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Far Cry 4 eGuide
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Contents

  • Introduction
    • Welcome to Kyrat!
    • Gameplay Basics
    • The Skill Trees
    • Mission Types
    • Ajaay and Friends
    • Enemies
    • The Armory
    • Wild Kingdom
    • The Garage
    • Crafting
    • Collecting
  • Bonus Missions
    • Shangri-La Missions
    • Reggie and Yogi Missions
    • Every Bullet a Sermon
  • Campaign Missions
    • Introduction
    • Dinner with Pagan
    • Escape the Compound
    • Reach the Tower
    • Banapur
    • The Wolves Den
    • Propaganda Machine
    • Return to Sender
    • Banapur in Flames
    • Hostage Negotiation
    • Incursion
    • Sabals Mission: Rebel Yell
    • Amitas Mission: Hunt or Be Hunted
    • A Cultural Exchange
    • A Karmic Journey
    • The Monastery Battle
    • Meeting Bhadra
    • Sermon on the Mount
    • The Mouth of Madness
    • The Protectors Arrival
    • Burn It Down/Reclamation
    • Sabal: Burn it Down
    • Amita: Reclamation
    • The Sleeping Saints
    • City of Pain
    • The Brick Factory
    • Shoot the Messenger
    • Free Willis
    • Kill or Be Killed
    • Death from Above
    • Dont Look Down
    • Prison Escape
    • A Key to the North
    • Truth and Justice
    • Payback
    • Amita: Culture Wars
    • Amita: The Valley of Death
    • Amita: To Reap What You Sow
    • Sabal: Cease and Desist
    • Sabal: Take Cover
    • Sabal: To Reap What You Sow
    • Ashes to Ashes
    • The Royal Palace
    • Epilogues
  • ULC/DLC Missions
    • The Syringe
    • The Blood Ruby
    • Hurks Redemption
      • Hurks Redemption Intro
      • Speak No Evil
      • Call of the Wild
      • A Familiar Feeling
  • Enemy Bases
    • Towers
    • Outposts
    • Fortresses
  • Quests and Activities
    • The Arena
    • Armed Escort
    • Assassinations
    • Bomb Defusal
    • Eye for an Eye
    • Golden Path Supplies
    • Hostage Rescue
    • Hunting
    • Karma Events
    • Kyrat Fashion Week
    • Kyrati Films
    • Pagans Wrath
    • Propaganda Center
    • Royal Cargo
  • Multiplayer
    • Factions
    • Customizing Your Loadout
    • The Golden Path
    • Rakshasa
    • Online Game Modes
    • Session Browser
    • Map Browser
    • Map Editor
  • Collectibles
    • Propaganda Posters
    • Masks of Yalung
    • Mohan Ghales Journals
    • Lost Letters
    • Mani Wheels
    • King Mins Kyrat
  • Achievements and Trophies
    • Achievements and Trophies
  • Pagan Min: Birth of a Tyrant
    • Introduction
    • Kyrat
    • Shangri-La

Far Cry 4 Guide › Campaign Missions

Amita: Reclamation

Amita is thinking preservation instead of pyromania, so her take on this mission is notably simpler. There are no generators to destroy, no fuel tankers to explode. But you still have to fill a ton of bad guys with holes.

Caution

Be aware that Amita’s version of this mission does not require you to take fire with you. As such, you won’t find the flare gun, flamethrower, or recurve bow free for the taking at the monastery, as you would with Sabal’s mission. You can still get them all later in the game, though.

The map itself is exactly the same in both versions of this mission. As such, it boasts the same defenses: a mortar on the southeast balcony that the enemy won’t hesitate to use to blanket the area beyond the fence with fire, a machine gun nest off the house’s western corner, and guards all around, especially inside the house. However, it also boasts the same opportunities. The terraced hills on the west offer plenty of cover, the whole southwest-to-east ridge is remarkably well protected, and the little shack on the northeast corner has only a guard and a couple dogs nearby. As long as you snipe down the two guards on patrol on the high balcony, you can close in on the main house before anyone realizes you’re even there.

In fact, if you choose your targets carefully, you can stand in the raised parking area straight east of the main house and snipe a huge percentage of the farm’s outside defenders without anyone noticing. Then, make a dash for the alarm box on the house’s eastern corner and disable it.

In contrast to Sabal’s mission, you now have to sweep the farm clean of enemies without destroying all the fields and opium. It’s a simple request, but with so many explosive barrels, fuel trucks, and gas canisters around, plenty could go wrong in the heat of battle. The safest approach is to either go full stealth, so enemies never fire a shot, or roar in like a tornado and take them down before they have time to realize what’s happening. Also, turn on the generators that power the sprinklers in each poppy field and move any fuel tankers a safe distance away from any nearby fields, preferably before you kill the final enemy. You’ll want them that way later.

Sometimes you want to blow them to smithereens, sometimes you want to keep them from harm.

Once you’ve conquered the farm, Amita will send a crew to help you protect it. From what? Why, De Pleur’s counterattack, of course. In a twist that has Sabal agreeing with De Pleur for once, you now need to defend the sprinklers and fields from an assault force that wants to destroy them. That’s why you’ve already turned on the sprinklers—when they’re running, they make the fields immune to fire.

The first round of enemies will come from the south and west, and will naturally include a large percentage of Molotov-tossing chargers. If they do manage to light a field on fire, turn on the sprinkler to put it out (assuming they haven’t destroyed the generator).

The next wave will come from the east, and the wave after that from the north. Persevere, stay mobile, and watch and listen for announcements that a field is on fire. Eventually, you’ll eliminate the final invader and the farm will belong to the Golden Path.

Note

Don’t be surprised if you turn the sprinkler on to douse a burning field only to have De Pleur’s troops turn it right back off again the moment you turn your back.

You’re not completely on your own. The Golden Path sends you some backup.

Amita said not to burn the poppies. She didn’t say anything about not burning other things.

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