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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

The Monastery Battle

Your enemies’ goal during this battle is to plant bombs at three locations: the arsenal, the shrine, and the main monastery doors. Any time an enemy reaches one of these three sites, you’ll get a verbal warning and a pointer with a countdown timer inside will appear on screen. When that happens, you’ll have 80 seconds to get there in time to interrupt the bomb-planting process by snuffing the enemy. If the bomb does get planted, all is not lost, but you have just five seconds to defuse it before it detonates and the mission automatically fails.

Caution

This can be a long, difficult battle. Be prepared for it to take a while.

Tip

Listen to the radio voice. He’ll tell you what’s happening. “They’re attacking the monks” and “They’re trying to blow open the doors” means an enemy has reached the main doors. “They’re attacking the weapons cache” means the armory. “They’re destroying the icons” and “They’re attacking the holy statues” means the shrine.

The two keys to this battle are minimizing the number of enemies you face and minimizing the need to sprint between the three bomb sites. C4 and mines are the key to this strategy.

Armory entrance:Load up on ammo and gear here. Its interior is one of the bombers’ targets, and its narrow shape makes it easy to defend.

Shrine:The second bomb target. Don’t lose enemies in the bushes, and be aware that they can come from both sides here.

Monastery doors: The third bomb target. This is where you want to drop your C4 packs.

Entrance roads: Drop mines in both to turn enemy technicals into wreckage as they arrive.

Machine gun nests: A risky place to camp, but you can’t beat the firepower.

Monastery patio:The highest point on the map. A great view of the action, as well as the place the copter will drop off reinforcements.

Ziplines:When time is of the essence, there’s no better way to travel.

Your first priority is to place mines on both entry roads. Why? Because technicals full of reinforcements will soon come barreling down each one. Drop a C4 satchel near the main door (trust us on this) and take the zipline on the right. Mine the road, run past the shrine (blasting any would-be bomb-setter in the back), then drop a mine on the left road and dash into the armory to check the newly-opened back room for bombers and loot. You should find another ammo crate, a rack where you can pick up a free PKM (a decent LMG) if you want it, two more health packs, C4, and fresh body armor.

What truckload of enemy reinforcements? All I see is a fireball.

By now, someone is probably trying to set a bomb on the main doors. Remember your C4 you set there? Blow it.

You now have some options. You could hang out on the mid level and camp the turrets (especially the one nearest the armory), but with enemies swarming all around and the main doors behind you, that’s a tough position to hold for long. For most players, running and gunning will prove the better strategy. Shotguns are your friend here, as are explosive arrows, harpoons, grenade launchers (if you’ve got one), and anything else that kills quickly and enables you to keep moving.

With mines and C4 protecting the roads and main doors, you can concentrate on keeping the two closest bomb sites—the armory and the shrine—enemy-free. The armory in particular makes an ideal home base thanks to its easy-to-defend shape, health packs, and near-bottomless ammo. When you get the message that there’s an enemy at the main door, either blow the C4 to kill him from wherever you are (if there’s C4 placed) or head up, paste him, and drop another C4 charge before ziplining back down (if there is no C4 currently in place). This way, you’re getting double mileage out of every trip up the stairs.

Meanwhile, watch and listen for your mines. The enemy will send four technicals in all (two per side), so if you happen to notice a new pile of flaming wreckage on one road or the other and you have the capacity to drop a second mine, do so. It’s worth it to keep those reinforcements and their turret guns out of commission. Eventually, a helicopter will approach and drop three soldiers directly onto the upper level. But they go down easily. The copter itself is tougher (unless you have the ordinance to handle it or find yourself at the turret when it swoops in), but it isn’t a required kill. It’ll just fly away if you don’t take it down.

Tip

There is one exception to the “drop a mine” strategy. If you think you can handle the soldiers who arrive in it, you may want to leave one truck intact—so you can use its gun to take down the chopper that drops reinforcements near the main door, out of reach of the other mounted guns.

After the mission, head into the armory one last time to reload (and grab the PKM if you haven’t already, because a free LMG is a great thing). Then step back through the monastery doors to Raju and the mission complete message.

Now that the mission has ended, Longinus calls and wants a favor. Before making that trip, however, take a look at the area southeast of Banapur, where a B on the lakeshore will take us to the story’s next chapter.

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