a Gun for Hire rather than just an NPC.
  • Twofer Token Minority: By merit of being a Black Catholic priest deep in Protestant rural Montana.
  • We Used to Be Friends: Joseph was new to town and originally was friendly with Jerome based on their shared faith in the Lord. It turns tragic shortly thereafter.

    Mary May Fairgrave
Voiced by: Tesya Teles

The current owner and bartender of The Spread Eagle Bar, Mary May desires revenge against the Seed family and Eden's Gate for destroying her family and driving her father to suicide. With little left to lose, she decides to help The Junior Deputy and The Resistance at any opportunity. Before the Deputy arrived, her role was coordinating Resistance activities.

  • Action Girl: Downplayed. She can handle herself, and picks up a machine gun when rescued during the liberation of Falls End, but gets kidnapped along with the Deputy.
  • Badass Driver: After the climax in the Falls End church, Mary grabs her gun and helps secure the building. Without missing a beat, she then chases a wounded John in a van with the Deputy acting as the gunner. And then when she arrives, she serves as the Deputy's partner to secure the airstrip so the Deputy can chase down John.
  • The Bartender: She runs a bar and has the attitude down pat.
  • Bus Crash: Supposedly in the Resist ending timeline. Letters she left behind in New Dawn say she got sick and notes supposedly from Grace and Tracey indicate that it was fatal.
  • The Cameo: She is briefly seen in the opening minutes of the prequel in the Spread Eagle Bar, serving Nick some whiskey.
  • Cool Car: Her father used to sow fear in the peggies' hearts with the Widowmaker, a massive big rig with forward-facing machine guns. He bequeathed it to Mary May before the peggies stole it, so she asks you to get it back and lets you drive it at any time afterwards.
  • Death by Despair: Tracey believes that this is what ultimately did Mary May in; She was already suffering from radiation poisoning due to not taking shelter in a bunker, but when it became clear that Fall's End was completely destroyed by the bombs and there was no bringing it back, she simply lost the will to live and passed away.
  • Daddy's Girl: Positive portrayal, Mary idolizes her late father, and one of her missions involves getting his truck back from the cult.
  • Dropped a Bridge on Him: Various notes left around hope County in Far Cry: New Dawn reveal that Mary May survived the Collapse, but died some time between the two games. Eventually it is revealed that she refused to seek shelter from the bombs in order to assist others trapped outside, and died of the resulting radiation poisoning.
  • Dude Magnet: She’s noted to be popular with the fellas. This can be seen with resistance banter, where one guy wonders if she’s single and recalls another guy expressing interest. Sharky also mentions Hurk having a crush on her.
  • Family Business: Her father and his father before him ran the Spread Eagle. She's continuing the tradition.
  • Good Parents: Mary certainly thinks so of her dad, and clearly, her father raised her to know right from wrong and to never give up without a fight.
  • Hair of Gold, Heart of Gold: Contrasting Faith Seed, Mary May is a golden-haired pillar of the Fall's End community who would go to any lengths to protect those close to her.
  • Heroic Sacrifice: Her refusal to seek shelter from the nuclear bombs in order to help other refugees caught outside results in her contracting radiation sickness and dying.
  • Hero of Another Story: Her efforts to save her family from the cult are detailed in a prequel novel.
  • Innocent Blue Eyes: Although they're wearier than most.
  • Saloon Owner: The Spread Eagle is her bar, after all. She's also quite connected around town, as she was in charge of coordinating and organizing the Resistance to ensure operations ran smoothly.
  • Stuff Blowing Up: In her reveal trailer, Mary May is putting her supplies and knowledge to great use in using her booze to make improvised explosives and Molotov cocktails.
  • You Monster!: Delivers this to John when he gets a cultist to Pistol Whip Jerome to the floor after the priest initially refuses to repeat the former's words when forced to officiate a confession to Nick.

The Whitetail Militia

A faction of the Resistance led by Eli, the Whitetail Militia is a large doomsday prepper group situated in Whitetail Mountains, who focus on opposing Jacob's activities in the region.

    Eli Palmer
Voiced by: Patrick Garrow

Eli is the leader of the Whitetail Militia, a large doomsday prepper group situated in Whitetail Mountains. After the failed attempt of Marshal Burke and the local sheriff force to arrest Joseph Seed, Eli quickly found his militia at war with Jacob Seed's fanatical cultists, with Eden's Gate clearly having the upper hand in the local war.

  • Badass Beard: Complements his shaggy black mane with a magnificent muzzle.
  • Big Good: For the Whitetail Mountains Region.
  • Boom, Headshot!: how canonically he is killed, as while Jacob speaks to the Deputy after Eli is shot, there is a huge hole in Eli's forehead.
  • Foil: IN some ways he's one to Jospeh, a fellow bearded doomsday prepper who is far better-equipped, and more willing to infringe on people's rights to get them to safety.
  • Platonic Life-Partners: With Tammy. Reportedly, he vouched for her to join the Whitetails. They are close and respect each other, but nothing sexual seems to be implied.
  • Pretty Little Headshots: Eli's wounds are surprisingly clean. Of course, the Deputy is hallucinating while this happens.
  • Properly Paranoid: Is slightly suspicious of the deputy, who is in fact struggling with brainwashing.
  • Sacrificial Lion: Is the victim of the Deputy based on being under Jacob's manipulations.
  • The Straight and Arrow Path: The only Resistance member aside from Jess Black to wield a compound bow instead of guns.
  • Viking Funeral: Tammy gives him one.

    Tammy Barnes
Voiced by: Sarah Booth

  • Crusading Widower: Widow, but fits the trope to a T. The death of her husband spurred her to join the Whitetails, and she ensures the place that broke him will be destroyed.
  • Housewife: Jacob derisively refers to Tammy as one.
  • It's Personal: She feels this way towards Jacob after her husband was tortured to death in his chalet, but doubly so after the Junior Deputy unintentionally kills Eli under the influence of Jacob's Mind-Control Music. By that point, she simply wants to see Jacob dead.
  • Properly Paranoid: When Eli brings the recently brainwashed Deputy into the Wolf's Den, she is mistrustful of them. Her suspicions are validated when the Deputy, under Jacob's control, later guns down a number of Whitetails, including Eli.
  • Teeth-Clenched Teamwork: She's wary of working with the Deputy. But when the Deputy helps her out, she mellows out.
  • Viking Funeral: Not her, but she lights the fire for Eli's after Jacob's death.
  • Widow Woman: Her husband, Mark, was broken at Jacob's chalet and eventually died. She has the Deputy blow the place sky-high in return.

Voiced by: Phillip Nozuka

  • Blood Knight: He seems to really like the killings. His calls for blood after Jacob is dead might be understandable, but still a bit unsettling.
  • Collection Sidequest: You give him the vinyl crates found around town to help him be a DJ after completing Tammy's first quest.
  • You Monster!: He states this when the Deputy is manipulated into killing Eli. Particularly since he stood up for the Deputy in the beginning when Tammy wanted to take no chances. After the death of Jacob, Wheaty calms down and apologizes to the Deputy.

The Hope County Cougars

A baseball team turned militia, the Hope County Cougars are a Resistance faction led by Vergil who use the county's jail as a stronghold. Based in the Henbane River region, they focus their energies on taking down Faith, including disabling her ability to produce and distribute Bliss.

    Tracey Lader
Voiced by: Beryl Bain

A high ranking member of the Cougars, Tracey helps Virgil and the Sherriff coordinate from the Hope County Jail

  • Fire-Forged Friends: She meets the Deputy when they work together to defend the jail she's held up in. She becomes close to them immediately after, although the Sheriff's recommendation certainly helped. It's implied she and the Sheriff were the same way.
  • The Ghost: Is this in New Dawn. She leaves behind a collection of photographs that The Captain must find out the origin of in a sidequest. She also leaves behind a journal entry at each location dictating her escape from Hope County.
  • Pietà Plagiarism: The way she holds the body of Vergil. Interestingly, in this case, it is the daughter-figure holding her father-type, rather than the mother/son of the original.
  • Please Don't Leave Me: Done as she futilely tries to save Vergil.
  • Teeth-Clenched Teamwork: Downplayed in that she and Vergil can actually get along, but they snipe at each other a lot. She is in utter despair when he dies, though.
  • This Is Unforgivable!: Tracey tends to be really laid back when compared to the duty minded Sheriff or the fussy Vergil. In fact, she seems to care more about stopping Faith than killing her, possibly because they were former friends when Faith went by Rachel Jessop. But when Faith uses the Marshal to kill Vergil, Tracey completely snaps and wants Faith to be murdered.
  • Tragic Keepsake: After Vergil is killed by Marshall Burke, Tracey takes his Hope County Cougars pin and keeps it for herself.
  • Walking the Earth: After the Collapse, she wanders Hope County, visiting landmarks and leaving notes with pictures of how the landmarks looked before the Collapse. One of the notes implies that she left the county not long after to "live blissfully alone."
  • We Used to Be Friends: She had a friend named Rachel who joined the cult. Rachel is actually the current Faith.

    Vergil Minkler
Voiced by: Bob Bainborough

Former mayor of Falls End, he's been leading the Resistance against Faith from the Hope County Jail.

  • Bumbling Dad: He sort of has this energy throughout your interactions with him, plus his family life is a fairly prominent part of his character.
  • Cloud Cuckoolander: He's really keen on getting people to wear the "Hope County Cougars" pins.
  • Establishing Character Moment: He snipes with Tracey, wonders why she's not wearing her Cougar button, and then, after introducing himself to the Deputy, hands him a button and goes on his work.
  • Good Parents: He tried his damndest to be a good father to his son. Unfortunately, he is hooked on Bliss.
  • Iconic Item: He's pretty keen on the Hope County Cougar buttons, and gets pretty fussy when Tracey doesn't wear hers. When he is killed, Tracey takes his and keeps it with her.
  • It's Personal: He opposes Faith in part because she destroyed his son and his marriage. It's implied from the way he talks during quests that his son got completely hooked on Bliss.
  • Reasonable Authority Figure: Downplayed. He's in charge of the Hope County Cougars, but he's ditzy and eccentric, particularly when compared to Sheriff Whitehorse and Tracey. However, he does provide a very sensible mission to stop Faith's Angels from poisoning the town's water supply with Bliss, then taking out the lead guy who cooks the drug, as well as chasing down and destroying vehicles distributing Bliss.
  • Teeth-Clenched Teamwork: With Tracey, although he does like her.

    Doctor Charles Lindsay
Voiced by: Farid Yazdani

A veterinarian turned trauma surgeon, Charles is working on a way to create chemical compounds so that the Angels can be herded and avoided.

  • Ambiguously Gay: Talking with Minkler reveals that whenever he brings up the topic of starting a family to Dr. Lindsay, the latter gets very uncomfortable and changes the subject.
  • Genius Ditz: He can come up with an effective formula against the Angels. He just needs to remember to add all of the ingredients to his mixture.
  • Non-Action Guy: Unlike the World of Badass residents of Hope County, Dr. Lindsay doesn't really showcase his talents unless he's directly attacked.
  • Not That Kind of Doctor: He is a veterinarian, not a doctor, and remarks his previous duties were helping to birth calves. But he does his job with gusto.
  • Super Drowning Skills: Discussed. He can't swim, so the cult threw his supplies at the bottom of a hot spring so he couldn't get them.

Guns for Hire

    Nick Rye 

King of the Skies.
Click to see him in New Dawn

Voiced by: Steve Byers

"Hey. I'm Nick Rye. And I've fucking had it with that cult. Now I've got a baby on the way and I don't want my kid calling Joseph Seed 'The Father'. That's me. I'll be his father. Carmina and me, we are both ready to join the resistance. Carmina's my plane, but we're a package deal. Look, you'll get the best pilot, and the best plane in the whole County. She's a beaut, ain't she? Got the minigun, I'll make it rain on all those damn Peggies. You need some shock and awesomeness? Guess what? I got big old bombs! I'm ready to hit those damn Peggies hard. You say the word and I will fight by your side."
Fights for his family

  • Ace Pilot: He's a lifelong bush pilot and crop duster who hails from a family of military airmen, and once you get in his good books, you can call him up to provide great air support. During the final confrontation with John Seed, despite having part of his chest skinned, he's immediately raring to hop in Carmina and help you battle John in a two-on-one dogfight.
  • Adult Fear: He initially wanted to leave Hope County with his wife so he can protect her and their unborn baby but Kim is able to talk him into staying and joining the fight.
  • The Cameo: He is briefly seen in the opening minutes of the prequel in the Spread Eagle Bar, being served a whiskey by Mary.
  • Cool Plane: Carmina, a lovely old Kimberlite HP floatplanenote  that was bought by Nick's Grandfather after World War Two. At some point, the plane was upgraded with a belly mounted Gatling gun and bomb racks, which Nick (or the player) use to devastating effect.
  • Death from Above: Once recruited, Nick and Carmilia can be called in for strafing or bombing runs.
    “Hello! My name’s mister death from above!”
  • Flaying Alive: John tattoos "Greed" onto his chest, and then cuts out the skin the tattoo was on, pinning it to the wall of Jerome's church.
  • Gatling Good: His plane mounts the only gatling cannon in the entirety of Hope County. All other machine guns are just that: machine guns.
  • Glass Cannon: Can deal epic amounts of damage but is highly vulnerable to mounted machine guns.
  • Happily Married: There are a number of scenes with him showing great affection for his pregnant wife Kim and his daughter-on-the-way.
  • Henpecked Husband: As much as he loves his family, you can see that Kim is the dominant one in the marriage.
  • Hero of Another Story: He is the player character of the Lost on Mars DLC.
  • I Call It "Vera": His plane is named Carmina.
  • Papa Wolf: Nick's got a baby on the way, and damned if he ain't going to do everything he can to keep his family safe from those cultists.
  • Promoted to Playable: He's the protagonist of the Lost on Mars DLC, which has him fighting aliens on Mars while trying to find Hurk's Junknote .
  • Screw This, I'm Outta Here!: At first, Nick wants to leave Hope County because staying means fighting, and the thought of his child growing up fatherless is terrifying. His wife, however, convinces him to stay. 17 years later in New Dawn, they're still there.
  • Shirtless Captives: During the "Wrath" mission, Nick will be caught by the cult, and have "GREED" forcibly tattoed on his chest. Obviously, his shirt is removed before doing so.
  • Spiteful Spit: To John when held captive at the plinth of Holland Valley's final mission.

    Jess Black 

Master Huntress
Voiced by: Julie Nathanson
"Jess Black here. Listen, everybody's got a talent. Mine is putting arrows through the heads of people who want to kill me. I'm good at this. I'm really good at this. They won't see me coming. Won't hear me either. Animals, too. They can sense an apex predator. They won't mess with me. I don't screw around. I'm joining the resistance."
Fights for Revenge

A survivalist and hunter who can be freed from the cult in the Whitetail Mountains. She is Dutch's niece. She recruits the Deputy to help her kill The Cook, a flamethrower-wielding cultist who wronged her in the past. Jess uses a compound bow and is a stealth expert.

  • Arch-Nemesis: Cook, her recruitment mission's Arc Villain, is both a sick fuck in his own right and heavily implied to have burned Jess' parents alive before her eyes. No wonder she wants him dead.
  • Arrows on Fire: Jess uses Incendiary Arrows against tough enemies, as well as vehicles.
  • Best Served Cold: Downplayed. She wants to kill Cook because It's Personal to her, but also because he is a member of the cult and hurts other people.
  • Beware the Quiet Ones: Her non-combat chatter is mostly quiet and subdued, but make no mistake: Jess is easily the most vicious specialist in the Deputy's roster. Even the other companions are wary of her, if not downright terrified.
  • Blood Knight: She admits to being addicted to killing peggies, but hey, at least it's not drugs, right?
  • Broken Bird: Downplayed. Dutch claims she's one, but Jess is fairly well-adjusted, if terse, with the Deputy, possibly because the Deputy helps Jess get her revenge.
  • Cold Ham: Most of her lines are spoken in a low, menacing voice, except for her combat taunts. Those are exclusively hate-filled screams and curses.
  • Cold Sniper: She has the personality, though she uses a bow rather than a sniper rifle. She is just as capable as Grace at shooting the pilot of a flying helicopter.
  • Dark Action Girl: Easily the darkest of your nine companions for a number of reasons, and the only one who seems to actively enjoy all the killing she does. She'd actually make a pretty good villain or dragon if she had ended up joining the peggies.
  • Deadpan Snarker: Pair her with Hurk or Sparky, and watch the fireworks fly.
  • Does Not Like Guns: Because she considers them noob tools. A real killer wields a bow.
  • Friend to All Living Things: One of her two special abilities is that all animals treat her as friendly, so she'll never be attacked by non-Judge predators. This is slightly ironic given her skill as a hunter.
  • Good Scars, Evil Scars: Her face is seriously messed up from wounds both recent and old. It's implied the latter are souvenirs from Cook.
  • Hot-Blooded: When it comes to killing Preggies.
  • In the Hood: Part of her hunter outfit.
  • It's Personal: It's not immediately clear, but Jess's story about how The Cook got his nickname starts off with her referring to a nebulous family that he slaughtered. Near the end however, she slips up and starts using possessive pronouns when referring to the "kids" and it becomes very clear that she was the kid The Cook was tormenting.
  • Odd Friendship: Out of all the Guns for Hire, Jess gets along the best with Grace, despite her dislike of guns and authority. Jess respects Grace's open-mindedness and shares very similar views on the war against Eden's Gate.
  • Sir Swears-a-Lot: She has one of the foulest mouths in a world filled to the brim with foul-mouthed folks. Especially funny in combat since she, the resident Stealth Expert, tends to scream curses at the top of her lungs without pause from the moment she starts attacking.
    Jess: Fuck you, you fucking fucks!
  • Screaming Warrior: For someone who's all about stealth, Jess gets awfully vocal in combat. Not that any peggy cares.
  • Stealth Expert: She is the only human companion who uses silent weapons, and while all characters will stay in stealth if undetected, Jess is the only long-range stealth expert.
  • The Straight and Arrow Path: Wields a compound bow to lethal effect against enemies that almost exclusively use guns.
  • Teeth-Clenched Teamwork:
    • She really does not like Adelaide but it's fairly one-sided, as most of her insults tend to amuse Adelaide more than anything. Nonetheless, they found common ground on their shared hatred for Eden's Gate.
    • Downplayed with Hurk and Sharky. While she clearly sees them as idiots, she sometimes gives them advice and compliments them when they agree on something. Hurk even gets surprised when Jess agreed with him about the state of the world.
  • Terse Talker: When compared with the very chatty other Guns for Hire, Jess is very blunt.
  • Trick Arrow: She often uses fire arrows against enemies she can't kill in one hit. Even when she and those enemies are standing in something flammable.
  • Vengeance Feels Empty: She doesn’t feel any different after killing The Cook.
  • What Happened to the Mouse?: Jess' fate in New Dawn isn't specified or explained.
  • Where Is Your X Now?: "Where's your Father now, huh?"

    Hurk Drubman Jr. 

Just Dangerously Stupid
Click to see him in New Dawn

Voiced by: Dylan Taylor
"What up Hurkamaniacs! It's your boy, Hurk. Back to where I was born and raised then I meet these Eden's Gate dipshits, and they think they can do whatever they want? No. You want me to turn some wheels into scrap metal? You point, and I'll shoot, man. Point. Shoot. Point. Shoot. Point shoot. Point shoot point shoot point shoot point shoot, fuck! I love shooting things, man. Come on, you know I do, I got a passion for it. It lives in my balls and it bubbles up to my guts! What about moving targets? Don't you worry, your boy Hurk's got them heat-seeking missiles, too! But real talk, on a spiritual level, I'm the only person here with a direct line to the Monkey King up above. So if you want a Grade-A American badass who's blessed by the monkeys, I'm right here for ya."
Fights for Hurk. And Beer.

  • Born Lucky: By the events of New Dawn, Hurk has not only managed to survive the largely lawless, pirtate-infested Rook islands and an active civil war in Kyrat, but also a nuclear bomb detonating near Hope county.
  • Brain Uploading: After getting his body cut into pieces, Nick has to transfer Hurk's conscious into a robot body dubbed "Brobot" as his Gun for Hire until Nick find and assembles the remaining pieces.
  • Calling the Old Man Out: He chews out his mother for leaving his father and being vindictive with the way she seized assets during her divorce. Adelaide remarks that he's only heard his father's side of the story, but refuses to indulge him as he's made up his mind on how to feel about the issue.
  • Casanova Wannabe: He wishes women paid him as much attention as he thinks they do. He even admits that his desire to score is what got him in trouble in the Lost on Mars DLC.
  • Cloud Cuckoo Lander: Hurk isn't all there in the head.
  • Demolitions "Expert": Wields a rocket launcher (that can shoot multiple times without reloading, for some reason) as his default weapon.
  • Expy: As of the Lost on Mars DLC, where he loses his body and has his brain put into a robot chassis. Being loud, weird, violent, friendly, annoying, and endearing all at the same time, while also behaving like a gigantic manchild with a Southern accent makes him a bizarrely on-the-nose parody of both Scooter and Claptrap simultaneously.
  • Hidden Depths: He admits to having a crush on Faith Seed and he has an admirable perspective on relationships. He says that you shouldn't expect perfection from everyone and flaws make a relationship interesting. Since this is coming from Hurk, of all people, this is unexpected.
    • He also proudly admits that he loves Shakespearean plays.
  • Losing Your Head: Hurk has his body cut into pieces in Lost on Mars and when Nick first meets him, all that is left of Hurk is his still talking and floating head on a robot.
  • Manchild: He is in his late forties but still acts like a hyperactive child having too much fun with the guns he carries.
  • Mr. Vice Guy: Dumber than a stump and just a bit of a lout, Hurk is nevertheless one of the friendliest characters in Hope County and, over the course of the game, he shows a touching loyalty to The Deputy (and later The Captain).
  • Nice Guy: As dumb and belligerent as Hurk sometimes is, he's generally a very warm and laid-back person in his interactions with the Deputy (in sharp contrast to his bigoted, hatemongering father).
  • Nobody's That Dumb: At the end of Lost on Mars, Anne beg Hurk not to kill her by confessing her love for him. After seeing how much she had lied to him, Hurk doesn't believe her at all and allows Nick to finish her off.
  • Once per Episode: He has shown up in Rook Island and Kyrat, and his ancestor showed up in Oros. Now he's come back home to Hope County, ready to free his homeland. Surprisingly, he has boxes of things from his time there. Even from Oros.
  • Robosexual: Hurk is easily charmed by Anne, an Artificial Intelligence from Mars and spends most of the DLC trying to woo her.
  • Stout Strength: Combine the county's largest paunch with the game's heaviest weapon, and you have Hurk.
  • Unfriendly Fire: Being the moron he is, Hurk has apparently never heard of something called blast radius, which can have predictably devastating consequences in a world brimming with targets that love to charge you in melee.
  • Weirdness Magnet: In an interaction with Jess Black, she points out how Hurk always finds himself in the middle of a war or insurrection. Half the time, it seems Hurk is just at the wrong place at the wrong time.
  • "Well Done, Son!" Guy: Turns out all our favorite dumbass wants is make his dad proud. Too bad daddy doesn't reciprocate.
  • Who Names Their Kid "Dude"?: in New Dawn he named his son Blade after the movie character, which Gina gives him some shit for.

    Adelaide Drubman 

The Chopper Queen

Voiced by: Jane Wheeler
"Well, hey there. I'm Adelaide Drubman. Businesswoman and oh so much more, sweetheart. These cult fuck nuggets are making it hard to build up my business. Nobody stands between me and my dreams. Call me, and I'll be there with my chopper. Hot and ready to go like a bride on her wedding day. I'll bring the good guns, too. The kind with the big-ass clips that are illegal in Canada. I'm joining the resistance. You can thank me later, darling."
Fights because no one tells her what to do.

Hurk's mother, who owns a local real estate business and will fly a helicopter to fight the cult. She is much, much saner than her son or nephew.

  • Affectionate Nickname: She's Addie to her friends.
  • All Women Are Lustful: She openly lusts after her young squeeze, Xander. And openly compliments his rear while he does yoga.
  • Amazon Brigade: Adelaide was part of a women's helicopter club with a crude name. They all joined the cult, so Adelaide is perfectly fine with the Deputy killing them.
  • Bigger Is Better in Bed: She comments that Xander's nethers are bigger than his brains, and that suits her just fine.
  • Country Matters: She calls her former chopper club girls "thundercunts" when she sends the Deputy to get her beloved helicopter back.
  • Death from Above: Like Nick, she can be called in for air support, though she uses a chopper instead of a plane.
  • Expy: Of Moxxi. Both are middle-aged women who look good for their age, talk with breathy, sexual tones, and have Cloud Cuckoo Lander sons.
  • Glass Cannon: Even worse than Nick, with less damage potential and next to no survivability against anything heavier than a bunch of assault rifles.
  • Hellish Copter: She could qualify as the game's poster girl for this trope since her chopper is even more fragile than Nick's plane, with the added disadvantage of being much slower (often stationary) and therefore so much easier to hit. If there's even one mounted gun anywhere in the area, chances are she won't survive more than a few seconds. She also tends to instantly fall out of the sky in a burning wreck the moment a Peggie aircraft shows up.
  • Hypocritical Humor: She will frequently tell the Deputy and others to get their heads out of the gutter. She, by contrast, is perverted enough for twelve.
  • I Call It "Vera": Her chopper is named "Tulip".
  • More Dakka: One of her perks lets her shoot more bullets than normal. If she's out of her chopper, she uses a large machine gun as well.
  • Never Mess with Granny: She may be over 60, but she's got a lot of firepower and likes to use it.
  • Put on a Bus: New Dawn reveals that she actually survived the events of 5 but left Hope County with her boytoy Xander for a "sex resort" located in Cuba.
  • The One Guy: Invoked during her quest to retrieve her chopper. She remarks that the person piloting her chopper will be a man, while every other one is piloted by a woman. This is because the women were part of an aviation club before they joined the cult, so they would have choppers of their own already.
  • We Used to Be Friends: Adelaide's friendship with her helicopter pilot club mates didn't survive the Project's arrival in Hope County. Now she's so pissed at them she wants the Deputy to put a bullet in each of their heads.

    Sharky Boshaw 

The Pyrotechnics Phenom
Click to see him in New Dawn

Voiced by: Dylan Taylor
"Charlemagne Victor Boshaw here. May as well call me Sharky, though because we're probably gonna be the very best of friends after this. Taking down Peggies with you is going to be a hoot. Oh, yeah. I got skills, too. Mad skills, man. I make my own pyrotechnics. Smoke bombs. Incendiary rounds. Peggies don't stand a chance, okay? And I can take a blast to the face and keep on trucking. You don't want me around when the shit hits the fan, because when the shit hits the fan you fight it with fire. Yep! Sharky's joining the resistance!"
Fights because he has no friends.

Hurk's cousin. A pyromaniac using the cult's invasion to indulge his love of setting things on fire.

  • "Awesome McCool" Name: See the above quote.
  • Blood Knight: He enjoys killing Peggies and especially Angels just for the fun of it. In particular he enjoys watching them burn.
  • Brick Joke: In Far Cry 5, he asks Jess if she had a crush on the animated fox version of Robin Hood and jokes he'd wear a fursuit for her. New Dawn reveals he's a furry, or became one.
  • Cool Uncle: He tries to be one to his baby nephew in New Dawn, even allowing him to play with his pyrotechnics.
  • Cloud Cuckoolander: Muses on random things during his travels. And his mind goes to some strange places.
  • Do Not Call Me "Paul": Does not like his first name, which is Charlemagne.
  • Disco: He loves his disco.
  • Hidden Depths: When Bean goes around asking everyone (in honest curiousity) in Prosperity what an orgasm is, every other character is embarassed and refuses to answer, but Sharky gives an accurate but concise and mature answer.
  • Implacable Man: One of his special skills is extremely high resistance to knockdown and explosions in general.
  • Manchild: Like his cousin, Sharky treats everything around him like one big video game.
  • My Life F Lashed Before My Eyes: States this at one point, adding that he gives it two stars.
  • Playing with Fire: His weapon is a flamethrower. One of his techniques also gives a slight fire boost to his shotgun, if he decides to use that instead.
  • Promotion to Parent: In New Dawn, with Hurk busy fighting against the Highwaymen, Sharky is left to take care of Hurk's toddler.
  • Pyromaniac: He loves fire, not just the flamethrower but he always loads his shotgun with Dragon's Breath shells which also sets enemies on fire. He is also the only specialist that Jess is a little wary of.
  • Shotguns Are Just Better: Uses a shotgun with incendiary shells by default.
  • Time-Passage Beard: He's grown a long shaggy beard by the time of New Dawn.
  • Unfriendly Fire: Just like Hurk, Sharky gleefully torches anything and everything without giving a damn about who else gets caught in the inferno.

    Grace Armstrong 

The Sharpshooting Hero
Click to see her in New Dawn

Voiced by: Murry Peeters
"Name's Grace Armstrong. These Peggies are trying to erase our history. Demoralize us. They want us to give in. I saw the same tactics used over in Afghanistan. I was a sniper for the Army. A lot of people think they can pick up a scoped rifle and and call themselves a sharpshooter. Well, I'm not a lot of people. Got war medals, an Olympic medal, and a laser sight to prove I'm different. These Peggies know about me. All I have to do is hit one of 'em, and the rest'll get scared. They can run all they want, but I'll get 'em. If you're looking to team up with a real soldier, gimme a call. We done here? There's work to do."
Fights to keep Hope alive

A former Olympic medalist and veteran of the War in Afghanistan, Grace is a combat sharpshooter who owned a shooting range in her native Hope County.

  • Ace Custom: Carries a modified AR-15 that's been equipped with a collapsible buttstock, long-range scope, M-LOK handguard, Magpul PMags, compensator, and a distinctive green laser sight.
  • Badass in Distress: When you go to recruit her, she's defending the church graveyard where her father is buried from an army of peggies she just can't hold off on her own, so she enlists your help and joins you afterwards.
  • Blind Weaponmaster: By the events of New Dawn, she has developed cataracts that have rendered her effectively blind. This doesn't slow her down much, though; she's still not too shabby with a shotgun and manages to assemble a buzzsaw-launching crossbow by hand with no outside assistance. When recruited into Prosperity, she is usually found near the weapons workbench, ostensibly as the settlement's weapons quartermaster.
  • Boom, Headshot!: The only body part she aims for, and she virtually never misses. On the other hand, she also takes more time to line up her shot than other characters. (Or at least feels like it)
  • Career-Ending Injury: She has gone blind as of New Dawn (possibly from witnessing one of the several nukes exploding), meaning that she can no longer fight as a Gun For Hire.
  • Demoted to Extra: In New Dawn, due to going blind she's relegated to the role of a Specialist that stays at Prosperity.
  • The Dreaded: Grace's reputation is a weapon in itself. When she starts popping off shots, enemy units will panic because they know she's in the area.
  • Friendly Sniper: Assuming you're no peggie, she has your back no matter what.
  • Honorary Uncle: In between 5 and New Dawn, Grace became close to the Rye's family and was referred by Carmina as "Auntie Grace".
  • Laser Sight: Has a special green one to make it easier to distinguish from hostile snipers' red ones.
  • No Social Skills: She's not exactly a people person, something she herself lampshades in ambient chatter with the Deputy.
  • Not So Different: Comes to believe this of Joseph's cultists by New Dawn.
  • Odd Friendship: Gets along surprisingly well with Jess despite their differences. Grace shows sympathy for Jess's lonely state and tends to look out for the huntress's well-being, even welcoming her into her family once the fighting is over. It is telling when Jess doesn't immediately dismiss that offer.
  • Scary Black Woman: Whenever she shifts to Cold Sniper mode.
  • Shell-Shocked Veteran: An Afghanistan vet, Grace doesn't like it when it's quiet because that gives her too much time to think and dwell on memories she'd like to forget. It doesn't make her any less of a fighter, though.
  • Veteran Instructor: In New Dawn as her eyesight got worse from the nuclear blast, she retires to the backline in Prosperity.


Several locals can be hired by the Deputy to fight alongside. There is usually one or two hanging around a liberated outpost, and you can usually find some wandering around the hillsnote . Some offer sidequests. The Deputy may hire up to 3 at a time. They'll randomly have two skills, one that unlocks after they get 5 kills and the other after 12. They also have a randomly generated class, which dictates their weapon: soldier (1911 pistol or AR-C assault rifle), Sniper (AR-CL rifle), Archer (compound bow), Demolition (RPG-7 rocket launcher), or Melee (baseball bat or M133 shotgun).

  • Action Girl: Some are male, some are female. But all of them will fight.
  • Arrows on Fire: Like Jess, if they use a bow they'll use Incendiary Arrows against vehicles and tough foes.
  • Badass Normal: While the Whitetails and Cougars are fairly well armed, those from Fall's End aren't as well equipped, they only have a gun (or a bat) and not much else.
  • Band of Brothers: Unlike the sniping the specialists have with each other, they get along well with everyone.
  • Batter Up!: They may be a melee chracter with nothing more than a baseball bat as a weapon.
  • Canine Companion: They may randomly have a hunting dog with them. You can't recruit their dogs though.
  • Combat Medic: Potential skills include automatically reviving the Deputy or themselves or increased recovery rate from injury.
  • Evil Feels Good: Some of them when prompted in Faith's region will remark that the first hit of Bliss always feels really good. But then you feel yourself getting emptier afterwards.
  • Friendly Sniper: They'll still have the same friendly, easy-going personality if their weapon of choice is a sniper rifle.
  • The Generic Guy: Their only characterization is "pissed-off Hope County resident that wants to get rid off the peggies". They're randomly generated both in looks and name, and are completely interchangeable apart from their (also randomly assigned) weapon specialization and unlockable skills. There's only a couple of different voices between them, too.
  • Jack-of-All-Stats: They're pretty solid all-around performers both in open combat and sneak attacks, but lack the unique skills of the nine specialists. They also need to gain kills before the skills are unlocked.
  • Let's Get Dangerous!: These are normal people from Montana, not officers or soldiers. But they will fight like hell to defend their home.
  • Magical Defibrillator: Some of them come with a skill called Field Surgeon which revives you completely full of health if you die in a fight. Very invaluable.
  • More Dakka: Indirectly. One of their possible skills increases the Deputy's maximum ammo capacity for as long as they're in the active party.
  • Multiple-Choice Past: Their dialogue is tied to the region the player is currently in: Talking to one in the Whitetail Mountains will make them speak as though they are part of the Whitetails, even if they were recruited in Holland Valley or the Henbane River.
  • Right-Wing Militia Fanatic: The Whitetail militia are a very rare heroic incarnation. Between battles with the Peggies, they tend to wax contemptuous for the federal government, city folks, and liberals, while praising the freedom and beauty of life in Montana.
  • Shotguns Are Just Better: One of their possible weapon choices. For obvious reasons, they tend to do better at close range.
  • Stuff Blowing Up: One of their possible weapon choices is an RPG. These kinds of fighters are rare.
  • Wrench Wench: One of their possible skills is to repair vehicles while the Deputy drives.
  • The Scrounger: Similar to Boomer, some fighters will independently loot dead enemies for resources and ammo which get added to the Deputy's stockpiles automatically. Unlike Boomer, they need to unlock this skill first.

Fangs for Hire


The Good Boy
Fights for you
"Ruff! Ruff!"
An Australian cattle dog whose owners were killed by the Project. He immediately (as dogs often do) befriends the Junior Deputy, and will steal weapons from Project members.

  • Action Pet: Although the Deputy wasn't his initial owner, he stands up to it.
  • Army Scout: Aside from being a dog, Boomer hits all points: Moves quickly and quietly, marks everything, uses few weapons, and is more fragile than others.
  • Beware the Nice Ones: A friendly little guy who's happy to fight by your side and is really docile by default. However as the Peggies learn, kiling his previous owners were the last straw.
  • Boring, but Practical: Boomer doesn't do anything particularly dramatic and won't contribute much to a firefight unless a stealth approach is taken (in which case, Peaches is more effective anyway). But in a game that already rewards stealth, having every nearby enemy marked for you while ignoring the normal line-of-sight rules is priceless. The very same skill is also an invaluable help while hunting game for cash or perk points since it also marks the oftentimes hard-to-spot animals in a considerable radius.
  • Bus Crash: Boomer is long dead by the time of New Dawn, which takes place 17 years after 5 (well beyond the natural lifespan of a dog, assuming he died a natural death). You can even find his grave stone in-game.
  • Canine Companion: If the player wishes, Boomer can easily be this.
  • Fun with Subtitles: Him being, well, a dog, his specialist trailer shows him in action while his barks are subtitled as he talks about himself.
    Boomer: "I'm a very good boy who works very very hard! Bad people killed my family. So I will take down the bad people. I jump on the bad ones, I bite the bad ones! It's easy and fun! I will find the bad ones for you. I will bring their loud sticks to you! Please pet me sometimes. We're family now!"
  • Happily Adopted: By the Junior Deputy after rescuing him.
  • Heroic Dog
  • Pet the Dog: You literally pet him to recruit him after the peggies killed his owners, and you can continue to do so at any time afterwards for no particular reason other than the warm fuzzy feeling of being nice to your faithful companion.
  • Shout-Out: An Australian cattle dog in a New Old West story, who helps a policeman that serves as the protagonist to protect a secluded town that's under siege? This seems familiar...
  • The Scrounger: He'll occasionally bring the Deputy crafting resources and ammo he found somewhere in the vicinity (they're actually spawned out of nowhere just for him to give to you).
  • Sticky Fingers: He will steal weapons from cultists.
  • You Killed My Father: His owners (parents to him) were murdered by the cult, and he wants to fight them back.


The Fearsome Grizzly
A ‘tamed’ grizzly bear who is something of a local celebrity.

  • Bears Are Bad News: He is this to any cultist that the Junior Deputy chooses to sic him on. His only real drawback is when you're hunting, he'll scare off your prey which helps if you're not hunting, but can mess things up for you if you are.
  • Beary Friendly: Cheeseburger allows you to pet him. Note: do not attempt this in real life.
  • Escaped Animal Rampage: While the Cult was taking over the F.A.N.G Center, Cheeseburger's caretaker let him out rather than doom him to being turned into a Judge. Needless to say, when you first encounter him you can see that he has been making a meal out of the cult.
  • Evil Poacher: His mother was shot by poachers, making him an orphan.
  • Fluffy the Terrible: A grizzly bear that'll One-Hit Kill almost anyone who threatens its master is probably not the first thing that springs to your mind when you hear of some critter named "Cheeseburger".
  • Gentle Giant: A big-ass tamed bear who is really loyal and affectionate.
  • Ironic Name: He got his name because he was found eating leftover burgers from a place called "The Grill Streak". Cheeseburgers were his favourite but he unknowingly gave himself diabetes which now prevents him from eating any more cheeseburgers.
  • Leeroy Jenkins: He's built around the concept of charging into the fray and drawing as much attention as possible while he's at it. Unfortunately, while he is the most durable specialist character, any heavier opposition than three peggies with assault rifles will knock him out in seconds. He's still just an unarmored bear, after all.
  • Trademark Favorite Food: He got his name because he loved eating cheeseburgers as a cub. Unfortunately, this led to him developing diabetes and he now primarily eats salmon.
  • What Happened to the Mouse?: Is absent from New Dawn, although bears can live up to 30 years in the wild.


The Feline Powerhouse
A sleek mountain cat trained by Miss Mable. After rescuing the cougar from the cultists, Miss Mable lets you keep her.

  • Cool Cat: A powerful stealthy predator who lets you pet her.
  • Fluffy the Terrible: Just like Cheeseburger, Peaches' lethality stands in no relation to her cuddly name.
  • Glass Cannon: Peaches can take down just about any human opponent she sneaks up on, but she's not very durable and tends to get taken out quickly if she's spotted.
  • Mismatched Eyes: She has heterochromia iridum, meaning her eyes have different colors (blue and amber, specifically). Best seen in the FFH menu.
  • Panthera Awesome: She's a fairly big mountain cat.
  • Stealth Expert: Of the Fangs for Hire, Peaches is utilized for quiet work. Even when spotted, Peggies often mistake her for a wild animal and do not sound the alarm. She is also completely undetectable in tall grass, and her takedowns are always silent, even if in open combat.
  • To Serve Man: After a fight, Peaches will often stop to take a few bites out of any dead Peggies in the area. Many NPCs will comment with apprehension that she's got a taste for human flesh.
  • Trademark Favorite Food: Miss Mable has special treats for her. The Deputy uses them to lure Peaches back to her pen.

Project at Eden’s Gate

    In General
A Christian denomination and militaristic doomsday cult who have taken over Hope County, Montana. They believe in an inevitable apocalypse, which they call 'the Collapse', and aim to save people's souls before this happens, whether the people want to be saved or not.

  • Abusive Parents: Heavily implied, if not outright confirmed, through John's dialogue when he captures the Junior Deputy. He claims it was through them that he learned through the power of "yes". They were no better to Faith but since she's adopted, they weren't the same parents.
    • It should be mentioned that John was talking about his adoptive parents. Apparently, if The Book of Joseph is to be believed, and is reinforced by snippets of dialogue and messages, the Seed brothers were separated after their biological mother and father were arrested, one for neglect the other for child abuse. John received the best out of the three, though he also got the hardest. The adoptive parents believed that silence meant guilt, so they beat him until he snapped and began to say yes a lot. They accepted this and sent him through law school and he gained a sizable inheritance, which allowed him to buy all the land the cult owns in Hope County. Jacob was sent to juvie for burning down a barn and killing his adoptive parents, who were no better than his biological ones, as they had the three brothers work all day in the barn with enough water and food just to survive. Joseph, who had heard "the Voice" was cycled through foster families each time it was revealed that he believed what he heard. When all three were grown up, it was Joseph who convinced his brothers that their hardships were tests of their resolve and were to strengthen their bond. Honestly, none of the Seeds had an easy life.
  • Alas, Poor Villain: The deaths of each of Joseph's siblings are painted in this light, as Joseph will eulogize each of them, highlighting traits meant to make them appear more sympathetic to the player.
  • Amazon Brigade: Cult VIP's in the Henbane River region are usually women with bright ruby red hair called Priestesses. They are exclusively female.
  • Animal Motifs: The Seed family have a strange association with stags. There are several deer antlers and skulls in each Peggie base. Presumably this in reference to the white stag of Christ.
  • Apocalypse Cult: Joseph believes the end of the world is nigh, and he's made it his purpose to train people to survive it, whether or not they're willing. This means a lot of kidnapping, brainwashing, and hoarding weapons. Disturbingly, the game ends with the revelation that he was all too right about that impending apocalypse, leading into the next game in the franchise New Dawn.
  • Ax-Crazy: Yes. John and Jacob tend to be a bit more expressive in the "Ax" department, but all four of them are violent and crazy.
  • Beard of Evil: All over the place. Joseph, John and Jacob Seed are all rocking beards, and beards are also extremely common among their thugs.
  • Big, Screwed-Up Family: Between the four of them, the Seeds cover most of the tropes of the American cult landscape. Joseph is an apocalyptic Dark Messiah in the vein of David Koresh and Jim Jones. John takes inspiration from televangelists and quasi-religious self-help gurus such as Joel Osteen. Jacob is in the religious militia movement similar to the Montana Freemen. And Faith represents a dark version of the drug-fueled hippie movements.
  • Brainwashed and Crazy: A good portion of the cult's soldiers is this, due to Joseph's siblings all utilizing some form of Mind Control to mentally subvert them. Faith uses a drug called Bliss to create frenzied druggies she calls "Angels", John prefers to torture people into submission while Jacob uses Mind-Control Music to activate Manchurian Agents. In the prequel, John pours a neon blue liquid that may or may not be Bliss into the river used to baptize new converts to the cult, and Faith adds the same liquid into the tea she serves Sara.
  • Bond Villain Stupidity: Despite being able to capture the player with incredible ease, the Seeds usually prefer to just take the time to monologue at you rather than killing you on the spot.
  • Character Filibuster: All four of the Seeds are in love with the sound of their own voices. Every single cutscene involves them giving several minute long monologues about their personal beliefs (John talking about saying "yes", Jacob ranting about how the weak must be killed by the strong, etc). This includes their death scenes, where they still manage to give one last filibuster before expiring. To make matters worse, many of these cutscenes aren't skippable.
  • Elite Mook: Each Herald will spawn heavy, but mundane, troops when the Resistance level gets too high. Jacob will spawn flotilla helicopters, John will spawn several armed truck convoys, and Faith will spawn a squad of gunboats.
  • Equal-Opportunity Evil: Downplayed, the cult recruits people of all races, and men and women serve in equal capacity but the white Seeds are the ones in charge.
  • Evil Luddite: Downplayed, but Faith's former friends and family bemoans why they have to write letters to her. Played straight in New Dawn, as New Eden the group has completely eschewed "old world technology" and adopted a primitivist lifestyle where they use bows as weapons.
  • The Family That Slays Together: Par the course when the cult is run by blood siblings.
  • Faux Affably Evil: Every sibling is soft-spoken and polite, even though they are crazed murderers.
  • Hidden Depths: In the mission "Confession", you can occasionally hear idle chatter from the cult members criticizing the way they treat their prisoners. Namely, the physical abuse and lack of proper facilities (including beds). Joseph Seed also chastises John in "The Cleansing" for drowning the Deputy For the Evulz instead of baptizing him properly.
  • Hillbilly Horrors: The game takes place in rural Montana, after all.
  • Horsemen of the Apocalypse: Each member of the Seed family represents one of the original 4: Joseph is Conquest, taking over Hope County. John is Famine, in charge of confiscating food and land for the cult. Jacob is War, training an army and brainwashing people into killing machines. Faith is Death/Pestilence, turning people into what are essentially zombies. Among the random Loading Screen quotes are verses from Revelations about each Horseman.
  • Meaningful Name: Each member of the Seed family, alongside the cult itself, has a name and title that stems from the Bible indicative of the role they have to play:
    • Joseph was the name of the father (or foster-father rather) of Jesus, whereas Joseph Seed is the founder and leader of the Project at Eden's Gate. In other words, he's the project's "father."
    • John, also referred to as the Baptist, obviously takes his name from John the Baptist since he's the one responsible for recruiting, or baptizing, new members into Eden's Gate.
    • Jacob is named after the biblical Jacob, who fought his twin brother Esau in the womb, and gained the name Israel after wrestling an angel sent by God. It may also be meaningful that the biblical Jacob lived in constant conflict with his brother Esau, whereas the game's Jacob is somewhat at odds with his brothers for not sharing their religious beliefs.
    • While Faith is strongly implied to be a Legacy Character, both the name Faith and her title of the Siren reference her role in ensnaring the loyalty of others by getting them addicted to/brainwashed by the Bliss. However her real name, Rachel Jessop still holds it's own meaning, as the biblical Rachel was known for her beauty (similar to Faith's angel-like beauty), while her last name Jessop is derived from Yosef, meaning "may God increase, or add (another son)," again referencing the Bliss and how it "adds" new members to the cult.
    • The family name of Seed is a reference to how it is from them that Eden's Gate was started, and from the Project as a whole that humanity will grow and survive after the Collaspe.
    • And lastly, Project at Eden's Gate obviously comes from the Garden of Eden, the paradise mankind was expelled from after commiting the first sin, and what the cult wishes to recreate for it's followers.
  • Moral Myopia: They call the resistance and protagonist in general murderers for killing their members yet they have no problem in killing innocent people as well as brainwashing them into joining their ranks.
  • N.G.O. Superpower: Sort of, the cult has access to technicals, World War 2 planes, and helicopters.
  • No Celebrities Were Harmed: They are essentially ISIS by way of the Branch Davidians.
  • Psycho Serum:
    • Bliss at high concentrations turns people into "Angels", mindless zombies that are also highly durable.
    • In New Dawn, Joseph possesses special apples (likely augmented by a combination of Bliss and radiation) that bestow superhuman abilities to those who eat them at the risk of possibly being transformed into monsters, effectively becoming even more powerful versions of Angels. In the case of the Captain, after conquering their inner demons they're able to gain said powers while still keeping their humanity intact.
  • Retired Monster: In New Dawn, as New Eden, they've stopped harassing outsiders and focused on their own survival. They even opt to help out against the Highwaymen in individual skirmishes, and in organized force after the Captain brings back Joseph Seed. While the idea of teaming up with them against the Highwaymen is an uneasy one for the old guard like Kim Rye, New Eden never renegs on their alliance, save for one traitor...
  • Right-Wing Militia Fanatic: Certainly have traits of this trope, considering their rural background inspiration from the Branch Davidians and fanatical anti-government stance. Ironically, a few Hope County locals identify them as "hippies", possibly because of their leader's shirtless tendencies, profusion of long hair and their use of psychedelic drugs. They also have some extremist Communist flavors as well, since The Reaping bears an eerie resemblance to the Holodomor.
    • That said, they are vehemently opposed by the far more traditional incarnation of this trope in the form of the Whitetail Milita, who are unabashedly portrayed as heroic.
  • Sigil Spam: They use their crosses everywhere, from banners to flags to poles used to impale their victims.
  • Straight Edge Evil: Hurk considered joining Eden's Gate during his mission but changes his mind because the cult forbids alcohol and sex. They do employ the use of Bliss, but that's more for breaking down the resistance of recruits than it is for recreation.
  • Tattooed Crook: Each member has tattoos on them, however, Jacob doesn't seem to have any visible tattoos due the rashes and burns.
  • Villain Ball: They never outright kill The Deputy despite their ease of capturing them, often giving a monologue or a theatrical moment rather than just shooting them in the head.
  • Well-Intentioned Extremist: From a certain point of view. They believe they are saving people, yet their tactics include torture and mass murder.
  • Western Terrorists: An American religious group that conducts domestic terrorism and uses terror tactics such as the destruction of holy symbols and landmarks, along with rewriting and erasing history. Grace remarks that the cult's methods are similar to those used by foreign terrorists in Afghanistan.
  • The Worf Effect: in New Dawn, after Ethan Seed rats out New Eden to the Highwaymen, New Eden is on fire and under heavy siege from the Highwaymen, as Mickey and Lou march after Joseph's blessed apples for more power. It's very much implied that if the Highwaymen and Ethan aren't stopped at New Eden then and now, Propserity will easily share the same fate.
    • Though this may be a case of Worf Had the Flu as this is canonically after the Sheriff, backed by the Whitetails and others, destroyed most of the pre-apocalypse leadership and infrastructure that Eden's Gate spent years building during their take over of Hope County. Then the world ended before Joseph could rebuild, meaning any leadership he built was remnants mixed in with a few converts.


    Joseph Seed 

The Father
"I told you God wouldn't let you take me..."
Click to see him in New Dawn

Portrayed by: Greg Bryk (Far Cry 5, Inside Eden's Gate, New Dawn)

Something is coming. You can feel it, can’t you? You can feel that we are creeping towards the edge... And there will be a reckoning.

A radical preacher and leader of the Project at Eden's Gate.

  • Agitated Item Stomping: In the prequel, when Alex reveals that he uploaded the footage he took of Eden's Gate to the internet, Joseph takes the smartphone he was using to do so and angrily crushes it underfoot.
  • Ambiguous Situation: While there's implications that what has confirmed to be a global nuclear war was orchestrated by Joseph; with each of his siblings have giant bunkers in their region, complete with nuclear silos. It's also likely that global tensions that you can momentarily hear over the radio during the game are just as likely. Either way Faith even warns the player, that if you resist Joseph, he will be right.
  • The Bad Guy Wins: In the normal "Resist" ending, he rubs on the player's face that he was right all along about the world collapsing and declares his intent to bring spread his message to the world when the radiation settles down. It's also implied that he succeeds in turning the Deputy into his sleeper agent in the "Walk Away" ending, and law enforcement willingly leaves him and his cult alone in the secret ending. Even in his worst scenario, he has at least a Pyrrhic Victory.
  • Big Bad: Is this in Far Cry 5 and its prequel, Inside Eden's Gate. He loses this position to the Twins and Ethan in New Dawn, even if he’s still as evil as ever.
  • Big Brother Bully: It is suggested that he might be this to Faith, as Faith expresses dread at his reaction when the player destroys the Our Founder statue of him in her territory and burns the book of his teachings that she was safekeeping. Tracey also flat-out states that Faith would have to answer to Joseph for both those things. Later on, during Faith's boss battle, she sprouts lines that suggest that Joseph has abused her in the past or will punish her for failing him. The fact that Faith is only the latest in a line of women who previously held her name and position in the cult also lends credence to this view.
  • Cold Ham: Despite his profound speeches, he rarely raises his voice above a gentle whisper. Unless he is preaching, in which case he's more traditional Large Ham.
  • Cruel Mercy:
    • Inflicts this on the Deputy in the "Resist" ending. He saves their life and imprisons them in the bunker, stating that he could have killed them for the deaths of his siblings, but instead decides to brainwash them.
    • In New Dawn, it's possible at the end for the player to do this to him, refusing to kill him so that he'll be forced to live with the realization and guilt from all of the torment and suffering he's caused. It's not just being forced to live with the realization of everything he's done, but in sparing him the player turns Joseph's faith back on him: In refusing to murder him, the player has left Joseph no out that isn't going to damn his soul in the eyes of God. For a man of faith and prophet, that is a fate crueler than any other. This mirrors what he did to the Deputy in the "Resist" ending, and it may be implied that doing this has the Captain leaving his fate to the mercy of the Judge.
  • Dark Messiah: Presents himself as a prophet, although he declares that unlike Jesus, God will never allow the Junior Deputy to kill him. He's right about them not being able to stop him, though perhaps his messiah complex is a bit too far.
  • Deep South: During the ending and when all three of his siblings have been killed his natural accent can be heard slipping out. Justified since he is originally from the state of Georgia.
  • Dissonant Serenity: Far from any of the contingencies he set in place for doomsday and surrounded by people who would have no problem shooting him, Joseph opts to take the apocalypse on the chin and go out singing "Amazing Grace" as the bombs start falling in the "Resist" ending.
  • Even Evil Has Loved Ones: He cares quite dearly for his siblings, and whenever one of them is felled by the Junior Deputy, he is seen to mourn them, along with swearing retribution on the Resistance.
  • The Extremist Was Right: Every atrocity he had his cult commit in Hope County was done in the hopes of building a society that could both survive the coming apocalypse and rebuild civilization afterwards. In the "Resist" ending, the prophesied end of civilization comes true as Hope County is destroyed in a nuclear attack.
  • Evil Former Friend: He and Jerome were once close friends who bonded over shared faith, but he later stole Jerome's congregation and had him beaten to near death.
  • Heel Realization: In Far Cry: New Dawn, it seems he's had plenty of time to mellow out following the end of the world. It's only at the very end of the game that Joseph realizes that everything he's done from the very beginning was just spreading death and destruction in God's name, prompting him to cross the Despair Event Horizon and give up his ambitions entirely.
  • Hero Killer: He wrote this letter to a person named Sara, encouraging her to "walk the path". Considering the fact that doing so entails scaling his statue and then jumping off the top, he certainly fits this trope if the letter's addressee both went through with it and is the same Sara that is a protagonist from the prequel.
  • Inelegant Blubbering: After the final Seed sibling is killed, tears are not only streaming down his face, but snot is coming out of his nose.
    "Another seal has been opened. My family... my brothers, my sisters, THEY'VE BEEN TAKEN FROM ME!!!"
  • I Cannot Self-Terminate: I Won't Self Terminate, rather, should the player spare him in New Dawn. This is due to his hardline religious beliefs making it so that he'd go straight to Hell if he did.
  • I Surrender, Suckers:
    • At the start of the game, he willingly allows the Junior Deputy to handcuff him and take him away, knowing that his followers will stage a Villainous Rescue to save him.
    • In the prequel, when confronting Hannah and Mark, he drops his gun on the ground and feigns surrender, distracting them long enough for John to sneak up on them and recapture them.
  • Ink-Suit Actor: He bears quite a resemblance to his voice actor, Greg Bryk, who also portrays the character in the game's live-action tie-in media such as the prequel.
  • Invincible Villain: No matter what happens in the game, he always survives and escapes justice. Not taking the post game implications into account. Even if you shoot him dead while he's in your car in the Nuke Ending, a nuke immediately detonates right on top of (or close enough to) you, killing you instantly. The game doesn't let you kill him or capture him no matter what, even if it defies logic. He even lampshades this by saying "God will not let you take me." The only endings That have even the most remote retribution are rendered non-canon by New Dawn.
  • Karma Houdini: Zigzagged. He is the only Far Cry antagonist to survive the events of the game and never answer for his crimes, no matter what the player does: the two standard endings, he either survives inside a bunker alongside the player character in the "Resist" ending, or you can decide to leave him alone and take your allies with you in the "Walk Away" ending (and its implied that he may have brainwashed the player character too). However, in two of the endings, all of his siblings are dead along with his followers and all his other schemes are blown sky high, and in the Resist ending, he's stuck with the one person he hates the most. The Secret Ending plays this straight as it has you leaving him alone to continue his criminal activity unchallenged since he secretly brainwashes you to kill your allies and yourself to prevent the team from returning to Missoula and effectively sic the entire National Guard on the cult's asses.
  • Karma Houdini Warranty: At the end of New Dawn, after New Eden is razed to the ground and his son has to be put down he finally realizes that everything he's done has caused pain and suffering and asks the player character to kill him. He'll either be executed by the player's hand or be "spared" so that he'll be forced to live with the guilt.
  • The Leader: Of the Project at Eden's Gate and it's successor New Eden.
  • Leaning on the Fourth Wall: When he's finally confronted in person, Joseph proceeds to pin the blame for everything that happened in the game on the Deputy. What comes off as a massive case of Never My Fault In-Universe, it is actually accurate as far as the player is concerned: if they'd just accepted his offer in the intro cinematic, none of the end-game horrors would've happened (although it's more than likely the cult would've committed all their atrocities anyway, only without anyone to oppose them). He even punctuates every single 'sin' by saying "And it is all your fault."
  • Made of Iron: Survives, with barely a scratch on him, both a helicopter crash and a car crash that kills or injures everyone else in the vehicles he's in.
  • Madness Mantra: In the ending of New Dawn, should a player refuse to kill him after the final boss fight, Joseph falls to his knees and screams "Release me!" to the heavens beneath a burning tree. He'll keep doing this even as the player walks away.
  • Manly Tears: When the last of his siblings is killed, Joseph is openly sobbing.
  • More Than Mind Control: In the prequel, after Faith picks up on the fact that Sara Hates Being Alone, he then shows sympathy to her by offering her companionship where her friends would leave her behind. By the time he's done, he managed to get Sara to the point where she willingly drinks the drug infused tea offered by Faith, preferring to consume the narcotic as a form of escapism from her situation, and accepting Joseph's invitation to join the cult over continuing to stick with her friends.
  • Never My Fault: He blames everything that happens over the course of the game on the Rookie, claiming that all the kidnappings, violence, and deaths are their fault for resisting him rather than, you know, his fault for actually committing all of it.
  • No Celebrities Were Harmed: Bears more than a slight resemblance to David Koresh.
  • No Man Should Have This Power: After seeing how it twisted his son Ethan's soul into a demonic monster, he decides to burn down the Tree of Eden, leaving the Captain as the only one worthy of eating its fruit.
  • Offing the Offspring: After surviving the car crash that killed his wife, Joseph's infant daughter was hooked up onto breathing tubes, and he suffocated her; supposedly because God told him to do it and caring for her would get in his way, although it's heavily implied his real reason was because he thought she wasn't going to lead a good life due to his being her father.
  • Outliving One's Offspring: He outlives Ethan by just a bit in New Dawn if the Captain kills him soon after. Played straight if the Captain spares him, leaving him pleading for death.
  • Pyrrhic Victory: In the "Resist" ending, Joseph Seed ultimately fulfills the prophecy, lives while the rest of Hope County dies, and has gone from a mad lunatic to a true prophet and guide - but you've destroyed everything he ever had, especially his family. He can't save anyone EXCEPT you, the one person he hates more than anyone. New Dawn takes this trope even further. He has a line in said sequel's trailer that clearly shows him regretting the results of his actions.
  • Seven Deadly Sins: He has all seven carved onto his body. Also, in his compound, each of the bunkhouses have one of the Sins - in Latin - painted on them.note 
  • Sexy Priest: Not that anyone comments on it, but Joseph has a body like an Olympic swimmer, and is frequently shirtless to show it off.
  • Sinister Minister: He is technically a man of the cloth.
  • Sinister Shades: His wears his gold sunglasses at all times, which adds to his resemblance to David Koresh. He loses them after his boss fight and thus doesn’t wear them during New Dawn.
  • The Sociopath: The man appears to be unfazed when he (accidentally?) drowns a girl he had indoctrinated into the cult's ways since childhood. He is not entirely this trope, since he at least express affection towards his siblings when each one of them is killed. As of the ending of New Dawn, the full weight of his horrendous actions finally come crashing down on him and he breaks down completely, begging for death at the hands of the player character, and if left alive, will spend his time screaming to the heavens for death.
  • Storyboard Body: He has the face of a woman tattooed on his right wrist, which he reveals is his deceased wife.
  • Tattooed Crook: His arms and torso are adorned with various religiously themed tattoos. The names of the Seven Deadly Sins and key Bible verses are also crudely etched into his skin. By the time of New Dawn, several of the etchings have healed over.
  • Villain Ball: In the "Resist" final boss fight, he has the protagonists dead to rights, but opts to try and defeat them in a more "spiritual" manner by drugging everyone in the area.
  • Villain Has a Point: His prediction of the apocalypse eventually comes true when a mushroom cloud appears in the "Resist" ending. Followed by at least two more during the following escape sequence. Hysterically lampshaded by Pratt upon the realization.
    • Though that seems to have been all he was right about, as his revealed dialogue in New Dawn suggest he was expecting a more peaceful post-apocalypse.
  • Villainous Breakdown: Goes through an unsteady one when the deputy disrupts his operations and plans and especially when he kills his siblings. It only gets worse from there if the deputy resists Joseph a final time, with Joseph knocking over two barrels of Bliss, ranting and raving to the player as they and their allies are tripping out in the ensuing gunfight.
    • At the very end of New Dawn, if the player chooses not to kill him, Joseph will scream to the heavens for "release", being unable to live with the guilt of all that he's done.
  • Walking Shirtless Scene: With only one exception, every scene with Joseph in the game itself involves him wearing nothing but jeans. It helps show off his religious tattoos. For practical reasons, this is averted in the game's live action tie-in media, including the prequel.
  • Well-Intentioned Extremist: He thinks an imminent collapse of society will happen in the future and claims that everything he does is in the name of saving as many people as he can. He seems to be revealed to be correct in one of the endings, which has been revealed to be the canon ending.
  • You Are Not Alone: In the prequel, having noted that Sara is secretly lonely and has no one to lean on, he utilizes the trope on her, preying on her vulnerability to make her more susceptible to his indoctrination.
  • You Bastard!: Pulls this on the Deputy when they meet him for a final confrontation in the final mission. Though considering his actions that led to the plot being kicked off in the first place, whether this is Insane Troll Logic or not is open to interpretation.
    Joseph: Your friends have been taken and tortured and it's your fault. Countless people have been killed and it's your fault. The world is on fire and it's your fault. Was it worth it? Was it? When are you gonna realize that not every problem can be solved with a bullet?
    • As New Dawn reveals that the collapse is real in the forms of Nuclear war and did happen, it's true that everything the Deputy did ruined what could have saved hundreds more people, killed Joseph's current family and left Joseph with nothing but brainwashed enemies on his side.
  • You Have Outlived Your Usefulness: The reason there has been a number of women who have held the Faith Seed identity might have to do with his tendency for applying this trope towards them once they fail to be of use to him, as these letters suggest.


    John Seed 

The Inquisitor/The Baptist
Portrayed by: Seamus Dever (Far Cry 5), Rob Evors (Inside Eden's Gate)

Takes courage... The courage to own your sin, to etch it on to your flesh and carry its burden. So who wants to go first?

Second-youngest of the Seed siblings. John is a lawyer who legally acquired much of Hope County for the Project at Eden's Gate. He is the sibling who controls the southwestern Holland Valley region.

  • Amoral Attorney: He's a lawyer who used his position both to legally buy over much of Hope County's land for the cult's use and also to defend his siblings in court whenever one of them gets into legal trouble. Given his position in the cult, it's safe to say that being moral isn't high on his list of principles.
  • Ax-Crazy: It's hard to gauge which Seed sibling is the craziest, but John definitely loses his cool and lashes out with violence the quickest when his plans go awry.
    John: You will confess. Every sin you've ever committed, no matter how petty, no matter how small, I will pull from you.
  • Badass Normal: Unlike the other two Heralds, John never resorts to any sort of mind control or hallucinagenic tactics, instead resorting to brute force. All of his fighting in his fighter plane is his own without any sort of means to handicap the Deputy mentally.
  • Big Brother Worship: He idolizes Joseph and gets violently jealous when he thinks he's being ignored or chided by him. According to the developers, he hates the junior deputy because he doesn't understand why Joseph is so interested in him/her and wants to break them down so he can understand them.
  • *Click* Hello: In the prequel, he pulls this on Hannah, just in time to prevent her from shooting Joseph. Seeing that Mark has already been disarmed and restrained, Hannah drops her gun and surrenders as a result.
  • Domestic Abuse: His adoptive parents were not kind to him.
  • Dramatically Missing the Point: He appoints the sin of Wrath upon the Deputy, believing them to be so deep in it they will lash out at anyone, and Eden's Gate happens to be a big excuse for their Wrath... except that Wrath is only a sin when it is directed at innocent people who don't deserve it. And in no way are any of the Seeds considered innocent with what they've done.
  • The Dreaded: He has a huge tanker truck called "The Revelation" he brings out when the Deputy causes enough trouble in Holland Valley.
  • Even Evil Has Standards: He believes that Faith Seed is far worse than him.
  • Evil Genius: In a financial way he's this for the cult. His financial savvy is how they acquired so much land and real estate legally over the years.
  • Face of an Angel, Mind of a Demon: He's regarded as the face of the cult and is highly charismatic. Out of the three brothers, however, he's the depraved and sadistic.
  • Faux Affably Evil: He acts friendly and upbeat. He also served as the propaganda arm to the outside world, putting up signs that say things like "We love you!" and other pleasant messages. But the second things stop going his way he reveals just what a depraved, violent psychopath he really is.
  • Flaying Alive: He enjoys tattooing the name of one of the Seven Deadly Sins on a person's flesh, which he thinks the person most epitomizes. He then gets them to confess to the sin and promise to atone, at which point he cuts out the piece of skin with the tattoo on it and pins it to the nearest wall with a staple gun. This treatment, however, is reserved only for those who resist the cult. Join willingly and he lets the scars burn.
  • Foe Romance Subtext: Some of his lines directed towards the Junior Deputy border on the suggestive, as he is deeply intrigued by why Joseph is so interested in them. Adelaide and Sharky even outright suggest that John has sexual feelings towards the Deputy.
  • Freudian Excuse: Said to have experienced a very 'traumatizing' life, including abuse at the hands of his parents.
  • Friends with Benefits: In the prequel novel, Far Cry: Absolution, a female cult member, Holly, says that she regularly sleeps with John.
  • Goggles Do Nothing: In the game, if he's wearing his Sinister Shades, they are always perched on top of his head and never over his eyes. Averted in the prequel, where conversely, he always wears them properly and is never seen not doing so.
  • Green-Eyed Monster: John does not like being begrudged and pulled down by his brother, and is jealous of the Junior Deputy because of Joseph's Villain Takes an Interest in them. In the prequel, he is visibly resentful when Joseph gives Jacob an Affectionate Gesture to the Head, but not him.
  • Hero Killer:
    • According to this note, he killed a man named Alex who came to Hope County with friends to try and infiltrate the cult, and later free some of its members. If this individual is the same Alex who was a protagonist from the prequel, then John certainly fits this trope.
    • In the game proper, he averts this; he's the only one of the heralds not responsible for killing a major ally, despite (or possibly because of) his more hands-on approaches. Though he greatly injures Nick Rye, he doesn't manage to kill him, Jerome Jeffries, or Mary Fairgrave.
  • Hoist by His Own Petard: He falls victim to this trope twice, both of which eventually lead to his death.
    • In the prequel, he recruits Linny into Eden's Gate, while causes the protagonists to investigate the cult and gather footage of the cult's misdeeds that they upload onto the internet. This act would draw the attention of the U.S. Marshals, who come to arrest Joseph, and John himself would be killed in the ensuring conflict between the cult and the Resistance. See Unwitting Instigator of Doom for more details.
    • In the game proper, when Jerome refuses to repeat his words when administering a forced confession to Nick, John directs a nearby cultist to Pistol Whip Jerome to the floor. This allows Jerome to use sleight of hand to swap Joseph's book, which John forced into his hands, with his own Bible that was discarded by John. Said Bible is actually a Book Safe with a gun concealed inside. When John next attempts to force Jerome to administer a confession to the Junior Deputy, this allows Jerome to pass the Deputy the gun in the Bible. Once the Junior Deputy gets a hold of the gun and fires it, the cultists are forced to retreat with John, allowing the Deputy to pursue him and finally eliminate him.
  • Hostage Situation: Creates two of these over the course of the prequel and the game.
    • In the prequel, when Joseph feigns surrender and starts walking towards Hannah, John takes advantage of her distracted state to disarm and restrain Mark. When Hannah attempts to shoot Joseph, John puts a gun to her head, forcing her to surrender when she realizes that he has Mark hostage.
    • In the game proper, he does this to Jerome, threatening to Pistol Whip him to the floor each time the Junior Deputy refuses to accept the confession John is forcing the priest to officiate. Unlike his use of this trope in the prequel, it doesn't end well for John this time, as this gives Jerome the opportunity to pass the Junior Deputy a gun, which they use to force John and his men to retreat. The subsequent chase would then end in John's own death.
  • Informed Attribute:
    • Promotional material and details from Ubisoft states that he is very interested in working his skills on Mary May Fairgrave. However, aside from being kidnapped, she is not affected by John.
    • Material from Ubisoft states that he used his position as a lawyer to defend his siblings in court whenever any of them gets into legal trouble. He is not actually seen doing this, nor is any mention is made of it, in the game itself.
    • The developers also described him as the player's deadliest enemy because he's a unfettered sadist who can't be reasoned with. There are no points in the game where anyone tries to reason with John and Jacob is just as unfettered as John.
  • Jack Bauer Interrogation Technique: Is heavily implied to utilize this against those he deems as "sinners".
  • Jumping Off the Slippery Slope: In the beginning of the game, John is charming, charismatic, and calm. Derail his plans, and that tends to go fairly quickly.
  • King Mook: When fought after the aerial dogfight, John is just a beefed up mook with an assault rifle.
  • Knuckle Tattoos: Has these on his hands.
  • Laughing Mad: He does this fairly often, and given that he is the most mentally unhinged out of his siblings, it serves to highlight his mania.
  • Mark of Shame: He intends for the tattoos he puts on other people to be this, as they are indicative of one of the Seven Deadly Sins that he believes they epitomize. The only way, in his eyes, to remove the mark is for the person to confess to and atone for the sin, at which point he will cut out the flesh the tattoo is on and pin it to the nearest wall with a staple gun.
  • Motifs: Planes, his jacket has a plane design to it and he has small tattoos of planes on his forearm. His boss fight takes place as a plane fight.
  • Narcissist: Believes himself to be a 'Superman', and loves himself more than he does the cult (and Joseph knows it).
  • Psychopathic Manchild: John behaves like a psychopathic child towards Joseph, he hates it when Joseph doesn't approve of his actions and is violently jealous towards anyone who is approved by Joseph.
  • "The Reason You Suck" Speech: His Famous Last Words are essentially this to the Junior Deputy, as he believes that by imprisoning people in his penitentiary, he is saving them from the apocalypse, thus he accuses the deputy of dooming them to oblivion by freeing them.
  • Sinister Shades: He is always seen wearing a pair of these in the prequel. In the game proper, he wears them on top of his head in some cutscenes, but never over his eyes.
  • Starter Villain: Played with, like Jacob. While you can tackle the Heralds in any order you like, the game encourages you to go after John first, and with his region's flatter, more open terrain and relative lack of elite enemies like the Judges or Angels, it's ideal for beginners. There's also the message Dutch passes along showing John torturing Hudson, which might be considered a Player Nudge, and he also tells you outright that if he were you, he'd go after John first.
  • Stuff Blowing Up: The cult property for John's region are red-painted silos. He's using them to store Bliss-infused fertilizer for bomb-making.
  • Symbolic Baptism: He appears to be in charge of administering these to cult inductees, as he forces the protagonists in the prequel to undergo one, and later does the same thing to the Junior Deputy in the game.
  • Tattooed Crook: His arms have several tattoos. His character trailer suggests that at least some of his tattoos are self applied and symbolic of his past transgressions. The prequel also shows that his hands and fingers are similarly decorated.
  • This Cannot Be!: He starts breaking down when The Deputy keeps defying him and refusing to confess any sins. He believes The Deputy has a flaw or has committed a sin and demands it to be exposed to everyone. His says this line after being chastised by Joseph and says it with tranquillity. John sees himself as flawless or redeemed and believes there's no one better himself.
    John: You will confess. Every sin you've ever committed. No matter how petty. No matter how small... I will pull from you. Then we'll see if you're worthy of atonement.
  • Too Kinky to Torture: He mentions this in his backstory, as he was beaten by his parents, until he started to like it. Interestingly though, he didn't get sexual gratification so much as he found it hilarious.
  • Torture Technician: He tortures people because he believes that he's giving them courage to reveal their sin.
  • Tranquil Fury:
    • After the Junior Deputy destroys his giant Hollywood-style "YES" sign, he radios them to threaten them in response. While his tone is even, it's quite clear he's really pissed off.
    John: When this little uprising is over, you'll rebuild that piece by piece. You'll work until your fingers are worn to the bone. And when you're done, I'll bury you beneath it.
    • In the prequel, after Jacob catches the protagonists secretly filming one of the cult's baptisms, John calmly orders that they be forcefully drugged and "baptized", to the point that they nearly drown.
  • The Unfettered: He's described by the developers as someone who can't be reasoned with or bargained with. As he's already gone through everything and there's nothing more that can be done to him.
  • Unwitting Instigator of Doom: If one looks at the plots of the prequel and the game holistically, and believes that Alex uploading the footage he took of the cult onto the internet is the reason the U.S. Marshals issued the arrest warrant for Joseph in the game, then John certainly fits this trope towards the cult itself. This is because it was him that recruited Linny into the cult in the prequel, which caused Linny's brother, Mark, to become concerned for her safety and enlist the other protagonists to try and rescue her. The protagonists infiltrating the cult is what would allow them to film that footage in the first place. It would be said footage that attracts the attention of the Marshals and kickstart the plot of the game, where the Junior Deputy would eventually decimate the cult, one outcome of which is the deaths of all of Joseph's siblings, including John himself.
  • Used to Be a Sweet Kid: According to Joseph after he is killed, he was this as a child, and became a homicidal psychopath as a result of the abuse he experienced.
  • Waistcoat of Style: His most notable fashion accessory.
  • Villain with Good Publicity: Invoked. John is the face of the cult and seems to be the one who deals with PR. When he dies, however, Joseph remarks that John was loved by few and feared by many.
  • "Well Done, Son!" Guy: He is this towards Joseph, who he considers a father figure as well as a brother. John hates anyone who gets the interest of Joseph and works hard to get Joseph's approval. According to the developers, this is why he hates the junior deputy because Joseph keeps having an interest in them.
  • Yandere: John does everything to gain Joesph's approval and when Joseph starts being interested in The Deputy. John immediately gets jealous and devotes himself into finding The Deputy's flaw so he can regain the spotlight.
  • Yes-Man: He subscribes to this school of thought, he believes everything should be welcomed with open arms and enabled. Truth is, he was horrifically abused one night by his parents as they believed his silence was a form of guilt and they wanted to beat a confession out of him. They only stopped because John broke down laughing and kept saying "yes". Since then, he believes pain is the only path to absolution.
  • You Don't Look Like You: His portrayal in the prequel is drastically different from how he behaves in the game, as he simply acts more like a charismatic preacher and does not exhibit any of the extreme psychosis or mania that define his actions in the game. The actor that portrays him in the prequel, Rob Evors, also doesn't bear a very good resemblance to how the character physically appears in the game. As this highlighted comment and its replies on the prequel's YouTube video indicates, several viewers were quick to notice this disconnect, with some not even realizing that Evors' character was supposed to be John at first.
  • You Need to Get Laid: Sharky and Adelaide mention that, given the way John acts around the Deputy, he might have sexual feelings for the Deputy. They suggest that, if the Deputy goes for it, it might make John easier to deal with. It's unclear whether or not this was just Played for Laughs, but it does render the scenes in which John rips open the Deputy's shirt take on a new meaning.

    Jacob Seed 

The Soldier
Portrayed by: Mark Pellegrino (Far Cry 5), Adam Dorsey (Inside Eden's Gate)

The world is weak. Soft. We have forgotten what it is to be strong.

The big brother of Joseph and eldest of the Seed siblings. A former Army marksman and veteran of the Gulf War who is in charge of the cult's security. He controls the northern Whitetail Mountains region.

  • Animal Motifs: His philosophy is embodied by wolves and the animal is seen everywhere in his region. Jacob's loading screen features a wolf, domesticated wolves serve as his soldiers as "judges" and he uses wolf imagery in his indoctrination stages. Even Jacob himself is accompanied by wolves and loves using them as a metaphor. Jacob's alias is "The Wolf" and his presence was marked by a wolf howl. After the boss fight, a wolf will be found in Jacob's place.
  • The Beastmaster: He hosts "Judges", wolves that obey his commands, in addition to normal human mooks.
  • Big Brother Instinct: According to Joseph. Jacob was very protective of his younger siblings and he stood up to his parents frequently. He also went against Joseph because he believes that he could of prevented the corrupting influences.
  • Brainwashed and Crazy: Like Faith, he likes to do this. Although his methods are more about making soldiers than Faith's welcoming serenity.
  • Can't Stay Normal: He couldn't readjust from military life and began seeing himself as a predator by nature and by divine purpose.
  • Catch Phrase: "Cull the herd" or some variation thereof.
  • *Click* Hello: In the prequel, he does this to the protagonists from behind after he catches them spying on and filming the cult baptizing new recruits.
  • Code of Honour: He was praised by the detention center for his sense of honor and leadership with the other inhabitants. He shows this with The Deputy as he refuses to kill them on the spot after killing Eli.
  • Cold Ham: Unlike Joseph's more booming sermons or John's theatrics, Jacob's voice barely goes above a whisper. But he is no less bombastic in what he says.
  • Cold Sniper: He's a sniper-type enemy equipped with a customized HTI anti-materiel rifle chambered in .50BMG. A large part of his Boss Battle consists of running from cover to cover to get close enough to him to take him out because he's immune to damage from beyond a certain (short) distance.
  • Contractual Boss Immunity: He's camping with a sniper rifle on top of a small mountain when his Boss Battle begins, very far away but still easy to hit for any player with decent sniping skills. Problem is, unless you've closed the distance to ~30 meters, the only thing you can do is knock him down for a few seconds even if you score headshot after headshot with the game's most powerful weapons.
  • Crazy Survivalist: Unlike the Whitetails in his territory, he actually plays this trope straight.
  • Deadpan Snarker: He mocks the player a few times but still maintains his dry, monotone voice. An example of this is when he has his third encounter with the Junior Deputy. Rather than play the song, he sings it over phone which causes the Deputy to have an episode.
  • Death Seeker: Jacob believes that his purpose is to be a soldier and holds no regrets or fears when he finally dies. In fact, Jacob says this outright when dealing with his Wolf Beacons after completing the Deputy's Manchurian Agent trials. He calmly speaks about how death and destruction is an endless and natural cycle. He's more or less described by Joseph as a man who never left the war and is a soldier without a cause.
  • The Dreaded: Jacob is feared by both the Whitetail Militia and Pratt.
  • The Dutiful Son: He was the protector of his brothers and frequently stood up his parents. Since his father went to prison and his mother became neglectful, he took this role. When the brothers were put into foster care, Jacob eventually killed his, John's and Joseph's foster parents in a house fire because of how abusive they were. He also blames himself to some degree for how things turned out for the brothers.
  • Evil Redhead
  • Face Death with Dignity: When he's finally killed, he doesn't plead with the deputy or try to talk them out of their vendetta. He only talks about the past wars and fallen empires and how this is a part of life and a natural cycle. He peacefully sits down on a rock as well.
  • From Camouflage to Criminal: His military skills are used in the obviously criminal actions of terrorizing Hope County.
  • Hero Killer: According to this note, he culled a woman named "H. McCalkin", a woman who planned to join the Marines, after she failed to complete his Training from Hell. If that person is Hannah, a protagonist from the prequel, then Jacob certainly fits this trope.
    • This trope doubly applies if the person named Mark he tortured to death in his chalet, Tammy's husband, is the same Mark as the protagonist from the prequel.
    • In the game proper, he successfully makes the Deputy kill Eli Palmer via trigger brainwashing and conditioning.
  • I am a Humanitarian: Jacob explains that he was forced to kill and eat Miller, a friend and fellow soldier because they were both stranded in the Iraq desert with no hope of survival. The Whitetail Mountains are also decorated with messages that embrace his butcher or beef mentality.
  • I Did What I Had to Do: Jacob remarks that he killed his buddy, Miller, while they were lost in the desert. He remarks that he took no joy in it, but it was either Miller or Jacob. He remarks that this was his trial to overcome.
  • Insane Troll Logic: Right after the Deputy has unwittingly killed Eli in one of their brainwashed rampages, Jacob congratulates them on having passed his final test, commends them for having accomplished something nobody else could've pulled off.. and concludes that the Deputy is obviously weak and therefore deserving of nothing but death. Cue the Boss Battle.
  • It's All Upstairs from Here: To reach Jacob's final boss fight, the Deputy must climb a mountain.
  • Kill 'Em All: While his other siblings at least try to convert those who are unwilling to believe in the cult’s teachings, Jacob simply massacres anyone who is deemed ‘weak’.
  • King Mook: He uses a sniper rifle and is fought like any other sniper. But he's got immunity until the player reaches a certain distance close to Jacob, and even then, can take a lot of punishment.
  • Knight of Cerebus: John is the cult's PR head and showcases a more positive side of the cult. Faith is warm and welcoming in her Bliss visions. Jacob has no such pretences and is cold and brutal from start to finish.
  • Leitmotif: Jacob uses a music box that plays Only You by The platters to control and indoctrinate his soldiers.
  • Look on My Works, Ye Mighty, and Despair!: As he highlights in his Famous Last Words, humanity's hubris tends to cause the rise and fall of empires, and even states that this will happen to America if the Junior Deputy continues to resist Joseph.
  • Lyrical Dissonance: He sings a romantic songnote  in his wheezy, low, emotionless voice, making it creepy.
  • Made of Iron: Subverted- Taking an anti-materiel rifle's .50BMG bullet to the face merely dazes him for a few seconds because he's coded to be largely immune to damage until you get within a certain distance to him. Once you get in close, a burst of automatic fire or a few loads of buckshot will take him down quickly.
  • Meat-O-Vision: Jacob forced himself to eat Miller after the pair got lost in the desert during the Gulf War. He uses wolves as a metaphor for his instinct to survive but it's not hard to assume that his mind was worn down by a combination of starvation, dehydration, and sunstroke.
  • Might Makes Right: Subscribes to this way of thinking.
  • Mind-Control Music: He uses a music box to brainwash people, including the Junior Deputy, into attacking others on sight. He also has a trigger song: "Only You" by the Platters, that triggers in his boss fight and in The Stinger of one of the endings.
  • No-Nonsense Nemesis:
    • Jacob doesn't really care about the religious aspects of the cult. He just wants to fulfil his divine role as a predator and wants to kill The Deputy outright but Joseph doesn't want him to.
    • Unlike the other two Heralds, Jacob absolutely wastes no time in capturing the Deputy several times. John Seed at least waits for the Deputy for a showdown in Fall's End and Faith Seed gives the illusion of choice when it comes to entering the bliss (though she'll still try to pull some tricks to prevent the Deputy from evading her forever).
  • No Party Like a Donner Party: Jacob and Miller were lost in the desert during the Gulf War. After surviving for 8 days on rations, Jacob realized that only one of them could make the journey. He promptly killed and ate Miller so he could make the rest of the journey.
  • Not in This for Your Revolution: Jacob isn't as religious as his siblings, and it's implied that he's just paying lip service to the cult so he can survive the end of the world with his family. That, and have a convenient backyard full of toothless scrubs to pit against each other for his twisted boot camp of horrors.
  • Only Sane Man: In comparison to his siblings, Jacob is the only one to question Joseph's faith in God and acknowledge the danger imposed by the Deputy. The only reason he can't kill the Deputy is that Joseph won't let him.
  • Punch-Clock Villain: In comparison to his siblings, he is unenthusiastic about the religious aspects of the cult and Joseph's claims of being a prophet. On the other hand, however, he is very enthusiastic about "culling the herd", believing it to be his duty.
  • Redhead In Green: Green and brown, anyway given his camouflage fatigues.
  • Revenge Through Corruption: His preference of psychologically torturing wolves into serving him seem to be more due to personal revenge after what happened in Afganistan.
  • Savage Wolves: He has a pack of wolves called "Judges" that fight for him. He also uses wolf imagery to indoctrinate his soldiers.
  • Self-Made Orphan: The Book of Joseph reveals that Jacob killed his adopted parents in a house fire.
  • Shell-Shocked Veteran: According to The Book of Joseph, Jacob developed PTSD after cannibalizing Miller and was discharged from the military so he can receive treatment. Once Jacob ran out of money, he was discharged from the hospital and he lived in a homeless shelter until he was eventually reunited with Joseph and John.
  • The Social Darwinist: Jacob believes that people have become soft in the modern age and that the strong have the right to cull the 'weak'. He also appears to be a cannibal.
  • Sociopathic Soldier: In a nutshell. He sees himself as a predator in a land of prey and wants to strengthen others by psychological torture.
  • Soft-Spoken Sadist: Despite being the most brutish-looking of the Seeds and the cult's militant commander, Jacob speaks in a very soft, and exceptionally creepy voice.
  • Soldier vs. Warrior: Jacob shows a clear disdain for people who call themselves heroes and warriors despite never going through the hardships as a soldier.
  • Starter Villain: Played with. Jacob requires less Resistance Points than John or Faithnote , and it's very easy to reach Jacob's region from Dutch's island. But nothing forces the player to fight Jacob first.
  • The Stoic: Unlike his siblings, Jacob is largely unemotional and doesn't take any joy in the salvation the cult offers. In fact just before he dies, he expresses uncertainty about whether Joseph actually communed with God or not.
  • The Strategist: Invokes his military training a lot to effectively plan out moves for the cult.
  • Strawman Emotional: Jacob never expresses any emotions and never breaks the tone of his voice.
  • Straw Nihilist: He sees his role as a soldier as his divine purpose and holds no fear of death. He doesn't believe in heroes and believes that destruction is a natural and endless cycle.
  • Training from Hell: According to a note found in the Grand View Hotel, he is known to put cult inductees through this in order to form the cult's militia. Said note lists the people who failed Jacob's intensive training, one of which may be Hannah, a protagonist from the prequel. See Dropped a Bridge on Him in Hannah's section of this page for more details.
  • Villain Takes an Interest: Jacob initially wanted to kill The Deputy and skip the theatrics but starts seeing The Deputy as a worthy opponent.
  • Worf Had the Flu: He's a psychopath and claims that he'd kill The Deputy in a heartbeat if Joseph hadn't restrained him, which is true considering how easy his hunters were able capture The Deputy. He also uses his music box to capture The Deputy without having to waste ammunition. After killing Eli, Jacob allows The Deputy to live and waits outside for their fight.
  • Worthy Opponent: He seems to see the Junior Deputy as one. He claims that could have killed the Deputy immediately if he wanted to but Joseph told him not to. In the boss fight Jacob mockingly praises the Deputy for their role as an assassin and brainwashed soldier.

    Faith Seed 

The Siren
Portrayed by: Jenessa Grant (Far Cry 5), Mackenzie Lawrén (Inside Eden's Gate)

I know you've heard stories about me. That I'm a liar, a manipulator. Let me tell you a different story...

Real name Rachel Jessop, "Faith" was adopted by Joseph as a sister and given said name by him after being welcomed to the cult. She is said to "keep the flock rowing in the right direction", and works with the Bliss drug the cult is hooked on. Faith controls the southeastern Henbane River region.

  • Ambiguously Evil: Downplayed. She is aware of the murders and the rampage the Seeds are doing, however, it is unknown to which measure she is evil. Faith states during her boss fight that she had no choice, and she was a weak seventeen year old girl at the time. Of course, she has no problem with lying and, like any mental manipulator, will say anything to get someone on her side. She is also quite violent herself, frequently seen shoving the Deputy in the visions and encouraging Burke to shoot members of the Resistance, then blowing his own brains out.
  • Animal Motifs: She is associated with butterflies due to the amount of butterflies in the bliss and how she gains wings that resemble butterfly wings. Burke is decorated with butterflies while he's indoctrinated and under her commands.
  • Awesomeness by Analysis: The prequel demonstrates that she has this trait, as she is quickly notices that Sara has Dull Eyes of Unhappiness and also discerns that she Hates Being Alone simply through that feature. She then exploits this to persuade Sara to join Eden's Gate, realizing that she is the least likely to resist Joseph's advances out of her friends.
  • The Baby of the Bunch: The youngest among her siblings.
  • Bad Boss: John Seed calls her this. She creates her Angels by force-feeding the victims Bliss and she regularly mistreats them.
  • Berserk Button: Snapping people out of the hallucinations she induces in them, as it takes away her ability to control them.
  • Brainwashed and Crazy: Seems to inflict this (and then some) on new recruits, by way of a hallucinogenic gas that induces Mind Screw. Joseph calls this 'helping the blind to see'. In contrast to the other Seeds, who communicate with you via your radio, Faith "communicates" with you through visions brought on by Bliss.
    • In the prequel, she drugs tea that Sarah willingly drinks.
  • Break Them by Talking: Barely a minute goes by in the Henbane River area without hearing her sermons, either from loudspeakers near her bases or from the creepy hallucinations of herself that appear ever more frequently the higher your resistance score gets.
  • Catch Phrase: "Welcome to the Bliss", spoken whenever she ensnares the Junior Deputy in one of her hallucinations.
  • Cloud Cuckoolander: She cheerfully vacillates between talking about being suicidal and giggling about how she met the Father without skipping a beat. Of course, this is also a hallucination.
  • Consummate Liar: Her most prominent trait. Everyone in the Resistance flat-out tells the Junior Deputy to never believe anything she says.
  • Cute and Psycho: Girlish and beautiful on the outside, raging lunatic on the inside.
  • Dark Chick: She plays this role among her siblings. In the prequel, she is the only one of her siblings to not engage in combat.
  • Death Seeker: Faith claims she was once suicidal until she was enlightened by the Father. How much of this is the truth or mere cult propaganda used to make the drug-induced visions seem more divine is unclear. There's implications in her boss fight that she may still be this subconsciously as she seems to give the Deputy more ammo, and as her health bar gets to its lowest, she doesn't try to to kill the Deputy as hard as she previously tried.
  • Does Not Like Shoes: Is always seen barefoot. Whether in hallucination or in real life.
  • Driven to Suicide: She inflicts this on other people via her drugs, by tricking them into scaling Joseph's statue and then jumping from it. She does this to the Junior Deputy, but they manage to survive the ordeal. Tellingly, the bottom of the statue is littered with the corpses of people who did jump under Faith's influence.
    • Later, she induces Marshal Burke to blow his brains out after the Junior Deputy frees him from her hallucinations.
  • Dude Magnet: She's quite popular with the men of Hope County but it doesn't end well for them.
  • Evil Former Friend: As this letter indicates, back when she was known as Rachel, she used to be good friends with Tracey, until she joined the cult and assumed the "Faith Seed" identity. In the game proper, Tracey clearly feels little in the way of affection for Faith, as she is often seen warning other characters about Faith's deceitfulness, and after Faith induces Marshall Burke to kill Vergil, she straight up demands that the Junior Deputy kill Faith to avenge the mayor.
  • Face of an Angel, Mind of a Demon: Of all of the Far Cry series' antagonists, Faith looks the most innocent. She has a kind and melodious voice, smiles and laughs openly, skips around, takes people like the Deputy by the hand like she's a child leading an adult, and possesses a pure beauty. She also seems to force new recruits into Mind Rape hallucinations and attempts to murder the Junior Deputy. Literally speaking, she looks like a stereotypical angel while doing things like stabbing people with needles.
  • Flower in Her Hair: Her promotional art has this, but her in-game model does not. The flowers are white Bliss flowers. Flowers are also present in the short film.
  • Flunky Boss: Her boss battle consists of her sending hoards of frenzied druggies at the player, while she strikes from a distance.
  • Foreshadowing: She warns the Deputy with her dying words that if they don't listen to Joseph, "he will be right". Should you pick the "Resist" ending, that is exactly what happens as his crazy ramblings about society falling do come to pass. Leading to the events of New Dawn.
  • The Ghost: Played with. She does make quite a few appearances, but she's only ever met and fought in hallucinations, never in the flesh.
  • Giggling Villain: In her visions, Faith is often seen giggling like a schoolgirl.
  • Happily Adopted: By the Seed family.
  • The Heart: After her death, Joseph states that she played this role within the cult.
  • Hero Killer: Her victims are Vergil Minkler, killed by a brainwashed Cameron Burke, as well as Burke himself via suicide.
  • Innocent Flower Girl: She appears to be this at first due to her appearance and frequent association with white flowers. However, this trope is actually inverted as she has the Face of an Angel, Mind of a Demon and the flowers are actually the source of the drugs she uses to brainwash people.
  • It's Personal: She feels this way towards the Junior Deputy after they free Marshal Burke from her hallucinatory trances.
  • Legacy Character: After her death, Joseph states that she was not the first to have the name "Faith", implying that there were women who previously held her position in the cult. Some of the letters you can find add credence to this, where some question their female sibling/friend on why they've joined the cult and/or are calling themselves "Faith".
  • Light Is Not Good: Dresses in white, has a white flower in her hair, sprouts angelic wings in hallucinations, and is a murderous, lying psychopath under that surface purity.
  • Mind Rape: Her job description in a nutshell.
  • Mad Scientist: She’s in charge of the manufacturing of the Bliss drug, and like her colleagues, she’s as crazy as a shithouse rat.
  • Never Found the Body: Unlike Jacob and John, the player cannot find Faith's corpse as she was seemingly killed in a hallucinated river that does not exist within the game world. No one ever mentions finding her body either. The only indication the player gets that she is really dead is Joseph Seed's eulogy for her.
  • Nightmare Face: A Freeze-Frame Bonus reveals that this is her actual expression in reality while she's drugging the Junior Deputy.
  • The Ophelia: An evil version: A beautiful childish young woman in white walking around, barefoot, with flowers... who brainwashes people with drugs. Also, she even dies in a stream just like the original Ophelia.
  • Palm-on-Cheek Pose: In the prequel, she does this to the protagonists upon meeting them for the first time, ostensibly to seem affectionate and welcoming, but in actuality, she is scanning them for features that might make them easier to indoctrinate. This is hinted at when she lingers on Sara's face for much longer than the others, allowing her to notice Sara's Dull Eyes of Unhappiness and single her out for Joseph to focus his brainwashing on.
  • Poisonous Person: Her hallucinations start with her blowing a large amount of Bliss in the Deputy’s face.
  • Power Gives You Wings: In her Bliss visions, she can fly and has glowing white angelic wings. Subverted, because it's a hallucination; she has no actual power.
  • Psychic Powers: While everything experienced in the Bliss visions has to be taken with a grain of salt, it's heavily hinted that the Bliss grants her a degree of mental projection, telepathy, and even physical control over people affected by the drug. How she does this, and why the drug doesn't affect her the same way it does everyone else, is never explained.
  • Replacement Goldfish: These letters suggest that the women who have borne the "Faith Seed" identity are this to Joseph, and hint that the previous bearers of the identity eventually met unfortunate ends.
  • Schmuck Bait:
    • Hallucinations of her frequently appear near the Deputy for as long as she lives, but shooting or simply touching them dispels them. Do this at medium to high resistance levels in the Henbane River region and a bunch of real enemies (usually angels) will pop up instead of the hallucination.
    • There’s also a capture sequence that is activated when you see a Peggie holding a civilian at gunpoint, trying to free the captive causes a hallucination.
  • Sugar Bowl: The hallucinatory world that indoctrinates cultists appears as an idyllic paradise where butterflies land on your fingers and Faith appears to literally become an angel ascending into heaven. Of course, it's all smoke and mirrors.
  • Tattooed Crook: While she doesn't have anywhere near the amount of tattoos Joseph and John do, she does have "C17H21NO4" tattooed on her left forearm, which is the chemical formula for a cocaine molecule, hinting at her past as a drug addict.

Special Members

    Cult VIPs
High-ranking members of Eden's Gate who serve important roles and help make sure things run smoothly. They are categorized as Baptists, Chemists, Butchers, Scientists, Trainers and Priestesses depending on their rank and primary job. They can be easily identified by small clouds of Bliss surrounding their heads.
  • Amazon Brigade: Priestesses are an entirely female subgroup that are found guarding Bliss Shrines in Faith's territory.
  • Bald of Evil: The Butchers and Scientists are bald men in dirty aprons.
  • Beard of Evil: Male VIPs tend to have thick bushy beards.
  • The Berserker: Some of them only carry melee weapons and will rush any hostiles they find on their turf.
  • Dress-Coded for Your Convenience: Though their clothes use the same black and white color scheme of the regular cultists they can be easily identified by their more unique outfits which include aprons, goggles, masks, gloves, no shirts and sleeveless jackets plus skirts.
  • Elite Mooks: All of them can soak up a bit more firepower than the basic cult soldiers.
  • You Gotta Have Blue Hair: All of the female Priestesses have bright red hair.

    The Chosen
The elite military fighters of the cult and some of their strongest soldiers. The Chosen are primarily seen hunting in the woods alongside Judges or flying fighter planes against the enemies of Eden's Gate.
  • Ace Pilot: They begin showing up in powerful attack planes one the Deputy has sufficiently pissed off one of the Heralds.
  • Dress-Coded for Your Convenience: They wear special gray coats and red ski masks, making them easy to spot.
  • Elite Mooks: Their are some of the Peggies best warriors and are often called in to deal with special threats against the project.

Mindless berserkers that have been exposed to so much Bliss that they can only attack until they die and show no sense of self or reason. The cult mostly uses them as cannon fodder due to their lack of a sense of self-preservation and many can be seen freely roaming the countryside in Faith's territory.
  • Ax-Crazy: They spend their days gibbering religious verses over and over again, however, they’ll respond to anybody that isn’t one of the Peggies or a fellow Angel by devolving into screaming maniacs and attacking them until either they’re dead or the Angel has been killed themselves.
  • Bald of Evil: They all sport shaved heads.
  • The Berserker: They have no other tactic than rushing the Deputy with melee attacks until one of the two is dead.
  • It Can Think: A minor level, but sometimes they will hang back and attack by throwing rocks at their target instead of mindlessly charging inwards.
  • Made of Iron: They can regularly be seen collapsing momentarily after being riddled with bullets only to jump right back up and continue fighting seconds later. A headshot is the only way to reliably take one down permanently.
  • Technically Living Zombie: Their minds have been lost to the Bliss, making them zombies in all but name.
  • Tragic Monster: You really can’t help but feel bad for these poor bastards. Their sanity has been stripped away against their will by heavy doses of Bliss and are now the savage, mindless slaves of their captors, the process of which can be seen while in John’s bunker. There’s no cure for their condition, so the only way to help them out is euthanasia.
  • Unstoppable Rage: They go positively rabid on any non-Peggie they find, pursuing their target impressive distances while attacking them mindlessly violently, and because they’re hopped up so much on Bliss, can take a fairly high level of damage before finally succumbing to their wounds.

Other Members

    The Cook
A brutal monster of a man who is being hunted down by Jess for the horrible crimes he has committed against the people of Hope County. Insane and violent even by the lofty standards of Eden's Gate, the Cook is a very dangerous and unpredictable opponent who uses fire as his main weapon.
  • Arc Villain: He only appears in person during the "A Dish Served Cold" mission, where he is killed for his many terrible crimes against the residents of Hope County.
  • Evil Counterpart: Being a Pyromaniac for Eden's Gate he serves as this for the Resistance's own Pyromaniac Sharky Boshaw.
  • Expy: Wait a second... a psychopathic pyromaniac who has committed several nasty atrocities, serves as an optional miniboss, uses a flamethrower as his primary weapon and has a nickname of Cook? Why does that sound so familiar?
  • Pyromaniac: He uses a flamethrower as his main weapon and is known as the Cook... so yeah, kind of obvious.
  • Would Hurt a Child: He doesn't even spare children from his torture.

Other Hope County Residents

Holland Valley Residents

    Kim Rye 
Voiced by: Mayko Nguyen
Click to see her in New Dawn

Nick's pregnant wife.

  • Ascended Extra: While she is a minor character in 5, in New Dawn she is the leader of Prosperity.
  • Crushing Handshake: A variation between her and Nick. When she goes into labor, she grabs her husband's hand so hard he immediately starts whining like a little schoolgirl. It then becomes a Running Gag during the subsequent mission.
  • Damsel in Distress: Needs to be protected from peggies in Nick's recruitment mission (although she doesn't appear in person yet), and later rushed to the doctor when she goes into labor earlier than expected.
  • Dare to Be Badass: Invokes this with Nick, who at first wants to leave town because of her pregnant state. But Kim will have none of it.
  • Deadpan Snarker: When Nick delightedly compares himself and the Deputy to Butch and Sundance, Kim dryly reminds him how these two ended up, which deflates him pretty quick.
  • Happily Married: To Nick Rye, your trusty crop duster ace pilot.
  • Lampshade Hanging: The side mission to get her to the doctor so she can deliver her baby takes increasingly insane turns, which she will eventually begin to point out.
  • Supporting Leader: In New Dawn, she's the de-facto leader of Prosperity since Nick has been kidnapped for some time as of the start of the game.
  • Women Are Wiser: She definitely seems to have more common sense than her husband at least.

    Larry Parker
An alien conspiracy nut living not far from Fall's End.
  • Apocalyptic Log: Larry is already dead by the time Nick arrives on Mars. Notes written by him are scattered throughout the map and will direct Nick to places of interest.
  • Conspiracy Theorist: Complete with wild shaggy hair and talking about "them, man!"
  • The Cuckoolander Was Right: As you find out at the end of his quest line.
  • Disintegrator Ray: Finishing his short mission chain unlocks the Magnopulser weapon that vaporizes organic targets with microwaves in close quarters combat. It's also possible he himself ended up on the business end of a much bigger version instead of actually being teleported away, considering what's left of him after all is said and done.
  • Dropped a Bridge on Him: Like Hurk and Nick, Larry was also teleported to Mars to help Anne in preventing the Arachnid invasion but was dead by before Hurk arrived.
  • Hero of Another Story: What Larry claims to be. He thinks the cult antics are small potatoes to the alien invasion happening (that only he believes in).
  • Large Ham: Has a very (at least partly deliberately) over-the-top way of talking that often veers into No Indoor Voice.
  • Maybe Magic, Maybe Mundane: It's possible he was teleported to another world by his device. It's also possible he was disintegrated. The vision of something if you try to go with him further complicates the issue.
  • Smoldering Shoes: The only thing that's left of him after he's teleported away by (presumably) aliens.

    Nadine Abercromie
A young woman from Holland Valley looking to collect her grandfather's old comic books.

    Zip Kupka
A nutty conspiracy theorist from Falls End, Zip provides some quests to deal with the cult in explosive and/or fiery ways.
  • Conspiracy Theorist: He thinks the government is behind Eden's Gate. He's wrong.
  • Friend to All Living Things: The reason he needs you to help him put down the Bliss Soaked animals in his first mission? He used to work at the farm they're at and is too emotionally attached to the animals, even calling out their names and giving them eulogies when you kill them. Unfortunately for him, his attempt at leaving a trap for Eden's Gate results in him killing a number of cows who he also knows by name.
  • No Shirt, Long Jacket: Zip wears a long camo print jacket, but no shirt underneath it.
  • Playing with Fire: He likes his flamethrower, and torches a few Bliss-soaked and berserk animals.
  • Right for the Wrong Reasons: Like any rank and file conspiracy theorist, he believes Eden's Gate is government-funded, and plans to stop them by sabotaging the farm supplying "mind control meat" and blowing up the old mine to cut off their funding. Coincidentally, Eden's Gate does have forces occupying these two places, but probably for Bliss experimentation and their own funding, respectively.
  • Stuff Blowing Up: His final mission involves blowing up a shipment of gold the cult is using to secure supplies.
  • Walking Shirtless Scene: Downplayed. His shirt is on, but unbuttoned.

    Wendell Redler

A retired Vietnam veteran who wants to collect his former war buddies's lighters so their stash doesn't fall into the hands of the cult.

Henbane River Residents

    Xander Flynn

Adelaide's young squeeze, Xander is a man from southern California who originally thought to open a smoothie stand in Montana, which was an untapped market. While this failed, he did catch the affections of an older, wealthier woman named Adelaide, so he stuck around.

  • Affectionate Parody: Xander is absolutely one of the general stereotype of Gen. Y Millennials; a naive, adventurous, Granola Guy/Girl who is very sheltered on the nature of the world - for crying out loud, the guy tried to open up a smoothie stand in an active war zone! Despite Xander's air-headedness, this stereotype is rarely, if ever, portrayed mockingly, and the game makes it clear that Xander is a good guy who happens to be in the wrong place at the wrong time.
  • Bigger Is Better in Bed: According to Adelaide, his dick is bigger than his brain. Of course, that's not saying much.
  • Brainless Beauty: He has washboard abs, smooth skin and perfect hair. And that's it.
  • Drugs Are Bad: Surprisingly for a hippie type, he hates drugs and his mission involves destroying them.
  • Good Is Dumb: He's got a heart of gold, but a brain the size of a penny. He also doesn't get Adelaide's frequent Double Entendre dialogue until the very end of his quest.
    Xander: Addie was right about you. A ten-gallon hat with spurs! I think that was a sex thing. You can never tell with her.
  • Granola Girl: Gender-inverted, but pretty much spot on: Believes in being eco-friendly, yoga for spiritualism, and chakras. He also wants to open up a smoothie stand at the marina.
  • Kind Hearted Simpleton: He's a dumb guy who also happens to be one of the most genuinely nice characters in the entire series.
  • Likes Older Women: His age isn't mentioned, but he's probably in his late 20s. Adelaide is over 60.
  • Meal Ticket: Subverted. Xander's youth (and Addie's lush bank account) seems to imply this trope. Addie is the one who is chasing him, but he genuinely likes her and finds her to be a lot of fun.
  • Nice Guy: Despite being a bit of a light-weight mentally, Xander is a sweetheart who wishes the best for everybody.

    Guy Marvel

The director of Blood Dragon, third installment of the series made famous by Far Cry 3: Blood Dragon. Determined to shoot his next scene in Hope County.

  • A Day in the Limelight: He is the central character of the Dead Living Zombies DLC, which deals with him attempting to pitch his films to various filmmakers.
  • All for Nothing: Visiting what's left of his house in New Dawn reveals that the world ended in nuclear fire just as he had finalized his masterpiece that would've catapulted him to fame and wealth (or so he thought at least). Unsurprisingly, he was pissed at this turn of events.
  • Ax-Crazy: He really gets into your slaughtering of Angels during his second mission.
  • CatchPhrase: Picture this.
  • Character Development: Averted. None of Guy's movies have any character development or hidden morals.
  • Can't Take Criticism: In his DLC, any of the actors or directors’ attempts to add to his rather bland ideas are either ignored, blown off, or send him into a hissy fit.
  • Finger Framing: Each DLC mission begins with Guy explaining to different script writers to "picture this" while doing this.
  • Manchild: Guy is completely obsessed with guns, explosions and deaths in his money and doesn't bother about character development at all. It is no wonder why people do not want to produce his money in the early missions of the DLC.
  • No Celebrities Were Harmed: He looks like a fat Michael Bay and shares his bombastic and shallow filmmaking style.
  • What Happened to the Mouse?: You can find a note in the ruins of his house in New Dawn that contains one of his usual profanity-ladden rants about how the apocalypse denied him his shot at glory as an acclaimed director. Furious at how fate screwed him over, Marvel headed out into the still-burning world, never to be seen again. Given his lack of stated survival skills it's unlikely he made it far before succumbing to radiation and exposure.
  • Zombie Apocalypse: Seems to be the only film genre he knows how to do.

    Sherri Woodhouse

Owner of the King of Worms Fishing Store, Sherri is trying to help keep up spirits in the Henbane River region.

     Aaron "Tweak" Kirby

A junkie holed up in the ghost town of Prosperity whose father was a member of Eden's Gate.

  • The Atoner: Of the "Sins of Our Fathers" variety. His father is partially responsible for the development of Bliss, so he wants to use his skill at chemistry to make things right.
  • Cult Defector: Tweak has a deep amount of knowledge about Jacob's cult, has a room filled with writings about how their untrustworthy liars, and is the son of a former cult member whose actions he feels a need to atone for. While never outright stated, all of this implies that he may have been part of the cult himself once, but broken away when he was young.
  • Dumpster Dive: Finds a lot of his ingredient this way.
  • Expy: Of Jesse Pinkman, maybe. Both are emotionally unstable, easily distracted addicts who have a surprisingly high knowledge of chemistry. Both know an older man who makes drugs with whom they disagree on ethics. All of this could be a coincidence, but the fact that he shares his first name with Jesse's actor makes one wonder.
  • Functional Addict: Kinda. He's very clearly addled by drug usage, but he's still an accomplished chemist who can mix up homeopathic recipes that make them far more efficient. He also acknowledges the fact that it's probably for the best that you go handle Eden's Gate and not him.
  • Hidden Depths: One of his notes found in Prosperity uses actual medical terms like tachycardianote  to describe the side effects of his drugs, and his theories on how to improve the formula use proper chemistry terms as well. This all from a man who talks to mannequins and tells you to beat pigs to death because they deserve it.
  • Like Father, Like Son: Ironically enough, he and his father are both excellent chemists. It's just his father was a member of Eden's Gate.
  • Noodle Incident: Whatever it was that made him hate pigs so much, as he never elaborates during "Fast".
  • Room Full of Crazy: Inverted. his lab is covered with rambling writings, but they're Tweak's affirmations that Joseph Seed is lying and not to trust him.

Whitetail Mountains Residents

    Hurk Drubman Sr.

A man running for the Senate, former husband of Adelaide, and father to Hurk.

  • Abusive Parents: He openly demeans Hurk, forces him to sleep outside because he lost Drubman Sr.'s campaign truck, is completely fine with setting him up as a patsy for his illegal activities, and regularly asks the Deputy to never bring his son back to him when Hurk goes off on missions.
  • Blatant Lies: Of course he would never ask you to murder people that won't vote for him because that's illegal (well, technically illegal, unfortunately), but if those same people would have unfortunate accidents like, say, stumbling and falling on a dozen bullets or some such, well... that would be quite the coincidence, wouldn't it?
  • Comedic Sociopathy: His treatment of his son and his murderous schemes to get rid off anyone standing in the way of his political ambitions are mostly Played for Laughs.
  • Corrupt Politician: When told by his campaign advisors that he will likely lose his run for state senate due to the likelihood of the Project Eden members voting against him, Hurk Sr. hires the Deputy to make sure the cultists never show up to the voting booth. His dialogue implies he's considered doing the same to other voting demographics he doesn't like, but the Project Eden cult are the only ones he can get away with.
  • No Celebrities Were Harmed: His political campaign, stance against immigrants, and claims to "Make Hope County Great Again" seems to be jabs directed at Donald Trump.
  • Straw Character: He is every right-wing conservative stereotype exaggerated to a comical extreme, with a deep hatred of anything liberal, intellectual, or Canadian.

    Dr. Sarah Perkins

A government doctor who was studying the wolves in town, Sarah is targeted by the cult and helped out by Eli's militia.

  • Badass Bookworm: She packs a pistol and will defend herself if attacked, but first and foremost, she's known for her smarts.
  • Fluffy the Terrible: She actually finds the Judges adorable. But she fully plans on helping the Deputy find a way to deal with them.
  • Not That Kind of Doctor: She works with animals, not humans.
  • Recruitment by Rescue: How she became acquainted with the Whitetails, although she didn't technically join them. Also how she begins work with the Deputy.

    Bo Adams

A cowboy survivalist who is friends with Eli's militia, he helps the Junior Deputy learn some survival skills in the Whitetail Mountains.

    Skylar Kohrs

An expert fisherwoman, Skylar teaches the deputy some fishing tips.

  • Arch-Nemesis: Downplayed, non-violent example, but she's one of many fisher(wo)men that tried and failed for years to catch the Admiral, a unique sturgeon (the only Russian sturgeon in the game, in fact), something that seems to cause her no small amount of frustration.
  • Braids of Action: Wears her hair in a thick, long braid and, in an Offscreen Moment of Awesome, managed to fend off several armed peggies on her own while she was fishing in her boat.
  • It's Up to You: Says this verbatim when she asks the Deputy to catch the Admiral in her stead.
  • Platonic Life-Partners: Dylan, her roommate in their shared trailer. They've known each other since they were kids. She's not interested in romance, but the two of them do plan to leave together.
  • Screw This, I'm Outta Here!:
    • Her plan is to sell a legendary fish for enough money to get outta Dodge.
    • In New Dawn, she does this before the events of the game, after Dylan is killed by her booby-trapped bunker door. She admits that she doesn't even feel sad about his death, since after so many years of him being the only thing keeping her from leaving, she's finally just ready to leave it all behind in the wake of the apocalypse.
  • Take Up My Sword: Her efforts to catch the Admiral on her own are cut short when she gets jumped by some peggies and injures her arm fending them off, forcing her to put the matter in the Deputy's capable hands. Hooking the beast awards the second-best fishing rod available, which is heavily implied to have been hers before she left the county for good.

    Dave Fowler

One of Cheeseburger's two handlers along with his brother Wade, Dave was responsible for managing the F.A.N.G center.

  • Collection Sidequest: He's trying to recover the Cheeseburger bobblehead dolls he created. He also made T-shirts of Cheeseburger.
  • Money, Dear Boy: Invoked In-Universe. Cheeseburger might be an interesting draw, but he can't bring in the money by himself. Thus, Dave created merch to sell. And with the cult's activities creating a shortage of supply, he can sell them for a huge profit online.

     Wade Fowler

One of Cheeseburger's two handlers along with his brother Dave, Wade's job was to take care of Cheeseburger and the other animals.

Other Characters

    Agent Willis Huntley

  • Flanderization: Huntley's jingoism has always been part of his characterization, but by the time of the events of FC 5 it's pretty much the only defining trait he has left (aside from being a massive jackass). He's actually on vacation when you meet him, touring the states in ascending order of patriotism.
  • Jerkass: He's the same abrasive, lying, exploitative asshole we remember from previous titles. Granted, he doesn't insult or betray you like he did Ajay in FC 4, and he does pay you, but he still enlists your help with promises of support, only to leave you high and dry once he has what he wanted.
  • Not in This for Your Revolution: He's more concerned with completing his mission and leaving, though he does help a bit before bolting.
  • Once per Episode: Like Hurk, he's shown up in Far Cry 3 and Far Cry 4.
  • Pulled from Your Day Off: He mentions that he was on vacation before getting tasked with locating what is strongly implied to be the infamous supposed Donald Trump "pee tape". Unlike most examples of this trope, Willis really doesn't seem to mind his vacation being interrupted - in fact, he seems overjoyed at being given this mission.
  • Rank Up: He's made Chief of Staff for completing his mission.

    Clutch Nixon

A late stuntman who completed many stunts around Hope Valley.

  • Badass Mustache: His plaques show he had one.
  • Badass Driver: He completed all of his stunts with crafts on the land, water, and sky.
  • Hidden Depths: If "Descente Dans la Folie" is any indication, he was a strong advocate of children's literacy programs.
  • Leitmotif: A version of "The Ballad of Evel Knievel" by the Road Vikings that replaces all uses of Knievel's name with Nixon's.
  • Never Found the Body: The “Godspeed” challenge tells that he jumped off a mountain in a wingsuit and was never seen again until being declared legally dead.
  • No Celebrities Were Harmed: He's a parody of the late Evel Knievel.
  • Patriotic Fervor: Every Clutch Nixon quest starts with an American bald eagle chasing an explosion. The quests themselves involve driving through rings of red, white, and blue stars.
  • Posthumous Character: He died in 1977, Maybe.

Inside Eden's Gate characters

Characters that appear in the live-action prequel film, Far Cry 5: Inside Eden's Gate.

Portrayed by: Kyle Gallner

A vlogger who infiltrates Eden's Gate along with Hannah, Sara, and Mark in order to locate Mark's sister, Linny.

  • Action Survivor: Unlike Hannah, Alex doesn't have any military training. But he can fire an assault rifle to great effect while escaping Eden's Gate.
  • Armed Altruism: Despite holding an assault rifle, he opts to give it to Hannah so that she can hold off the pursuing cultists while he flees with the footage they took of the cult's activities. As a result, he's left unarmed and unable to resist when Joseph and his brothers finally catch up to him.
  • Bring Help Back: That's his goal at the end when Hannah and Mark try to buy him time.
  • Defiant to the End: He responds to Joseph's demand that he surrender by revealing that he manage to upload the footage taken of the cult to the internet, telling the cult leader that he is in for a fight whether he likes it or not. He's then dragged off kicking and screaming by Jacob and John.
  • Determinator: Despite being shot in the leg by Jacob, he still persistently tries to crawl away from the Seed siblings for as long as possible, just to make sure that the footage he filmed of Eden's Gate makes it onto the internet.
  • Doomed Moral Victor: A downplayed example, as while he doesn't die (unless the corpse mentioned in Dropped a Bridge on Him is supposed to be him), he is recaptured by the cult, but succeeds in uploading the footage he took onto the internet.
  • Dropped a Bridge on Him: In the game, players can find a corpse hanging from a post near the Lamb of God Church in John's territory. A note near the body states that the corpse is of a person named Alex, who came to Hope County with friends to infiltrate the cult, and later was killed by John for trying to rescue people from the cult's clutches. While the corpse is not definitively confirmed to be of this character, when one considers his role in the prequel, it does seem fairly plausible.
  • Port Stache: Sports a fairly thin mustache.
  • Retirony: He came to Hope County to film what would have been the last episode of his vlog before going off to travel. However, if the corpse found near the Lamb of God Church in John's territory is him, then it's safe to say he'll never realize those plans.

Portrayed by: Alexis B. Santiago

A vlogger who infiltrates Eden's Gate along with Alex, Sara, and Mark in order to locate Mark's sister, Linny.

  • Action Girl: Among the group that infiltrates Eden's Gate, she is this, having made plans to join the Marines after wrapping up her vlogging career.
  • Batter Up!: Having picked up a baseball bat lying around in her cell, she uses it to knock out some guards to enable the protagonists to escape.
  • Double Tap: She kills a cultist in this manner while trying to escape the cult's compound.
  • Dropped a Bridge on Him: In the game, a note found in the Grand View Hotel in Jacob's territory states that a woman named "H. McCalkin" was one of the people who failed the Training from Hell Jacob put her through. While it is not definitively confirmed that this person is Hannah, as her last name was never revealed, given that she did have plans to join the Marines, it does seem fairly plausible.
  • Guns Akimbo: She wields two pistols in this manner to great effect.
  • Heroic Sacrifice: She chooses to stay behind along with Mark to hold off Joseph and his men, allowing Alex time to get away and upload their footage of the cult's activities onto the internet.
  • Paper Tiger: Despite her Action Girl status and plans to join the Marines, an organization known for putting new recruits through grueling Training from Hell, the game hints that she failed to complete the Training from Hell that Jacob put her through, and was culled by him as a result. Jacob, an army veteran, even lampshades this in a note lambasting her inability to complete his training despite wanting to join the Marines.
  • Pre-Mortem One-Liner: When Joseph "surrenders" to her and Mark, she delivers one, fully intending to shoot Joseph. Unfortunately for her, she failed to realize that Joseph was merely serving as a distraction so John could sneak up on her to recapture her.
    Hannah: You want to meet God? Now's your chance.
  • Retirony: She came to Hope County to film what would have been the last episode of her vlog before going off to join the Marines. However, if one of the people who is listed as having failed Jacob's Training from Hell in a note in the Grand View Hotel in Jacob's territory is her, then it's safe to say she'll never realize those plans.
  • Uncertain Doom: Captured by Jacob and possily culled in his Training from Hell, although H. Mc Calkin isn't specifically mentioned as having been killed, unlike others on his list of failed candidates.

Portrayed by: Erin Manker

A vlogger who infiltrates Eden's Gate along with Alex, Hannah, and Mark in order to locate Mark's sister, Linny.

  • Driven to Suicide: If she is the recipient of this letter, then this might be her fate. See Dropped a Bridge on Him for more details.
  • Dropped a Bridge on Him: If players choose to "walk the path" from Joseph's statue as instructed by Faith, by following the bloody trail leading towards the statue, they will find this letter from Joseph to a person named Sara. If the letter's addressee is this character, which is plausible given that it mentions her being abandoned by others, something which happened to Sara in the prequel, then it is possible that one of the corpses found at the foot of Joseph's statue is hers.
  • Dull Eyes of Unhappiness: According to Faith, she possesses these, indicating that she has experienced great loss in her life. It is precisely this trait that causes Faith to single her out among the infiltrators, figuring that she would be the least likely to resist Joseph's indoctrination.
  • Hates Being Alone: She possesses this trait, but does not express it openly and it goes unnoticed by Alex and Hannah, who are preoccupied with the production of their vlog and their plans for life afterwards. However, Faith manages to notice this through her Dull Eyes of Unhappiness and takes advantage of it by having Joseph offer her membership in Eden's Gate.
  • Hidden Depths: While not immediately evident from the outside, she fears being left behind by her friends, something that is imminent given that her fellow vloggers plan to end their vlog soon and move on to other endeavors. While her friends do not notice this, Faith does via her Dull Eyes of Unhappiness, which enables Joseph to manipulate her into joining the cult by promising her companionship.
  • Palm-on-Cheek Pose: Is the recipient of a rather extended one from Faith, compared to the short ones she gives Hannah and Mark, and the sheer brush-off she gives Alex. It's how she picks up on how depressed Sarah is.

Portrayed by: Jarret Worley

A resident of Hope County whose sister, Linny, joined Eden's Gate after spending time with John Seed. He enlists the help of his friends, vloggers Alex, Hannah, and Sara, to infiltrate the cult in order to discover what happened to her.

  • Action Survivor: Just like Alex, he's great with guns despite no obvious training. Of course, he's from the World of Badass that is Hope County.
  • Eye Scream: He shoots a Peggie right in the eye with a crossbow while he escapes.
  • Heroic Sacrifice: He chooses to stay behind along with Hannah to hold off Joseph and his men, allowing Alex time to get away and upload their footage of the cult's activities onto the internet.
  • I Will Find You: It is his determination to find his sister after she is indoctrinated into Eden's Gate that kickstarts the plot of the prequel.
  • What Happened to the Mouse?: Unlike with Alex, Hannah, and Sara, where hints are dropped in the game about characters who met unfortunate fates that could plausibly be them, no such hints are found that could be linked to Mark, leaving his ultimate fate unknown.
    • However, in the game, Tammy does mention that she had a husband named Mark who was tortured to death at Jacob's chalet. It is uncertain if this character and Tammy's husband are the same person, however, as Mark makes no mention of being married in the prequel and his last name was never given. However, Mark is the only prequel protagonist that is a local of Hope County, and so are Tammy and her husband.

Alternative Title(s): Far Cry 5 Inside Edens Gate


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