Child Liberations
Child Liberations task you with assassinating the Foreman and freeing the children inside a factory.
Gaining Entry
Each factory has a roof entrance that might be guarded by a scout, so use Eagle Vision and a bit of caution before haphazardly using your Rope Launcher to get to the top of the building. Use throwing knives to clear out the top level to make the jump down into the building easier. Don’t knock any bodies off the roof or down into the center of the factory as that is a sure way to set off the alarm.
Keeping the Alarms Quiet
If you alert an enemy, all is not lost if you act quickly! Once they have a bell appear above their head, they begin to run for the Alarm Bell. Use throwing knives to quickly stop them if they are out of reach, as using your pistol results in other enemies noticing you.
Another option is using a hallucinogenic dart on an enemy on the main floor. This pulls some enemies from the surrounding area, giving you the opportunity to sneak in and disable the bell. With the bell disabled you are free to move around without risking the alarm being raised.
Freeing the Kids
The kids may be guarded by enemies, though often there is only one nearby. The majority of the enemies are located on the main floor of the building near the Alarm Bells. When you free a group of children, they do not trigger alarms or raise attention as they run away, so don’t be afraid to stealthily release them when an enemy has their back turned.
The groups of children are usually crouched down and show up as green when you are using Eagle Vision to locate them.
Killing the Foreman
There are a variety of ways to kill the Foreman. As in the Gang Strongholds, killing the Foreman in a stealthy manner causes any witnesses to flee.
Use the Environment
Factories are a dangerous place regardless of age. Hanging crates and dynamite are commonly found around the factory. If the opportunity presents itself, use objects in the environment to kill enemies as well as the foreman.
Throwing Knives
Depending on your level and upgrades, you may not be able to headshot kill the foreman on the first try, so be ready to land a few follow up shots if need be.
Hallucinogenic Darts
Hit one of the enemies near the Foreman and let them do the dirty work for you. The hallucinating enemy will either kill the Foremen or injure him enough to make your follow up attacks lethal.
Assassination
The easiest way to assassinate the Foreman is to hide behind one of the stacks of crates nearby, and then whistle to attract him over. Once he is just around the corner form you, jump out and assassinate him.
Child Liberations
| Map | Lvl | Borough | Name | Challenges | Rewards/100% |
|---|---|---|---|---|---|
|
4 |
6 |
Wolfshead Brewing Co. |
Do not trigger the alarm. |
£: 400 + 150 XP: 300 + 150 |
|
|
5 |
6 |
Outterridge Manufacturing |
Do not trigger the alarm. |
£: 400 + 150 XP: 300 + 150 |
|
|
6 |
5 |
Spindles and Looms |
Do not trigger the alarm. |
£: 332 + 125 XP: 280 + 150 |
|
|
10 |
4 |
Strain & Boil |
Do not trigger the alarm. |
£: 264 + 100 XP: 250 + 125 |
|
|
3 |
8 |
Lynch’s Fine Ornamentation |
Do not trigger the alarm. |
£: 532 + 250 XP: 360 + 250 |
|
|
8 |
4 |
Cotton Mill |
Do not trigger the alarm. |
£: 264 + 100 XP: 250 + 125 |
|
|
7 |
5 |
Blackburn Bellows |
Do not trigger the alarm. |
£: 332 + 125 XP: 280 + 150 |
|
|
9 |
5 |
Hightower Coal |
Do not trigger the alarm. |
£: 332 + 125 XP: 280 + 150 |
|
|
11 |
2 |
Radclyffe Mill |
Do not trigger the alarm. |
£: 132 XP: 200 |
|
|
2 |
9 |
Goodfellow’s Brewery |
Do not trigger the alarm. |
£: 600 + 350 XP: 430 + 300 |
|
|
1 |
9 |
Red Growler Distillery |
Do not trigger the alarm. |
£: 600 + 350 XP: 430 + 300 |