If you like, you can go straight to the second Hurk mission. The marker will lead you to a campsite, where you’ll get another call from Hurk. It seems he’s been captured while trying to collect a second monkey statue and he needs you to bail him out.
The rescue itself is a piece of cake. Two guards by Hurk’s cage, a beheader in one corner, and a hunter wandering the site. Clean them out and free Hurk.
Enemy reinforcements will soon pull up on quads, so find a good cover spot (there are plenty, including the cages and the building) and take them out. When that’s done, the fun starts. Hurk has an escape plan.
“Jumbo 2,” as Hurk calls him, is pretty nearly indestructible. But it doesn’t hurt to give him a little help as you go. Especially since Hurk somehow manages to find extra ammo along the route to keep you loaded.
Once you’ve stampeded through the enemy gauntlet, you’ll drop Hurk near a stairway that leads up to a mountainside temple. The Royal Army will arrive in force to try to take you down one last time. You could dig in on the stairway and prepare for a last stand. Or, if there’s a rhino nearby (and there should be), you can just find a nice spot to watch it wipe out the entire attacking force. Just stay on the stairs so it doesn’t come after you next.
Once that’s over, just chat with Hurk and you’re done.