**Far Cry 5: Hours of Darkness, From the Crash Site to Extraction**
Hours of Darkness sends Wendell Redler into the Vietnamese jungle with a long walk ahead of him. His helicopter is down, his squad is scattered and the extraction point is on the other side of hostile territory. The useful question at each camp is how much trouble you can remove before anyone notices you.
This is a separate Far Cry 5 DLC campaign. It follows Wendell’s wartime story rather than the Deputy’s campaign, and it has its own equipment and temporary stealth bonuses. The [official DLC announcement](https://t.co/NVsYFTaMO7) identifies it as part of the Season Pass and Gold Edition, with separate DLC purchase also offered. It still requires the base game; “separate DLC” does not mean a standalone Far Cry release.
**Spoiler scope:** mission systems, prisoner rescue, lighter locations and the final extraction encounter. No main-game ending discussion.
**Get equipped, then make a quiet start**
Recover your gear at the helicopter crash site before trying to clear the valley. After that, the main journey runs broadly west to east. Camps, intelligence and prisoner rescues give you useful reasons to leave the direct line to the extraction marker.
Keep a quiet weapon for the approach and something dependable when an enemy gets close. Take a moment to check what ammunition your current weapon uses before leaving a supply point. Picking up a better-looking gun while abandoning the ammunition you have been finding can make the next stretch harder than necessary.
The DLC adds the **M16, SVD and M60**, with these weapons also available for use in the main campaign when the relevant content is owned. Within Vietnam, choose around the immediate job: a controlled shot into a lookout, a close-range emergency or sustained fire during a defense.
**How the four Survival Instinct bonuses work**
Stealth kills activate the four temporary bonuses in sequence:
- **Adrenaline:** faster crouched movement and automatic tagging within ten metres.
- **Ghost:** quieter walking, sprinting and landings, with reduced fall damage.
- **Sixth Sense:** tags an enemy about to detect you and makes predators less likely to attack.
- **Predator:** binocular tagging through walls and automatic tagging extended to twenty metres.
Being detected removes the active bonuses. Build them back through more stealth kills. There is no reason to charge into a camp just because the first guard fell quietly; that first kill can be the beginning of a much safer approach.
Use the information the bonuses provide. A tagged guard on the far side of a hut still matters when you cannot see him directly. Before moving into the open, check who could watch the body, the doorway or the ladder you are about to use.
For **Silent Death**, make **25 stealth kills while all four tokens are active**. The kills are cumulative, so losing the bonuses does not erase earlier qualifying kills.
**Rescue the three US prisoners carefully**
Your surviving squadmates are **Joker, Moses and Yokel**. Their camps can be revealed through exploration and intelligence. Approach each prisoner position as a rescue, not a demolition job. Check the captive’s position before using explosives or calling in support.
The host-only **Leave No One Behind** achievement/trophy requires freeing all three US prisoners. A prisoner killed before rescue cannot be recovered later in that run. The safest approach is to scout, remove isolated guards and reach the captive without turning the entire enclosure into a blast zone.
After freeing someone, check your companion situation before pushing into the next fight. Avoid placing a rescued ally in the same exposed lane you are trying to cross. A teammate is more useful covering an approach than standing in front of your weapon.
**Make airstrikes part of the plan**
In the standard campaign, nearby anti-aircraft guns restrict air support. Destroying those guns opens that tool back up. Use the binoculars to designate a strike and get clear of the target area.
Airstrikes are especially useful when enemies are concentrated and the target is safely separated from prisoners. Save yourself the problem of rescuing a captive from the middle of an explosion. Check the strike inventory regularly, too; completing activities can replace charges, so sitting at the cap while collecting more wastes potential support.
When the fighting is already loud, think about the next group rather than only the enemy directly in front of you. A strike on an incoming cluster can give you time to reload, relocate or revive an ally.
**The eight lighter locations**
These are **eight separate DLC lighters**, not the twelve collected for Wendell in Hope County. Look for white parachutes and search the nearby pilot’s body. The parachute is the landmark; the body is the pickup.
Use this west-to-east area checklist, adjusting the order to your current route:
1. **Fighter Jet Wreck:** the crash area on the heights near the Prison Camp, east of River Warehouse.
2. **South of Prison Camp:** search the high ground for the parachute and pilot.
3. **East of River Forks Bunker:** beside the river in the southwestern part of the valley.
4. **North of Ghost Village Camp:** inside the Agent Orange area, near its northern side.
5. **North of Temple Gun, east of Crocodile Beach:** search the grassy ground around the parachute.
6. **East of Temple Gun, above Burnt Village:** the pilot is near a cut tree and rock.
7. **Southwest of Firebase Bravo:** one of the final crash sites before the extraction area.
8. **Northeast of East Sector Bunker:** near the western side of Mountain Plateau Village.
The [eight-site lighter guide from GamingPH](https://t.co/rGOp2LdPiu) gives the pilot labels and local landmarks if you need to distinguish two nearby parachutes. Search close to each canopy before widening the circle. If the body is hidden by grass, approaching from another side can make the interaction prompt easier to spot.
Finish this sweep before committing to the final defense. The lighter counter is a better check than remembering how many parachutes you passed.
**The eight propaganda speakers**
Listen for the broadcast as you approach, then destroy the speaker itself. Clearing the guards leaves the device running. These eight checks cover the set:
- **Southeast of West Valley Camp:** use the riverside zipline toward the hut near River Warehouse. Check the table inside.
- **West of Farming Village:** search the small lakeside settlement, southeast of Joker's Prison Camp. The speaker is on a hut's table.
- **West of River Forks Bunker:** search the rice-field hut southwest of Con Song Temple.
- **Ghost Village Camp:** check the western building and climb the ladder to the upper roof flooring.
- **Southwest of Fishing Village:** search the small riverside settlement near the broad fork, before Crocodile Beach.
- **Northern Fishing Village:** look inside the watchtower for the speaker on a table.
- **West of Mountain Plateau Village:** search the riverside hut between Sentry Bridge and East Sector Bunker. The red flag helps identify it.
- **Northeast of Mountain Plateau Village:** check the structure in the rice field southwest of extraction.
The [free eight-speaker reference](https://t.co/karGiP9PeU) includes local map panels and interior descriptions. Pair the speakers with the camp and lighter stops instead of walking the whole valley again for one missed radio.
**Camps, prisoners, commanders and all nine AA guns**
The five camps to secure are **West Valley Camp, Prison Camp, Ghost Village Camp, Fishing Village and Mountain Plateau Village**. Three overlap the US rescues: Joker at Prison Camp, Moses at Ghost Village Camp and Yokel at Fishing Village.
There are also **five South Vietnamese prisoners**, separate from your three squadmates. Check the River Run warehouse, Banteng Farm, Farming Village, Crocodile Beach and Mountain Plateau Village. Locate each captive before firing into the enclosure, then approach and complete the rescue interaction once the guards are dealt with.
The four commanders have these starting areas:
- **Colonel Loc:** Plantation House. Catch him above ground if possible; a noisy approach can drive him into the bunker. Loot him afterward for intelligence.
- **Major Vong:** the hut northeast of the Rice Paddy marker.
- **Lt. Col. Trang:** Fishing Village.
- **Colonel Banh:** NVA East Sector Command Post.
For anti-aircraft cleanup, count **nine individual guns across five sites**, rather than expecting nine separate named missions:
- **Big Rock Gun / Heavy Weapon:** one gun, east of West Valley Camp.
- **Ack-Ack:** two guns at the southern site.
- **Triple-A:** two guns at the eastern site.
- **Old Fire Base:** two guns at the hilltop position farther northeast.
- **Escape's final emplacement:** two guns near the extraction battle.
The [five-site AA location reference](https://t.co/564mPZdudK) supplies the map panels. Check both guns at a paired site before leaving. The final pair belong to the extraction objective, so having seven destroyed before that fight is expected.
Use the activity counters to separate unfinished work from undiscovered terrain. A camp, prisoner and speaker can occupy the same general area while counting as three different tasks. Before heading east, check which of those jobs you actually completed.
**The extraction fight**
Expect a larger battle at the landing zone, including infantry and aircraft. Deal with the anti-aircraft positions so support becomes available. One workable approach is to take the left-side gun first, then use the available mortar against the other position.
Once the fight develops, use the house and solid cover to break sightlines. Check the supplies inside, including armor and the launcher, before you urgently need them. Call strikes on incoming groups while keeping your own escape route clear. When the helicopter is ready, follow the boarding objective rather than staying behind to hunt one last enemy.
**Survivor and Action Movie modes**
Finishing the standard campaign unlocks the two replay modes. **Survivor** reduces your health and carrying capacity. **Action Movie** expands the arsenal and makes air support much more generous.
For Survivor, choose a weapon that handles both ordinary patrols and the fights you cannot avoid. Fewer resources make bad engagements expensive, so bypass isolated trouble that gives you nothing you need. At the final battle, cover and support matter more than trying to clear the landing zone while standing in the open.
Action Movie gives you room to experiment with a broader loadout. Use that freedom to carry different answers rather than four guns doing the same job.
Hours of Darkness works best when you keep track of the people and tasks still behind you. Rescue the squad, check the lighter count and clear the support restrictions before the final push. Then the run to extraction becomes a decision you have prepared for, rather than a marker you reached too early.
**Far Cry 5: Hours of Darkness, From the Crash Site to Extraction**
· Games / Far Cry 5