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**Far Cry 4's awkward fights: City of Pain, Durgesh, Rakshasa and the Arena**

· Games / Far Cry 4

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**Far Cry 4's awkward fights: City of Pain, Durgesh, Rakshasa and the Arena** A good gun solves plenty of problems in Kyrat. Then City of Pain demands a quiet entry, Durgesh takes the equipment away, and Shangri-La hands you a bow and an angry tiger. These sections become much easier when you identify the rule the mission is enforcing before choosing a tactic. Mission and boss spoilers follow. This is a focused trouble-spot guide, with route checkpoints and recovery advice rather than a walkthrough of every campaign assignment. **City of Pain: separate infiltration from extraction** Bring a bow or another quiet ranged option. The early part of this mission fails if you are detected; killing a guard quietly and being seen by a guard are different things. At the warehouse, circle around its southern side to the gap in the green fence. Deal with the soldier at the table and the next guard around the corner, then enter through the back. Clear the guard inside and crouch into the cargo truck with the prisoners. After the ride, your objective depends on the current Golden Path leader: - **Amita:** photograph the interrogations. - **Sabal:** release the prisoners. Stay undetected while completing those objectives and reaching Paul's office. Use the roofs and cover to observe the next objective before leaving your current hiding place. Finishing one marked task does not remove the stealth restriction from the others. Once you have captured Paul, carry him to the escape car. The alarm during this extraction does not mean the earlier infiltration failed. Moving Target is useful here because it lets Ajay use a sidearm while carrying a body. Without it, put Paul somewhere sheltered before handling enemies who block the route, then pick him up again. The important adjustment is to notice when the rules change. Patience gets you into the office. Afterward, preserve a workable escape instead of restarting merely because someone saw you. **Don't Look Down: escape first, rearm second** You begin without the equipment that normally makes Ajay dangerous. Two demons guard the components for the improvised grapple. Avoid them; this opening gives you an escape problem rather than a fair fight. Follow the ledge outside the cell into the caves. Recover the hook from the impaled prisoner, return to the cells and enter the newly opened passage to find the rope by the hanging body. Bring both pieces back to the cliff and descend through the grapple points and ledges. A scripted interruption eventually drops you into the labor camp. Below, let the heavy guard and dog move away before collecting throwing knives from the ledge and the body. Use a knife on an isolated ordinary guard if you need his firearm. You lack your normal melee knife, so do not charge a heavy expecting your usual takedown to work. There are two sensible ways forward. Stay toward the right and look for the wall-climbing escape route, or work toward the broken tower to rearm. The tower has more weapons, with a sniper rifle and RPG higher up. Getting there adds exposure, so choose it because you need the equipment, not because every weapon pickup must be collected. A stolen gun is a safety net. Save the first few rounds for a guard blocking the escape rather than announcing a fight before you know where the exit is. **Rakshasa: watch the mouth, then command the tiger** The final Shangri-La encounter, **The Unpainted Future**, is built around brief damage windows. Shooting Rakshasa's body wastes arrows. Watch for the open mouth and glowing red weak point. Draw the bow and use its slow-time aiming to land the shot. Keep moving between opportunities so the fire attack cannot pin you in place. After enough successful aerial hits, Rakshasa falls. Immediately send the tiger into its mouth, then shoot the exposed red target again. Repeat the pattern as the fight escalates. More ground enemies join as the fight progresses, so check for an actual opening before releasing an arrow. Use the tiger to occupy the ground threats while you track the boss. Clear an enemy yourself when it blocks movement or forces you to spend the whole weak-point window defending. Use a break in the pressure to heal rather than holding a full draw while nearly dead. Keep your camera doing two jobs: briefly check the floor for immediate danger, then return to Rakshasa. Staring upward for the whole fight lets the smaller enemies turn a simple shot into a frantic scramble. **Shanath Arena: build score without throwing away the run** The Arena opens after **The Mouth of Madness**. Its three main formats ask slightly different things of you: - **Battles:** survive the rounds while rival human groups and animals also fight each other. - **Endless:** keep going through increasingly difficult waves until you fall. - **Weapon Challenges:** survive five rounds with the chosen weapon; you cannot fix a bad ammunition habit by collecting a different gun. Headshots, takedowns and multikills reward active, accurate fighting. Pick up ammunition and the healing supplies thrown by the crowd. When allowed, a heavy enemy's dropped weapon can dramatically improve the next encounter. Use the other factions as temporary distractions. Move around the edge of an ongoing fight and take a clean opportunity rather than walking into its middle. Against a heavy, an unlocked Heavy Takedown can save ammunition; without that skill, keep distance and make room to aim. The Bushman unlock sits at Arena rank ten. Work toward it through modes you can finish consistently. Staying alive behind cover helps, but hiding through almost every kill also limits your score. Look for the middle ground: engage enemies already distracted, collect the resources that let you continue, and leave room to move when an animal closes the distance.

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