Hitman 2: Silent Assassin – Complete Walkthrough (Step-by-Step Strategy Guide)
September 20, 2024Complete Walkthrough (Step-by-Step Strategy Guide) of Hitman 2: Silent Assassin:
/=++====++====++====++====++====<<##0##>>====++====++====++====++====++=\ 0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0 +| |+ +| "Hitman 2: Silent Assassin" Strategy Guide |+ +| |+ +| [PS2, PS3, Xbox, Xbox 360, GameCube, and PC Versions] |+ +| Version 3.6 [Revision 7] (October 2014) |+ +| |+ +| By Robert Allen Rusk. |+ +| Copyright 2011-2014 Robert Allen Rusk. |+ +| |+ +| E-MAIL: rarusk[at]netzero[dot]com |+ +| |+ 0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0 \=++====++====++====++====++====<<##0##>>====++====++====++====++====++=/ I made some additional format tweaks, clean-up, and added a little more Accomplishment info.
.
"Hitman 2: Silent Assassin" is copyright 2002 by IO Interactive, a subsidiary
of Eidos Interactive (and now Square-Enix). All rights reserved. All other
trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
A complete listing of contact and other information can be found at the end
of this guide.
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| >TBCT. Table of Contents |
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This guide uses a Quick Search Feature which takes advantage of the Find
feature used by many web browsers. This feature will allow you to go to any
chapter or section in this guide quickly. To access any of those chapters,
sections, or to the Table of Contents do CTRL-F (PC) or Clover-F (Mac) to
activate the Find feature in the web browser. Then enter the code like this:
>KR6 or >ZD12
0============================================0============================0
| AFS1. Introduction And General Information |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0============================================0==============================0
GEN1. About The Guide
GEN2. Hitman 2: Silent Assassin
GEN3. Codename 47 / Silent Assassin Differences
GEN4. Technical Data
A. PlayStation 2 Version
B. GameCube Version
C. Xbox Version
D. Xbox 360 Version
E. PlayStation 3 Version
F. PC Version
GEN5. Controls
A. PlayStation Versions
B. Xbox Versions
C. GameCube Version
D. PC Version
E. Xpadder (PC Version)
GEN6. Game Menus
GEN7. Starting a New Game and Mission
GEN8. Weapons and Items
A. Weapons
B. Mission Specific Weapons and Items
C. Easy Weapon Acquisition
D. Standard Items
GEN9. The Main Screen
GEN10. Health Bar/Threat Meter and Available Actions
GEN11. The Map
GEN12. The Inventory Menu
GEN13. Lockpicking
GEN14. Observing Your Surroundings
GEN15. Randomness and Freezing Characters
GEN16. Different Ways of Moving About
GEN17. Distracting Guards
GEN18. Sneaking and Melee Attacks
GEN19. The Red Crosshair (Console Versions Only)
GEN20. Rampaging
GEN21. 45-Degree Door Trick
GEN22. Disappearing Bodies
GEN23. Dragging Bodies
GEN24. Disguises and Subterfuge
GEN25. The Psychic Guard Phenomena
GEN26. Your Rating
GEN27. Game Saving, Continuing, and Replaying Missions
GEN28. Xbox 360 and PS3 Accomplishments List
A. Visible Accomplishments
B. Secret Accomplishments
C. PS3 Specific Accomplishment
GEN29. The International Contract Agency
GEN30. Mission Breakdown
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| AFS2. The Story Continues..... |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0================================0==========================================0
HTM1. Sicily
============
SCY1. The Gontranno Sanctuary
SCY2. Anathema
HTM2. St. Petersburg
====================
STP1. St. Petersburg Stakeout
STP2. Kirov Park Meeting
STP3. Tubeway Torpedo
STP4. Invitation to a Party
HTM3. Japan
===========
JPN1. Tracking Hayamoto
JPN2. Hidden Valley
JPN3. At the Gates
JPN4. Shogun Showdown
HTM4. Malaysia
==============
MLY1. Basement Killing
MLY2. The Graveyard Shift
MLY3. The Jacuzzi Job
HTM5. Nuristan
==============
NRS1. Murder at the Bazaar
NRS2. The Motorcade Interception
NRS3. Tunnel Rat
HTM6. India
===========
INA1. Temple City Ambush
INA2. The Death of Hannelore
INA3. Terminal Hospitality
HTM7. An Unexpected Development
===============================
UXD1. St. Petersburg Revisited
UXD2. Redemption at Gontranno
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| AFS3. Conclusion |
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| >AFS1. Introduction And General Information |
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My name is Robert Allen Rusk and I am a hardcore gamer with about 30+ years
of gaming experience. I am an ex-gametester (Broderbund Software, LucasArts
Games, Point Of View Computing) and an ex-arcade attendant (Namco
Cyberstation - Pier 39, San Francisco, CA). I also own multiple systems such
as the Sega Dreamcast, Super Nintendo, Nintendo 64, Atari Jaguar, PlayStation
1 and 2, Xbox, and Xbox 360.
I started writing guides in 2003 because I felt it was something I could do
utilizing my writing skills gained in college and gametesting along with my
passion for vidgames. Over time I have honed my overall writing and
organization skills plus my creative thinking skills. Additionally, I have
extended the play value of the games I have written guides and FAQs for many
times over plus I have received many letters from all over the world.
I am also what one may call an RGB Analog Video enthusiast. I hack most of my
game consoles to try to get the best possible video from them and that
usually involves tapping into the RGB Analog video signals and using them on
the right monitors to achieve my desires. To this end I became a member of
the GamesX.com mod forum and I post on their "RGB + Video Discussions" forum
area from time to time.
In addition, I am a member of the X-Otic Computer Systems of San Antonio
(www.xcssa.org), a group who specializes in Linux, Mac, and other systems. We
are also a group of hackers and electronics enthusiasts.
I am also a regular forum poster at site, an occasional poster at
AtariAge, Digital Press, GTA Forums, and Video Game Saga. I am also a member
of The MoFaT (a members only message board set up by "Grand Theft Auto: Vice
City" players who met on the Vice City message boards at site).
Outside of gaming, my interests include "Godzilla" (I have been a G-Fan since
the age of ten) and "Red Dwarf". I am also a long time soundtrack collector
with many titles in my possession. As far as favorite sports teams go, my
teams are the San Antonio Spurs (NBA) [the local team], the Denver Broncos
(NFL) [although I live in Texas, I am originally from Colorado Springs,
Colorado] and the Air Force Falcons (NCAA Football).
This guide was constructed using TextWrangler on an Apple Mac Mini. I view my
work in Safari to help in seeing how it would look on the web and correct
format errors.
On the PC version I originally played this game on a Dell Optiplex GX270 (at
2.4Ghz) with 1GB of RAM and on Windows XP Professional. The GX270 also uses a
built-in Intel 82865G Graphics Controller and SoundMAX Integrated Digital
Audio. I also have a Dell Optiplex GX620 (at 3.2Ghz) with 2GB of RAM and on
Windows XP Professional. This machine also has a Galaxy GeForce GT 610 video
card installed.
I also played the PC version using a wonderful little program called Xpadder
V5.3, a program that will allow you to map keyboard commands to a joypad. The
joypad I used for the PC version is the Xbox 360 joypad with the "Xbox 360
for Windows" driver.
I also played the PS2, Xbox, and GameCube versions using old game saves to
try out new ideas for this guide. I also played the Xbox 360 version and
added relevant information regarding it and the PS3 version.
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| >GEN1. About The Guide |
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Welcome to my "Hitman 2: Silent Assassin" guide! If this is the first time
you have visited then you will find a lot of useful information in a highly
organized format that you can use to beat all of the missions of the game.
Quotes taken from readers' e-mail are presented "as is" and may include
spelling and grammatical errors.
The main emphasis of this guide is to provide creative and simple solutions
to many of the missions for this game. Many hours were spent going over each
mission and finding unique ways to solve them. I think you will be surprised
by some of the solutions found here.
This guide was originally written while playing the game on the *NORMAL*
difficulty setting which is what most people will probably play this game on.
With the release of the HD Trilogy set for both the Xbox 360 and PlayStation
3 I have added information that can be used on the higher difficulties so you
can obtain the Achievements and Trophies related to them.
This guide is also designed to to allow you to get Silent Assassin ratings
and acquire all weapons. This guide also goes over console differences and
other technical data. As of early 2013 "Silent Assassin" is now available on
six different platforms.
This guide was also written while using the Xpadder keyboard-to-joypad
mapping program for the PC version and may incorporate strategies that may
only work with this setup. If any of these strategies don't work with the
standard keyboard/mouse configuration then feel free to write me about it.
I have worked hard to make sure that this guide is as complete as possible
but at the same time leave room for exploration. I hope that you enjoy this
guide as much as learn from it.
During the construction of this guide I used the following user created FAQ
for additional reference:
>>"Hitman 2 Perfect Silent Assassin Walkthrough V2.04" - by Jason Carl.
*********************************************************************
I had used an earlier version of his guide years ago when I was playing
around with the other versions of this game looking for different ideas
to play with. Some of his strategies are presented in this guide but I
have tried to add my own observations and to make them better. I will
be referring to him and his work frequently during this guide.
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| >GEN2. Hitman 2: Silent Assassin |
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"Hitman 2: Silent Assassin" is the second game that features the now-popular
protagonist known as Agent 47, a clone designed for assassination work. The
game was released in 2002 for the PC, Sony PlayStation 2, MicroSoft Xbox, and
Nintendo GameCube. This was the first "Hitman" installment that made it onto
the dedicated gaming consoles.
The gameplay is a little different from "Codename 47" being that it relies a
lot more on stealth than on gunplay. The mapping is far more useful too and
becomes a very important part of strategy.
I got into the "Hitman" games because of the PS2 demo of "Silent Assassin"
which was made available during the summer of 2002. I decided to load up the
demo because I was kind of bored while waiting for "Grand Theft Auto: Vice
City" to be released (fall of 2002).
But I did not expect the awesome music that graced my ears when I got to the
main menu. A fantastic orchestral piece that blew my mind. I would just let
the game sit on the menu screen so I could listen to this piece repeatedly.
After awhile I finally got into the demo and I also became impressed by the
gameplay and additional music.
From that point I became a fan of "Hitman". And it was the first time that I
got into a game series because of the music. The music was done by Jesper
Kyd, a fantastic musician who I was initially exposed to from the Sega
DreamCast game "MDK2". I now own the scores to all four "Hitman" games (and
the score to the oft-maligned "Hitman" movie - by Geoff Zanelli).
When I started writing guides I always wanted to do the "Hitman" series.
However, I wanted to start with the first game, "Codename 47". But the game
was never released outside of the PC platform. This created a problem because
I am a Mac user and it was never released there either.
I was aware that some of the missions from "Codename 47" were remade for
"Contracts" but that wasn't the same. As I was playing "Blood Money" I was
actually writing a guide in my head but it never came out because I wasn't
able to do a guide on the first game.
In 2010 I finally obtained a suitable PC and was able to play "Codename 47".
I would also start writing guides for it and all of the other "Hitman" games.
This guide was originally written covering all of the platforms it appeared
on at the time. In early 2013 IO Interactive released the HD Trilogy set for
the Xbox 360 and PlayStation 3 thus initiating a major revision covering
differences plus Achievements and Trophies.
One annoyance concerning this game. No matter what version I play it never
saves your Invert Up-Down Aim options - I have to reset them every time I
boot the game up.
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| >GEN3. Codename 47 / Silent Assassin Differences |
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Other than being released on gaming consoles there are major differences
between this game and its predecessor, "Codename 47":
>>Real Time Mapping
*****************
In "Silent Assassin" you have real time mapping that will allow you to
track targets from afar before making your move. This didn't exist in
"Codename 47".
>>Stealth Based Scoring
*********************
In "Codename 47" you were scored based on money. As long as you didn't
kill Civilians and Police, which will dock some of your pay, then you
could pretty much kill with impunity.
In "Silent Assassin" you are scored very differently and this forces
you to be more stealthy to acquire the best score.
>>Guard Sensitivity
*****************
In "Codename 47" the Guards were pretty laid back. You can run all
around them without them getting suspicious as long as you were dressed
for the area.
In "Silent Assassin" you have to be careful when running around Guards
and they can be pretty twitchy at times (especially on certain
missions).
>>Weapons Acquisition
*******************
In "Codename 47" you can only purchase weapons at the beginning of a
mission and couldn't carry them over except in certain chapters. The
same applied for weapons you find during a mission.
In "Silent Assassin" you don't buy weapons - you aren't even given
money to purchase anything. You are given a few weapons to start out
with and you acquire new weapons by taking them from the missions you
play. You can even acquire some weapons by earning "Silent Assassin"
ratings.
>>Non-Lethal Disposal
*******************
In "Codename 47" the only way to dispose of someone was to kill them.
In "Silent Assassin" you have the Anaesthetic which will allow you to
put a person to sleep instead of Killing them. In addition, you can
pistolwhip someone when they get close enough.
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| >GEN4. Technical Data |
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Listed in this chapter is technical data that I've compiled on the various
versions of the game:
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| A. PlayStation 2 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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The PS2 version has a button dedicated to running, a trait that it shares
with the PC, Xbox 360, and PS3 versions. The PS2 version also has some extra
movies that advertise additional games from Eidos. Unlike the other console
versions you can use cheat discs and other programs with this game:
>>Xploder HDTV Player
*******************
This product will allow you to view your games in progressive scan,
usually in 480p. However, this product will *NOT* work with this game.
>>GS Mode Selector
****************
This is a small program that is used with the memory card exploit known
as Free McBoot. Like with HDTV Viewer you can also view games in
progressive scan using this program.
Unlike with HDTV Viewer, though, this game will work with this program.
However, the demo movie that plays when you leave the game sitting at
the main menu for too long will crash the system when it tries to play.
One bonus is that you can use this program in conjunction with both
HDLoader and Open PS2 Loader - something you cannot do with Xploder
HDTV Viewer.
>>HDLoader
********
The main reason most people use the Free McBoot memory card exploit is
to use this program which will allow you to play games off of the hard
drive if you use a PS2 "Fatty" or an early model PS2 "Slim" that has
been modified to use a HDD.
Once the game is installed then you need to make a couple of tweaks to
its compatibility settings before you start playing. After installing
it onto the HDD, highlight the game on the Game List menu and press
SELECT. This will bring up the Game Compatibility Settings. It will
look like this:
Slow HDD access: No
Disable DVD9 support: No
Kill HDL After launch: No
Date/timefix 2: No
Date/timefix 3: No
Disable network support: No
Disable CzC patch: No
Soul Calibur 2 / Suikoden V: No
As you can see all of the default settings are set to "No". You need to
make the following changes to make sure that the game works perfectly
with HDLoader:
Slow HDD access: YES <----------
Disable DVD9 support: No
Kill HDL After launch: No
Date/timefix 2: YES <----------
Date/timefix 3: No
Disable network support: No
Disable CzC patch: No
Soul Calibur 2 / Suikoden V: No
Slowing down HDD access will fix sound issues with the game (removing
static-like sounds during cutscenes and gameplay). The Date/timefix
setting will fix the timestamp on your game saves so that it matches
the clock settings.
Killing HDL after launch will cause the game to crash if you leave the
game sitting at the main menu for too long and it tries to load the
demo movie. However, if you leave the game sitting at the main menu for
too long, and it does the demo movie several times, then it may crash
anyway (about fifteen minutes).
>>Open PS2 Loader
***************
This program is meant to replace HDLoader and is more solid than HDL.
You use this in place of HDL and it will recognize the HDD and all the
games you have already installed. OPL, or "Opal" as I like to call it,
has its own compatibility modes for games and won't recognize the
settings used in HDL.
Based on the time I have spent with Opal I have found that you need to
make one change with the compatibility modes for this game. Highlight
the game on the Game List menu and select Game Settings. There are
eight modes that you can tweak to make your game run better. By default
they are all set to OFF.
You need to change Mode 6 to ON. Mode 6 disables something called In
Game Reset where you can actually go back to the main menu of Opal
without having to turn off the machine by means of holding down certain
buttons together. If you leave it off then the game will randomly crash
during gameplay.
Right beneath the mode settings there is something called DMA Mode.
This has something to do with the hard disk access speed. As noted with
HDLoader you needed to change the access speed to correct static-like
sounds. You do not need to tweak this setting for Opal.
Although I now have an older Backwards Compatibility PlayStation 3 I do not
have any information on how the game runs due to the machine dying on me
before I could do any tests.
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| B. GameCube Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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Because the GameCube controller has fewer buttons than the other console
controllers there is also no run button for this version. All movement,
walking and running, is controlled by the Left Analog Stick. In addition, the
GameCube version does not support progressive scan for those fortunate to
have the earlier version of the GameCube that has the Digital A/V port and
use of the special GameCube Component Video cable.
On the Japan snow levels the frame rate slows a little bit but it is not too
bad.
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| C. Xbox Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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Because the Xbox controller is configured differently than the PS2's there is
no dedicated run button. All movement, walking and running, is controlled by
the Left Analog Stick. Loading up from the DVD-ROM drive is slower and it is
one of the few Xbox games that does not support progressive scan for
Component Video usage.
There is also a glitch that may occur concerning the game saves. At the end
of the game the save may become corrupted and your stats will have some
extraordinary numbers and the Stealth and Aggression lines will be glitched.
This only affects your overall score but doesn't keep you from playing the
game.
Finally, the Xbox version is *NOT* supported on the now aborted Backwards
Compatibility feature on the Xbox 360.
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| D. Xbox 360 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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Although the Xbox 360's controller is similar to the one for the Original
Xbox it has a dedicated run button. You can install the game to either the
hard drive or USB flash drive for faster loading. You can also play the game
in high resolution putting it on par with the PC version. You can earn
Achievements which will force you to play the game in certain ways if you
want to acquire them.
One annoyance to this version is the lousy sound encoding. When the music
reaches a loud crescendo then it will start to sound rough - like a bad tape
recording. Considering how awesome the music is this is like greasy
fingerprints on a great piece of artwork.
An interesting observation to the sound - you can now hear conversations that
you couldn't listen to on any other version - even if you are all the way on
the other side of the floor. It's like 47 gained some kind of superhuman
hearing.
**IMPORTANT: The "Redemption at Gontranno" game save that is created at the
end of the game will erase all of your stats and reduce your
overall rank to Specialist. If you wish to keep your stats and
improve upon them then use the "Redemption" game save that is
created at the beginning of the mission instead.
When you use this save then you will automatically go into the
mission instead of the standard Briefing Screen. Quit when the
mission starts to return to the Main Title screen then Start >
Current Game to bring up the list of completed missions.
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| E. PlayStation 3 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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Unlike with the Xbox 360 version you can't install the game to either the
hard drive or external devices. But the sound encoding is much better on this
platform which resolves the "bad tape recording" problem that plagued the
Xbox 360 version. And there are also Trophies to be earned (which are the
same ones that are in the Xbox 360 version).
**IMPORTANT: The "Redemption at Gontranno" game save that is created at the
end of the game will erase all of your stats and reduce your
overall rank to Specialist. If you wish to keep your stats and
improve upon them then use the "Redemption" game save that is
created at the beginning of the mission instead.
When you use this save then you will automatically go into the
mission instead of the standard Briefing Screen. Quit when the
mission starts to return to the Main Title screen then Start >
Current Game to bring up the list of completed missions.
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| F. PC Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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The PC version has several graphic resolutions and other attributes that can
be accessed and adjusted in the Configure option that appears in the window
that comes up in the center of your Windows desktop when you put in your
"Hitman 2" disc (thanks to M.A.K. from GTA Forums for pointing that out).
800x600 is the default resolution.
In addition, if you're running this game on a very fast machine, you should
activate the P5 Glove in the Configure option or the game will run too fast
to be playable.
If you load up a game save and it runs too fast even though you activated the
P5 Glove this may be because you transferred a game save from one operating
system to another or one hard drive to another. In this case you may need to
redo your entire game from scratch.
There is a lot more sound than with the console versions and of better
quality. Because of the keyboard/mouse setup the controls are more complex.
The use of Xpadder helps to make the game easier to play if you prefer a
joypad.
Zoom Mode is more sensitive but this is mainly due to it using the mouse
instead of a joypad. The PC version also has a dedicated running button which
makes it easier when trying to move around missions faster.
I've also noticed that the Pistols seem less powerful than on the console
versions. There are also a couple of other differences and I will note them
as I go further into the guide.
Being that "Silent Assassin" was released in 2002, current PCs and Laptops
should have no problem running the game regardless of graphical resolution
and sound. Even on old machines, seven years and older, it runs very well.
One of my PCs, the Optiplex GX270, came out in 2004, two years after release
of the game and exceeds the maximum specs that the title was designed around.
The integrated graphics processor (IGP) for the GX270 is the Intel(R) 82865G
Graphics Controller and was aimed more towards businesses since that is what
the machine was initially designed for. So this IGP isn't geared toward
gaming and is considered fairly weak.
This guide was written at 800x600 resolution and before I was told about
being able to change resolutions. Under this resolution the game runs very
well. When changed to 1024x768 there is a very slight amount of graphical
choppiness so this game does push the IGP a little bit.
When using a dedicated video card it runs excellently in all resolutions. It
is not necessary to use a video card on older machines but it will help.
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| >GEN5. Controls |
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Although the manual covers the setup pretty good, I felt that I should
include a section on controls:
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| A. PlayStation Versions |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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|+++++++++++++++++++++++++++++++++| Menus |+++++++++++++++++++++++++++++++++|
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| Command | PlayStation 2 | PlayStation 3 |
0===========================================================================0
| Select Menu Item.........| D-Pad | D-Pad |
| Accept Menu Selection....| X Button | X Button |
| Cancel Selection.........| Triangle Button | Triangle Button |
| Open Map/Briefing Menu...| Select Button | Select Button |
| Pause/Options Menu.......| Start Button | Start Button |
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|++++++++++++++++++++++++++++++++| Action |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | PlayStation 2 | PlayStation 3 |
0===========================================================================0
| Move Around..............| Left Analog Stick | Left Analog Stick |
| Look Around..............| Right Analog Stick | Right Analog Stick |
| Toggle First Person View.| R3 Button | R3 Button |
| Zoom In/Out..............| D-Pad Up/Down | D-Pad Up/Down |
| [1] Sneak/Crouch.........| L1 Button | L1 Button |
| [2] Lean Left/Right......| D-Pad Left/Right | D-Pad Left/Right |
| Run......................| L2 Button | L2 Button |
| [3] Action...............| X Button | X Button |
| Use Item.................| R1 Button | R2 Button |
| Drop Item................| Circle Button | Triangle Button |
| Enter Keyhole Mode.......| Triangle Button | N/A |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Weapons |++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | PlayStation 2 | PlayStation 3 |
0===========================================================================0
| Move Crosshair...........| Right Analog Stick | Right Analog Stick |
| [4] Precise Aiming.......| L3 Button | L3 Button |
| [5] Fire.................| R1 Button | R2 Button |
| Zoom In/Out (Sniper).....| D-Pad Up/Down | D-Pad Up/Down |
| Reload...................| R2 Button | R1 Button |
| Holster/Draw Weapon......| Square Button | Square Button |
| Exit Sniper Mode.........| Triangle Button | Circle Button |
0===========================================================================0
|+++++++++++++++++++++++++++++++| Inventory |+++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | PlayStation 2 | PlayStation 3 |
0===========================================================================0
| Quick Inventory..........| (Hold) Square Button | (Hold) Square Button |
| Open/Close Inventory.....| Triangle Button | Circle Button |
| Select Item..............| D-Pad Up/Down | D-Pad Up/Down |
| Equip Item...............| X Button | X Button |
| Drop Selected Item.......| Circle Button | Triangle Button |
0===========================================================================0
[1] - Double tap and hold to step out.
[2] - Tap once to enter Sneak Mode and hold down to Crouch.
[3] - This is used to open doors, pick up an item, drag bodies, etc.
[4] - Press in and hold down to slow down aiming speed.
[5] - When using a Sniper Rifle this will also put you into Sniper Mode.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Xbox Versions |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Menus |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Xbox | Xbox 360 |
0===========================================================================0
| Select Menu Item.........| D-Pad | D-Pad |
| Accept Menu Selection....| A Button | A Button |
| Cancel Selection.........| B Button | B Button |
| Open Map/Briefing Menu...| Back Button | Back Button |
| Pause/Options Menu.......| Start Button | Start Button |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Action |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Xbox | Xbox 360 |
0===========================================================================0
| [1] Move Around..........| Left Analog Stick | Left Analog Stick |
| Look Around..............| Right Analog Stick | Right Analog Stick |
| Toggle First Person View.| White Button | Right Stick Button |
| Zoom In/Out..............| D-Pad Up/Down | D-Pad Up/Down |
| [2] Sneak/Crouch.........| Left Trigger | Left Bumper |
| [3] Lean Left/Right......| D-Pad Left/Right | D-Pad Left/Right |
| Run......................| N/A | Left Trigger |
| [4] Action...............| A Button | A Button |
| Use Item.................| Right Trigger | Right Trigger |
| Drop Item................| X Button | Y Button |
| Enter Keyhole Mode.......| B Button | N/A |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Weapons |++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Xbox | Xbox 360 |
0===========================================================================0
| Move Crosshair...........| Right Analog Stick | Right Analog Stick |
| [5] Precise Aiming.......| Left Stick Button | Left Stick Button |
| [6] Fire.................| Right Trigger | Right Trigger |
| Zoom In/Out (Sniper).....| D-Pad Up/Down | D-Pad Up/Down |
| Reload...................| Black Button | Right Bumper |
| Holster/Draw Weapon......| X Button | X Button |
| Exit Sniper Mode.........| B Button | B Button |
0===========================================================================0
|+++++++++++++++++++++++++++++++| Inventory |+++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Xbox | Xbox 360 |
0===========================================================================0
| Quick Inventory..........| (Hold) X Button | (Hold) X Button |
| Open/Close Inventory.....| Y Button | B Button |
| Select Item..............| D-Pad Up/Down | D-Pad Up/Down |
| Equip Item...............| A Button | A Button |
| Drop Selected Item.......| B Button | Y Button |
0===========================================================================0
[1] - Move slightly to walk and move further to run. There is no Run Button
on the Xbox version.
[2] - Pull lightly to enter Sneak Mode and pull and hold down to Crouch.
[3] - Double tap and hold to step out.
[4] - This is used to open doors, pick up an item, drag bodies, etc.
[5] - Press in and hold down to slow down aiming speed.
[6] - When using a Sniper Rifle this will also put you into Sniper Mode.
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. GameCube Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Menus |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Joypad Control |
0===========================================================================0
| Select Menu Item....................| Control Pad |
| Accept Menu Selection...............| A Button |
| Cancel Selection....................| B Button |
| Scroll Up/Down List.................| Control Pad Up/Down |
| Open Pause/Map/Briefing Menu........| Start Button |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Action |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Joypad Control |
0===========================================================================0
| Start Game/Pause/Resume.............| Start Button |
| [1] Move Around.....................| Control Stick |
| Look Around.........................| C Stick |
| Toggle First Person View............| (Double Tap) Control Pad Up |
| Toggle Third Person View............| Control Pad Down |
| Zoom In/Out.........................| Control Pad Up/Down |
| [2] Sneak/Crouch....................| L Button |
| [3] Lean Left/Right.................| Control Pad Left/Right |
| [4] Action..........................| A Button |
| Use Item............................| R Button |
| Drop Item...........................| X Button |
| Enter Keyhole Mode..................| B Button |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Weapons |++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Joypad Control |
0===========================================================================0
| Move Crosshair......................| C Stick |
| [5] Fire............................| R Button |
| Zoom In/Out (Sniper Mode)...........| Control Pad Up/Down |
| Reload..............................| Y Button |
| Holster/Draw Weapon/Exit Sniper.....| B Button |
0===========================================================================0
|+++++++++++++++++++++++++++++++| Inventory |+++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Joypad Control |
0===========================================================================0
| Quick Inventory.....................| B Button |
| Open/Close Inventory................| Z Button |
| Select Item.........................| Control Pad Up/Down |
| Equip Item..........................| A Button |
| Drop Selected Item..................| X Button |
0===========================================================================0
[1] - Move slightly to walk and move further to run. There is no Run Button
on the GameCube version.
[2] - Pull lightly to enter Sneak Mode and pull and hold down to Crouch.
[3] - Double tap and hold to step out.
[4] - This is used to open doors, pick up an item, drag bodies, etc.
[5] - When using a Sniper Rifle this will also put you into Sniper Mode.
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. PC Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0===========================================================================0
|++++++++++++++++++++++++++++++++| General |++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Keyboard Control |
0===========================================================================0
| Open/Close In-Game Menu.............| Esc |
| [1] Scroll Up/Down List.............| Cursor Key Up/Down |
| Accept Menu Selection...............| Enter |
0===========================================================================0
|+++++++++++++++++++++++++++++++| Movement |++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Keyboard Control |
0===========================================================================0
| Move Forward........................| W Key |
| Move Backward.......................| S Key |
| Sidestep Left.......................| A Key |
| Sidestep Right......................| D Key |
| [2] Lean Left.......................| Z Key |
| [2] Lean Right......................| C Key |
| [3] Run.............................| Left Shift Key |
| [4] Crouch..........................| Left Control Key |
| Sneak...............................| Spacebar |
| Toggle Walk/Run.....................| Caps Lock |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Action |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Keyboard Control |
0===========================================================================0
| [5] Action..........................| E Key |
| Next Action.........................| Mousewheel Up |
| Previous Action.....................| Mousewheel Down |
0===========================================================================0
|++++++++++++++++++++++++++| Weapons & Inventory |++++++++++++++++++++++++++|
0===========================================================================0
| Command | Keyboard Control |
0===========================================================================0
| Fire/Sniper Mode/Use Item...........| Left Mouse Button |
| Zoom In/Out (Sniper Mode)...........| Mousewheel Up/Down |
| [6] Melee Weapons...................| 1 Key |
| [6] Pistols.........................| 2 Key |
| [6] SMGs............................| 3 Key |
| [6] Rifles..........................| 4 Key |
| Binoculars..........................| 5 Key |
| Night Vision Goggles................| 6 Key |
| Lockpick............................| 8 Key |
| Reload..............................| R Key |
| [7] Holster/Draw Weapon.............| Q Key |
| Inventory...........................| Right Mouse Button |
| Drop Weapon/Item....................| G Key |
| Map.................................| M Key |
| Mission Briefing....................| B Key |
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Camera |++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Keyboard Control |
0===========================================================================0
| Toggle First Person View............| F1 Key |
| Zoom In/Out.........................| Mousewheel Up/Down |
0===========================================================================0
[1] - Mousewheel Up/Down will also work.
[2] - You can lean extra far by double tapping the Lean button and hold it.
Personally, though, I don't use the Lean function. I prefer careful
character placement and use of the Camera for my strategies.
[3] - Hold down while using any of the movement keys to run.
[4] - Hold down to crouch.
[5] - This is used to open doors, pick up an item, drag bodies, etc.
[6] - You can cycle through available weapons by tapping the key repeatedly.
[7] - Press once to Holster weapon and press again to bring it back out.
Rifles will be dropped.
Hold down the key to bring up a quick weapon inventory. Scroll down to
highlight the weapon you want and release the key to bring it out.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If the default keyboard configurations do not work for you then you can
change the configuration to whatever you so desire.
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. Xpadder (PC Version) |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
After playing through all of the console versions of "Hitman" I found that I
could not play the PC version of this game with the keyboard/mouse control
setup. And there are no official drivers to allow you to play the game with a
joypad.
Thankfully a programmer named Jonathan Firth wrote a program called Xpadder
that will allow you to map keyboard commands to a joypad. I used the Xbox 360
joypad for this game and I configured it to be as close as possible to the
layout used for the Xbox 360 version of this game.
The current version of Xpadder is V5.7 which you have to pay money for. The
version I am using right now is V5.3 which is the last freeware version and what most people probably have. Listed below is the recommended layout for using Xpadder with this game (using the default keyboard settings) for both the Xbox 360 and PlayStation 2 and 3 controllers. This setup will also work with the sequel "Contracts" with no changes whatsoever: 0====================0 | Xbox 360 Controller \ 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Menus |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | Command | PC Keys | Joypad | 0===========================================================================0 | Select Menu Item.........| Mousewheel | D-Pad Up/Down | | Accept Menu Selection....| E Key | A Button | | Cancel Selection.........| Right Mouse Button | B Button | | Map......................| M Key | Back Button | | Mission Briefing.........| B Key | Start Button | 0===========================================================================0 |++++++++++++++++++++++++++++++++| Action |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | Command | PC Keys | Joypad | 0===========================================================================0 | Move Around..............| WSAD Keys | Left Analog Stick | | Look Around..............| Mouse | Right Analog Stick | | Zoom In/Out..............| Mousewheel Up/Down | D-Pad Up/Down | | Sneak....................| Spacebar | Left Trigger | | Crouch...................| Left Control Key | Right Stick Button | | Run......................| Left Shift Key | Left Bumper | | Action...................| E Key | A Button | | Drop Weapon/Item.........| G Key | Y Button | 0===========================================================================0 |++++++++++++++++++++++++++++++++| Weapons |++++++++++++++++++++++++++++++++| 0===========================================================================0 | Command | PC Keys | Joypad | 0===========================================================================0 | Move Crosshair...........| Mouse | Right Analog Stick | | Fire/Attack/Sniper Mode..| Left Mouse Button | Right Trigger | | Zoom In/Out (Sniper).....| Mousewheel Up/Down | D-Pad Up/Down | | Reload...................| R Key | Right Bumper | | Holster/Draw Weapon......| Q Key | X Button | 0===========================================================================0 |+++++++++++++++++++++++++++++++| Inventory |+++++++++++++++++++++++++++++++| 0===========================================================================0 | Command | PC Keys | Joypad | 0===========================================================================0 | Inventory................| Right Mouse Button | B Button | | Inventory Selection......| Arrow Key Left/Right | D-Pad Left/Right | | Equip Item...............| Left Mouse Button | Right Trigger | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0=============================0 | PlayStation 2 & 3 Controller \ 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Menus |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | Command | PC Keys | Joypad | 0===========================================================================0 | Select Menu Item.........| Mousewheel | D-Pad Up/Down | | Accept Menu Selection....| E Key | X Button | | Cancel Selection.........| Right Mouse Button | Circle Button | | Map......................| M Key | Select Button | | Mission Briefing.........| B Key | Start Button | 0===========================================================================0 |++++++++++++++++++++++++++++++++| Action |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | Command | PC Keys | Joypad | 0===========================================================================0 | Move Around..............| WSAD Keys | Left Analog Stick | | Look Around..............| Mouse | Right Analog Stick | | Zoom In/Out..............| Mousewheel Up/Down | D-Pad Up/Down | | Sneak....................| Spacebar | L2 Button | | Crouch...................| Left Control Key | R3 Button | | Run......................| Left Shift Key | L1 Button | | Action...................| E Key | X Button | | Drop Weapon/Item.........| G Key | Triangle Button | 0===========================================================================0 |++++++++++++++++++++++++++++++++| Weapons |++++++++++++++++++++++++++++++++| 0===========================================================================0 | Command | PC Keys | Joypad | 0===========================================================================0 | Move Crosshair...........| Mouse | Right Analog Stick | | Fire/Attack/Sniper Mode..| Left Mouse Button | R2 Button | | Zoom In/Out (Sniper).....| Mousewheel Up/Down | D-Pad Up/Down | | Reload...................| R Key | R1 Button | | Holster/Draw Weapon......| Q Key | Square Button | 0===========================================================================0 |+++++++++++++++++++++++++++++++| Inventory |+++++++++++++++++++++++++++++++| 0===========================================================================0 | Command | PC Keys | Joypad | 0===========================================================================0 | Inventory................| Right Mouse Button | Circle Button | | Inventory Selection......| Arrow Key Left/Right | D-Pad Left/Right | | Equip Item...............| Left Mouse Button | R2 Button | 0===========================================================================0 When setting up your Xpadder profile go under the Mouse Settings and set both sliders under the Emulation Speed window to 130. Within the game then set the Mouse Speed setting from 17 to 20. If you've done everything correctly then, when you spin either right or left, you should spin pretty fast but not extremely fast. From here then set the speed setting downward to something more comfortable. It is also recommended to Invert the Up/Down Aim. The Run command is placed above the Left Analog Stick so it will make for much easier navigation when running. Hold down the Run button with your left index finger while pushing up on the Left Analog Stick with your left thumb. Then use the Right Analog Stick for navigation. Do *NOT* use the Cursor Keys for selecting menu items. Use the Mousewheel Up/Down instead. The Cursor Keys do not work with Sniper Rifle zooming. The Mousewheel will work for both menu item selection and Sniper Rifle zooming. To enter Sniper Mode then Fire Weapon once. To exit Sniper Mode then tap Inventory. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN6. Game Menus | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ When you start the game then you will see the following options: 0===========================================================================0 | Start | This will allow you to start a new game and its | | | difficulty level or any mission from a current game. | |--------------------+------------------------------------------------------| | Load | This is where you load saved games. | |--------------------+------------------------------------------------------| | Options | This is where you set up your sound, music, | | | graphics, and controls. | |--------------------+------------------------------------------------------| | Credits | This shows the credits of those who made the game. | |--------------------+------------------------------------------------------| | Quit | Allows you to return to Windows. | | (PC Version Only) | | |--------------------+------------------------------------------------------| | Extra Movies | This shows you advertisements for "Hitman 2: Silent | | (PS2 Version Only) | Assassin", "Timesplitters 2", and "Tomb Raider: | | | Angel of Darkness". | 0===========================================================================0 /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN7. Starting a New Game and Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ To start a new game select Start then select a difficulty level: Normal, Expert, and Professional. The difficulty determines how much damage you can take, the number of Guards during missions, their accuracy and sensitivity, the visibility of people on the in-game Map, and the number of in-mission saves you can make. An in-mission save is a save you can make while in the middle of one thus allowing you to do different things at certain points within a mission. Listed below are the differences between difficulties: 0===========================================================================0 | Normal | --The Guards have normal sensitivity and you can take a | | | lot of damage in combat. | | | --Everything and everyone appears on the in-game Map. | | | --The maximum number of in-mission saves is seven. | |--------------+------------------------------------------------------------| | Expert | --The Guards have increased sensitivity and are tougher to | | | kill. | | | --You take increased damage in combat thus making you | | | easier to kill. | | | --Everything and everyone appears on the in-game Map. | | | --The maximum number of in-mission saves is three. | |--------------+------------------------------------------------------------| | Professional | --The Guards are even more sensitive, and are more tough | | | to kill, than they were at Expert. Certain strategies | | | that can be used at the easier difficulties may not work | | | here. | | | --You can be more easily killed than you could at Expert. | | | --Only Targets and VIPs will appear on the in-game Map. | | | --You have no in-mission saves. | 0===========================================================================0 When you want to start a mission then go over to your computer in the Garden Shed. It will then display the Continue Game prompt in the upper left corner of the screen. Press the Multiple Use button to start the next mission. This will start the Mission Briefing. Here you will get a general outline of your objectives and details of the mission at hand. You will be given Additional Files that will assist you. They are usually Photos, Maps, and Video. You will also be given the option to redo any previously completed missions. Select Continue to move onto the next screen. Here you will be given the list of available weapons you can use on the mission. Select the weapons you want to use then Continue to start the mission. But, before I go any further, I need to go over..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN8. Weapons and Items | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Weapons are the tools of the trade for any professional contractor. There are many different weapons that can be used to perform your work. There are also additional items that are useful. Unlike with "Codename 47" you do not purchase weapons in this game. You acquire weapons through the missions you complete. To keep a weapon you find you must have it with you when you complete a mission. They will then be available to you within your Tool Shed along with appropriate ammo. You can then use these weapons on new missions and on replays of previous levels. In the major chapters of the game you will often go into the next mission instead of going back to the Tool Shed. You can go back to the Tool Shed after completion of the last mission of the chapter. When you go into a mission instead of going back to the Tool Shed then you will bring any weapons that you have acquired along the way including any large weapons such as the SVD Sniper. You can drop any weapon you acquired in the previous mission in the next one. Since you had it with you when you left the previous mission then it is permanently added to your weapons collection and you can leave it behind without penalty. However, by dropping any weapon, even those you bring with you from the Tool Shed, like the 9mm Pistol, then it will *NOT* be in your Inventory Menu when you begin the next mission in the chapter (but it will still be available in the Tool Shed when you are allowed to return). In the case of the Anaesthetic if you use up all of your doses in the previous mission then you will have only one dose to use in the next. This can be annoying if you need to use two doses in the upcoming mission. In addition, you can acquire three weapons by earning Silent Assassin ratings. Also, there are a couple of weapons and items that you will always carry with you regardless. You can get more information on a weapon by opening the Inventory Menu. Although you can find clips of ammo to use on various weapons during the course of a mission you can also refill your ammo by picking up a weapon of the same type. If you have a 9mm Pistol then you can add to your ammo by picking up another 9mm Pistol or 9mm Pistol SD. You can also increase the ammo for a weapon even if you pick up different weapon as long it is in the same class. For example, you can increase the ammo for the 9mm Pistol by picking up .54 Pistol since it is also a pistol and they share the same ammo. Finally, if you own the Xbox 360 or PS3 versions then you can earn multiple Accomplishments for collecting all of the weapons in the game. The information on each weapon and item is broken down as follows (if applicable): --Missions: What missions the weapon appears in. --Based on: What real life weapon this is based on. --Magazine Capacity: How many rounds the magazine of the weapon holds. --Maximum Ammo: The maximum amount of ammunition the weapon can hold. --Uses: What type of ammo the weapon uses. ------------------------------------------------------------------------ --Notes: Information on the weapon or item. 0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0==============0 | Melee Weapons \ 0============================================================> These weapons are the most silent weapons to use. However, you need to get up behind a person for them to be most effective. One annoying thing about most melee weapons is that they only work on people. You can smack somebody upside the head with a Fire Axe but you cannot break a simple window with it. When you try to break something with a melee weapon all it will do is go through it. However, that can be an advantage in certain situations. >>Anaesthetic =========== Missions: Tunnel Rat Terminal Hospitality --------------------------------------------------------------------- Notes: This non-lethal weapon is available from the beginning although it can be found in a couple of missions. Basically this weapon is a small bottle and a rag. As you prepare the weapon then you will see 47 dab the rag with the Anaesthetic then hold it above his head. When you attack then you will put the rag over the victim's mouth and pull him to the ground. Hold down the Fire Button to continue to use the Anaesthetic. Under the ammo counter you will see five small bottles. The more bottles you use, the longer your victim stay unconscious. You automatically stop when you use up all five bottles. You have a minimum of ten bottles broken into groups of five thus giving you two full complete doses to use during a mission. On some missions during your initial run-through you can have a minimum of three full doses. On mission replays you will start with no more than two full doses. One disadvantage to this weapon is that it takes a long time to bring out the weapon so you must take that into consideration when trying to Sneak up on someone. Another problem is that, even if you use a full dose on someone, it will *NOT* keep them out for an entire mission. You have about four to five minutes before the victim wakes up so you must be quick in your work. >>Fiber Wire ========== Notes: This is a specially made weapon using a very strong fiber wire. Its main use is to strangulate your victim from behind. The best feature about this weapon is that, because you are strangulating your victim, he will not make any noise as you are attacking him. Another feature is that it will not trigger metal detectors. This weapon is available from the beginning and will always be taken with you so you will always have a weapon to use. The main drawback to using this weapon is that it takes time to kill your victim during which you are vulnerable to being seen. >>Kitchen Knife ============= Missions: Anathema Invitation to a Party --------------------------------------------------------------------- Notes: This is a large kitchen knife which is available from the beginning. Its main use is to quickly and quietly stab someone or slit their throat. In real life slitting a throat will leave behind quite a mess as your victim bleeds out all over the place. However, this isn't an issue as your victim just drops bloodlessly to the ground. This is a good up-close weapon because you can quickly kill a person and Holster the weapon before anybody can become suspicious. Another thing to note about the use of the Knife is the attack movements you make when using it. When you press the Attack button then you will stab forward. Press it again and you will do an arching clockwise backhand. Do it a third time and you will do a right hook with the weapon. Do it a fourth time and you will stab forward again. This particular information is useful on one mission. >>Combat Knife ============ Missions: Tubeway Torpedo --------------------------------------------------------------------- Notes: This is a smaller combat specific knife that is used exactly the same way as the Kitchen Knife. >>Scalpel ======= Missions: Terminal Hospitality --------------------------------------------------------------------- Notes: This is a standard surgical blade that behaves like a knife. However, I think it is a quieter weapon to use when slashing throats so you may want to bring this as an alternative to the Fiber Wire. >>Golf Club ========= Missions: Anathema --------------------------------------------------------------------- Notes: Just a regular golf club. Mainly used to bash in somebody's head but not a very effective weapon overall. Also cannot be concealed. >>Katana Sword ============ Missions: Hidden Valley At the Gates Shogun Showdown --------------------------------------------------------------------- Notes: A large Japanese style sword. A decent melee weapon that is used like the Fire Axe but cannot be concealed. Also looks damn good when displayed on the wall. >>Fire Axe ======== Missions: Basement Killing The Graveyard Shift --------------------------------------------------------------------- Notes: A large axe used by firemen. A fairly effective weapon but, like the previous two weapons listed, cannot be concealed. 0========0 | Pistols \ 0============================================================> These easily concealable weapons can take down people from a distance. However, most of them tend to make a lot of noise which will attract unwanted attention. >>Silverballer .45 (Baller) ========================= Based on: .45 ACP Colt M1911. Magazine Capacity: 7 rounds. Maximum Ammo: 91 rounds. Uses .45 ACP. --------------------------------------------------------------------- Notes: This semi-automatic pistol packs a punch but has a small magazine. This weapon is always dual wielded. This also means that when you fire once you will use two shots. Because of the power of this weapon you can cause bodies to go flying. This can cause problems if you knock the body into the view of a Guard. This weapon is considered the signature handgun of the "Hitman" series and is available from the beginning. >>Silverballer .45 Suppressed (Ballers SD) ======================================== Notes: This is the exact same weapon as above but silenced. You acquire this weapon when you earn your first Silent Assassin rating. >>9mm Pistol ========== Missions: Anathema St. Petersburg Stakeout Kirov Park Meeting Tubeway Torpedo Invitation to a Party Tracking Hayamoto The Graveyard Shift The Jacuzzi Job Murder at the Bazaar Temple City Ambush The Death of Hannelore Redemption at Gontranno Based on: Beretta 92FS. Magazine Capacity: 15 rounds. Maximum Ammo: 105 rounds. Uses: Pistol Ammo. --------------------------------------------------------------------- Notes: This very common weapon has a much larger magazine than the Baller. It is also more accurate, uses one bullet instead of two, and won't cause bodies to fly around when you kill somebody. This weapon also sounds a little less loud as well. >>9mm Pistol SD ============= Missions: Anathema Kirov Park Meeting Invitation to a Party The Graveyard Shift Temple City Ambush The Death of Hannelore --------------------------------------------------------------------- Notes: This is the exact same weapon as the 9mm Pistol but is silenced. This is easily the best pistol to bring with you because of its accuracy, silence, and that the un-silenced version can be found in most missions. In addition, you are given this weapon automatically when you start the mission "Anathema". >>Deagle .50 (Deagle) =================== Missions: Anathema Tubeway Torpedo Shogun Showdown Tunnel Rat Temple City Ambush Terminal Hospitality St. Petersburg Revisited Based on: Desert Eagle Mark XIX. Magazine Capacity: 8 rounds. Maximum Ammo: 112 rounds. Uses: Mag. Ammo. --------------------------------------------------------------------- Notes: This gun has the largest caliber of ammunition of all of the handguns making it very powerful. Unfortunately, it also makes it very loud and you will attract unwanted guests in hurry. And it has a nasty kick which makes it hard to accurately fire off a quick burst of rounds. >>Stub-Nosed .357 Revolver (Revolver) =================================== Missions: Anathema The Jacuzzi Job Murder at the Bazaar Temple City Ambush Based on: Snub-Nose Colt Python. Magazine Capacity: 6 rounds. Maximum Ammo: 102 rounds. Uses: Mag. Ammo. --------------------------------------------------------------------- Notes: A small easily concealable handgun that packs quite a punch in close quarters. >>5.45mm Pistol (.54 Pistol) ========================== Missions: St. Petersburg Stakeout Invitation to a Party Based on: KBP PSM. Magazine Capacity: 10 rounds. Maximum Ammo: 106 rounds. Uses: Pistol Ammo. --------------------------------------------------------------------- Notes: A small Russian service pistol. Likely about the same power as the 9mm Pistol but sounds a little less loud. >>.22 Suppressed (.22 SD) ======================= Missions: Shogun Showdown Based on: Ruger MK II. Magazine Capacity: 10 rounds. Maximum Ammo: 96 rounds. Uses: .22 Ammo. --------------------------------------------------------------------- Notes: A rather unusual handgun. A small caliber pistol with a built-in silencer. But it is also made out of materials that won't set off metal detectors. Not very powerful, or even accurate from medium to long distance, but it does make for an interesting addition to your weapons collection. 0=================0 | Sub-Machine Guns \ 0============================================================> These easily concealable weapons can clear out an area of bad guys in a hurry. >>Uzi 9mm (Uzi) ============= Missions: Terminal Hospitality Based on: IMI Uzi. Magazine Capacity: 30 rounds. Maximum Ammo: 150 rounds. Uses: SMG Ammo. --------------------------------------------------------------------- Notes: This weapon has a decent rate of fire but tends to be inaccurate at anything beyond medium distance. Short, controlled bursts will help you to conserve ammo. >>Sub Machine Gun (SMG) ===================== Missions: Invitation to a Party Tracking Hayamoto Temple City Ambush Terminal Hospitality Redemption at Gontranno Based on: Heckler & Koch MP5. Magazine Capacity: 30 rounds. Maximum Ammo: 180 rounds. Uses: SMG Ammo. --------------------------------------------------------------------- Notes: This weapon is better than the Uzi because it is more accurate and has a better rate of fire. >>Silenced SMG (SMG-SD6) ====================== Missions: Hidden Valley At the Gates Shogun Showdown Temple City Ambush --------------------------------------------------------------------- Notes: This weapon is exact same weapon as the SMG but it is silenced. However, because of the silencer, this weapon cannot be concealed. 0===============0 | Assault Rifles \ 0============================================================> These large machine guns will be useful in medium to long distance firefights but cannot be concealed. Care must be taken when carrying these things around lest you blow your cover (unless you are properly disguised). >>AK Assault Rifle (AK) ===================== Missions: St. Petersburg Stakeout Kirov Park Meeting Tubeway Torpedo Murder at the Bazaar The Motorcade Interception Tunnel Rat The Death of Hannelore Terminal Hospitality Based on: Kalashnikov AKS-74U. Magazine Capacity: 30 rounds. Maximum Ammo: 120 rounds. Uses: 5.56mm Ammo. --------------------------------------------------------------------- Notes: This Russian made weapon is by far the most popular weapon in the world owing to the fact that it is the most rugged, durable, and reliable machine gun of its kind. However, the loose tolerances that allow the weapon to be so durable also makes it inaccurate at long distances. >>M4 Rifle (M4) ============= Missions: The Motorcade Interception Based on: Colt M4A1. Magazine Capacity: 30 rounds. Maximum Ammo: 120 rounds. Uses: 5.56mm Ammo. --------------------------------------------------------------------- Notes: Although this weapon appears in one mission the best way to acquire it is to earn a Silent Assassin rating on all four of the St. Petersburg missions: --St. Petersburg Stakeout --Kirov Park Meeting --Tubeway Torpedo --Invitation to a Party This assault rifle is a better machine gun than the AK due to a faster rate of fire and much higher accuracy. 0=========0 | Shotguns \ 0============================================================> These weapons are very powerful in close combat situations. However, they are very noisy, weak in medium to long range combat, and cannot be concealed (except for one). Generally I tend to stay away from these weapons for those reasons. >>Double-Barreled Shotgun (Shotgun) ================================= Missions: Anathema Based on: Savage/Stevens 311A. Magazine Capacity: 2 rounds. Maximum Ammo: 22 rounds. Uses: Shotgun Ammo. --------------------------------------------------------------------- Notes: This large double barreled weapon can fire off two quick shots before reloading. But reloading takes valuable time which can be crucial in a firefight. >>Sawn-Off Shotgun (Sawn-Off) =========================== Notes: This is the exact same weapon as above except that it has most of the barrels sawn off thus allowing you to conceal it. You acquire this weapon when you earn your second Silent Assassin rating. >>SP12 Shotgun (SP12) =================== Missions: Temple City Ambush St. Petersburg Revisited Redemption at Gontranno Based on: Franchi SPAS-12. Magazine Capacity: 8 rounds. Maximum Ammo: 28 rounds. Uses: Shotgun Ammo. --------------------------------------------------------------------- Notes: This weapon is the precursor of the more famous S.P.A.S 12 shotgun featured in games like "Grand Theft Auto: Vice City". Packs the same punch as the above weapons but has the distinct advantage of being able to fire multiple rounds before reloading. Speaking of reloading, it is the fastest reloader of the three Shotguns. 0==============0 | Sniper Rifles \ 0============================================================> These weapons are used to kill people from long distance. They are best used when way out of sight distance so you don't get discovered when taking down someone. To use a Sniper Rifle press the Fire button to bring up the scope then use the D-Pad or Mousewheel to go through the three levels of zoom. Then press Fire again to fire the weapon. You will notice that your scope will bob up and down. The more you sit still, the more it will stabilize. This is important to know so you can make a good shot at someones head. It is also important to know that you can shoot through more than one target with most of these weapons. In addition, all of these weapons appear to have the same range of effectiveness. Finally, when you do a mission replay with a Sniper Rifle then you will be given a full clip of ammo. However, the amount of the ammo will vary depending on the weapon. For example, if you bring the Crossbow or W2000 Sniper then you will be given only one round in addition to the one already in the chamber. If you bring either the SVD Sniper or the Custom Rifle then you will be given more ammo. >>Hunting Crossbow (Crossbow) =========================== Missions: Hidden Valley Magazine Capacity: 1 round. Maximum Ammo: 33 rounds. Uses: Crossbow Bolts. --------------------------------------------------------------------- Notes: This is not a Sniper Rifle per se but it works exactly as one. Because there is no muzzle flash, and therefore no noise, it is the most silent ranged weapon in the game. However, you need to shoot the target in the head to make it a one shot kill otherwise you will just piss him off. This is because you are using arrows which is less damaging unless you hit the target in the appropriate spot. In addition, it takes a long time to reload which makes you very vulnerable. And, finally, it is the largest weapon in the game which makes it very hard to go around un-noticed. >>R93 Sniper ========== Missions: Anathema Temple City Ambush Terminal Hospitality Based on: Blaser R93 LRS2. Magazine Capacity: 6 rounds. Maximum Ammo: 36 rounds. Uses: Sniper Ammo. --------------------------------------------------------------------- Notes: This is a basic rifle that has a six round magazine. >>SVD Sniper ========== Missions: St. Petersburg Stakeout Kirov Park Meeting Murder at the Bazaar St. Petersburg Revisited Redemption at Gontranno Based on: SVD Dragunov. Magazine Capacity: 10 rounds. Maximum Ammo: 40 rounds. Uses: Sniper Ammo. --------------------------------------------------------------------- Notes: This Russian made rifle has a larger magazine than the R93 Sniper. >>MI95 Sniper (MI95) ================== Missions: The Motorcade Interception Based on: Barrett M95. Magazine Capacity: 6 rounds. Maximum Ammo: 26 rounds. Uses: .50 Cal Ammo. --------------------------------------------------------------------- Notes: This is considered one of the most powerful Sniper Rifles in the world. It is capable of shooting through engine blocks of vehicles which can disable them. Imagine what this can do to a human target. It is important to note that the game considers this to be both a Sniper Rifle *AND* a Heavy Weapon (because of its enormous power). >>W2000 Sniper (W2000 Rifle) ========================== Missions: Invitation to a Party St. Petersburg Revisited Based on: Walther WA2000 Sniper. Magazine Capacity: 1 round. Maximum Ammo: 31 rounds. Uses: Sniper Ammo. --------------------------------------------------------------------- Notes: Only 176 of these rifles were ever made because it was too expensive to achieve widespread sales of the weapon. This makes it a rare and valuable collectable. This weapon has been weakened a bit from the one used in "Codename 47" in that you can only fire one shot at a time before reloading. This weapon is considered the signature Sniper Rifle of the "Hitman" games. >>W2000 Custom Sniper (Custom Rifle) ================================== Missions: Hidden Valley At the Gates Redemption at Gontranno --------------------------------------------------------------------- Notes: This is the exact same weapon as above except that it has a multi round magazine, a larger scope, and a silencer. Considering that the game says that only a few of these rifles exist and that the W2000 is already rare one has to wonder how the bad guys managed to get so many of them. 0==============0 | Heavy Weapons \ 0============================================================> Other than the MI95 Sniper there is only one other weapon that falls into this category. >>M60 Light MG (M60) ================== Missions: The Motorcade Interception Tunnel Rat Based on: M60E3. Magazine Capacity: 100 rounds. Maximum Ammo: 300 rounds. Uses: MG Ammo. --------------------------------------------------------------------- Notes: The M60 is a very powerful belt fed large machine gun that normally is handled by two people - one to fire and one to handle the ammo belt. However, in this game, you handle it just like any machine gun. It is about as accurate than the M4 and is certainly more powerful although it has a slower rate of fire than an assault rifle. The only major drawback to this weapon is that it is pretty loud so expect more Guards to come calling if you use it. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Mission Specific Weapons and Items |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 In this sub-chapter are the weapons and equipment that only appear in certain missions: >>Car Bomb ******** Used during: Kirov Park Meeting. ----------------------------------------------------------------------- Notes: This is a bomb that is planted on a vehicle and will be detonated when it is started. >>Phone and Pager *************** Used during: Tubeway Torpedo. ----------------------------------------------------------------------- Notes: This is used to lure somebody. You drop the Pager somewhere and you use the Phone to call it and whoever listens to the Pager will come to it to find out where the noise is coming from. >>Mini-Bomb and Bomb Remote ************************* Used during: Tubeway Torpedo. ----------------------------------------------------------------------- Notes: This is a bomb that is remote detonated. It is not very big but is powerful enough to blow open a hole in a wall. >>Transmitter *********** Used during: Tracking Hayamoto. ----------------------------------------------------------------------- Notes: It is a very tiny device that can be used to track someone. >>Bomb and Bomb Remote ******************** Used during: Shogun Showdown. ----------------------------------------------------------------------- Notes: This is just like the one you used in "Tubeway Torpedo" but packs a much bigger bang. >>Hacking Device ************** Used during: The Graveyard Shift. ----------------------------------------------------------------------- Notes: This is used to help break into somebody's computer. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Easy Weapon Acquisition |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Many weapons can appear in more than one mission. A weapon that may be hard to get in one mission can be had far more easily in another. In this sub-chapter I am listing the easiest missions to get certain weapons. I am only listing weapons that appear in more than one chapter: 0==========================================0 | Weapon | Mission | 0==========================================0 | Kitchen Knife | Anathema | |---------------+--------------------------| | Katana Sword | Shogun Showdown | |---------------+--------------------------| | Fire Axe | The Graveyard Shift | |---------------+--------------------------| | 9mm Pistol | Anathema | |---------------+--------------------------| | 9mm Pistol SD | Anathema | |---------------+--------------------------| | Deagle | Tunnel Rat | |---------------+--------------------------| | Revolver | Anathema | |---------------+--------------------------| | .54 Pistol | Invitation to a Party | |---------------+--------------------------| | SMG | Tracking Hayamoto | |---------------+--------------------------| | SMG-SD6 | At the Gates | |---------------+--------------------------| | AK | Tubeway Torpedo | |---------------+--------------------------| | SP12 | Temple City Ambush | |---------------+--------------------------| | R93 Sniper | Anathema | |---------------+--------------------------| | SVD Sniper | Kirov Park Meeting | |---------------+--------------------------| | W2000 Rifle | St. Petersburg Revisited | |---------------+--------------------------| | Custom Rifle | Redemption at Gontranno | |---------------+--------------------------| | M60 | Tunnel Rat | 0==========================================0 0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Standard Items |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 In this sub-chapter are the standard equipment that can be useful in most situations: 0===========================================================================0 | Lockpick | This item is a permanent part of your inventory and will | | | allow you to open most locked doors and gates. More details | | | later in the guide. | |-------------+-------------------------------------------------------------| | Binoculars | This item is a permanent part of your inventory and will | | | allow you to scope out areas before proceeding. When | | | activated you use the Up and Down buttons to zoom in and | | | out. | |-------------+-------------------------------------------------------------| | Nightvision | This will allow you to see in the dark but your view is | | Goggles | restricted. It is like walking around while looking through | | | a sniper scope. This item is found on some missions. | 0===========================================================================0 /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN9. The Main Screen | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Your Main Screen is where all of the action in "Silent Assassin" take place. In the center of your screen is Agent 47. You use the joypad (PS2, PS3, Xbox, Xbox 360, GameCube) or keyboard/mouse - Xpadder/joypad (PC) to move him around and manipulate the Camera. In the upper left corner of the Main Screen is where your Health Bar (which shows your current health), the Threat Meter (which shows your stress level), and the Compass is displayed. When you are near certain objects, like doors and other items, then your available actions are displayed just to the right of the Health/Threat Meter. In the upper right corner of the Main Screen is where your current weapon, and ammo, will be displayed. When you have a weapon in your hand then you will also see a Crosshair. In the lower left corner of the screen is where information will be displayed when certain events occur. Now for a breakdown of some of these displays..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN10. Health Bar/Threat Meter and Available Actions | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The Health Bar represents your available health. It will go red when it gets low and when it disappears then you will die. You will get hurt when you are shot, hit, or fall from a great length. The amount of health depleted depends on what weapon is being fired at you and what part of your body is being hit. Being hit in the head or anywhere with a powerful weapon will greatly damage or kill you outright. The Threat Meter represents how much stress you have when close to Guards or your Target. When it flashes red then you are considered to be in danger. This usually happens when you are near Guards and the longer you stay around them then the greater the chance that you will be discovered and attacked. Moving away from the Guard or Target will allow it to decrease without losing your cover. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> Available Actions is a context sensitive list that appears when near certain objects that can be manipulated or picked up. When only one action is displayed then press the Action button to perform it. If more than one action is displayed then hold down the Action button and scroll up and down the list then release the Action button to perform it. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN11. The Map | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ This is the most important tool that you have to help you in your missions. It displays everything in real time (except at harder difficulty levels) on every level of a Map. You will also see how everyone moves which will be extremely useful in planning your attacks. There are multiple icons you will see on your Map: 0===========================================================================0 | Green (Pulsing) | This is your current position. | |-----------------+---------------------------------------------------------| | Red (Pulsing) | This is your current Target. There can be more than |
| | one. | |-----------------+---------------------------------------------------------| | Orange | This is an enemy. These are usually Guards. | |-----------------+---------------------------------------------------------| | Dark Green | These are innocent Civilians. They are harmless but if | | | they see you doing something suspicious then they will | | | go to a nearby Guard to inform them of it. | |-----------------+---------------------------------------------------------| | Blue | These are Police. They are pretty much the same as a | | | regular enemy. | |-----------------+---------------------------------------------------------| | White | This is a V.I.P. This person usually needs to be | | | protected but not always. | 0===========================================================================0 A pulsing yellow "!" symbol is known as a Point of Interest. These marked places either contain a potentially useful item or is a place where you can do a specific action. A red pulsing glyph symbol is known as an Agency Pickup. This is where you can find items that the Agency has left for you to use on the mission. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN12. The Inventory Menu | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ To use any weapon or item you must first bring up the Inventory Menu which will also serve as a pause screen. Select the item or weapon you wish to use and Equip it to bring out the item and leave the menu. If you are using a weapon then you can Holster it by using the Holster button. One thing to note about "Silent Assassin" is that if you press the Holster button again after holstering your weapon then you will bring out the same weapon again. This will allow you quickly bring out a specific weapon for a quick attack. Bringing out a weapon and quickly holstering it for an attack later in the mission is known as "Prepping" the weapon. The only weapon that cannot be quickly used this way is the Anaesthetic. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN13. Lockpicking | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ One particular action you can do in "Silent Assassin" is to pick open most locked doors. One of the items you have in your inventory is the Lockpick. When you get to a locked door then you will see the option to Pick Lock. Select it and Agent 47 will begin to Pick the Lock. However, this takes time during which you risk being seen, and/or possibly heard, by a nearby Guard. One common trick to speed this process up is to switch to your Map and quickly switch back while you are picking the lock. But this only works about half the time. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN14. Observing Your Surroundings | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ As you go about the mission you will see both Guards and Civilians move about the area. The most important thing to know about this game, as well as the other "Hitman" games, is that everybody, Guards and Civilians alike, move in very specific patterns but sometimes at random. It is very important to note these patterns as it can make the difference between success and failure. When you first play a mission it is best to take your time and observe everything so you can get the feel of how everybody moves before doing anything of importance. If any Civilian sees you doing something out of the ordinary, like moving a body, then that person will become alarmed and go to alert the Guards or Police. Placing yourself in the exact spot in the patrol pattern of a Guard can make it much easier to take him down without fuss and where you don't need to move the body (or be much closer to a place where you can drag him). Or waiting for the precise moment when a Civilian goes around a corner so you can take down a Guard without being seen. As already mentioned, the game does tend to be pretty random at times which goes into the next chapter..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN15. Randomness and Freezing Characters | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ One of the more aggravating things about this game is that it can get very random at times which can affect your ability to get a good score or even successful completion. Most Guards and Civilians move in very predictable and easily timed patterns. But some of them have more than one pattern (with a common start/stop point) and the amount of time that person stops at any given point is also random. In addition, when you start a mission, that person may even start randomly which may seriously affect the timing you may need to rely on to successfully complete a mission. Sometimes they may even get run over by vehicles which can mess up things further. As you can imagine this can make things very frustrating at times when playing through certain missions. In this guide you will see a Randomness rating in each mission. This will tell you how bad the randomness can get and what to expect. Sometimes, at random, a patrolling Guard or Civilian will get stuck at the end of his patrol route. Depending on who and where the person gets stuck this can be good or bad. Most of the time this can be a good thing since it makes it easier for you to either avoid or attack this person because they are standing still. Take advantage of these situations when they occur. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN16. Different Ways of Moving About | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In "Silent Assassin" the Guards are more alert when they see you running about. This is a change from the previous game, "Codename 47", in which the Guards didn't care about you running around. There are instances that you may want to move faster but can't be seen running or you will risk being discovered. There are a couple of methods that you can use to help speed yourself up: >>Tap Running *********** This is a pretty common way to move faster. Basically you briefly tap the Run Button or flick the Left Analog Stick forward about every half second or so. You will have a funny kind of walk, kind of like a goosestep, but you will move forward a bit faster. >>Sliding ******* This is something I found on my own years ago. What you do is rapidly flick your Left Analog Stick forward (if you are on the PC (with Xpadder) and PS2, PS3, and Xbox 360 versions you have to hold down the Run Button too). What should happen is that you will move forward but you will also look like you are frozen in what appears to be a falling backwards motion that looks like you're sliding hence the name. The thing about this is that, if executed correctly, then you will move as fast as running but the game will count it as a walk. Thus you can slide past Guards without suspicion because the game thinks that you are walking when you are actually not. In addition, there is also one additional way to move slower: >>Nudging ******* This method involves moving yourself incrementally without going into Sneak Mode. Quickly nudge the Left Analog Stick and you can move a few pixels forward even though it looks like you are standing still. This is beneficial to quickly get closer to something without risking getting caught. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN17. Distracting Guards | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The thing about running is that it also makes noise which can attract Guards and spook Civilians. This is usually a bad thing but you can also use this to your advantage. If you want a Guard to look in a specific direction so you can do something else in the area you want him to look away from then run in a tight circle in the direction you want him to look at. This will get him turned in that direction therefore distracting him and making your task easier. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN18. Sneaking and Melee Attacks | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The overall goal of a given mission is to get close to your Target and kill him with little fanfare as possible. There are situations where you need to quietly dispose of someone that may get in your way later. The quietest way to get rid of someone is to get behind him and then use the Knife/Fiber Wire to take him down. If you do not wish to kill him then use your Anaesthetic. Entering Sneak Mode, which will make you crouch, will allow you to move about slowly and silently. If you walk or run to a potential victim with your weapon drawn then he may turn around before you can attack him and things can go seriously wrong from there. During the course of the guide you will see four specific Melee Attack words: Sedate, Knife, Wire, and Slash. They pertain to certain methods of Melee Attacks: 0===========================================================================0 | Sedate | This is the melee attack method I use as it will allow | | | for the best possible score. Below are the moves involved | | | for this method: | | | | | | --Get close behind a STATIONARY target. | | | --Bring out your ANAESTHETIC. | | | --Enter Sneak Mode and creep up on your target. | | | --Attack your victim and use a complete dose (all five | | | bottles). | | | | | | It should be noted that if you are creeping up on your | | | victim then hold down the Attack Button so the moment you | | | get into range then you will automatically attack. | |---------------+-----------------------------------------------------------| | Knife or Wire | This is if you wish to kill a target with either a Knife | | | or Fiber Wire. It uses the same moves as the Sedate | | | method described above. | |---------------+-----------------------------------------------------------| | Slash | This method also involves the Knife but this is done with | | | a MOVING target such as a patrolling Guard. Get up right | | | against his backside and walk with him then quickly pull | | | out the weapon and attack before he can make any noise | | | then immediately Holster the Knife. | 0===========================================================================0 Another type of melee attack that you can do is Pistolwhipping. When you have a gun drawn and you are very close to somebody then you can smack them in the head with it. Civilians will go down in one hit and Guards in two. However, your victim will only stay down for a few seconds before getting up. One interesting thing to note - when you Pistolwhip a Guard then he will drop his weapon. If you pick up the weapon then you will effectively disarm him and he will run about scared like a Civilian when he gets back up. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN19. The Red Crosshair (Console Versions Only) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ When you pull out a weapon then you will bring up a Crosshair. When the Crosshair is placed on a person then it will turn red. But the Crosshair will turn red even if the person is behind a wall or other obstacle. This can be very useful when trying to track someone. I will refer to the Red Crosshair frequently during the course of this guide. It is *VERY* important to point out is that this doesn't exist on the PC version. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN20. Rampaging | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Every so often you will see me talk about Rampaging. This means basically going through a mission and killing most, if not, everybody in it. Although this ruins your score it can be beneficial in that it will allow for easier acquisition of certain weapons and to blow through difficult missions just to get them out of the way. You can always go back and clean up your score later if you wish to do so. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN21. 45-Degree Door Trick | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ This particular trick, also called the 45-Degree Door Grab, allows you to use the door as a kind of shield when attacking someone. Basically what you do is stand by a door in such a way that when a Guard opens it it will only open partway because you are in the way. However, he will not see you. But you can still go through the door and be able to attack him either by Sedating him or Killing him with a melee weapon (depending on how you position yourself in relation to the Guard). If you plan to Kill the person then stand against the door while facing it. When the person tries to open the door then it won't open because you are blocking it. Then sidestep little by little to the right or left (depending on the door) until until you get enough of the weapon through the door to kill him. If you plan to Sedate the person then stand against the door with your back to it. Then you pretty much do the same thing until enough of the person gets through the door to Sedate him. It is important to note that when trying to Sedate someone this way you will also risk having them disappear on you when you complete your attack. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN22. Disappearing Bodies | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ This is an annoying bug that can sometimes occur when Sedating someone because most of the time you need something from the sleeping person, like clothes or an item. And this will often force you to restart. Sometimes when you try to Sedate someone through a door using the above trick then the person you are attacking gets separated from you as the door opens even though you are making a successful attack. And this increases the chance that the body will disappear. If you wish to use this trick for Sedating someone then do it against a person you don't need anything from so that if the body disappears then it won't cause a problem to you. A side benefit to having a body disappear is that they will also disappear from the Map. However, they are still in the game - they're just trapped in some kind of limbo. On some missions you can drop people into the water after Sedating them to make them disappear and trap them there. The good thing about disappearing bodies is that they aren't dead and therefore it doesn't count as a Kill which is good for those trying for Silent and Perfect Assassin ratings. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN23. Dragging Bodies | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ After Killing or Sedating your victim then you should drag him to a secluded area so he isn't found by other Guards and Civilians. To drag a body you need to be close enough to the body to get the action to appear in the Action Window then select Drag Body. At this point you will grab the body and start to drag it behind you. This will slow you down a lot and you will risk being seen. So it is important to either Kill/Sedate him near a place where you can hide the body or Kill/Sedate him in a secluded area so you don't have to drag the body at all. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN24. Disguises and Subterfuge | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In most missions you will need to get a disguise to enter restricted access areas and get close to your Target. Usually this is done by killing or knocking out a Guard and taking his clothes. As long as you do not do anything out of the ordinary then you will be seen as a Guard or somebody that is supposed to be there and you can move freely about. If any other Guards see the body of the dead or sleeping Guard you switched clothes with then they will become suspicious and will start looking for somebody dressed as that person (meaning: you). They will also become suspicious when the Guard you took the clothes from wakes up. Depending on where you are when the sleeping Guard awakens then this may cause serious problems (ie: Psychic Guards - next chapter). If you Sedated a Guard and he wakes up then he will look around for a bit before returning to his patrol route even if he is almost naked. You may even be able to get close to him without incident even though you are wearing his uniform. But not always. If you and the naked Guard/Civilian are in the same area with some Guards then your cover will be blown and you will be attacked. If you took the Guard's weapon while he is asleep then you will disarm him. When he awakens then he will resume his patrol without it regardless of whether or not you took his Outfit. However, if you get close to him, regardless of what disguise you are in, then he will either run from you like a scared Civilian or freeze in place and look around in a panic. It is important to note that encountering the awakened, naked, and disarmed Guard will also count as a Close Encounter on your stats regardless of the fact that he can do no harm to you. In addition, having him run around like a frightened chicken may cause problems later in the mission. So it may be best not to take his weapon unless you plan to be far enough away from him by the time he wakes up. Sometimes you will see Guards with weapons drawn. You can do the same but only if the weapon is similar to the weapons the other Guards are carrying. You can also safely attack people with firearms as long as you are isolated with your victim. If you are seen attacking someone then your cover will be blown. One nice trick while changing clothes - if you quickly switch to your Map and back you will be immediately dressed. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN25. The Psychic Guard Phenomena | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ There are instances that you will Sedate a Guard for his Outfit instead of Killing him for it. And when that Guard wakes up then you will get a warning about the Guards looking for a suspicious Guard. And, on some missions, you will be instantly attacked by the other Guards regardless of how isolated you are from them and even if you are wearing a completely different Outfit. This is known as a Psychic Guard attack. It's as though they instantly became psychic and know exactly who you are and where you are at even if you haven't been seen by them before. If this has ever happened to you then you know how lousy this can be. Thankfully, most missions don't have this issue. But I've figured out how this works and how to get around it. Either the Guards have some sort of "invisible field" that goes around them (kind of like The Force) or that the area they are in are zoned or a combination of both. If you are close enough to them or in the correct zone when the warning comes up then you will be immediately attacked. If you are far enough away then you will *NOT* be attacked when the warning is issued. Furthermore, you will only be attacked at the time the warning comes up - not before and, most importantly, not after. So, what you need to do when you Sedate a Guard for his Outfit is, after Sedation and Changing Clothes, get as far away from the Guards as possible and wait for the sleeping Guard to wake up. Then wait for the warning to come up and disappear before proceeding through the rest of the mission safely. It should be noted that the warning is issued shortly after the Guard wakes up regardless of whether he is on the Map or not. If you took an Outfit from a Civilian then he will have to run to a Guard to have a warning issued. Listed below are the missions that I have positively identified as having Psychic Guards: --St. Petersburg Stakeout --Shogun Showdown --The Graveyard Shift --The Jacuzzi Job --The Death of Hannelore /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN26. Your Rating | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ At the end of each mission you will be given a rating. It is broken down into multiple categories: 0===========================================================================0 | Shots Fired | This is the number of shots you fired with a gun or | | | rifle. | |-------------------+-------------------------------------------------------| | Close Encounters | This is how many times you blew your cover or spooked | | | a Civilian. Maxing out your Threat Meter, even if the | | | music changes to something more ominous, doesn't | | | count as a Close Encounter unless it results in a | | | blown cover. | | | | | | If you alert someone while you are Sedating them then | | | it will count as a Close Encounter even if that | | | person remains asleep through the rest of the | | | mission. | |-------------------+-------------------------------------------------------| | Head Shots | This is how many head shots you acquired if you fired | | | a weapon at somebody. | |-------------------+-------------------------------------------------------| | Alerts | This is how many times you alerted Guards during the | | | mission. Below is what constitutes as an Alert: | | | | | | --Blowing your cover. | | | --Shooting at somebody. | | | --Alarming a Civilian who will run to the Guards. | | | --When a body is found by the Guards. | | | | | | This is what does *NOT* count as an Alert: | | | | | | --"Guards looking for a suspicious Guard" warning | | | when a Sedated Guard wakes up. | | | --Alarming Guards. To me Alarming and Alerting are | | | kind of the same thing but mean different things | | | here. | |-------------------+-------------------------------------------------------| | Enemies/Innocents | This lists how many Enemies and Innocents killed and | | Killed/Harmed | harmed. To harm a person you need to shoot and wound | | | him but not kill him. | |-------------------+-------------------------------------------------------| | Difficulty/Saves | The difficulty level you are on and how many | | | in-mission saves you used for this mission. | |-------------------+-------------------------------------------------------| | Stealth | This blue line indicates how stealthy you were. The | | | more stealthy you were, the longer this line becomes. | |-------------------+-------------------------------------------------------| | Aggression | This red line indicates how much you killed, | | | especially with guns. The more you kill, the longer | | | this line becomes. | |-------------------+-------------------------------------------------------| | Rating | This tells you your overall mission rating. You can | | | go from Mass Murderer to Silent Assassin which is the | | | best rating. | |-------------------+-------------------------------------------------------| | Time | This tells you how much time you took. | 0===========================================================================0 At the bottom you will see Overall. This will tell you what your overall rating for the entire game. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN27. Game Saving, Continuing, and Replaying Missions | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ After looking over your rating then Continue to move forward. You can save your progress and go either to your Tool Shed or onto the next mission depending on what chapter you are on. On both the Xbox and PC versions the game will automatically make a game save at the end of every mission. On all the other versions you are asked whether or not you want to save the game. Any weapon you acquired during a mission will be permanently added to your collection for your Tool Shed. When you go back to your laptop in the Garden Shed or Quit and Start a Current Game then you can replay a previously completed mission to improve your rating for that mission or to acquire more weapons. When replaying a mission then you can use any weapon you have acquired to that point. This will allow you to try new tactics or to just have some fun rampaging through a mission. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN28. Xbox 360 and PS3 Accomplishments List | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter are all of the Accomplishments that can be acquired for the Xbox 360 and PS3 versions of "Silent Assassin". Now, for the sake of terminology and to lessen confusion within this guide, Accomplishments are what are known as Achievements on the Xbox 360 version and Trophies on the PS3 version. To those who do not know, Achievements and Trophies can be considered a different kind of scoring system. Each Xbox 360 game has 1000 Achievement Points that can be obtained. However, the PS3 Trophies do not have a point system attached to them although the numbers of Trophies attained can be considered a way of keeping score (as well as add some kind of experience points in the PlayStation Network system). In addition, the Trophies are split into Bronze, Silver, Gold, and Platinum classes. Some Accomplishments can be acquired by simply playing through the game. Others can be obtained by doing certain objectives outside of normal gameplay. To many gamers this adds to the replay value of each game and gives them bragging rights on Xbox Live or PlayStation Network where these scores are posted. One annoyance to Accomplishments is that, depending on the game, they are split between Single Player and Multiplayer modes. So, if you do not have the necessary connections to get on-line, then you most likely cannot get into multiplayer matches to obtain the Multiplayer Accomplishments. Thankfully, "Silent Assassin" is *NOT* one of these split Achievement games because it is strictly single player. It is important to note that, on the Xbox 360 version, both "Silent Assassin" and "Contracts" are on the same disc. Therefore they also share the Achievements List and you can get a maximum of 500 GS for "Silent Assassin" and 500 GS for "Contracts". Many of the Accomplishments within the game are easy to get. Some require more work. They are broken down into Visible, Secret, and PS3 Specific sections. They are also grouped based on certain attributes. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Visible Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>1st Kill ******** Description: A successful kill has been performed. Xbox 360 Achievement Points: 10 GS. PlayStation 3 Trophy Class: Bronze. >>1st Mission Complete ******************** Description: You completed the first mission on any difficulty level. Xbox 360 Achievement Points: 10 GS. PlayStation 3 Trophy Class: Bronze. >>47 Kills in a Mission ********************* Description: A mission has been completed with precisely 47 kills. Xbox 360 Achievement Points: 45 GS. PlayStation 3 Trophy Class: Gold. Notes: The mission "Basement Killing" is the only place to do this since there are more than 47 people in that mission. >>All Assault Rifles Collected **************************** Description: All assault rifles collected and displayed in the Hideout. Xbox 360 Achievement Points: 20 GS. PlayStation 3 Trophy Class: Silver. >>All Firearms Collected ********************** Description: All firearms collected and displayed in the Hideout. Xbox 360 Achievement Points: 45 GS. PlayStation 3 Trophy Class: Gold. Notes: Normally you will get this at the end of the game but you can get this as early as the end of the mission "Terminal Hospitality". If you collect the last weapon at "Redemption at Gontranno" then you will need to reload the save after the game is completed and go into "The Gontranno Sanctuary" to get it to pop up. >>All Handguns Collected ********************** Description: All hand guns collected and displayed in the Hideout. Xbox 360 Achievement Points: 15 GS. PlayStation 3 Trophy Class: Silver. >>All Heavy Weapons Collected *************************** Description: All heavy weapons collected and displayed in the Hideout. Xbox 360 Achievement Points: 15 GS. PlayStation 3 Trophy Class: Silver. >>All Melee Weapons Collected *************************** Description: All melee weapons collected and displayed in the Hideout. Xbox 360 Achievement Points: 15 GS. PlayStation 3 Trophy Class: Silver. >>All Shotguns Collected ********************** Description: All shotguns collected and displayed in the Hideout. Xbox 360 Achievement Points: 15 GS. PlayStation 3 Trophy Class: Silver. >>All Sniper Rifles Collected *************************** Description: All sniper rifles collected and displayed in the Hideout. Xbox 360 Achievement Points: 15 GS. PlayStation 3 Trophy Class: Silver. Notes: Normally you will get this at the end of the game but you can get this as early as the beginning of the mission "Tunnel Rat". If you have all of the other rifles and collect the Custom Rifle at "Redemption at Gontranno" then you will need to reload the save after the game is completed and go into "The Gontranno Sanctuary" to get it to pop up. >>Headshot ******** Description: A successful headshot has been performed. Xbox 360 Achievement Points: 15 GS. PlayStation 3 Trophy Class: Silver. >>Killed the Wrong Guy ******************** Description: An innocent person has been killed. Xbox 360 Achievement Points: 10 GS. PlayStation 3 Trophy Class: Bronze. >>Silent Assassin *************** Description: A Silent Assassin rating has been awarded. Xbox 360 Achievement Points: 10 GS. PlayStation 3 Trophy Class: Bronze. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> The following are based on game difficulty. In many games the difficulty based Accomplishments are stackable. This means that if you play the hardest difficulty setting without playing the easier ones first then you can get all of the difficulty based Accomplishments at once when you beat the game. This game is one where the difficulty based Accomplishments *ARE* stackable. >>Normal Mode Complete ******************** Description: Completed Normal difficulty. Xbox 360 Achievement Points: 10 GS. PlayStation 3 Trophy Class: Bronze. >>Expert Mode Complete ******************** Description: Completed Expert difficulty. Xbox 360 Achievement Points: 15 GS. PlayStation 3 Trophy Class: Silver. >>Professional Mode Complete ************************** Description: Completed Professional difficulty. Xbox 360 Achievement Points: 45 GS. PlayStation 3 Trophy Class: Gold. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> The following are based on the number of Silent Assassins performed. Like with the difficulty based Accomplishments these are also stackable. You can either get Silent Assassin ratings in five different missions or do it in one mission five times to get these Accomplishments. >>5 Normal Silent Assassins ************************* Description: 5 Silent Assassin ratings awarded on Normal difficulty. Xbox 360 Achievement Points: 15 GS. PlayStation 3 Trophy Class: Silver. >>5 Expert Silent Assassins ************************* Description: 5 Silent Assassin ratings awarded on the Expert difficulty. Xbox 360 Achievement Points: 15 GS. PlayStation 3 Trophy Class: Silver. >>5 Professional Silent Assassins ******************************* Description: 5 Silent Assassin ratings awarded on the Professional difficulty. Xbox 360 Achievement Points: 45 GS. PlayStation 3 Trophy Class: Gold. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Secret Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Call the Caddy ************** Description: Killed 18 people using the Golf Club. Xbox 360 Achievement Points: 45 GS. PlayStation 3 Trophy Class: Gold. Notes: You can do this little by little over the course of the game but the best place (in my opinion) to acquire this is in the mission "Invitation to a Party". >>Humanist ******** Description: Successfully used Anaesthetic. Xbox 360 Achievement Points: 20 GS. PlayStation 3 Trophy Class: Silver. >>Jack the Ripper *************** Description: Killed using all three knives: Scalpel, Kitchen and Combat Knife. Xbox 360 Achievement Points: 20 GS. PlayStation 3 Trophy Class: Silver. >>Redrum ****** Description: Killed using the Fire Axe. Xbox 360 Achievement Points: 20 GS. PlayStation 3 Trophy Class: Silver. Notes: You can easily get this during the mission "Basement Killing". >>Samurai Gaijin ************** Description: Obtained a Katana from a ninja. Xbox 360 Achievement Points: 15 GS. PlayStation 3 Trophy Class: Silver. Notes: You don't need to kill a ninja to acquire the sword. You can easily get it from the Museum during the mission "Shogun Showdown". 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. PS3 Specific Accomplishment |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Perfect Assassin **************** Description: Unlock all Trophies. PlayStation 3 Trophy Class: Platinum. And now a brief explanation about Agent 47's employer..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN29. The International Contract Agency | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The ICA or The Agency, as it is often called, is the shadowy organization that Agent 47 used to work for. Its main purpose is to carry out assassinations. A powerful person, or government, who wants to take down somebody without being connected to it will contact The Agency and an agent will be assigned to a mission to carry out the contract. However, sometimes there is more than just killing the Target. Most missions often have several objectives beyond the assassination. Destruction or retrieval of items and rescuing someone are some of the other objectives that an agent may need to accomplish. With that said, let's move on to the last chapter before the main body of the guide..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN30. Mission Breakdown | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Each Mission listed is broken into several parts: 0=========0 | Overview \ 0=======================================================> A detailed overview of the mission. 0===================0 | Mission Objectives \ 0=======================================================> A general listing of your mission objectives. 0========0 | The Map \ 0=======================================================> This section goes over the entire mission Map and points out Points of Interests (which I sometimes shorthand to "PoI"), Agency Pickups, and Guard/Civilian placements. 0========0 | Weapons \ 0=======================================================> This is the listing of all of the collectible weapons you will find in the mission. There will also be notes on acquiring them. This guide is designed to help you obtain every weapon in the game even though there is no special bonus for doing so. Unless you're playing the Xbox 360 or PS3 versions of the game, that is. These console versions have Achievements and Trophies attached to weapons collecting and these acquisition strategies will allow you unlock them. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0=======================================================> This is how much randomness that can be found in each mission. There is a rating that is attached: None, Low, Medium, and High. I will also make notes of how random the mission is and where it is most apparent. In addition, I will note that best way to deal with it. 0==============0 | General Notes \ 0=======================================================> Some general notes about the entire mission that includes tips and observations. 0===========================================================================0 |===========================| Standard Strategy |===========================| 0===========================================================================0 This is a general strategy that can be used on all three difficulty levels. It is designed to limit Killing and still acquire a Silent Assassin rating. There may also be alternate strategies included to successfully complete missions. 0===========================================================================0 |=======================| Perfect Assassin Strategy |=======================| 0===========================================================================0 This is a strategy designed to acquire what is known as a Perfect Assassin score. The Perfect Assassin term was coined by Jason and refers to having a Silent Assassin rating with all zeros meaning no shots fired, no Alerts, no Close Encounters, and no kills (except the Target). Many missions will allow you to get a perfect score without too much trouble, even at Expert and Professional difficulties although the Perfect Assassin strategies in this guide are designed for Normal difficulty. It should be noted that it is impossible to acquire a perfect score for the entire game as there are two missions where you need to fire at least one shot to progress through them. 0===========================================================================0 |=========================| Standard/PA Strategy |==========================| 0===========================================================================0 On some missions you can acquire a perfect score easily enough so that the standard strategy also doubles as the Perfect Assassin strategy. All of these strategies use just three weapons in your arsenal (outside of the Fiber Wire which is a permanent part of your inventory): >>9mm Pistol SD ************* The most common handgun in the game is the 9mm Pistol so it makes sense to use its silenced cousin so it won't be hard to get ammo if you need to use it frequently. >>Kitchen Knife ************* You should have a bladed weapon for quick and silent disposal of someone if you need to do so. >>Anaesthetic *********** This is the weapon you will be using the most as it will allow to knock out somebody instead of Killing them so you can get the best possible rating. With that explained, I will now finally move on to the story..... /==++====++==\ /==++====++==\ /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\ | >AFS2. The Story Continues..... | \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/ \==++====++==/ \==++====++==/ As the story begins we see a pair of men investigating something inside a large ship. One of them appears to be American and the other is Russian. The American finds something important about the brother of the Russian. Something about cloning. It appears that the Russian is the brother of Arkadij Jegorov, one of Agent 47's "fathers" (and one of the men you had to kill in "Codename 47"). They find information on where the cloning took place, a remote location in Romania, and decide to go there. When they get there they find the place in shambles. They look over the surveillance tapes which show the carnage as it happened. They are impressed by the speed of the person doing all of the killing. The American identifies the killer as Mr. 47 which amazes the Russian. The American notes that there has not been any information on 47's movements which may indicate that he is dead. But the Russian is skeptical and the both of them decide to try to find Mr. 47 and make him work for them. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >HTM1. Sicily | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ This is where the game actually starts and where Agent 47 has fled to after the events of Romania that ended the first game, "Codename 47". And this leads into the first part of the story..... 0=+=+=+0 / Sicily \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SCY1. The Gontranno Sanctuary 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ \ Sicily / 0+=+=+=0 As this chapter begins we see a familiar bald headed figure tending to a garden somewhere in Sicily. That figure would be Agent 47. After the opening cutscene you are then able to look and move around within the Garden Shed which is your home. You are then prompted to go through the door. After going through the door you then talk to your friend and mentor Father Vittorio. 47 needs to talk to him about his troubles and Father Vittorio tells 47 to meet him confession. From here, you can do basic moves training or go into the Church and to the Confession Booth. As you move about the area you are prompted with various hints about the game. When you finally meet Father Vittorio in the Confession Booth then you are treated to another cutscene. 47 confesses to his previous contract work and Father Vittorio tells him that he still has a good heart. The priest tells of 47's work in the garden and of the large donation he made to the Church. After the cutscene then you are free to move about but there is another cutscene that occurs almost immediately. In it Father Vittorio is kidnapped by a local thug and one of the two men leave behind a package for Agent 47. Go to the Parcel to find a ransom note. The ransom for Father Vittorio's freedom is $500,000. Money that Agent 47 no longer has. It appears that the large donation to the Church has attracted the attention of the local crime lord who now wants some for himself. This development drives Agent 47 to recontact The Agency for help. Diana, Agent 47's handler, is surprised that he is still alive. But 47 isn't looking to get back into the business. He wants to find Father Vittorio who helped him after the events in Romania. However, The Agency isn't just going to help 47 just like that. He needs to repay them for their help. Agent 47 suggests that an arrangement can be made for repayment. After the cutscene, which puts Agent 47 back into his familiar Suit, you will be outside the Garden Shed. Here, you are free to move about. From here, head east to find the Tool Shed. Pick the Lock and go inside. Inside the Tool Shed is where you will store the weapons you will acquire during the course of the game. On your initial run-through you will find this room mostly empty except for the melee weapons. If you replay this chapter later then you will find the weapons you have acquired from other missions.
At this point you have the option of doing some simple training, playing around with your weapons, or head to the Garden Shed to begin the first mission..... 0+=+=+=0 / Sicily \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SCY2. Anathema 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sicily / 0=========0 0+=+=+=0 You need to get inside the Don's villa and kill him then rescue Father Vittorio. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill "Don" Guiseppe Guilliani. >>Take the key to the prison cell from Don Guilliani. >>Rescue Vittorio in the basement. >>Escape - Check Map for known Exit Point. 0========0 | The Map \ 0=======================================================> There are four levels to the Map: >>2nd Floor >>1st Floor >>Villa Grounds >>Basement The Villa Grounds has one Point of Interest which is the Garage. The Garage has a car you can use to escape, if you get the Car Keys, and an R93 Sniper. There are multiple Guards all around the facility. There are at least two by the Front Gate and two at the Back Entrance. There is also another entrance at the southeast corner of the Villa with a single Guard. There is a Mailman that is approaching the Villa from the south. A Delivery Boy is bringing in groceries near the northeast corner of the Map. The 1st Floor has one Point of Interest and that is the Deagle that can be found on the desk. The 2nd Floor is where the Don can be found. He will go between his office and the Balcony outside his bedroom where he will hit some golf balls with the Golf Club. The Basement has one Point of Interest and that is where Father Vittorio can be found. 0========0 | Weapons \ 0===========================================================================0 |+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++| 0===========================================================================0 | Kitchen Knife | Inside the Kitchen on the 1st Floor. | |---------------+-----------------------------------------------------------| | Golf Club | --Inside the Boss Bedroom on the 2nd Floor. | | | --On the Balcony outside the Boss Bedroom. | 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | 9mm Pistol | Carried by most of the Guards. | |------------+--------------------------------------------------------------| | Shotgun | --Carried by one of the Guards at the front door. | | | --Carried by the Lawyer on the 2nd Floor. | |------------+--------------------------------------------------------------| | Revolver | Carried by Don Guilliani. | |------------+--------------------------------------------------------------| | Deagle | --Inside the Study on the 1st Floor. | | | --Carried by the Don's Brother (overweight, white shirt, | | | sunglasses, ponytail). | | | --Carried by the Don's Son (blond hair, yellow shirt, green | | | pants). | |------------+--------------------------------------------------------------| | R93 Sniper | Inside the Garage. | 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | There are a bunch of weapons here that you can acquire for your weapons | | collection. The best way to do that is to simply Rampage your way through | | and kill everybody with your 9mm Pistol SD and Ballers. | | | | This way you can pick up the pistols (Revolver, Deagle) and one large | | weapon (Golf Club, Shotgun, R93 Sniper). You will have to play through | | this mission three times to acquire all of the weapons because you can | | only carry one large weapon at a time. | | | | Although you are given the 9mm Pistol SD you don't have the un-silenced | | 9mm Pistol so grab one from the first Guard you attack. The R93 Sniper | | can be saved for your Silent Assassin run-through since that strategy | | will involve using the car for leaving. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | None. | |--------+------------------------------------------------------------------| | Notes | I haven't found anything that would indicate that anybody within | | | the mission is random. Even if there was it doesn't seem to | | | matter since this mission can be done quickly. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> This mission is fairly simple and meant to help you get started with the game. There are several different ways to get inside. You can ambush the Mailman who is going to give a tribute to the Don. You can also ambush a Delivery Boy and hide your weapon in a grocery tray. And you can ambush a Guard that likes to take a piss outside the southeast side of the Villa Grounds. This is also the best way to get inside since you can easily disguise yourself as a Guard which will allow you better and more complete access. I found that on your initial run-through you can't take the Kitchen Knife with you. This strategy is based on Jason's Perfect Assassin walkthrough but I tweaked it to include acquiring the Car Keys hidden in a tree. >>Xbox 360 and PS3 Versions ************************* By the time you are completely finished with this mission, Rampaging through it multiple times to acquire weapons and cleaning up your score, you will more than likely acquire the following Accomplishments: --1st Kill --1st Mission Complete --Headshot --Humanist --Killed the Wrong Guy --Silent Assassin And, if you get the Kitchen Knife, then you should kill at least one person with it to get part of the {Jack the Ripper} Accomplishment done. If you want then you can play through this mission, and acquire a Silent Assassin rating, five times to get the {5 Silent Assassins} Accomplishment since it can be done quickly here. 0===========================================================================0 |=========================| Standard/PA Strategy |==========================| 0===========================================================================0 When the mission starts then you will be at the southeast corner of the Map and on a large hill. For your initial run-through you will have the 9mm Pistol SD, the Fiber Wire, the Ballers, and the Anaesthetic. Run toward the southeast entrance and stand by the single tree just to the right of the door. Eventually the Guard standing on the other side of the door will come out to take a piss by the trio of trees nearby. When he comes out then enter Sneak Mode and get behind him. As you do so then bring out your Anaesthetic. When you get up against him then Sedate him. Grab his 9mm Pistol, drag him through the nearby door, turn right to get him behind the wall, and Change Clothes. **NOTE: This is unnecessary at Normal difficulty but essential at Expert and Professional since there is an extra Guard that patrols the nearby path. This is the only mission where there will be additional Guards if you increase the difficulty. After dealing with the Guard then run north toward the Basement entrance which is at the southeast side of the house. Run down into the Basement and continue north to the stairs that lead to the 1st Floor. Run up the stairs but stop running just a few steps from the top and start walking. When you reach the top then turn left 180-degrees. You should see the Chef ahead of you and another set of stairs to your right. Walk up this set of stairs and, when you reach the top of the stairs, then continue forward to the door ahead that leads to a small balcony. When you get onto the balcony then close the door and you should find a gap between the railing and the house that you can use to access a narrow ledge. Get onto this ledge and gently proceed around the corner and head north. Walk on the ledge facing the building at a 45-degree angle so you don't fall off. Eventually you will get onto another section of the roof. When you get onto this part of the roof then run northwest until you reach the edge. Here you should find a Ladder down. However, sidestep left and you should find the top of a tree. Gently walk off the roof to land on this tree and you will find, of all things, a Car Key. Grab the Car Key, fall off the tree, then head back up the ladder to the roof. From here, run south and you will find a board that leads to the balcony that goes around the Boss' Office. When you get to the board then stop running and start walking. Get onto the balcony and proceed to the door at the west side of the Boss' Office. Open the door, step just inside to keep the door from closing, and enter Sneak Mode. If you've done everything correctly then the Don shouldn't be in his Office. About fifteen seconds later he should return. When he stops then sneak in and bring out your Fiber Wire. Wire him then take the Door Key (which opens the door where Vittorio is at) and grab the Revolver. Then walk east out the door and back onto the roof. Get back onto the ledge and head towards the Basement entrance. When you get above the entrance then drop down and run into the Basement. Turn the corner and run into the door, which should be to your right, and enter the room. However, Father Vittorio is not here. He has been taken away. From here, run back out of the Basement, turn right and head south, then enter the back door to the Garage. Grab the R93 Sniper which is laying against the north wall then Escape in Car to successfully complete the mission. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> After this mission then you will be back at the Tool Shed at St. Gontranno where you can check out the weapons you have acquired. When you are ready then go back to the Garden Shed to start the next mission..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >HTM2. St. Petersburg | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ As part of your arrangement with The Agency you now must perform a contract for them. This takes place in Russia..... 0=+=+=+=+=+=+=+0 / St. Petersburg \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >STP1. St. Petersburg Stakeout 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ St. Petersburg / 0=========0 0+=+=+=+=+=+=+=0 You are to take down an ex-KGB agent during a meeting that is specifically put together so you can get a clean shot at him. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill the General at the meeting. >>Don't harm anyone else attending the meeting. >>Return to the subway train to escape. 0========0 | The Map \ 0=======================================================> There are eleven levels to the Map: >>Sewers >>Metro >>Metro Entrance >>Apartment 1st Floor >>Apartment 2nd Floor >>Apartment 3rd Floor >>Apartment 4th Floor >>Apartment Loft >>Pushkin 1st Floor >>Pushkin 2nd Floor >>Streets The maze-like Sewers Map has three Manholes that are used to access the Streets. The Metro Map has your Agency Pickup and Exit Point. The Metro Entrance has an exit leading out and the doorway leading into the Sewers. The Streets is what's outside the Metro. There are plenty of Soldiers outside on the Streets to make sure that no Civilian can enter the restricted area that is outside the Pushkin Building. To the northwest is the building with a Point of Interest. This is the Apartment building you can snipe your Target from. Your Target will be on the northwest side of the second floor of the Pushkin Building. 0========0 | Weapons \ 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | AK | Carried by most of the Soldiers. | |------------+--------------------------------------------------------------| | .54 Pistol | Carried by some of the Soldiers. | |------------+--------------------------------------------------------------| | 9mm Pistol | --Carried by the Bodyguards at the Pushkin Bldg. | | | --Inside the Agency Pickup. | |------------+--------------------------------------------------------------| | SVD Sniper | Inside the Agency Pickup. | 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | There are three new weapons to find here. The easiest to acquire is the | | SVD Sniper although it is easier to obtain later. The AK and the .54 | | Pistol can be easily acquired in later missions. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | Low. | |--------+------------------------------------------------------------------| | Notes | The Civilians in the Metro appear to be random but, as long as | | | you are dressed as a Soldier, then they should be no problem at | | | all if you need to acquire the SVD Sniper from Locker 137. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> Like the last mission this is also fairly simple. According to Jason you can choose to take down your Target with a Knife so you won't have to fire a shot and achieve a Perfect Assassin score but that requires more effort. To this end I am including the standard Sniper Rifle and the alternate Knife method but making my own observations and tweaks to them. 0===========================================================================0 |===========================| Standard Strategy |===========================| 0===========================================================================0 When you start the mission then you will be in the Metro right by your Exit Point. The Agency Pickup, which is in Locker 137, is to the north. Inside the Agency Pickup is a 9mm Pistol, Pistol Ammo, an SVD Sniper, Sniper Ammo, and Nightvision Goggles. However, it is not best to go there quite yet. You see, there are two Civilians that wander the Metro and they will get spooked if they see you carrying around an un-concealable SVD Sniper and will alert the Soldiers. At least, not in your current Suit. You will need a disguise before you can safely walk around with the Sniper Rifle. For now, though, just run up the stairs and escalator. You will get a notice from Diana about the meeting starting early but the timer won't actually start until you pass a certain point on the Map. When you get to the top of the escalator then you will see a doorway to your left. This doorway will lead down to a lower area with a patrolling Guard. Walk down and turn right. You should see some Lockers and a door to your right. Wait for the Soldier to go behind the Lockers then walk through the door and close it. You should then find another door. But this one needs to be picked. Pick the Lock and go through the door to enter the Sewers. You should be at the east side of the Sewers. Check your Map and you should see the three Manholes that you can use to get access to the Streets. The one you should go to is the nearest one which is the one just north of you. Run there and climb the Ladder but stay just below street level. Angle your Camera correctly and you should see a large truck and a Soldier Outfit on the ground by it. However, check your Map first before proceeding. The Manhole you are at is north of the road block just outside the Metro Entrance. To the east are two stationary Soldiers that are looking east and away from you. There is a Soldier that patrols around the building north of your current position. He will stop by the two stationary Soldiers for a bit to talk and he will be looking west and towards the truck. If you try to acquire the Soldier Outfit when he is talking to his friends then he will see you and things go bad. Wait for him to start moving north before going up and acquiring the disguise. After getting the Outfit then run back through the Sewers and Metro to Locker 137 (but walk when near Soldiers), Pick the Lock, and then get both the SVD Sniper and the Sniper Ammo (you won't need anything else). Because you are dressed as a Soldier then the Civilians won't be spooked when they see you carrying a Sniper Rifle. Then run most of the way to the top of the escalator and stop. In addition to the Soldier in the lower room there is another patrolling Soldier that goes from the Streets to the lower room and then back again. You can't let the Soldiers see you with the Sniper Rifle or they will get suspicious and will come closer to investigate and this can blow your cover. When the coast is clear then stay at the top of the stairs and wait for the patrolling Soldier to go from left to right at the bottom of the stairs (use the Red Crosshair to keep track of him through the wall). Then proceed down and wait for him to go behind the lockers again before going back through the door into the Sewers. Then run back to the Manhole, get back to ground level, and stay by the south side of the truck. Look at your Map and towards the Pushkin Building. There are four patrolling Soldiers going around the street that circles the building. Wait for them to cluster by the Apartment Building before going any further. It is important to note that you have to walk through most of this because any running will draw them closer to you and you will risk having your cover blown. If you are good with Tap Running or Sliding then this is a good time to use those speed-up techniques to get to your sniping point faster. From the truck you need to go through the street entrance southeast of the Pushkin Building. As you get close to the entrance then Diana will let you know when the meeting starts. This will officially start the five minute timer. Go northwest along the northeast side of the Pushkin Building until you get close to the Apartment Building. Stay on the Pushkin Building side of the street until the Soldiers are far away from you. **NOTE: While you are at the back of the building then check your Map and select the Pushkin 1st Floor area. If there are no patrolling Guards then you have the option of sneaking through the back door and to the door nearby. When Diana starts going through the personnel file then sneak back out. From here, you can take as much time as you need to get to the sniping point. When the coast is clear then go across the street and enter the single door at the south corner of the Apartment Building. Going through this door will allow you to avoid a patrolling Soldier that patrols the main stairway. When you get inside then you should see a hallway with a door at the end. Head down this hallway and you will find another short hall to your right with a door at the end. Turn right and go down this hall and you will find a set of curved stairs to your left. Go up it, turn left, turn left at the corner, and you will find the next set of curved stairs. Repeat twice more and, when you get to the top of the fourth floor, then enter the door ahead of you and turn left. You should go through a Kitchen. Go through the door at the end of the Kitchen. You should be in a Living Room that looks over the Pushkin Building. Position yourself at the open window then look at the Streets Map or look down through the window. Wait for all four of the patrolling Soldiers to be at the southeast side of the Pushkin Building before going any further. When they are in position then kick back out of the Map and go into zoom mode with your Sniper Rifle. At this point you should find four Generals in the room and you need to properly identify the correct one. Diana will then run over some possible clues to find him. But the correct General is always going to be the one closest to the window sitting down. Aim at him but *DON'T* shoot yet. You see, there is another larger person standing near the table. This is the same guy you saw in the opening cinema when you loaded up the game. Every now and then he will hunch down over the table and put himself behind the General. Remember, the Sniper Rifles can shoot through more than one target. So, if you shoot the General when this person is hunched down behind him, then you will kill them both and this will result in a mission failure. To prevent this then wait for this person to hunch over and straighten out *THEN* fire at the General. After the General is dead then immediately drop the SVD Sniper and run back into the Kitchen. At this point you will get an Alert. Run through the door at the end of the of the Kitchen and you should see the stairwell again. Run back down the stairs and walk back out the door you entered from. After awhile the Guards will go back to their patrol routes. If any of the patrolling Soldiers in the street were close enough to the building when you shot the General then you will get another Alert and at least one of them will come up to investigate. This will prevent you from getting a Silent Assassin rating and you will end up with Professional instead. By approaching the building when they are clustered by it and waiting for them to be far away before firing then you will greatly reduce, but not completely eliminate, the extra Alert. If you wish to acquire the SVD Sniper then stay in the Kitchen and retrieve it when the Guards have calmed down. Check the Streets Map for nearby Soldiers before leaving the building. Then retrace your path back to the Manhole, Sewers, Metro Entrance, and Metro while avoiding the Soldiers. If you do not wish to acquire the SVD Sniper then returning to the Metro will be easier since you will not give the Soldiers any reason to be suspicious of you. Even better is that you can retrieve your Suit near the truck and you won't have to worry about the Soldiers at the Metro Entrance. Regardless, when you get back to the Metro then run to the train to successfully complete the mission. 0===========================================================================0 |=======================| Perfect Assassin Strategy |=======================| 0===========================================================================0 For this method you need to enter the back door of the Pushkin Building and approach the Target, on the second floor, by foot. Then you have to kill him with the Knife and leave while dodging the Bodyguards. When you start the mission then look at your Map and go to the Pushkin 1st Floor level. There will be two Bodyguards that will patrol this floor - one going clockwise and one going counterclockwise. On the console versions (PS2, Xbox, GameCube) they can either be patrolling or frozen on opposite sides of the building. While at the Metro you can restart the mission continuously until you get it to where the Bodyguards are frozen which will make it easier for you. >>PC Version ********** The Bodyguards never freeze so you will have to do things the hard way. >>Xbox 360 and PlayStation 3 Versions *********************************** The Bodyguards never patrol so it will make things much easier for you. After you get things the way you want then you go through the same procedure to acquire the Soldier Outfit but do not go back to the Metro. Instead, wait for the Soldiers to clear away from the southeast side of the Pushkin Building then run to the back door. Save your game here then proceed based on what the two Bodyguards are doing: >>Frozen ****** Get into Sneak Mode and enter the back door. Go left and through the double doors and then through the next set of double doors. Here you should see a Bodyguard standing here. Sedate him, drag his body to the dumpsters just outside the back door, and Change Clothes. >>Patrolling ********** Get into Sneak Mode and bring out your Anaesthetic. Look at the Pushkin 1stFl. Map and wait for the Counterclockwise Bodyguard (going northwest) to pass by the back door. After he passes by then open the door then take a couple of steps inside while holding down the Fire Button. The door will act as a shield as you wait for the Clockwise Bodyguard (going southeast) to pass in front of you. Angle about 45 degrees to the left as you wait for the Bodyguard. Just as he gets in front of you then move forward and you should Sedate him. Then drag his body to the dumpsters just outside and Change Clothes. After obtaining the Bodyguard Outfit from him then go northeast and to the very north side of the Map. As noted earlier, this is a mission where you can be attacked by Psychic Guards and I want him to wake back up and return to his patrol before re-entering the building. Thus I am going here until he goes back inside. It is also important to note that you cannot be seen by the Bodyguards, even if you are dressed as one, or you will be attacked. Even though the Bodyguard Outfit is useless against them it is still beneficial in that it will allow you to run past the Soldiers without any problems near the end of the mission. When the coast is clear then go back inside, Prep your Knife, and go to the south door for the Lobby while dodging the Bodyguards. Quickly Pick the Lock then head up the stairs and turn right to go up the next set. When you get upstairs and into the next room then turn left to find another door to enter the long hallway. The door at the end of the hallway leads into the Meeting Room. When you get to this door then save your game again. That way if something goes wrong in your approach then you can reload this point. If the Bodyguards on the 1st Floor are patrolling then wait for the Bodyguard to walk past the back door then make your move. Your Target is on the right of the VIP. The plan here is to kill the General *AFTER* he leaves his chair. However, in order for this to work, he needs to run forward then turn left after getting up. If he loops back behind the chair then restart as he is going down the stairs instead. When you are ready then bring out your Knife and run to the back of his chair. When he gets up then follow him as he is going through the small rooms and he will stop in the corner in one of them. Kill him here and proceed northwest into the large room then head back into the hallway and stop near the center. The wild card here is going to be the Bodyguards. They will be running up as the Generals run around in a panic. Sometimes you will encounter them as you are heading back into the hallway - most times you won't. If you encounter them on the way to the hallway then there goes your clean run thus forcing a restart. When you are safely in the hallway then keep an eye on your Map. Most times they will simply stop in the Meeting Room and look around. However, they can find the body of the General or become Alerted without finding the body which will ruin the clean run you were trying for and force a restart. Or they could run into the hallway and find you. Eventually, after awhile, everybody will settle down and the Bodyguards will return to their places. If the two patrolling Bodyguards were frozen when the mission started then they will no longer be that way and resume their patterns. The surviving Generals will continue their meeting at the east side of the 1st Floor. Sometimes, though, just as everybody is almost settled down, one Bodyguard may suddenly run back upstairs. If you see this, and you determine which set of stairs he is going up on, then immediately run to another part of the 2nd Floor. He is going to run to your exact position. If you run to another part of the floor before he gets to where you just were then he won't find you. After everybody is completely settled down then go partway down the south part of the stairs and save your game. You have to wait for both of the patrolling Bodyguards to cross paths at one of the doors at either the northwest or south end of the Lobby before proceeding: >>Northwest Door ************** Let the Counterclockwise Bodyguard get ahead of you then proceed through the South Door but stop close to the wall to your left. You do not want the Generals to see you through the next door or they will make a run for the Bodyguards. When that door closes then walk to it and stand to its right. Wait for the Clockwise Bodyguard to walk through the door and open the door to the Lobby before proceeding. Then run through the door to the new Meeting Room, past the Generals who will now run to the Bodyguards, and out the back door. >>South Door ********** Wait for the Clockwise Bodyguard to walk past the stairs before walking down and through the South Door. Wait for the door to close behind you and check your Map. Wait for the Counterclockwise Bodyguard to get to the north door for the hallway before running through the new Meeting Room and out the back door. When you safely get outside then turn right past the dumpsters and run like hell for the Sewers. If everything has gone right then the Bodyguards won't run out after you. If they do then you should be out of their sight and they can't follow you. Once you get back to the Sewers then make your way back to the Metro to successfully complete the mission. Since you didn't use the SVD Sniper then you can easily obtain it from the Locker. However, carrying the Sniper Rifle while wearing the Bodyguard Outfit will spook the Civilians so Pick the Lock of the Locker and wait for both of them to be far away before grabbing the weapon and making a run for the train. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> At the end of the mission then you will find yourself back at your Tool Shed. When you get back to your computer in the Garden Shed then you will talk to Diana again. Even though you have paid your debt to The Agency she has asked if you would be interested in continuing your work with them. Especially since the client you helped in the previous mission is in trouble and likes your style. After some one-sided negotiations then you will go back to St. Petersburg..... 0=+=+=+=+=+=+=+0 / St. Petersburg \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >STP2. Kirov Park Meeting 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ St. Petersburg / 0=========0 0+=+=+=+=+=+=+=0 After the last mission the other three remaining Generals that survived the previous assassination have begun their own investigations to find out who made the hit. This has made the client very unhappy. So now you have to go and kill them off before the truth is found. One of them, General Makarov, is meeting with a Mafia contact to buy protection and information. They are meeting in Kirov Park and both must be taken down. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill General Makarov. >>Kill his Mafia connection, Igor Kubasko. 0========0 | The Map \ 0=======================================================> There are two levels to the Map: >>Streets >>Sewers The Streets Map has two Point of Interests. The first one is to the west which is a large Radio Tower which can be use as a sniping area. The second Point of Interest is to the east which is a Cathedral. This is also a sniping point. To the south of the Cathedral is the Agency Pickup. It contains an SVD Sniper, Sniper Ammo, a 9mm Pistol SD, Pistol Ammo, and two Car Bombs. To the east of that is your Exit Point. There are also multiple Manholes that lead down into the Sewers which is the second Map of this area. There are no Point of Interests down here. 0========0 | Weapons \ 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | AK | Carried by the regular Soldiers. | |---------------+-----------------------------------------------------------| | 9mm Pistol | Carried by the Mafia Guards. | |---------------+-----------------------------------------------------------| | 9mm Pistol SD | Inside the Agency Pickup. | |---------------+-----------------------------------------------------------| | SVD Sniper | Inside the Agency Pickup. | 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | Although the SVD Sniper from the last mission was relatively easy to | | obtain it is even easier to acquire in this mission. You can also acquire | | an AK in the same manner here. However, you can also get the AK pretty | | easy in the next mission so you can wait to get it there if you wish. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | None. | |--------+------------------------------------------------------------------| | Notes | The Soldiers and Guards have no random patrols to speak of. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> This mission allows for different means of pulling off the hit. You can snipe them from two different points on the Map (Radio Tower to the west, Church tower to the east) or you can plant Car Bombs (found in the Agency Pickup) from underneath using the Sewers. However, Jason came up with a real easy way to deal with them using only the Kitchen Knife. This also allows you to get a Perfect Assassin rating. It is his method I am using for this mission but have added my own observations to make this better. And remember what I said about the attack patterns using the Knife? That bit of info is useful here. Unfortunately, the Perfect Assassin strategy will *NOT* work on Professional. If you try to enter the park on foot then you will be shot. Therefore the Standard Strategy will use the reliable Car Bomb method which works on all three difficulties. 0===========================================================================0 |===========================| Standard Strategy |===========================| 0===========================================================================0 When you start the mission then head up to street level but stay on the east side of the road. While looking west then sidestep right until you are in line with the two green dumpsters across the street. Then wait for the patrolling Soldier to stop by the dumpsters and walk away before crossing the street and going behind them. When you get behind the dumpsters then you will find a bunch of weaponry including the two Car Bombs and the SVD Sniper. Grab the two Car Bombs and, if you didn't acquire it from the previous mission, the SVD Sniper. Carefully go back across the street, down the stairs, and drop the rifle on the north side of the pier (not by the boat). In the middle of the street near the dumpsters is a Manhole. Go down the Manhole and proceed southwest to another one. This one is covered by the General's limo. Climb up the ladder and plant the first Car Bomb. After that then you need to plant the second one on the limo for the Mafia Boss. However, his limo does not cover a Manhole so you will need to approach it another way. Directly north of your current position are two more Manholes - one with a short tunnel and one with a long tunnel. The one you want to go through is the one with the long tunnel. Run through the Sewers to get to this Manhole and climb out. You will now be behind a large building. When you get out of the Manhole then turn around to find the corner. Approach this corner at about 45 degrees and stop about ten feet from it. By the Mafia Boss's limo is a Chauffeur. On occasion he will walk away from the vehicle to take a piss. And he will do so in this building corner. When he stops in front of you then enter Sneak Mode, bring out your Anaesthetic as you are creeping up to him, and Sedate him. Then Change Clothes and run back to the street the same way the Chauffeur came. When you get to the street then walk to the limo and Plant Bomb. Then walk back to the building corner by the street then run back to the sleeping Chauffeur. Change back into your Suit then go northeast and around the edge of the area back to the Pier. By the time you reach the Pier then both Targets will be blown up by the Car Bombs. Then pick up the SVD Sniper and run to the boat to successfully complete this mission. You will get one Alert because either the body of the Mafia Boss or one of his Bodyguards will be found but you will still get a Silent Assassin rating. 0===========================================================================0 |=======================| Perfect Assassin Strategy |=======================| 0===========================================================================0 **IMPORTANT: As already noted, this strategy will not work on Professional difficulty - use the Standard Strategy. When you start the mission then head up to street level and run across the road to a large round lamppost. Stand at the northeast corner of this lamppost and look southwest. A patrolling Soldier will approach near the corner of the large building ahead of you. You need to keep the lamppost between you and him or he will see you and try to get rid of you. After a few seconds then one of the limos will pass by. Then the Soldier will head in your direction. Enter Sneak Mode and bring out your Anaesthetic. Move around the lamppost as the Soldier approaches so you can remain hidden. After he passes then get behind him, get close to him, and Sedate him as he stops nearby. Change Clothes, Prep your Knife, then run south and go west around the corner. As you get near the stationary Soldiers then stop running and start walking. At this point you should see the General come up to them and start to head into the Park. Follow the General, but not too closely, into the Park and go between the two Soldiers stationed at the entrance. You will max out your Threat Meter as you do so but you are still okay. Continue following the General. He may look behind himself every so often but that is okay. After awhile he will stop. You should stop as well. Then, as Igor enters the Park, he will move forward again. Eventually the two will meet. As the two of them stop then continue to walk to them so you are kind of trying to put yourself between them but stop just before you actually get there. Then, as soon as they bring their arms out to begin their hugging (at which case you should be almost right up against them), bring out your Knife and press the Fire Button once, which will make you stab forward, and kill them both simultaneously! Apparently the character models of the General and Igor overlap at about chest level so, when you stab forward between them, then you are hitting both of them at the same time. Makes things easy doesn't it? After killing them then immediately Holster your Knife. From here then just retrace your path back to the sleeping Soldier and grab either his AK or the SVD Sniper from the Agency Pickup for your weapons collection then run to the Exit Point to successfully complete this mission. 0=+=+=+=+=+=+=+0 / St. Petersburg \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >STP3. Tubeway Torpedo 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ St. Petersburg / 0=========0 0+=+=+=+=+=+=+=0 Another of the remaining Generals is now interrogating a Prisoner trying to get the truth. In addition, there is additional security because of rumors of an assassination attempt. You need to kill this General and rescue the Prisoner. 0===================0 | Mission Objectives \ 0=======================================================> >>Find your equipment in the Army Depot - marked "FCK". >>Kill General Mikhail Bardachenko. >>Free the Prisoner from the 2nd Basement. 0========0 | The Map \ 0=======================================================> There are five levels to the Map: >>Streets >>Sewers >>Headquarter >>1st Basement >>2nd Basement The Sewers Map has a Point of Interest which is the ladder leading up to the Army Depot. The Sewers also has several ladders leading up to various points in the Streets. The Sewers also has a second Map. This Map, on the right side, contains the Exit Point and is accessible from the 1st Basement of the Military Headquarters. The Streets Map has the Army Depot and the Military Headquarters. The Army Depot has several Soldiers plus the Agency Pickup at the southeast corner. The Military Headquarters also has several Guards. The Headquarters, which is the first floor of the facility, has a Point of Interest. This PoI is on the second floor and is a desk that contains a Deagle. The 1st Basement is quite large and contains multiple hallways and several labeled rooms. Four of the rooms are Guard Quarters. But three of them are populated with four Soldiers each. The fourth one, on the west side is empty. In addition, there are several additional Soldiers that are in the Control Room and patrolling the hallways. There is also an Agency Pickup in the center of the Map but all it is is an AK. There are three PoI's on this level. The first one is in the Server Room which is on the east side. This room contains a Server you can disable to knock out all of the Cameras in the 1st Basement. The second PoI, by the Guard Quarters at the southeast corner of the Map, contains an Officer Outfit. The third PoI is in the Sewer Station and is the wall you need to blow up. The 2nd Basement is where the Prisoner is being interrogated. There are also a few Soldiers in the room at the south side of the Map. The Point of Interest on this Map is in the Observation Room where you can shoot out the glass to get at the General. 0========0 | Weapons \ 0===========================================================================0 |+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++| 0===========================================================================0 | Combat Knife | Carried by General Bardachenko. | 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | AK | --Carried by most of the Soldiers. | | | --Inside a room at the northeast corner of the Army | | | Depot. | | | --Inside a room just outside the entrance to the | | | Headquarters. | | | --Inside the Headquarters on the first floor. | | | --Inside the Agency Pickup in the 1st Basement. | |---------------+-----------------------------------------------------------| | 9mm Pistol | Carried by some of the Soldiers. | |---------------+-----------------------------------------------------------| | 9mm Pistol SD | --Inside the Agency Pickup at the Army Depot. | | | --Carried by General Bardachenko. | |---------------+-----------------------------------------------------------| | Deagle | Inside a desk on the second floor of the Headquarters. | 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | The only new weapon here is the Combat Knife and you can get that easily | | during the course of the mission. You can also acquire the AK very easy | | as well since there are tons of them to be had. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | None. | |--------+------------------------------------------------------------------| | Notes | None of the Soldiers appear to have any sort of randomized | | | patrols. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> This is a fairly large Map but a straightforward mission. Not a whole lot of room for creativity. There is a potential problem that may pop up if you use saves, something I found on the PS3 version. If you use a save then you may not be able to use the Pager luring technique to kill the General. You can use the Pager all day long but the General won't leave the room. If you wish to use a save then use the Pager and wait for the General to move towards it before creating the save. 0===========================================================================0 |=========================| Standard/PA Strategy |==========================| 0===========================================================================0 When you start the mission then you will be on the south side of the Sewers. Drop the AK or SVD Sniper if you brought it with you from the previous mission. Bring out your Anaesthetic and go to the Ladder that leads up into the Army Depot. Climb the ladder but don't go all the way to the top. Rotate the Camera right and look south. You should see a bunch of large crates. You will also eventually see a Soldier stop near them. When he has his back to you then finish climbing up the Ladder and walk towards him. As you walk forward then look toward the ground. You should see some snow on the ground just before you get to the crates. Just before you get to the snow then enter Sneak Mode. If you continue to walk towards the Soldier then he will hear you and turn around. Sneak up to him and Sedate him. Then drag him back towards the Manhole but angle northwest to get completely behind the crates so you aren't seen by the other patrolling Soldier in the Depot. Just before you get to the Manhole then drop him and Change Clothes. Before you go any further check your Map (or look over the crates) and make sure that the patrolling Soldier, to the south of your position has stopped at either the east or west end of his patrol route. When this happens then grab the Soldier again and drag him to the left side of the Manhole. Drag him over the Manhole and drop him into the Sewers. This way, when he wakes up later, then he won't be able to warn the other Soldiers.
It should be pointed out that there is a room nearby with a AK but, if you
want the weapon then you can just take the one the Soldier you attacked
dropped.
Next, head to the Agency Pickup at the southwest corner of the Depot. Pick up
the Phone, Mini-Bomb, Pager, and Bomb Remote. Everything else you can leave
behind. This also fulfills one of your objectives. The Phone and Pager can be
used to lure the General to you and the Mini-Bomb and Bomb Remote are used to
blow a hole in the Sewer wall.
Now to head to the Military Headquarters. There are three ways you can do
this. The first one is to enter the backside of the truck and it will take
you there.
The second one is to enter the nearby Manhole and head north on foot to the
northern Manhole that exits out near the Headquarters. If you want to try
this then you should wait for the Soldier that stands near the Manhole to
answer the nearby phone when it rings so you won't have any problems.
The third one is to go down the Manhole you come up from and head to another
Manhole that also leads into the Military Headquarters.
When you get to the Military Headquarters then you need to enter the door on
the north side of the building. There is a Soldier that patrols the ramp that
goes to the door. Wait for him to stop at the west end of his patrol route
then follow him, but not too closely, up the ramp to the door. However, when
he goes inside the building, then hide behind the crate near the door.
When he heads back out and west then enter the building. There is a Soldier
inside that patrols a circular route that goes up onto the metal ramp that
comprises some of the second floor (and leads to the room with the Deagle).
The first floor of this building also has lots of large crates that can cover
you as you make your way to the Elevator that goes down into the lower
levels. The Elevator is on the west side of this floor. After going through
the door then turn right and follow the wall. As you get to the corner then
you should find an AK by a large crate. If you don't have an AK at this point
then you should get it here.
At this point the Soldier you Sedated has now awakened and you will get the
warning about the Guards looking for a suspicious Guard. But, since he is in
the Sewer, disarmed, and can't seem to climb a Ladder, then you won't have
any problems.
When you get to the corner then turn south and get around the crate to get to
the Elevator. When you go down the Elevator then you will be awarded with a
bonus save. When you get to the 1st Basement then stay in the Elevator. Look
for a Soldier in the hallway ahead.
If he is stopped by the Elevator then wait for him to leave before exiting.
If you don't see him then stay in the Elevator and wait for him to stop at
the end of his patrol route by the Elevator, wait for him to leave, then
exit. Follow the Soldier but not closely. As you proceed forward down the
hallway you will notice Cameras posted on the walls.
You can't do anything suspicious in the 1st Basement or you will alert the
Soldiers through the Cameras. Shooting the Cameras will more than likely
alert the Soldiers (unless you make sure you aren't seen by the Camera while
you are shooting it). You will also see cubbyholes in the hallways. They can
be used to duck out of the way of patrolling Soldiers.
**NOTE: If you are holding the AK then it is very important that you do
*NOT* enter first person mode while down here. When you enter that
mode then you hold the weapon for combat which will be seen through
the Cameras which will alert the Soldiers because they now think
you are attacking the place even if you don't fire a shot.
Turn right at the corner and duck into the first cubbyhole on your right
which is the entrance to one of the Guards Quarters. Don't enter the Guards
Quarters though - it has four Soldiers inside.
The Soldier you were following will stop about halfway down this section of
hallway near a three-way junction. Then he will turn and head north again.
Wait for him to pass then exit the cubbyhole and proceed south. However,
there is another Soldier patrolling the south end of this section of hallway.
You should see this Soldier head back south as you leave the cubbyhole. When
you get to the three-way junction then turn left and go through the door into
the Control Room.
The first thing you will run into is a stationary Soldier. But just go right
around him even though you will max out your Threat Meter in the process. He
won't do anything as long as you walk away from him. At the other end of this
room is a restricted door leading into the Server Room. Just before that is a
hallway to your left.
Go into the hallway and follow the path through the two doors to get to the
northeast corner of the Map. From here, head south and turn the next corner.
Proceed west and you will pass by the doors into the two Guard Quarters at
this corner of the Map. You will also see another restricted door.
This door leads into the Officer Quarters which contains an Officer Outfit
that you will need. But the door is locked and is being watched by a Camera.
Picking the lock will alert the Soldiers but there is another way to get
inside.
Continue west until you get near the door for the Sewer Station. But there is
a patrolling Soldier that goes from the Sewer Station to the Elevator to the
2nd Basement and back again. Wait for him to leave the Sewer Station then go
inside yourself. Bring out the Mini-Bomb and drop it near the designated
wall. If you have the AK then drop it here too. After dropping the Mini-Bomb
(and AK) then leave.
Go back east and to the corner. Look ahead and wait for the Guard to enter
and leave the Sewer Station. When you see him leave then bring out the Bomb
Remote, activate it to explode the Mini-Bomb, then Holster the Remote. The
explosion will bring out all of the Soldiers inside the Guards Quarters. They
will run towards the Sewer one at a time.
While you are at your current position then continue to look west. Keep an
eye out for the Soldiers leaving the Guards Quarters ahead of you. As each
one leaves then keep count in your head. The fourth Soldier will go through
the Officer Quarters and you will see him further ahead. After he leaves then
run into the Guard Quarters then into the Officer Quarters.
>>Professional
************
On this difficulty level you *CANNOT* run to the Guards Quarters - you
*MUST* walk. If you run then your cover will be blown and you will be
shot.
When you get into the Officer Quarters then change into the Officer Outfit on
the bed nearby and go back into the hallway and head west. Don't worry about
any Soldier you may pass along the way - as long as you mind your business
they won't do anything.
If you wanted to you could wait until the patrolling Soldier stopped in the
Sewer Station then detonated the Mini-Bomb thus eliminating him. However,
even though it won't count as a kill on your stats it will count as an Alert
when the other Soldiers find his body as they head back into the 1st
Basement.
And by detonating the Mini-Bomb at this point in the mission then you won't
have to worry about the Soldiers when you have to leave with the Prisoner.
Continue down the hallway which will lead you to the Elevator going down into
the 2nd Basement. You will notice a sign indicating that only officers are
allowed into that area which is why you need the Officer Outfit.
Get into the Elevator and go down into the 2nd Basement. When you get down
here then head to the north door to the Interrogation Room. The Interrogation
Room is where the General is grilling the Prisoner.
Don't try to open the door. Instead drop the Pager about a foot from it. Then
stand a little to the left of where you dropped the Pager. The Pager is used
in conjunction with the Phone. When you activate the Phone then the Pager
will beep.
This beeping will lure the General to you. Then use the 45-Degree Door Trick
to use the door as a shield and swing the Knife through the door to kill the
General. The use of the 45-Degree Door Trick was Jason's idea and works well
here.
After killing the General then grab his Combat Knife and rescue the Prisoner.
The Prisoner is Agent Smith, a CIA agent who you rescued twice in "Codename
47". When you have rescued Agent Smith then you will earn another bonus save.
From here, head back to the Elevator and Agent Smith, who is now disguised,
will follow. The following cutscene will indicate that the Soldiers are onto
you but that is really not the case. When you get back to the 1st Basement
then wait in the Elevator.
Wait for the patrolling Soldier to stand by the Elevator then turn around and
go in the other direction. When he gets past the gate then leave the Elevator
and follow him but not closely. When he turns to go into the Sewer Station
then continue ahead and stop near the door for the Officer Quarters. When you
see the Soldier return to the hallway then enter the Station.
You should find the passage you created earlier with the Mini-Bomb. Pick up
the AK (if you left it here) then go through the passage and run to the Exit
Point to successfully complete the mission.
0=+=+=+=+=+=+=+0
/ St. Petersburg \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >STP4. Invitation to a Party 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ St. Petersburg /
0=========0 0+=+=+=+=+=+=+=0
The last General has defected to Germany and is staying at the Embassy. The
client wants the Suitcase the General took with him. The Suitcase contains a
guidance system that the General may try to sell. To make matters more
interesting the Russians are plenty mad that the General has defected and are
looking to acquire the Suitcase themselves.
There is going to be an invitation-only high class party at the Embassy and
lots of people will be attending. However, the Agency couldn't get an
invitation for you so you will have to be creative in order to get inside.
And worse, the Russians have managed to get one for a Spetznaz agent who is
assigned to retrieve the Suitcase.
You have to kill the General and get the Suitcase to successfully complete
this objective while avoiding or eliminating the Russian agent.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill the General.
>>Secure the Suitcase.
0========0
| The Map \
0=======================================================>
There are four levels to the Map:
>>Streets
>>Embassy 1st Floor
>>Embassy 2nd Floor
>>Embassy Basement
On the Streets Map you will find two Point of Interests. These are locked
gates that can be picked to gain entry. Your Agency Pickup is to the south of
the Embassy.
On the Embassy 1st Floor you will find two more Point of Interests. These are
two of the four Safe Rooms where the Suitcase can be randomly found at. The
other two Safe Rooms are on the Embassy 2nd Floor.
The Embassy Basement has three Point of Interests. The one to the west is the
Champagne Glass that you can get to help you poison the General. The one just
east of that is a Guard Room that has some ammo. The last one just northeast
of that is where you can find a Waiter Outfit.
0========0
| Weapons \
0===========================================================================0
|+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++|
0===========================================================================0
| Kitchen Knife | Inside the Kitchen in the Embassy Basement. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++|
0===========================================================================0
| 9mm Pistol | --Carried by half of the Guards. |
| | --Inside a small locker within the Guard Room in the |
| | Embassy Basement. |
|---------------+-----------------------------------------------------------|
| SMG | --Carried by half of the Guards. |
| | --Inside a small locker within the Guard Room in the |
| | Embassy Basement. |
|---------------+-----------------------------------------------------------|
| .54 Pistol | Carried by the Spetznaz Agent. |
|---------------+-----------------------------------------------------------|
| 9mm Pistol SD | Inside the Agency Pickup. |
|---------------+-----------------------------------------------------------|
| W2000 Sniper | On the balcony above the front entrance. |
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| The SMG and the W2000 Sniper are the only new weapons here. You can |
| acquire the .54 Pistol safely during this mission. You can acquire the |
| SMG safely in the next mission. |
| |
| As for the W2000 Sniper you need to access a hidden door on the second |
| floor. In the lobby there are the two large stairs leading up to the 2nd |
| Floor. |
| |
| Take the left set and when you get to the top then turn and head south |
| then go through the set of double doors. After that then go straight into |
| the wall ahead of you and you should get the action to Open Door. If not |
| then move into the corner. |
| |
| After going through this door and the next one then you will be on the |
| balcony. On the crates there is Sniper Ammo, a Tuxedo, and the W2000 |
| Sniper. There is also a Guard patrolling the balcony. You need to wait |
| for him to be at the east end before going after the weapon. |
| |
| On the PC version you can grab the rifle and drop it over the west side |
| of the balcony which has part of a railing missing. You have to be |
| looking south and your right side against the opening when you drop the |
| weapon. |
| |
| It should drop to the ground below. Then go back down to get it then |
| avoid the Guard patrols and party guests as you head to the gate leading |
| back outside. |
| |
| Unfortunately, on the console versions, this is much tougher to do |
| because it is very inconsistent. 95% of the time when you try to drop it |
| over the side then it will bounce back onto the balcony. |
| |
| Worse, if you try to continue dropping it over the side, then it may |
| glitch onto part of the balcony and you may not be able to pick it up |
| again. And there is no disguise that can allow you to walk out with the |
| Sniper Rifle without pissing off the Guards and getting shot at. |
| |
| Probably the best thing to do on the console versions is to Rampage your |
| way through and kill most everybody to get the SMG, the .54 Pistol from |
| the Agent, and the W2000 Sniper. |
| |
| However, before Rampaging, you should safely acquire the Suitcase (as |
| well as the .54 Pistol from the Agent) and drop it off by the boat first. |
| Then go back and shoot the General with the silenced Pistol (near the |
| room with the Maid) and then start killing the Guards to thin them out |
| enough to safely get the W2000 Sniper and SMG. |
| |
| After acquiring the weapons then go back to the Exit Point to |
| successfully complete the mission then redo it later to clean up your |
| score. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0===========================================================================0
| Rating | Low. |
|--------+------------------------------------------------------------------|
| Notes | The Civilians and Waiters are randomized but they should cause |
| | little problem. |
0===========================================================================0
0==============0
| General Notes \
0=======================================================>
This one I played around with for a long time trying out many different ideas
to create a Silent/Perfect Assassin strategy. And I came up with a really
nice one that allows you to dump the Waiter into the water to safely get him
out of the way.
>>Xbox 360 and PS3 Versions
*************************
If you also acquired an AK from any of the previous missions then you
may also get the {All Assault Rifles Collected} Accomplishment at the
end of this one. This is because, if you earned a Silent Assassin
rating on all four of the St. Petersburg missions, then you will
acquire the M4 rifle and that is the only other Assault Rifle in the
game.
This is also a good place to get the {Call the Caddy} Accomplishment.
Use the 9mm Pistol SD to thin out the Guards and use the Golf Club on
the unarmed Civilians including the Target. If you get killed then
simply restart and repeat until you get the Accomplishment.
0===========================================================================0
|=========================| Standard/PA Strategy |==========================|
0===========================================================================0
When you start the mission then you will be on the dock which is also your
Exit Point. If you brought the AK from the previous mission then drop it
here. To start, Prep the Anaesthetic. Then run up the stairs and do a
180-degree turn when you get to the top and run southwest towards the street.
When you get to the street then head west towards the Embassy. Near the
southeast corner of the Embassy is a gate. There is a Waiter near where you
started that has the key but there is no need to deal with him. There are two
Guards that patrol nearby - one in the alley to the east and one inside the
compound.
When both are safely away from the gate then Pick the Lock and enter the
compound. Head northwest to the main entrance and go inside. You will then
enter the Lobby. There should be two stairs that lead up the second floor as
well as the door leading to the BallRoom ahead of you. To your left and right
are doors that go into the hallways that ring the building.
There are two tasks that need to be done - getting the Suitcase and killing
the General. The first task I am going to do is killing the General.
Go through the door to the hallways on the left and head to the room at the
northwest corner of this floor. There should be a Maid inside. This is also
where the General visits from time to time. His patrol goes from the BallRoom
to this room. However, the Maid never leaves this room so you need to deal
with her first before going after the General.
To complicate matters the amount of time that the General spends in the
BallRoom before heading back to this room varies from version to version. In
some versions he will stay awhile before going back and in others he will
immediately turn around. So you need to quickly attack the Maid before he
returns.
The good thing is that you can stay in the room while the General is inside.
While he is inside then follow the Maid and get up against her backside
(yeah, I know what you're thinking - stop it, we've got a mission to
complete).
When the General leaves and the door closes then get into Sneak Mode, bring
out the Anaesthetic, and Sedate her. If you do not go into Sneak Mode then
she will run for the Guards when you bring out the weapon. After Sedating her
then quickly drag her body to the back of the room.
Then stand at the center of the door and bring out your Knife. The General
will try to enter but you are blocking the way. Swing the Knife through the
door as he tries to get inside. He may force his way inside but he will drop
dead from your attack. Grab his body and drop him inside the room to the
east.
Then go back to the northwest corner of this hallway, hide yourself around
the corner, and rotate the camera so you are looking towards the door for the
BallRoom.
While you are waiting then find out which of the Safe Rooms the Ambassador is
visiting. When the Maid wakes up then she will go to one of the Guards who
will then visit her room and then both will return to their duties. Wait for
things to settle back down again before doing anything else.
The Suitcase is hidden in one of four Safes inside the Embassy. The
Ambassador will occasionally leave the Ballroom to go to the Safe Room that
has the Suitcase (the Safe that has the Suitcase also has some Chocolates
that the Ambassador likes). Then, after visiting the Safe, he will head back
to the Ballroom, stay for awhile, and go back.
In addition, the Spetznaz Agent will also be in the BallRoom. He is waiting
for the right moment to hold up the Ambassador and make him go to the Safe so
he can open it. Then the Agent will take the Suitcase, kill the Ambassador,
and leave.
However, you can determine when the Agent will attack the Ambassador. As long
as you stay outside the BallRoom then the Agent won't do anything regardless
of how long you sit outside in the Lobby. Going inside the BallRoom will
alert him to your presence and he will need to make a move before you can
stop him.
Which is good because I want the Agent to go after the Ambassador so I can
get rid of him and acquire his .54 Pistol plus get the Suitcase for myself.
Since the Agent is also a Target he won't count as a Kill on your stats.
What's interesting is that if you get the Suitcase before the Agent does then
he will leave the Embassy and try to ambush you near the dock. If you Kill
him out here then, even though he is a Target, he *WILL* count as a Kill. But
it is always best to just get him out of the way and keep him from springing
any surprises on you.
To get the Agent to attack the Ambassador you need to get inside the
BallRoom. However, wait for the Ambassador to leave first before going
inside.
When he gets to the Safe then leave the BallRoom and go to the room next door
to the designated Safe Room. Then stand just to the left of the double doors
that go into the Safe Room, enter Sneak Mode, and bring out your Knife or
Fiber Wire.
>>Xbox 360 and PS3 Versions
*************************
If you want the {Jack the Ripper} Accomplishment then I recommend using
your newly acquired Combat Knife against the Agent. The only other
Knife left is the Scalpel and you won't get that until near the end of
the game.
Right after the Ambassador gets back to the BallRoom then the Agent will make
his move. Wait for them to enter the Safe Room then open the door and use the
Camera to watch the action. When the Agent stops and points the gun at the
Ambassador then make your move.
By the time you get to the Agent then the Ambassador will have opened the
Safe. Knife or Wire the Agent then grab his .54 Pistol. Get out of Sneak Mode
and grab the Suitcase. Leave the Ambassador alone - he will be in the corner
and won't do anything. After this then go back to the dock to successfully
complete the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
However, when you open the Suitcase you find that the guidance system has
already been sold to someone who lives in Japan. After this then you will be
back in your Tool Shed at Gontranno.
If you've done everything correctly up to this point then you should have the
following weapons inside the Tool Shed:
0===================================================0
| Melee Weapons | Pistols | Sub-Machine Guns |
0===================================================0
| Anaesthetic | .54 Pistol | SMG |
| Combat Knife | 9mm Pistol | |
| Fiber Wire | 9mm Pistol SD | |
| Golf Club | Ballers | |
| Kitchen Knife | Ballers SD | |
| | Deagle | |
| | Revolver | |
0===================================================0
| Assault Rifles | Shotguns | Sniper Rifles |
0===================================================0
| AK | Shotgun | R93 Sniper |
| M4 | Sawn-Off | SVD Sniper |
| | | W2000 Rifle |
0===================================================0
And now, onto the next major chapter of the game.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM3. Japan |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
You overall task is to eliminate Masahiro Hayamoto, a well known arms dealer
who is the person that has the guidance system. However, he is very seclusive
and has many castles throughout Japan. You need to be able to find him so you
can kill him and retrieve the valuable item. There are four missions here and
you won't be able to go back to your Tool Shed until you complete the last
one.
0=+=+=0
/ Japan \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >JPN1. Tracking Hayamoto 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ Japan /
0=========0 0=+=+=0
You need to go to a remote meeting place and plant a tracking device on
Hayamoto's son then eliminate him so the corpse can be tracked to Hayamoto
Sr. himself.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Hayamoto Jr.
>>Plant bug on Hayamoto Jr's corpse.
>>Escape.
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Outside
>>Inside
On the Outside Map you will find several Guards doing slow patrols. When you
look at the Inside Map then you will find Hayamoto Jr. in the dining room at
the south side of the building. There are also many Guards here as well.
You will also find three Points of Interests. The first one, at the northeast
corner, is where you can find the Fugu Fish that you can use to poison
Hayamoto Jr.
The second one, west of that, is where you can find a change of clothes so
you can disguise yourself. The last one, at the southeast corner, is the Car
Garage where you can find a beat up Car that you can use as a distraction.
0========0
| Weapons \
0===========================================================================0
|+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++|
0===========================================================================0
| Kitchen Knife | In the room with the Fugu Fish. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++|
0===========================================================================0
| SMG | --Carried by most of the Guards. |
| | --Inside a bedroom at the north side of the building. |
|------------+--------------------------------------------------------------|
| 9mm Pistol | Carried by one Guard, the Cook, and Hayamoto Jr. |
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| If you didn't get the SMG from the previous mission then you can safely |
| acquire one here. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0===========================================================================0
| Rating | None. |
|--------+------------------------------------------------------------------|
| Notes | The Guards don't have any randomized patterns. |
0===========================================================================0
0==============0
| General Notes \
0=======================================================>
This is the only mission in which you encounter the Fugu Fish. Fugu is a type
of puffer fish that is considered a delicacy in Japan. However, it is also
very poisonous due to certain bacteria that produces a very nasty
tetrodotoxin that the fish is immune to. This poison is a type of neurotoxin
that kills by paralyzing the muscles until the victim dies of asphyxiation.
Worse, the victim remains conscious the whole time while he is dying. Pretty
scary way to go since it takes, on average, several hours to die (however one
can die in as little as twenty minutes depending an the amount of poison
ingested).
So Fugu must be specially prepared to prevent major poisonings although a
very tiny amount can sometimes be ingested during a meal but not causing
anything more than a slight numbness of the lips and tongue (which is part of
the appeal).
Although there is no antidote you can still survive a major Fugu poisoning
with appropriate medical attention until the poison dissipates. Given that
Agent 47 is a trained assassin he is probably well versed in all kinds of
poisons including Fugu. Judging on what he pulls out of the fish I am
guessing that it is the liver which is the most poisonous part of Fugu.
Enough to make a dish to die for. Literally.
As for the mission itself it is a straightforward task with really only one
way to Sneak inside. It's a pretty easy mission to get a Silent Assassin
rating in. But it is much tougher to get a Perfect Assassin score though.
The reason has to do with one of the most basic rules of the game. That being
the only way a body is generated is through your direct action. If a body is
found, regardless of whether or not you Killed or Sedated him, then your
score will be negatively affected. This isn't the only mission where this
rule comes into play and I will go more into it in the next mission.
You cannot leave the mission until Hayamoto Jr. dies. But you have time from
the moment you poison his plate to get to the Exit Point safely. The thing
here is that when he dies, and you get the "Info: Objective Status Changed",
then it is immediately followed by the "Body Found" warning which gives you
almost no time to avoid an Alert.
To compound matters you cannot just stand at the Exit Point to exit the
mission immediately when he dies. You *MUST* walk or run into the Exit Point
to leave.
The problem with this issue comes from the fact that Hayamoto drops dead in
front of multiple people - and leaves you with no way to hide the body to
keep your score from being negatively affected. Since you did poison the dish
he did die through your direct action and thus you score will be affected.
But who prepares the dishes that you can poison? The cook.
So, by following basic logic, when you poison the dish you also frame him in
the process. When Hayamoto Jr. drops dead then they should go after the cook
thinking that he either wrongfully prepared the Fugu or deliberately killed
him with it. And your score shouldn't suffer as a result because they
wouldn't think about an outside assassin.
Therefore, you should only get a "Hayamoto died from poisoning" message
instead of an Alert. That's my opinion anyway.
However, despite this problem, that doesn't mean that you cannot get a
Perfect Assassin score. Street_Genius, over at site, came up with a
reliable way to help you avoid this Alert if you wish to have a perfect score
and I will cover that at the end of the mission.
0===========================================================================0
|=========================| Standard/PA Strategy |==========================|
0===========================================================================0
When you start the mission then you will be behind a large rock just east of
the Exit Point. On the path on the other side of the rock should be a couple
of Guards. At this point you should also see a Guard appear from the front
door northeast of your position. There is another Guard patrolling the
driveway area by the car garage to the east of the front door.
When the Guard by the front door goes back inside and two Guards on the
nearby path start moving west then walk east towards the Car Garage. When you
get onto the path then run northeast towards the sandy area near the front
door.
When you get onto that then run east until you get to the end then stop
running and begin walking again. You should see the Car Garage ahead of you
and to the left. You should also see three garage doors. Enter the one on the
left and you should see the beat up Car to your right. Go to the Car and Honk
Horn. This will attract a nearby Guard.
To the west is the door that leads inside. By the door is a trash can. Run
and hide behind the trash can then enter Sneak Mode. When the Guard enters
the garage and is far enough from you then Sneak around the trash can and
enter the house.
Continue Sneaking forward and go through the door on your right when you near
the end of this small hallway. After going through this door then turn left
and Sneak through the next door. Ahead of you should be a large translucent
door. You can see through it but, thankfully, the Guards cannot.
On the other side of this door is a patrolling Guard. When he passes by the
door then open and go through it, turn right and stick close to the wall, and
Sneak forward to the next door. Go through it and Sneak through the next door
which is north of you. Then go to the next door, go through it, and turn
left. Your goal is the room northwest of you that has a PoI.
There are two patrolling Guards that go through this hallway but they are
slowly heading in opposite directions at this point. They will slowly head
outside then turn around and come back again.
The room that you are heading to has a change of clothes that will serve as
your disguise for the remainder of this mission. After Changing Clothes then
get out of Sneak Mode and head to the room next door east of you. Here you
will find an SMG so grab it and Holster it if you need it.
Head back to the south room then stand by the door and check your Map (or
look through the Keyhole on Professional difficulty). Wait for the two
hallway patrolling Guards to stop by the door. When they meet and go back out
again then leave this room and head east towards the Kitchen.
Keep your distance from the patrolling Guard as you enter the Kitchen. You
will notice a large table that dominates the room. On both ends of the table
are plates of food. You can place the Transmitter on either plate but wait
until you get the Fugu Fish first.
As the patrolling Guard gets to the door leading outside then head to the
room that has the Fugu Fish. When you get inside then Cut Fugu Fish and check
your Map. In addition to the patrolling Guards there is also a cook that
stands around in the Kitchen. However, he will leave the room on occasion to
get a smoke outside.
When the Kitchen is clear and before the patrolling Guard goes back inside
then go into the Kitchen and place the Transmitter and Poisoned Fish into one
of the two plates but I prefer the one at the north end of the table.
It should be pointed out that the Concubine that serves Hayamoto Jr. will
begin to serve the plates when you cut the Fugu Fish. She will grab the dish
at the south end of the table first. By placing the Transmitter and Poisoned
Fish on the plate at the north end then you will give yourself more time to
safely reach the Exit Point.
From here then go out the door to the north and turn east. Then walk all the
way to the fence and turn south until you reach the driveway at the Car
Garage. From here, run west but get back on the sand. Stop just as you reach
grass then walk again. Head to the Exit Point but stay on the grass. As you
are nearing the Exit Point then the Concubine will begin to bring the plates
to Hayamoto Jr.
When she brings the contaminated plate it will take a few seconds for the
Transmitter to be ingested. Then later Hayamoto Jr. will drop dead as the
poison from the Fugu Fish quickly takes effect. When this happens then you
are allowed to leave. Then walk to the Exit Point, regardless of the two
nearby patrolling Guards, to successfully complete the mission.
>>Avoiding the Alert
******************
For those looking for a clean run here is what you need to do according
to Street_Genius. When the Guards have walked away after the Concubine
has delivered the second plate then go onto the walkway. Look down and
you should see the individual blocks for the path. A few feet away from
the door you should see one crack that goes all the way across. Stand
on it and face the door.
Shortly thereafter you should get the first Info Notification telling
you that the Transmitter has been ingested. When the second Info
Notification appears (Hayamoto's death) then *IMMEDIATELY* run for the
door and *IMMEDIATELY* skip the closing cutscene.
According to Street_Genius time does not stop during the cutscene and
you will still get an Alert even if you didn't see the notification on
your way to the door.
0=+=+=0
/ Japan \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >JPN2. Hidden Valley 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ Japan /
0=========0 0=+=+=0
Your work in the previous mission has paid off. Hayamoto Sr. has emerged at
one of his castles in central Japan. But you have to make your way through
some rather tough security to get there. You need to navigate through a large
valley that also has an Underground Tunnel.
There are many Guards that patrol the area and are on high alert. They will
always run to check you out if you get within sight distance. In addition,
there are several large towers that contain Snipers wielding Custom Rifles.
This makes it a rather challenging task to get to the Exit Point.
0===================0
| Mission Objectives \
0=======================================================>
>>Find the secret passage.
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Valley
>>Underground Tunnel
On the Valley Map you will see that your Exit Point is at the southeast part
of this large Map. The Agency Pickup is by the side of a large building which
is the west entry point of the large Underground Tunnel. The other entry
point is at the southeast corner of the Map not far from the Exit Point.
You will also notice several Ladders that lead down into the Underground
Tunnel. In addition, there are multiple Guard Towers that are stationed by
the Custom Rifle wielding Snipers. And there are lots of Guard patrols all
around the Valley.
Inside the Underground Tunnel you will also find plenty of Guards. A couple
of them will patrol inside and outside the west end of the tunnel entry
point.
A bunch more will be stationed at the east entry point. The smaller rooms
that have the ladders that lead up into the Valley will usually have a Guard
on patrol. One of the rooms in the center of the tunnel is heavily populated
with Katana Sword wielding Guards. There are also four additional Guards just
outside.
This is the Vehicle Checkpoint area where the Trucks that go in, out, and
through the Tunnel are stopped and checked out for intruders.
Finally, there are two north-south tunnel sections that contain three
patrolling Guards in each.
0========0
| Weapons \
0===========================================================================0
|+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++|
0===========================================================================0
| Katana Sword | Carried by the Ninjas in the room near the Vehicle |
| | Checkpoint. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++|
0===========================================================================0
| SMG-SD6 | Carried by most of the Guards. |
|--------------+------------------------------------------------------------|
| Custom Rifle | Carried by all of the Snipers in the Guard Towers. |
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| All of the weapons listed here are new. You can easily get the Crossbow |
| and the SMG-SD6 during the course of a mission run-through (although it |
| may be best to get the SMG-SD6 in a later mission). |
| |
| You need to kill the Ninjas in the Underground Tunnel to get a Katana |
| Sword. But you can get one safely later on so it is best to wait. |
| |
| You're not going to be able to acquire the Custom Rifle during this |
| mission. There are no doorways entering into any of the Guard Towers. In |
| addition, they stand too far away from the windows to allow the weapon to |
| fall out if you attack them while they are firing at you. If you want the |
| Custom Rifle early then you should do it in the next mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0===========================================================================0
| Rating | High. |
|--------+------------------------------------------------------------------|
| Notes | The Guards in the Valley have randomized patrol patterns that |
| | can be avoided with timing and patience. But there are also |
| | additional instances of randomness that can affect the mission. |
| | The main one is what I call the Flat Ninja problem which I cover |
| | in more detail in just a bit. |
| | |
| | Another bit of randomness is that the Vehicle Checkpoint Guards |
| | can randomly freeze while inspecting a Truck. The Trucks are |
| | basically a conveyor belt so when the Guards freeze up then the |
| | entire chain of Trucks are frozen for the rest of the mission. |
| | This happens on all of the console versions but is more frequent |
| | on the PS2 version. |
0===========================================================================0
0==============0
| General Notes \
0=======================================================>
This was a particularly difficult mission to figure out due to the over
sensitive Guards. One of the irritating things about this mission, despite
the nighttime darkness and the snow, as well as the darkness inside the
tunnel, the Guards can easily spot you because most of them are wearing
Nightvision Goggles.
Worse, even though you are covered head to toe, they can still identify you
as a "gaijin". This is because your hands, which, given you skin complexion
should be pretty white, are exposed and will identify you as a foreigner.
The mission is designed to make you take an overland route because of the
Vehicle Checkpoint. If you got inside a Truck and took it inside the Tunnel
then the Guards at the Vehicle Checkpoint will find you inside of it no
matter what you do which usually results in Bad Things happening. Without the
Checkpoint then the mission would be way too easy since all you would have to
do is to enter a Truck and take it all the way to the end.
There is also one very interesting thing about these Guards that you can use
to your advantage. When one sees you and runs towards you then he will check
your ID first before doing anything to you. Even more interesting is that you
can arm yourself while he is running to you.
Normally if you bring out a weapon, unless it is an approved weapon, when a
Guard approaches then the Guard will immediately attack. Not these Guards.
When one gets to you then he will stand there while he is checking your ID.
If he manages to completely check your ID and finds that you are not supposed
to be there *THEN* he will attack you.
So, if you are appropriately armed by the time he approaches, then you can
either safely Kill or Sedate him while he is standing there checking your ID.
0=======================0
| The Flat Ninja Problem \
0=======================================================>
Before going into the strategy part of this chapter I need to go over the
single most annoying problem in the entire "Hitman" series: The Flat Ninja.
Basically what happens is that at some point during your run-through you will
get an Alert for no reason followed by a warning about the Guards finding the
body of a dead Ninja even though you may not have killed anybody. What has
happened is that one of the Ninjas at the Vehicle Checkpoint in the
Underground Tunnel was killed by a Truck hence a Flat Ninja.
While this won't affect your ability to successfully complete the mission a
Flat Ninja will prevent you from earning a Silent Assassin score because you
will get two Alerts.
In the previous mission I mentioned that one of the basic rules of the game
is that the only way a body is generated is through your direct action. If
the body is found then your score would be negatively impacted because you
didn't hide the body.
Unfortunately, there are actually two missions in the game where a Guard can
be killed through actions that you had absolutely had nothing to do with -
here and in the mission "The Motorcade Interception" (I'll get to that
later).
If you look closely at the Vehicle Checkpoint on the Map you will see four
Ninjas - two on the left and two on the right. The two on the right are not
in line with each other. The bottom one is slightly more to the left than the
other - roughly about a foot and a half.
When a Truck stops at the Checkpoint then it will be about two to two and a
half feet from the bottom Ninja. Then, about two seconds later, this Ninja
will simply drop dead as though he had a sudden heart attack. If one of his
buddies runs to him and he is the same distance from the Truck as his now
dead buddy then he will die too.
This also points out another part of this problem - improper collision
detection. If 47 is hit by a Truck then he will die which, of course, makes
sense. But, as it turns out, the actual contact point extends about two feet
from the front of the Truck instead of the vehicle itself. And this contact
point is lethal even if it is standing still.
What is more interesting is that not all Ninjas are affected by the Trucks.
The ones that carry Katana Swords are immune to them as I've seen them get
hit and nothing happens to them.
But a Flat Ninja doesn't happen all of the time. This points out the last
part of this problem - randomness. You already know that "Hitman 2" is
probably the most random game ever put out. So it would stand to reason that
it would affect this mission as well.
Even though the truck appears to stop in the same place when at the
Checkpoint it probably isn't stopping at the *EXACT* same point within it. It
may randomly stop a few pixels closer to the closest Ninja than the last
Truck which may push the contact point just close enough to him to cause a
Flat Ninja.
When he just starts moving to go behind the Truck then he will touch the
point and drop dead. This may explain the slight delay after the Truck stops.
So why wasn't this fixed? The game was initially built on the PC and was
later ported to all the other platforms. On the PC this problem occurs
infrequently so this may have been considered a low priority problem and not
corrected because IOI felt that it wouldn't be much of an issue. However,
when you port a game to another machine, the new hardware may cause slight changes to how the game engine behaves. The first port was to the PS2 and it happens infrequently there. Same with the Xbox. But this occurs more on the GameCube version and way more on the Xbox 360 (about 90%). Even though this was a low priority issue this could've been easily and quickly fixed by one of two means: 1) by making all of the Ninjas immune to the Trucks and 2) simply moving the closest Ninja to be in line with his buddy. With this problem explained is there anything one can do to prevent a Flat Ninja? In previous versions of this guide I played around with different ways to prevent it and had no success. But, during my Professional run-through on the PS3, I stumbled onto something and played around with it. After some refinement and verification on all six platforms I have found a reasonably reliable method to prevent a Flat Ninja which leads to..... 0===========================================================================0 |=======================| Perfect Assassin Strategy |=======================| 0===========================================================================0 This strategy works by disrupting the inspection process at the Checkpoint. If done right then the inspection will freeze thus stopping the Trucks and preventing a Flat Ninja. It is important to point out that this method may not work the very first time you try it regardless of how well you do it. Either you will be identified which will cause the Ninjas to shoot at you or the Truck will be allowed to pass. If the Truck is allowed to pass then the next Truck will cause a Flat Ninja. If you reload from a save point before the Checkpoint or restart the mission then this trick will work. I do not know why this happens but it needs to be pointed out. When you start the mission then you will be at the northwest corner of the Valley. Just southeast of you is the west Tunnel entry point. Bring out your Anaesthetic and run east along the trees then turn south to head toward the large building while using the trees as cover against the Sniper that is south of your position. If he does manage to track you then, by running, he won't be able to hit you. In addition, this warning does not count as an Alert so you will still have a clean score. When you get to the large building then run east along the north side and stop at the northeast corner. Nearby is the Agency Pickup. But there is also a Guard on patrol nearby. Enter Sneak Mode and, when he turns back south, then go around the corner and get behind him. Sedate him then Change Clothes. Then run to the Pickup and grab the Crossbow for your weapon collection. Then run back to the road close to your starting point and wait for a Truck. Climb into it when it stops then switch to the Underground Tunnel map. You will see that there are four long horizontal straightaways and two vertical straightaways. The horizontal and vertical portions are connected by short angled sections. There is also a longer angled section in the middle. The Checkpoint is in the center of the second horizontal section. You may also notice that there are three Guards in each of the two vertical sections but they are frozen. They won't start moving until you get close enough to them. This info is useful for what you need to do later. You will eventually enter the Tunnel and appear on the map. You'll occasionally pause as the Trucks plod through the Tunnel. As you reach the angled section at the south end of the first vertical section then get out of the map. **NOTE: If you're playing on Normal or Expert difficulty then I highly recommend that you make a save here - especially if you're playing the GameCube version (I'll explain why a little later). After getting out of the map then go to the end of the Truck but stay inside. When you make the angled turn towards the Checkpoint then *RUN* out of the Truck, run southwest towards the median, run around the west end of the pillar to your left, then go around to the south end of this pillar and run east while staying off the road and close to the pillars. The pillar you ran around should be the *FIRST* pillar in this straightaway. Keep running until you get to the *EIGHTH* pillar. This pillar is next to the Checkpoint and, if you ran from the very moment you left the Truck, then the Truck will arrive about the same time you do. When you get to the eighth pillar then stop running about halfway across and get into sneak mode. Quickly rotate the camera north so 47 is looking at the pillar and sidestep right until you are about 4/5 of the way to the corner. You should see the gap between the pillars to your right and you should also see the now stopped Truck. You will also see one of the Ninjas walk from right to left as he heads to the back of the Truck. As he's walking then sidestep right until your right elbow is at the corner of the pillar. Once the Ninja disappears from view then quickly rotate right and sneak east to the next pillar. While you're sneaking then hover one of your fingers over the Sneak Mode Button (Xbox and GC) or Run Button (everything else). When you get to the next pillar it may look like you have just gotten out of view but you will be seen. The very moment you are seen and the words "Stop it!" appears on the bottom of the screen then immediately get out of Sneak Mode and start running. Do not stop running until you reach the last pillar in this straightaway. When you get to this pillar then quickly get to its east side and stop. If you've done everything right then the two Ninjas that inspect the Truck will give chase but quickly break off their pursuit. The top Ninja, the one closest to the Truck, will go back and finish his inspection. The bottom Ninja, the one furthest from the Truck will start walking back to it. The top Ninja will finish the inspection and will go to his position along the wall. The two Ninjas at the front of the Truck will spilt up to let the Truck through. However, the bottom Ninja hasn't gotten back to the rear of the Truck yet to finish his work. When he gets there then the ensuing confusion will cause him to freeze thus stopping the inspection and the Trucks. And, since the Trucks no longer move, then there will be no risk of a Flat Ninja through the rest of the mission. With that done let's go back to the subject of the Guards in the vertical sections. As noted they won't move until you get close to them. The Guards will weave through the pillars and the ends of their patrol patterns are in the angled sections. Obviously it is difficult to dodge three moving Guards through these pillars. But, if you position yourself correctly, then you can get them to freeze into a single easy to dodge group. You are in the center of an invisible zone and you need to put the right edge of this zone in the right place to make this happen. From your current position, go straight east to the wall of the longer angled section and head southeast along it. When you reach the angled corner, stop. When you look at the map you will see that two of the three Guards in the second vertical section will move but the one in the south angled section remains frozen. By putting yourself here then you have placed the right edge of this invisible zone on the right side of the vertical section. The bottom Guard is in the angled section and just beyond this line so he remains frozen. When the other two Guards get to his position then they will freeze here too. When they are all together then you can make your next move. **NOTE: If you're playing on Professional difficulty then wait about four minutes since you can't see the Guards on the map. After they are all stopped then run east and go through the next angled section of the Tunnel. When you get to the north end of the vertical Tunnel section then you will see a pillar. From this pillar go south along the *WEST* side of the pillars then stop at the north side of the *FOURTH* pillar. Then enter Sneak Mode and angle the Camera so you can see along the west side of the pillar. You will then see the three Guards move as a group toward you as they weave between the pillars. When they disappear at the south side of your pillar then carefully Sneak south along the west side of the pillar. The reason you have to Sneak along this pillar is that the Guards here have sensitive hearing and if you try to walk along then they may hesitate as though they heard something. By Sneaking forward then you will prevent this. When you get to the next corner of this pillar then angle southeast and Sneak to the south side of it. Then get out of Sneak Mode and run along the east side of the remaining pillars and turn the next angled corner. Continue running forward and stop running just before you get to the door which should be to your left (it will also have a light above it). This door is part of a garage area with a Truck. It will also have a patrolling Guard slowly going around it. You need to carefully avoid him and head to the Ladder in the room by the north end of the vehicle. When he goes along the east side of the Truck then run to the door leading into the ladder room and quickly climb the Ladder. When you get to the top then run southeast and past the large building (the Tunnel entrance) and to the Exit Point to successfully complete the mission. Some console notes: >>GameCube Version **************** When a Flat Ninja occurs on the other consoles it usually occurs after you go beyond the Checkpoint regardless of whether or not you are in the Tunnel or above. Getting a Flat Ninja before this point is rare even on the Xbox 360 version. However, on the GC version, you can get early Flat Ninjas about 15% of the time which makes this problem more aggravating because it will happen before you can get in position to do anything about it. This version has another problem that no other console has - the Trucks may freeze on their own at random but has nothing to do with the Checkpoint. One of the Trucks exiting the west end of the Tunnel may get stuck on the incline as it exits thus causing the freeze. Depending on where you are when it happens this may not be a bad thing since it will prevent a Flat Ninja. If you are outside waiting to get on a Truck when this happens then you can do the standard overland method. If you are inside the Tunnel when it happens then this can be a bad thing since there is no way to get past the Checkpoint safely without a Truck to get in the way of the Ninjas there. 0===========================================================================0 |===========================| Standard Strategy |===========================| 0===========================================================================0 This strategy uses a route that goes over the land to one of the ladders beyond the Checkpoint. The start of the mission is just like the PA method in that you go and ambush one of the Ninjas for his Outfit. The difference is that afterwards you run straight south towards the hills that border the area and stop when you get there. The goal is to enter the dead-end valley just to the east. Also east of you are four patrolling Guards with varying speed patterns. They are also very sensitive - they can easily see you from a distance and have a wide angle of view. When all of the Guards are far away from this valley then enter it and stop when you get to the end. Look north to find the Guards again. Your next goal is the path to the northeast. When the Guards are far enough away that then run north and turn east. Continue east until you reach the shelter for a Ladder. Near is is a path that goes south. This path dead-ends to the east with another Ladder. This is where you need to go. However, there is a Guard that is patrolling nearby. Run into this area and bring out your Anaesthetic (which will cause you to drop the Crossbow). Simply run up to this Guard, get him to notice you, then Sedate him when he checks your ID. Then go back to retrieve your Crossbow and proceed east to the Ladder. When you get to the shelter then get to the top of the Ladder and look down into the room below. In addition to this room there are a couple of others. Slowly patrolling these rooms is a Guard. He will eventually enter the room below then leave. **NOTE: On the PS2 version he might not enter this room. Go down the Ladder and look through the Keyhole on the door or on the Map to wait for him to turn north past the door before following him into the larger room. When he leaves then climb down the Ladder, enter Sneak Mode, then enter into the larger room. Turn right and head for the boxes against the wall ahead of you. Get up against the boxes and wait for him to enter the next room. Then sneak up to the door, stand to the right, and open the door. Ahead of you is a group of boxes. The Guard will go to the southwest corner of the room, stop, and then head to the northeast corner. Wait for him to get behind the boxes before sneaking inside. When you sneak inside then turn left to go through the door into the Tunnel. When you enter the Tunnel then go straight north to the opposite wall then turn left and stop at the angled corner. You should be at the southeast end of the longer angled section in the center of the Tunnel. Stay here until you get the three Guards in the next section to freeze before doing anything else. By going over land then more than likely the Trucks should be moving through the Tunnel regardless of whether or not you suffered a Flat Ninja. In this case then wait for a Truck to pass this corner and quickly run to the back so you can get in. If you can't get in then run back to the corner and wait for the next one. Once you get in the Truck then you can ride it all the way outside. By waiting for the Guards to freeze beforehand then they will have their backs to you as you head south past them. Once you get outside then get out of the Truck when it stops and run to the Exit Point to successfully complete the mission. On rare occasions the Checkpoint inspection may freeze on their own (happens more on the PS2 version). If this happens then proceed through the Tunnel on foot as written in the PA strategy and complete the mission. 0=+=+=0 / Japan \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >JPN3. At the Gates 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Japan / 0=========0 0=+=+=0 Now that you've made it through the valley you need to enter the castle itself. Like before, there are many high alert Guards and Snipers in the towers. In addition, you need to switch off the Generators that power the Alarm Grid before you can enter the Castle. 0===================0 | Mission Objectives \ 0=======================================================> >>Get to the Castle undetected. >>Wait for briefing on Alarm Grid. 0========0 | The Map \ 0=======================================================> There are two levels to the Map: >>Valley >>Castle On the Valley Map you will find many Guards patrolling this large area. There are a few in the southern area but many more in the northern part, especially near the Castle. There are several Snipers within the Castle and one in a Guard Tower just south of it. The Castle Map shows the interior areas of the Castle. This is especially important when near the entrance. 0========0 | Weapons \ 0===========================================================================0 |+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++| 0===========================================================================0 | Katana Sword | Carried by the Ninjas in the rafters. | 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | SMG-SD6 | Carried by most of the Guards. | |--------------+------------------------------------------------------------| | Custom Rifle | Carried by all of the Snipers in the Guard Towers. | 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | Like in the previous mission, there are no entry points into the towers | | so you can't get at the Snipers to acquire a Custom Rifle. | | | | However, you can still get this weapon during this mission. This is | | because the Snipers stand much closer to the windows than the ones in the | | previous mission. And acquiring a Custom Rifle is not that difficult | | either. | | | | If you look at the Guard Towers with the Binoculars then you should see | | the Snipers through the windows. When a Sniper is just standing there | | then he will have the Custom Rifle against his chest. If you kill him | | with either a Crossbow or Sniper Rifle then both the Sniper and the | | weapon will drop straight down and onto the floor. | | | | But, if he acquires you and starts firing, then he will stick the weapon | | out the window. If you kill him while he is firing at you then the weapon | | will fall out the window. However, the weapon may get caught on the roof | | which may prevent it from falling down onto the ground and you won't be | | able to get it. | | | | There is one Sniper that I am going to target for easy weapon | | acquisition. There is a Sniper just northwest of the Exit Point. He looks | | out a window that has nothing beneath it. Killing him while he is firing | | at you will make the weapon fall to the ground so you can get it. | | | | Play through the mission as written and shut down the first Generator. | | Since you will be doing some killing you may as well kill the two Guards | | that you would've normally Sedated. Pick up the SMG-SD6 and ammo from | | both. | | | | After the first Generator then head to the path that leads to the front | | entrance. Like as it is written, wait for the patrolling Guard to go left | | to right and out of view first before doing anything. However, instead of | | heading to the door, then angle northeast to stand against the wall and | | with the Guard Tower about ten feet behind you. | | | | Back up and look up until you can see the Sniper. Then kill him with a | | quick burst with the SMG-SD6. This will prevent him from becoming a | | problem later. He looks towards the Sniper you are targeting and you | | don't want to risk getting shot in the back as you try for the Custom | | Rifle. | | | | After killing the Sniper then go to the right of the door and wait for | | the patrolling Guard to go west through the next door before going to | | turn off the second Generator. Shut down the second and third Generator | | switches and head towards the Exit Point as written. However, instead of | | going to the Exit Point, run towards and drop down into the stairwell | | south of the targeted Sniper. | | | | If everything has gone right then he should not be hostile to you and | | won't fire at you. Go up the stairwell until you see him then fire *ONE* | | shot into his torso and quickly pull back. This will get his attention | | and make him hostile so he can fire at you and stick his weapon out the | | window. | | | | Gently go up the stairs until you just see his window again. Aim your | | sight at him and continue to gently go up. The moment he acquires you | | then fire a quick burst and pull back. He will fire on you anyway but, | | because you presented such a small target, he will miss. | | | | If you did everything right then he will be killed by the quick burst and | | the weapon will be on the ground ahead of you. If he wasn't killed then | | repeat the process until he is dead. After safely acquiring the Custom | | Rifle then finish the mission and return here later to clean up your | | score and acquire the SMG-SD6. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | None. | |--------+------------------------------------------------------------------| | Notes | None of the Guards appear to have any kind of randomized patrol | | | routes. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> Although there are plenty of Guards most of them surround the Castle and won't pose a problem using this strategy which is based on Jason's Perfect Assassin work. As usual, I have also added my own observations and tweaks to it. 0===========================================================================0 |=========================| Standard/PA Strategy |==========================| 0===========================================================================0 When the mission starts then you will be in the large dark gray area at the west part of the Valley. If you brought the Crossbow with you from the previous mission then you can drop it. Ahead of you is a higher ridge that you need to get up onto. From your starting point, run southwest to the rock wall and you will find the way upward onto this ridge. Once you get up onto the ridge then turn east. You should see the edge of the ridge to your left and three trees, in a line, to your right. Run east and, when you get to the third tree, then turn right. You should find another tree about ten feet from where you just turned. Go past this tree and stop at the next one. If you are in the right place then you will also be real close to the ridge edge (about five feet). Next, enter Sneak Mode, bring out your Anaesthetic, and angle your Camera until you can see the Guard that is patrolling this ridge. You need to find him and make sure that the tree you are at is between you and him. Use the Red Crosshair to track him through the tree (if available). Eventually he will head in your direction. Use the Camera and move yourself so the Guard doesn't see you as he passes you. Once he passes you then go around the tree to get behind him so you can Sneak up and Sedate him. After Sedating him then Change Clothes. From here, head along the edge of the ridge, drop down, and continue east. Check your Map and you should see the ridge edges. Just ahead of you is the another ridge edge. The main foot path cuts through the ridge and drops down. Stay along the hills at the south edge of the area. Continue east until you just get past where the path drops down then stop and look north. If you are in the right place then you should see the ridge edge to the left and in front of you, a large hill ahead, and a trio of trees to the right. Also ahead of you, on the foot path, is a single Guard going east. When he gets to the S-curve that is just east of the trio of trees then proceed north, drop down, and walk all the way to the hill. Then go east along the edge of the hill and follow it north. As you do so you will get a notification from Diana about the first Generator you need to shut down so you can enter the Castle. This will show up at the southeast side of the Castle. Continue north and drop down from the ridge then climb the next one. The solitary Guard Tower should be to your right. When the Tower is directly east of you then turn right and drop down the ridge. The Tower should shield you from the Guards on the foot path and dropping down should keep you out of sight of the Guards to the north. Continue slightly northeast and head to the southwest corner of the Castle. As you get near it then stop and look east. Ahead of you is the foot path and beyond it is another Guard Tower and ridge. You should also see the solitary patrolling Guard you saw earlier. When he turns around and heads back south then proceed east past the Guard Tower and to the ridge. When you get to the ridge then follow along it and you will eventually get to where you can climb up. This point is directly south of the Generator. When you get up to the upper ridge then turn north towards the Generator. As you proceed then bring out the Anaesthetic. The reason for that is because of a Guard that is patrolling the Generator. You're not going to be able to Sneak up on him so just walk up to him. Remember, he is going run up to you to check your ID first before shooting at you so when he stops to check identification then quickly get around his backside and Sedate him. After that then grab his SMG-SD6 and go inside the fence to shut down the Generator. The switch is on the southwest side of the unit. Then Diana will tell you about another Generator. This one will appear inside the Castle grounds not far from the first Generator. Now to head through the Castle entrance. However, there are Guards that keep an eye on it. The entrance is part of a medium sized building at the front of the castle. You can see what's inside by switching to the Castle Map. Inside there are six stationary Guards. Four are looking south. These are Katana Sword wielding Ninjas that lurk on top of the building rafters. As long as you are not firing at anyone then they will leave well enough alone. The two in the center are looking north. If you go through the entrance and up the stairs then they will see you and confront you. Finally, there is one more Guard. He will patrol this building in an east-west route. He will start just outside one side of the building, go back in, cut across the entrance then go out the other side and turn around and go back the other way. With that explained, let's proceed: From the first Generator, go along the edge of the Castle and back to the foot path. But stay on the lower part and stop next to the Guard tower. Observe the entrance ahead. When you see the patrolling Guard move through the entrance going west to east and out of view then proceed ahead and stop at the wall to the *EAST* of the door. What you want to do is wait for the patrolling Guard to go from east to west through the entrance. When you see him go through the west door and the door closes then go inside the entrance and proceed through the east door. Go up the stairs, turn left and go through the door leading outside, then turn right and head for the second Generator switch. When you turn off the second Generator then Diana then will tell you of a third Generator but it won't show on the Map. After turning off the Generator then head back to the building but stop at the corner and out of view of the door you came from. Wait for the patrolling Guard to come outside and go back in again before continuing. There is a ramp ahead of you to the north. After the patrolling Guard goes back into the building then run to it, head up, and through the door at the top. When you go through the door then turn left and follow the hall. You should see a couple of more rafter dwelling Ninjas but they will leave you alone even as you run underneath them. At the end of this building is the last Generator. Turn it off then turn around and head to the next door but stop and stand to the left of it. Open the door and use the Camera to find another patrolling Guard. Eventually he will stop at a point directly north of you then head east. After he gets some distance away then walk outside and head northwest sticking close to the building. Walk through the now deactivated security door and to the base of the ramp. When you get to the base of the ramp then run up and turn right at the next corner then through the next deactivated security door. Then run up the stairs and to the Exit Point to successfully complete the mission. 0=+=+=0 / Japan \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >JPN4. Shogun Showdown 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Japan / 0=========0 0=+=+=0 Now that you're in the Castle itself you can begin the process of eliminating Hayamoto Sr. and acquire the missile guidance system. As you can guess there are plenty of Guards all throughout this large multi-level Castle. Although the Castle itself is very old and creaky it is equipped with all of the latest electronic alarm devices. 0===================0 | Mission Objectives \ 0=======================================================> >>Eliminate Hayamoto. >>Secure the Missile Guidance System. >>Escape the Castle. 0========0 | The Map \ 0=======================================================> There are ten levels to the Map: >>Museum >>Basement >>6th Floor >>5th Floor >>4th Floor >>3rd Floor >>2nd Floor >>1st Floor >>Courtyard >>Wings Hayamoto himself resides on the 6th Floor along with four Ninjas waiting in the rafters. The 5th Floor has several additional Guards and sword wielding Ninjas. This floor has two Laser Doors that can only be opened by a Special Card that is carried by three people, one by Hayamoto, one by an unknown Concubine, and the last one by Lei Ling. Lei Ling is the woman you rescued in "Codename 47" (and will again in "Contracts") and she has managed to hook up with Hayamoto. You can rescue her again if you want but there is no reward for doing so. She will, however, give you a Special Card to grant access to the upper floors and you will get a bonus save. Lei Ling and the unknown Concubine reside on the 4th Floor. If you try to go through the Laser Doors without deactivating them then you will set off alarms and piss off the Guards. The Laser Doors will only be deactivated a short time before coming back on again. The 3rd Floor has several Guards and a Point of Interest which is the Alarm Console. You'll need to go here later. The 2nd Floor has only a rafter Ninja The 1st Floor has three Guards, two by a Laser Door and one on a short patrol. This floor also has squeaky floorboards that you need to avoid. The Courtyard and Wings are the same Map but show different areas. The Courtyard shows what's in the center of the Map which is the Helipad (Exit Point). The Wings shows what's around the Courtyard which are the internal rooms. There are two Point of Interests on this Map. The one to the north is the Keycard that will open the Laser Doors on the lower floors. The one to the south is the Weapons Room where you will find the Bomb and the Bomb Remote. The Basement is accessed through the 1st Floor and has two sets of stairs which lead to the Museum. The Museum has only one Point of Interest - the Guidance System. The Museum also contains two accessible weapons - the Katana Sword and the .22 SD. 0========0 | Weapons \ 0===========================================================================0 |+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++| 0===========================================================================0 | Katana Sword | --Carried by the Ninjas in the rafters. | | | --Carried by Hayamoto. | | | --Inside the Museum. | 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | SMG-SD6 | --Carried by most of the Guards. | | | --Inside the Weapons Room (x4). | |---------+-----------------------------------------------------------------| | Deagle | Carried by some of the Guards. | |---------+-----------------------------------------------------------------| | .22 SD | At the southeast corner of the Museum. | 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | The only new weapon is the .22 SD and you can acquire it, and the Katana | | Sword, easily during the course of the mission. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | Low. | |--------+------------------------------------------------------------------| | Notes | None of the Guards appear to have any kind of randomized patrol | | | routes. However, you could run into Guard problems at the Laser | | | Door on the 1st Floor after the alarm is set off. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> In previous versions of this guide I pointed out that on your initial run-through if you Sedated the two Guards in the previous mission then you will only have one dose of Anaesthetic for this mission. The Perfect Assassin strategy required two doses and I recommended Killing the Guard on the initial run-through and go back later to clean up your score. But I later discovered that you can do this mission cleanly with only one dose. The key is to leave the Sedated Guard in a specific place while he is sleeping. I pointed out earlier that this is a mission where you can be attacked by Psychic Guards. However, they become psychic if the Sedated Guard wakes up while the Alarm is going off. If he wakes before the Alarm is triggered then you are okay. If you stay hidden on the 1st Floor when you kill Hayamoto with the Bomb then the nearby Guards may become psychic so it is best to stay by the Exit Point instead while you wait for him to enter your trap. >>Xbox 360 and PS3 Versions ************************* Picking up the Katana Sword in the Museum should give you the {Samurai Gaijin} Accomplishment. If you've acquired all of the other handguns prior to this mission then you should earn the {All Handguns Collected} Accomplishment when you pick up the .22 SD and complete the chapter. 0===========================================================================0 |=========================| Standard/PA Strategy |==========================| 0===========================================================================0 When you start the mission then you will be on the Wings floor by the east Exit Point (the Helipad is a secondary Exit). Enter Sneak Mode and angle northwest towards what appears to be a wooden wall. However, this is actually a secret door. Sneak through it and go up the stairs. As you head up the stairs then bring out your Anaesthetic. When you get to the next door then stop and either open your Map or look through the Keyhole. You are now on the 1st Floor. Look for the north-south patrolling Guard at the east side of this floor. When he turns north then quietly go through the door. This is the room with the squeaky floorboards. The floorboards are grayish in color and you cannot walk on them. You need to walk on the solid beams that connect the pillars in this room. They are brown in color. After going through the door then turn left and head to the beam that will let you get to the closest pillar. When you get to this pillar then head to the southwest corner of it and angle the Camera so you can see the Guard. When he turns back north again then go around the west side of the pillar and head to the next one. You can't go after the Guard at this point because, as he heads north, he will very slightly angle to the east which will make him walk on the squeaky floorboards. As you head to the next pillar make sure you don't get too close to him or you will alert him. When you get to the pillar then go to the southwest corner and wait for the Guard to turn south. When he does then gradually move along the west side of the pillar and look east. Just before he goes behind the pillar then move around the north side of it and get behind him. If you wait for when he gets behind the pillar then you may not be able to catch up to him before he reaches the south end of his patrol route and will turn around before you can ambush him. If you get behind him properly then you should get close enough to him just before the end of his route to Sedate him. After you Sedate him then Change Clothes. Now, grab his *ARM* and drag his body back to the south wall then head west to the stack of crates in the southwest corner. When you get to the crates then place him as far into the gap, headfirst, between them and the west wall as you can then drop him. There is a reason for dropping him here and I will explain why later. From this point you will need to run most of the way through this so you can be on the upper floors by the time he wakes up. You don't want to be in the Museum when he wakes up as this will more than likely cause the Guards to come after you. Just north of your position is the stairway down. Drop down and you should be near the bottom of the stairs. When you get to the bottom of the stairs then turn right to face west and you should see another wooden wall to your right. This is another secret door. Go through this door, along the hallway, and through the next door. Just beyond this door is a small shelf on the wall to your right. On it is a Keycard. This is the Keycard that will open the Laser Doors on the lower floors of this facility. Grab the Keycard then go south to the next door and walk through it. You will go outside and encounter a Guard standing near the door. Ahead of you is the Helipad. Turn left and go right around the corner of the Helipad. Head south until you get under the covered walkway. To your left is a door. Go through this door and immediately turn right. Go forward and turn the next corner. Continue forward all the way to the end of the hallway where you will see a door. However, at the end of this hallway should be another door which should be to your right. Walk through this door and you should see two Guards just sitting around. At the east side of this room is a Laser Door that leads into the Weapons Room. Deactivate the Laser Door and enter the room. Grab the Bomb Remote which is on the nearby crate and go to the next crate to grab the Bomb itself. Then walk back out through the Laser Door and into the hallway. Then go back to the door leading outside. When you get back outside then turn right and head to the closest corner of the Helipad. Just beyond that are two Guards ahead of you. Go between them and through the door, closing it as you walk through it. You should be at the bottom of the stairs that go back up to the 1st Floor and the secret door that led to the Keycard. Go up the stairs and to the Laser Door ahead of you. The floorboards between the stairs and the Laser Door don't squeak so it is okay to walk straight up to it. Deactivate the Laser Door and walk through it and between the two Guards. Angle northeast and you should see the stairs leading up to the 2nd Floor and the stairs leading down to the Basement. Just as you get under the 2nd Floor stairs then drop down into the next stairwell. Then head down the stairs and through the next door. Angle southeast and go to the next door at the other side of this floor. As you are doing so then bring out the Bomb. Go down the stairs and stop when you get to the bottom. There is a Laser Door that goes into the Museum. Deactivate it and go through the Door. Go to the Missile Guidance System, drop the Bomb, and pick up the System. Then go to the southeast corner to find the .22 SD. Pick it up then go to the west center side to find the Katana Sword. Pick it up then leave the Museum the same way you came in. >>Xbox 360 and PS3 Versions ************************* The Guard by the door at the north side of the Museum may get curious and come inside while you are doing your thing. When you get inside then run to the corner and grab the .22 SD first then go to the Guidance System, drop the Bomb, and grab the System then grab the Katana Sword and run back out before the Guard can do anything. After exiting the Museum then head back up the the 1st Floor. Then walk up the stairs to the 2nd Floor. When you get to the top of the stairs then turn right 180 degrees so you are heading west and turn left at the corner. Continue forward to the other end of the floor and head up the stairs to the 3rd Floor. Then continue to the 4th Floor and stop at the southwest corner. The reason for stopping here is to allow the Sedated Guard to wake up. Being up here will prevent the Guards from going hostile and initiate a Psychic Guard attack. If I was in the Museum when he woke up then the Guards may go after me. Now I will explain the reason why I placed him in the corner by the crates. When he wakes up then he will be frozen in place because, in the process of Sedating him, I also disarmed him. If you don't put him in this corner then, when you trigger the Alarm, he can randomly appear anyplace along the escape route even though he was frozen before. If you encounter him then it will count as a Close Encounter even if he doesn't attack. More than likely he will be with the other Guards which will often result in them attacking you. But, by placing him in this corner, then you will also exploit a hole in the game logic. When the Alarm is triggered then, because he is in this corner, he will disappear from the Map. However, when you go back down to the 2nd Floor, then he will reappear but in the center of the 1st Floor. He will then walk to where he was originally patrolling earlier and freeze while looking north and away from the door you entered from. After he wakes up then head back down to the 3rd Floor. When you get down to the 3rd Floor then you should see a door behind you and to the right. Go through it and turn left to head to the next door. It should be noted that there is a wandering Guard that patrols this floor. >>Xbox 360 Version **************** He may be stationary at a random place on this floor instead of patrolling. Go through the next door and angle right to go through the next one. When you go through the next door then angle slightly left so you can enter the next room behind the wall. Here you will find the Alarm Console. On it is a button with a big red light. Push it to start the Alarm which will get Hayamoto to flee the castle. However, he will head down to the Museum to retrieve the Missile Guidance System first - and walk right into your trap. After that then run all the way back down to the 1st Floor (but walk past the 3rd Floor patrolling Guard). Don't worry about any Guards you pass along the way - they will be too busy helping in Hayamoto's escape. When you get down to the 1st Floor then head back through the Laser Door. Be careful though - some of the Guards coming up from outside may come through the door and quickly reactivate the door before you can safely get through it and cause Alerts. After going through the Laser Door then *WALK* forward to the wall then turn to walk back through the door you entered from (if you look to the left you should see the naked Guard frozen in place). If you were to run then you may attract his attention and he will attack you. When you go through the door then head to the Exit Point but stop about a foot from it. Then bring out the Bomb Remote and switch to your Map. Go to the Museum Map and wait. Eventually Hayamoto will show up and head to where the Missile Guidance System was. Just before he gets to the Point of Interest marker then back out of your Map and detonate the Bomb to kill Hayamoto. Then walk through the Exit Point to successfully complete the mission. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> After this mission then you will find yourself back at your familiar Tool Shed at Gontranno. If you've done everything correctly up to this point then you should have the following weapons inside the Tool Shed: 0===================================================0 | Melee Weapons | Pistols | Sub-Machine Guns | 0===================================================0 | Anaesthetic | .22 SD | SMG | | Combat Knife | .54 Pistol | SMG-SD6 | | Fiber Wire | 9mm Pistol | | | Golf Club | 9mm Pistol SD | | | Katana Sword | Ballers | | | Kitchen Knife | Ballers SD | | | | Deagle | | | | Revolver | | 0===================================================0 | Assault Rifles | Shotguns | Sniper Rifles | 0===================================================0 | AK | Shotgun | Crossbow | | M4 | Sawn-Off | Custom Rifle | | | | R93 Sniper | | | | SVD Sniper | | | | W2000 Rifle | 0===================================================0 And now, onto the next major chapter of the game..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >HTM4. Malaysia | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Your next major task is to eliminate one Charlie Sidjan, a very talented hacker. He has managed to steal a very important piece of code from the United States and the client wants it plus destroy all records of it. His business, Carniwarez Inc. Computer Systems, is located in the Petronas Towers at Kuala Lumpur. At 1,483 ft. tall they are considered one of the tallest buildings in the world. At the time the game was made they were the tallest but has since been overtaken by a couple of other buildings including the Burj Khalifa in Dubai, United Arab Emirates. It stands at a staggering 2,717 ft. There are three missions here and you won't be able to go back to your Tool Shed until you complete the last one. 0=+=+=+=+0 / Malaysia \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >MLY1. Basement Killing 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Malaysia / 0=========0 0+=+=+=+=0 Your mission is to access the lower basement area and assassinate Charlie Sidjan. You are also to destroy the security system for the direct Elevator to Carniwarez. 0===================0 | Mission Objectives \ 0=======================================================> >>Find and kill Charlie in the basement. >>Disable the surveillance system for direct Elevator. 0========0 | The Map \ 0=======================================================> There are three levels to the Map: >>Ground Floor >>Basement >>Lower Basement On the Ground Floor there are three Point of Interests. The first one, at the northeast corner, is at the Laundry. This is the chute that you can drop weapons in to retrieve them in the Basement. The second one is at the Fire Department at the northwest corner. It contains a Fireman Outfit and a Fire Axe. The third one, at the southwest corner, is where you can obtain a Pizza. This is used if you ambush the pizza delivery person in one of the restrooms and obtain his Outfit. There is another PoI in the first Basement level. This is the surveillance system you need to destroy. 0========0 | Weapons \ 0===========================================================================0 |+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++| 0===========================================================================0 | Fire Axe | Inside the Fire Department. |
0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | 9mm Pistol | --Carried by all of the Guards. | | | --Inside a small Locker next to your Exit Point. | |---------------+-----------------------------------------------------------| | 9mm Pistol SD | Inside Locker 137. | |---------------+-----------------------------------------------------------| | Deagle | Inside the Security Department. | 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | The only new weapon is the Fire Axe and you can acquire it easily during | | the course of the mission. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | Low. | |--------+------------------------------------------------------------------| | Notes | None of the Guards appear to have any kind of randomized patrol | | | routes. The Civilians do appear to be randomized but they aren't | | | going to cause much in the way of problems. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> There are a couple of ways to do this mission but the best, and most popular way, is to set off the Fire Alarm and run down into the Basement disguised as a Fireman. The major thing I have noted is that the Guards in the Basement, when they run up to the Ground Floor when the Fire Alarm goes off, will stop at a certain point then slowly head back to their posts regardless of whether or not the Fire Alarm is still active. This means that the placement of the Smoke Bomb will have no effect on how long these Guards remain on the Ground Floor. In addition, I've tried to make improvements to the overall strategy. >>Xbox 360 and PS3 Versions ************************* This mission is where you can acquire two Accomplishments: --47 Kills in a Mission --Redrum There are 50 people in this mission including the Target. However, the Target does not count towards this Accomplishment so there are actually a total of 49 people that you can kill to get it. In order to get 47 Kills you need to spare two people. The easiest way to do that is to spare the Pizza Delivery personnel. The first one is behind the counter at the southwest corner of the floor so it will be easy to leave him be. The second one will be running around with the others and is easy to spot. It is very important to point out then you need to kill everybody quickly. Over time the Civilians will flee through the front doors, something you can't do, and will disappear from the map thus reducing their numbers and keeping you from acquiring the Accomplishment. Use your 9mm Pistol SD to kill everybody since you can get lots of ammo for it from Guards and Locker 137. If you wait until later I recommend bringing the M60 too to speed up the killing. You need to be careful not to shoot the Pizza Guy while you are Rampaging. After you kill everybody on the 1st Floor then use the Smoke Bomb to lure the remaining Guards up from the Basement. After dropping the Bomb then go over to the west side as this is where most of the Guards will enter from. After you kill the Guards then you need to start counting the bodies. This can be a pain since many bodies can cluster and will be hard to sort through on the map. The best thing to do is to drag the bodies into discernable clusters of five. This will make the bodies easier to count on the map. If you did everything right then you should have nine clusters plus two additional bodies. If you have either 45 or 46 bodies then kill the Pizza Guys to compensate. Then go and Kill the Target with the Fire Axe to get the {Redrum} Accomplishment and complete the mission to get the other one. 0===========================================================================0 |=========================| Standard/PA Strategy |==========================| 0===========================================================================0 When the mission begins then you will start out in an open phone booth at the southeast corner of the Ground Floor. Your pickup is in a small room at the west side of the Security Dep. just to the east of your position. Run up to the door of the Security Dep. but don't go in. Look at your Map and you will see a Guard going from the pickup room into a larger room just east of that. If you are seen by a Guard as you try to enter this room then you will be chased out. Enter into the Security Dep. as the Guard is going into the larger room. Go inside the pickup room and open Locker 137 to find a 9mm Pistol SD, some Pistol Ammo, and the Smoke Bomb. Pick up the Smoke Bomb, equip it, then arm it and drop it. Run out of the Security Dep. and make your way to the northwest corner of the Ground Floor to find the Fire Department. Stay outside of the door and look at your Map. The Fire Alarm will be triggered by the Smoke Bomb and you will see the Firemen quickly get their stuff and leave. After the last guy has left then run inside and change into the Fireman Outfit and grab the Fire Axe nearby to complete the disguise. Then run out and through the Security Scanners east of the Fire Department then to the Fire Stairs. The scanner will make noise as you go through it but the Guards think that you are heading to an emergency so they will leave you alone. Quickly run down the Fire Stairs and through the door at the bottom then continue straight, follow the corner, and run through the next set of doors. Here you will be in a generator room. All the Guards that are on this level will be upstairs with the Firemen thus leaving you free to do what you need to do. Immediately to your left is the door that enters into the room with basement entrance and direct Elevator. Quickly run into the room and look for the surveillance system for the direct Elevator. This system is the one by the basement door. Remember, melee weapons, such as the Fire Axe, cannot destroy anything that is not flesh and blood. You have to use a firearm on the surveillance system. Quickly whip out your 9mm Pistol SD, which will cause you to drop the Fire Axe, and shoot the monitor to disable it then pick up the Fire Axe. Then run through the basement door and run all the way down until you get to the last door which you need to pick. By the time you reach this door you should be notified that the fire situation is over. As pointed out earlier, the Guards will be heading back to their stations. When you pick the lock then you will be able to enter the next room. Here you will see Charlie on the far end working on his computer. However, you will see pizza boxes and potato chips on the floor. Stepping on them will make noise and can alert him. But you don't need to worry much about that at all. Hold down the Fire Button to bring the Fire Axe above your head then run forward to Charlie. When you get to the first pile of chips then run right around them and continue forward. You will crunch the last pile right before him but all that will do is make him look back. When you run to him then release the Fire Button to bring the Fire Axe upon his head to kill him. After you kill him then you will contact the Agency. In an interesting twist it appears that Charlie has a twin brother and it is possible that you may need to eliminate him as well. After that then Holster the Fire Axe and run all the way back to the door into the security room then turn right and quickly enter the Elevator to successfully complete the mission. If you've done everything right then the Guards haven't arrived back here yet. And the Guards will get suspicious when they see a Fireman here. It should be pointed out that if they are walking into the room, regardless of how fast you are in entering the Elevator and regardless of your Threat Meter, you *WILL* get a Close Encounter on your rating. 0=+=+=+=+0 / Malaysia \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >MLY2. The Graveyard Shift 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Malaysia / 0=========0 0+=+=+=+=0 Before moving on to take care of the twin brother you need to plant a dongle on the master server which is locked in an air conditioned room. The dongle will allow the client to retrieve the encoded program. The only way into this room is with the System Administrator's keycard. He is working late along with several additional workers. There are also multiple Guards that protect this floor that need to be avoided. After the device is planted then you need to find a way out. That way out would be through the SkyBridge that connects the two large buildings. 0===================0 | Mission Objectives \ 0=======================================================> >>Plant Hacking Device. >>Find an Exit. 0========0 | The Map \ 0=======================================================> There is only one level to this Map and it is the Office Floor. This Map will also have several Points of Interests. To the north you will see the Server Room and the AirCon Room. The PoI in the Server Room is the actual server you must hack. The PoI in the Kitchen contains a Coffee Pot that is watched by a WebCam that is connected to the System Administrator's office so he can keep an eye on it. The PoI south of the Kitchen contains a Keycard that opens the AirCon Room. The two PoI's to the west are weapon boxes. The south one contains a 9mm Pistol SD and some Pistol Ammo. The north one, which needs to be picked open, contains Pistol Ammo and NightVision Goggles. The last PoI is the Keycard that is in the System Administrator's office. You will see two Guard Rooms with multiple Guards. There are also three Guards that slowly patrol the floor. In addition, you will see four programmers (Civilians) that are working in the three large cubicle rooms. You need to give them a wide berth to avoid spooking them and making them alert Guards. Finally, there are two Restrooms at the south side of this floor. 0========0 | Weapons \ 0===========================================================================0 |+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++| 0===========================================================================0 | Fire Axe | On a wall inside the east Guard Room. | 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | 9mm Pistol | --Carried by all of the Guards. | | | --Inside the System Administrator's office. | |---------------+-----------------------------------------------------------| | 9mm Pistol SD | Inside a small Locker at the south side of the Office | | | Floor. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | Medium. | |--------+------------------------------------------------------------------| | Notes | The Guards have no random patterns but the four Civilian | | | programmers are randomized. They need to be avoided whenever | | | possible so your cover doesn't get blown. They tend to make | | | frequent trips into the SysAdmin Office which can be frustrating | | | when trying to acquire the Keycard within. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> There are a couple of ways to go about this mission. One way, is to knock out the Air Conditioning to the Server and the other method, and what Jason has written, is to ambush and Sedate a Guard to get a disguise then Sneak past the SysAdmin to get the Keycard. However, I tweaked that method with my own ideas. There is also a section near the end that details how to deal with the SkyBridge Guards and is common to both methods. This is also a mission where you can be attacked by Psychic Guards if you Sedate either the SysAdmin or patrolling Guard. You can avoid them by waiting under the stairs after blowing out the window. When the warning comes up then several Guards will run around looking for you. Unfortunately, these Guards will continuously run around thus preventing you from safely re-entering the main office area. Therefore, if you wish to Sedate rather than Kill, then you need to keep your victim asleep until you have accomplished your main objectives other than crossing the SkyBridge. 0===========================================================================0 |===========================| Standard Strategy |===========================| 0===========================================================================0 When you start the mission then you will be in the Elevator just south of the Kitchen. Drop the Fire Axe you brought with you from the previous mission if you still have it. From here, walk forward a little bit and stop at the entrance of the small alcove you've been in. On both sides of the entrance are ashtrays. Stand by the one on your right and rotate the Camera so you are looking southwest at the hallway then bring out your Anaesthetic. West of your position is a patrolling Guard that has just stopped inside the west Guard Room. He will turn around and slowly walk down the hallway going south and out of the central area. Wait for him to appear and go completely out of view before doing anything. Then walk to the next corner and enter Sneak Mode. From here, follow the Guard. The Guard will eventually stop between the Restroom doors. By the time he gets to this point then you should be right up against him. Sedate him then drag his body into one of the Restrooms and Change Clothes. After this then walk to the room south of the east Guard Room. This has the Keycard to the AirCon Room. Pick the Lock to enter and acquire the Keycard. Then go back the same way you came and go north through the central hallway, past the Kitchen, and to the north door close to both the Server and AirCon Rooms. Check the Map or open the door to make sure that there are no Guards nearby before proceeding. Then go into the AirCon Room. Inside is a Server Cooler. Use your 9mm Pistol SD and fire one shot into it to destroy it. This will cause the Server to overheat. And this will make the SysAdmin run to the Server Room to try to solve the problem. When he gets inside the Server Room then he will spend some time on the machine before giving up and return to his Office. While he is doing his thing it is best to stay where you are at. But, in the process of trying to fix the Server, he will unlock the Server Room door so you can just walk on in when he leaves. Enter the Server Room and Plant Hacking Device. You will then get a message stating that the device is working and that you need to get to the SkyBridge. From here, head back to the sleeping Guard, wait for him to wake up, then Sedate him again to buy additional time for your escape. Then go to the window overlooking the SkyBridge while dodging the other Guards and Civilians. 0===========================================================================0 |=======================| Perfect Assassin Strategy |=======================| 0===========================================================================0 For this method you need to to acquire the SysAdmin's Keycard without firing the additional shot. After Sedating the patrolling Guard and Changing Clothes then head to the SysAdmin's Office while dodging the other Guards and Civilians. When you get to his door then check your Map. Make sure that no Civilian is in the Office or heading to it before you make your move. When the coast is clear then go into Sneak Mode and enter the Office. If he has his back to you then slowly approach his desk and grab the Keycard. If he turns around as you open the door then sidestep left as you enter then wait for him to turn around before proceeding. After acquiring the Keycard then slowly exit the office and head to the Server Room. After planting the Hacking Device then head back to the sleeping Guard and Sedate him again when he wakes up. Then head to the window overlooking the SkyBridge. 0===========================================================================0 |==========================| Mission Completion |===========================| 0===========================================================================0 Regardless of what mission method you used this is the part that is common to both and involves your eventual escape. When the coast is clear then walk close to the center window and rotate until you are either looking straight south or west. The reason for that is if you shoot over the SkyBridge then you may risk shooting close to the Guards there and they may freak out. When you are in position then bring out the 9mm Pistol SD and shoot once to destroy the window then jump down and immediately duck under the stairs then enter Sneak Mode. The reason for this is because you may cause everybody to panic and they will run to the Guards. You will get a warning about a suspicious Guard but no more. However, everyone will run around trying to see what has happened with the window and the Guards will be temporarily hyper alert. But things will eventually settle down and they will go back to business as usual. By hiding under the stairs then nobody can see you while this is going on so you are quite safe but you shouldn't move yet. **NOTE: On the Xbox 360 and PS3 versions nothing will happen when you shoot out the window so there is no panic. If you Sedated the Guard, and depending on how long things take, this may allow him to wake up before you can get to the other end of the SkyBridge. You will get an additional warning about a suspicious Guard then he, and several others, will randomly run about the floor looking for you. In this case it is advisable to sit under the stairs until the Sedated Guard has awakened and for the Guards to be away from the nearby hallway before proceeding. When the coast is clear then move southwest across the SkyBridge. Ahead of you is a maze of wired lights and small air conditioning units. At the other end of the SkyBridge is the Exit Point. There are two Guards that patrol the SkyBridge. I will call them the Left Guard and the Right Guard. If you tried to cross the SkyBridge while the Guards were hyper alert then these Guards will automatically see through your disguise when the warning comes up, regardless of whether or not they can actually see you by an air conditioning unit, and will run up to attack you. Very annoying. But, by waiting for everything to settle down after breaking the window and for the sleeping Guard to wake up, then they should be back to normal and should cause no problems. The Left Guard has a patrol route that goes from near the Exit Point to the center of the SkyBridge (when looking at the Map that would be where the "B" is). The Right Guard has a patrol route that goes from the center of the SkyBridge (also by the "B") to just above the "I". Stand by the air conditioning unit that is just above the "G". You do not want to get too close to the north end of the Right Guard's patrol route or he may come closer to investigate. If he does and you manage to avoid blowing your cover then he may stop in the center of the path not far from the south end of his route and will stay there. The problem is that if you try to get by him then more than likely you will blow your cover and both Guards will then shoot at you. What you need to to is wait for both Guards to stand at the center of the SkyBridge or the Right Guard to stand at the center of the bridge and the Left Guard to be either at the west end of his route or heading back to the Exit Point before making your move. When you successfully get past both Guards and to the Exit Point then you will successfully complete this mission. 0=+=+=+=+0 / Malaysia \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >MLY3. The Jacuzzi Job 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Malaysia / 0=========0 0+=+=+=+=0 The bonus Target you need to kill is the twin brother of Charlie Sidjan. He behaves very differently from his other brother. He is quite the playboy and has his own penthouse suite in the upper levels of the building. He also is surrounded by several female Bodyguards. He also has a taste for expensive art as he has a rare 16th century statue on display. This means additional Guards are on patrol inside the place. Your task is to eliminate him and make it look like a robbery gone bad by taking the statue and additional money which can be found inside a Safe. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill Charlie Sidjan. >>Steal the Money. >>Steal the Statue. 0========0 | The Map \ 0=======================================================> There is only one level to this Map and that is the Apartment itself. And it is a pretty compact level to boot. There are two male Guards that wander around the center of the apartment and hallways. There are three female Bodyguards that hang out with Charlie by the Hot Tub at the northwest corner of the area. There is another female Bodyguard playing the piano at the southwest corner of this floor. There are three Point of Interests (and really should be a fourth). The first one, at the northeast corner of the floor, is the Safe that has money you need to steal. This room is occupied by a Secretary who will check on the money every so often. I will call this area the Safe Room. The second Point of Interest, southwest of the first one, is the Statue you need to steal. The last one, south of that is where you can find Nightvision Goggles. The last place of interest is the Fuse Room which is across the hallway west of the Safe Room. Both the Statue and Safe are protected by alarms so you need to cut the power to get at them safely. 0========0 | Weapons \ 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | 9mm Pistol | Carried by both male Guards. | |------------+--------------------------------------------------------------| | Revolver | --Carried by all four female Bodyguards. | | | --Inside the Fuse Room. | |------------+--------------------------------------------------------------| | SMG | Carried by the four Guards that come up the Elevator if you | | | set off the alarms. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | Low. | |--------+------------------------------------------------------------------| | Notes | The Guards have no random patterns but the Secretary in the Safe | | | Room is the random person here. But she isn't too bad and you | | | can make minor adjustments based on what she does. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> Although there are some NightVision Goggles laying around you can still do everything you need without them. This is also another mission with Psychic Guards but they are much easier to deal with here. 0===========================================================================0 |=========================| Standard/PA Strategy |==========================| 0===========================================================================0 When you start the mission then you will be on the ledge just outside the window looking into the Hot Tub Room where you can see Charlie and the three female Bodyguards. It should be pointed out that the window is bulletproof so you can't shoot Charlie from here. Carefully run south along the edge, follow the corner, and stop at the next one. You should see the piano playing Bodyguard through the curved window to your right. Look at your Map or through the window. Inside the main apartment area are two patrolling Guards. At this point they can't be seen through the window. But they will enter through a pair of doors near the Exit Point. Guard #1 has a patrol that starts by the door to the Hot Tub Room, goes south through the left door by the Exit Point, stops by the piano playing Guard, then turns around and goes back north. Guard #2 has a patrol that starts in the Safe Room, goes through the nearby hallway, goes through the right door by the Exit Point, goes southwest to the left door to the south patio, goes outside and back in through the opposite door, heads northwest to the left door near the Exit Point, goes through it and turns right to head back to the Safe Room. Guard #1 is a bit twitchy and Guard #2 is, shall we say, dense. I'll explain why later. When they enter into the main apartment area then they will head south through it then head back north. When they are near the doors then then run along the ledge to the patio just outside the Safe Room. Then climb the railing and walk to the door then stop. Either check your Map or open the door to find the Secretary. Her behavior will depend on where you are on the Map. Every so often she will get up from her desk. If you are outside then she will go to the Restroom at the west side of the floor which will give you an opening to get inside. If you are inside then she will no longer go to the Restroom but instead check on the Safe when she gets up from her desk. This means that she will not go into the hallway thus making things easier for you. However, while you are outside, she may check the Safe instead of going to the Restroom which means a longer wait time to get inside. If she goes to the Restroom then wait for her to leave Safe Room then walk inside. When you get to the door then run into the Fuse Room and Destroy the Fuses. This will knock out the lights and alarm system. In addition, a Technician will be called up to fix the problem. If the Technician doesn't fix the problem within a reasonable amount of time then Security will be called up. This means that ambushing him isn't an option but he's not an issue anyway. After the lights are out then run into the Safe Room, open the Painting and the Safe, take the Money, and close both the Safe and Painting. Then run outside and through the other door to grab the Statue. Then run back out and into the Safe Room. Head to the door, stand by it, and bring out your Anaesthetic. When the lights are out everybody is standing and looking around. The Secretary will run into the main area in a panic. But both Guard #1 and #2 will continue to patrol the apartment as though nothing is happening. When Guard #2 tries to come into the Safe Room then use the 45-Degree Door Trick to Sedate him as he goes through the door. Then close the door and grab his body again but *DON'T* move. At this point the Technician will arrive on the floor. He will head to the Fuse Room and quickly fix the problem which will bring the lights back on. Wait for him to leave and go around the corner before dragging the Sedated Guard into the Fuse Room. Then Change Clothes and leave. **NOTE: If the Secretary checks the Safe before going to the Restroom then wait for Guard #2 to enter and leave the Safe Room before heading to the Fuse Room. Before Destroying the Fuses, check your Map. Wait for Guard #2 to get to the left door going outside before proceeding. On Professional difficulty, wait about, maybe, 20 to 25 seconds. After Changing Clothes then go into the Safe Room and back outside. Climb over the rail, and head around the window for the Safe Room and stop behind the wall at the northeast corner of the Map. This will allow you to keep the Guards from becoming psychic when Guard #2 wakes up later. Before I go any further I need to explain that when the Secretary checks on the Safe while you are waiting for the Guard to wake up then she will see it empty and run into the main apartment area. Eventually she will get to any of the two remaining Guards and will lead him/her to the Safe Room through the outside entrance. When they get to the Safe Room then the Guard will look around for a bit then return to his/her post. The Secretary will also return to her desk. Later, she will check on the Safe again and the whole thing repeats. Because they never go into the hallway this will cause no problems for you when you have to go through it yourself. When Guard #2 wakes up, and the warning is issued, then look through the window and wait for him to return to his patrol before heading back inside. As I mentioned earlier, Guard #2 isn't very bright. If you're going in opposite directions you can walk past him without any problems regardless of the fact that you are wearing his clothes. Go to and stand near the Exit Point and wait for Guard #1 to go through the hallway and back into the main area before heading to the Hot Tub Room. When you get into the Hot Tub Room then turn left and walk forward. You should see a large heart shaped bed and a lamp. Get next to the lamp and stand near the center of the bed. You should find Charlie and the female Bodyguards. Every so often the Bodyguards will leave the Hot Tub Room and go to the Restroom. These Bodyguards are very sensitive and you do not want to get too close to them. If you get any closer than your current position then you risk having them come up to you to investigate when they leave, which will more than likely blow your cover, or they may just turn around and head back to the Hot Tub instead. Wait for them to completely leave the room before making your move. After they are gone then get right up behind Charlie, whip out your Knife, and Slash him. Then Holster your Knife and grab his body by the arm then drag his body to the bed and to where you were standing earlier. This will hide the body from the Guards when they return. If you grabbed him by the leg then you risk having it stick up when you drop him and this will attract the attention of the Bodyguards when they come back. This is why you grab him by the arm - so this doesn't happen. When they return then they will sit at the Hot Tub once more. After Charlie is dead then they will never leave the Hot Tub again. Go to the door and, either by using the Map or by opening the door, wait for Guard #1 to come to the north end of his patrol and head back before leaving. Don't get too close to him or he will stop and look around. When you get to the Exit Point then you will find that even though you can Call the Elevator it won't come up. The only way to use it is to Destroy the Fuses again and have the Technician bring it up. Head back to the Fuse Room. Check your Map, or look through the Keyhole, and wait for Guard #2 to enter and leave the Safe Room before Destroying the Fuses to bring up the Technician. Then go back to the Exit Point and stand at the left side of the Elevator door. When the technician arrives and leaves the Elevator then enter it yourself to successfully complete the mission. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> After this mission then you will find yourself back at your familiar Tool Shed at Gontranno. If you've done everything correctly up to this point then you should have the following weapons inside the Tool Shed: 0===================================================0 | Melee Weapons | Pistols | Sub-Machine Guns | 0===================================================0 | Anaesthetic | .22 SD | SMG | | Combat Knife | .54 Pistol | SMG-SD6 | | Fiber Wire | 9mm Pistol | | | Fire Axe | 9mm Pistol SD | | | Golf Club | Ballers | | | Katana Sword | Ballers SD | | | Kitchen Knife | Deagle | | | | Revolver | | 0===================================================0 | Assault Rifles | Shotguns | Sniper Rifles | 0===================================================0 | AK | Shotgun | Crossbow | | M4 | Sawn-Off | Custom Rifle | | | | R93 Sniper | | | | SVD Sniper | | | | W2000 Rifle | 0===================================================0 And now, onto the next major chapter of the game..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >HTM5. Nuristan | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Your next major task is to retrieve some valuable cargo for the client. It was stolen by renegades who have hidden it in the desert. In addition to obtaining the cargo you are also to kill the people responsible for its theft. There are three missions here and you won't be able to go back to your Tool Shed until you complete the last one. 0=+=+=+=+0 / Nuristan \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >NRS1. Murder at the Bazaar 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Nuristan / 0=========0 0+=+=+=+=0 You need to kill Lieutenant Ahmed Zahir and get a map from him. After that then you need to kill Colonel Mohammad Amin and obtain a key from him. The key is an important part of the cargo you need to find and the map will help you in locating it. You can't risk having the alarm raised or the Colonel will try to escape and you will more than likely fail the mission. The Lieutenant is weak and goes for a nap after noon prayers which makes it a good time to get rid of him. The Colonel, on the other hand, will be shopping in the nearby Bazaar which will have several Civilians inside. 0===================0 | Mission Objectives \ 0=======================================================> >>Eliminate Lieutenant Ahmed Zahir. >>Get Map of the location of the Warheads from the Lieutenant. >>Eliminate Colonel Mohammad Amin. >>Get the Key from the Colonel. 0========0 | The Map \ 0=======================================================> There are two levels to the Map: >>Bazaar >>Village The Bazaar itself is at the south side of the Village. It will have Guards situated at the west end and a couple of more stationed near the east side. There is a ladder that leads to the roof of the Bazaar near the west end of the building. This is where you will go later. On the Village Map you should see the Guard Quarters and the Lieutenant's Quarters. Don't bother with the Guards Quarters. Other than the SVD Sniper there is nothing else of importance in there. 0========0 | Weapons \ 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | AK | Carried by all of the Guards. | |------------+--------------------------------------------------------------| | 9mm Pistol | Carried by the Lieutenant. | |------------+--------------------------------------------------------------| | Revolver | Carried by the Colonel. | |------------+--------------------------------------------------------------| | SVD Sniper | Inside the Guards Quarters. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | None. | |--------+------------------------------------------------------------------| | Notes | Haven't seen anything in the way of any kind of randomness in | | | this mission. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> This is a simple straightforward mission. The strategy is based on Jason's work but I have tried to add my own observations and tweaks to it. 0===========================================================================0 |=========================| Standard/PA Strategy |==========================| 0===========================================================================0 When you start the mission then you will be at the southwest corner of the Village. Turn north and run up the road. Your goal is the alley behind the Lieutenant's Quarters. Run behind the Quarters, past the door, then stop at the southeast corner. Look at your Map and you should see the two Guards stationed at the front of the Quarters and the Lieutenant. If you ran to the southeast corner then the noise you made from running should make all three turn and look south. This will make things easier. On the PC and Xbox 360 versions you need to make sure that the Lieutenant is facing *SOUTHEAST* not just south. If he is facing straight south then he will see you when you try to Sneak up and be forced to restart. On the other versions he can still face south and not see you. But you need to hurry since there are two wandering Guards heading in your direction from the north. Enter Sneak Mode and creep to the door then pick the lock. Creep up the stairs and you should see the Lieutenant standing there like an idiot. Get up behind him and Wire him. If you use the Knife then you may make noise that can cause the approaching Guards to be twitchy. After killing him then grab the Coordinates and Change Clothes. You need to change into the Lieutenant Outfit for the next part of the mission. As you are doing this then the two wandering Guards I mentioned should have just entered the Quarters. Wait for them to stop in the middle of the room and turn their backs to you. Then Sneak down the stairs and head back outside. Sneak to the southwest corner of the Quarters and get out of Sneak Mode. Head west and turn left when you get to the end of the building then turn left again to enter an alley. Head east along the alley and to the Ladder at the west end of the Bazaar building. Keep an eye out for a pair of wandering Guards. If you've done everything correctly then they should be way ahead of you near the east end of the Bazaar building. If they are nearby then wait for them to move away before proceeding. Climb to the top of the Ladder then the stairs to get to the roof. Stay close to the windows and head to the east end of the Bazaar. If you still wore the Civilian Outfit then the Guards will see you and fire at you. By using the Lieutenant Outfit then they won't do anything since, from afar, they think you are him. As you near the east end of the Bazaar roof keep an eye out for the two wandering Guards. Make sure they are away from the east entrance and heading back west before proceeding. You need to get onto the green awning that is above the east entrance. However, there is a decorative stone block in the way. Get around it and onto the edge of the roof then onto the awning. Go to the south end of the awning and wait for the Guards to move away. Then drop down between the rock wall and the awning - the wall has a slope to allow you to slide down without harm. From here, head inside the Bazaar building. Go inside the first shop on your left (there should be two stacks of pots just before it). Then go behind the stack of crates in the back, look at the crates, enter Sneak Mode, and wait. After awhile you should see the Colonel and his Bodyguard appear in the gap between the crate you are looking at and the stack of pots to the right. He will head near the stack of crates, turn his back to you, then smoke. Creep up behind him and Wire him then take the Key. Then drag his body behind the crates and walk out. Since you are dressed as the Lieutenant the Bodyguard won't care and will wave you off. After this then walk to the Exit Point to successfully complete the mission. 0=+=+=+=+0 / Nuristan \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >NRS2. The Motorcade Interception 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Nuristan / 0=========0 0+=+=+=+=0 You need to kill the local Khan, Abdul Bismallah Malik, who is trying to sell the cargo to the UN. He is heading back to his Palace in his Limo which is being escorted by some UN Soldiers. You have to kill him before he gets there and without harming the UN personnel. There is an Agency contact who will provide you with some weapons. You also need to be careful since the locals don't take too kindly to foreigners carrying around weapons in their town. 0===================0 | Mission Objectives \ 0=======================================================> >>Find your contact - get the weapons. >>Kill the local Khan >>Spare the UN-Troops. 0========0 | The Map \ 0=======================================================> There is only one level to this Map and that is the Village itself which is a medium sized level. There is a large Mosque to the south and near the Exit Point. The Agency Pickup is at the northwest side of the area. There is also a long road just outside the Village. This is the road that the Khan will arrive from. 0========0 | Weapons \ 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | AK | Carried by all of the Guards. | |-------+-------------------------------------------------------------------| | M4 | Carried by most of UN Soldiers. | |-------+-------------------------------------------------------------------| | M60 | Carried by the UN Soldiers on the jeeps. | |-------+-------------------------------------------------------------------| | MI95 | Found at your Contact. | 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | The only new weapons of note is the powerful MI95 Sniper Rifle, the M60, | | and the M4. The best thing to do is simply Rampage through the level and | | kill everybody. Kill the first couple of Guards with the 9mm Pistol SD | | then grab an AK and finish everybody off. | | | | Then grab the MI95 and perch yourself at the tallest building then shoot | | the Khan as he is heading down the road to get inside the town. Then run | | to the Exit Point as the UN Soldiers are shooting at you. | | | | There is no way to safely acquire the M4 and the M60 from the UN Soldiers | | and you can't kill them or let them be killed to acquire them. Besides, | | you should have the M4 from getting Silent Assassin on the St. Petersburg | | missions and you can easily acquire the M60 in the next mission. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | High. | |--------+------------------------------------------------------------------| | Notes | The Guards appear to have no random patterns but you can control | | | when they go to the Mosque at the south side of the Village. The | | | main wild cards are the two randomly wandering Civilians. And | | | they move much faster than the Guards which adds to their | | | annoyance factor. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> This mission is a pain in the ass. There are a lot of Guards about and you have to use a noisy weapon in order to get the job done. But the Guards aren't the real problem. It is the two randomly wandering Civilians that can cause the most headaches, especially if you're trying to Sneak up on a Guard out in the open. Thankfully the Guards aren't too much of a problem but you still should not get too close to them while holding the MI95. One interesting thing about the MI95 Sniper Rifle. It is so unique to this area that if you drop it it will *ATTRACT* people to it. This can be useful for luring someone into a favorable area but bad if you do not want to be seen with it since you can't just drop it and wait for the Guard or Civilian to pass before picking it up again. And you are also on a time limit although you can speed things up by being in the right place. And, speaking of the right place, even after going through numerous places to snipe the Khan, the best place is still the highest point on the Map which is just southeast of the Agency Pickup. According to Jason it is possible to kill the Khan without firing a shot. And I found a couple of videos that show how this is done. Personally, I've never liked this mission and consider it my most hated out of all of the "Hitman" games, "Absolution" included. I would rather sneak into the Palace and Wire the Khan while he is taking a piss or something. This is the second mission where somebody can be Killed by something you had nothing to do with. You have some control over when the Motorcade appears on the map. If you are a little slow in making them appear then they may run over a patrolling Guard walking the main road. There is also another way they can die and I will explain that later. 0===========================================================================0 |===========================| Standard Strategy |===========================| 0===========================================================================0 When the mission begins then you will be behind some crates at the south side of the Village and near a large Mosque. You will also be dressed as a Civilian. As long as you are unarmed then you can pretty much do whatever you want. But you need to get a Guard Outfit to make it to the sniping point without attracting too much attention to yourself when carrying the MI95. From the starting point, head to the mostly enclosed area that contains the Agency Pickup. Go inside the enclosed area but *DO NOT* go the the Pickup. Stay just outside of it and near a small cubbyhole. You see, there are a lot of Guards patrolling around the Village. However, you can actually control when some of them go to the large Mosque at the south side of the Village. They will go approximately one minute after you pick up the MI95. So, if you time things correctly, then you can make them go and keep them at the Mosque long enough to complete the mission. At the west side of the enclosed area you should see a couple of patrolling Guards close together as they move south. Wait for them to be directly south of the Agency Pickup before you acquire the weapon. After acquiring the weapon then go to the cubbyhole next door to the Pickup.
The next step is to Kill one of the patrolling Guards for an Outfit. To this end I am using the MI95 as a lure. There are four crates that make up part of a cubbyhole. Drop the MI95 against the wall across from the end of the crates so that it can be seen by a patrolling Guard (but make sure that no Civilians are going to be going near the opening or they may see it too). Go back into the cubbyhole and Prep your Knife. When the Guard sees the weapon then he will quickly walk to it. Then he will stop and spin in place. This makes it impossible to Sedate him since the Anaesthetic is brought out too slow. This is why you use the Knife. Go up against him and, when he spins so he isn't looking at you, then quickly bring out your Knife and Kill him then drag his body to the cubbyhole. Go back and grab the MI95 before anybody else sees it then Change Clothes. **NOTE: If you're having problems trying to Kill him with the Knife then stay behind the crates, go into first person mode, bring out your 9mm Pistol SD, and gently creep forward until you can barely see him. Then Kill him with one shot to the head. When you are properly disguised then you need to get into position to snipe the Khan. You need to get to the stairs which should be directly east of your current position so you can get access to the Ladder for the sniping point which is the tallest building in the town. The wandering Civilians won't care about you carrying the MI95 as long as you are properly disguised. But, if they see you up there with the weapon, then they will freak out and run to the Guards. After climbing up the Ladder to the sniping point then drop the MI95, so you don't unnecessarily upset the Civilians, and enter Sneak Mode. At this point you should get the notice that the Motorcade is entering the region. It should be pointed out that, regardless of how much time you have taken at the beginning part of this mission, you can always get the Motorcade to appear by getting up to the sniping point. The game designers wanted you to use the engine busting capabilities of the MI95 to shoot the engine of the front jeep and then snipe the Khan. But this will cause the UN Soldiers to shoot at you and raise Alerts which can make things more difficult. **NOTE: The UN Soldiers can also shoot through the open gates and hit and possibly Kill Guards and Civilians. Their actions won't count against your score but, with the bodies in plain view and the general rule of what happens when bodies are found, then you will get tons of Alerts - especially when multiple people die. However, the designers also gave you the option to shoot the Khan from behind. This is indicated by the short wall on the west side of this rooftop and the wall extension that borders the ladder that keeps you hidden as you climb down. Look west toward the short wall and wait for the notice that the Motorcade has approached the gates before picking up the MI95. Then enter Zoom Mode and zoom in one level. Look for the top of the white wall, that has the archway the motorcade will drive through, and find the angled bend. Near this bend is the left side of the road. The road angles left to enter into the Palace. Find the point where the road angles. Next to the side of the road is the brown tire tracks. In the center of the road is a lighter tan area. Put your crosshairs directly on the spot where the left side of the road bends then move it right until you reach the border between the tire tracks and the center area. Leave it here and wait. The Kahn will be driven right into your sights then BAM! >>Original Xbox Version ********************* On this version you need to move the crosshair more to the center. After killing the Khan then *IMMEDIATELY* get out of Zoom Mode, crouch down so you can't be seen behind the short wall, and drop the MI95. Wait about a minute for things to settle down a bit before leaving the rooftop. When you get back down to the lower rooftop then walk along the rooftop and drop back down to ground level. Go back to the dead Guard and change back into your Civilian clothes. From here, just walk to the Exit Point to successfully complete the mission unscathed. 0===========================================================================0 |=======================| Perfect Assassin Strategy |=======================| 0===========================================================================0 One way to improve your score is to Sedate a Guard instead of Killing him. But that is much easier said than done. As already noted, you can't Sedate a Guard if you lure him because he will spin in place. The designers wanted you to go out into the open to do this. In general, ambushing a Guard in the open isn't a difficult thing to do. But it is those damn Civilians that make it much more challenging, especially because of their random patrol patterns and speed. If you get a Guard exactly where you want him for Sedation then more than likely at least one of the Civilians will be in your face to ruin whatever you were planning to do. The best option I found was to Sedate a Guard to the east of the cubbyhole area then drag him back to it if the Civilians were far enough away and moving away from me. Of course, this takes many attempts because of their randomness. At this time I've not yet been able to find a reliable way to safely Sedate a Guard without Civilian interference. Another way to improve your score is to try to kill the Khan without using the MI95 at all. Jason had written up a way to do it in his document years ago. But others have made videos that demonstrate this method and variants of it: >>Bursting Glass (Fire Axe plus acquiring MI95) ********************************************* http://www.youtube.com/watch?v=ZRAKeKIXD_g >>Coffeeoscar96 (Katana) ********************** What I find interesting in these videos is that they don't seem to account for the random Civilians. I've yet to try this and I don't know if I ever will. But I'm presenting them in this guide for those who want to do something different. 0=+=+=+=+0 / Nuristan \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >NRS3. Tunnel Rat 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Nuristan / 0=========0 0+=+=+=+=0 Your mission is to eliminate Yussef Hussein who is the commanding officer of an underground base. Then secure the Cargo that the Khan tried to hide and bring it to the surface where a chopper will pick it up. 0===================0 | Mission Objectives \ 0=======================================================> >>Access the base. >>Kill Yussef Hussein. >>Transport the Cargo to the surface. 0========0 | The Map \ 0=======================================================> There are two levels to the Map: >>Compound >>Ruin Area There are two entry points into the Compound area. Both of them are inside round buildings at the north and south sides of the Ruin Area. If you look at the Compound Map then you will see three Points of Interests. The one at the northeast part of the Map is the Cargo which is residing in the Elevator. The second one at the end of a wavy looking corridor is a Generator. The last one is where you can find the Nightvision Goggles. The round room on the right side is where you can find Yussef Hussein. You will notice that he does not appear on the Map. He will only appear when you rescue the Prisoner who is being tortured at the northeast corner of the Compound. You will also see six small rooms at the south side of the Map. They can be useful for dodging Guards. 0========0 | Weapons \ 0===========================================================================0 |+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++| 0===========================================================================0 | Anaesthetic | Inside Yussef Hussein's quarters (x3). | 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | AK | --Carried by most of the Guards. | | | --Inside the Guards Quarters. | |--------+------------------------------------------------------------------| | M60 | --Carried by a couple of the Guards. | | | --Inside the Guards Quarters. | |--------+------------------------------------------------------------------| | Deagle | --Carried by a couple of the Guards. | | | --Carried by Yussef Hussein. | 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | The only new weapon of note is the M60 and you can acquire it easily | | during the course of the mission. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | Medium. | |--------+------------------------------------------------------------------| | Notes | The Guards that are posted at the entrances are randomized, | | | especially the two near the Helipad plus the two Guards near the | | | quarters also move randomly. However, it still isn't too bad. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> This is not a terribly difficult mission despite all the Guards, even the random ones. I also have two methods which depends on whether or not you Kill the Guards near the Helipad. >>Xbox 360 and PS3 Versions ************************* If you acquired the W2000 Sniper from "Invitation to a Party", the Custom Rifle from "At the Gates", and the MI95 from the previous mission then this is the earliest that you can get the {All Sniper Rifles Collected} Accomplishment. You will also get the {All Heavy Weapons Collected} Accomplishment when you acquire the M60, in addition to the MI95, and end up back at the Tool Shed after the mission. 0===========================================================================0 |=======================| Perfect Assassin Strategy |=======================| 0===========================================================================0 This is for those who wish to Sedate the two Guards near the Helipad near where you take the Cargo. When the mission begins then you will start at the southeast part of the Ruin Area and east of the south entry point. To the south of the south entry point is a large U-shaped wall. Run west and then angle southwest and go west along the south side of this U-shaped wall, turn the corner going north, then stop when you reach the end. Look to the northeast to find the round building which is the south entry point. If you see the Guard wandering around then remain still until he returns to his post. If you don't then proceed to the west side of the building. When you get to the north side of the round building then stop running and start walking along the building. As you get close to the door, and the Guard, then go into Sneak Mode and bring out your Anaesthetic. Just before you get to the door, stop. As the Guard is standing there he will look left and right. Sometimes he will look real far to the left. If you make your move when he does that then he will see you and things go bad. Wait for him to to look right before getting up behind him and Sedating him. Pick the Lock of the door behind him then drag the Guard partway down the stairs and Change Clothes. He'll wake eventually during the mission but thankfully the Guards here aren't psychic so you're still good. Go down the stairs and stop at the curve that leads north into the room where the Nightvision Goggles are at. There is a Guard that patrols the corridor with the six small rooms. You need to wait for him to stop at the west end of his patrol then turn and head east. When he does then head to the Ladder that goes into the Moat that rings around the center of the facility. Enter Sneak Mode and proceed north through the Moat. Your goal is the Ladder at the north center part of this area. When you get there then go up, exit Sneak Mode, and walk east. At the next corner is a Guard torturing a Prisoner. Rescuing him will put Yussef on the Map but it is not necessary. Go right into the corner, stop, and look south. There are also a couple of Guards that randomly patrol the north-south corridor where Yussef's quarters are at. They stop in front of his door for awhile then at least one will go north to check on the prisoner. One of these two Guards may go south and stop at the southeast corner then go back north to the door again. When both Guards are at the door then head south and step into the entrance into the Guards Quarters to your right. The idea is to wait here until both Guards are far enough away from the door so you can enter Yussef's Quarters. It is important to point out that this door does *NOT* auto close. You must close this door manually after you open it. So go through the door, close it, then enter Sneak Mode and pull out your Fiber Wire. Sneak to the little room at the south side of the round room and open the door. You will find Yussef checking out his stash of contraband. Wire him to complete another one of your objectives. On the crate nearby you will find three bottles of Anaesthetic which you should grab for the last part of the mission (if you wish to Sedate the Helipad Guards). Sneak back to the door, get out of Sneak Mode, and wait. Look at your Map and wait for the two Guards to move away from the door in any direction before proceeding. >>Professional ************ This is much harder at this difficulty because the Guards won't appear on the Map. Look through the Keyhole and open the door when there are no Guards in front. Then quickly look at where they are at before making your move. If things aren't right then go back inside, close the door, and look through the Keyhole until the Guards leave again. When the coast is clear then go through the door, close the door, and head north back into the Guards Quarters. If one of the Guards is going near the Prisoner then duck into the Quarters and wait for him to go south again before proceeding. If both Guards have gone south then proceed north past the Prisoner. As you proceed past the Prisoner then hug the wall to your right and continue forward to the corner then turn west with the corner and stay against the wall. Continue west and you should enter a larger room. This room has three Guards. Just as you enter the room then you should see a grill on the floor and a large pillar at the other end. Walk along the right side of the grill then angle left so you are walking to the left side of the pillar. When you get to the left side of the pillar then angle right so you are heading to the Elevator. This will keep the three Guards from being a problem. When you get to the Elevator then open it, get inside, and press the button for Ground Level. This will set off an alarm so go behind the Cargo and crouch behind it. When you get to the top then you will be told to secure the Helipad. There are two Guards that patrol the Helipad area. The mission ends when both of them are down. Because the M60, found in the Guards Quarters, is such a large weapon there is no way to Sedate both Guards and keep the weapon at the end of the mission which is why you should use the Standard Strategy (explained later) if you want the weapon for your collection. One of the Guards stays by the door but occasionally goes north to urinate on the nearby wall. The other one will stand by the door but will roam around the nearby area and the building. But he will also urinate on the east side of the round building. So you need to ambush him there. Go through the Helipad door and head to the east side of the round building. Stay back a bit and wait for the Guard to come here. When he stops then walk up close enough to get the Threat Meter to barely register then enter Sneak Mode and creep up on him then Sedate him. When he is down then go east then north around the corner and follow along the wall until you get near the other Guard. Usually when you get near him he will be urinating on the wall. Wait for him to get back to the door before Sneaking up on him to Sedate him to successfully complete the mission. 0===========================================================================0 |===========================| Standard Strategy |===========================| 0===========================================================================0 This is for those who wish to Kill the two Guards near the Helipad so you can grab the M60 for your weapon collection. The major difference in this strategy is that, after ambushing the first Guard for his clothes, you go after the two Helipad Guards before going underground. Since you're going to be Killing those two Guards you also have the option of Killing the first one instead of Sedating. After getting the Guard Outfit then head north towards the Helipad area and Kill the two Guards with the Fiber Wire. If you Sedated the first Guard then wait for him to wake up before doing anything else. After dealing with the Guards then go down the entrance near the Helipad and stop in the corner near the Prisoner. Kill Yussef as before and go to the Guards Quarters afterwards. Take the M60 and proceed to the Elevator. When you open the door to the Helipad then the mission will end successfully and you will acquire the M60. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> After this mission then you will find yourself back at your familiar Tool Shed at Gontranno. If you've done everything correctly up to this point then you should have the following weapons inside the Tool Shed: 0===================================================0 | Melee Weapons | Pistols | Sub-Machine Guns | 0===================================================0 | Anaesthetic | .22 SD | SMG | | Combat Knife | .54 Pistol | SMG-SD6 | | Fiber Wire | 9mm Pistol | | | Fire Axe | 9mm Pistol SD |==================| | Golf Club | Ballers | Heavy Weapons | | Katana Sword | Ballers SD |==================| | Kitchen Knife | Deagle | M60 | | | Revolver | | 0===================================================0 | Assault Rifles | Shotguns | Sniper Rifles | 0===================================================0 | AK | Shotgun | Crossbow | | M4 | Sawn-Off | Custom Rifle | | | | MI95 | | | | R93 Sniper | | | | SVD Sniper | | | | W2000 Rifle | 0===================================================0 All that is missing is the Scalpel, Uzi, and the SP12. And now, onto the next major chapter of the game..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >HTM6. India | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ As it turns out the client you were helping in Nuristan was double-crossed and the Cargo stolen by an Indian based cult. The client wants the cargo back and the people behind the theft killed. At the time the game was released there was some controversy concerning some material within the game that was offensive to Indians. Some of this material was either altered or removed depending on what version you have. There are three missions here and you won't be able to go back to your Tool Shed until you complete the last one. 0=+=+=0 / India \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >INA1. Temple City Ambush 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ India / 0=========0 0=+=+=0 Your main goal is to gain access to the sacred cult Gurdwara through a secret passage in one of the shops in the city. There are also a couple of thugs within the city looking for suspicious foreigners so you need to be careful. You will find a contact inside the International Parcel Service shop that will provide more info. 0===================0 | Mission Objectives \ 0=======================================================> >>Meet with the Agency's contact. >>Meet Agent Smith. >>The Agent must survive. >>Kill the two Assassins and photograph their bodies. >>Bring the photos back to the Agent. 0========0 | The Map \ 0=======================================================> There is only one level to this Map and that is the City Map itself. And it is a fairly large area with lots of narrow passages. The two Point of Interests in the center mark the two large open air Markets. The Agency Pickup, where you will find your initial contact, and the SP12 Shotgun, is at the southeast corner of the City Map. 0========0 | Weapons \ 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | Revolver | Carried by some of the Guards. | |---------------+-----------------------------------------------------------| | Deagle | Inside Agent Smith's office. | |---------------+-----------------------------------------------------------| | SMG-SD6 | Carried by the Purple Turban Guard. | |---------------+-----------------------------------------------------------| | R93 Sniper | Carried by two of the Assassins. | |---------------+-----------------------------------------------------------| | 9mm Pistol SD | Carried by one of the Assassins. | |---------------+-----------------------------------------------------------| | SMG | Carried by one of the Assassins. | |---------------+-----------------------------------------------------------| | SP12 Shotgun | --Laying close to your initial Contact. | | | --Inside a small storage unit with several large bags | | | just west of your starting point. | | | --Inside a small storage unit with several large bags | | | north of the west open Market area. | | | --Inside a small storage unit with several large bags at | | | the southwest corner of the town. | 0===========================================================================0 |+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++| 0===========================================================================0 | The only new weapon of note is the SP12 Shotgun. There is no way to | | conceal it so you either have to Rampage through the mission or run to | | your Exit Point with it while avoiding the Guards and their gunfire near | | the end of the mission after completing your main objectives. | | | | If you wish to get the Shotgun but still get a Silent Assassin rating | | then you will have to Sneak it to the Carpets Inter. Shop at the | | northwest corner of the City at the beginning of the mission. This Shop | | will become your Exit Point at the end of this mission. | | | | Make sure that there is no one on the pathways outside of the shop where | | you get the weapon before leaving. Leave the shop when the coast is clear | | and head north then, after some distance and close to a corner, drop the | | weapon and check your Map. Make sure that the coast is clear before | | proceeding further. | | | | Continue with this pattern of running to a point and dropping the weapon | | by a corner and checking the Map until you reach the Shop. The problem | | here is that the door is locked so you need to drop the weapon at the | | inside part of the corner so you can pick it up at the end of the | | mission. | | | | Make sure that the coast is clear before picking up the weapon and | | running into the Shop to complete the mission when you are allowed to | | enter. | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | High. | |--------+------------------------------------------------------------------| | Notes | Everybody, Civilians, Guards, and Targets, have randomized | | | patterns. This can make things somewhat frustrating when trying | | | to take down the wandering Assassin in the open Markets. | | | However, all of this randomization can make some of the people, | | | including the wandering Assassin, freeze. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> This can be a tricky mission because of the random placement of the Agent and the randomness of the Guards and Civilians. Even more unusual is the appearance of what is known as the Purple Turban Guard which I will go into more detail on in the mission walkthrough including safe disposal of him. According to Jason it is possible to kill the Assassin in the Market without firing a shot but it requires a lot of effort and for things to go right. But, as I just noted, the wandering Assassin can freeze in place which will make it a lot easier for you to take him down and do it cleanly. The amount of time to allow this to happen will depend on platform (it takes longest on the PC version). >>Xbox 360 and PS3 Versions ************************* If you've done everything correctly prior to this mission then, when you bring the SP12 Shotgun into the next mission, you should earn the {All Shotguns Collected} Accomplishment. 0===========================================================================0 |===========================| Standard Strategy |===========================| 0===========================================================================0 You will start in an open area at the east side of this city. The city consists of a maze-like system of narrow paths. The place also swarms with Guards and Civilians. If you stand still for too long and a Guard hovers around for awhile then he will get spooked and fire on you. So you should keep moving to avoid this problem. The International Parcel Service shop is at the southeast corner of the city. It is here you will meet with your initial contact who will mark a specific shop on the Map where you will find the Agency contact. The Agency contact can be found randomly in one of six empty shops (however, it will always be marked as Carpet Inter.). It should be noted that he appears on the Map as a VIP regardless so you don't even need to go to the IPS shop. The empty shops can be found on the Map by searching for a short light gray line. This info is useful for later in the mission. Go to the Agency contact and you will find that it is Agent Smith again. He is holed up in his office and pretty drunk. He informs 47 that he was trying to do basic surveillance and that all of a sudden there are people are trying to kill him. He did, however, pick up part of a conversation concerning the cult leader stepping up security because of a rumored attempt on his life. Agent Smith also tells 47 that there are a couple of Assassins trying to look for him. He wants 47 to find them, kill them, and take their picture with the Camera that he gives him. When 47 comes back with the pictures then Agent Smith will sober up and help him to the secret passage which is located in another shop. After the cutscene then two Assassins will appear on the Map. One will be randomly perched on the second level of a shop that is on the edge of one of the large open Markets. The second will roam randomly within both of the Markets. He will never leave the Market area unless he sees you and decides to chase you. It should be noted that if he sees you, regardless of whether or not he chases you, this will count as an Close Encounter so, if you want to keep your score clean, you need to avoid him. The fact he never leaves the Market area and that it is usually swarming with people makes it tricky to get rid of him without drawing too much attention to yourself. But, before I deal with them, I also need to deal with someone else who also appears on the Map when they do. And that is the Purple Turban Guard (also known as the PTG). The PTG is pretty damn weird and I don't know why he was put in the game. He is dressed like a Guard (orange clothing) and wears a purple turban but he appears as a Civilian on the Map. When he sees you then he will draw out an SMG-SD6 and run to you. He will stay with you no matter what you do. He won't do anything to you as long as you don't pull out a weapon - if you do then he will attack you. It is quite annoying to try to deal with these Assassins then suddenly have this guy come up to you leaving you to try to find a way of dealing with him. So I am going to find him first so I can get rid of him safely before dealing with the Assassins. Go around the city but stay away from the Market area. Once you find him then head for one of the empty shops. The one you should go to is the one called Sohan Lal Travel (with a green sign) at the northwest or south side of the city. The reason you should go here is because this is the easiest place to deal with him for reasons I will outline in a bit. Go to either one of these shops, enter it, and go into the corner next to the other door. The PTG should follow you inside. Stand still and wait for him to get in front of you. It should be pointed out that he tends to move around a lot even if you are standing still. So you need to find a way to get him to stand still so you can deal with him. On one side of the room is a desk. There is a gap between the desk and the larger metal garage door. Get into this gap and the PTG will get near it. Move closer to him so he can push you back into the corner of the wall and get his back turned to you. Because he is now in the gap and against you he has no room to move about so he will stand still. When this is achieved then bring out your Anaesthetic, Sedate him, and Change Clothes (this should make you look less conspicuous). There is no need to take the SMG-SD6 since you can't conceal it and you should already have one from the Japan missions. >>Xbox 360 Version **************** When he gets inside then he will stop moving but he is still easy to get behind and Sedate. After dealing with him then leave the shop. Once you leave the shop then he can no longer follow you thus leaving him trapped there and no longer posing a problem for you. If, by some chance, his body disappears after Sedating him then this is better since he will completely disappear from the Map. Now head to the Market and to where the stationary Assassin is laying in wait on the second floor of one of the shops that ring the Market area. When the other Assassin is out of view then go into the shop and to the stairs then enter Sneak Mode and creep up the stairs. >>Professional ************ The Assassins don't appear on the Map so you will have to carefully go from shop to shop to find him. Pull out your Fiber Wire and get up to him then Wire him (and Change Clothes if you didn't do so with the PTG). Then bring out your Camera and take a picture. This takes care of one of the Assassins. Pick up the R93 Sniper that the now dead Assassin dropped and wait. The plan is to stay here until the wandering Assassin comes into view then shoot him with the rifle. Because of his random patrol pattern this may take awhile. When he finally comes into view then kill him and drop the rifle. The Guards will eventually find him and you will get an Alert. In addition, if you kill him when the Guards are close to him then you will Alert them further and your score will be more negatively impacted. So try to kill him when he is more isolated to improve your score. After killing him then you will need to wait before trying to get his picture. If you try to get his picture when the Guards when they are around his body and you stay for too long then the Guards will freak out and shoot at you. Wait for them to be far from the body before running up to the body for a quick picture then run away and out of the Market area. After dealing with these Assassins then head back to Agent Smith. He will look at the photographs then tell you that you need to kill the cult leader and his main propagandist, Dr. Von Kamprad. But, as you get ready to leave, Agent Smith will pass out. However, your Exit Point will be marked on the Map. Leave the shop and close the door. As you make your way to the Exit Point then two more Assassins will appear on the Map. They will be directly south of the Exit Point. The best way to approach the Exit Point is from the east. If you decided to obtain the SP12 Shotgun and managed to safely deposit it near the Exit Point then make sure that the coast is clear before picking it up. Run into the shop before the Assassins can see you and head for the west wall to successfully complete the mission. 0===========================================================================0 |=======================| Perfect Assassin Strategy |=======================| 0===========================================================================0 The only to improve your score beyond the Standard Strategy is to Kill the wandering Assassin without using the R93 Sniper. Being that he will always be in the Market and in plain view of everybody this task is extremely difficult. But, if you wait long enough (and this depends on what version you have) then he may freeze up with his arms outstretched. If this happens then it will be easier to Kill him with a melee weapon. This can be easier still if he freezes up close to a shop. Prep your Knife before entering the Market area. You need to Sneak up on him in order to attack him. If you walk up to him then the noise will make him unfreeze. You need to make sure that no Guards actually walk up to you as you try to Sneak up on the Assassin. Remember, if they hover around you long enough then they will attack you regardless of disguise. If one looks like he will walk to you then back off until he goes away. When you are finally against the backside of the Assassin then make sure that there are either no Guards and Civilians in the immediate area or far enough but walking away from you before attacking. Quickly bring out your Knife, Kill the Assassin, Holster your Knife, then quickly drag him into the nearby shop. Then drag him up the stairs as this will reduce the opportunity for either Civilians or Guards to come inside to look at the body. >>Xbox 360 Version **************** The Assassin will never freeze regardless of how long you wait so you must do things the hard way. And by that you must attack him while in motion. The main problem with this is that he is very sensitive and will turn around at the slightest provocation. If you don't quickly get behind cover if he does then he will see you which will result in a Close Encounter and your clean run is ruined. In order to safely get behind him for attack you must Slide - you can't just run to him. If you run then he'll be completely turned around when you get to him and, if you have the Knife out, then he'll quickly jump back and start to shoot at you. You have to wait for him to walk in front of the shops and Slide enough to get reasonably close to him without making him turn around then continue to walk while following him. The best place to get at him is when he walks into the center connecting area while he is close to the shops. When you feel that he is in the right place then bring out the Knife, quickly Slide to him, and Slash him before he has a chance to turn around. Then quickly drag him into the nearby shop and hope that no Guards saw you. If you spook a Civilian while you are attacking that is okay. By the time he gets to a Guard then you should have dragged the body into the shop and out of view. You will get a suspicious cult member warning but no more. At least one Guard will stand outside the shop looking around. But they will eventually settle down and go about their business once more. When this happens and that there are no Guards in the immediate area of the shop then it will be safe to leave after you take the picture of the body to complete your objectives. Then finish out the rest of the mission as written but dodging any Guards along the way. You don't want to risk having them see you and possibly fire on you which would ruin your clean run. 0=+=+=0 / India \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >INA2. The Death of Hannelore 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ India / 0=========0 0=+=+=0 You now have to kill the cult leader's personal physician and main propagandist, Dr. Von Kamprad. She has an office on the second floor of the Temple. After killing her then you need to hide the body in the designated room. 0===================0 | Mission Objectives \ 0=======================================================> >>Pick up Door Key to the Hiding Place. >>Kill Dr. Von Kamprad. >>Hide the body of Dr. Von Kamprad - check your Map. >>No Civilians must be killed. 0========0 | The Map \ 0=======================================================> There are four levels to the Map: >>Temple Garden >>Sewers >>Temple 2nd Floor >>Temple 1st Floor The Temple Garden is the outside of the facility and has the Exit Point. The Sewers has a ladder that leads into the Pool in the middle of the Temple (plus a secret ladder the leads into another part of the Temple). The Temple 1st Floor has three Points of Interests. The two on the west side are Cult Outfit you can use to disguise yourself. The last one at the northeast corner is a Patient Outfit that can also be used as a disguise. The Temple 2nd Floor is where the Doctor, and the Hiding Place, is. 0========0 | Weapons \ 0===========================================================================0 |++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++| 0===========================================================================0 | 9mm Pistol | Carried by all of the Guards. | |---------------+-----------------------------------------------------------| | 9mm Pistol SD | Inside the Storage Room. | | AK | | 0===========================================================================0 <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0===========0 | Randomness \ 0===========================================================================0 | Rating | Medium. | |--------+------------------------------------------------------------------| | Notes | The Guards don't have any random patrol patterns but all of the | | | Patients do. | 0===========================================================================0 0==============0 | General Notes \ 0=======================================================> This level is a little tricky because of a Patient that will come up to the 2nd Floor as you are trying to deal with the Doctor. But I've made some observations and learned how to easily deal with him. 0===========================================================================0 |=========================| Standard/PA Strategy |==========================| 0===========================================================================0 When you start the mission then you will be next to an overturned boat not far from your Exit Point. Your goal is the Sewers at the west side of this area. You need to wait for the patrolling Guard, who should be heading in your general direction, to stop near the end of the boat. Then sneak up and Sedate him. >>Xbox 360 and PS3 Versions ************************* Most of the time he will be frozen in place in the path not far from the Helipad. Run past the boat and stop at the rock wall just beyond the crates. Keep an eye on the Guard on the Helipad in the background. When he turns around then walk on the grass so you can get behind the frozen Guard. Get to roughly ten feet behind him then sneak up and Sedate him. Drag him back to the rock wall you were just at. Change Clothes with the Guard then drag him to the west end of the large stack of crates nearby. When you get there then turn north to get to the edge of the water then proceed back east. Go around the corner and to the tie pole. When you get there then most of the Guard's body will be over the edge and you can easily drop him into the water. After dropping him then go back to your starting point and wait. The Guard will no longer appear on the Map but he is still in the game. So you will get the warning about a suspicious Guard when he wakes up later even though he is trapped in the water. This mission is notorious for Psychic Guard attacks so you have to wait here until the warning appears then proceed normally. After the warning is issued then head to the Sewers which is under the Helipad. When you check the Sewer Map then you will see a maze of pipes and a Ladder that leads into the pool at the center of the 1st Floor. Check your Map at each intersection so you don't get lost. Follow the pipes until you reach the Ladder room but *DON'T* go up the Ladder. Inside this room are four additional channels where more sewage are merging with the main channel. One of these channels, the first one on the right as you enter the room, is a secret passage leading to another Ladder. This Ladder leads up to the southeast corner of the Temple 1st Floor. Climb up the Ladder but stop near the top. Look around for any Guards then finish climbing up. After this then turn right and enter one of the Patient rooms. Since you're dressed as a Guard the Patients won't care. The Patient Outfit that you need is at the room at the northeast corner. All of the Patient rooms are connected internally. Just go through these doors to reach the Patient Outfit. A wandering Patient will often come through this room. Check your Map to find him or simply wait for him to come through before Changing Clothes. The thing to note about the Patient Outfit is that you can go around just about everywhere even if there are a bunch of Guards about. The same cannot be said of the Cult Outfit. You cannot go onto the Temple 2nd Floor when in a Cult Outfit or you will be shot at. Now head to the south central area of the 1st Floor south of the large pool. Here you should see two doors - one to the east and one to the west. Go through the west door and in-between two Guards. Even though you will max your Threat Meter they won't do anything. Go inside the Storage Room and find the Door Key then leave the same way you came in and back outside. Now to go after the Doctor. Go north and head inside the main building through the center door. Once inside the Lobby then turn left and head up the stairs. When you get to the top of the stairs then turn left and go through the first door that enters into a connecting room for the northwest office. Next, stand by the door going into the Doctor's Office, Prep your Knife, and look through the Keyhole. Remember that wandering Patient I mentioned earlier? Well, he goes around the northeast corner of the 1st Floor, enters the building, goes upstairs, and into the Doctor's Office. Then he turns around, walks back out, and back outside and the pattern repeats. Wait for him to appear in the Office and walk out. Then wait 20 seconds before getting out of the Keyhole. I'll explain why in a bit. Sneak inside, get behind the Doctor, quickly Knife her, then drag her back into the small connecting room that you were in earlier. The reason for doing this is because, by attacking the Doctor, you also instantly change the behavior of the wandering Patient. Instead of proceeding with his pattern he will then turn around and head back upstairs. This is also why you needed to wait a bit before getting out of the Keyhole - to buy extra time. By the time you get both yourself and the dead Doctor into the connecting room then the Patient will be re-entering the Doctor's Office. However, because the Doctor is not in her chair, he will then start to look all over the floor for her. Thankfully he won't enter the small connecting rooms so you are safe. He will start with the northwest room then go to the northeast room. Then he will head to the south end of the floor and go through the southwest room and head to the southeast room. When he gets to the southeast room then he will stop - he becomes permanently frozen. This is part of the game engine so this occurs on all versions. When he freezes then you can safely drag the Doctor to the Hiding Place at your leisure. In order to not be seen by the Guards you have to take her down the center of the floor. Drag her back into her Office and out the main door. Proceed straight south and turn right when you get to the door at the south side of this open area. This will keep the Guards at the top of the stairs from seeing you. Then drag her the short distance to the Hiding Place and deposit her body there. After that then go back downstairs and outside then head north and just go straight through the door into the Temple Garden and to the Exit Point to successfully complete the mission (the Guards outside just see you as a Patient so they don't care). 0=+=+=0 / India \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >INA3. Terminal Hospitality 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ India / 0=========0 0=+=+=0 You are now on what is known as Hospital Island. It is here that the Cult Leader, Deewanna Ji, is staying. He is to undergo an operation for a heart transplant and a pacemaker. You need to infiltrate the hospital and perform an operation of your own. One that ends the life of the Cult Leader. There is also some equipment in the office of Dr. Chakran that is necessary to complete this mission. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill the Cult Leader. >>Escape Hospital Island. 0========0 | The Map \ 0=======================================================> There are six levels to the Map: >>Island >>Ventilation Shafts >>Basement >>1st Floor >>2nd Floor >>Roof The Island Map is where your Exit Point is. There are also three Point of Interests here as well. The first one, inside the temple at the west side of the island, is where you will find multiple weapons. The PoI east of that is where you will find a Cult Outfit. Northeast of that is where you will find a window that will let you into the 1st Floor of the hospital itself. The Basement is where the operation will take place. It can be in one of the four rooms inside the Target Area. There are also three Point of Interests here. The one at the south side of the Basement is the Generator that you can knock out. The other two are where you can find Scalpels. The Ventilation Shafts are where you can safely look inside the operating room to find the cult leader. The 1st Floor has nothing special.
The 2nd Floor has the Agency Pickup and a Point of Interest which is the
Doctor Outfit. The Roof has nothing special but can be used as a safe means
to access the Basement through the stairwells.
0========0
| Weapons \
0===========================================================================0
|+++++++++++++++++++++++++++++| Melee Weapons |+++++++++++++++++++++++++++++|
0===========================================================================0
| Anaesthetic | Inside the room next door to Dr. Chakran's Office. |
|-------------+-------------------------------------------------------------|
| Scalpel | Inside a couple of offices within the Basement. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++|
0===========================================================================0
| Deagle | --Carried by most of the Guards. |
| | --Inside the Temple. |
|------------+--------------------------------------------------------------|
| Uzi | Carried by some of the Guards. |
|------------+--------------------------------------------------------------|
| SMG | Carried by a small number of the Guards. |
|------------+--------------------------------------------------------------|
| AK | --Carried by a small number of the Guards. |
| | --Inside the Temple (x3). |
|------------+--------------------------------------------------------------|
| R93 Sniper | Inside the Temple. |
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| The only new weapons of note is the Scalpel and the Uzi. You can acquire |
| both easily during the course of the mission. |
| |
| If you have been good in weapons collecting, including obtaining the |
| W2000 Sniper from "Invitation to a Party" and the Custom Rifle from "At |
| the Gates", then the Scalpel and Uzi will be the last weapons to complete |
| your collection. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0===========================================================================0
| Rating | Low. |
|--------+------------------------------------------------------------------|
| Notes | The Nurses appear to be random but will cause no problems. |
0===========================================================================0
0==============0
| General Notes \
0=======================================================>
This is a pretty straightforward mission without a lot of room for
creativity. But it is still a fairly easy mission.
>>Xbox 360 and PS3 Versions
*************************
As just noted, if you have acquired all of the other weapons prior to
this mission and obtain the two new weapons in this one then you will
complete your weapons collection and earn the {All Firearms Collected}
and {All Melee Weapons Collected} Accomplishments.
This is the earliest you can earn the both of these Accomplishments
when you return to your Tool Shed after mission completion.
If you've killed at least one person with both the Kitchen Knife and
Combat Knife prior to this mission then you can earn the {Jack the
Ripper} Accomplishment by killing the wandering Guard with the Scalpel
near the end of the mission. Killing your Target with it doesn't count.
0===========================================================================0
|=========================| Standard/PA Strategy |==========================|
0===========================================================================0
When the mission begins then you will be at the southeast corner of this
island. From here, proceed forward, around the corner, and up the stairs but
stay against the wall to your right. Beyond the doorway you will see a Guard.
Go into Sneak Mode and wait. Eventually he will head in your direction and
angle north.
As he moves north then creep into the doorway and angle your Camera to keep
an eye on the Guard. When he moves safely out of view then Sneak west to the
other doorway. After you go through the other doorway then run to the path
that leads to the Shiva Temple. As soon as you see the Guard that stands by
the pool then stop running.
There is another Guard that goes around the Temple. But he should be on the
west side at this point so walk north to the Outfit, which is laying on the
ground, and Change Clothes. After that then head to the west side of the main
building and turn north. Your goal is the northwest corner of the building.
Near the corner is a slow patrolling Guard so stay your distance.
When he gets some distance from the corner then continue north, drop down to
the sand, and go around the round tower. You should also find a locked door.
Pick the Lock and head up the stairs. Unlocking this door will also benefit
you later. Run all the way to the top of the stairs which leads to the roof.
When you get to the roof then you should see an upper level to the south but
there are a couple of patrolling Guards up there at this point. Proceed
forward from the door and turn right to go through a corridor leading to the
center of the floor. Then head to the southwest corner where you will find a
set of stairs going to a walkway that goes around the corner.
After going around the corner you should see a couple of large openings in
the roof. One of them is for Dr. Chakran's Office and the other one is above
his secretary. One way to enter his Office is to simply drop down through the
opening.
However, more than likely you will hurt yourself. To reduce injury then
gently nudge yourself sideways onto the short wall on the south side of the
opening. Then nudge yourself until you get near his desk then drop down. You
should land on the desk corner without hurting yourself.
If you do not wish to do this then there is another way inside. Continue
north from the opening to find the stairs leading onto the upper level. By
these stairs, to the left, is another set leading down. Stop about halfway
down these stairs and wait. Every so often the Doctor's Secretary steps away
from her desk to smoke. When she walks away then head down to the door for
the Office. Pick the Lock and enter.
When you get inside the Office, regardless of method, then open the box on
the desk to find the Room Key and the Nightvision Goggles. Pick up both items
then go into the room north of here to find the Doctor Outfit and some
Anaesthetic. After changing into the Outfit then go out of the Office and
back up the stairs to the Roof.
Now that the wandering Guards are gone you can go up onto the upper level and
quickly go back to the stairs at the northwest corner. Go down the stairs
until you get to a metal door - this should be the door just before the door
going outside to the beach. The metal door enters into the Basement where the
Cult Leader is.
Go through the door and you will see a bunch of Guards. They are protecting
the four Surgery Rooms. The Cult Leader is in one of them.
You cannot just go through each room to find him. You will spook the Nurses
and other personnel and this will lead to Alerts. Besides, you need the
Scalpel to kill him (if you wish to keep your score clean). At the south side
of this floor you will find three Points of Interest. Two of these PoI's are
where you can get a Scalpel.
The northern one resides in an office where you need to pick the lock to
enter. The center one has an unlocked door but there is a Nurse you need to
wait for to enter the smaller room before you can go inside and take the
weapon off of the desk. The southern one contains the Generator. Turning it
off will shut off all of the lights and will make things a lot easier.
Go and acquire a Scalpel from either of the two mentioned rooms and then go
south to the Generator room. Keep an eye out for the Guards and pick the lock
so you can enter. Go to the Generator but don't do anything yet. Check your
Map and look at the four Surgery Rooms. One of them will have nobody in it.
Of course, he is not here.
Out of the other three rooms look for the one that will have two people up
against either the north or south wall. They are Guards and this is the room
that the Cult Leader is in. After finding where he is at then pull out your
Scalpel, put on your Nightvision Goggles, and turn off the Generator.
>>Professional
************
Nobody appears on the Map so you have to do things differently to find
him. Inside the Generator Room is a Ladder that goes up into an upper
level which is the Ventilation Shafts. Go to the north end and you will
find small windows that look into the Operating Rooms. Find the one
with the Guards then check your Map to determine where the room is so
you can quickly get there when you turn off the lights.
After you turn off the lights then quickly go through the door and run to the
room with the Cult Leader. Nobody will bother you because they can't see. In
addition, the Guards that were protecting the Cult Leader have left which
will make things easier still.
When you get to the Cult Leader then kill him with the Scalpel. This will
take some time. It should noted that you cannot use either the Combat or
Kitchen Knife on the Cult Leader. You won't be able to hit him. If you wish
to speed things up and not worry about your score then just put a round from
the 9mm Pistol SD into his head instead.
After killing the Cult Leader then go back out into the stairwell and outside
through the door at the northwest corner. Then look for the patrolling Guard
as you make your way to the Temple. If you do not see him then head to the
Temple where you will find another patrolling Guard.
If you wish to obtain the Uzi then you can easily get one from either Guard.
Both of them move slowly and you can Sneak faster than that. Sneak up behind
him and wait until you are right against his back before pulling out your
Anaesthetic and Sedating him. If you're going after the Guard at the Temple
then wait until you are on the west side of it before attacking.
>>Xbox 360 and PS3 Versions
*************************
If you killed at least one person with the Kitchen Knife and the Combat
Knife then use the Scalpel on him instead to acquire the {Jack the
Ripper} Accomplishment.
After successfully attacking the Guard then grab the Uzi and Holster it. Then
retrace your path and back to the stairs to the doorways near where you
started. Wait for the Guard to walk away from the first doorway before
proceeding but, as you near the second doorway leading down to your boat,
stay to the right of it.
If you look down through the doorway then you will see someone that looks a
lot like you waiting there. If he sees you then he will fire a silenced
pistol at you then flee.
What you need to do is sidestep left into the doorway to let him see you then
quickly sidestep right again so he can't hit you. If he hits you then the
Guards will be alerted (but they won't suspect you of anything). If you
follow the assailant then he will lead you to a door which will close behind
him. You can't open this door.
However, if you are close enough to him, then you can enter the door before
it closes. Unfortunately, entering the door will kill you as this triggers
some kind of explosive booby trap. So let him run off. After he runs away
then head to your Exit Point to successfully complete this mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM7. An Unexpected Development |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The authorities have found the chopper and cargo that was meant for the
client. Both have been traced to Russian crime lord Sergei Zavorotko.
Sergei is the client you have been helping all along by tracking down various
items plus eliminating competitors and double crossers. But now he has been
exposed and the United Nations wants The Agency's help in eliminating him
because he is also a known terrorist as well as a crime lord.
It is against The Agency's ethics, such as they are, to perform a hit on a
former customer but have decided to make an exception because of the business
potential from the UN. So now you must take down Sergei and this leads you
back to St. Petersburg.....
0=+=+=+=+=+=+=+0
/ St. Petersburg \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >UXD1. St. Petersburg Revisited 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ St. Petersburg /
0=========0 0+=+=+=+=+=+=+=0
You are now back at St. Petersburg and must kill Sergei in the same building
that you killed a General earlier in the game.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Sergei Zavorotko.
>>Escape to the Metro.
0========0
| The Map \
0=======================================================>
The Map is the exact same one as the one in the earlier mission "St.
Petersburg Stakeout". At the Metro Station Map you will find the Agency
Pickup with the empty SVD Sniper.
The Streets Map is different in that there are no soldiers and the entire
area is open. The Agency Pickup is where you can find ammo for the Sniper
Rifle. The Point of Interest is the same apartment building where you sniped
the General earlier.
There will also be a bunch of Guards on the first floor of the Pushkin
Building.
0========0
| Weapons \
0===========================================================================0
|++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++|
0===========================================================================0
| Deagle | Carried by most of the Guards. |
|--------------+------------------------------------------------------------|
| SP12 Shotgun | Carried by some of the Guards. |
|--------------+------------------------------------------------------------|
| W2000 Sniper | Carried by Mr. 17. |
|--------------+------------------------------------------------------------|
| SVD Sniper | Inside Locker 137. |
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| If you did not acquire the W2000 Sniper from the mission "Invitation to a |
| Party" then you can easily acquire it here when you kill Mr. 17. |
| |
| If you want the SP12 Shotgun then you will have to Rampage your way |
| through this mission. It is probably best to do this on a replay and |
| bring the Silenced Ballers to make it much easier to take down the Guards |
| so you can get the Shotgun. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0===========================================================================0
| Rating | None. |
|--------+------------------------------------------------------------------|
| Notes | Although the Civilians are random they can't do anything to you |
| | or your score. |
0===========================================================================0
0==============0
| General Notes \
0=======================================================>
This mission is interesting in that on your very first time through you only
have one weapon on you - the Fiber Wire. Only after you beat this mission
will you will be able to replay this again and bring any weapon you want.
For this reason I am doing two walkthroughs for this mission - one for the
first time and the second for later replays. These are based on Jason's work
but I made my usual observations and tweaks.
0===========================================================================0
|===========================| Standard Strategy |===========================|
0===========================================================================0
For your first run-through the only weapon you will have is the Fiber Wire.
You have the SVD Sniper in Locker 137 but it has no ammo. However, there is
some Sniper Ammo at the pickup at the west side of the Streets area. But, it
is useless because they are *BLANKS*. It appears that this mission is a set
up. But you still need to get inside the building and kill Sergei.
Even more interesting is that, when you approach the building, then you will
be shot at by a clone, Mr. 17. And he will always appear in the window
regardless of what side of the building you approach. So you need to be
careful on how to approach the building so Mr. 17 can't get a bead on you.
When you start the mission then retrace the path you took to the Manhole you
used in the mission "St. Petersburg Stakeout". In the process you will need
to re-pick the locked door but you will be using this door again on the way
back.
When you get back up onto the Streets and see the parked truck ahead of you
then angle northeast past it. Then go north between these buildings and angle
northwest to get between some more buildings. When you see another truck then
angle northwest so you are between it and the end of the road.
Continue northwest until you reach the opposite sidewalk then turn southwest.
This should put you directly in line with the north corner of the Pushkin
Bldg. Cross the street and go southwest along the north wall then turn the
corner and head to the front doors. When you get to the front doors then
enter Sneak Mode. The reason you need to Sneak is because there are lots of
Guards inside the building and you don't want to disturb them.
Head inside the building and go up the left stairway. When you enter the next
room then you will find that your Target, Sergei, is nothing but a cardboard
cutout. This is definitely a setup all right.
After going through the door then turn left and go through the next set of
doors. Continue going through the hallway until you reach the big room at the
southeast side of the building. Here you will find Mr. 17 standing by the
window.
Creep up to him and Wire him. When you do that then you will get a cutscene
of 47 looking over him. During the cutscene 47 will notice a headset that Mr.
17 was wearing and that somebody is trying to contact him. That person is
Sergei.
When 47 picks up the headset and introduces himself then he threatens Sergei
if he doesn't back off. However, Sergei counters with the news that he is the
one holding Father Vittorio hostage. This news surprises and angers 47 as he
tells Sergei to let him go. But this falls on deaf ears. However, he now
knows where they are at - the Gontranno Sanctuary.
But, first things first - he needs to get out of here alive. When Mr. 17 dies
then all of the Guards on the first floor will disperse from the building to
look for 47. In addition, several Guards will be posted at the Metro and four
more will be inside the Sewers. You need to get to the Metro while avoiding
them.
After the cutscene then Change Clothes and grab the W2000 Sniper if you
hadn't got it from the earlier mission "Invitation to a Party". The Mr. 17
Outfit will keep the Guards from shooting at you as you flee the building.
Go downstairs and run out the front door. Then go to the Manhole in the
street southwest of the Metro Entrance. By the time you climb down the
Manhole and enter the Sewers then you will be notified that the Guards have
found the body of Mr. 17 and that the disguise is no longer good.
It should be noted that no disguise will fool the Guards by the Metro no
matter what so this is why you need to go into the Sewers. However, there is
still the matter of the four Guards inside the Sewers. You need to Sneak by
them. The goal is the door on the east side of the Sewers that you picked
earlier.
Head north until you get near the main Sewer area. Right at the end of this
tunnel is a stationary Guard. Go into Sneak Mode, get behind him, and Wire
him. Change Clothes and proceed northeast. When you see the next pair of
Guards near the next tunnel then enter Sneak Mode and continue forward.
When you enter the tunnel then run to the door which should be unlocked from
your first passthrough. After you go through the door then check your Map.
Look for the two Guards north of your position. When they are clustered and
looking north then run all the way to the train platform to successfully
complete this mission.
0===========================================================================0
|=======================| Perfect Assassin Strategy |=======================|
0===========================================================================0
The only way to improve your score is to play this mission again after you
beat the game. When you played through this mission the first time you had no
choice in weapons. But when you replay this mission later then you can bring
any weapon you want. And this includes the Anaesthetic.
You approach the building and Mr. 17 the exact same way as before but Sedate
him instead. The Guards only move into position when he dies. So the idea is
to drag Mr. 17 all the way to the Metro and kill him there. This will take
awhile but it is worth it to improve your score.
After Sedating Mr. 17 then drag him out the front door and head to the
Manhole you used in the earlier mission - the one where you got the Guard
Outfit. Don't worry if you freak out Civilians - they won't hurt your score.
Drop Mr. 17 into the Sewers and continue to drag him to the Metro. At some
point you will let go of him as you drag him along.
This means that he is about to wake up. When you drop him then bring out your
Anaesthetic and Sedate him again when he gets up. Then continue to drag him
to the Metro. Go through the door leading into the Metro and drag him up the
stairs and down the escalator. When you get to the bottom of the escalator
then drop him and bring out your Fiber Wire.
Wait for him to wake up then Wire him when he does. After that then run to
the train platform to successfully complete the mission.
Even after killing him this way you will still have one enemy killed - Sergei
was the Target, not Mr. 17. Somebody had given Jason a video detailing a way
to kill Mr. 17 without counting as an enemy killed. In order to do that you
need to get him run over by a vehicle when you drag him into the street.
Unfortunately, it is not as simple as you think. You need to have him be hit
while he is awake. If you leave him unconscious in the path of a vehicle then
it will simply clip through him. If he awakens then he will be frozen in
place but will run out of the way of an oncoming vehicle. You have to time it
in such a way so he awakens just before the vehicle hits him but he won't be
able to move out of the way.
There are two types of vehicles - a white Car and a large dark Bus. In order
for this trick to work he needs to be hit by the *BUS* - it won't work with
the Car.
In order to time things correctly you need to take the same path as outlined
but you need to run the entire way to the front doors. Just before Sedating
Mr. 17 then save your game.
After Sedating Mr. 17 then drag him out into the street. Head southwest and
to the road that is next to the Neva River. Save your game again when you get
there. Then go southeast along the center of the road. Near where you saved
is a lamppost that is on the right side of the road. You should be able to
drag him just past the third lamppost before he wakes up.
When he wakes up then note his position in relation to any Buses. If you
timed things correctly then the one of the Buses should be up the street and
heading for you. If the Bus is too close to the Pushkin Bldg. then reload the
first save, wait 30 seconds, Sedate Mr. 17, drag him into the street, and
overwrite the second save. Things tend to work out better if the Bus in on
this street and heading to you.
After noting where the Bus is then reload the second save and drop Mr. 17
further up the street. After dropping him then run far away from him but to
where you can still see him. When he awakens then he will be frozen in place
because you also disarmed him when you attacked him.
However, even though he will do no harm to you (you can even take his clothes
from him), he will count as a Close Encounter if you are close to him. If
your Threat Meter maxes out then you are too close and you will get the Close
Encounter.
It should be noted that the Bus will make random stops along its route.
Sometimes it may make too many stops and Mr. 17 will awaken before it gets to
him. Sometimes it makes too few stops and it will pass before he awakens. But
most times it will make the right amount of stops so you can get a good feel
as to where you can drop him.
When you have his body in the right place then the Bus will hit him just
after waking up. The Bus will clip through him but he will die in the middle
of the vehicle. The game will then tell you to identify the assassin. This
will start the cutscene between you and Sergei. After the cutscene then the
Guards will appear at their stations just like before.
>>PC Version
**********
The Guards will appear the moment Mr. 17 dies, not when you confront
Sergei. The frightened Civilians may alarm them but won't affect your
score.
Unlike the initial run-through you do have the advantage of the Anaesthetic -
you should still have one dose left. Go back down into the Manhole and Sedate
the Guard that you had to Kill in the previous run-through. Then take his
Clothes and make your way back to the Metro as before and finish the mission
with a perfect run.
And now, the final showdown with Sergei.....
0=+=+=+=+=+=+=+0
/ St. Petersburg \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >UXD2. Redemption at Gontranno 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ St. Petersburg /
0=========0 0+=+=+=+=+=+=+=0
Sergei has taken Father Vittorio back to Gontranno and have holed themselves
up in the Church. Now 47 has to rescue Vittorio and kill Sergei. But he has
to deal with a lot of Guards first. And to make matters worse, all he has for
a weapon is the Fiber Wire.....
0===================0
| Mission Objectives \
0=======================================================>
>>Kill all of Sergei's Bodyguards.
>>Save Vittorio by killing Sergei.
0========0
| The Map \
0=======================================================>
There are three levels to the Map:
>>Monastery Gardens
>>Church
>>Dungeon
On the Monastery Gardens Map you will see five Bodyguards. Two of them are in
the Courtyard. One of them will do a small, slow north-south patrol pattern
and the other will go around the outer edge of the area.
Two more Bodyguards will be in the larger area east of the Courtyard. A
Sniper will be in the training area to the north of them. The Point of
Interest to the east is the Tool Shed.
On the Church Map you will see fifteen Bodyguards, most of them armed with
Sniper Rifles - including the Custom Rifle. The two in the Church lobby are
armed with SMG's so you won't be able to go through there. On the Dungeon Map
you should find one Bodyguard.
0========0
| Weapons \
0===========================================================================0
|++++++++++++++++++++++++++++++++| Firearms |+++++++++++++++++++++++++++++++|
0===========================================================================0
| 9mm Pistol | Carried by some of the Bodyguards. |
|--------------+------------------------------------------------------------|
| SVD Sniper | Carried by some of the Bodyguards. |
|--------------+------------------------------------------------------------|
| Custom Rifle | Carried by some of the Bodyguards. |
|--------------+------------------------------------------------------------|
| SP12 Shotgun | Carried by Sergei. |
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| You can easily obtain the Custom Rifle at the very end. You can't get the |
| SP12 Shotgun from Sergei because the game will end when you kill him. But |
| that doesn't mean you can't take it from him..... |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0===========================================================================0
| Rating | None. |
|--------+------------------------------------------------------------------|
| Notes | Although you can disrupt the Bodyguard patterns there isn't any |
| | random patrol routes, mainly since most of them are stationary. |
0===========================================================================0
0==============0
| General Notes \
0=======================================================>
After all of the Sneaking around you had to do in the previous missions you
have to kill everyone here. In addition, there is no scoring at the end of
the mission.
Because of the lack of good weapons at the start of this mission this makes
it hard to get to the Tool Shed without taking damage from the nearby
Bodyguards. However, I found a reliable way to get there with minimal damage.
For this strategy I used the regular and Silenced Ballers because they are
powerful and you have plenty of ammo for them within the Tool Shed. There is
also an alternate method near the end where you can take advantage of a
commonly known glitch in the game engine.
0===========================================================================0
|===========================| Standard Strategy |===========================|
0===========================================================================0
When you start then you will be in the darkened, rainy Courtyard in front of
the Church doors. As noted, the only weapon you have is your Fiber Wire.
Because of the fact that you only have the Fiber Wire it will be hard to get
to your Tool Shed without taking damage. However I have come up with a way to
get there without taking a lot of damage or no damage at all.
From where you start, run up to the Church door but don't open it. While in
front of the Church door, rotate left, move a couple of steps and stop at a
small bush, and look west. Then keep an eye on your Threat Meter.
When the patrolling Bodyguard gets close enough to you then you should see
your Threat Meter go red. The moment that happens then immediately run
forward, angle right when you get to the corner of the Church, and straighten
out so the Courtyard columns are on your left.
When you get to the column at the corner then turn left and rotate so that
47's face is up against the column and pointing east. Through the gap between
the columns to your right you should see several Bodyguards running toward
your position.
Basically what you've done is lure all of the nearby Bodyguards, including
the one from the Dungeon, up here to the Courtyard. And all of them should be
heading toward you. This should give you a clear shot to your Tool Shed. When
they get close enough then turn right and run south and then go left at the
next corner and proceed east. Stay close to the columns so they can provide
cover when they fire at you.
After going through the door at the east side of the Courtyard then proceed
forward and drop down to ground level then run to your Tool Shed. Once inside
then grab your plain Ballers, immediately equip them (using the Inventory
Menu so you can pause and make sure you select the right weapon), and get as
much .45 ACP ammo as you can carry.
**NOTE: If you have the SP12 Shotgun then I highly recommend that over the
plain Ballers for this part of the chapter. Grab that and all of
the ammo you can carry. The Shotgun kills instantly at close range,
can kill more than one person with one shot, and you can quickly
reload it.
As a matter of fact, the more weapons you have at the Tool Shed,
the more options you have in dealing with the Bodyguards.
Look at your Map and see where they are at. Most of them are heading to the
Tool Shed. If they are looking around then fire one shot into the window to
lure them here.
>>Professional
************
Since you can't see them on the Map then just shoot at the window
regardless to get them to come to you.
As they get to the door then kill them as they approach. If you're lucky then
the Bodyguard that patrols the Dungeon will be amongst them. But more than
likely he has run back into the Church and is running about amongst the
others.
When this part is done then go and grab your Silenced Ballers, the 9mm Pistol
SD, and more ammo. Before leaving the Tool Shed you will need to kill the
Sniper that is in the training area. Use the Red Crosshair to find him and
use your pistols to kill him. If you have some Sniper Rifles then use any of
them instead.
After killing him then proceed to the door that goes into the Dungeon. When
you get inside the Dungeon then head to the bottom of the stairs that lead
upwards into the Church and stop just to the right or left of them. Stay here
and look at the Church Map.
See if there is a Bodyguard running about. If there is then observe his
pattern. If his path crosses near the top of the stairs then sidestep to look
up the stairs and kill him with your Silenced Ballers when he comes into
view. The use of the Silenced Ballers will keep the others nearby from
looking for you.
After he is down then go into Sneak Mode, hug the left side of the stairwell,
and creep about halfway up the stairs. Then rotate right and up. You should
see a Bodyguard through the railing. He is part of a group of four near the
top of the stairwell. There are two approaches to take based on what version
you have:
>>Console Versions
****************
Although it doesn't look like you could you can actually shoot through
the wooden railing at the top of the stairwell. Use the Silenced
Ballers to shoot through the railings but use the 9mm Pistol SD on
everybody else. This will conserve your powerful Baller ammo.
So kill this Bodyguard with a couple of shots, rotate right a little
bit until you find another (using the Red Crosshair), kill him with a
couple of shots, rotate right a little more until you find another
(using the Red Crosshair), and kill him with a couple of shots.
Then look northwest a little bit and you should see part of a
Bodyguard. Sidestep right a bit until you expose enough of him to shoot
then kill him.
Then creep to the stop of the stairwell and look southwest and up. You
should see a Sniper on the upper level. Kill him with a couple of shots
then rotate right until you are looking at the pillar nearby. Look to
the right of the pillar and up to find another Sniper on the upper
level. Kill him the same way.
Stay in Sneak Mode then get up to this pillar, which will be your cover
for this next part, and look southwest. Directly southwest from this
pillar is another pillar. By this pillar is another Sniper. Use the Red
Crosshair to find him then slowly sidestep right until you see him then
Kill him.
Then rotate left and look south. Slowly sidestep right and you should
see the Confessional Booth. Look above it to find a Bodyguard. Kill him
then look back down toward the Booth. Sidestep right a little more to
find a Sniper near the Booth. Kill him then look up above the Booth
again.
Sidestep right a little more to find another Bodyguard. Kill him then
sidestep a little more to the right and go between a couple of pews.
Look northeast and almost straight up. You should see the upper level
and another Sniper. Kill him and, while looking at the upper level,
rotate right so you are looking southeast.
There is another Bodyguard on this upper level but you can't see him
from here. You have to use the Red Crosshair to find him and kill him.
>>PC Version
**********
You *CANNOT* shoot through the wooden railing in the PC version.
Instead, move up just enough to see their heads and aim the Crosshair
on them. For the rest of this part you can do it pretty much the same
as above but with a couple of changes.
For the Bodyguard above you then you need to move just enough to see
his head then kill him. For the last one you need to get the Custom
Rifle from one of the other Bodyguards then move to the west side of
the Church so you can see enough of his head to kill him.
Killing all of these Bodyguards will take care of all but three inside the
Church. If at any time you start to run low on ammo then run back to the Tool
Shed to get more.
After this part of this mission then grab a Custom Rifle (if you didn't
already), go back down to the Dungeon, drop the Custom Rifle, and go to the
northwest door then pick it so you can get the Church Key inside. After
getting the Key then go back up into the Church and to the door to the east
of the Booth.
After going through this door then get into Sneak Mode and go to the door
that leads into the Church Lobby. Open the door and kill the Bodyguard that
appears. Then creep forward and rotate left so you are looking at the
dividing wall. Use the Red Crosshair to find the Bodyguard on the other side
then sidestep right until you expose him and kill him.
After that then go to the door on the other side of the Lobby and open it so
you can kill the Bodyguard inside the stairwell.
This will complete the first major objective.
At this point you will hear Father Vittorio talk to Sergei about the heart.
This is a clue of what you need to do. Go to the Confessional Booth and aim
at the heart inside. Fire a shot and you will wound Sergei.
It is important that you skip the cutscene that follows. If you don't then
most times Sergei will be just outside the Booth (although sometimes he will
simply run). He is armed with a SP12 Shotgun and can do some serious and even
fatal damage if he hits you. If you skip the cutscene then he will go through
the door in the Church Lobby thus keeping him from firing at you roughly 95%
of the time.
After this part then make a mad dash for the Dungeon stairwell and head back
down then stop and grab the Custom Rifle you dropped here earlier. Wait for a
little bit and look at your Map. Sergei will eventually stop at the upper
level above the Confessional Booth. Go back up the stairs and stop at the
pillar near the top of the stairwell.
Then, using the pillar as cover again, get into Sneak Mode and slowly
sidestep right until you see Sergei. Go into Zoom Mode and shoot him in the
head to end the chapter and the game as you finally rescue Father Vittorio.
>>Alternate Method
****************
There is a commonly known glitch in the game engine that will allow you
to attack Sergei through the Confession Room door. It is best to leave
one of the Bodyguards alive before trying this out. Sneak up to the
Confession Room door and either Wire, Knife, or Sedate Sergei through
it.
However, you won't actually Kill him - he'll just fall to the floor.
Another thing that you end up doing is making him drop his SP12
Shotgun. You can go into the other half of the Booth to get the prompt
to pick it up but you cannot take the weapon through the wall. However,
if you have your own SP12 then you can acquire the ammo from it and
essentially take the weapon from Sergei.
Kill the last Bodyguard then shoot the heart to start the showdown.
Sergei will be alive but he'll be sliding along the floor on his
backside. The downside to this is that you can't snipe him since he'll
be on the floor. But, by taking the ammo from his weapon he'll also be
disarmed and he can't hurt you. You can pretty much do whatever you
want to him.
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And with this I complete the guide and move onto the sequel, "Contracts". But
there is one more thing to do first before I close things up.....
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >AFS3. Conclusion |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
0================0
| General Notices \
0===============================================>
This document is copyright (c) Robert Allen Rusk (RARusk) 2011-2014.
Most of my guides are dedicated to the popular "Grand Theft Auto" game
series but some of my other work include "The Chronicles of Riddick" games,
"Bully", and "The Darkness" titles.
0===================0
| Additional Sources \
0=======================================================>
--"Hitman 2: Silent Assassin" (Game Manual)
--"Hitman 2 Perfect Silent Assassin Walkthrough V2.04" - by Jason Carl
--The Internet Movie Firearms Database (www.imfdb.org) and Wikipedia
--Weapon names and information
--Wikipedia
--Fugu
--Tallest Buildings in the World
--YouTube
--Bursting Glass ("The Motorcade Interception")
--Coffeeoscar96 ("The Motorcade Interception")
--GameFAQs
--Street_Genius ("Tracking Hayamoto")
--http://forums.eidosgames.com
--PC Version running too fast problem
0=========================0
| Additional Contributions \
0=======================================================>
--M.A.K.
0========0
| Credits \
0=======================================================>
Credits and thanks go out to the following:
>>IO Interactive
**************
For creating this wonderful game series and making me a fan of composer
Jesper Kyd.
>>Jason Carl
**********
For creating his Perfect Assassin guide that I had used long ago. I
hope that I have done his work some justice by finding ways to improve
upon it.
>> Revolution Arena
*******************************************
For providing a place for writers like myself to publish our work and
help other gamers while indulging in one of our favorite pastimes.
And finally, my biggest thanks of all goes to you the reader (and especially
those who have made suggestions as well as those who took the time to write
me).
0====================0
| Contact Information \
0===============================================>
E-MAIL: rarusk[at]netzero[dot]com
FACEBOOK: http://www.facebook.com/robert.a.rusk
LINKEDIN: http://www.linkedin.com/pub/robert-allen-rusk/15/539/59b
BLOG: http://rarusk.livejournal.com
XBOX LIVE GAMERTAG: RARusk
So now I've come to the end of yet another gaming adventure and looking
forward to new ones. I hope that my guide helps you in getting the most out
of "Hitman 2: Silent Assassin".
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