1. A Right to Bear Arms
After liberating the F.A.N.G. Center in the Whitetail Mountains, the Deputy talks to Wade (as he’s scrubbing out some dried blood) to start the mission. The grizzle bear ‘Cheeseburger’ joins the squad after this mission.
2. The World is Weak
It takes place in Jacob Seed’s region of Whitetail Mountains. The Junior Deputy has been captured by Jacob’s followers. This mission will start automatically.
2:11 Kill the Final Target Before Time Runs Out
3. Missing in Action
It starts at the Wolf’s Den in Jacob Seed’s region of Whitetail Mountains. The Junior Deputy was captured by Jacob, and then rescued by Whitetails (resistance fighters) who now need’s their help. The quest giver is Eli Palmer.
4. We Must be Strong
This is the second time Jacob has captured The Junior Deputy. Unlike The World Is Weak however, the player will have a scene with Joseph Seed before the target run begins.
5. Radio Silence
It starts at the Wolf’s Den in Jacob Seed’s region of Whitetail Mountains. Talk with Tammy to begin the mission.
6. Eviction Notice
7. Sacrifice the Weak
8. Liberate Baron Lumbar Mill
Liberate the cult outpost baron lumber mill in whitetail mountains in order to free Jess Black.
9. A Dish Served Cold
10. The Prodigal Son
It starts at Fort Drubman in Jacob Seed’s region of Whitetail Mountains. Talk to Hurk’s father to start the mission. Completing the mission will add Hurk to the player’s specialist roster.
This mission is the loyalty quest for Hurk. Go to Fort Drubman and talk with Hurk Sr. Jump in Hurk’s car (at your own risk!) and he will explain the situation all the way to the watchtower. Secure the area once there and follow Hurk to the top, then use the ziplines to get to the location where the truck is. Hurk will jump into the driver’s seat so the player can either take shotgun, or jump in the back with the turret gun. There will be a helicopter involved in the return trip, so the turret is better if players don’t have a rocket launcher or anything else to shoot at it. Unfortunately this also means the player is more exposed to danger.
Protect the truck. If it is destroyed, the race back to Fort Drubman will start over. There will be several ATV’s and trucks at first. Following that will be a roadblock, another ATV, a sniper on a hill, and one more roadblock. Try to take out vehicles before they have a chance to fall in behind the truck. Before reaching the Fort, a helicopter will need to be destroyed.
Once players are back to Fort Drubman, talk to Hurk Sr. to end the mission. Hurk will join the player’s roster.
11. Make Hope Great Again
12. Only You
13. Dinner Time
It starts at the MCA Mobile Lab in Jacob Seed’s region of Whitetail Mountains. Talk to Sarah Perkins.
2:13 Reach and Secure Breakthrough Camp
4:46 Standby till Dr. Perkins arrives
5:11 Open the gate to the Pen
5:35 Place a Trainer body in trough
6:07 Trap a roaming Judge Wolf in the Pen
7:12 Talk to Dr. Perkins
14. Casualties of War
15. Gearing Up
It starts at the Wolf’s Den in Jacob Seed’s region of Whitetail Mountains. Talk to Wheaty to begin the mission. It has to be finished before killing Jacob or it’ll just disappear!