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Contents

  • Changelog
    • Updates
  • Welcome to Dedsec
    • Dedsec Crew
    • Antagonists
  • Training
    • Part 1: Navigation And Driving
      • Cover Navigation
      • Free Running Navigation
      • Vaulting and Climbing
      • Emotes
      • Driving
      • Water-Based Navigation
      • Smartphone
    • Part 2: Hacking
      • Automatic Takedowns
      • Botnet
      • Hacking: Objects
      • Hacking: People
      • Hacking: Vehicles
      • Lock: Access Key
      • Lock: Closed-Circuit Terminals
      • Lock: Network Bypasses
      • Mass Hacks
      • Nethack
      • Profiling
      • Quick Hacks
      • Remote Control
      • Security Cameras
      • Security Systems
    • Part 3: Online
      • Overview
      • Hacking Invasion: Hacker and Target
      • Leaderboard
      • Online: Bounty Hunter
      • Online: Co-Op Operations
      • Online: Dedsec Events
    • Part 4: Mission And Progression
      • Collectibles: Key Data
      • Collectibles: Rewards
      • Dedsec App
      • Dedsec Followers
      • Discovery: Nethack and World Exploration
      • How To Earn and Spend Money
      • Invasions of Privacy
    • Part 5: World And Activities
      • Activity: Driver SF
      • Activity: Drone Races
      • Activity: Motocross Races
      • Activity: Sailboat Races
      • Activity: ScoutX
      • Activity: eKart Races
      • Car Dealerships
      • Clothing Shops and Kiosks
      • Dedsec Hackerspaces
      • Nudle Maps and GPS
      • Pawnshops
    • Part 6: Gadgets And Weapons
      • 3D Printer
      • Weapons
      • Weapon Types
      • Weapon Statistics
      • Pistols and Machine Pistols
      • Assault Weapons
      • Shotguns
      • Sniper Rifles
      • Launchers
      • Tasers
      • Weapon Loadouts
      • The Equipment Wheel
      • Gadget: Devices—Electroshock and Explosive
      • Melee Combat
      • Advanced Tactics
      • RC Jumper
      • RC Quadcopter
    • Part 7: Factions And Conflict
      • Enemy Reinforcement Calls
      • Factions: Criminals
      • Factions: Law Enforcement
      • Heat System
    • Part 8: Enemies And Combat
      • Affiliated Civilians
      • Detection
      • Enemy Types
      • Enemy States
      • Tagging Enemies
      • Unconscious Enemies
      • Vanish
    • Part 9: Playstyles
      • Playstyle: Aggressor
      • Playstyle: Ghost
      • Playstyle: Trickster
      • Playstyle: Optimal Playstyle Mix
    • Part 10: ./Research App
      • Overview
      • Vehicle Hacking
      • Social Engineering
      • City Disruption
      • Tinkering
      • Botnets
      • Marksmanship
      • Remote CTRL
    • Part 11: Car On Demand And Vehicles
      • Overview
      • Vehicle Types
      • Vehicle Stats List
  • Main Operations
    • Overview
    • Available Main Operations
    • Hello World
      • Operation Overview
      • 1. Operation—From The Outside, In
      • 2. Operation—The Future Is In Blume
    • Swag
      • Operation Overview
      • 1. Operation—Lit Like Mardi Gras
    • Plug and Play
      • Operation Overview
      • 1. Operation—Gary’s Games & Glory
      • 2. Operation—I Know Kung Fu
      • 3. Operation—The Arnie Of Printers
      • 4. Operation—Follow Me
    • Walk In The Park
      • Operation Overview
      • 1. Operation—Hello World
    • Cyberdriver
      • Operation Overview
      • 1. Operation—Hack And Run
      • 2. Operation—Get Smart Car
      • 3. Operation—Not So Smart Car
      • 4. Operation—Cyber Stunt Driver
    • False Profits
      • Operation Overview
      • 1. Operation—Newly Dawned
      • 2. Operation—Sunday Schooled
      • 3. Operation—Mindf--k
      • 4. Operation—Missing Persons
      • 5. Operation—Blasphemer
    • HAUM Sweet HAUM
      • Operation Overview
      • 1. Operation—ICU
      • 2. Operation—Heist Sweet Heist
      • 3. Operation—Zero Days All The Way Down
      • 4. Operation—Lord of the Wi-Fis
      • 5. Operation—Swimming Upstream
      • 6. Operation—The Horizontal and the Vertical
    • Looking Glass
      • Operation Overview
      • 1. and 2. Operation—Trouble at Home and !nvite To Mayhem
      • 3. Operation—R&R
    • Limp Nudle
      • Operation Overview
      • 1. Operation—Second Wind
      • 2. Operation—Alphabet Soup
    • Hacker War
      • Operation Overview
      • 1. Operation—Nine Lives
      • 2. Operation—Lenni’s Demands
      • 3. Operation—Sabotage
      • 4. Operation—Bunker Bust
    • W4tched
      • Operation Overview
      • 1. Operation—Peeping Toms
      • 2. Operation—Café Culture
      • 3. Operation—Cabbie For Hire
      • 4. Operation—Dellums Towers
      • 5. Operation—Wrench In The Works
    • Eye For An Eye
      • Operation Overview
      • 1. Operation—Lost Call
      • 2. Operation—A Brutal Discovery
      • 3. Operation—Shipwreck
      • 4. Operation—Root Canal
      • 5. Operation—A Real Dogfight
    • Hack Teh World
      • Operation Overview
      • 1. Operation—Get Cray With Ray
      • 2. Operation—Hangar On
      • 3. Operation—The Waiting Game
      • 4. Operation—All-Seeing Eye
    • Power To The Sheeple
      • Operation Overview
      • 1. Operation—Social Media And The Congressman
      • 2. Operation—Mark Up
      • 3. Operation—A Tempting !nvitation
      • 4. Operation—Compromised Candidate
      • 5. Operation—Voting Machinations
    • Robot Wars
      • Operation Overview
      • 1. Operation—Drop the Baby
      • 2. Operation—Like Minds
      • 3. Operation—Man Vs. Machine
    • Shanghaied
      • Operation Overview
      • 1. Operation—Spinal Tap
      • 2. Operation—Down By The Docks
      • 3. Operation—Chinatown Shuffle
      • 4. Operation—Nice View
      • 5. Operation—They’re On A Boat!
    • Motherload
      • Operation Overview
      • 0. Operation—Long Term Plan: Taking Down Blume
      • 1. Operation—Blow It Wide Open
      • 1. Operation (Continued)—Sitara
      • 1. Operation (Continued)—Wrench
      • 1. Operation (Continued)—Marcus
  • Side Operations
    • Available Side Operations
    • $911
      • Operation Overview
      • 1. Operation—Hubs and Authorities
      • 2. Operation—M$ Dollar Block
      • 3. Operation—OPD PCA (Part 1)
      • 3. Operation—OPD PCA (Part 2)
      • 5. Operation—Emtezcas
      • 6. Operation—Jailbird Blues
    • Always On
      • 1. Acquisition—Operation Starter
      • 2. Operation—Privacy 101
    • Bad Publicity
      • 1. Acquisition—Operation Starter
      • 2. Operation—Smackdown
    • Bottom Dollar
      • 1. Acquisition—Operation Starter
      • 2. Operation—Don’t Bank On It
    • Ghost Signals
      • 1. Acquisition—Operation Starter
      • 2. Operation—Data Chase
      • 3. Operation—Whiteout
    • Infected Bytes
      • 1. Acquisition—Operation Starter
      • 2. Operation—Phone Tag
      • 3. Operation—Device Zero
    • High Price to Pay
      • 1. Operation—Sneak Peek
      • 2. Operation—Chump Change
    • The Name Game
      • 1. Acquisition—Operation Starter
      • 2. Operation—Wrong Answer
      • 3. Operation—On The Line
      • 4. Operation—Operator Speaking
      • 5. Operation—Rogue Radio
    • Paint Job
      • 1. Operation—Daknews
      • 2. Operation—First Steps
      • 3. Operation—Making the Mark
      • 4. Operation—Master Class
      • 3. Operation—Yeah, Right
    • Pink Slips
      • 1. Acquisition—Operation Starter
      • 2. Operation—Black Sheep
      • 3. Operation—Pro Bono
    • Proviblues
      • 1. Acquisition—Operation Starter
      • 2. Operation—Word Up
      • 3. Operation—Risk Clause
      • 4. Operation—Payback
    • Ripcode
      • 1. Acquisition—Operation Starter
      • 2. Operation—Under The ’Hood
      • 3. Operation—Boxing Day
    • Schadenfreude
      • 1. Acquisition—Operation Starter
      • 2. Operation—Workout
    • Shadows
      • 1. Acquisition—Operation Starter
      • 2. Operation—Bad Intentions
      • 3. Operation—Swap Meet
      • 4. Operation—Fox
    • Stolen Signals
      • 1. Acquisition—Operation Starter
      • 2. Operation—Tattletales
      • 3. Operation—Peak Data
      • 4. Operation—Permission Denied
    • Ubistolen
      • 1. Acquisition—Operation Starter
      • 2. Operation—Spoilers!
    • Haum Intruder
      • 1. Operation—Burn
    • Rodentia Academy
      • 1. Acquisition—Operation Starter
      • 2. Operation—Masquerade
      • 3. Operation—Rat Trap
      • 4. Operation—Pest Control
    • Whistleblower
      • 1. Acquisition—Operation Starter
      • 2. Operation—Homewreckers
      • 3. Operation—Intervention
    • The Zodiac Killer (ULC)
      • 1. Acquisition—Operation Starter
      • 2. Operation—Crypto
      • 3. Operation—Prime_eight Directive
      • 4. Operation—Rigged Game
      • 5. Operation—Marks The Spot
      • 6. Operation—This Is The Zodiac Speaking
      • 7. Operation—Mt. Diablo
      • 8. Operation—Crackproof
    • Kickin’ It Old School
      • 1. Operation—Antisocial
      • 2. Operation—VIP
      • 2. Operation—VIP 3. Operation—Legacy
    • Primary Target
      • 1. Operation—Fly On The Wall
      • 2. Operation—Countermeasure
      • 3. Operation—Focal Point
  • Side Operations: Activities
    • Drone Races
    • Sailboat Races
    • eKart Challenge
      • Overview
      • 1. Operation—Stanford Challenge
      • 2. Operation—Pimpin’ the eKart
      • 3. Operation—Castro Challenge
      • 4. Operation—Need More Pimpin’
      • 5. Operation—Downtown Challenge
    • eKart Races
      • Tactical Advice
      • Vermont Street Slalom
      • Civic-Minded Speed
      • North Bay Race
      • Race Around the Pier
      • Stanford Rush
      • Lombard Labyrinth
    • Motocross Races
      • Tactical Advice
      • Downtown Dash
      • Drake’s Downhill
      • Enduro
      • Oakland Open
      • Marin Madness
      • Tale of Two Bridges
  • Side Operations: Driver SF
    • Available Missions
    • Driver SF: Oakland Missions (5)
      • 1. A Hoop-Less Situation
      • 2. Just Making a Living
      • 3. Payback
      • 4. Every Day Is Friday
      • 5. Fragile Cargo
    • Driver SF: San Francisco Missions (10)
      • 1. Daredevil Liv!
      • 2. Expectant Fathers!
      • 3. Gone Phishing
      • 4. Liv Again
      • 5. Scoutxpedition (ULC)
      • 6. Lost in Translation
      • 7. Get Back in the Game
      • 8. Treasure Hunt
      • 9. Haum’s Dirty Laundry
      • 10. Late Wedding
    • Driver SF: Silicon Valley Missions (3)
      • 1. Johnny 5, Where R U?
      • 2. Paradroid
      • 3. Auto-Nomous!
  • Online Operations
    • Overview
    • Operation Types
    • Restricted Area Locations
    • Marin
      • Restricted Area 01. Fort Baker
      • Restricted Area 02. Algaeris Greenhouses
      • Restricted Area 03. Camp K9
    • Oakland
      • Restricted Area 04. Prescott Scrapyard
      • Restricted Area 05. Sweet Maria Warehouse
      • Restricted Area 06. Woodland Apartments
      • Restricted Area 07. Starter Oil Factory
    • San Francisco
      • Restricted Area 08. Alcatraz Warehouse
      • Restricted Area 09. Fort Point
      • Restricted Area 10. Haum Shipment Yard
      • Restricted Area 11. Pier 27 Warehouse
      • Restricted Area 12. Auntie Shu’s Imports & Exports
      • Restricted Area 13. Bridge Maintenance Yard
      • Restricted Area 14. Pier 13 Warehouses
      • Restricted Area 15. Fort Funston
      • Restricted Area 16. Sutro Tower
      • Restricted Area 17. Under The Freeway
      • Restricted Area 18. San Bruno Radio Tower (ULC)
    • Silicon Valley
      • Restricted Area 19. Storm Drain
      • Restricted Area 20. Swan Leavitt Observatory
  • Nudle Earth: Atlas
    • Marin
      • Map Overview
      • Point Bonita and Kirby Cove
      • Vista Point and Horseshoe Bay
      • Sausalito and the Gates Houseboats
    • Oakland
      • Map Overview
      • Oakland Outskirts
      • North Oakland
      • Uptown Oakland
      • Downtown Oakland
      • South Oakland
    • San Francisco
      • Map Overview
      • Fort Point
      • Fisherman’s Wharf
      • Lombard Street
      • Coit Tower
      • Embarcadero
      • Golden Gate Park
      • Civic Center
      • Nudle Park
      • Mission Delores Park
      • Painted Ladies
      • San Bruno Mountain
      • Alcatraz
      • Yerba Buena
    • Silicon Valley
      • Map Overview
      • Crystal Springs
      • San Mateo
      • Northern Silicon Valley
      • Palo Alto
      • Stanford University
      • South Silicon Valley
      • Nudle and Galilei
  • Interactive Map
    • San Francisco Bay Area
  • Appendix
    • Clothing
    • Collectibles
    • Hidden Gnomes
    • Trophies and Achievements

Watch Dogs 2 Guide › Main Operations › False Profits

4. Operation—Missing Persons

Objectives

Meet Miranda by the beach.

Steal the registry of occupants.

Bust out Jimmy Siska.

Leave the educational center.

Difficulty

Rewards

DedSec Followers: +30,000

Brief

Jimmy Siska shared rumors about the “Red Room,” a New Dawn compound where they take troublesome members for rehab. If there’s any matches to burn the church down, you’ll find it there.

Hostiles

Umeni Security Corps

Location

New Dawn Spiritual Ascendence Center, Ocean Beach, San Francisco

SILENT BUT DEADLY

Need a way for foes to stay down without raising the alarm? It is worth acquiring enough funds to purchase the Core Dump Pistol (which is suppressed, meaning silent kills are possible) and to a lesser extent the Zero Day Rifle (full auto suppressed assault rifle) before beginning this part of the operation.

Outside Jimmy’s hotel, you mention the actor’s fear of something called the “Red Room”—a rehabilitation center where problematic church members are sent. You plan to meet up with a councilwoman named Miranda, who the church has targeted in the past. Drive there when you’re ready. You meet her on the beach.

Infiltration Points

Time to assault the place and locate the registry. As you’d expect, there are many ways to accomplish this. To start, learn the different infiltration points of the Center:

Gap in the Fence (Northwest):

This is the preferred method of intrusion, especially as it’s the closest to your starting point. You don’t need to climb, and the initial guards are relatively easy to subdue (using Path A’s plan.)

Main Gate (Northeast):

This gate is currently locked and requires an access key to open. Utilize a drone to obtain the key, and enter from this direction. However, it’s easy to be spotted sauntering through here, so it is better to unlock this and use it as an exit point.

Hillside Rocks (Southeast):

Scrambling up the rocks is also a plan, but only in the southeast corner. Your descent can be noisy and you may be spotted, but there’s a small fenced Dumpster area and a container truck to hide behind if you infiltrate from here.

Jimmy’s House (South):

Accessed by scrambling over the hillside rocks, you can actually clamber up and onto the roof of the house where Jimmy Siska is being held. This is a cunning route to take if you wish to avoid all threats during the next two objectives.

Ocean Beach (West):

Not the wisest of insertion points, as the sandy slopes are difficult to navigate, the enemies can easily see you coming, and hostiles are usually above your position. Expect violence to quickly escalate from this direction.

POIs and Objective Points

Access Keys 1 (Guard) and 2 (Laptop)

The guard standing by the data container (objective) carries an access key you can hack (using Marcus or either drone). The laptop on Jimmy Siska’s deck is the other location.

Either key opens the northeast gates and Jimmy Siska’s rehabilitation house. Pick either key; the guards can be hacked through the window, but the laptop is easier to reach (by Quadcopter in particular).

Key Data and Collectible

The large circular gazebo on the compound’s western side near the ocean houses a suitcase with key data for the New Dawn Facility. Close by, on a log near the fire pit, is a collectible to grab. Both are optional, and you can return for them after the operation is over.

Data Container

This has the registry information you need to download and is located inside a guarded cabin on the compound’s east side (a foe awaits you inside this building). Access via the hackable doors on the east or west walls.

Jimmy Siska

The actor is tied up in the house along the southern edge of the restricted area. The door is locked and requires the access key to enter (there are two locked doors). Once inside, you simply untie Jimmy and he makes his own way out. Then you can flee or complete the other objective. Remember, you can use Marcus or the RC Jumper to release Jimmy.

Paths to Completion

With the main infiltration points known, begin your assault on the compound. It’s first wise to use NetHack and the cameras to scan and tag all of the guards. Note that some can call an additional four reinforcements, and all are easily startled. Also remember you can complete each of the two objectives in any order.

Silent but Deadly

How about the optimal stealth route that allows you to remove all guard threats with a melee throttle and gather both the key data and collectible on the way? While you talk to Sitara about Miranda, head up the sandy steps, enter via Infiltration Point 1, and keep left. Hug the perimeter fence on your left, and head around the side area of the inaccessible building.

Crouch at the stack of milk crates at the corner (A.1). Watch for the guard moving your way, near the cabin steps ahead and left of you. Strangle him quickly, then be aware of the guard patrolling the vegetable planters (southwest). Head towards him, using the scenery on your right to hide, and strangle the second guard at the vegetable patch (A.2). Alternatively, if he sees the body of the first guard, keep hiding behind the AC unit (right wall), then step out and melee strangle him as he passes you.

Time for a stroll under the gazebo. Head down the steps to the right of the vegetable planters, watching the movements of the guard in this area. Drop behind the planter of purple flowers (A.3), using this cover to maneuver behind the guard and choke him out. Move under the gazebo’s left side to grab the key data, then to the fire pit to nab the collectible.

Climb the steps by the low stone wall ahead of you (A.4), timing your movement so the guard is heading from left to right (toward the beach bluff); this way you won’t disturb a subsequent guard. Head back down the steps, up the second set of steps nearby. The cabin with the objective is ahead and slightly left of (and above) you. Hide by the woodpile and hack the explosive pallet so it sparks. When the nearby guard investigates, strangle him.

Move counterclockwise around the base of the objective cabin. When the guard near the two trucks has his back to you and you’ve crept under the cabin to get closer to him, creep out and strangle him. Then move quickly up the cabin steps, strangle the foe on the deck, and finally hack the door and remove the final guard inside. Hack him for the access key before unlocking the data container.

PATIENCE WITH THE PATIENTS

You can talk to the patients in this facility. All are too far gone, with a terrible fear of the outside world, to provide more than a passing glance into the terror of this organization. Some can alert guards if they see you, so stay away from them for the most part.

Silent but Deadly

Need to complete both objectives while interacting with the least number of guards? Have your taser (or phone hack distract) ready just in case, but run around the compound and enter via the southeast rocks (Infiltration Point 3). Move west, then look at the cabin, which has the data container in it. Using cover, move to the low, sand-filled container with sand in it (B.1), the sandbags, down to the purple flower planter, and across to a second flower planter by an oak tree (B.2).

Climb the planter and vault onto the deck by the swing set. Drop into cover before the guard on the right sees you (or distract or shoot him with the taser). Head around to the west locked door to the cabin (B.3) and hack it. This alerts the guard inside, so creep to the window (left of the door), and hack the opposite door, making the guard turn around. Creep inside and strangle or tase him. Hack his access key. Then hack the objective data container.

Exit the cabin via the same door, head onto the trellis behind the swing set, and go back down to the concrete bag pallets. Head across to Jimmy Siska’s house, dropping down behind the generator trailer near the guard at the bottom of the stairs. Though it’s possible to creep up the stairs when the guard has his back to you, it’s better to simply distract or tase him before heading up the steps and releasing Jimmy Siska. Need to flee in a hurry afterward? Go for the beach or the main gates.

Silent Running

Path B can be attempted more easily by simply using the RC Jumper and running the same route (providing you’ve improved its jump function; otherwise, use the main cabin steps to the east). Or you can distract the guard by hacking the west doors, then the east doors before driving the Jumper in and hacking the data container with the guard standing right next to you! Then drive the Jumper over to Jimmy’s house. Distract the guard and then drive up the steps and untie him remotely. Leave the area without even setting foot inside. Need the collectible and key data? Gather that using the RC Jumper too!

Everybody Dies

You can reasonably expect to survive a firefight with these guards if you storm the place (via any recommended Infiltration Point), and use the cabins to hide behind. The explosive pallets are good spots to cause carnage—but the explosions can kill you too.

However, it’s much better to equip the Quadcopter with explosives, jog to the main gates, and hide nearby. Launch the Quadcopter to fly over the compound, catching most of the guards in proximity traps using the explosive pallets and junction boxes. Any stragglers can feel the heat from a dropped electroshock or explosive bomb. Then stride in via the main gates after using the Quadcopter to hack either access key.

Ride or Die

Need to announce your presence and possibly get yourself killed in the process? Then take a fast bike, approach Infiltration Point 5, drive up the sand bank just left of the main wooden stairs, and launch yourself into the Center grounds. With some luck, speed, and the Engine Override skill, you can jump to the right of the gazebo and almost land on the cabin you need to reach! Or, you could hit any number of buildings or walls, go flying, and get killed by guards.

Leaving the center is straightforward: proceed to the cabin balcony, jump the railing, use the dirt road east of the registry cabin, and head through the now-open main gates or hop the fence. There are trucks you can use to flee the area, or use one of the bikes parked in the compound. Once you move past the perimeter on your minimap, this mission concludes.

SUBDUED, THEN SUPPRESSED

Using the taser, throttling guards, or employing the Thunderball is excellent for keeping your foes quiet and subdued (to avoid the alarm being raised for stealth raids), but your foes have a tendency to wake up after you knock them out. Of course, this won’t happen if you shoot any sleeping foe with a silenced weapon. The only downside (apart from the murdering) is that the alarm is instantly raised if another enemy sees a dead guard, so put all guards in a patrol path to sleep first, before a mass execution.

DAWN RAZOR

Feel free to ignore, fight, or put to sleep any guards in the vicinity. Gather collectibles before you go.

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