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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

_INTERCEPTION CONTRACTS

OBJECTIVES

Follow the target

(Optional) Steal the data

(Optional) Hack the vehicle to obtain GPS data

Take down the target

Driving Infiltration

Vehicle Chase

Data Hack

Foot Chase

Lethal 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 activate the mission. Although there are variations, this mission type takes a similar form:

Locate the target, which is someone in a vehicle within a few blocks of your starting point. You can use any vehicle you want; bring it to the starting point. Drive the vehicle toward the target. Your foe usually follows a specific path, so replaying this mission type allows you to learn the directions the foe heads in. These are always a series of evasive maneuvers.

Note

Although you can bring a vehicle to the starting location and use it to follow the target, there is always a parked vehicle close to the mission start that you can use instead. These are referenced below.

(Optional) Steal the data

(Optional) Hack the vehicle to obtain GPS data

Take down the target

You may need to retrieve data from a target. You can:

Follow the foe until you retrieve the data and the objective updates to taking him down: This isn’t recommended, as it takes far too long, and results in minimal cash rewards.

Drive and take aggressive maneuvers, as if you were taking down your target. You don’t receive a penalty for this, and once the foe is dispatched, you can hack him for the data anyway. Use this plan all the time.

Once the foe is defeated, the mission ends or a second target appears, and the objectives must be repeated.

Certain data may be hacked on the person himself. Other information is GPS data, which must be obtained by hacking the vehicle, after immobilizing it. Remove your target using all your previously learned techniques. Reference the Training chapter to find out further information:

Vehicle Collisions: Attempt to shunt, sideswipe, or otherwise maneuver your foe into a stationary position, with the vehicle damaged beyond repair, so the foe escapes on foot or dies.

Technology Access: Utilize the traffic lights, spikes, bollards, blockers, bridges, steam pipes, and any other technological advantage to slow down the foe, as the chase continues.

Lethal Force: Whether the foe is on foot or still in the vehicle, you can disable either target with your guns (particularly grenade launchers or IEDs) or a chase and melee strike. Either is advisable.

Caution

The target exiting the vehicle is usually a Gunman or Veteran, but in one case, he’s an Enforcer, which means additional combat (or multiple hit-and-run tactics) may be required.

Tip

During this chase, you may be harangued by members of the target’s gang affiliation. By far the best strategy is to ignore these entities, and concentrate solely on the target. You usually aren’t bothered too much by the foes anyway; just don’t let them become a distraction.

Mopping Up: After completing the mission, you may have pursuers to mop up or flee from. Decide whether to violently stop foes from ramming into you (or if you disembark, starting a protracted firefight) or passively escape their searches. Remember, though, that you gain more Experience Points (XP) from bringing down enemies, even though it is more dangerous.

Note

The following tactical information details each Infiltration mission. We have plotted a series of optimal takedown opportunities and have shown other pertinent information.

PARKER SQUARE // INTERCEPTION CONTRACTS

01_THE HUNTER

Starting location: BODEGA, SOUTHWEST PARKER SQUARE

NEAREST VEHICLE: Rotor

ENEMY VEHICLE: Kirscher

Download Requested?: No

Target: Gunman x 1

ADDITIONAL Enemies: None

Difficulty:

+01:30 // +$3,000

+02:30 // +$2,000

∞ // +$1,000

BEAT THIS: 00:21:33 (Anthony Renomeron)

Caution

There isn’t that much to threaten you during this mission, but once the foe gets onto the freeway, he’s much more difficult to capture within the time limits for the better rewards.

Takedown Opportunity 1: This one is as straightforward as they come; after weaving down a few streets (which you can damage or try to stop him on), he heads left into a construction yard; the narrow gaps and tricky exit are helpful in halting him.

Takedown Opportunity 2: Missed him? Then continue to weave through the streets, which have multiple traffic light opportunities to take. He likes to weave down side thoroughfares like the one near the Owl Motel, so don’t get snarled up on obstacles or building corners. If you miss, there are spikes as he merges back onto the main road.

Takedown Opportunity 3: He continues weaving between streets and alleys before dashing for the freeway. He shouldn’t really get this far, as there are more steam pipe opportunities, including the one as you head up and onto the freeway, just past the train station.

02 _ROAD SOLDIER

Starting location: EAST PARKER SQUARE, SOUTH OF MARINA

NEAREST VEHICLE: Vespid 5.2

ENEMY VEHICLE: CORE-T

Download Requested?: No

Target: Veteran x 1

ADDITIONAL Enemies: VICEROYS (UP TO 6 VEHICLES, Gunmen and veterans, 2–3 per vehicle)

Difficulty:

+02:30 // +$10,000

+03:30 // +$9,000

∞ // +$8,000

BEAT THIS: 00:39:62 (Anthony Renomeron)

Takedown Opportunity 1: As you reach the dirt path by the river, heading roughly north, just as the reinforcements appear on your tail, there are numerous shunting opportunities as the foe skids around the trails.

Caution

If you aren’t careful, the enemies try to overwhelm you in the hedgerow homes section of town; beware of that and make sure you plot where the foe is going when he flees down the park pavement section.

Takedown Opportunity 2: The foe speeds through the northern part of Parker Square, weaving around the fancy houses, so predict his sharp turns, and attempt to shunt or smash him off the road before he takes the cobblestone trail after a vicious left turn. This leads to the park.

Takedown Opportunity 3: He follows the cobblestones around the baseball grounds near the park, then skids left, heading south to the bodega and the ramp down to the main road leading to the freeway. However, he winds around the baseball stadium and skids left into an alley with bollards at the far end. Raise them, and dash his hopes.

THE WARDS // INTERCEPTION CONTRACTS

03 _HARD SHOULDER

Starting location: WAREHOUSE GROUNDS, EAST CENTRAL WARDS

NEAREST VEHICLE: Hailkal R

ENEMY VEHICLE: Tributary 3500

Target: Gunman x 1

Download Requested?: No

ADDITIONAL Enemies: VICEROYS (UP TO 4 VEHICLES, Gunmen and veterans, 2–3 per vehicle)

Difficulty:

+01:40 // +$6,000

+03:00 // +$5,000

∞ // +$4,000

BEAT THIS: 00:34:08 (Anthony Renomeron)

Caution

Ignore the Viceroys on your tail, or you’ll get bogged down crashing and bashing into them and ruin any time bonuses you might want to attempt.

Takedown Opportunity 1: Aside from running the foe into the rail arch on the road to the freeway, the freeway entrance (and the initial corner) is a great place to block in the foe, shunt him, or get out and fire at him.

Takedown Opportunity 2: The enemy takes off down the freeway and makes the next exit into Parker Square, weaving through alleys and roads and then heading north. There’s numerous traffic light or shunting opportunities here.

Takedown Opportunity 3: By now, you’re met with more Viceroy resistance, as well as your target trying to squeeze down some increasingly narrow alleys; block and shunt so he can’t get out, or wait until he emerges and heads down the street with the steam pipe.

04_CONNECTION INTERRUPTED

Starting location: DIRT GROUND, CENTRAL WARDS

NEAREST VEHICLE: Boxberg LE

ENEMY VEHICLE 1: Core-T

ENEMY VEHICLE 2: Tributary 3500

Target: Enforcer x 1 (Second Vehicle)

Download Requested?: YES (x 2)

ADDITIONAL Enemies: VICEROYS (UP TO 6 VEHICLES, Gunmen and veterans, 2–3 per vehicle)

Difficulty:

+03:30 // +$10,000

+03:00 // +$9,000

∞ // +$8,000

BEAT THIS: 01:01:00 (Jean Michel Lavinge)

Tip

It’s imperative that both of the downloads don’t take long. So save yourself lots of time by hemming in the first vehicle and destroying it and the target, and hack the data instead of downloading it.

Enemy 1

Takedown Opportunity 1: You can follow the first target down the wider main streets, under the freeway and into Brandon Docks. Aside from any grenade-punting well ahead of time, you should really raise this bridge to stop the first progression from taking any longer.

Takedown Opportunity 2: Still going? Then the foe usually takes a right turn a few blocks later and heads across a second bridge. That’s another place to snag him.

Takedown Opportunity 3: Then he makes a break for it, across the gravel yard, which ends with a blocker to raise. You should have finished downloading by now, but simply waiting for the download to end is a terrible plan. Shunt him, kill him, and hack that data, or he continues along the rail tracks.

Caution

As soon as you download the data, you can safely break off your pursuit of the first vehicle. Don’t spend needless additional time chasing it; you’re here for the download, and then the second target interception!

Enemy 2

Takedown Opportunity 1: Head toward the second target that needs data downloaded; this guy is driving a truck that’s a little heavier. This is great for hitting him in narrow places but not for spinning him about easily. He begins at an underpass, then swerves into a parking lot before following the rail line east.

Takedown Opportunity 2: Watch yourself in the enclosed concrete rail tunnel. As you exit into “Ice Cream Van Alley,” you may be struck by enemy vehicles and it’s easy to get stuck or spun; try hitting the foe here to finish the mission early.

Takedown Opportunity 3: The truck continues down the rail tracks, winding down past the silos and into the brick factory, where you can usually stop him with a closed gate at the far end; finish this mission way before this point to claim any sort of major cash prize.

Beware! Enforcer!: Watch out! This target is an Enforcer and requires one of the following takedown methods:

  • (Recommended): Running him over twice in your vehicle.

Tackling him with melee strikes if you have the Enforcer Takedown skill.

Using explosives or exploding infrastructure (such as steam pipes).

Firing at him incessantly in a horribly protracted combat.

BRANDON DOCKS // INTERCEPTION CONTRACTS

05_BANDWIDTH EXCEEDED

Starting location: INDUSTRIAL ENTRANCE, CENTRAL DOCKS

NEAREST VEHICLE: CORE-T

ENEMY VEHICLE 1: Sonarus LX

ENEMY VEHICLE 2: 3.9T

Target: Enforcer x 1, Veteran x 1

Download Requested?: YES (x 2)

ADDITIONAL Enemies: Viceroys (up to 6)

Difficulty:

+03:15 // +$10,000

+06:00 // +$9,000

∞ // +$8,000

BEAT THIS: 01:30:23 (Anthony Renomeron)

Tip

It’s imperative that both of the downloads don’t take long. So spare yourself some time by shooting or blocking the first vehicle, and hack the data from the foe instead of downloading it, thus saving you masses of valuable time.

Enemy 1

Takedown Opportunity 1: The foe takes off across a bridge, which is excellent for shunting the foe into. If you miss, he tries to head into the debris-strewn rail yard. Close the gate just as he gets there, and then ram him or shoot the vehicle and stop this chase early.

Takedown Opportunity 2: There’s another chance to stop this foe as you weave through the debris. Of course, ramming him into some containers is a plan, but he enters the small ramp and through the garage—just close the exit garage door so he can’t escape.

Takedown Opportunity 3: Wait, he escaped? Then you’ve got a drive along the rail track and a swing bridge to move as the foe is on it, trapping him or causing him to drop into the water. After that he stays on the rail tracks for a while before weaving north down the road, under the L-train. Forget your cash bonus if you’re at this point (which is when the download is likely to end).

Tip

Remember! You only need to steal the target’s data, not remove the vehicle, so once the download completes, follow the route to the second target, ignoring the first.

Caution

Watch out! This driver is an Enforcer, so if your plan is to destroy his vehicle so he sets off on foot, prepare for additional, Enforcer-removing combat to rid yourself of this clown.

Enemy 2

Takedown Opportunity 1: Start the next download at speed, heading west into the Wards. The foe takes a couple of sharp rights, over a blocker, which is your first opportunity to stall him. There’s a second blocker at the end of the narrow lane.

Takedown Opportunity 2: After some road weaving, the foe disappears into an industrial yard, then down to the river. There are gates to close if you’re quick, or a shunt into the river as you careen around the southern edge of the water.

Takedown Opportunity 3: He’s off again! After gunning down the street, he makes a swift left onto the rail tracks. Your download is about at 60% at this point. The narrow tracks and bridge, as well as some concrete barricades as he heads back onto the road, are choice areas for a last-ditch effort. Or use the steam pipes on the road weaving to come.

06 _DERAILED

Starting location: PHARMINGTONS, EAST OF RIVER

NEAREST VEHICLE: Tributary 3500

ENEMY VEHICLE: Tributary 1500

Target: Gunman x 1

Download Requested?: No

ADDITIONAL Enemies: None

Difficulty:

+02:00 // +$6,000

+03:00 // +$5,000

∞ // +$4,000

BEAT THIS: 00:28:02 (Anthony Renomeron)

Note

This is a reasonably straightforward plan; follow the truck and destroy the target, whether he’s in or out of the vehicle.

Takedown Opportunity 1: Your target starts off with some pretty adept cornering for such a big truck. Follow him around the streets until he makes a right turn, heading for a side road toward a river. Pushing him into the debris or the water works well here.

Takedown Opportunity 2: He takes off through the rear parking areas and then through a fence, along the rocky grass by the side of the river. Then he’s on the rails for quite a while; pushing him into the water or the stationary carriages are sound ideas.

Takedown Opportunity 3: He makes a few errant turns, bashing through fencing and through a barrier (the spikes can stop him here) before he’s into the train yard, weaving through debris, and up over a jump. Crashing into him before this point nets you some cash. Or slam him into the bridge you’re raising once he’s back on the road.

07 _MUSCLE OUT

Starting location: RACINE MARINA, NORTHEAST ISLAND

NEAREST VEHICLE: Carrozza

ENEMY VEHICLE: 571

Target: Veteran x 1

Download Requested?: No

ADDITIONAL Enemies: THE CLUB (UP TO 4 VEHICLES, Gunmen and veterans, 2–3 per vehicle)

Difficulty:

+03:00 // +$6,000

+04:30 // +$5,000

∞ // +$4,000

BEAT THIS: 00:47:30 (Anthony Renomeron)

Tip

The enemies you encounter can come in thick and fast, but it’s best to ignore them and concentrate solely on the fleeing foe, though scenery can be used to waylay any pursuers.

Takedown Opportunity 1: Set off down the wide road, following the foe as he heads near the freeway overpass, then skids underneath it. The first real opportunity for stopping him comes when he makes a left turn into the industrial estate, though if you’re quick, you can catch him at the first intersection.

Takedown Opportunity 2: He winds back into the same area a moment later before stopping, reversing, and returning back to the road he was just on. His reversing antics take place near some gas canisters—a great way to end this chase! On the street just outside is a steam pipe; you have two explosive opportunities here!

Takedown Opportunity 3: Head onto the nearby rail tracks for a while. The foe skids right, back onto the road, over a bridge (which you can open). He goes onto a hilly grass area, then makes a wild series of turns onto the road, back onto the grass and dirt, and then through a gravel yard with blockers to try. Then he’s back on the rail tracks; the gates usually do him in if you haven’t yet.

THE LOOP // INTERCEPTION CONTRACTS

08 _BUFFERING

Starting location: MARINA, EAST SIDE

NEAREST VEHICLE 1: Speedboat

NEAREST VEHICLE 2: Carrozza*

ENEMY VEHICLE 1: Speedboat

ENEMY VEHICLE 2: Sunrise

Target: Gunman x 1, veteran x 1

Download Requested?: Yes (x 2)

ADDITIONAL Enemies: The Club (UP TO 4 VEHICLES, Gunmen and veterans, 2–3 per vehicle)

Difficulty:

+05:40 // +$6,000

+07:00 // +$5,000

∞ // +$4,000

BEAT THIS: 04:49:41 (Anthony Renomeron)

* The Carrozza is only available if you restart the second part of the chase.

Tip

Chasing a foe on a boat is much more straightforward, but when you remove him as a threat is particularly important when setting up for the second target. Follow the advice below.

Enemy 1

Takedown Opportunity 1: You begin following the target boat; get as close as you can and begin downloading the data requested. It isn’t particularly easy to ram or shunt the target boat, but you can do it at the first bridge you come to; strike so the boat hits the support pillars.

Takedown Opportunity 2: As you head northwest along the water, there are three additional bridges to try stopping your foe at. However, none are as helpful as blocking him in at Takedown Opportunity 3:

Takedown Opportunity 3: Just before your foe makes a sharp right turn and heads inland (north), there’s a swing bridge you can activate, blocking him and allowing you to gather the rest of the data more easily.

Tip

You can simply follow the speedboat and obtain the hack without resorting to violence, before plotting a route up the main river through town.

Caution

At this point, you don’t need to kill the target; just move to the next one. Getting off the boat nowhere near a road will halt all prospects of getting a cash bonus for a quick completion!

Enemy 2

Takedown Opportunity 1: Before you tackle this second foe, pilot your boat north, then right (east) along the river, to the coffee shop on the southern part of Mad Mile. Then jump out, sprint up into the traffic tunnel, and claim a vehicle before speeding to the target’s area. You can try a head-on collision before the foe gets going.

Takedown Opportunity 2: During this data hack (which you can always halt quickly by killing the target), the foe heads through some sculptures, down some alleys, and through a parking structure. Closing the garages here helps stop the enemy and lets you claim a sizable reward.

Takedown Opportunity 3: If not, there are blockers, gates, and steam pipes aplenty in the maze of side streets and pedestrian areas in northwest Mad Mile, where your foe is maneuvering before he tries entering the freeway.

09 _DATA LEECH

Starting location: CENTRAL LOOP

NEAREST VEHICLE: Sunrise

ENEMY VEHICLE: Rotor

Target: Gunman x 1

Download Requested?: Yes

ADDITIONAL Enemies: The Club (UP TO 4 VEHICLES, Gunmen and veterans, 2–3 per vehicle)

Difficulty:

+01:30 // +$6,000

+03:00 // +$5,000

∞ // +$4,000

BEAT THIS: 00:32:00 (Jean Michel Lavinge)

Tip

With such a low time limit to obtain the largest amount of cash, this mission is more about crippling the vehicle, killing the target, and hacking the data than downloading it.

Takedown Opportunity 1: The target takes a large U-turn near the park and heads back under the L-train tracks and then swiftly accelerates into the traffic tunnels. The L-train pillars or the central barrier at the entrance to the tunnels are good places to shunt the foe and stop him.

Takedown Opportunity 2: During the tunnel chase, there are numerous tight corners and a whole load of concrete and steel you can push the foe into. Or raise the bridge you both cross to slow him down enough to tackle him with weapons.

Takedown Opportunity 3: Once he’s out of the tunnel, he makes a savage right turn, heads around the tunnel entrance and the roundabout, and zigzags before heading down an alley with a blocker to raise at the start and end of it.

10 _DEADLY LOOP

Starting location: L-Train Junction

NEAREST VEHICLE: Rotor

ENEMY VEHICLE 1: 3.9T

ENEMY VEHICLE 2: 571

Target: Gunman x 2

Download Requested?: No

ADDITIONAL Enemies: None

Difficulty:

+02:40 // +$3,000

+04:00 // +$2,000

∞ // +$1,000

BEAT THIS: 01:04:99 (Anthony Renomeron)

Tip

Two foes in just over two and a half minutes? That’s going to be tricky to do without resorting to weapons to quickly remove foes after jamming them in; weapons like the grenade launcher are helpful here. Alternatively, concentrate on one car at a time, ram them, and run over the escaping foe as quickly as possible.

Takedown Opportunity 1: The vehicles head down the road with the L-train above, screech right, and right again into an alley. This is the first time you can mangle one of the vehicles, ideally getting ahead and blocking one, then blowing it up with a grenade launcher. If you miss this chance, blow up the power transformer at the end of the alley, just as they make the left turn past city hall.

Takedown Opportunity 2: After some street weaving, they head down a road with planters in the middle of it. The traffic lights can help slow down these two idiots, so try that as you progress.

Takedown Opportunity 3: They turn just before a steam pipe. Though you can detonate it, the foes usually flee down the alley, but not if you shunt one just before the turn! Then try and scrape them into the alley wall afterward.

Note

The foes are traveling together, which is handy as the takedown opportunities are the same whether one or both targets are remaining. However, when they reach the alley left of the steam pipe, they usually split up.

Takedown Opportunity 4: Expect to take a variety of alleys and main roads from this point on; there are two or three opportunities to use traffic lights and blockers, or ram the foes into the support girders of the L-train. But once the foes split up, you have little hope of catching them and claiming a significant cash sum.

11 _DOUBLE VISION

Starting location: NORTH LOOP

NEAREST VEHICLE: Sonarus LX

ENEMY VEHICLE 1: Vespid 5.2

ENEMY VEHICLE 2: 571

Target: Veteran x 2

Download Requested?: Yes (Hack Only)

ADDITIONAL Enemies: The Club (UP TO 6 VEHICLES, Gunmen and veterans, 2–3 per vehicle)

Difficulty:

+03:30 // +$10,000

+04:00 // +$9,000

∞ // +$8,000

BEAT THIS: 03:03:29 (Anthony Renomeron)

Tip

That time to beat for the most cash (3.5 minutes) goes extremely quickly, especially as you’ll be traveling to the Wards. So deal with the first foe within the time it takes to reach the Wards (prior to your first target entering this district off the freeway), and plot a course to the second target interception immediately afterward.

Enemy 1

Takedown Opportunity 1: Your target takes to the wider streets, ignoring areas with blockers and steam pipes or narrow alleys. He’s difficult to keep up with, but there are three traffic light opportunities to try, slowing him down enough to tackle him.

Takedown Opportunity 2: If you can’t catch him in the Loop, he heads straight (south) for the freeway to the Wards. As he enters the freeway, he may crash into the central divider; this is the single best time to remove him as a threat, as he can easily escape if you try and follow him into oncoming traffic.

Takedown Opportunity 3: Don’t despair if the foe makes it into the Wards; he turns right after the freeway (traffic lights), and there’s a large steam pipe opportunity to stop him. Otherwise, he winds through the neighborhoods and under the L-train (where there are blockers to stop him). If you haven’t halted his progress by now, forget about a large cash windfall!

Caution

Remove the threat, and watch for Viceroys in the area as you hack the target; don’t head to the next interception point before you retrieve the GPS data from this first target vehicle!

Enemy 2

Takedown Opportunity 1: The second foe starts off on a piece of ground near the L-train line. Almost immediately (when he drives down the side road between the white building and the “Food” sign), there’s a steam pipe to stop him.

Takedown Opportunity 2: Ram your foe into the trash bins behind the brick building. Otherwise, pursue him through the side streets of the Wards, watching for reinforcements, especially as he takes a sharp right down an alley near the fire station.

Takedown Opportunity 3: Hack the traffic lights near the rail station if you’re expecting a reasonable windfall. This reduces as he races through the tenement blocks, though there’s a steam pipe on the curved bit of road. After which, expect an off-road and alley chase near Rossi-Fremont, more industrial estate maneuvering, and a final break for freedom on the freeway back to the Loop. But tackle him way before this point.

12_GATEWAY TIMEOUT

Starting location: PARKING LOT, SOUTH LOOP

NEAREST VEHICLE: Sonarus LX

ENEMY VEHICLE: Kirscher

Target: Gunman x 1

Download Requested?: Yes

ADDITIONAL Enemies: The Club (UP TO 4 VEHICLES, Gunmen and veterans, 2–3 per vehicle)

Difficulty:

+01:30 // +$3,000

+02:30 // +$2,000

∞ // +$1,000

BEAT THIS: 02:14:45 (Anthony Renomeron)

Tip

At this point, you can elect to follow the foe, download the data, and then kill him. But why not simply kill him as soon as possible and hack the data? It’s a much easier plan that nets you more cash!

Takedown Opportunity 1: Assuming you’re following this foe, he makes a right turn, heading along the wide road with the planters and a steam pipe just before the traffic lights where he turns right. This steam pipe explosion can end the mission in seconds!

Takedown Opportunity 2: Your target keeps to the main streets for the next few turns (use the traffic lights to slow him down, quickening your download time). But he takes a left down a cobblestone street under the L-train, with blockers. Hit him here and hem him in. Or, continue to follow him until he reaches a second cobblestone street and wildly skids left.

Takedown Opportunity 3: He attempts to lose you down several alleys heading east. Then he’s back on the main road, where there’s another steam pipe opportunity, before reaching the numerous traffic lights and intersections under the L-train.

13 _NUMBER CRUNCH

Starting location: St Jude’s Police station, north west loop

NEAREST VEHICLE: Zusume R

ENEMY VEHICLE: Hailkal R

Target: GUnman x 1

Download Requested?: Yes

ADDITIONAL Enemies: The club (UP TO 4 VEHICLES, Gunmen and veterans, 2–3 per vehicle)

Difficulty:

+02:00 // +$3,000

+03:00 // +$2,000

∞ // +$1,000

BEAT THIS: 00:47:00 (Jean Michel Lavinge)

Tip

Download? Data retrieval? A quick takedown and a hack are much faster, and result in a better payday!

Takedown Opportunity 1: Your foe keeps to the main and side streets in this section of town, meaning shunting him or using the traffic lights are your best means of slowing him down.

Takedown Opportunity 2: After a lark near the park, he eventually makes a left turn, heading down the road near the ctOS construction site. There’s a steam pipe a block farther along—your first real opportunity of mayhem.

Takedown Opportunity 3: If not, the foe tries to head through the garage a few blocks later. Not if you close the doors he won’t! As he crashes, get out and finish him. If you miss him in the garage, there’s a steam pipe another block away that he usually drives over.

14 _ROGUE DATA

Starting location: Parking lot, southwest loop

NEAREST VEHICLE: Papavero

ENEMY VEHICLE: 550S

Download Requested?: Yes

ADDITIONAL Enemies: The Club (UP TO 4 VEHICLES, Gunmen and veterans, 2–3 per vehicle)

Difficulty:

+01:30 // +$3,000

+03:00 // +$2,000

∞ // +$1,000

BEAT THIS: 01:26:05 (Anthony Renomeron)

Tip

As with the other missions involving the downloading of data, this goes a lot quicker if your target is stationary or you’ve destroyed the vehicle and hacked the data instead!

Takedown Opportunity 1: After the first right turn, there’s a set of blockers you can use to stop the foe. As he’s driving a fast car, make sure you keep up with him by predicting corners and keeping him in your sights.

Takedown Opportunity 2: He heads across a bridge and a few sets of lights, before making a sharp left turn and entering the traffic tunnels. This is probably the last time to tag him before he escapes to Parker Square, so shunt him into a road pillar.

Takedown Opportunity 3: He moves through Parker Square at speed, then turns into the park, heading along the pedestrian paths. Shunt him here before cutting in by the Botanical Gardens and heading to Pawnee! If you haven’t stopped him by now, forget the big cash prize.

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