← Post History

**Pagan: Control: The Mask Pieces, the Palace and the Man Behind Them**

· Games / Far Cry 6: Pagan Control

Read the original post on X

**Pagan: Control: The Mask Pieces, the Palace and the Man Behind Them** Spoilers: Far Cry 4 family history, Pagan: Control's three main missions and its final arena. The optional ending recording is left undescribed. Pagan Min has a polished version of himself that he would very much like everyone to believe. Control puts you inside his head, where that version has a much harder time holding together. Kyrat returns as a dream landscape full of familiar names, distorted places and arguments Pagan cannot simply silence. The practical job is to recover three pieces of a mask and reach the Royal Palace. Along the way, you earn Respect, improve your equipment and buy permanent traits. A death can wipe out what you were carrying, so deciding when to spend that currency becomes part of surviving the trip. Pagan: Control is the second villain episode for Far Cry 6, available through its Season Pass or separately as an add-on requiring the base game. Its [official launch explanation](https://t.co/JKWO2KGihj) covers permanent traits, armory challenges and the co-op Buddy Pass. **Set up the run before chasing all three pieces** Start with a weapon you can use reliably and give it enough attention to remain useful as the fighting gets tougher. Unlocking several guns is less helpful than having one dependable answer when you are cornered. Health and healing improvements are worthwhile if the same kind of mistake keeps ending your attempts. If you are surviving but running out of ammunition during tougher encounters, look at your weapon upgrades and shot selection. Match the purchase to the problem. Buying an appealing extra that never enters your hands leaves the original problem waiting for the next run. The Armory challenges permanently open weapon options for purchase. Clear one when it fits your plan, then spend the result at a safe location. Respect that remains unspent is still at risk while you travel. Before quitting, reach a Safe House and use its save option. Some inventory can be retained there, but mission progress in the Inside the Mind episodes can reset. Leave enough time for the three mask objectives and the final defense when you are ready for an actual escape attempt. [Ubisoft's save explanation](https://t.co/IE0ydZvV6C) is worth reading before relying on a mid-run stop. There is one especially important point of no return: collecting the third mask piece starts the world's collapse. Finish optional preparation before that pickup, not afterward. **Playing God: Jalendu Temple** The temple stands in the lake around the middle of the map. This mission awards the bottom mask piece. Begin by activating three prayer wheels. Two sit on opposite sides of the main temple area; the third is across the water to the side. Expect more soldiers as you activate them. Work through the area in stages instead of stirring up every group while you are still looking for the next wheel. Once all three are active, deal with the Mohan Ghale copy and the remaining opposition. You can then climb through the temple. Clear each floor deliberately and reach Lakshmana at the top. After the vision, collect the mask piece. The useful habit here is to turn each new wave into a short, controlled fight. Establish where the enemies are entering, remove the immediate pressure, then approach the next objective. Standing beside a wheel while several soldiers line up shots wastes the advantage of having room to move around the temple. **Rewriting History: Banapur** Head to Banapur in the northwest for the left mask piece. The objective is to burn three supply caches, recognizable as stacked supplies with dry plant material around them. You can interact with a cache to ignite it, but that keeps you occupied for several seconds. A weapon fitted with incendiary ammunition offers a quicker way to set the supplies alight. Have that option ready before entering if you intend to use it. After the third cache burns, another wave arrives with a Mohan copy. Kill that main threat and collect the mask after the vision. Keep some ammunition for this response instead of spending the entire magazine on the last ordinary defender just before it begins. The mission also makes Pagan's preferred version of his past unusually visible. He imagines himself occupying the role he would rather have played. Pay attention to the gap between what he wants to remember and what the scene is challenging him to admit. **For King and Country: Durgesh Prison** Durgesh lies in the southeast, near a Memory Link connection. Inside, the central doorway is initially closed. You need to complete both side routes before it opens. - The left route takes you through guards and an exposed climbing section to a statue and a vision. - The right route includes fire traps and a dangerous cavern crossing. Interact with the braziers that control the flames and continue to its statue. - Return to the central chamber once both routes are done. Yuma waits in the main fight. Three braziers around the room control its fire traps. Make room for movement before concentrating on her health bar, and deal with the other attackers when they start limiting your position. Her final phase adds a flamethrower. Avoid getting stuck in repeated burning animations, and aim for the fuel apparatus on her back when you have the angle. After the fight, take the reward and the right mask piece. This is a good place for a close-range weapon that you can fire accurately while moving between cover. The biggest danger is losing control of the arena while staring at the boss. Fire, ordinary enemies and Yuma all need space in your attention. **Reach the Royal Palace before the collapse catches you** Once the third piece is collected, move toward the palace in the northeast. The storm and destruction around the map are an active threat. Save your sightseeing for another run. Inside the palace, use the Mirror and Armory before proceeding. This is the last comfortable opportunity to fix a weak part of the loadout. Reload, check your healing capacity and make sure the equipment you intend to use is actually equipped. The final arena starts after the family vision near the small house. The first set contains five waves. Once those are cleared, you get a sixty-second opportunity to escape through the light. Leaving then completes a run. Staying allows the defense to continue, eventually reaching twenty waves. Later sets arrive in groups of three, with resupply between sets. Take a moment during the breaks to locate the exit and check whether continuing still makes sense. Mohan and Yuma copies are priorities, particularly when they carry flamethrowers. Their fuel packs offer a useful target. Keep moving when your position starts attracting attacks from several angles, and avoid backing into the water or scenery without first checking where you can go. For an initial completion, plan around the first five waves. A twenty-wave attempt deserves its own preparation, including enough permanent improvements to absorb a bad moment without losing the whole run. **The collection sweep: seven pages, ten figures, sixteen visions** The full numbered locators are available here: - [Pagan’s ten chibis](https://t.co/vX736Txgrg), each with its own map link. Check the hanging bells near the grapple point after Durgesh Prison for number eight. - [The seven Kyrati TV Guide diary pages](https://t.co/Oy4mHiU0Yn). Page four is inside the prison route; page seven requires the nearby trial before its room is accessible. - [All sixteen visions](https://t.co/T7CBpQzRl0). Thicker Than Water needs repeat visits with different statue choices: Ishwari, Lakshmana, yourself and your father reveal different rooms. Watch every scene fully, and check Happily Ever After before joining the family at the palace. Those links supply the item-by-item map positions. Mark off each entry separately, especially the monastery visions; one visit to that location does not show everything it contains. **What the distorted Kyrat is showing you** Control builds its story around Pagan's need to manage how he is seen. The broken bell tower is a particularly clear example: a piece of the machinery that carried his public message becomes a place full of thoughts he would prefer to suppress. The family material gives that struggle more weight. Ishwari, Lakshmana and Ajay represent attachments that cannot be repaired simply by making Pagan sound generous in the next conversation. His imagined world can give him an audience, but it also keeps producing evidence against the flattering version of himself. That makes the name Control fit both the action and the story. A good run requires keeping equipment, money and danger under control. Pagan is trying to do the same thing to his own history, with much less dependable results.

Browse more posts · Find me on other socials