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Contents

  • TRAINING
    • /_WELCOME TO THE WINDY CITY
    • /_GAINING COMPLETE CONTROL
    • / _CHICAGO MAP: LOCATIONS AND ACTIVITIES
    • / _HACKING
  • ADVANCED TRAINING
    • / _PROGRESSION, SKILLS, CRAFTING, AND STATISTICS
    • / _CRAFTING
    • / _MELEE STRIKES, WEAPONS, AND VEHICLES
    • / _ENEMIES AND TACTICAL ADVICE
  • MAIN MISSIONS
    • MAIN MISSIONS /// CTOS CONTROL CENTERS
      • _CTOS CONTROL CENTER
      • _ctOS CONTROL CENTER / BRANDON DOCKS
      • _ctOS CONTROL CENTER / THE WARDS
      • _ctOS CONTROL CENTER / MAD MILE
      • _ctOS CONTROL CENTER / PAWNEE
    • MAIN MISSIONS /// ACT IV
      • _SOMEONES KNOCKING
      • _IN PLAIN SIGHT
      • _THE RATS LAIR
      • _THE DEFALT CONDITION
      • _LITTLE SISTER
      • _GHOSTS OF THE PAST
      • _NO TURNING BACK
      • _NO TURNING BACK, PART TWO
    • MAIN MISSIONS /// Act I
      • _BOTTOM OF THE EIGHTH
      • _INTERLUDE: THEY CANT HIDE
      • _BIG BROTHER
      • _INTERLUDE: FORESIGHT
      • _BACKSTAGE PASS
      • _INTERLUDE: HACKING CONTRACT
      • _BACKSEAT DRIVER
      • _OPEN YOUR WORLD
      • _THANKS FOR THE TIP
      • _INTERLUDE: REMEMBER
      • _NOT THE PIZZA GUY
      • _A WRENCH IN THE WORKS
      • _DRESSED IN PEELS
    • MAIN MISSIONS /// Act II
      • _HOLD ON, KIDDO
      • _INTERLUDE: PAWNSHOP MISSION
      • _BREAKABLE THINGS
      • _COLLATERAL
      • _ONE FOOT IN THE GRAVE
      • _A BLANK SPOT THERE-ISH
      • _JURY-RIGGED
      • _GRANDMAS BULLDOG
      • _NOT A JOB FOR TYRONE
      • _UNINVITED
      • _BREADCRUMBS
      • _STARE INTO THE ABYSS
      • _A RISKY BID
      • _ROLE MODEL
      • _PLANTING A BUG
      • _WAY OFF THE GRID
    • MAIN MISSIONS /// ACT III
      • _HOPE IS A SAD THING
      • _LETS PLAY MAKE A DEAL
      • _A PIT OF PARANOIA
      • _UNSTOPPABLE FORCE
      • _THE FUTURE IS IN BLUME
      • _FOR THE PORTFOLIO
      • _BY ANY MEANS NECESSARY
    • MAIN MISSIONS /// Act V
      • _SOMETIMES YOU STILL LOSE
      • _GUYS LIKE US
  • SIDE MISSIONS
    • _CRIMES DETECTED
    • _CRIMINAL CONVOYS
    • _FIXER CONTRACTS
    • _DECOY CONTRACTS
    • _GETAWAY CONTRACTS
    • _INTERCEPTION CONTRACTS
    • _TRANSPORTER CONTRACTS
    • _GANG HIDEOUTS
    • _GANG HIDEOUTS // PAWNEE
    • _GANG HIDEOUTS // PARKER SQUARE
    • _GANG HIDEOUTS // THE WARDS
    • _GANG HIDEOUTS // BRANDON DOCKS
    • _GANG HIDEOUTS // THE LOOP
  • INVESTIGATIONS
    • _BURNER PHONES
    • _HUMAN TRAFFIC
    • _MISSING PERSONS
    • _QR CODES
    • _WEAPONS TRADE
  • INVESTIGATIONS /// EXCLUSIVE CONTRACTS
    • _BREAKTHROUGH
    • _CTRL
    • _ALT
    • _DELETE
    • _SHUT DOWN
    • _THE PALACE
    • _SIGNATURE SHOT
  • COLLECTIBLES
    • _AUDIO LOGS
    • _CITY HOTSPOTS
    • _ctOS TOWERS
    • _CTOS BREACHES
    • _PRIVACY INVASIONS
    • _SONGSNEAK
    • _ITEMS OF INTEREST
  • ONLINE MISSIONS
    • _OVERVIEW
    • _NOTORIETY AND REWARDS
    • _ONLINE HACKING
    • _ONLINE TAILING
    • _HACKING AND TAILING TACTICS
    • _DECRYPTION
    • _DECRYPTION // GENERAL TACTICS
    • _DECRYPTION // ADVANCED TACTICS
    • _DECRYPTION ZONES // PAWNEE
    • _DECRYPTION ZONES // PARKER SQUARE
    • _DECRYPTION ZONES // THE WARDS
    • _DECRYPTION ZONES // BRANDON DOCKS
    • _DECRYPTION ZONES // THE LOOP
    • _DECRYPTION ZONES // MAD MILE
    • _ONLINE RACES
    • _RACES
    • _ctOS MOBILE
    • _CTOS MOBILE APP // APP OVERVIEW
    • _CTOS MOBILE // ADVANCED TACTICS
    • _FREE ROAM
  • CITY GAMES
    • _CASH RUN
    • _CHESS
    • _DRINKING GAME
    • _NVZN
    • _POKER
    • _SHELL GAME
    • _DIGITAL TRIPS
    • _SLOT MACHINES
  • APPENDICES
    • / _MAPS, REWARDS, AND ACHIEVEMENTS
    • / _APPENDIX I: EXPERIENCE POINTS // MAIN MISSIONS
    • / _APPENDIX II: EXPERIENCE POINTS // OTHER MISSIONS
    • / _APPENDIX III: EXPERIENCE POINTS // MEANINGFUL ACTIONS
    • / _APPENDIX IV: EXPERIENCE POINTS // LEVELS AND SKILL POINTS
    • / _APPENDIX V: EXPERIENCE POINTS // ctOS MOBILE APP (Watch_Dogs PLAYER)
    • / _APPENDIX VI: ACHIEVEMENTS // ctOS MOBILE APP (APP PLAYER)
    • / _APPENDIX VII: REWARDS AND MONEY // GENERAL
    • / _APPENDIX VIII: REWARDS // PROGRESSION
    • / _APPENDIX IX: REWARDS // EXCLUSIVE
    • / _APPENDIX X: REWARDS // CITY HOTSPOT BADGES
    • / _APPENDIX XI: ACHIEVEMENTS AND TROPHIES

Watch Dogs Guide › SIDE MISSIONS

_GANG HIDEOUTS

GANG HIDEOUTS Overview

As a roving free agent, you are sometimes called upon to intimidate a target (or group of targets) under a particular set of circumstances. There are 15 such “Gang Hideout” jobs to undertake and one Exclusive mission.

Note

The “exclusive” Gang Hideout mission can count toward the total you need to complete but is not required.

Tip

Play Online Contracts to gain Notoriety points and unlock the Contract Bonus notoriety skill. This will increase your cash rewards by 25%.

TOTAL/15 (+1) Missions: In order to complete the Gang Hideouts section of the Progression Tree, you must successfully finish all 15 of these missions. They appear randomly as follows:

As you complete main missions, more Gang Hideouts become available.

As you profile and hack civilians bearing the Gang Hideout icon.

Gang Hideouts become available once you complete specific main missions:

  • Phase I ($2,500 Reward): These are accessible once Main Mission Act I/7: Thanks for the Tip is completed.
  • Phase II ($5,000 Reward):These are accessible once Main Mission Act II/6: Jury-Rigged is completed.
  • Phase III ($10,000 Reward):These are accessible once Main Mission Act III/3: A Pit of Paranoia is completed.

You are contacted via the world map when one is available, so the order these are presented in this guide isn’t necessarily the order you’ll complete them in. We present them by district, then alphabetical order.

Here is a complete list of Gang Hideouts:

Available Gang Hideouts
DistrictNumber and NamePhaseNumber of Targets/Total FoesReward
Pawnee 01/Beached II 3/9 $5,000, 2 Skill Points
Pawnee 02/Burning Bridges III 3/10 $10,000, 2 Skill Points
Pawnee 03/Decapitated III 1/10 $10,000, 2 Skill Points
Pawnee 04/Out of the Woodwork III 2/5+6 $10,000, 2 Skill Points
Parker Square 05/Union Dues I 1/9 $2,500, 2 Skill Points
The Wards 06/Compliments for the Cook II 1/10 $5,000, 2 Skill Points
The Wards 07/Swap Meet I 1/10 $2,500, 2 Skill Points
Brandon Docks 08/Gone in a Flash II 1/10 $5,000, 2 Skill Points
Brandon Docks 09/Packing I 1/9 $2,500, 2 Skill Points
Brandon Docks 10/Port Authority I 1/9 $2,500, 2 Skill Points
The Loop 11/No Parking I 1/10 $2,500, 2 Skill Points
The Loop 12/Street Cleaning I 1/7 $2,500, 2 Skill Points
The Loop 13/Two for One I 1/10 $2,500, 2 Skill Points
Mad Mile 14/The Low Road III 1/10 $10,000, 2 Skill Points
Mad Mile 15/The Tower I 1/10 @2,500, 2 Skill Points
The Wards Special/Signature Shot After Act I/8 A Wrench in the Works and CTOS Centers Unlocked 1/10 +800XP, Viceroys Outfit, Biometric Rifle

GANG HIDEOUTS OBJECTIVES // OVERVIEW

Reach the target location

Profile the target(s) and take them down

Target is attempting to escape

Leave the area or eliminate the remaining enemies

Kill all [enemies] or escape

Infiltration

Vehicle Chase

Escape

Lethal Force Likely

Melee Force Likely

Your job is to head to a particular location, which could be anywhere close to a ctOS camera in one of the six districts, and await further instructions. Once you activate the mission, the job is explained. Although there are variations, this mission type always takes a similar form.

Reach the target location

Close to your starting point is a “restricted area” (denoted by a red boundary on your minimap), with several enemies of a particular faction. This could be a plot of land, a parking lot, or a building of some kind. You can move in and out of the “restricted area” as you wish, but you can’t stray too far outside the area boundary, or you receive a countdown to mission failure.

Profile the target(s) and take them down

Target is attempting to escape

The plan is always the same; you have a target that isn’t immediately visible to you. Profile him by bringing out your smartphone and moving close to him until the yellow target marker appears over him, or by accessing any security cameras and panning around until you can mark him remotely. Also use these cameras to learn the layout of the area. (ctOS scanning is excellent for tagging all the enemies within a restricted area, but won’t show the target.)

As you profile the target(s), you can also mark the henchmen guarding him, allowing you to see them move through obstacles and walls. Some foes are fitted with cameras, allowing you to gain more knowledge of patrol routes and the layout of the area.

Note

Some missions may feature variations on the single target threat, such as more than one target to neutralize, targets who escape by vehicle, or targets who can be killed.

You’re almost always called upon to utilize nonlethal force to bring down your target (as the goal of this mission type is “intimidation,” not “massacre”). This means stealthy tactics are preferred over gunplay, unless otherwise specified. Sneak up on your foe and bring them down with a melee strike. If the alarm is raised, you still need to use melee attacks against the target (but for anyone else, take them down with any weapon you wish, as long as the target isn’t hurt collaterally).

Leave the area or eliminate the remaining enemies

Kill all [enemies] or escape

When the target is removed (and any foes between you and the target), you can eliminate any remaining enemies or reinforcements if the alarm is raised. Anyone who isn’t a target can be killed in whatever way you wish, unless otherwise specified. You can gun down everyone except the target. Or you can use stealth to take down the targets and then all the remaining enemies, or switch to guns after the targets are down.

If reinforcements are called (which usually happens once you’re discovered), look for their incoming vehicles on the map. There are usually two, four, and sometimes up to six foes. Use the general tactics for escaping or facing these reinforcements.

If no reinforcements are called, simply ignore or defeat any nonessential enemies to complete the mission.

Note

The following sections detail each mission. We note insertion points and any optimal takedown methods and provide other pertinent information. Also check the guide maps for item drops (usually ammunition).

Tip

Due to the sheer number of ways to complete each mission, only methods deemed particularly helpful and resulting in quick completion are noted. You may concoct other plans that yield similar results. You can also hack the comms and grenades of some enemies (randomly), which usually causes foes to become more alert. Feel free to mix in this tactic with the strategies presented in this chapter.

Tip

Remember it’s sometimes better to use violence (if there are few Shot-Callers you can target first) or prompt the target to flee (so you can catch him on the route you’ve already learned). Such tactics are flagged. You should also think about preparing for each Gang Hideout by stocking up on lures, Spec-Ops weaponry (that fires without alerting the enemy), and ctOS scans to help locate the enemy.

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