**Far Cry 5 Cleanup: Weapon Families, Silver Bars and the Last Cult Properties**
A nearly cleared map can take more work than the opening hours. The remaining pickup is under a roof you never climbed, the safe is behind a cupboard, or the last red object sits beyond the road you have already driven twice.
Here is a reference for that stage: a weapon-family checklist, the silver-bar stops, all three cult-property groups and a way to work through loose perk magazines. Cosmetic weapon names are grouped with their underlying families rather than counted as entirely different guns.
**The conventional weapon checklist**
These families cover the core arsenal and later conventional additions. Some entries depend on bonus content or DLC ownership; the shop’s displayed requirement for the exact item in your installation takes priority over an old launch guide.
- **Handguns and machine pistols:** 1911, .44 Magnum, SMG-11, P226, Skorpion, A99, M9, P08, D50 and 6P9.
- **Other sidearms:** D2 sawn-off shotgun and M-79 grenade launcher.
- **Submachine guns:** MP5, MP40, Vector .45 ACP, MP34 and BZ19.
- **Rifles:** AR-C, .45/70, MS16, AK-M, AK-47, BP-2 and M-16.
- **Sniper rifles:** AR-CL, 308 Carbine, MBP .50, SA-50 and SVD.
- **Full-size shotguns:** M133, SBS, SPAS-12 and 1887.
- **Machine guns:** M60, M249 and MG42.
- **Bows and related weapons:** Compound Bow, Recurve Bow and Slingshot.
- **Launchers:** RPG-7, RAT4 and Shovel Launcher.
- **Special weapons:** Flamethrower and Magnopulser.
Recognizable variations include **MP5K/MP5SD, M133 M/MS, MS16 Trooper and .45/70-T**. Jacob’s Rifle belongs with the MBP .50 family. Read the individual card before deciding a familiar name means identical attachments or handling.
For melee, the game includes **shovels, pipes, bats, brass knuckles, paddles, branches, sledgehammers, pitchforks and hoes**; Hours of Darkness also has bamboo sticks. Some are inventory choices and others are things you can pick up in the world.
The practical explosive and throwable kit includes **grenades, dynamite, Molotovs, remote explosives, proximity explosives and throwing knives**. Bait is a separate utility item. Keep the utility items separate from the weapons when checking what your loadout can actually do.
The Mars equipment has its own progression and deliberately different balance. Keep that arsenal separate when comparing conventional guns: an alien weapon can radically change the challenge of an otherwise normal Hope County mission. This checklist does not promise that every historical event skin or platform bonus can still be claimed.
**How to finish buying without wasting money**
Work by role first. Get one gun you enjoy using at ordinary combat distance, a quiet option, and an answer to vehicles. Add a second weapon in the same category when it gives you something useful or when collecting the arsenal is the goal itself.
Check attachments before purchasing another expensive skin. A scope you can aim comfortably and a magazine that suits the fight will affect your next encounter more than a new paint job.
When a weapon is locked, read the full name and requirement. Similar variants can have different unlock conditions. A resistance requirement is campaign progression, not a request to earn that many ordinary XP levels.
**Silver bars: twenty-five places to check**
The familiar twenty-four-stop lists omit **Lamb of God Church**. Include its boarded shed as well. These are world pickups; you do not need to spend real money to search for them.
Use the concise checklist below, with the [free twenty-four-location interior reference](https://t.co/Ngsh77KYCq) for the longer access descriptions.
**Holland Valley:**
- Gardenview Packing Facility — office.
- Copperhead Rail Yard — overturned carriage.
- Green-Busch Fertilizer Co. — highest tower.
- Sunrise Farm — elevated barn storage.
- Kellett Cattle Co. — locked ground-floor room.
- Fall’s End — behind the vending machine.
- Rye & Sons Aviation — locked kitchen-side room.
- Seed Ranch — behind the interior fence.
- US Auto — through the ceiling opening.
- Lamb of God Church — break the shed’s window boards; open the safe.
**Henbane River:**
- Drubman Marina — southern hut.
- Eden’s Convent — chapel balcony.
- King’s Hot Springs Hotel — balcony bedroom.
- Whistling Beaver Brewery — behind brewing equipment.
- Jessop Conservatory — upstairs window access.
- Nolan’s Fly Shop — rear hut.
- Hope County Jail — safe.
- Lorna’s Truck Stop — locked office.
- Sacred Skies Youth Camp — eastern entrance hut.
**Whitetail Mountains:**
- PIN-K0 Radar Station — western checkpoint.
- Whitetail Park Ranger Station — green-roof house.
- F.A.N.G. Center — office.
- Baron Lumber Mill — flag-marked building.
- Wolf’s Den — cupboard near the arcade.
- Elk Jaw Lodge — ground floor.
At a liberated outpost, search before fast-travelling away. Several of these pickups sit one room away from somewhere you already need to visit. A roof ladder, breakable window or ceiling opening usually deserves a second look before you conclude the safe is inaccessible.
**Holland Valley: all fourteen silos**
**Light ’Em Up** concerns fourteen red cult silos. They are large enough to spot from the air. Use the [free fourteen-stop silo reference](https://t.co/VeU5Kv0oud) to distinguish the nearby landmark from the actual target.
- Gardenview Orchards.
- Rae-Rae’s Pumpkin Farm.
- Strickland Farm.
- Red’s Farm Supply.
- Kellett Cattle Co.
- Hyde Barn.
- Sunrise Threshing.
- The field across from Parker Laboratories.
- Davenport Farm.
- Bradbury Farm.
- Bradbury Hay Field.
- Flatiron Stockyards.
- Holland Valley Station.
- Seed Ranch.
Choose a direction through the valley and keep it. When a silo is destroyed, pause long enough to see the objective register before flying toward the next one. That leaves you with a useful record if the counter is short later.
**Henbane River: all sixteen shrines**
The eastern region’s **False Idols** sweep has sixteen shrines. There are also two tutorial-island shrines, so do not use an island pickup to fill a gap in the sixteen-location Henbane checklist.
The following groups account for all sixteen. The [free shrine locator](https://t.co/T4OvgpBU56) and [Gamerpillar’s written cult-property checklist](https://t.co/Pfvspd0JqA) provide additional reference points.
- **Angel’s Peak area:** three, on its northwest, southwest and eastern sides.
- **Peaches Taxidermy area:** two, southwest and southeast.
- **Moonflower/Eden’s Convent/Eden’s Altar area:** four, west of Moonflower, near the convent to its north, northeast of Moonflower, and at Eden’s Altar to the east.
- **Rock Bass Lake area:** two, at Dire Wolf Basin to the west and near Faith’s Gate to the east.
- **Southern stops:** one south of Hollyhock Saloon, one south of Sacred Skies Lake, one west of Hope County Jail, one southeast of McCallough’s Garage and one south of Jessop Conservatory.
These are regional checkpoints, not sixteen instructions to stand at the named landmark itself. Keep the locator open for the exact point, then search the short approach on foot or from a low hover.
**Whitetail Mountains: all ten wolf beacons**
**Call of the Wild** begins after Radio Silence and a beacon destruction. Its objectives split into **four marked beacons, then six more**. A counter showing six belongs to that second stage; it does not mean there are only six across the region.
Use this ten-stop sweep with the [free beacon locator](https://t.co/7rJRms7KnG):
- West of Langford Lake.
- Northwest of Langford Lake, toward the western mountain country.
- North of Cedar Lake.
- North of Wishbone Lake.
- Northeast of PIN-K0 Radar Station.
- North of Grand View Hotel.
- Northeast of the F.A.N.G. Center.
- Southwest of the F.A.N.G. Center.
- **West of North Park Entrance.**
- Southwest of Cooper Cabin.
The North Park direction is worth emphasizing: an older reference labels that beacon east, while the separate written location checklist places it west. Search the western hillside rather than repeatedly circling the entrance road.
The red lights help with spotting. Approach far enough away that you can identify the equipment and surrounding enemies, destroy it, then confirm the quest update. The six hallucination beacons in Jacob’s story finale are a different encounter from this open-world cleanup.
**Loose perk magazines: use the longer checklist**
The prepper stashes account for a large supply of perk points, but individual magazines also sit in ordinary bunkers, cabins, pipes and camps. They do not form one of the six collection jobs with a $1,200 shop map.
For a broad sweep, use the free [regional community perk-magazine checklist](https://t.co/0d7awrJOsp). It lists **27 western, 38 eastern and 32 northern loose pickups** separately from the stash rewards. That is a useful working list, not a reason to assume every older “all magazines” article contains the same coverage.
Good checkpoints include:
- **St. Isidore School:** shed; look for the key on the school roof.
- **Roberts Cabin:** break the boards behind the house.
- **Steele Farm:** top of the motorhome.
- **Old Silo:** climb to the upper interior.
- **8-Bit Pizza Bar:** behind the overturned table.
- **Ancient Bison Tunnel:** inside the abandoned bus.
- **Barlow Residence:** driveway.
- **Cedar Lake island cabin:** shelving inside.
- **Loresca Residence:** front porch.
- **Cooper Lake island:** bench.
Work down one region’s reference and record the actual pickup, especially at homes with both a bunker and an aboveground building. A lighter or bobblehead in the same area does not confirm that you collected the magazine too.
For a practical character build, the stashes and challenges are easier to organize than a complete loose-magazine hunt. For a map cleanup, the longer regional list gives the search a defined shape. Either way, leave each site knowing what you picked up, rather than trusting the fact that the building looks familiar.
**Far Cry 5 Cleanup: Weapon Families, Silver Bars and the Last Cult Properties**
· Games / Far Cry 5