Three marks. One train out.
Three marks, three ways in: the Cane Baron in the square with two minders, the Mill Foreman on the mill roof (he rings the bell), the Magistrate inside a procession. Kill all three, then reach the cane train at the east siding. Guards can't climb.
| WASD | Move. Walking blends into crowds. |
| Shift | Free-run: vaults low obstacles, climbs walls, grabs ledges. Loud. |
| Space | Jump (about 5 m running) |
| E | Assassinate (from behind or above), knock over a stall or crates, or ride a zipline at a post |
| F | Throw a bottle: guards go and investigate the noise |
| G | Smoke bomb: hides you and stuns guards nearby |
| Q | Sense: see guards through walls |
| M Tab | Map / show bonus goals |
| Mouse / arrows | Look (click the game to capture the mouse) |
Left thumb: drag to move, push the stick all the way to run (loud). Right side: drag to look. ACT glows gold when a kill, zipline or stall is in reach. Hold JUMP near a wall while running to climb.
Cover (haystacks, cane fields) hides you. Bale piles break any fall. Tip over stalls to trip chasers. Stand at the flag on the clock tower, sugar terminal or mill chimney to reveal every guard. Marks wear a gold ring and name tag.