/=++====++====++====++====++====<<##0##>>====++====++====++====++====++=\
0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0
+| |+
+| "Hitman: World of Assassination" Strategy Guide |+
+| (formerly known as "Hitman 3") |+
+| |+
+| (includes the "Hitman 1" and 2 Legacy material) |+
+| (also includes all DLC material as of current revision) |+
+| |+
+| [PS4, PS5, Xbox One, Nintendo Switch, and PC Versions] |+
+| Version 4.3 (September 2024) |+
+| |+
+| By Robert Allen Rusk. |+
+| Copyright 2021-2024 Robert Allen Rusk. |+
+| |+
+| E-MAIL: rarusk[at]netzero[dot]com |+
+| |+
0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0
\=++====++====++====++====++====<<##0##>>====++====++====++====++====++=/
For this revision I did the following:
>>Added the [Electric Trilogy] (Haven Island) Challenge.
>>Added The Base Elusive Target Arcade Contract.
This guide is meant to be as complete as possible and that includes all DLC
material such as the Deluxe Edition, Legacy Chapters, the Seven Deadly Sins,
Freelancer, and The Sarajevo Six. In order to get the most out of this guide
it is highly recommended that you acquire them.
**IMPORTANT: Every attempt has been made to make this guide as accurate as
possible. Every so often IO Interactive will put out patches to
fix bugs and make occasional changes to gameplay. I will do my
best to keep up with this and make any necessary revisions as
warranted.
"Hitman 3" is copyright 2021 by IO Interactive. 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.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TBCT. Table of Contents |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
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
| HTM1. Introduction and General Information |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\
0============================================0==============================0
GEN1. About the Guide
GEN2. Hitman 3
GEN3. The Progress Transfer
GEN4. Purchasing Hitman 3 and DLCs
GEN5. Hitman 2 and Hitman 3 Differences
GEN6. The Deluxe Edition and Other DLCS
A. Other DLCs
B. The Sarajevo Six
GEN7. Going Out of Order
GEN8. Crashes and Game Save Corruption Issues
GEN9. Randomness
GEN10. The International Contract Agency
GEN11. The Main Menu, Pause Menu, and Briefing Menu
GEN12. Game Saving
GEN13. Contracts Mode
A. Featured Contracts Challenges
GEN14. Elusive Targets
GEN15. Challenges, Mastery, and XP
A. The Classics Challenges
B. Global XP
C. The Challenge Run
GEN16. Difficulty Modes
GEN17. Briefcases
A. The Gas Briefcase
GEN18. The Camera
GEN19. Starting a New Game and Planning
GEN20. Instinct, the Mini-Map, and the Silent Assassin Meter
GEN21. Observing Your Surroundings
GEN22. Conversations, Mission Stories, and Intel
GEN23. Distractions and Objects
GEN24. The Inventory Menu
GEN25. Disguises
GEN26. Attention, NPC Icons, and Spotted
GEN27. Guard Information
GEN28. Security Cameras and Recorders
GEN29. Moving About, Sneaking, and Melee Attacks
GEN30. Cover
GEN31. Accidents
GEN32. Explosions
GEN33. Poisons
GEN34. Hiding Bodies, Containers, and Closets
GEN35. Ledges, Windows, and Pipes
GEN36. Shortcuts
GEN37. Locked Doors and Keypads
GEN38. Firefights
GEN39. Health
GEN40. Weapons and Items
A. Melee Items
B. Firearm Types
C. Explosives
GEN41. Escalation Contracts
A. Escalation Contracts Challenges
GEN42. Scoring
GEN43. The Sniper Assassin Missions
A. Basic Premise
B. Mission Differences
C. Scoring, Mastery Levels, and Challenges
D. Hitman 3 Differences
E. Ammo Types
F. Rifle Upgrades
G. General Tips
GEN44. Accomplishments
GEN45. Chapter Breakdown
0===============================0=========================================0
| HTM2. Prologue - ICA Facility |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\
0===============================0===========================================0
++PRG1. Accomplishments List
==========================
++PRG2. The Night Thief
=====================
TNF1. General Layout
A. Detailed Map
TNF2. Cast of Characters
TNF3. Disguises
TNF4. Challenges
A. Discovery
TNF5. Escalation Contracts
A. The Einarsson Inception
++PRG3. The Final Test
====================
FNT1. General Layout
A. Detailed Map
FNT2. Cast of Characters
FNT3. Disguises
FNT4. Challenges
A. Assassination
B. Feats
FNT5. Escalation Contracts
A. The Snorrason Ascension
0==========================0==============================================0
| HTM3. Training Completed |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\
0==========================0================================================0
++MSY1. The Showstopper
=====================
PRS1. Accomplishments List
PRS2. General Layout
A. Detailed Map
PRS3. Mastery Levels
PRS4. Cast of Characters
PRS5. Disguises
PRS6. Security Cameras (Professional and Master)
PRS7. Challenges
A. Assassination
B. The Paris Challenge Run
PRS8. Escalation Contracts
A. The Corky Commotion
B. The Videl Cataclysm
C. The Teague Temptation
D. The Kotti Paradigm
PRS9. Holiday Hoarders
PRS10. The Director (The Sarajevo Six)
++MSY2. World of Tomorrow
=======================
SPZ1. Accomplishments List
SPZ2. General Layout
A. Detailed Map
SPZ3. Mastery Levels
SPZ4. Cast of Characters
SPZ5. Disguises
SPZ6. Security Cameras (Professional and Master)
SPZ7. Challenges
A. Assassination
B. The Sapienza Challenge Run
SPZ8. Escalation Contracts
A. The Gladwyn Simulacrum
B. The Eccleston Illumination
C. The Szilassi Darkness
SPZ9. The Enforcer (The Sarajevo Six)
~~BNS2. The Icon
**************
TCN1. Accomplishments List
TCN2. General Layout
A. Detailed Map
TCN3. Cast of Characters
TCN4. Disguises
TCN5. Challenges
A. Assassination
~~BNS3. Landslide
***************
LNS1. General Layout
A. Detailed Map
LNS2. Cast of Characters
LNS3. Disguises
LNS4. Challenges
A. Assassination
++MSY3. A Gilded Cage
===================
MKH1. Accomplishments List
MKH2. General Layout
A. Detailed Map
MKH3. Mastery Levels
MKH4. Cast of Characters
MKH5. Disguises
MKH6. Security Cameras (Professional and Master)
MKH7. Challenges
A. Assassination
B. Contracts Mode Challenges
C. The Marrakesh Challenge Run
MKH8. Escalation Contracts
A. The Ignatiev Integrity
B. The Bahadur Dexterity
MKH9. The Extractor (The Sarajevo Six)
~~BNS4. A House Built on Sand
***************************
HBS1. Accomplishments List
HBS2. General Layout
A. Detailed Map
HBS3. Cast of Characters
HBS4. Disguises
HBS5. Challenges
A. Assassination
HBS6. Escalation Contracts
A. The Cheveyo Calibration
++MSY4. Club 27
=============
BGK1. Accomplishments List
BGK2. General Layout
A. Detailed Map
BGK3. Mastery Levels
BGK4. Cast of Characters
BGK5. Disguises
BGK6. Security Cameras (Professional and Master)
BGK7. Challenges
A. Assassination
B. Contracts Mode Challenges
C. The Bangkok Challenge Run
BGK8. Escalation Contracts
A. The Somsak Equation
B. The Arthin Occultation
BGK9. The Veteran (The Sarajevo Six)
++MSY5. Freedom Fighters
======================
CDO1. Accomplishments List
CDO2. General Layout
A. Detailed Map
CDO3. Mastery Levels
CDO4. Cast of Characters
CDO5. Disguises
CDO6. Security Cameras (Professional and Master)
CDO7. Challenges
A. Assassination
B. The Colorado Challenge Run
CDO8. Escalation Contracts
A. The Farley Crescendo
CDO9. The Mercenary (The Sarajevo Six)
++MSY6. Situs Inversus
====================
HKD1. Accomplishments List
HKD2. General Layout
A. Detailed Map
HKD3. Mastery Levels
HKD4. Cast of Characters
HKD5. Disguises
HKD6. Security Cameras (Professional and Master)
HKD7. Challenges
A. Assassination
B. Contracts Mode Challenges
C. The Hokkaido Challenge Run
HKD8. Escalation Contracts
A. The Dexter Discordance
B. The Meiko Incarnation
C. The Yuuma Tenacity
HKD9. Hokkaido Snow Festival
HKD10. The Controller (The Sarajevo Six)
##BCP1. Patient Zero
******************
--PZR1. The Source
----------------
A. General Layout and Information
B. Detailed Map
C. Cast of Characters
D. Disguises
E. Security Cameras
F. Assassination Strategies
--PZR2. The Author
----------------
A. General Layout and Information
B. Detailed Map
C. Cast of Characters
D. Disguises
E. Security Cameras
F. Assassination Strategies
--PZR3. The Vector
----------------
A. General Information
B. Assassination Strategies
--PZR4. Patient Zero
------------------
A. General Layout and Information
B. Detailed Map
C. Cast of Characters
D. Disguises
E. Security Cameras
F. Assassination Strategies
0========================0================================================0
| HTM4. The Story So Far |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\
0========================0==================================================0
##SNP1. The Last Yardbird (Sniper Assassin)
=========================================
LYD1. Accomplishments List
LYD2. General Layout
LYD3. Mastery Levels
LYD4. Challenges
A. Silent Assassin
B. Assassination
C. Feats
++MSY7. Nightcall
===============
NZL1. Accomplishments List
NZL2. General Layout
A. Detailed Map
NZL3. Mastery Levels
NZL4. Cast of Characters
NZL5. Disguises
NZL6. Security Cameras (Professional and Master)
NZL7. Challenges
A. Assassination
NZL8. Escalation Contracts
A. The Mills Reverie
++MSY8. The Finish Line
=====================
MIA1. Accomplishments List
MIA2. General Layout
A. Detailed Map
MIA3. Mastery Levels
MIA4. Cast of Characters
MIA5. Disguises
MIA6. Security Cameras (Professional and Master)
MIA7. Challenges
A. Assassination
C. The Miami Challenge Run
MIA8. Escalation Contracts
A. The Bigmooney Flamboyancy
B. The Treasonous Mimicry
C. The Sweeney Scrupulousness
D. The Unpalatable Termination
E. The Aquatic Retribution
F. The Simmons Concussion
G. The Riviera Restoration
~~SPG1. A Silver Tongue
*********************
AST1. General Layout and Detailed Map
AST2. Cast of Characters
AST3. Disguises
AST4. Security Cameras (Professional and Master)
AST5. Assassination Challenges
++MSY9. Three-Headed Serpent
==========================
STN1. Accomplishments List
STN2. General Layout
A. Detailed Map
STN3. Mastery Levels
STN4. Cast of Characters
STN5. Disguises
STN6. Security Cameras (Professional and Master)
STN7. Challenges
A. Assassination
B. The Santa Fortuna Challenge Run
STN8. Escalation Contracts
A. The Macmillan Surreptition
B. The Turms Infatuation
C. The Delgado Larceny
D. The Calvino Cacophony
E. The Merle Revelation
F. The Montague Audacity
G. The Truman Contravention
~~SPG2. Embrace of the Serpent
****************************
EBS1. General Layout and Detailed Map
EBS2. Cast of Characters
EBS3. Disguises
EBS4. Assassination Challenges
##SNP2. The Pen and the Sword (Sniper Assassin)
=============================================
TPS1. Accomplishments List
TPS2. General Layout
TPS3. Mastery Levels
TPS4. Challenges
A. Silent Assassin
B. Assassination
C. Feats
++MSY10. Chasing a Ghost
======================
MMB1. Accomplishments List
MMB2. General Layout
A. Detailed Map
MMB3. Mastery Levels
MMB4. Cast of Characters
MMB5. Disguises
MMB6. Security Cameras (Professional and Master)
MMB7. Challenges
A. Assassination
B. The Mumbai Challenge Run
MMB8. Escalation Contracts
A. The Hirani Evacuation
B. The Chameleon Anonymity
C. The Dubious Cohabitation
D. The Divine Descendance
E. The Raaz Algorithm
F. The Han Encasement
~~SPG3. Illusions of Grandeur
***************************
IGD1. General Layout and Detailed Map
IGD2. Cast of Characters
IGD3. Disguises
IGD4. Assassination Challenges
++MSY11. Another Life
===================
WCR1. Accomplishments List
WCR2. General Layout
A. Detailed Map
WCR3. Mastery Levels
WCR4. Cast of Characters
WCR5. Disguises
WCR6. Security Cameras (Professional and Master)
WCR7. Challenges
A. Assassination
B. The Whittleton Creek Challenge Run
WCR8. Escalation Contracts
A. The Nolan Disinfection
B. The O'Leary Conflagration
C. The Batty Tranquility
D. The Covert Dispersal
E. The McCallister Ransack
~~SPG4. A Bitter Pill
*******************
BTP1. General Layout and Detailed Map
BTP2. Cast of Characters
BTP3. Disguises
BTP4. Assassination Challenges
++MSY12. Shadows in the Water
===========================
AMB1. General Layout
A. Detailed Map
AMB2. Mastery Levels
AMB3. Cast of Characters
AMB4. Disguises
AMB5. Security Cameras (Professional and Master)
AMB6. Challenges
A. Assassination
B. The Ambrose Island Challenge Run
++MSY13. The Ark Society
======================
SGL1. Accomplishments List
SGL2. General Layout
A. Detailed Map
SGL3. Mastery Levels
SGL4. Cast of Characters
SGL5. Disguises
SGL6. Security Cameras (Professional and Master)
SGL7. Challenges
A. Assassination
B. The Isle of Sgail Challenge Run
SGL8. Escalation Contracts
A. The Aelwin Augment
B. The Marinello Motivation
C. The Babayeva Dissonance
D. The Scarlett Deceit
E. The Quimby Quandry
F. The Rafael Misadventure
0==================0======================================================0
| HTM5. A Bad Hand |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\
0==================0========================================================0
++MSY14. Golden Handshake
=======================
NYK1. Accomplishments List
NYK2. General Layout
A. Detailed Map
NYK3. Mastery Levels
NYK4. Cast of Characters
NYK5. Disguises
NYK6. Security Cameras (Professional and Master)
NYK7. Challenges
A. Assassination
B. The New York Challenge Run
NYK8. Escalation Contracts
A. The Dalton Dissection
##SNP3. Crime and Punishment (Sniper Assassin)
============================================
CPN1. Accomplishments List
CPN2. General Layout
CPN3. Mastery Levels
CPN4. Challenges
A. Silent Assassin
B. Assassination
C. Feats
++MSY15. The Last Resort
======================
HVL1. Accomplishments List
HVL2. General Layout
A. Detailed Map
HVL3. Mastery Levels
HVL4. Cast of Characters
HVL5. Disguises
HVL6. Security Cameras (Professional and Master)
HVL7. Challenges
A. Assassination
B. The Haven Island Challenge Run
HVL8. Escalation Contracts
A. The Bartholomew Hornswoggle
0=======================0=================================================0
| HTM6. Best-Laid Plans |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\
0=======================0===================================================0
++MSY16. On Top of the World
==========================
DBI1. Accomplishments List
A. Visible Accomplishments
B. Secret Accomplishments
DBI2. General Layout
A. Detailed Map
DBI3. Mastery Levels
DBI4. Cast of Characters
DBI5. Disguises
DBI6. Security Cameras (Professional and Master)
DBI7. Challenges
A. Assassination
B. The Dubai Challenge Run
DBI8. Escalation Contracts
A. The Phoenix Ascension
B. The Sinbad Stringent
C. The Sebastian Principle
DBI9. Exclusive Escalation Contracts
A. The Asmodeus Waltz
B. The Greed Enumeration
++MSY17. Death In the Family
==========================
DTR1. Accomplishments List
A. Visible Accomplishments
B. Secret Accomplishments
DTR2. General Layout
A. Detailed Map
DTR3. Mastery Levels
DTR4. Cast of Characters
DTR5. Disguises
DTR6. Challenges
A. Assassination
B. The Dartmoor Challenge Run
DTR7. Escalation Contracts
A. The Baskerville Barney
DTR8. Exclusive Escalation Contracts
A. The Percival Passage
B. The Sloth Depletion
C. The Wrath Termination
DTR9. The Dartmoor Garden Show
A. [Seasonal Pruning] Challenge
++MSY18. Apex Predator
====================
BRN1. Accomplishments List
A. Visible Accomplishments
B. Secret Accomplishments
BRN2. General Layout
A. Detailed Map
BRN3. Mastery Levels
BRN4. Cast of Characters
BRN5. Disguises
BRN6. Security Cameras (Professional and Master)
BRN7. Challenges
A. The Berlin Challenge Run
B. Assassination
BRN8. Escalation Contracts
A. The Lesley Celebration
B. The Halliwell Fable
BRN9. Exclusive Escalation Contracts
A. The Satu Mare Delirium
B. The Lust Assignation
BRN10. Berlin Egg Hunt
++MSY19. End of an Era
====================
CGQ1. Accomplishments List
A. Visible Accomplishments
B. Secret Accomplishments
CGQ2. General Layout
A. Detailed Map
CGQ3. Mastery Levels
CGQ4. Cast of Characters
CGQ5. Disguises
CGQ6. Security Cameras (Professional and Master)
CGQ7. Challenges
A. Assassination
B. The Chongqing Challenge Run
CGQ8. Escalation Contracts
A. The Jinzhen Incident
CGQ9. Exclusive Escalation Contracts
A. The Lee Hong Derivation
B. The Pride Profusion
C. The Gluttony Gobble
++MSY20. The Farewell
===================
MDZ1. Accomplishments List
A. Visible Accomplishments
B. Secret Accomplishments
MDZ2. General Layout
A. Detailed Map
MDZ3. Mastery Levels
MDZ4. Cast of Characters
MDZ5. Disguises
MDZ6. Security Cameras (Professional and Master)
MDZ7. Challenges
A. Assassination
B. The Mendoza Challenge Run
MDZ8. Escalation Contracts
A. The Pasquel Consortium
MDZ9. Exclusive Escalation Contracts
A. The Gauchito Antiquity
B. The Envy Contention
++MSY21. Untouchable
==================
CTH1. Accomplishments List
A. Visible Accomplishments
B. Secret Accomplishments
CTH2. General Layout
A. Detailed Map
CTH3. Mastery Levels
CTH4. Disguises
CTH5. Challenges
A. Assassination
CTH6. Exclusive Escalation Contracts
A. The Proloff Parable
0=============================0===========================================0
| HTM7. Elusive Target Arcade |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\
0=============================0=============================================0
++ETA1. Arcade Track One
======================
A. The Deceits
B. The Codices
C. The Ellipses
++ETA2. Arcade Track Two
======================
A. The Nebulae
B. The Genera
C. The Vitae
++ETA3. Arcade Track Three
========================
A. The Clutches
B. The Indices
C. The Quanta
++ETA4. Arcade Track Four
=======================
A. The Provocateurs
B. The Liaisons
C. The Deja Vus
++ETA5. Arcade Track Five
=======================
A. The Cliches
B. The Entrepreneurs
C. The Faux Pas
++ETA6. Arcade Track Six
======================
A. The Cartes Blanches
B. The Detours
C. The Connoisseurs
++ETA7. Arcade Track Seven
========================
A. The Dyads
B. The Diabolicals
++ETA8. Arcade Track Eight
========================
A. The Infiltrators
B. The Illusory
++ETA9. Arcade Track Nine
=======================
A. The Blusterous
B. The Bombastic
++ETA10. Arcade Track Ten
=======================
A. The Tregetours
B. The Thespians
++ETA11. Arcade Track Eleven
==========================
A. The Malefactors
B. The Phantoms
++ETA12. Arcade Track Twelve
==========================
A. The Baneful
B. The Epicures
++ETA13. Arcade Track Thirteen
============================
A. The Aesthetes
B. The Authoritarians
++ETA14. Arcade Track Fourteen
============================
A. The Oroborous
++ETA15. Arcade Track Fifteen
===========================
A. The Ostentatious
++ETA16. Arcade Track Sixteen
===========================
A. The Base
0==================0======================================================0
| HTM8. Freelancer |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\
0==================0========================================================0
FRN1. Story
FRN2. Basic Gameplay
FRN3. Scoring and Rules
FRN4. Mission Control
FRN5. The World Map
A. The Syndicates
B. Common Objectives
FRN6. Selecting a Mission
A. Prestige Objectives
FRN7. Loadout
A. Special Items
FRN8. Territory Takedown
FRN9. Map Differences
FRN10. Free Weapons
FRN11. Alerted Territories
FRN12. Quitting the Mission
FRN13. The Price of Failure
FRN14. Showdown Missions
FRN15. Back at the Safehouse
FRN16. Worst and Best Showdown Maps
FRN17. Safehouse, Mastery Levels, and Bonuses
A. Mastery Levels
B. Safehouse Bonuses
FRN18. Challenges, Negative Challenges, and Challenge Farming
A. Assassination Challenges
B. Discovery Challenges
C. Feats Challenges
D. Negative Challenges
E. Challenge Farming
FRN19. Hardcore Mode
FRN20. Prestige Leveling
0==================0
| HTM9. Conclusion |
0==================0
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >HTM1. Introduction and General Information |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
My name is Robert Allen Rusk and I am a long time gamer with about 40+ 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, Nintendo Switch, Atari
Jaguar, PlayStation (1, 2, 3, and 4), 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 a member of the following forums:
>>GameFAQs
>>GamesX
>>AtariAge
>>Digital Press
>>GTA Forums
>>The MoFaT
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 multiple web browsers to help in seeing how it would look on the web
and correct format errors.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN1. About the Guide |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Welcome to my "Hitman 3" 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 for all of the chapters 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 the Challenges and Escalation Contracts. Many hours were spent going over
them and finding unique ways to solve them. I think you may be surprised by
some of the solutions found here.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN2. Hitman 3 |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
"Hitman 3" is the eighth game that features the now-popular protagonist known
as Agent 47, a clone designed for assassination work. The game was released
in 2021 for the Sony PlayStation 4 and 5, MicroSoft Xbox One and Series X,
Nintendo Switch, and the PC.
Just like with "Hitman 2" there have been multiple changes in mechanics and
other things to make the game better and easier to play. Of course, it still
has that annoying Online DRM that I wish was illegal. You know, the one that
won't let you have a score unless you are online.
One of the interesting things about this title is that IOI redid how it was
programmed so the game is actually smaller even though it contains all of the
chapters of the story. On the PlayStation 4 side my "Hitman 2" data is
roughly 125 GB. "Hitman 3" is only 63 GB - about half of "Hitman 2" but has a
lot more stuff.
Another thing about the new programming: it makes it easier on the console in
that it doesn't cause it to heat up as much and now my PlayStation 4 no
longer sounds like a jet engine on takeoff.
As with its predecessor you can acquire the previous chapters from "Hitman 1"
and 2 and bring them into the "Hitman 3" engine. But you can do more than
just that and that leads into the next chapter:
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN3. The Progress Transfer |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
One of the cool things about this title is that you can bring all of your
progress and items from "Hitman 2" into "Hitman 3". Going to IOI's website
and doing a simple procedure will allow you to do this one time transfer. It
is highly recommended that if you do this it should be done before you turn
on "Hitman 3" for the first time. If you have already done some progress in
"Hitman 3" then you will lose it if you transfer.
Every item and Suit that you have acquired in "Hitman 2" will be brought
forward except for one: the ICA Electrocution Phone. IOI decided to "retire"
this item because it was overpowered, especially with Elusive Targets.
All of your Global XP levels and every point of XP will also come over. All
completed Challenges will also come over. If you acquire the Legacy Chapters
and do the transfer then you will also instantly acquire most of the Trophies
and Achievements related to them if you unlocked them already in "Hitman 2".
But there are some things that are left undone even it you did them before,
such as:
>>Mission Stories
***************
All of them in all of the Legacy Chapters will be undone. This is due
to the new Challenge system where all of the Stories have their own
Challenge instead of doing just three of them.
>>Escalations
***********
They have all been unchecked and reset (but you will still keep the
Challenges for completing them). Again, this is due to the new
Challenge system (explained later).
>>Sniper Assassin
***************
For some reason, even if you did them previously in Hitman 2, the
Trophy/Achievements related to the three Sniper Maps will not instantly
unlock when doing the transfer and unlocking the Legacy Chapters. You
must play through the maps again to unlock them.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN4. Purchasing Hitman 3 and DLCs |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As of January 2023 you can no longer purchase either "Hitman 1" and "Hitman
2" digitally. Most everything is in "Hitman 3" which has been rebranded
"Hitman: World of Assassination". This means that you no longer have to
purchase Legacy Chapters individually as they are now included with the main
game from the start. Most of the "Hitman 2" and "Hitman 3" premium content
are included in a single Deluxe Pack.
Additional DLCs include the Makeshift and Street Art Packs which are weapon
cosmetics and additional Suits, the Trinity Pack which includes suits,
weapons, and Briefcases that were only available in the Deluxe Edition of
"Hitman 3", and The Sarajevo Six, a group of additional Targets that was only
available in "Hitman 1" (Season One).
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN5. Hitman 2 and Hitman 3 Differences |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Although many things are the same between "Hitman 2" and "Hitman 3" there are
also multiple differences:
0=========================================================================0
| There are new Challenges based around Escalations, Featured Contracts, |
| and Mission Stories. Items earned by doing Mission Stories are now |
| earned through completion of Mastery Levels. |
|-------------------------------------------------------------------------|
| There are fewer Mission Stories on the new maps and some don't even |
| have any. |
|-------------------------------------------------------------------------|
| The Classics Challenges has been vastly changed and there are no more |
| difficulty tiered Challenges. |
|-------------------------------------------------------------------------|
| There are no more Challenge Packs within the Legacy Chapters. Some of |
| the Challenges related to them are now part of the main Challenges. |
| Most items earned through them are now earned through completion of |
| Mastery Levels, Featured Contracts Challenges, and Escalation Contracts |
| Challenges. |
|-------------------------------------------------------------------------|
| In addition to the removal of the Challenge Packs some of the Legacy |
| Chapters have had additional Challenges removed such as [Tuppence A |
| Wish] (Bangkok) and [Slam Dunk] (Patient Zero). |
|-------------------------------------------------------------------------|
| The [Chameleon] Challenge has been moved from the Feats tab to the |
| Discovery tab on all missions. |
|-------------------------------------------------------------------------|
| If you do not acquire Silent Assassin on a mission then you will be |
| given a Playstyle rating based on what you did. |
|-------------------------------------------------------------------------|
| You can climb Pipes and Ladders faster. |
|-------------------------------------------------------------------------|
| The Marksman feature on most Sniper Rifles now have an alternate button |
| which is the shoulder button above the aim trigger. |
|-------------------------------------------------------------------------|
| Each mission in the "Hitman 3" part of the game now have multiple |
| permanent Shortcuts that will make later run-throughs easier. |
|-------------------------------------------------------------------------|
| There are also Keypads that you can use to open doors and Safes. |
| Memorizing the combinations will also make later run-throughs easier. |
|-------------------------------------------------------------------------|
| There is also the inclusion of the Camera which is used for scanning |
| and overall picture taking. |
|-------------------------------------------------------------------------|
| There are no more multiplayer modes. This mainly affects the Sniper |
| Assassin mode. |
|-------------------------------------------------------------------------|
| The Phantom Suit, earned only through the aborted Ghost Mode in "Hitman |
| 2", can now be acquired by completing the [Featured Contracts - Track |
| 1, Tier 7] Challenge. |
0=========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN6. The Deluxe Edition and Other DLCS |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The Deluxe Edition of the game was a pre-order that had items, Suits, and
Escalation Contracts not available in the regular edition:
>>Items
*****
Crimson Red Briefcase
Premiere White Briefcase
Ultimate Black Briefcase
>>Weapons
*******
ICA19 Red Trinity
ICA19 White Trinity
ICA19 Black Trinity
>>Suits
*****
Crimson Red Suit
Premiere White Suit
Ultimate Black Suit
>>Escalation Contracts
********************
The Asmodeus Waltz (Dubai)
The Percival Passage (Dartmoor)
The Satu Mare Delirium (Berlin)
The Lee Hong Derivation (Chongqing)
The Gauchito Antiquity (Mendoza)
The Proloff Parable (Carpathian Mountains)
If you acquired the regular version of the game then you can upgrade to the
Deluxe Version with the Deluxe Pack. Which brings me to the next sub-chapter:
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Other DLCs |##########################################################\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
In this sub-chapter are other DLCs that you can purchase for this game:
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Deluxe Pack \
0===========================================================================0
| This Pack adds a ton of things that were included in the Deluxe Version |
| and more: |
| |
| >>Two Additional Locations |
| ************************ |
| --New York |
| --Haven Island |
| |
| >>Two Sniper Assassin Maps |
| ************************ |
| --Hantu Port |
| --Siberia |
| |
| >>Four Add-On Packs |
| ***************** |
| --Winter Sports Pack |
| --Smart Casual Pack |
| --Executive Pack |
| --Collector's Pack |
| |
| >>Special Assignments Pack 1 & 2 |
| ****************************** |
| |
| >>Six Deluxe Escalation Contracts |
| ******************************* |
| --The Asmodeus Waltz (Dubai) |
| --The Percival Passage (Dartmoor) |
| --The Satu Mare Delirium (Berlin) |
| --The Lee Hong Derivation (Chongqing) |
| --The Gauchito Antiquity (Mendoza) |
| --The Proloff Parable (Carpathian Mountains) |
| |
| >>Digital Soundtracks |
| ******************* |
| |
| >>Digital "World of Hitman" Book |
| ****************************** |
| |
| >>Director Commentary |
| ******************* |
| |
| >>Seven Deadly Sins Collection |
| **************************** |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================0
| Street Art Pack \
0===========================================================================0
| This is a cosmetic DLC and has the following: |
| |
| --The Graffiti Hoodie Suit |
| --The Concrete Bat |
| --The Concrete Bunny Pistol |
| --The Concrete Shotgun |
| --The Shark SMG |
| --The Concrete Assault Rifle |
| --The Concrete Sniper Rifle |
| --Safehouse cosmetics for Freelancer. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Makeshift Pack \
0===========================================================================0
| This is a cosmetic DLC and has the following: |
| |
| --The Scrap Poncho Suit |
| --The Makeshift Katana |
| --The Scrap Gun |
| --The Makeshift Scrap Shotgun |
| --The Scrap SMG |
| --The Makeshift Scrap Assault Rifle |
| --The Scrappy Sniper Rifle |
| --Safehouse cosmetics for Freelancer. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Trinity Pack \
0===========================================================================0
| This is a DLC that has items, weapons, and suits that was previously |
| available in the Deluxe Version of the game that was pre-order only and |
| not available in the Deluxe Pack DLC: |
| |
| >>Items |
| ***** |
| Crimson Red Briefcase |
| Premiere White Briefcase |
| Ultimate Black Briefcase |
| |
| >>Weapons |
| ******* |
| ICA19 Red Trinity |
| ICA19 White Trinity |
| ICA19 Black Trinity |
| |
| >>Suits |
| ***** |
| Crimson Red Suit |
| Premiere White Suit |
| Ultimate Black Suit |
| |
| It should be noted that if you already acquired them from the Deluxe |
| Version then you will not be allowed to order this Pack since you already |
| have these items. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| The Undying Pack \
0===========================================================================0
| This DLC, based around The Undying Elusive Target Contract featuring |
| actor Sean Bean and released on March 22, 2024, has the following: |
| |
| >>The Oroborous Elusive Target Arcade Contract |
| ******************************************** |
| |
| >>Items |
| ***** |
| Kronstadt Mini Flash Robo XOI-2900 |
| Kronstadt IOI-1998X Surround Earphones |
| Kronstadt Explosive Pen (Gen 2) |
| |
| >>Suits |
| ***** |
| The Ephemeral Suit with Eye Patch |
| |
| Finally, there are several additional Cosmetics for your home within |
| Freelancer (five for the Living Room and Kitchen and one Outside). |
| |
| **NOTE: The Oroborous comes free if you paid for the game and you only |
| have to pay for it if you use the free-to-play version like the |
| cloud based Nintendo Switch version. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| The Disruptor Pack \
0===========================================================================0
| This DLC, based around The Disruptor Elusive Target Contract featuring |
| MMA fighter Conor McGregor and released on June 27, 2024, has the |
| following: |
| |
| >>The Ostentatious Elusive Target Arcade Contract |
| *********************************************** |
| |
| >>Items |
| ***** |
| The Disruptor Cane |
| The Disruptor Kettlebell |
| The Disruptor Resistance Band |
| |
| >>Suits |
| ***** |
| The Disruptor Fur Coat |
| |
| Finally, there are several additional Cosmetics for your home within |
| Freelancer (four for the Gym and one Outside). |
| |
| **NOTE: The Ostentatious comes free if you paid for the game and you |
| only have to pay for it if you use the free-to-play version |
| like the cloud based Nintendo Switch version. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| The Drop Pack \
0===========================================================================0
| This DLC, based around The Drop Elusive Target Contract featuring famed |
| DJ Dimitri Vegas and released on September 12, 2024, has the following: |
| |
| >>The Base Elusive Target Arcade Contract |
| *************************************** |
| |
| >>Items |
| ***** |
| The Club Boom 12" Vinyl Sampler |
| The Club Boom 12" Flightcase |
| |
| >>Suits |
| ***** |
| The Club Boom DJ Suit |
| |
| Finally, there are several additional Cosmetics for your home within |
| Freelancer (five for the Gym and one Outside). |
| |
| **NOTE: The Base comes free if you paid for the game and you only have |
| to pay for it if you use the free-to-play version like the |
| cloud based Nintendo Switch version. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Sarajevo Six |####################################################\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
This DLC, released on August 17, 2023, involves six men that were part of
CICADA that were stationed in Serbia in the 1990s. They were involved in war
crimes and now have been targeted for elimination by a mysterious client.
These special Targets were only for the "Hitman 1" (Season One) version of
the game and were released one at a time. In addition, they were only for
PlayStation at that time but are now available for all versions of World of
Assassination. Interestingly enough IOI has kept the original introduction
videos instead of updating them for WoA.
All of these Targets are on the original Hitman maps:
>>The Director - Paris.
>>The Enforcer - Sapienza.
>>The Extractor - Marrakesh.
>>The Veteran - Bangkok.
>>The Mercenary - Colorado.
>>The Controller - Hokkaido.
These missions can only be played at Professional difficulty. Even so these
missions are pretty easy for the most part, except for the Colorado mission.
Some of the missions are now easier due to advanced gameplay mechanics and
weapons and items not available in the "Hitman 1" version.
All of the missions have three Challenges attached to them (the Bangkok
mission, however, has four). One is for killing the Target, one for Silent
Assassin, and one for killing the Target in a specific way.
I will note any differences between the "Hitman 1" and WoA versions of these
missions as warranted.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN7. Going Out of Order |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Although this guide goes in story order there is one instance where you
might want to go ahead a bit and acquire a very useful weapon: the Sieger 300
Ghost. This is one of the best sniper rifles in the entire game and is also
easy to acquire as all you need to do is successfully complete The Cheveyo
Calibration Escalation Contract inside the "House Built on Sand" Bonus
Mission.
You don't even need to get Silent Assassin, just complete it and the Rifle is
yours. As such, almost all of the [Sniper Assassin] Challenges in this guide
use this Rifle.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN8. Crashes and Game Save Corruption Issues |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In the Season One version of the game for PlayStation 4 there were crashing
issues when killing or knocking out lots of people during a run-through.
These issues were improved during the life of that version but were never
completely fixed.
This was improved further for "Hitman 2" but it still had a tendency to crash
if you decided to rampage through a mission. Of course, certain missions are
more crash prone than others. Missions with lots of Ghost NPCs, people that
are used as "filler" and won't appear on the Mini-Map, are more likely to
crash than those that have less.
For "Hitman 3" I have found that it rarely crashes, possibly due to the new
programming that allowed IOI to decrease the overall size of the game. This
makes it easier to rampage your way through missions.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN9. Randomness |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The "Hitman" series has always had an issue with randomness, especially with
"Hitman 2: Silent Assassin" - the lone exception being "Absolution" due to
its being more linear than the previous installments.
But this current installment can get pretty random at times which can be
irritating. Randomness such as:
--Tossing an object in a specific place to attract a certain person but
attracts somebody else instead.
--Attacking somebody in an enclosed room but getting spotted by a Civilian
outside of it (X-Ray eyes issue).
--Guards and Civilians suddenly behaving differently than expected when
certain actions are performed.
Randomness isn't too much of a problem in the Main Missions but can be
frustrating when doing Escalation Contracts because in many cases you need to
use specific methods to get a good score or to even successfully complete it
and randomness can really piss you off.
I have noticed though that if you have been playing for a couple of hours and
the game starts to behave randomly frequently I found that turning off the
console and rebooting it tends to clear things up - for awhile at least.
And now a brief explanation about Agent 47's employer.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN10. The International Contract Agency |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The ICA or The Agency, as it is often called, is the shadowy organization
that Agent 47 works 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
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.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN11. The Main Menu, Pause Menu, and Briefing Menu |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you start up the game you will have the Main Menu which has the
following features:
0=========0
| Featured \
0==============================================>
This shows the options to load a game, or go to the current chapter of the
game. It will also feature the latest Elusive Target, Escalation Contract,
and Featured Contracts from Contracts Mode.
0=============0
| Destinations \
0==============================================>
This allows you to choose any of the main story and bonus chapters.
0==========0
| Campaigns \
0==============================================>
This allows you to choose between the various campaigns within the game.
0===========0
| Game Modes \
0==============================================>
This allows you to choose between the various game modes.
0==========0
| Contracts \
0==============================================>
This is the Contracts Mode where you create custom contracts for the Hitman
gaming community (Tutorial, Featured Contracts, My Contracts, and Latest
Contracts).
0=======0
| Career \
0==============================================>
This goes over what you have done and unlocked during your run-throughs.
You can go over the Challenges, Mastery, Weapons, Gear, and Suits. You can
also check your overall Statistics.
0======0
| Store \
0==============================================>
Here you can purchase Hitman related items for your selected console.
0========0
| Options \
0==============================================>
Here you can go over and change various aspects of gameplay.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Pause Menu can be called up by using either the Options button (PS4) or
the Start Button (Xbox One). Here you can make a Manual Game Save, Load
either an Auto or Manual Game Save, Restart the Mission with the same
parameters you started with, Replan the Mission where you can change your
gear or Starting Point, or simply exit.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Briefing Menu can be accessed by using either the Touch Pad (PS4) or the
Back Button (Xbox One). Here you can go over the following:
0===========================================================================0
| Objectives | Your current game objectives which are your Targets and |
| | other tasks. |
|-----------------+---------------------------------------------------------|
| Map | This allows you to check you current position on the |
| | game map. This is not a real time map as it was in the |
| | older "Hitman" games. It does not show NPCs, only your |
| | Targets. It will show any Agency Pickup in use, |
| | Briefcases, and any dropped Disguises. |
|-----------------+---------------------------------------------------------|
| Mission Stories | This allows you to go over what Mission Stories have |
| | been opened up and track them if you desire. This only |
| | applies to the main or bonus mission. This does not |
| | apply to Escalation Contracts and Elusive Targets. |
|-----------------+---------------------------------------------------------|
| Intel | This allows you to go over what Intel you have |
| | collected during your current run-through of a mission. |
| | This only applies to the main story mission. This does |
| | not apply to Escalation Contracts and Elusive Targets. |
|-----------------+---------------------------------------------------------|
| Inventory | This allows you to go over what you have collected so |
| | far in the mission. |
|-----------------+---------------------------------------------------------|
| Challenges | This allows you to go over what Challenges you have |
| | unlocked so far in your run-throughs. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN12. Game Saving |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
There are two different kinds of game saves for "Hitman 3". The first is the
Autosave. Every so often the game will save your progress automatically.
There are eight slots that the game will save in. In case something goes
wrong then you can use one of these saves to limit backtracking. You can also
turn off the Autosave in the Options > Gameplay section.
The second type is the Manual Save. This is when you make the save itself.
This option, along with loading a saved game, can be accessed through the
Pause Menu. Like with the Auto Save you can save up to eight saves.
Then there is the Online and Offline Saves. Any save that is made while you
are online *CANNOT* be used if you go offline and vice versa.
Finally, under certain circumstances (such as Combat), you will not be
allowed to save the game either manually or automatically. When this happens
you should see a small red icon appear in the lower right corner of the
screen. You also cannot save when doing Escalation or special Contracts.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN13. Contracts Mode |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Contracts Mode is where you can create your own Contracts, using any chapter
of the game, and post them to the Hitman community. You can select up to five
targets, from anybody that is in the chapter, for elimination. You can set
many parameters such as Disguise and Weapon and even certain conditions such
as time or whether or not you do pacifications.
Once you complete the Contract, setting the parameters in the process, then
you can challenge other players to play what you have created and do better.
Some of the Challenges within the game require that you create and play
through your own Contracts.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Featured Contracts Challenges |#######################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Part of Contracts Mode is what is known as Featured Contracts. These are
Contracts made up by various members of the Hitman community, including
websites, and are specially featured by IOI. New to "Hitman 3" are Challenges
based on completing set numbers of these Contracts. There are two Tracks of
these Challenges with multiple Tiers.
The first Track are Contracts set in both the "Hitman 1" and "Hitman 2" maps.
The second Track are for Contracts set on the "Hitman 3" maps, including the
ICA Facility. Completing these Challenges will unlock weapons, items, and
Suits for use in all missions.
You do not have to get a good score, just successfully kill your Targets and
leave. Depending on the Contract you can just gun and run to complete it
quickly.
Below are the two Tracks and their rewards:
**NOTE: A - Tier, B - Number of Contracts to complete.
0========0
| Track 1 \
0====================================================0
| A | B | Reward |
0====================================================0
| 1 | 5 | Gold Coin |
|---+----+-------------------------------------------|
| 2 | 10 | Measuring Tape |
|---+----+-------------------------------------------|
| 3 | 15 | Red-Tie Kiwi |
|---+----+-------------------------------------------|
| 4 | 20 | Handyman Wrench |
|---+----+-------------------------------------------|
| 5 | 25 | The Arkian Tuxedo Suit |
|---+----+-------------------------------------------|
| 6 | 30 | Hobby Knife |
|---+----+-------------------------------------------|
| 7 | 35 | The Phantom Suit |
|---+----+-------------------------------------------|
| 8 | 40 | The Toolbox |
|---+----+-------------------------------------------|
| 9 | 45 | The Blue Flamingo Suit |
0====================================================0
0========0
| Track 2 \
0====================================================0
| A | B | Reward |
0====================================================0
| 1 | 5 | Breaching Charge MK III |
|---+----+-------------------------------------------|
| 2 | 10 | ICA Tactical Shotgun Covert |
|---+----+-------------------------------------------|
| 3 | 20 | Remote Semtex Demo Block MK III |
|---+----+-------------------------------------------|
| 4 | 30 | Sieger 300 Sniper Case |
|---+----+-------------------------------------------|
| 5 | 40 | ICA19 F/A Stealth "Ducky" Edition |
|---+----+-------------------------------------------|
| 6 | 50 | SMG Raptor "Rude Ruby" Covert |
|---+----+-------------------------------------------|
| 7 | 60 | Hackl Sniper Rifle Covert "Ducky" Edition |
|---+----+-------------------------------------------|
| 8 | 70 | Professional Screwdriver |
0====================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN14. Elusive Targets |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Every so often, and for a few days, IO Interactive will present a special
one-time Target, called an Elusive Target, for you to go after.
When activated you will have only one shot to complete it. If you fail,
usually by dying, then you will not be able to do it again even if the Target
is recycled later. If you succeed then you also will not be able to do it
again. If you miss the window when the Target is available then you will miss
that opportunity for that Target, at least until IOI recycles them.
It should be noted that if things go wrong you can still restart or replan
the mission just as long as you don't die or kill your Target first. This
should give you a bit of flexibility, especially if the game glitches on you.
While you are doing an Elusive Target you can also complete other Challenges
just like with the Main Mission and Escalations.
**NOTE: One very important thing to point out in regards to these special
contracts. If you wish to restart and you have already killed your
Target then you need to quit the game outright and restart from
there.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN15. Challenges, Mastery, and XP |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In each location there are many Challenges to be performed in order to obtain
Mastery Levels. Each Challenge has a certain amount of Mastery Points, called
XP, that must be earned to advance through each Mastery Level. There are
twenty Levels in most locations with a couple that have five Levels. Each
Level requires 6,000 XP to advance to the next. Many Challenges have 4,000 XP
so you can advance through the Levels quickly with each run-through.
Whenever you advance to another Level you will unlock additional weapons,
items, starting locations, and Agency Pickups. This will make things easier
with each run-through.
The Challenges themselves are broken into five sections:
0=========================================================================0
| Assassination | These Challenges are related to the many different ways |
| | to kill your Targets. The vast majority of them are |
| | 4,000 XP. |
|---------------+---------------------------------------------------------|
| Discovery | These Challenges are related to finding items, using |
| | different methods of escape, finding all areas of the |
| | map, and by setting up certain situations. Most of them |
| | are 1,000 XP but some are 2,000. |
|---------------+---------------------------------------------------------|
| Feats | These Challenges are related to performing certain |
| | actions (some by wearing a certain Disguise) and by |
| | completing Escalation Contracts. |
| | |
| | This is also where certain Global Challenges (those |
| | that can be done in any location) can be found. The |
| | Escalation Contracts are 4,000 XP and some of the |
| | others are also 4,000 XP. Most of them are 1,000 and |
| | 2,000 XP. |
|---------------+---------------------------------------------------------|
| Targets | These Challenges are related to the Targets themselves. |
| | All of these Challenges are 4,000 XP. |
0=========================================================================0
Finally, when you successfully complete a Challenge it is permanently
unlocked at that point. You do not need to complete the mission to have it
registered as unlocked (unless it specifically states that you need to).
Thus, you can go back to a previous save point to go after additional
Challenges.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Classics Challenges |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Every mission has a small set of Challenges known as The Classics which are:
--Silent Assassin
--Silent Assassin, Suit Only
--Suit Only
--Sniper Assassin
There is also another Challenge for completing all four of them. You can
acquire them on any of the three difficulty modes.
In "Hitman 2" there were three sets of the Classics for each mission with
each set for each difficulty. In "Hitman 3" this is no longer the case. You
can now acquire these and all Challenges on Casual difficulty. You do not
need to play at a higher difficulty except to acquire two Challenges related
to Camera destruction.
In addition, you can unlock weapons, items, and Suits based on how many times
you completed three of the Classics during the course of the game:
**NOTE: A - Number of times completed.
0================0
| Silent Assassin \
0================================================0
| A | Reward |
0================================================0
| 5 | Classic Lockpick |
|----+-------------------------------------------|
| 12 | Classic Coin |
|----+-------------------------------------------|
| 17 | Fiber Wire Classic |
0================================================0
0===========================0
| Silent Assassin, Suit Only \
0================================================0
| A | Reward |
0================================================0
| 5 | Lethal Pills |
|----+-------------------------------------------|
| 12 | ICA19 Classicballer |
|----+-------------------------------------------|
| 17 | Classic All-Black Suit |
0================================================0
0================0
| Sniper Assassin \
0================================================0
| A | Reward |
0================================================0
| 5 | Remote Explosive Classic Rubber Duck |
|----+-------------------------------------------|
| 12 | Black Leather Briefcase |
|----+-------------------------------------------|
| 17 | ICA Bartoli Woodsman Hunting Rifle Covert |
0================================================0
It is important to note that if you already did all of this in "Hitman 2" and
did the progress transfer then you will auto unlock all of these rewards when
you turn on "Hitman 3" and unlock the Legacy Chapters.
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Global XP |###########################################################\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Whenever you do certain actions like taking Disguises, obtaining Keys,
quietly knocking out people, for example, you will gain XP points in addition
to those you get through Challenges.
At the end of a successful run you will see how much XP you earned towards
Mastery Levels and your Global XP. Each Global XP level is the same XP has
the regular Mastery Levels (6,000 XP).
Global XP is basically a scoring system that let other players know how far
you have advanced in the game and how much stuff you have done. With each
successful run-through you can add to your XP even if you have not unlocked
any Challenges.
In addition, you will earn XP regardless of whether or not you restart or
reload missions. For example, you can go through a mission knocking out and
killing lots of people, earning XP along the way, before deciding to restart
the mission and going through it clean. However, this new XP won't be added
to your total until you successfully complete the mission.
This also works if you earn XP in one mission and do another without
finishing the previous one.
Unfortunately, at this time, there are no special bonuses for surpassing
certain Global XP levels.
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Challenge Run |###################################################\
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
If you wish to do a lot of Challenges at one time then it may be best to do a
Challenge Run instead of Rampaging. Play through the map in Offline Mode to
better understand where everything is placed and how to get the best
Disguises with little fuss. Then figure out how to best go about things to
get as many Challenges as you can. After that then go back Online and do the
run.
It is actually better to do a Challenge Run instead of a Rampage Run in that,
with the proper planning, you can do more Challenges and get more XP than by
just killing or subduing everyone (as well as limiting frustrating crashes).
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN16. Difficulty Modes |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
There are three difficulty modes that can be selected when planning your
run-through:
0=======0
| Casual \
0==============================================>
This is the easiest of the three difficulties:
--You have unlimited use of auto and manual saves.
--All of the Mission Story guides are available.
--There are no Security Cameras.
--There are fewer Enforcers for most of the Disguises.
--Combat is easier in that you can survive longer.
--There are more items on the map that you can pick up and use.
--As a Guard you can have Sniper Rifles out in the open.
0=============0
| Professional \
0==============================================>
This is the more moderate of the three difficulties:
--You have unlimited use of auto and manual saves.
--All of the Mission Story guides are available.
--Security Cameras will now be used (with the exception of the Dartmoor
and Carpathia Mountains mission).
--The Cameras also become Enforcers depending on Disguise and action.
--There are more Enforcers for most of the Disguises (with the exception
of the New York and Haven Island missions).
--Combat is harder but not too hard.
--Some items found at Casual may not be on the map (Legacy maps only).
--As a Guard you can't have Sniper Rifles out in the open - you must use
a Briefcase. However, there are four maps that will allow you to have
Sniper Rifles out in the open depending on Guard Disguise: Colorado,
Ambrose Island, Dubai, and Berlin.
0=======0
| Master \
0==============================================>
This is the hardest of the three difficulties:
--You have one manual save.
--No Mission Story guides are available.
--There will be more Security Cameras used (with the exception of the New
York and Haven Island missions).
--There are even more Enforcers for most of the Disguises (with the
exception of the New York and Haven Island missions).
--Combat becomes even harder in that you are more easily killed.
--Some items found at Casual and Professional difficulties may not be on
the map (Legacy maps only).
--With certain exceptions there are no Disguises laying around to be
picked up - you must take them from somebody (Legacy maps only).
--Killing people in a bloody manner will ruin Disguises.
--NPC's are more attentive to sounds.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN17. Briefcases |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going further I should go over the Briefcase. It can be found on some
maps and you can earn different variants by completing Challenges. Listed
below are the things you can and cannot do when using one:
0=========================================================================0
| You can only put one item into it regardless of size. |
|-------------------------------------------------------------------------|
| You can bring one with you when planning but you can only bring it when |
| wearing a regular or earned Suit. |
|-------------------------------------------------------------------------|
| Large items that cannot be holstered, like Battle Axes, cannot be |
| placed into the Briefcase. Smaller un-holsterable items, like the |
| Hatchet, can still be placed inside. |
|-------------------------------------------------------------------------|
| If you have an illegal item inside the Briefcase and you approach a |
| Frisk Zone then it will be searched along with yourself. However, you |
| can still get it past the Zone safely. According to MrFreeze2244 what |
| you need to do is approach the Guard, place the Briefcase on the ground |
| by you, and let the Guard search you. Afterwards then grab the |
| Briefcase and proceed forward. |
|-------------------------------------------------------------------------|
| If the Briefcase is found by Guards then it will be taken to the |
| nearest Weapons Box. If found by a Civilian then he/she will give it to |
| the nearest Guard. This is a good way to smuggle illegal items inside |
| forbidden places. |
|-------------------------------------------------------------------------|
| The Briefcase makes an excellent melee and thrown weapon. |
|-------------------------------------------------------------------------|
| It can also be used as a mine. Place a mine somewhere and pick it so |
| you can access the Detonator. Put the mine inside the Briefcase and |
| drop it somewhere so you can detonate it. Will also work with gas |
| mines, even if you are carrying the Briefcase. |
|-------------------------------------------------------------------------|
| If you need to drop the Briefcase then you need to holster whatever is |
| in your other hand first or you will drop that item instead. |
0=========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Gas Briefcase |###################################################\
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
One of the most useful weapons is the combination of a Briefcase with the
Remote Emetic Gas Device, earned at Haven Island Mastery Level 5. When placed
in a Briefcase you can take it with you, go up to someone, detonate the
Device to create an emetic cloud, and get someone sick safely so you can get
them into isolated areas for ambushing. Makes missions, Escalation Contracts,
and Elusive Target Arcade Contracts easier.
Even better is that 47 will not be affected by the cloud. Takes "silent but
deadly" to a new level.
Most of the time the Device will already be in a Briefcase, such as an Agency
Pickup, or brought with you in a carried Briefcase at the start of the
mission.
To make the Gas Briefcase you can drop the Briefcase, remove the Device, and
place it back into the Briefcase to acquire the Detonator so you can use it.
A faster way to construct one is to have the Briefcase in your hand. Go into
your inventory and select the Briefcase then Retrieve Item to remove the
Device. The instant you have the Device in your hand then go back into your
inventory and select the Briefcase then Conceal Item. You will then go and
select the item you wish to put in which is the Device. After about a second
after you put it back in the Briefcase then you can select the Detonator.
There are a couple of things to note about the use of the Gas Briefcase:
The first is that there is a glitch concerning the Device after it is used.
When you use the Device out in the open then it will disappear from the map
when it is used. When you use it in a Briefcase and detonate it then it will
disappear from the Briefcase.
But not from the map. The Device technically "falls out" of the Briefcase and
becomes invisible to you but not to NPCs (a "ghost" Device). If a Guard comes
by then they should "see" it and come to pick it up. But they don't pick it
up off of the ground but off of an invisible "table". They don't try to take
it to a weapons box, they just keep it.
But it still doesn't get taken off of the map. Each time a Guard comes by,
even if it is the same one, they will go to pick up the dropped Device. This
can be an interesting way to distract Guards as you go after your sickened
victim.
Another thing to note is that sometimes your victim doesn't crouch down when
they get sick. They will look like you didn't get them sick but they are and
you won't see that until they find a place to vomit and start doing so.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN18. The Camera |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
New to "Hitman 3" is the Camera. This is a device that you carry with you at
all times and cannot be dropped. There are two things that you do with it.
The first is scanning. When you find a specific item of interest then aim the
Camera at it and it will scan the item either for intel or to perform an
action. You do not need to take a picture, just aim at the item.
The second is to take pictures. The Camera has a four level zoom, depth of
field, and multiple filters. The game doesn't have the ability to save any
pictures you take but you can still do that through the console itself. For
example, on the PlayStation 4 you use the Share Button to bring up the menu
then use the Save Screenshot command to save the picture in the Capture
Gallery.
In addition, there are multiple Challenges related to taking pictures.
However, there are none on the Legacy Chapters. Still, the Camera is not
entirely useless there. In addition to taking nice pictures of the various
maps, especially Sapienza, it can also be used as binoculars. In the past you
would need to use a Sniper Rifle for that but the Camera is a much safer
alternative and is a permanent part of your inventory.
It should be pointed out that the zoom on the Camera is not the same as the
one on the Sniper Rifles - the Rifles can zoom in much closer.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN19. Starting a New Game and Planning |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you start a mission then you will begin with the Objectives screen which
tells you what Targets you need to bring down or any other tasks that need to
be done in addition to that. You can also go through what Challenges are
available or done as well as check the Leaderboards. Once you've planned out
how you wish to start then select Play to begin.
0=========0
| Planning \
0==============================================>
Here you can do extensive planning prior to starting a mission (with the
exception of the ICA Facility scenarios). You can choose what weapons and
gear to bring in, what items to smuggle in, what suit to start in, and even
where to begin:
0=========================================================================0
| Smuggled Item | You can smuggle in one weapon or item into the |
| | mission. There are two types: Hidden Stash and |
| | Agency Pickup. |
| | |
| | Hidden Stashes allow you to bring in small items |
| | such as Pistols, Explosives, and other Gear. Agency |
| | Pickups are designed for larger weapons such as |
| | Assault Rifles or Sniper Rifles. But they can also |
| | be used for smaller items. |
| | |
| | It should be noted then Agency Pickups come in |
| | their own Briefcase which can also be used for |
| | other things if you want. |
|-------------------+-----------------------------------------------------|
| Concealed Weapon | You can bring in one Pistol with you and this |
| | allows you to choose which one. You can also go in |
| | without one if you need to do so. |
|-------------------+-----------------------------------------------------|
| Suit | You can choose which Suit to start in. You can earn |
| | additional Suits by completing certain Challenges. |
|-------------------+-----------------------------------------------------|
| Starting Location | You can choose where in the map to start in. You |
| | can even start in a different Disguise that may |
| | make things easier. However, you cannot bring a |
| | Briefcase with you if you start in a different |
| | Disguise. |
|-------------------+-----------------------------------------------------|
| Gear | You can bring in two additional items but only two. |
| | If you need to bring in additional items then you |
| | will need to use an Agency Pickup or find it during |
| | the mission. |
0=========================================================================0
0===========0
| Difficulty \
0==============================================>
This will allow you to choose which of the three difficulties you want to
play in.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN20. Instinct, the Mini-Map, and the Silent Assassin Meter |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Instinct is an important tool and is used for finding useful objects and
people. This replaces the real time mapping used in the earlier "Hitman"
games and you'll be using this a lot. When used the Targets will always
appear in red no matter how far from them you are. With everybody else there
is a limited range. You can also use this ability when running.
This special ability may seem unusual but 47 is supposed to be a "better than
human" clone as was stated in the "Codename 47" manual so it would stand to
reason that he may have some heightened senses that most people don't.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
At the lower left corner of the screen is the Mini-Map. This is the real time
map of where you are and where all of the regular NPCs and Targets are.
Regular NPCs (Civilians and Guards) are going to be grey dots. Targets are
going to be red target reticles. Dropped Disguises and Agency Pickups are
also represented.
Targets are going to be represented on the Mini-Map no matter where you or
they are. Enforcers (explained later) will be represented with white dots.
NPCs and Enforcers will only appear on the floor you are at.
If you are in an area that you aren't supposed to be (or not in the right
Disguise) then you are considered Trespassing and you should see a
notification at the bottom of the Mini-Map. If a certain situation, like
having a body found, happens then you should see a Searching notification
appear on top of the Map. This will stay until the Guards have stood down.
If you get into a fight with the Guards then you should see a Combat
notification. If you get out of the area then it should change to Hunted as
they continue to look for you.
**NOTE: There is an option to turn on the North indicator for the Mini-Map.
However, I recommend that it should be left off since north can be
a different direction on each map instead of pointing up towards
the top of the screen as it is in every single game that uses a
mapping system.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Next to the bottom of the Mini-Map, on the right, is the Silent Assassin
Meter. If it is green then you currently have a Silent Assassin rating. If it
is red or yellow then you no longer have the rating. However, there are two
instances where you can restore the rating:
--If you were seen by a Camera and without alerting Guards then shooting
the Recorder will restore the rating. If you are seen by a Camera then
the Meter will turn yellow and remain that way until you destroy the
Recorder.
--If a Target saw you do something illegal then killing them before they
can alert others will restore the rating.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN21. Observing Your Surroundings |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As you go about the mission you will see Guards, Civilians, and Targets move
about the area. The most important thing to know about Hitman is that
everybody moves in very specific patterns.
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.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN22. Conversations, Mission Stories, and Intel |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Throughout each location you will find many people engaged in conversation.
Sometimes you can listen in on them which can reveal important information.
This information can open up an Mission Story which can be tracked if you
want. A Story informs you of a way to take down your Targets.
Not all conversations open Mission Stories but can provide additional
information on people and places within the chapter (it also adds to some of
the humor found in the game). But there is also something important about
these conversations.
Usually the people talking will not do anything else until you have initiated
the dialogue. After the dialogue is finished then they may break up and go
about their patrol patterns. Sometimes breaking up a pair will move them into
favorable positions to make it easier to go after Targets and useful objects.
But sometimes these people will put themselves into positions that will make
it harder to complete your objectives. So it is important to know which
conversations to start and which ones to leave alone.
In addition to Stories you can also collect important Intel. Usually you
collect Intel when you pick up an important item or look at or read something
important. You can go over the Intel and Mission Stories in the Briefing
Menu.
It is important to point out that certain Challenges can only be done by
doing certain Stories in a specific way. You can go under the Mission Stories
tab to track a Story which will give you guidance to help you complete it.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN23. Distractions and Objects |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Often times while doing a mission you may need to get someone into position
to either move past them, subdue them, or kill them. In that case you can use
a distraction. Distractions are a very important part of the game and you
will be using them constantly to manipulate people into certain positions for
whatever action you wish to do.
Distractions come in many forms:
0===========================================================================0
| Coins | You are given three Coins as part of your Gear. You |
| | can often find more Coins on the map as you go about |
| | your business. Tossing a Coin will get a person to |
| | go to where it lands. That person will pick up the |
| | Coin before going about their way. |
| | |
| | To throw a Coin or other object then select it, hold |
| | down the Aim Button to aim it, and use the Throw |
| | Button to toss it. The person who finds the Coin |
| | will pick it up but you can get it back if you |
| | subdue or kill that person. |
| | |
| | It is important to note that you do not need to |
| | throw it in order to distract a person. You can |
| | place, but not drop, the Coin on the ground. When |
| | somebody walks by and sees it then they will walk to |
| | it to pick it up. |
| | |
| | You can even place the Coin right in front of |
| | someone and they will still go for it. A good way to |
| | lure or even just move them out of the way or better |
| | ambushing position. |
|--------------------+------------------------------------------------------|
| Coin Chaining | Place several Coins in a chained path towards a |
| | hidden area then place a Coin in front of the person |
| | you want to lure. |
| | |
| | As that person goes for the first Coin then they |
| | should see the next one and go for it. They should |
| | pick up all of the remaining Coins and put them into |
| | an area where you can safely get rid of them. |
| | |
| | Depending on how many Coins you have this is an |
| | excellent and safe method of luring people to get |
| | them out of the way. |
|--------------------+------------------------------------------------------|
| Melee Objects | Objects such as Wrenches, Crowbars, and Screwdrivers |
| | can also be tossed to create distractions. However, |
| | they will not be picked up by the person who walks |
| | to it. |
| | |
| | If you wish to throw an object near a person then |
| | you need to be careful not to aim too close or you |
| | may lock-on to that person and you may accidentally |
| | throw stun or throw kill them. |
| | |
| | Some objects, such as the Bust and Brick, are |
| | fragile and will break when tossed. |
|--------------------+------------------------------------------------------|
| Audio Distraction | You can also use certain devices to lure people so |
| Devices | you can either ambush them or get them safely out of |
| | the way so you can go about your objectives. Most of |
| | these devices are seen as weapons so care is needed |
| | when using them. A list of these devices can be |
| | found beneath this boxed section. |
| | |
| | One of the better devices for distraction is the ICA |
| | Explosive Phone which is earned by acquiring Bangkok |
| | Mastery Level 18. The reason is because it is not |
| | seen as a weapon and can be safely used to lure both |
| | Guards and Civilians. |
| | |
| | Another good distraction device is the ICA Remote |
| | Micro Audio Distraction Device which is earned by |
| | reaching Mastery Level 20 in Santa Fortuna. It can't |
| | be seen when held and, if seen by a person, it is |
| | not seen as a threat because it looks almost like a |
| | toy. |
|--------------------+------------------------------------------------------|
| Weapon Dropping | Dropping a weapon in the path of a Guard or near a |
| | stationary one will cause him to pick it up and go |
| | to the nearest Weapons Box to drop it off for |
| | safekeeping. |
| | |
| | This will get him out of the way so you can go after |
| | somebody else or lure the Guard into a safe place |
| | for subduing. This is best done when you are dressed |
| | as a Guard. |
|--------------------+------------------------------------------------------|
| Weapon Tossing | If you are not dressed as a Guard and you want to |
| | lure a Guard to a Weapons Box then you can toss a |
| | weapon from a safe spot. However, you cannot toss |
| | firearms - you can only toss Mines or Audio |
| | Distraction Devices. |
| | |
| | You cannot use the Remote Explosive Ducks as they |
| | will be picked up and kept by the Guard instead of |
| | being taken to a Weapons Box. |
|--------------------+------------------------------------------------------|
| Stationary Objects | Objects such as Vacuum Cleaners, Sinks, Fuseboxes, |
| | Generators, and Radios can be activated or |
| | de-activated to create distractions. Once they are |
| | turned off/on or the mess cleaned up then the |
| | distracted person goes back to their routine. |
| | |
| | These objects cannot be picked up but some Radios |
| | can be taken for travel. |
| | |
| | It is important to note that Vacuum Cleaners, Sinks, |
| | Fuseboxes, and Generators can be activated or |
| | de-activated by being shot from afar. This cannot be |
| | done with Radios as shooting them will destroy them. |
|--------------------+------------------------------------------------------|
| Bullet Impacts | Shooting at objects or walls close to people can |
| | distract them to either investigate or stop them in |
| | their tracks long enough for you to do what you need |
| | to do. However, if you're not careful, then you may |
| | be spotted firing your weapon and you may end up in |
| | a Combat situation. |
|--------------------+------------------------------------------------------|
| Alarms and | On many of the maps you will find Fire Alarms. |
| Explosions | Pulling them will cause the Guards to investigate |
| | the map and everybody else will stop what they are |
| | doing. This may give you enough time and cover to do |
| | whatever you need to do. Causing explosions will do |
| | the same thing. |
|--------------------+------------------------------------------------------|
| Bumping | Bumping into people will cause them to stop in their |
| | tracks. This may give you enough time to get out of |
| | a certain area or to do certain things before that |
| | person resumes their routine. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================0
| Distraction Devices \
0===============================================>
>>ICA Remote Audio Distraction Device
ICA Remote Audio Distraction Device Mk II
ICA Remote Audio Distraction Device MK III
******************************************
Available: Sapienza Mastery Level 10.
Miami Mastery Level 18.
Dartmoor Mastery Level 10.
-----------------------------------------------------------------------
Notes: This Device looks like a Mine and is seen as such by Guards so
you can't have this in your hands unless you are appropriately
disguised.
When it is activated then it will make a loud beeping noise
which will attract anybody nearby. The only way to turn it off
is for it to be picked up either by you or a Guard.
If it is picked up by a Guard then he will take it to a Weapons
Box to be dropped off. You cannot use the Device again until you
either take it from the Box or ambush the Guard before he can
get there.
When using this against Civilians once they see it then they
will go to a Guard so if you want to subdue or kill you have to
act fast before they turn around. Guards, on the other hand,
will stand still and pick up the Device before leaving thus
giving you time to deal with them properly.
One problem with the Device is that it can attract more than one
person at a time. The best way to prevent this is to pick up the
Device once a person is attracted. The distracted person will
still come to where the noise came from.
>>"Mixtape 47"
************
Available: Bangkok Mastery Level 20.
-----------------------------------------------------------------------
Notes: This works the same as the regular Device but plays a selection
of music instead.
>>ICA Remote Micro Audio Distraction Device
*****************************************
Available: Santa Fortuna Mastery Level 20.
-----------------------------------------------------------------------
Notes: It makes the same beeping noise as the original but, because of
its small size, can be held out in the open and placed easily
even in a crowded room.
If the Device is placed in such a way as to be mostly hidden
then anybody that is lured will stay in place indefinitely as
they try to find the source of the noise. A good way to "keep an
idiot busy for hours".
If it is placed in the open then it can be picked up by both
Guards and Civilians since it is too small to be seen as a
weapon and looks almost like a toy. In this case you need to
ambush the person holding it before you can use the Device
again.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
There is also something else about objects that need to be discussed. Not all
objects distract the same people. For example, you may need to distract a
Guard away from a Civilian. If you use a Coin then the Guard will come to
investigate. However, if you use the Crowbar, the Civilian may go instead. So
it is important to know which objects can distract which people.
You also need to be careful when throwing objects. If you are seen throwing
one then you will be yelled at by the people around you and you will need to
try again.
Another important thing about distractions: if you are one room and your
target is in another and there is a door between the both of you then you
must open the door before tossing an object otherwise your target may not
hear it. Sinks, Vacuums, and Radios will attract people regardless of whether
or not a door is open.
In the case of Audio Distraction Devices people can't hear it when the door
is closed but you can open it when a person you want to distract passes by to
get them inside. With careful use of doors you can lure multiple people
without moving the Device.
One last important thing about distractions. If somebody is standing around
and you distract them then they will go back to their position and start
their routine over. An example: a Guard is standing around smoking for thirty
seconds before he moves to another position. If you interrupt it about twenty
seconds in and he goes back to his position then he will start his smoking
over from the beginning instead of where he left off.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN24. The Inventory Menu |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
To use any weapon or item you must first bring up the Inventory Menu by using
the D-Pad going right or left. Select the item you wish to use to exit the
menu (although you can cancel without selecting an item). You can also drop
the item from here (you can also drop the item by having it in your hand and
using D-Pad Down).
If you have anything in your hand then you can holster it by pressing up on
the D-Pad. You can also bring it back out by pressing down on the D-Pad
again. This will allow you quickly bring out a weapon for a quick attack.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN25. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In most situations 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 person and taking his clothes (although you can find some
laying around).
The disguise system in "Hitman" is similar to the older titles in that people
who are dressed the same as you will have no problems accepting you and you
can mingle freely amongst them. However, inspired by "Absolution", there are
some who can see through your Disguise. These people you need to avoid and
are referred to as Enforcers by IO Interactive.
And, just like the older titles, there is at least one Disguise that can be
considered a "master Disguise" - one that will allow you to roam around
almost the entire map without raising any suspicion unless you do something
out of the ordinary. Finding out which Disguise is the master, or closest to
it, will make your run-throughs easier.
**NOTE: In all missions I list all the Enforcers for each Disguise and at
each difficulty level. However, if there is an Enforcer inside an
area that you are not allowed in I don't list them because if you
go inside that area then everybody there becomes an Enforcer
anyway.
The only exception to this is if they look out over an area that
you are allowed to be in and thus will be noted so they can be
avoided.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN26. Attention, NPC Icons, and Spotted |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When in a restricted area and/or wearing a disguise near an Enforcer then you
may see a partial ring appear around you and pointing in a direction. This
indicates that you are getting attention from somebody. The longer you are
being seen, the more it becomes yellow.
In addition to attention you may see a white dot appear above the heads of
either the Guards or an Enforcer. This is known as the NPC Icon and usually
indicates a possible Threat to you. These Enforcers will also appear as white
dots on the Mini-Map. You can reduce attention by Blending In in which case
the dot above the person watching becomes a white circle.
As the attention grows stronger, the larger the dot becomes. When you are
getting attention then you must get around cover or get out of the area to
get rid of it.
If the Attention Meter becomes a full point then you are Spotted. In addition
the NPC Icon dot will become a "!". If a Guard has spotted you then he may do
certain actions depending on what you are doing.
If you are simply walking away from him then he may follow you in an attempt
to stop you. He will also try to arrest you. In that case then you can do a
Fake Surrender. When he gets close enough then you will get into a fight
where you can knock him out.
It should be pointed out that if you get far enough away from him quickly
then he will stop pursuit and go back to his position.
If you are standing still and not doing anything threatening then he will
lead you out of the area and into an acceptable one. If you are spotted
subduing or killing somebody then the Guard will become Hostile and you will
be shot at. You will also be shot at if you are carrying an open weapon.
If the Guards are Hostile and you run far enough away from them they should
stop their pursuit and may eventually return to their posts. However, if you
approach them again, they will immediately recognize you and go Hostile
again. In addition, if you get away from a group of Hostile Guards and they
return to their positions they more than likely won't alert any other Guards
on other parts of the Map unless they are still pursuing you.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN27. Guard Information |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
During my run-throughs I have found some interesting information on Guard
behavior. As noted earlier, if you knock out a Guard then he will drop a
weapon that you can pick up. In previous "Hitman" games if you knock out a
Guard, pick up his dropped weapon, and he gets revived then he will become an
unarmed Civilian and run around scared.
That trick no longer works. The Guards are permanently armed. If a Guard that
you took a weapon from is revived and you go to attack him again then he will
pull out another weapon and use it. However, if you knock him out again, he
will not drop another weapon - he will only drop one when you knock him out
the first time.
In addition, if you take a Guard Disguise from a subdued Guard and he gets
revived, then he will run to the nearest Closet, regardless of whether or not
a body is inside, and change back into some clothes before going back to his
patrol pattern or station. The same goes for Civilians.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN28. Security Cameras and Recorders |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
At both Professional and Master difficulties you may see a Security Camera on
some of the walls. Depending on your Disguise nothing will happen if you are
seen by one. If you are in the wrong Disguise or do an illegal action then
you will alert Guards when seen.
These Cameras emit either a green or yellow laser-like mesh that indicates
where it is looking at as it pans the nearby area. Wait for the Camera to pan
away before moving. If you get seen by one you should also hear it beep in
addition to getting a message that you were recorded.
Another way to get around the Camera is to shoot it. However, this may
attract attention depending on whether or not anybody is nearby.
Another way of destroying Cameras is by throwing an object at it. Aim at one
with an object and it should auto target it just like you would with a person
then throw it to destroy the Camera. But this may cause more attention than
if you just shot it with a silenced Pistol.
These Cameras are connected to a Recorder that is usually found near a
security area. Destroying them, either by manually deactivating it, shooting
it, or blowing it up with explosives will destroy all recordings and make all
Cameras on the map, regardless of where they all are, useless. Find and
destroy the Recorder first to keep the Cameras from being a problem.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN29. Moving About, Sneaking, and Melee Attacks |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this chapter are the different ways you can move about:
0===========================================================================0
| Walking | Moving the Left Analog Stick forward will make 47 walk. |
|---------+-----------------------------------------------------------------|
| Running | Move the Left Analog Stick in conjunction with the Run Button |
| | and 47 will run. |
|---------+-----------------------------------------------------------------|
| Pushing | When in large crowds 47 will move very slowly. You can make him |
| | push through crowds faster by using the Run Button. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Sneaking is one of the more important movements you will be making. Crouch
down and move forward slowly to sneak. This will allow you to stealthily move
around an area and approach people from behind. You can run around when
crouched but this is not recommended as this will attract attention.
Another way to avoid being seen is by pressing up against a wall. This is
normally used when you are waiting for somebody to come into a room. This
move will make it harder to be seen when people walk past you.
There are times that you may have to take down people to get them out of the
way or acquire Disguises. There are many ways to do this:
0===========================================================================0
| Bare Hands | When you approach somebody from behind then you |
| (From Behind) | have the option of subduing them. When you subdue |
| | someone then you will also have the option of |
| | breaking their neck. Once you start subduing |
| | someone you will not be able to back out of it - |
| | you must subdue or kill that person. |
| | |
| | When you knock out a person then you will see a |
| | rotating "loading screen" style icon above his/her |
| | head. |
| | |
| | It is also important to note that subduing a person |
| | will make noise that may attract nearby people to |
| | you and you may be spotted. In addition, if a |
| | subdued person is found they can be awakened but |
| | only a Guard can do it. |
|---------------------+-----------------------------------------------------|
| Bare Hands | When attacking from the front then you will quickly |
| (From the Front) | grab that person and do a quick (and sometimes |
| | amusing) beatdown. On Guards and certain Civilians |
| | then you will enter into what is known as a Quick |
| | Time Event (QTE). |
| | |
| | Basically you are given a few seconds to press one |
| | of the face buttons before the person you are |
| | fighting hits you and you take damage. You have to |
| | press the face buttons in order to successfully |
| | complete the fight. This is pretty easy to do. |
| | |
| | It is important to note that once you start a fight |
| | you cannot back out of it - you must complete it or |
| | die. |
|---------------------+-----------------------------------------------------|
| From Behind Cover | If a person is leaning against a crate then you can |
| | pull him over. Crouch behind it and get up against |
| | it to bring up the subdue prompt so you can grab |
| | him. |
| | |
| | You can also grab a person when they walk past |
| | something you are using for cover. For example, if |
| | you're taking cover by the edge of a door then you |
| | can grab a person as they walk in. |
| | |
| | One important piece of information regarding |
| | grabbing from cover. Your victim must come at you |
| | at a straight line. This is not a problem when they |
| | walk through a door as they can only come at you |
| | straight. |
| | |
| | However, when you use a wall end or crate for cover |
| | then your victim may come at you at an angle |
| | depending on the room and where they are at. If |
| | they come at you at an angle and you grab them then |
| | you will be seen by them as you grab them and you |
| | will lose Silent Assassin. |
|---------------------+-----------------------------------------------------|
| On Stairs | When you are on stairs then you will knock out the |
| | person regardless of orientation. Once the person |
| | is out then you have the option of breaking their |
| | neck to kill them. |
|---------------------+-----------------------------------------------------|
| Garroting | When approaching somebody from behind with the |
| | Fiber Wire then you can garrote that person. |
| | Killing a person this way is by far the quietest |
| | method and you can automatically start dragging |
| | that person away when you are finished. |
|---------------------+-----------------------------------------------------|
| Blunt Object | When carrying a non-bladed object, like a Wrench, |
| | then you will smack that person over the head with |
| | it. This is a good way to pacify someone. |
| | |
| | Even better is that, if you knock somebody out from |
| | behind, it is quieter than if you try to subdue |
| | them. So it is always best to have a blunt object |
| | in your possession for quiet knockouts. |
|---------------------+-----------------------------------------------------|
| Bladed Objects | When carrying a bladed object then you can quickly |
| | kill that person with it. Some of the following |
| | common objects are considered bladed: |
| | |
| | --Kitchen Knife |
| | --Scissors |
| | --Cleaver |
| | --Screwdriver |
|---------------------+-----------------------------------------------------|
| Large Weapons | Some of the bladed weapons are too large to be |
| | holstered and will be dropped if you try. Some of |
| | these weapons are: |
| | |
| | --Axe |
| | --Fire Axe |
| | --Battle Axe |
| | --Saber |
| | --Hatchet |
|---------------------+-----------------------------------------------------|
| Threatening and | Many of the above blade weapons are considered |
| Non-Threatening | threatening and you will see a Visibly Armed |
| Weapons | notification by the Weapon Icon at the lower right |
| | corner of the screen when you are holding one |
| | openly. |
| | |
| | This means that you will quickly become suspicious |
| | if you walk around a crowded room with something, |
| | say, a Kitchen Knife. |
| | |
| | But some of these weapons are considered |
| | non-threatening. This means that you can hold one |
| | openly and not draw any additional attention. The |
| | following are considered non-threatening weapons: |
| | |
| | --Scissors |
| | --Screwdriver |
| | --Hammer |
|---------------------+-----------------------------------------------------|
| Disguises and | Depending on what Disguise you wear you may be able |
| Bladed Weapons | to have certain bladed weapons in the open. For |
| | example, if you wear a Guard Disguise then you may |
| | be able to have the Kitchen Knife in your hand |
| | without suspicion but will cause problems if you |
| | wear any other outfit. |
|---------------------+-----------------------------------------------------|
| Throw Kills | With most of the above weapons you can perform what |
| | are known as throw kills. Hold down the Aim button |
| | to get the throw arc. Then aim it at somebody's |
| | head. When aimed properly then you should see a red |
| | target mark. Then use the Throw Button to throw the |
| | weapon to perform the throw kill. |
| | |
| | If you knock out a person first you can still do a |
| | throw kill on them. |
|---------------------+-----------------------------------------------------|
| Throw Stuns | This works the same as a throw kill but you use |
| | this with non-lethal weapons such as the Wrench. |
| | This will allow you to knock out people from afar. |
|---------------------+-----------------------------------------------------|
| Elimination | When you have a pistol drawn then you can perform |
| | an Elimination move. Basically you come up from |
| | behind, grab the victim's mouth with one hand, and |
| | fire two quick shots in the back to kill him. |
| | Obviously, this is best done with Silenced Pistols. |
|---------------------+-----------------------------------------------------|
| Pushing and Pulling | When near Railings and Windows then you can push |
| | your victim through it and perform an accident |
| | kill. When outside a Window or when grabbing a |
| | Ledge then you can pull people over. |
| | |
| | However, if the Window or Railing is at ground |
| | level then you will Pacify them instead. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN30. Cover |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you are crouched down behind a counter, large object, or doorway then
you can go into cover. This will press you against the object or wall that
you are hiding behind. This will make you harder to see. In addition,
depending on the object you are up against, you can vault over it. As already
noted, if there is a person on the other side of the counter or doorway then
you can pull him over and you can subdue or kill him.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN31. Accidents |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
A great way to get rid of people without raising any suspicions is by setting
up Accidents. As you observe your surroundings you can find many objects that
you can use to "accidentally" kill your Targets. Electrocution, explosions,
and Chandelier dropping are some of the types of accidents that you can
create. As already noted, throwing people over Railings or out of Windows
also count as accidents.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN32. Explosions |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The use of explosive devices and objects is one of the ways to get rid of
Targets. There are all kinds of devices, explained later, that can be used
for this purpose. Generally the use of explosive devices, such as the ICA
Remote Explosive, will often result in loss of Silent Assassin because of
their suspicious nature unless you manage to hide the body before it can be
found.
You can also sabotage Gas Canisters or shoot Propane Flasks from afar to
create explosions that are considered accidental and therefore will not
result in loss of Silent Assassin even if the explosion takes place in
crowded area.
These rules also apply to explosion stuns. If a person is stunned by an
explosion caused by a bomb and they are found before the killed person then
that will result in a loss of Silent Assassin because of the suspicious
nature of the explosion. If the stun is caused by an accidental explosion
then you will not lose Silent Assassin if the stunned body is found.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN33. Poisons |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
One of the ways to either lure or kill a person is through the use of poisons
which can be used on food and drink. But you have to be careful when
poisoning as this can make you suspicious but this also depends on what
Disguise you are wearing at the time. Some Disguises make it much easier to
poison food and drinks than others.
There are three different types of poisons:
0=======0
| Emetic \
0===============================================>
This type of poison will not kill a person but will make the victim head to
either a restroom or trash can to vomit. This will get the victim out of
the way long enough to do what you need to do or subdue/kill them in a safe
place. The victim will be out of the way for only a short time before they
go back to what they were doing.
>>Emetic Rat Poison
*****************
This is a common poison and can be found fairly easily on all
missions. It is designed to kill vermin but is not lethal enough to
do the same to humans. At worst it will make the victim sick.
>>Expired Can of Spaghetti Sauce
******************************
Available: Sapienza.
Santa Fortuna.
Mumbai.
Isle of Sgail.
---------------------------------------------------------------------
Notes: Although this makes for an excellent melee weapon it can also
be used as a form of emetic poison when used with food. This
is because, as the label says, it has been expired for so long
that it is bad enough to make people sick upon ingestion.
>>Emetic Poison Vial
Emetic Pills
******************
Available: Marrakesh Mastery Level 7 (Vial).
Santa Fortuna Mastery Level 7 (Pills).
Whittleton Creek.
Dubai (Pills).
Dubai Mastery Level 5 (Vial).
---------------------------------------------------------------------
Notes: This is a non-lethal one dose emetic poison that makes a
person sick upon ingestion.
>>Modern Emetic Syringe
*********************
Available: Sapienza Mastery Level 20 (Antique).
Bangkok Mastery Level 10 (Modern).
Mumbai Mastery Level 13 (Modern Mk II Version).
Haven Island.
Chongqing Mastery Level 5 (Pen Version).
---------------------------------------------------------------------
Notes: This is a syringe filled with a non-lethal emetic poison that
makes a person sick upon injection.
>>Poisonous Flower (Emetic)
*************************
Available: Santa Fortuna.
Ambrose Island.
Haven Island.
Dartmoor.
Mendoza.
---------------------------------------------------------------------
Notes: This type of flower, when used with food, will make a person
sick upon ingestion.
>>Durian
******
Available: Ambrose Island.
---------------------------------------------------------------------
Notes: This is a spiky fruit with a noxious interior capable of
making people sick. You cannot use it on food but it needs to
be tossed like an emetic grenade.
>>Guru's Pen Syringe Emetic
*************************
Available: Completion of Level One of The Gauchito Antiquity
Escalation Contract (Mendoza - Deluxe Edition).
---------------------------------------------------------------------
Notes: This is just a fancy version of the Modern Emetic Syringe.
0=========0
| Sedative \
0===============================================>
This really isn't a true poison but will safely knock out a person upon
ingestion or injection. If the body is found it will not result in loss of
Silent Assassin, even if the body is found without clothes. The victim can
also be awakened by a Guard and return to their normal routine.
However, and very important, if the victim is a Target, then you will lose
Silent Assassin if the body is found.
>>Sedative Poison Vial
Sedative Pills
********************
Available: Paris Mastery Mastery Level 2 (Vial).
Santa Fortuna Mastery Level 2 (Pills).
Dartmoor Mastery Level 7 (Vial).
---------------------------------------------------------------------
Notes: This is a non-lethal one dose poison that knocks out a person
upon ingestion. Will not result in loss of Silent Assassin
even if the victim is seen keeling over.
>>Modern Sedative Syringe
***********************
Available: Paris Mastery Level 15.
Berlin.
---------------------------------------------------------------------
Notes: This is a syringe filled with a sedative that knocks out a
person upon injection. However, it cannot be used on food or
drink - it can only be used as a melee weapon and only from
behind.
>>Insecticide
***********
Available: Bangkok.
Whittleton Creek.
New York.
Berlin.
---------------------------------------------------------------------
Notes: This is a poison designed to kill bugs. However, it is
non-lethal to humans and will render them unconscious instead.
This is mainly used with air conditioning and fumigation units
to knock out large groups of people.
>>Chloroform Flask
****************
Available: New Zealand.
New York.
Chongqing.
---------------------------------------------------------------------
Notes: This is a bottle full of a chemical used to knock out people.
Like with the Insecticide this is mainly used on air
conditioning and fumogation units to pacify people.
>>"Bubble Queen" Gum Pack
***********************
Available: Completion of Level One of The Gluttony Gobble Escalation
Contract (Chongqing - Seven Deadly Sins DLC).
---------------------------------------------------------------------
Notes: This looks just like a pack of innocent looking gum. But this
is really a sedative designed to knock out people. This is
used just like a Coin in that it will attract people to it
when they find it on the ground and pick it up. After a few
seconds then they will take a piece to chew then fall to the
ground unconscious.
>>Blue Easter Egg
***************
Available: Completion of the [Oocyanin Hunt] Challenge within the
Berlin Egg Hunt add-on (Berlin).
---------------------------------------------------------------------
Notes: This is a egg that contains a tranquilizing gas. When tossed
at someones feet then the cloud that emits from the Egg will
knock out anyone nearby.
It is not seen as a weapon so you can have it out freely and
you can drop it somebody's feet out in the open without
causing any suspicion. This makes it quite useful. The only
downside is that you only have one to use so use it carefully.
0=======0
| Lethal \
0===============================================>
This type of poison will kill a person quickly when ingested or injected.
If the body is found it will not result in loss of Silent Assassin.
>>Lethal Poison Pill Glass (or Jar)
*********************************
Available: Paris.
Marrakesh (includes the House Built on Sand Bonus
Mission).
Bangkok (includes The Source (Patient Zero)).
Colorado.
New Zealand.
Miami.
Santa Fortuna.
Mumbai.
Whittleton Creek (Lethal Pills).
Haven Island.
Dartmoor.
Chongqing.
Mendoza.
---------------------------------------------------------------------
Notes: This is a bottle full of cyanide pills that can be found on
most missions.
>>Modern Lethal Syringe
Modern Lethal Syringe Mk II
Modern Lethal Syringe MK III
****************************
Available: Colorado.
Hokkaido (Patient Zero).
Miami.
Sapienza Mastery Level 2.
Bangkok Mastery Level 12 (Antique version).
Isle of Sgail Master Level 5 (Mk II version).
Berlin Mastery Level 15 (Mk III version).
---------------------------------------------------------------------
Notes: This is a one dose syringe filled with lethal poison which
kills very quickly upon injection.
>>Lethal Poison Vial (or Pills)
*****************************
Available: Paris Mastery Level 15.
Marrakesh.
Completion of the [Silent Assassin, Suit Only x 5]
Challenge (Pills).
Berlin Mastery Level 10.
---------------------------------------------------------------------
Notes: This is a lethal one dose poison that kills a person instantly
upon ingestion. Unlike the Pill Glass it can be brought in
with you on any mission.
>>Fugu Fish
*********
Available: Hokkaido (includes Patient Zero).
---------------------------------------------------------------------
Notes: 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.
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).
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 and the part that is
used to kill his victim.
>>Botulinum Toxin
***************
Available: Hokkaido (includes Patient Zero).
---------------------------------------------------------------------
Notes: This is a bottle of specialized toxin that is used for
cosmetic surgery. Of course, when enough is ingested, it will
kill quickly.
>>Poisonous Flower (Lethal)
*************************
Available: Santa Fortuna.
---------------------------------------------------------------------
Notes: Grown in the jungles of Columbia this type of flower, when
used with food, will kill a person upon ingestion.
>>Lethal Poisonous Frog
*********************
Available: Santa Fortuna.
Whittleton Creek.
Ambrose Island.
Haven Island.
---------------------------------------------------------------------
Notes: This is a small animal that secretes a special fluid for its
skin that is extremely poisonous and is used by jungle
hunters. It can also be used on food and drink to kill
unsuspecting people.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN34. Hiding Bodies, Containers, and Closets |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you take down somebody it is also important that you hide the body so it
isn't discovered by anybody. For this there are large bin-like Containers and
vertical Closets to hide the evidence. Each of these units can accept up to
two bodies - including yourself.
This also means that you can hide inside them to avoid being seen when you
are somewhere you are not allowed to be in or to lose Guards. It is
important to note that if you are seen entering a Container or Closet by a
Guard then they will simply come up to it and start shooting at you instead
of breaking off the chase.
You can also get a Disguise from a person even after you have placed them
into a unit. You cannot remove a body from a unit once you have put it into
one.
You can also hide a body by dumping it over a Railing, through a Window, or
over a cliff.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN35. Ledges, Windows, and Pipes |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In many areas you will find Ledges that you can climb up and shimmy along.
They can be used to avoid Guard infested areas and access otherwise
inaccessible areas.
Usually where there are Ledges there are also open Windows. You can climb
through them to enter rooms and avoid Guards and Civilans. If there is a
person by a Window then you can grab them and throw that person through it.
Another way to enter inaccessible areas is by using large Pipes that may be
attached to the exterior of certain buildings. You use them to climb between
floors.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN36. Shortcuts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
New to "Hitman 3" are the Shortcuts. On the new maps there are multiple
Ladders and Doors that are specially locked. With Ladders you will need a
Crowbar to unlock it and on Doors you will need to open it from the other
side. When you unlock them you will not only acquire a Challenge but they are
permanently unlocked meaning that it will make later run-throughs easier.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN37. Locked Doors and Keypads |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
On occasion you may need to open a door that is locked. One of the tools at
your disposal is the Lockpick and you need to have it as part of the Gear you
bring with you. When using it you may get attention from nearby people and
possibly even spotted.
Another way to open a locked door is the use of the Crowbar or Shaped Charges
that are unlocked through the Mastery Levels. But that can make noise that
may attract someone.
If you encounter an electronic door which is only opened with a Keycard you
either need to find the right Keycard, blow it or pry it open (this depends
on the door too), or use Scramblers that you can earn during the course of
the game.
Finally, there is the use of Keys or Keycards that you may find laying
around, or on somebody, during a mission. It is best to find them as this
won't make you suspicious when opening doors (but this also depends on
whether or not you are wearing the right Disguise).
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
New to "Hitman 3" are the Keypads. You may find them by doors and Safes.
There are clues around the map to finding the combination to opening them.
The combination is always going to be the same so writing them down or
memorizing them will make later run-throughs easier.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN38. Firefights |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Gunplay, while going against the "Hitman Way", is actually pretty fun. The
controls are pretty good and the weapons are solid for the most part.
It is important to note that Guards may throw Flash Grenades at you during
combat. When detonated this will temporarily blind you for a bit. The further
away you are from it, the less of an effect it will have.
One of the nice things about the controls is the ability to switch shoulders
when in Combat Mode. In the majority of third person shooting games your aim
is right down the shoulder of the main character's firing hand which is
usually the right hand.
When you are aiming left around a corner this is not a problem. But, because
these games don't allow for shoulder switching, this becomes a hazard when
aiming right around a corner because you will expose yourself to gunfire
before you can properly aim at your target. This feature will allow you to
peek and shoot around corners more effectively and limit gunfire exposure.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN39. Health |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
If you get into any Combat then you will be either punched or shot at. Any
damage will cause your screen to get progressively gray and you will get
fuzzy when you are viewed up close. If you take too much damage then you will
die and fail the mission. If you exit Combat then you can heal yourself over
time and your screen will get progressively more colorful and sharp.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN40. 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. This chapter goes over most of them.
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Melee Items |#########################################################\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
There are many items that you will find in the game that can be tossed to
lure a person or used for throw stunning or kills. Bricks, Busts, Pool Balls,
Fire Pokers, Golf Clubs, Lead Pipes, Soda Cans, Toy Tanks, Branding Irons,
and Hammers are such items. But there are other items that can be useful:
0================0
| Multi-Use Items \
0===============================================>
These are found items that can be used for more that just luring and
attacking.
>>Screwdriver
***********
This item is used for fixing or breaking things. Can be used for
stabbing and throw kills.
>>Crowbar
*******
This item is used for forcing open doors, Cabinets, and Safes. Can be
used for clubbing and throw stuns.
>>Wrench
******
This item is used for loosening Valves, creating Oil Leaks, or
repairing machinery. Can be used for clubbing and throw stuns.
>>Car Battery
***********
Although this is mainly used for clubbing someone it can also be used
to electrocute a person. Use a Sink to lure someone then throw stun
them when they are in the pool of water. The Battery will activate
just long enough to zap your victim and kill him.
You can also activate the Battery by shooting at it. Place it in a
puddle of water and shoot the Battery from afar to safely activate it
and electrocute anybody that happens to walk into it.
>>Measuring Tape
**************
This innocent looking measuring roll can be used in a pinch as a
replacement for the Fiber Wire if you need to garrote someone.
>>Earphones
*********
Like the Measuring Tape this innocent looking item can also be used
to garrote someone in a pinch.
0=============0
| Attack Items \
0===============================================>
These are items that can be considered bladed items for specialized
attacking.
>>Scissors
********
This is a regular cutting utensil and is usually not seen as a threat
thus it is safe to carry in the open.
>>Letter Opener
*************
This knife-like item can often be found in or near offices. However,
unlike the Scissors, it is seen as a threatening item and cannot be
in the open unless you are properly disguised.
>>Kitchen Knife
*************
This is a general stabbing and cutting weapon that has been a part of
most of the Hitman games. Usually found around kitchens.
>>Cleaver
*******
Another cutting weapon found in kitchens. One thing to note about it
is that it is a fast melee weapon. When using from the front you can
take a person down quickly unlike the Knife which usually takes a few
seconds for a kill.
>>Scalpel
*******
Another bladed weapon that is found around hospitals.
0===================0
| Large Attack Items \
0===============================================>
These are large melee attack items that cannot be concealed.
>>Baseball Bat
************
This is just a regular bat that is used for blunt force attacks.
>>Shovel
******
Just a plain digging utensil that can be used to smack somebody
upside the head.
>>Hatchet
*******
This is a small axe that is usually found near gardens.
>>Fire Axe
********
This is large axe that can be found in red boxes attached to walls.
>>Battle Axe
**********
This is a large two bladed axe used for battles. Two variants of this
axe that can be found are the Old Axe and the Sapper's Axe.
>>Saber
*****
This is a large sword that is often attached to walls and must be
shot down. But they can also be found laying around if you know where
to look.
>>Katana
******
This is a Japanese version of the Saber.
>>Khatvanga
*********
This is a specialized staff that is found in Mumbai, Ambrose Island,
and the Ark Society.
0===================0
| Earned Melee Items \
0===============================================>
These are melee items that you can unlock during the course of the game.
>>Fiber Wire
Fiber Wire Classic
******************
Available: Beginning.
Completion of the [Silent Assassin x17] Challenge on any
map (Classic).
---------------------------------------------------------------------
Notes: This your general silent strangling weapon that has been a
feature of all of the Hitman games. There are also other
alternatives that can be used in place of the Wire:
>>Earphones
*********
--Completion of the [Escalations - Track 1, Tier 4]
Challenge.
>>Measuring Tape
**************
--Completion of the [Featured Contracts - Track 1, Tier
2] Challenge.
>>Fishing Line
************
--Miami Mastery Level 10.
>>Handyman Wrench
***************
Available: Completion of the [Featured Contracts - Track 1, Tier 4]
Challenge.
---------------------------------------------------------------------
Notes: This is a Wrench that you can take with you on a mission. This
is also handy if you want to do any sabotaging early in a
mission or Contract.
>>Hobby Knife
***********
Available: Completion of the [Featured Contracts - Track 1, Tier 6]
Challenge.
---------------------------------------------------------------------
Notes: This is simple knife used for various hobbies like model
making and woodworking but can be used to injure or kill.
However, it is not seen as a threat so you can have it out in
the open.
>>A New Bat
*********
Available: Completion of The Corky Commotion Escalation Contract
(Paris).
---------------------------------------------------------------------
Notes: This is another baseball bat but is decorated with bright
colors and will make funny noises when you hit someone with
it. It can only be carried safely when wearing the Clown Suit.
>>Combat Knife
************
Available: Sapienza Mastery Level 7.
---------------------------------------------------------------------
Notes: This is a specialized knife used for military personnel.
>>Crystal Ball
************
Available: Marrakesh Mastery Level 20.
---------------------------------------------------------------------
Notes: This is a crystal ball that is used for blunt force attacks
but will break after one use.
>>Janbiya
*******
Available: Marrakesh Mastery Level 10.
---------------------------------------------------------------------
Notes: This is fancy old looking Arabian style knife.
>>Nne Obara's Machete
*******************
Available: Bangkok Mastery Level 2.
---------------------------------------------------------------------
Notes: This is a medium sized sword that has a bit of a dull edge so
that you need to hit the victim twice to kill. It is also too
large to be concealed.
>>Concealable Baton
*****************
Available: Colorado Mastery Level 7.
---------------------------------------------------------------------
Notes: A blunt force weapon that can be carried with you and not be
detected when being frisked.
>>Shuriken
********
Available: Hokkaido Mastery Level 2.
---------------------------------------------------------------------
Notes: These are ninja stars used for silent throw kills. You are
given three to use.
>>Okinawan Tonfa
**************
Available: Hokkaido Mastery Level 7.
---------------------------------------------------------------------
Notes: This is a Japanese style blunt force weapon similar to the
Police Baton.
>>Concealable Knife
*****************
Available: Hokkaido Mastery Level 12.
---------------------------------------------------------------------
Notes: This is a knife that can be carried with you and not be
detected when being frisked.
>>Masamune
********
Available: Hokkaido Mastery Level 7.
---------------------------------------------------------------------
Notes: This is a large Japanese samurai sword that kills quicker than
Nne Obara's Machete.
>>HF Championship Bat
*******************
Available: Hokkaido Mastery Level 20.
---------------------------------------------------------------------
Notes: This is just a regular baseball bat that has a logo of the
local baseball team on it.
>>Ice Pick
********
Available: Completion of the [Snow Master] Challenge within the
Hokkaido Snow Festival add-on (Hokkaido).
---------------------------------------------------------------------
Notes: A simple stabbing weapon.
>>Tanto
*****
Available: New Zealand Mastery Level 5.
---------------------------------------------------------------------
Notes: A short blade often used by Japanese samurai.
>>Bat Shuriken
************
Available: Completion of The Mills Reverie Escalation Contract (New
Zealand).
---------------------------------------------------------------------
Notes: These are the same as the regular Shurikens but are shaped
like bats.
>>Fish
****
Available: Miami Mastery Level 4.
---------------------------------------------------------------------
Notes: A basic non-suspicious blunt melee weapon.
>>Meaty Bone
**********
Available: Santa Fortuna Mastery Level 4.
---------------------------------------------------------------------
Notes: This is a large bone with some meat on it that can be used to
knock somebody out. It can also be used to lure or satisfy the
hunger of local wildlife.
>>Sacrificial Knife
*****************
Available: Santa Fortuna Mastery Level 16.
---------------------------------------------------------------------
Notes: This is an old looking knife used for sacrifices but is still
deadly in the right hands (or in the wrong hands depending on
your point of view).
>>Violin
******
Available: Santa Fortuna Mastery Level 8.
---------------------------------------------------------------------
Notes: This is a regular musical instrument that can be used to knock
people out.
>>Antique Curved Knife
********************
Available: Mumbai Mastery Level 18.
---------------------------------------------------------------------
Notes: This is a fancy Indian made antique knife.
>>Blueberry Muffin
****************
Available: Whittleton Creek Mastery Level 6.
---------------------------------------------------------------------
Notes: This is a one-time use melee weapon but can also be used to
feed and poison people (depending on the map).
>>ICA Titanium Crowbar
********************
Available: Whittleton Creek Mastery Level 18.
---------------------------------------------------------------------
Notes: Despite its fancy name it is just a regular Crowbar but,
unlike the one you normally find on all maps, this can be
brought with you on any mission.
>>Kukri Machete
*************
Available: Ambrose Island Mastery Level 3.
---------------------------------------------------------------------
Notes: This is a large modern looking machete.
>>Hook
****
Available: Ambrose Island Mastery Level 10.
---------------------------------------------------------------------
Notes: This is a large hook used to secure large fish but can be used
against someone is necessary.
>>Burial Dagger
*************
Available: Completion of the [Forged in Fire] Challenge (Ambrose
Island).
---------------------------------------------------------------------
Notes: This is Janus' burial dagger but behaves the same as any other
knife.
>>Durian
******
Available: Completion of the [Rotten Fruit] Challenge (Ambrose
Island).
---------------------------------------------------------------------
Notes: This can be used as a throw stun but can also be tossed at
someones feet to create a cloud that can make that person
sick.
>>Mace
****
Available: Isle of Sgail Mastery Level 2.
---------------------------------------------------------------------
Notes: A fancy looking ancient blunt force weapon.
>>Broadsword
**********
Available: Isle of Sgail Mastery Level 16.
---------------------------------------------------------------------
Notes: A large sword capable of instant fatal damage.
>>Feather Duster
**************
Available: Isle of Sgail Mastery Level 6.
---------------------------------------------------------------------
Notes: A cleaning utensil that is used as a non-lethal melee weapon.
>>Small Goldbar
*************
Available: New York Mastery Level 2.
---------------------------------------------------------------------
Notes: Although this is a meele weapon that you can use to knock out
people it can also be used the same as a Coin. If left on the
floor then anybody nearby will go and pick it up.
>>The Black Almond's Dagger
*************************
Available: Haven Island Mastery Level 15.
---------------------------------------------------------------------
Notes: On the surface this looks like an old fancy looking knife. But
it is more than just a regular melee weapon. The hilt holds
lethal poison which you can use on food and drink thus making
it doubly dangerous.
>>Jarl's Pirate Saber
*******************
Available: Haven Island Mastery Level 2.
---------------------------------------------------------------------
Notes: An old rusty Saber that is still capable of instant fatal
damage.
>>Ice Axe
*******
Available: Completion of the [Escalations - Track 2, Tier 6]
Challenge.
---------------------------------------------------------------------
Notes: This is an axe that is used for climbing. However, unlike with
all of the other Axes in the game, this one is safe to carry
around in any Disguise including your Suit.
>>Burj Al-Ghazali Snowglobe
*************************
Available: Dubai Mastery Level 2.
---------------------------------------------------------------------
Notes: This is snowglobe that can be used for attacking. However, it
is fragile and will break in one hit.
>>Ornate Scimitar
***************
Available: Dubai Mastery Level 13.
---------------------------------------------------------------------
Notes: A fancy Middle Eastern sword that will inflict fatal damage
when attacking.
>>The Devil's Cane
****************
Available: Completion of Level One of The Greed Enumeration
Escalation Contract (Dubai - Seven Deadly Sins DLC).
---------------------------------------------------------------------
Notes: This is a cane that can be used to knock people out. One
special thing about this weapon is that each time you knock
somebody out they will drop one Greedy Little Coin. Thus, with
proper usage, you can generate Coins that can be used
elsewhere. Cannot be holstered and will be dropped if you use
another item.
>>Kukri Knife
***********
Available: Dartmoor Mastery Level 13.
---------------------------------------------------------------------
Notes: This is basically a curved knife that is no different than any
other knife.
>>Walking Cane
************
Available: Dartmoor Mastery Level 18.
---------------------------------------------------------------------
Notes: This is a cane that can be used to open secret passages and
knock people out. Cannot be holstered and will be dropped if
you use another item.
>>Claw Hammer
***********
Available: Completion of the [It's a Fhammerly Affair] Challenge
(Dartmoor).
---------------------------------------------------------------------
Notes: This is just a plain Hammer. However, it is a quick melee
attack weapon just like the Cleaver and can be useful if you
need to take a safe weapon with you to start off a mission.
>>Unicorn Horn
************
Available: Completion of the [Mystery of the Unicorns] Challenge
(Dartmoor Garden Show).
---------------------------------------------------------------------
Notes: This is another stabbing weapon but is safe enough to have out
regardless of Disguise.
>>The Straitjacket Belt
*********************
Available: Completion of Level One of The Satu Mare Delirium
Escalation Contract (Berlin - Deluxe Edition).
---------------------------------------------------------------------
Notes: This is a strangulation weapon taken from a straitjacket.
>>The Proud Swashbuckler
**********************
Available: Completion of Level One of The Pride Profusion Escalation
Contract (Chongqing - Seven Deadly Sins DLC).
---------------------------------------------------------------------
Notes: This is a just a pretty looking sword that can do fatal
damage.
>>ICA Combat Axe
**************
Available: Mendoza Mastery Level 7.
---------------------------------------------------------------------
Notes: This is a small concealable axe. And, just like with the Ice
Axe, you can carry it openly in any Disguise.
>>Pinot Noir
**********
Available: Completion of the [A Fine Vintage] Challenge (Mendoza).
---------------------------------------------------------------------
Notes: This is a non-lethal blunt force weapon. However, it will
break if dropped or thrown on the floor.
>>The Cat's Claw
**************
Available: Completion of Level One of The Envy Contention Escalation
Contract (Mendoza - Seven Deadly Sins DLC).
---------------------------------------------------------------------
Notes: This is a just a fancy looking knife that can do fatal
damage.
>>Professional Screwdriver
************************
Available: Completion of the [Featured Contracts - Track 2, Tier 8]
Challenge.
---------------------------------------------------------------------
Notes: This is just a Screwdriver with a different skin. However,
this is one that you can take with you on a mission.
>>White Katana
************
Available: Completion of Level One of The Proloff Parable Escalation
Contract (Carpathian Mountains - Deluxe Edition).
---------------------------------------------------------------------
Notes: This is a large Japanese style sword.
>>The Iridescent Katana
*********************
Available: Completion of the [Cartes Blanches, Detours, and
Connoisseurs] Challenge (Elusive Target Arcade).
---------------------------------------------------------------------
Notes: Similar to the above sword but has a blue and purple color
scheme.
>>Banana
******
Available: Completion of the [Tregetours and Thespians] Challenge
(Elusive Target Arcade).
---------------------------------------------------------------------
Notes: This fruit is a simple thrown melee weapon but can be placed
on the ground so others can slip and knock themselves out.
>>The Ornamental Katana
*********************
Available: Freelancer Mastery Level 15.
---------------------------------------------------------------------
Notes: A very fancy reskin of a regular Katana.
>>The Ancestral Knife
*******************
Available: Freelancer Mastery Level 60.
---------------------------------------------------------------------
Notes: A very fancy reskin of a regular Combat Knife.
>>The Concrete Bat
*****************
Available: Street Art Pack DLC.
---------------------------------------------------------------------
Notes: A street art reskin of a regular Baseball Bat.
>>The Makeshift Katana
********************
Available: Makeshift Pack DLC.
---------------------------------------------------------------------
Notes: A grungy looking reskin of a regular Katana.
>>Kronstadt IOI-1998X Surround Earphones
**************************************
Available: The Undying Pack DLC.
---------------------------------------------------------------------
Notes: A pair of headphones that can be used as a Fiber Wire.
>>The Disruptor Cane
******************
Available: The Disruptor Pack DLC.
---------------------------------------------------------------------
Notes: A cane that can be used to knock out someone but can also open
the secret doors at Dartmoor.
>>The Disruptor Kettlebell
************************
Available: The Disruptor Pack DLC.
---------------------------------------------------------------------
Notes: An Irish themed exercise weight that can be used as an attack
weapon.
>>The Disruptor Resistance Band
*****************************
Available: The Disruptor Pack DLC.
---------------------------------------------------------------------
Notes: An exercise band that can be used to strangle someone.
>>The Club Boom 12" Vinyl Sampler
*******************************
Available: The Drop Pack DLC.
---------------------------------------------------------------------
Notes: These are vinyl records that can be used as a form of ninja
star and are lethal when thrown.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Firearm Types |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Most of the firearms you find will be Pistols but you can find Assault Rifles
and Shotguns. Any new firearm that you unlock by climbing up through Mastery
Levels will also unlock it for Contracts Mode and for other chapters.
You can carry as many different Pistols that are available as you want but
you can only carry one Rifle/Shotgun. When you holster a large weapon it will
be carried on your back. Depending on what Disguise you are wearing this will
make you suspicious as you will be Visibly Armed.
You can obtain ammo for a weapon by picking up a similar firearm (although
you can find ammo laying around in certain areas). All firearms have a
maximum ammo limit that cannot be exceeded. In addition, if you pick up a
weapon and then drop it the ammo will still carry over to any new weapon of
that class you pick up.
Any ammo that you pick up for one type can be used for all weapons within
that class. For example, if you pick up pistol ammo then it can be used for
*ALL* pistols regardless of caliber.
0===========0
| Non-Lethal \
0===============================================>
This is a special pistol type that will not injure or kill people when they
are shot by it. There are some downsides to these weapons though.
The first is that you have only two shots to use and there is usually no
ammo to find on the map to add to it. The second is that it has a very
short range, about twenty feet, so you have to get close and be sure with
your shot before firing.
In addition, the darts are slow moving and will drop the further they fly.
Thus, if you are far from the target, then you may need to aim higher so
the dart can arc to your victim to insure a good shot.
>>Kalmer 1
********
Available: New Zealand.
New York.
Completion of the [Escalations - Track 2, Tier 2]
Challenge.
Mendoza Mastery Level 5 (Kalmer 2 version).
Magazine Capacity: 2 rounds.
---------------------------------------------------------------------
Notes: This is a very silent dartgun that will make quick work of
anybody you shoot at. The nice thing about it is that any
sedated body found will not negate a Silent Assassin rating,
the same as if you used a Sedative Vial.
>>Sieker 1
********
Available: Haven Island Mastery Level 10.
Magazine Capacity: 2 rounds.
---------------------------------------------------------------------
Notes: This is the exact same pistol as the Kalmer 1 but will make
people sick instead.
>>Taunton Dart Gun
****************
Available: Completion of Level One of The Satu Mare Delirium
Escalation Contract (Berlin - Deluxe Edition).
Magazine Capacity: 2 rounds.
---------------------------------------------------------------------
Notes: This is really just a fancy version of the Kalmer 1.
>>The Serpent's Tongue
********************
Available: Completion of Level One of The Lust Assignation Escalation
Contract (Berlin - Seven Deadly Sins DLC).
Magazine Capacity: 2 rounds.
---------------------------------------------------------------------
Notes: This is fancy looking crossbow that fires darts that
temporarily blind a person. The effect will last about ten
seconds and will do no lasting harm to that person.
0========0
| Pistols \
0===============================================>
These easily concealable weapons can take down people from a distance.
However, some of them tend to make a lot of noise which will attract
unwanted attention. The maximum ammo limit is 80 rounds.
>>Bartoli 75R
Bartoli 75S
***********
Available: All missions.
Magazine Capacity: 12 rounds.
---------------------------------------------------------------------
Notes: This is a basic un-silenced Pistol that is carried by most
Guards and therefore very plentiful and you can get lots of
ammo for all pistols. It is loud and not extremely powerful or
accurate from long distance so it is best to use it in close
quarters.
>>ICA19 Classicballer
*******************
Available: Completion of the [Silent Assassin, Suit Only x12]
Challenge.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is slightly more powerful than its silenced cousin, the
ICA19 Silverbaler, due to its loud, un-silenced nature.
>>HWK21
*****
Available: Paris Mastery Level 7.
Miami Mastery Level 7.
Carpathian Mountains (Pale Version).
Magazine Capacity: 12 rounds.
---------------------------------------------------------------------
Notes: This is similar to the Bartoli but is a little less loud and
little less powerful. But it is more accurate allowing you to
get one-kill headshots easier which makes it better to get out
of a tight situation.
>>ICA19F/A
********
Available: Marrakesh Mastery Level 5.
Magazine Capacity: 12 rounds.
---------------------------------------------------------------------
Notes: This is the un-silenced version of the ICA19 that has a larger
clip.
>>Striker
*******
Available: Completion of The Dexter Discordance Escalation Contract
(Hokkaido).
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is a loud but extremely powerful gun. It will knock a
person back and can even shoot through more than one person.
>>Striker V3
**********
Available: Completion of the [Clutches, Indices, and Quanta]
Challenge (Elusive Target Arcade).
Magazine Capacity: 9 rounds.
---------------------------------------------------------------------
Notes: This is another version of the Striker but carries two
additional rounds in its magazine.
>>Concept 5
*********
Available: Miami Mastery Level 15.
Magazine Capacity: 20 rounds.
---------------------------------------------------------------------
Notes: This is a large un-silenced machine pistol. The longer you
hold down the fire button, the more ammo it uses. Tends to
kick up real badly the longer you fire.
>>"El Matador"
************
Available: Santa Fortuna.
Completion of the [Escalations - Track 2, Tier 10]
Challenge.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is a gold plated decorated version of the Striker.
>>Hackl 9R
Hackl 9S
********
Available: Whittleton Creek.
Isle of Sgail.
Berlin.
Chongqing.
Mendoza.
Magazine Capacity: 12 rounds.
---------------------------------------------------------------------
Notes: This has similar accuracy and power to the Bartoli pistols.
>>"Rude Ruby"
***********
Available: Whittleton Creek.
Whittleton Creek Mastery Level 15.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is a little less accurate than the regular pistols and
kicks up a bit. But what's interesting about this weapon is
the ammo. It doesn't have a maximum ammo counter, just the
clip counter.
But this doesn't mean infinite ammo - it has a total of 42
bullets. Once you run out you can't reload it again since it
uses different ammo than the regular pistols.
>>The Ornamental Pistol
*********************
Available: Freelancer Mastery Level 5.
Magazine Capacity: 12 rounds.
---------------------------------------------------------------------
Notes: This looks like a fancy reskinned version of a regular Bartoli
pistol but this has more ammo capacity and is more powerful.
0=================0
| Silenced Pistols \
0===============================================>
These are pistols that have silencers and should be used instead of regular
guns. It is important to note that a silenced Pistol has less power than an
un-silenced one due to making the bullet slower to reduce noise but can
still kill with a headshot at medium to close range. The maximum ammo limit
is 80 rounds.
>>ICA19
*****
Available: Beginning.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is your standard issue Silenced Pistol. This is best used
up close as you will only knock down people at medium range
even if it is a headshot.
There are also multiple variants of the weapon which are
really the same weapon but with a different skin:
--ICA19 Chrome (Requiem Pack - Legacy Chapters)
--ICA19 Black Lily (Winter Sports Pack - Legacy Chapters)
--ICA19 Red Trinity (Deluxe Edition)
--ICA19 White Trinity (Deluxe Edition)
--ICA19 Black Trinity (Deluxe Edition)
>>ICA19 Silverballer
ICA19 Silverballer Mk II
************************
Available: Paris Mastery Level 11.
Mumbai Mastery Level 2.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is a more powerful Pistol than the ICA19 even though it
is silenced. This gives it a little more lethal range. I
recommended using this instead of the ICA19 once you unlock
it.
>>HWK21 Covert
************
Available: Paris Mastery Level 20.
Magazine Capacity: 20 rounds.
---------------------------------------------------------------------
Notes: This is a silenced version of the HWK21 which makes this a
little less powerful than its un-silenced cousin. However,
this has the largest clip of all of the Pistols thus reducing
the need for reloading should you find yourself in a
firefight.
>>Krugermeier 2-2
***************
Available: Bangkok Mastery Level 20.
Mendoza Mastery Level 10 (Silver version).
Completion of the [Deceits, Codices, and Ellipses]
Challenge (Dark Version) (Elusive Target Arcade).
Magazine Capacity: 10 rounds.
---------------------------------------------------------------------
Notes: This is an antique looking pistol that has a bit less range
than the others but also not as weak as you might think. It is
the best silenced pistol to use because it is more quiet than
the others and therefore attracts less attention if you need
to shoot something like a Camera.
>>Custom 5mm
**********
Available: Hokkaido Mastery Level 5.
Completion of the [Provocateurs, Liaisons, and Deja Vus]
Challenge (The Ducky Gun) (Elusive Target Arcade).
Magazine Capacity: 5 rounds.
---------------------------------------------------------------------
Notes: This is an special silenced pistol designed to pass pat-downs
and frisk zones. Because it uses special ammunition you cannot
use any other pistol ammo for it so you are limited to just
the five rounds.
>>ICA19 F/A Stealth
*****************
Available: Colorado Mastery Level 10.
Completion of the [Featured Contracts - Track 2, Tier 5]
Challenge ("Ducky" Edition).
Magazine Capacity: 12 rounds.
---------------------------------------------------------------------
Notes: This is the same as the regular ICA19 except that the magazine
is bigger and it is also a machine pistol. This aspect makes
it very inaccurate and chews through ammo quickly.
>>Hackl 9S Covert
***************
Available: New Zealand.
Santa Fortuna.
Whittleton Creek.
Ambrose Island.
Isle of Sgail.
Haven Island.
Dubai.
Dartmoor.
Berlin.
Chongqing.
Mendoza.
Magazine Capacity: 12 rounds.
---------------------------------------------------------------------
Notes: This pistol is similar in power and accuracy to the ICA19.
>>ICA19 Shortballer
*****************
Available: Dartmoor Mastery Level 5.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This pistol is the silenced version of the ICA19
Classicballer but maintains the same level of power.
>>ICA DTI Stealth
***************
Available: Mendoza Mastery Level 2.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This seems to have the same power as the regular ICA19.
>>HWK21 Pale Homemade Silencer
****************************
Available: Carpathian Mountains Mastery Level 2.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is another silenced version of the HWK21 but has a
smaller magazine than the HWK21 Covert.
>>ICA19 Goldballer
****************
Available: Completion of the [Untouchable] Challenge (Carpathian
Mountains).
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is a gold plated version of the ICA19 Silverballer.
>>The Floral Baller
*****************
Available: Completion of the [Seasonal Pruning] Challenge (Dartmoor
Garden Show).
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is a fancy looking version of the ICA19 Silverballer but
lacks the Steady Aim feature.
>>ICA19 Iceballer
***************
Available: Completion of the [Ice to Meet You] Challenge (Hokkaido
Snow Festival) (Hokkaido).
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is basically a ice skinned version of the ICA19
Silverballer.
>>The Ancestral Pistol
********************
Available: Freelancer Mastery Level 40.
Magazine Capacity: 10 rounds.
---------------------------------------------------------------------
Notes: This is a reskin of the Krugermeier 2-2 but has a bit more
power.
>>The Concrete Bunny Pistol
*************************
Available: Street Art Pack DLC.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is a reskin of the HWK21 Pale Homemade Silencer.
>>The Scrap Gun
*************
Available: Makeshift Pack DLC.
Magazine Capacity: 5 rounds.
---------------------------------------------------------------------
Notes: This is a reskin of the Custom 5mm.
0=========0
| Shotguns \
0===============================================>
These weapons are very powerful in close combat situations. However, they
are very noisy and weak in medium to long range combat. The maximum ammo
limit is 80 rounds.
>>Bartoli 12G
Tactical Bartoli 12G
********************
Available: Paris (Regular).
Sapienza (Regular, Tactical).
Marrakesh (Tactical).
Bangkok (Tactical).
Colorado (Regular, Tactical).
New Zealand (Tactical).
Miami (Tactical).
Santa Fortuna (Regular).
Mumbai (Regular, Tactical).
Whittleton Creek (Tactical).
Ambrose Island (Regular, Tactical).
Isle of Sgail (Regular, Tactical).
New York (Tactical).
Haven Island (Tactical).
Dartmoor (Tactical).
Berlin (Tactical).
Chongqing (Tactical).
Magazine Capacity: 6 rounds.
---------------------------------------------------------------------
Notes: These are basic shotguns that are carried by some Guards but
can also be found laying around.
>>Enram HV
********
Available: Sapienza Mastery Level 12.
Magazine Capacity: 10 rounds.
---------------------------------------------------------------------
Notes: This has the same power and range as the Bartoli 12G but can
carry four extra rounds in its clip.
>>Enram HV CM
***********
Available: Marrakesh Mastery Level 12.
Magazine Capacity: 10 rounds.
---------------------------------------------------------------------
Notes: This version can fire and reload faster.
>>Enram HV Covert
Enram HV Covert Mk II
*********************
Available: Bangkok Mastery Level 5.
Isle of Sgail Mastery Level 18.
Magazine Capacity: 10 rounds.
---------------------------------------------------------------------
Notes: This version is the same as the first model but is silenced.
>>Bartoli 12G Short H
*******************
Available: Mumbai Mastery Level 5.
Magazine Capacity: 10 rounds.
---------------------------------------------------------------------
Notes: This is a variant of the standard Bartoli shotgun that you can
take on any mission.
>>Sawed-Off Bartoli 12G
*********************
Available: New York Mastery Level 10.
Berlin.
Magazine Capacity: 6 rounds.
---------------------------------------------------------------------
Notes: This is a version of the regular Bartoli shotgun that has had
the front sawed off. This will allow you to holster it so you
aren't seen carrying it.
>>Golden Sawed-Off Bartoli 12G
****************************
Available: Completion of [The Great Thief] Challenge (New York).
Magazine Capacity: 6 rounds.
---------------------------------------------------------------------
Notes: This is basically a golden colored version of the regular
Sawed-Off Bartoli 12G.
>>Bartoli Hunting Shotgun
***********************
Available: Dartmoor.
Berlin.
Mendoza.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is a version of the regular Bartoli shotgun that has been
converted for hunting use. It seems to have the same power and
effectiveness as the standard shotgun.
>>Bartoli Hunting Shotgun Deluxe
******************************
Available: Completion of Level One of The Percival Passage Escalation
Contract (Dartmoor - Deluxe Edition).
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is basically the same shotgun as the regular version but
with a different skin and is an earned item that you can use
in any mission.
>>ICA Tactical Shotgun
********************
Available: Chongqing Mastery Level 10.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This appears to have a little more range than the regular
shotguns.
>>The Maximalist
**************
Available: Completion of The Gluttony Gobble Escalation Contract
(Chongqing - Seven Deadly Sins DLC).
Magazine Capacity: 6 rounds.
---------------------------------------------------------------------
Notes: This is fancy gold plated shotgun that can be concealed. It
has a little more lethal range than most shotguns but is much
louder and will attract attention more easily.
>>ICA Tactical Shotgun Covert
***************************
Available: Carpathian Mountains.
Carpathian Mountains Mastery Level 5.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is a silenced version of the regular Tactical Shotgun and
has a lighter colored skin.
>>The Ornamental Shotgun
**********************
Available: Freelancer Mastery Level 20.
Magazine Capacity: 10 rounds.
---------------------------------------------------------------------
Notes: This is a fancy reskin of the Enram HV Covert.
>>The Ancestral Shotgun
*********************
Available: Freelancer Mastery Level 45.
Magazine Capacity: 7 rounds.
---------------------------------------------------------------------
Notes: This is a slightly different reskin of the Bartoli Hunting
Shotgun Deluxe.
>>The Concrete Shotgun
********************
Available: Street Art Pack DLC.
Magazine Capacity: 6 rounds.
---------------------------------------------------------------------
Notes: This is a completely different looking shotgun than the others
and not just a reskin. It has about the same amount of power
as a regular Shotgun.
>>The Makeshift Scrap Shotgun
***************************
Available: Makeshift Pack DLC.
Magazine Capacity: 6 rounds.
---------------------------------------------------------------------
Notes: This is a reskin of the Sawed-Off Bartoli 12G.
0=================0
| Sub-Machine Guns \
0===============================================>
These weapons fire in three-round bursts but are less powerful than their
larger brethren. They have a 25-round clip with a maximum ammo limit of 125
rounds.
>>HX-10
*****
Available: Paris.
Sapienza.
Marrakesh.
Colorado.
Hokkaido.
Santa Fortuna.
Mumbai.
Isle of Sgail.
Haven Island.
Dubai.
Dartmoor.
---------------------------------------------------------------------
Notes: This is a standard SMG that can be found during a mission and
carried by multiple Guards.
>>HX-7
****
Available: Colorado.
Hokkaido.
New Zealand.
Isle of Sgail.
New York.
---------------------------------------------------------------------
Notes: This is another standard SMG and looks slightly different than
the HX-10.
>>TAC-SMG
*******
Available: Paris Mastery Level 12.
Santa Fortuna Mastery Level 13.
---------------------------------------------------------------------
Notes: This is another standard SMG that is noisy and with medium
range.
>>TAC-SMG S
*********
Available: Bangkok Mastery Level 7.
---------------------------------------------------------------------
Notes: This is the same as the regular TAC-SMG but it has a longer
barrel and with a faster rate of fire. This longer barrel also
makes it silenced. But this also makes it less powerful.
>>TAC-SMG Covert
**************
Available: Completion of the [Escalations - Track 2, Tier 7]
Challenge.
---------------------------------------------------------------------
Notes: This is a version that is camouflaged. It is supposed to be
more powerful but it is pretty weak. I've pumped multiple
rounds point blank into people with little effect. You pretty
much have to get a headshot to put someone down quickly.
>>DAK X2
******
Available: Santa Fortuna.
Mumbai.
Whittleton Creek.
---------------------------------------------------------------------
Notes: This is a pretty accurate sub-machine gun. The bullets are not
powerful but it also has a high rate of fire which compensates
for its lack of power.
>>DAK X2 Covert
*************
Available: Mumbai Mastery Level 15.
Whittleton Creek.
Ambrose Island.
Isle of Sgail.
Mendoza.
---------------------------------------------------------------------
Notes: This is the same as the regular DAK X2 but is silenced.
>>Militia-Issued HX-10 SMG
************************
Available: Ambrose Island.
---------------------------------------------------------------------
Notes: Although this is supposed to be a more advanced version of the
HX-10 it doesn't seem to behave any different than the regular
version.
>>Brine-Damaged SMG
*****************
Available: Ambrose Island.
---------------------------------------------------------------------
Notes: This is a DAK X2 that has been damaged by constant exposure to
seawater. As a result it has less power than the regular
version.
>>HX-7 Covert
***********
Available: Whittleton Creek.
Isle of Sgail.
Mendoza.
---------------------------------------------------------------------
Notes: This is a silenced variant of the HX-7.
>>DAK DTI
*******
Available: Dubai.
Berlin.
---------------------------------------------------------------------
Notes: This is similar to the DAK X2 Covert but has lower accuracy.
>>DAK Gold Covert
***************
Available: Completion of Level One of The Asmodeus Waltz Escalation
Contract (Dubai - Deluxe Version).
---------------------------------------------------------------------
Notes: This a larger non-concealable gold plated version of the DAK
DTI.
>>Slapdash SMG
************
Available: Completion of Level One of The Sloth Depletion Escalation
Contract (Dartmoor - Seven Deadly Sins DLC).
---------------------------------------------------------------------
Notes: Despite its grungy look this is a pretty accurate weapon with
good range.
>>ICA SMG Raptor Covert
*********************
Available: Berlin.
Chongqing.
Chongqing Mastery Level 15.
Carpathian Mountains.
Completion of the [Featured Contracts - Track 2, Tier 6]
Challenge ("Rude Ruby" Version).
---------------------------------------------------------------------
Notes: Although quite accurate this is not a very powerful rifle due
to its silenced nature.
>>ICA SMG Raptor
**************
Available: Chongqing.
---------------------------------------------------------------------
Notes: This is slightly more powerful than its unsilenced cousin
above.
>>DAK Black Covert
****************
Available: Mendoza Mastery Level 15.
---------------------------------------------------------------------
Notes: This a basically a black version of the DAK Gold Covert.
>>The Ornamental SMG
******************
Available: Freelancer Mastery Level 25.
---------------------------------------------------------------------
Notes: This is a fancy reskin of the TAC-SMG S but has a little bit
more power and has a 35 round clip instead of 25 like the
other SMGs.
>>The Shark SMG
*************
Available: Street Art Pack DLC.
---------------------------------------------------------------------
Notes: This is a cool reskin of the HX-10.
>>The Scrap SMG
*************
Available: Makeshift Pack DLC.
---------------------------------------------------------------------
Notes: This is a reskin of the Slapdash SMG. However, you cannot take
it with you as a concealed weapon when planning like you can
with the Slapdash.
0===============0
| Assault Rifles \
0===============================================>
These large machine guns are useful in medium to long distance firefights.
With a couple of exceptions they have three-shot bursts and have a 30-round
clip with a maximum ammo limit of 120 rounds plus the ability to empty the
entire clip by holding down the Fire Button.
>>TAC-4 AR AUTO
TAC-4 AR AUTO Mk II
*******************
Available: Sapienza Mastery Level 5.
Whittleton Creek.
Whittleton Creek Mastery Level 2.
---------------------------------------------------------------------
Notes: This is a standard Assault Rifle that can kill quickly at
close to medium range.
>>Fusil G2
Fusil G1-4
**********
Available: Paris (G2).
Marrakesh (G2, G1-4).
Bangkok (G2).
Colorado (G2, G1-4).
Mumbai (G1-4)
Whittleton Creek (G2).
Isle of Sgail (G2, G1-4).
Haven Island (G2).
Dubai (G1-4).
---------------------------------------------------------------------
Notes: These are standard un-silenced Assault Rifles that many Guards
carry. The only differences are gun noise and skins.
>>Fusil G1-4/C
************
Available: Marrakesh.
Colorado.
Whittleton Creek.
Ambrose Island.
Haven Island.
---------------------------------------------------------------------
Notes: This is a version of the Fusil that is missing the rifle
stock. It also fires a little faster then the regular Fusils.
>>TAC-4 AR Stealth
****************
Available: Marrakesh Mastery Level 20.
---------------------------------------------------------------------
Notes: This is the same as the regular TAC-4 AR Auto but is silenced.
Another variant, the TAC-4 AR Desert, earned by completing the
[Escalations - Track 1, Tier 2] Challenge, is the exact same
weapon but has a camouflaged skin.
>>RS-15
*****
Available: Colorado Mastery Level 2.
Whittleton Creek.
---------------------------------------------------------------------
Notes: This looks similar to the Fusil but is silenced. However, it
also has more of a kickback than the other rifles so, if you
try to fire multiple rounds at once, your sight will be kicked
up more making it harder to aim. As a result this weapon is
best used with the standard three-shot burst.
>>TAC-4 S/A
*********
Available: Colorado Mastery Level 5.
---------------------------------------------------------------------
Notes: This is one of the best Assault Rifles in the game. It is a
single shot silenced rifle that has the same range and damage
as a Silverballer. As a matter of fact it is almost exactly
like the Silverballer except that it carries a lot more ammo
and has a larger clip.
>>TAC-4 S/A Jungle
****************
Available: Completion of the [Escalations - Track 1, Tier 5]
Challenge.
---------------------------------------------------------------------
Notes: This is pretty much the same as the above but has a camouflage
skin. However, it doesn't have the Steady Aim feature that the
regular version has.
>>Shashka A33
Shashka A33 H
Shashka A33 Gold
****************
Available: Marrakesh.
Santa Fortuna (and at Santa Fortuna Mastery Level 10).
Mumbai.
Ambrose Island.
Berlin.
Completion of the [Aesthetes and Authoritarians] Challenge
(Elusive Target Arcade) (Gold Version).
---------------------------------------------------------------------
Notes: This is the game's version of the AK47. It has decent range
and power but the barrel tends to move around a bit when
firing.
>>Shashka A33 Covert
******************
Available: Dubai.
---------------------------------------------------------------------
Notes: This is the same weapon as above but silenced.
>>Fusil X2000 Stealth
*******************
Available: Chongqing.
---------------------------------------------------------------------
Notes: A slightly more powerful version of the standard version of
the Fusil but not very stealthy.
>>Sieger AR552 Tactical
*********************
Available: Mendoza.
Completion of the [Nebulae, Genera, and Vitae] Challenge
(Elusive Target Arcade).
---------------------------------------------------------------------
Notes: This is a fairly powerful rifle but tends to kick back up a
bit.
>>The Shashka Beast
*****************
Available: Completion of Level One of The Wrath Termination
Escalation Contract (Dartmoor - Seven Deadly Sins DLC).
---------------------------------------------------------------------
Notes: This is the best version of the Shashka. It has less of a
kickback, more accurate, can fire two round bursts as well as
three, and, most importantly, it has a sixty round clip with a
180 round capacity.
>>The Ornamental Assault Rifle
****************************
Available: Freelancer Mastery Level 10.
---------------------------------------------------------------------
Notes: This is a fancy reskin of the TAC-4 AR Stealth but seems to
have a little bit more range and power.
>>The Ancestral Assault Rifle
***************************
Available: Freelancer Mastery Level 50.
---------------------------------------------------------------------
Notes: This is a reskin of the Shashka A33H but has a little bit more
range.
>>The Concrete Assault Rifle
**************************
Available: Street Art Pack DLC.
---------------------------------------------------------------------
Notes: This is a completely different looking assault rifle than the
others and not just a reskin. It has about the same amount of
power as a regular Shashka A33.
>>The Makeshift Scrap Assault Rifle
*********************************
Available: Makeshift Pack DLC.
---------------------------------------------------------------------
Notes: This is a reskin of the RS-15.
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.
All of these Rifles have additional features that make some better than
others:
0=======================================================================0
| Supressor | This Rifle has a silencer that makes it much |
| | easier to eliminate someone without being seen. |
|-------------------+---------------------------------------------------|
| Versatile Scope | This Rifle has a scope, up to 4x, that makes it |
| | easier to zoom in and aim at your Target. |
|-------------------+---------------------------------------------------|
| Piercing | This Rifle uses armor piercing rounds that can go |
| | through more than one person as well as some |
| | walls and doors. |
|-------------------+---------------------------------------------------|
| Marksman | This Rifle has what is known as a steady aim |
| | ability. Either pull the trigger halfway or press |
| | the alternate button to make time temporarily |
| | slow down and make it easier to hit your Target. |
| | |
| | If you are having problems doing either the |
| | halfway pull or using the alternate button then |
| | you may want to acquire a programmable back |
| | button attachment such as the Dual Shock 4 Back |
| | Button Attachment (PlayStation 4). |
| | |
| | With proper programming it may make using the |
| | alternate button much easier to press and make |
| | proper use of this feature. |
|-------------------+---------------------------------------------------|
| Extended Magazine | This Rifle has a larger magazine compared to the |
| | other Rifles in its line. |
|-------------------+---------------------------------------------------|
| Scout | This Rifle can be aimed quickly and has an |
| | increased rate of fire. |
|-------------------+---------------------------------------------------|
| Rate of Fire | This Rifle has an increased rate of fire compared |
| | to the other Rifles in its line. |
|-------------------+---------------------------------------------------|
| Subsonic | This Rifle uses subsonic bullets which makes it |
| | quieter but reduces the damage it can do. |
0=======================================================================0
Now, for the Rifles themselves:
>>Jaeger 7
Jaeger 7 Mk II
**************
Available: Paris Mastery Level 5.
Miami Mastery Level 5.
Magazine Capacity: 6 rounds.
Features: Scout.
---------------------------------------------------------------------
Notes: This is a rifle with a one-level scope. It does not zoom so it
may be hard to aim at very long distances. At any range a
headshot is lethal but hitting any other body part you may as
well be using a BB Gun.
>>Jaeger 7 "Tiger"
****************
Available: Bangkok Mastery Level 15.
Magazine Capacity: 8 rounds.
Features: Extended Magazine.
Rate of Fire.
---------------------------------------------------------------------
Notes: This is the same as the regular Jaeger 7 but has an extended
magazine and an increased rate of fire.
>>Jaeger 7 Lancer
***************
Available: Sapienza Mastery Level 20.
Magazine Capacity: 6 rounds.
Features: Piercing.
Marksman.
Versatile Scope (2x).
---------------------------------------------------------------------
Notes: This is a rifle with a two-level scope and armor piercing
capability which makes it an improvement over the regular
Jaegers.
>>Druzhina 34
***********
Available: Mumbai (Silenced)
Mumbai Mastery Level 20.
Magazine Capacity: 8 rounds.
Features: Extended Magazine.
Piercing.
---------------------------------------------------------------------
Notes: This is a Russian made sniper rifle with a two-level zoom and
armor piercing capability. This makes it similar to the Jaeger
7 Lancer which can only be acquired in Legacy. In the Mumbai
mission you will encounter a silenced version of this rifle
but it is only available there.
>>Sieger 300
Sieger 300 Viper
Sieger 300 Advanced
Sieger 300 Tactical
*******************
Available: Colorado Mastery Level 15 (Regular).
Hokkaido Mastery Level 20 (Advanced).
Isle of Sgail Mastery Level 10 (Tactical).
Mendoza Mastery Level 20 (Viper).
Mendoza (Tactical).
Magazine Capacity: 6 rounds.
Features: Suppressor (All).
Marksman (All).
Versatile Scope (3x) (All).
---------------------------------------------------------------------
Notes: This is based on the Walther WA2000 Sniper and is regarded as
the signature sniper rifle of the "Hitman" games. It has a
three-level zoom and, most importantly, it is silenced.
The only difference between the standard and Advanced version
is that when you use the Advanced and zoom in on someone the
song "Ave Maria" will play.
The Tactical version is the same weapon but with a lighter
color skin. The Viper version has a different color wood
grain.
>>Sieger 300 Ghost
****************
Available: Completion of The Cheveyo Calibration Escalation Contract
(House Built on Sand Bonus Mission).
Magazine Capacity: 6 rounds.
Features: Subsonic.
Marksman.
Suppressor.
Versatile Scope (4x).
---------------------------------------------------------------------
Notes: This is an advanced version of the regular Sieger 300. It has
a Marksman feature, and a four level zoom. As such it is one
of the best Sniper Rifles in the game.
>>Druzhina 34 ICA Arctic
**********************
Available: Siberia Mastery Level 20 (Sniper Assassin).
Magazine Capacity: 5 rounds.
Features: Piercing.
Suppressor.
Marksman.
Versatile Scope (3x),
---------------------------------------------------------------------
Notes: This is the best variant of the Druzhina line of Rifles. It
is silenced, has a three level zoom, and armor piercing ammo.
**NOTE: It says that it should have a Marksman feature but
it actually doesn't.
>>Jaeger 7 Tuatara
****************
Available: Haven Island Mastery Level 20.
Magazine Capacity: 5 rounds.
Features: Piercing.
Suppressor.
Marksman.
Versatile Scope (3x).
---------------------------------------------------------------------
Notes: This is the best variant of the Jaeger line of Rifles. It is
silenced, has a three level zoom, a Marksman feature, and
armor piercing ammo.
>>Druzhina 34 DTI
***************
Available: Dubai Mastery Level 15.
Magazine Capacity: 4 rounds.
Features: Piercing.
---------------------------------------------------------------------
Notes: Similar to the regular Druzhina 34 it has a better firing rate
but has a smaller clip.
>>ICA Bartoli Woodsman Rifle Covert
*********************************
Available: Completion of the [Sniper Assassin x17] Challenge.
Magazine Capacity: 4 rounds.
Features: Piercing.
Marksman.
Suppressor.
Versatile Scope (3x).
---------------------------------------------------------------------
Notes: This is rifle with a three-level scope and a small magazine.
But it makes up for that with its armor piercing rounds and
silencer.
>>Bartoli Woodsman Hunting Rifle
******************************
Available: Dartmoor Mastery Level 20.
Berlin.
Magazine Capacity: 6 rounds.
Features: None.
---------------------------------------------------------------------
Notes: This is a rifle with no special features and behaves the same
as the regular Jaeger 7.
>>Jaeger 7 Covert
***************
Available: Completion of the [Who's Sniping the Sniper] Challenge
(Berlin).
Magazine Capacity: 6 rounds.
Features: Scout.
Suppressor.
Subsonic.
---------------------------------------------------------------------
Notes: The major difference between the Covert and the regular Jaeger
is that it is silenced which makes it a little bit better.
>>Hackl Leviathan Sniper Rifle Covert
***********************************
Available: Chongqing Mastery Level 20.
Completion of the [Featured Contracts - Track 2, Tier 7]
Challenge ("Ducky" Edition).
Magazine Capacity: 4 rounds.
Features: Subsonic.
Piercing.
Marksman.
Suppressor.
Versatile Scope (4x).
---------------------------------------------------------------------
Notes: One of the best rifles in the entire game. This is pretty much
like the Sieger 300 Ghost but with piercing rounds.
>>The Golden Dragon
*****************
Available: Completion of Level One of The Lee Hong Derivation
Escalation Contract (Chongqing - Deluxe Version).
Magazine Capacity: 4 rounds.
Features: Piercing.
Marksman.
Suppressor.
Versatile Scope (3x).
---------------------------------------------------------------------
Notes: This is a fancy dragon themed version of the Bartoli Woodsman
Hunting Rifle but has lots more features than the plain
version.
>>The Majestic
************
Available: Completion of Level One of The Pride Profusion Escalation
Contract (Chongqing - Seven Deadly Sins DLC).
Magazine Capacity: 4 rounds.
Features: Piercing.
Marksman.
Suppressor.
Versatile Scope (3x).
---------------------------------------------------------------------
Notes: This is basically the same rifle as The Golden Dragon but with
a peacock theme.
>>Jaeger 7 Green Eye
******************
Available: Completion of Level One of The Envy Contention Escalation
Contract (Mendoza - Seven Deadly Sins DLC).
Magazine Capacity: 5 rounds.
Features: Piercing.
Suppressor.
Marksman.
Versatile Scope (3x).
---------------------------------------------------------------------
Notes: This is just the Jaeger 7 Tuatara but with a different skin.
>>Sieger 300 Arctic
*****************
Available: Completion of Level One of The Proloff Parable Escalation
Contract (Carpathian Mountains - Deluxe Edition).
Magazine Capacity: 6 rounds.
Features: Subsonic.
Marksman.
Suppressor.
Versatile Scope (4x).
---------------------------------------------------------------------
Notes: This is a version of the Sieger 300 Ghost but with a snow
camouflaged skin.
>>The White Ruby Rude 300 Sniper Rifle
************************************
Available: Completion of the [Cliches, Entrepreneurs, and Faux Pas]
Challenge (Elusive Target Arcade).
Magazine Capacity: 6 rounds.
Features: Subsonic.
Marksman.
Suppressor.
Versatile Scope (4x).
---------------------------------------------------------------------
Notes: This is basically just a reskinned version of the Sieger 300
Ghost.
>>The Ornamental Sniper Rifle
***************************
Available: Freelancer Mastery Level 30.
Magazine Capacity: 6 rounds.
Features: Subsonic.
Marksman.
Suppressor.
Versatile Scope (4x).
---------------------------------------------------------------------
Notes: This is basically just a fancy reskinned version of the Sieger
300 Ghost.
>>The Ancestral Sniper Rifle
**************************
Available: Freelancer Mastery Level 55.
Magazine Capacity: 4 rounds.
Features: Piercing.
Marksman.
Suppressor.
Versatile Scope (3x).
---------------------------------------------------------------------
Notes: This is a reskin of the ICA Bartoli Woodsman Rifle Covert.
>>The Concrete Sniper Rifle
*************************
Available: Street Art Pack DLC.
Magazine Capacity: 6 rounds.
Features: Subsonic.
Marksman.
Suppressor.
Versatile Scope (4x).
---------------------------------------------------------------------
Notes: This is a reskin of the Sieger 300 Ghost.
>>The Scrappy Sniper Rifle
************************
Available: Makeshift Pack DLC.
Magazine Capacity: 4 rounds.
Features: Piercing.
---------------------------------------------------------------------
Notes: This is a reskin of the Druzhina 34 DTI.
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Explosives |##########################################################\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These devices can be used to quickly clear an area of enemies and serve as a
distraction.
0=========0
| Grenades \
0===============================================>
These are small handheld explosive weapons that will either detonate after
a few seconds when thrown or instantly upon impact.
>>Flash Grenade
*************
Available: Santa Fortuna
New Zealand Mastery Level 5.
Whittleton Creek.
New York.
Berlin Mastery Level 13.
Chongqing.
Carpathian Mountains.
---------------------------------------------------------------------
Notes: This is a non-lethal explosive that will temporarily blind
nearby people when detonated. This will also be thrown by
Guards when in combat.
>>Concussion Grenade
******************
Available: Miami Mastery Level 20.
New York.
---------------------------------------------------------------------
Notes: This is a non-lethal explosive that will knock out anyone
close to the blast.
>>Fragmentation Grenade
*********************
Available: New Zealand.
Santa Fortuna Mastery Level 5.
Carpathian Mountains.
---------------------------------------------------------------------
Notes: This is a standard timed explosive that will kill anybody
close to the blast.
>>Shaman Powder
*************
Available: Santa Fortuna Mastery Level 20.
---------------------------------------------------------------------
Notes: This is a variant of the Concussion Grenade and will knock out
anyone nearby when thrown. However, unlike with the Grenade,
it will immediately explode upon impact which may reduce your
chances of being spotted as those nearby won't know where it
came from.
>>Emetic Grenade
**************
Available: Completion of the [Escalations - Track 2, Tier 5]
Challenge.
---------------------------------------------------------------------
Notes: This is a non-lethal timed grenade that will make people near
the blast sick. However, it has a small blast radius and as
such you can pretty much only get one person sick even if you
throw it in a crowd.
>>Magnesium Pouch
***************
Available: Completion of the [Escalations - Track 2, Tier 4]
Challenge.
---------------------------------------------------------------------
Notes: This is a leather pouch which is basically a variant of the
Flash Grenade. However, unlike with the Grenade, it will
immediately explode upon impact which may reduce your chances
of being spotted as those nearby won't know where it came
from.
>>Explosive Golf Ball
*******************
Available: Sapienza.
Dubai Mastery Level 10.
---------------------------------------------------------------------
Notes: This is similar to the Explosive Baseball but is disguised as
a golf ball. One thing: if your Target likes to play Golf and
there is a Bucket of Balls they like to use then you can place
the Golf Ball in the Bucket and leave a nasty surprise for
them.
>>ICA Contact Explosive
*********************
Available: Completion of the [Sapienza Sports Club] Challenge.
---------------------------------------------------------------------
Notes: This behaves just like the Explosive Golf Ball but is not
disguised.
>>Explosive Baseball
******************
Available: Whittleton Creek Mastery Level 10.
---------------------------------------------------------------------
Notes: This is a grenade disguised as a baseball that will explode
instantly upon impact. Being that it looks like an innocent
object you can have it out in the open regardless of Disguise.
>>Guru's Emetic Grenade
*********************
Available: Completion of Level One of The Gauchito Antiquity
Escalation Contract (Mendoza - Deluxe Edition).
---------------------------------------------------------------------
Notes: This has a much large radius than the standard Emetic Grenade
and can make at least two to three people sick upon
detonating.
>>Emetic Gas Grenade
******************
Available: Ambrose Island Mastery Level 17.
---------------------------------------------------------------------
Notes: This is a another version of the Emetic Grenade but with two
key differences. The first is that this is not a timed device
and will explode upon contact when thrown. This will eliminate
the chances of it bouncing away before detonation. The second
is that it is not an illegal weapon like the other Emetic
Grenades.
>>Molotov Cocktail
****************
Available: Ambrose Island Mastery Level 20.
---------------------------------------------------------------------
Notes: This is a flame based explosive that explodes upon contact
when thrown or shot. This behaves the same as a regular
Grenade and results in a non-Silent Assassin kill. It is also
not an illegal item so you can have it safely out in the open.
>>Nitroglycerin
*************
Available: Completion of the [Malefactors and Phantoms] Challenge
(Elusive Target Arcade).
---------------------------------------------------------------------
Notes: This bottle of unstable explosive was originally only be found
in Colorado and the Isle of Sgail. But now you can have your
own bottle to take with you on other missions. This is another
contact explosive that is safe to carry out in the open.
However, you need to be careful with it. Because it is
unstable, if you accidentially drop it at your feet, then it
will explode and kill you.
>>The Ancestral Fountain Pen
**************************
Available: Completion of the [Baneful and Epicures] Challenge
(Elusive Target Arcade).
---------------------------------------------------------------------
Notes: This is a grenade that will explode shortly after thrown but,
because of its sharp tip, can also be used as a throw kill
weapon. This also replaces the Explosive Pen weapon from
"Hitman 2" that could only be earned by doing The Undying
Elusive Contract that starred actor Sean Bean.
>>The Explosive Pen
*****************
Available: Completion of the [Boom Beats Blah] Challenge (The Author
- Patient Zero).
---------------------------------------------------------------------
Notes: This is the same weapon as The Ancestral Fountian Pen but
looks more regular and is the same Explosive Pen weapon from
"Hitman 2" that could only be earned by doing The Undying
Elusive Contract that starred actor Sean Bean.
>>Kronstadt Explosive Pen (Gen 2)
*******************************
Available: The Undying Pack DLC.
---------------------------------------------------------------------
Notes: This is just a reskin of The Explosive Pen.
0==================0
| Remote Explosives \
0===============================================>
These are explosive devices that can be placed or dropped and detonated at
will. They can also be used to safely lure Guards to Weapon Boxes if
discovered.
>>ICA Remote Explosive
ICA Remote Explosive Mk II
ICA Remote Explosive Mk III
***************************
Available: Paris (and at Paris Mastery Level 20).
Sapienza.
Marrakesh.
Mumbai Mastery Level 7.
Berlin Mastery Level 5.
Chongqing.
---------------------------------------------------------------------
Notes: This is a general purpose mine. You can walk around with the
mine out without causing suspicion if you are properly
disguised.
It is important to note that if the mine is found and picked
up you will not be able to detonate it as the Detonator cannot
either be brought out or activated if it is. However, it will
be taken to a Weapons Box where you can pick it back up and
activate it again.
>>ICA Micro Remote Explosive
**************************
Available: Completion of the [Escalations - Track 2, Tier 8]
Challenge.
---------------------------------------------------------------------
Notes: This is a smaller version of the regular explosive and has a
bit less power. However, its small size means that no one will
notice it if you have it out in the open regardless of
Disguise worn.
>>Remote Explosive Duck
*********************
Available: Marrakesh Mastery Level 10.
Completion of the [Sniper Assassin x5] Challenge
(Classic).
---------------------------------------------------------------------
Notes: This variant of the Remote Explosive can be held out in the
open because it looks like a harmless toy and is safer to use
in this respect than the regular mine. If seen it will be
picked by someone, Guard or Civilian.
Unlike with the regular mine this explosive can be detonated
while it is held by someone. In addition, the Duck will *NOT*
be taken to a Weapons Box. Thus the person carrying it in
essence becomes a walking mine that can be detonated at your
leisure. Can be useful for certain situations.
>>Remote Breaching Charge
Breaching Charge Mk III
***********************
Available: Sapienza Mastery Level 15.
Completion of the [Featured Contracts - Track 2, Tier 1]
Challenge.
---------------------------------------------------------------------
Notes: This is an small explosive that is made to open doors with as
little attention as possible. The blast will also destroy the
lock in the process and will prevent the door from being
closed again.
Interestingly enough, even though it is an explosive, it won't
hurt you 99% of the time if you detonate it when next to it.
You can even be standing on it and it won't hurt you when
it explodes.
Some additional information on the Charge:
--The Charge can be used to trigger other explosives. This
tactic is commonly used in conjunction with Propane Flasks
to create accidents.
--Even though it is mostly harmless to you it can kill other
people without problem. This information is useful for
certain Escalation Contracts and Challenges.
--This is also a great weapon to toss near Guards to lure
them to Weapon Boxes to either get them out of the way for
awhile or to ambush them there.
>>ICA Explosive Phone
*******************
Available: Bangkok Mastery Level 18.
---------------------------------------------------------------------
Notes: This is a phone that has an explosive built in. You simply
drop it and someone else will pick it up. Use the detonator at
any time to ring the phone and get the person to answer. When
the person presses the button to answer then the Phone will
explode to kill them.
Even more important is that this makes for a better lure than
the ICA Remote Distraction Device as it is considered a "safe"
item. You can have it in your hand at all times regardless of
Disguise. Better, if you activate the Phone to lure a Civilian
they will walk up to it to pick it up instead of running to a
Guard when they see it.
When you finally unlock this item this should be used instead
of the Audio Distraction Devices if you need to use something
other than Coins and Objects for luring.
One very important thing to note if you're using it as a lure
to subdue someone: You can't allow the person to pick it up or
they will answer the Phone and blow themselves up.
Also, if the body is found then you will lose Silent Assassin
since it is not considered an accident.
>>Remote CX Demo Block
Remote CX Demo Block Mk II
**************************
Available: Colorado Mastery Level 20.
Whittleton Creek Mastery Level 13.
---------------------------------------------------------------------
Notes: Although it looks different than the ICA Remote Explosive it
has the most power of all of the explosives in your arsenal.
>>Napoleon Blownaparte
********************
Available: Paris Mastery Level 10.
---------------------------------------------------------------------
Notes: This explosive appears harmless at first glance. When placed
then it will start to play music which will attract the
attention of somebody who will then pick it up. You can then
blow up that person at your leisure.
>>ICA Remote Taser
****************
Available: Santa Fortuna Mastery Level 17.
---------------------------------------------------------------------
Notes: This is a non-explosive mine that kills its victims through
electrocution when picked up after it is activated. Since the
victim is electrocuted it counts as an accident kill and won't
result in loss of Silent Assassin.
However, this device only detonates when held and therefore
can only be used against Guards since they are the only people
that can pick it up.
>>ICA Remote Micro Taser
**********************
Available: Berlin Mastery Level 2.
---------------------------------------------------------------------
Notes: This is a smaller version of the regular taser. However, its
small size means that no one will notice it if you have it
out in the open regardless of Disguise worn.
More importantly, this means that no one will pick it up
because of its size. This also means that you can set up
electrocution kills with puddles of water and Sinks. Just drop
it in the water and activate it from a safe distance. The next
person that comes along will be electrocuted.
This can also be used to detonate both Propane Flasks and Oil
Pools. When you place it near a leaking Flask or in some oil
and activate the taser then its initial sparking will ignite
the gas and oil. As such you can also use this device to set
up both accidential explosive and fire kills.
>>Remote EMP Charge
*****************
Available: Mumbai Mastery Level 10.
---------------------------------------------------------------------
Notes: This is a non-explosive device that is used to disrupt
electronics and is used best against Recorders. Detonating the
Charge by one will destroy it. If seen by someone then a Guard
will go to pick it up so, if you want to use it, then you will
have to hide it carefully.
Wildgold (YouTube) noted that this device has way more uses
than advertised. You can use this to disable the electronic
locks in Hokkaido and the Kill Switch in Sapienza.
This device will also work through walls. Place this device on
the opposite side of the wall where an electronic device is
located and you can disable it without entering the room.
Like with the ICA Remote Micro Taser you can also use this to
ignite Propane Flasks and Oil Pools. But you can still do even
more.
When activated the Device will create a short burst of
electricity will will cause electrocutions when used with a
puddle.
And, even better, this will work when carried by a Target. Let
the Target pick up the Device then activate it when they are
near either a leaking Flask, Oil Pool, or puddle to kill them
in accidents.
This makes the EMP Charge something similar to the retired ICA
Electrocution Phone but is way more versatile.
>>Remote Concussion Rubber Duck
*****************************
Available: Isle of Sgail Mastery Level 20.
---------------------------------------------------------------------
Notes: The only difference between this and the other Duck explosives
is that it is designed to stun and not kill.
>>ICA Remote Concussion Device
****************************
Available: Completion of the [Escalations - Track 2, Tier 3]
Challenge.
---------------------------------------------------------------------
Notes: This behaves the same way as the Remote Explosive but is
non-lethal and will knock out a person instead.
>>ICA Remote Flash Device
***********************
Available: New York Mastery Level 5.
---------------------------------------------------------------------
Notes: This looks and behaves the same as the regular ICA Remote
Explosive Device except that it works the same as a Flash
Grenade and will temporarily blind nearby people when
detonated.
However, there is a bug concerning this device. When you use
it on somebody they will drop the phone even though it has
been used up and becomes a ghost device.
When things die down then the person you used it on wil go
back to where the phone was dropped and will continue to pick
it up over and over again. They cannot be distracted even if
you use emetic poison on them. But they can become distracted
when you attack someone nearby.
>>Remote Emetic Gas Device
************************
Available: Haven Island Mastery Level 5.
---------------------------------------------------------------------
Notes: This looks and behaves the same as the regular ICA Remote
Explosive Device except that it works the same as a Emetic
Grenade and will make nearby people sick when detonated. Its
best use is in conjunction with a Briefcase as already written
about earlier in this section of the guide.
>>The Serpent's Bite
******************
Available: Completion of The Lust Assignation Escalation Contract
(Berlin - Seven Deadly Sins DLC).
---------------------------------------------------------------------
Notes: This is a mine that looks like a fancy snake themed bracelet.
However, it is still seen as a threat so you can't have it out
in the open unless you're a Guard.
>>Lil' Flashy
***********
Available: Completion of the [Share the Love] Challenge (Holiday
Hoarders - Paris).
---------------------------------------------------------------------
Notes: This device looks like a toy and is considered
non-threatening. When dropped near people then it will make
noises to lure them closer. When detonated it behaves like a
Flash Grenade and will temporarily blind those nearby.
>>Explosive Xmas Gift
*******************
Available: Completion of the [Gift and Take] Challenge (Holiday
Hoarders - Paris).
---------------------------------------------------------------------
Notes: This is a C4 explosive wrapped in a Christmas gift box. It is
safe to have out in the open regardless of Disguise. In
addition, nobody acknowledges its existence when you place it
somewhere. This is basically another version of the ICA Micro
Remote Explosive except that it is larger and more powerful as
a result.
>>Kronstadt Mini Flash Robo XOI-2900
**********************************
Available: The Undying Pack DLC.
---------------------------------------------------------------------
Notes: This is just a reskinned version of Lil' Flashy.
0=====================0
| Proximity Explosives \
0===============================================>
These devices can be placed or dropped just like with the remote mines.
However, once primed, they will detonate when somebody else, even yourself,
come near it.
>>ICA Proximity Explosive
ICA Proximity Explosive Mk II
ICA Proximity Explosive Mk III
******************************
Available: Marrakesh Mastery Level 2.
New Zealand Mastery Level 2.
Dubai Mastery Level 20.
---------------------------------------------------------------------
Notes: This is the standard ICA version of the proximity explosive.
>>Proximity Explosive Duck
Proximity Explosive Duck Mk II
******************************
Available: Completion of the [Escalations - Track 1, Tier 3]
Challenge.
Miami Mastery Level 13.
Dartmoor Mastery Level 15.
---------------------------------------------------------------------
Notes: This works the same as the ICA Proximity Explosive but looks
like a toy duck. It also makes noise which will attract nearby
people thus making it a bit more flexible in usage than the
ICA version.
>>ICA Tripwire Mine
*****************
Available: Completion of the [Escalations - Track 2, Tier 1]
Challenge.
---------------------------------------------------------------------
Notes: This is often used near doors and walkways. When placed then
it will emit a laser beam then will cause it to explode when
crossed. It is too small to be noticed and won't spook anybody
until someone is unlucky enough to detonate the mine.
>>The Iconator
************
Available: Completion of the [Escalations - Track 1, Tier 1]
Challenge.
---------------------------------------------------------------------
Notes: This is another form of proximity explosive that works the
same as the Proximity Explosive Duck.
>>Proximity CX Demo Block
***********************
Available: Marrakesh Mastery Level 15.
---------------------------------------------------------------------
Notes: This has the same power as the other explosives but emits a
single loud beep when primed which can attract somebody if
placed close enough.
>>ICA Proximity Taser
*******************
Available: Miami Mastery Level 20.
---------------------------------------------------------------------
Notes: This works exactly the same way as the ICA Remote Taser except
that it self arms after a few seconds when placed.
>>RFID Triggered Explosive
************************
Available: Santa Fortuna Mastery Level 15.
---------------------------------------------------------------------
Notes: This is a two part explosive. The first part is a special Coin
that has an RFID tag and the second part is the explosive that
is only triggered when the RFID tag is close enough to it
after it is armed.
Drop the Coin near your target so he/she can pick it up then
place the explosive somewhere they can get close to it. When
that person walks by then the explosive will detonate killing
them. Nobody else will trigger it - only the person with the
tagged Coin can do it.
>>ICA Proximity Micro Explosive
*****************************
Available: Mumbai Mastery Level 10.
---------------------------------------------------------------------
Notes: This is a proximity based version of the ICA Micro Remote
Explosive and has the same properties in that it is too small
to be noticed in the open which makes it easier to place
un-noticed near your targets.
>>ICA Proximity Concussion Device
ICA Proximity Concussion Device Mk III
**************************************
Available: Whittleton Creek Mastery Level 5.
Chongqing Mastery Level 7.
---------------------------------------------------------------------
Notes: This behaves the same way as the Proximity Mine but is
non-lethal and will knock out a person instead.
>>Goldbrick Proximity Mine
************************
Available: Completion of Level One of The Sloth Depletion Escalation
Contract (Dartmoor - Seven Deadly Sins DLC).
---------------------------------------------------------------------
Notes: This is a weird looking non-lethal mine that knocks out a
victim with sedative gas when detonated. When placed or thrown
it will make music that will attract someone to it close
enough to detonate. Can knock out more than one person if
detonated near a group.
>>The Roar Flash Grenade
**********************
Available: Completion of Level One of The Wrath Termination
Escalation Contract (Dartmoor - Seven Deadly Sins DLC).
---------------------------------------------------------------------
Notes: This is a proximity based device disguised as a bear figurine.
When placed then it will make a roar noise and a beep to
indicate its arming. When seen then somebody will either go to
it or go to get a Guard. When approached then it will explode
causing a loud roaring noise and temporary blinding of its
victim.
>>Proximity Semtex Demo Block Mk III
**********************************
Available: Carpathian Mountains Mastery Level 4.
---------------------------------------------------------------------
Notes: This is basically a variant of the Proximity CX Demo Block.
0==============0
| Miscellaneous \
0===============================================>
There are also numerous explosive objects on a given map that can be used
for elimination or distractions.
>>Propane Flask
*************
These are small silver canisters that contain pressurized propane.
You can pick them up and drop them near people without suspicion. It
can be detonated with either an explosive, taser, or by being shot by
a firearm (it will take two shots to detonate it though).
>>Fire Extinguisher
*****************
These are red canisters that are normally attached to walls. They
work similar to the Propane Flask but will detonate a few seconds
after being shot instead of exploding instantly. One important thing
to point out is that it will not kill anybody but will stun instead.
>>Gas Related Devices
*******************
There are some devices that use gas in one form or another and can be
used to take down Targets or distract others:
--Large Tanks
===========
These are large canisters and can be made to leak by using a
Wrench. Anybody that uses any flame near it will cause it to
explode. It can also be made to explode by shooting twice at
it.
--Gas Heaters
===========
These are metal umbrella-like devices that are usually found
outdoors. Like with the Tanks you can make them leak with a
Wrench. You can also make them leak with one shot then detonate
it with another shot at the base. Killing Targets with this
will count as an accident.
--Stove
=====
These can be found in Kitchens. You can make them leak with a
Wrench but you cannot make them leak by shooting at it.
>>Motor Vehicles
**************
You will also see many cars and motorcycles on the map. On the
motorcycles you can cause a gasoline leak by using a Wrench. You can
also cause them to leak by shooting at the gas tank. Shooting the
gasoline pool will cause the vehicle to explode.
You can cause cars to leak by either shooting the bottom rear or by
shooting the gas cap. If there are multiple vehicles in close
proximity then you can detonate them all at once with one shot to a
leaked vehicle.
>>Bag of Gunpowder
****************
This can be found only in Sapienza and is used for the cannons at the
Ruins. However, you can shoot them to cause an explosion that can
kill, distract, or open locked doors. Even though it is an explosive
you won't be suspicious when holding it or placing it.
>>Explosive Compound
******************
This is basically the Bag of Gunpowder and is used the same way. This
is unlocked at Hokkaido Mastery Level 15 and can be taken with you on
any mission.
>>The Big One
***********
This device can be earned by reaching Sapienza Mastery Level 10. When
used it emits lots of smoke and sparks for a bit which will serve to
temporarily distract those nearby.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN41. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
These are three to five stage special contracts that provide additional
challenge and replay value as well as seeing how well you stack up against
other players on the leaderboards. When you begin an Escalation you are given
a relatively simple objective. Usually this is a person that you need to
kill, sometimes in a specific Disguise.
When you complete the first stage then you can move onto the next one. You
are then given an another objective in addition to the one prior. These
objectives may include the following:
--Additional Targets.
--No Pacifications.
--Completing the mission inside a specific time limit.
--Guards and Civilians being able to see through most Disguises.
--Hacking Laptops or opening Safes.
--Additional Security Cameras.
As you complete each stage the Escalation will get progressively harder. If
you fail any of the objectives, such as killing a Target while wearing the
wrong Disguise, then you fail the mission.
When you successfully complete an Escalation then you can earn 4,000 XP
towards your Global XP and Mastery Level (if you haven't already reached
Level 20). You can also go and reset the entire contract back to the first
stage if you wish to do so. You can also complete other Challenges while
doing an Escalation.
Many of the strategies from the main missions can be used for Escalations.
There are also some detailed information exclusive to these missions:
0=======================0
| Practice Makes Perfect \
0===========================================================================0
| If you're having trouble with certain parts of an Escalation then go into |
| the Main Mission and practice it there where you can use both the Auto |
| and Manual saves to try out different things and refine your approaches |
| before going back. |
0===========================================================================0
0==========0
| Disguises \
0===========================================================================0
| Many times you will be tasked to eliminate a Target while wearing a |
| specific Disguise. You must be wearing the correct Disguise when the |
| Target dies regardless of method. This is not a problem when using a |
| melee weapon, firearm, or explosive. |
| |
| However, this becomes a little tricky when using poisons. You would think |
| that you need to poison something while wearing the correct Disguise for |
| the kill to count. But it doesn't work that way. |
| |
| If you poison something while wearing the correct Disguise but change |
| into something else while waiting for the Target to ingest the poison and |
| the Target dies while wearing this new Disguise then you will fail the |
| mission. |
| |
| Conversely, this can also work to your advantage. You can poison |
| something while in a safe Disguise then switch into the correct Disguise |
| before the poison is ingested. |
0===========================================================================0
0================0
| Hacking Laptops \
0===========================================================================0
| As noted you will be hacking Laptops from time to time. You will be |
| standing for twenty seconds while you perform the hack. |
| |
| If you are not properly disguised then you *CANNOT* be seen at all during |
| these twenty seconds. If you are properly disguised, such as a Hacker or |
| Lab person, then you cannot be seen in the first couple of seconds when |
| starting the hack but after that then you are considered Blending In and |
| you will be safe. |
| |
| You can Abort the hack if you need to but if you restart the hack then |
| you will have to start it again from the beginning. |
0===========================================================================0
0===============0
| Accident Kills \
0===========================================================================0
| Unlike with the Main Mission you can take Disguises from some of your |
| Targets in an Escalation. If you subdue somebody, take his Disguise, kill |
| him in an accident, and have the body found then you will lose your No |
| Bodies Found bonus. The reason being is that a dead naked body will |
| always be considered a suspicious kill regardless of manner of death |
| which will cause you to lose your bonus. |
| |
| If you wish to accident kill your Target then do not take his clothes |
| prior unless you can hide his body quickly upon death. |
0===========================================================================0
0==========================0
| Laser Tripwires and Mines \
0===========================================================================0
| One of the more annoying aspects of these Escalations is the inclusion of |
| these obstacles. The Tripwires and Mines turn many areas of the map into |
| a dangerous maze. In order to get around them safely you need to have the |
| Mine Disarm Device. These Devices are only found in various places on the |
| map and usually require the use of the Lockpick to get it. |
| |
| In order for the Device to work you need to be holding it in your hand |
| when travelling about. If you are not holding the Device when you go |
| through one of these objects then you will die. So, whenever you use |
| another object or weapon, it is important to switch back to the Device |
| before you start moving again. |
| |
| It is also important to note that you cannot hold the Device when |
| dragging a body. In addition, you cannot detonate the Mines from afar |
| with weapons or objects - they will explode only if you walk through them |
| without the Device. |
0===========================================================================0
0==================0
| Tasers and Guards \
0===========================================================================0
| In the Main Story Tasers are practically useless because your Targets |
| will see them and get the Guards to pick them up. However, in Escalation |
| Contracts (and Contracts Mode) Tasers can be way more useful. |
| |
| This is because Guards can become Targets for these Contracts and the |
| Tasers can be more effective there as the Guards will always pick them up |
| and you can easily get accident kills with them. |
0===========================================================================0
0==========================0
| Rapid Elimination Streaks \
0===========================================================================0
| Some of these Escalations have this particular requirement. What you have |
| to do is when you kill your first Target then you need to kill the next |
| one within a set time or you will fail the mission. If there is a third |
| Target then you need to kill him within a set time after you kill the |
| second Target. |
| |
| This makes for an interesting twist on things as you need to find a way |
| to get this done. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Escalation Contracts Challenges |#####################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
New to "Hitman 3" are Challenges based on the number of Escalation Contracts
completed. This replaces the Challenge Packs plus the Mission Stories (Map)
Challenges and most of the items earned through them can be acquired here.
There are two Tracks of these Challenges with multiple Tiers.
The first Track are Contracts set in both the "Hitman 1" and "Hitman 2" maps.
The second Track are for Contracts set on the "Hitman 3" maps, including the
ICA Facility.
Below are the two Tracks and their rewards:
**NOTE: A - Tier, B - Number of Contracts to complete.
0========0
| Track 1 \
0===============================================0
| A | B | Reward |
0===============================================0
| 1 | 1 | The Iconator |
|---+----+--------------------------------------|
| 2 | 3 | TAC-4 AR Desert |
|---+----+--------------------------------------|
| 3 | 6 | Proximity Explosive Duck |
|---+----+--------------------------------------|
| 4 | 9 | Earphones |
|---+----+--------------------------------------|
| 5 | 12 | TAC-4 S/A Jungle |
|---+----+--------------------------------------|
| 6 | 15 | The Cashmerian |
0===============================================0
0========0
| Track 2 \
0===============================================0
| A | B | Reward |
0===============================================0
| 1 | 1 | ICA Tripwire Mine |
|----+----+-------------------------------------|
| 2 | 3 | Kalmer 1 - Tranquilizer |
|----+----+-------------------------------------|
| 3 | 6 | ICA Remote Concussion Device |
|----+----+-------------------------------------|
| 4 | 9 | Magnesium Pouch |
|----+----+-------------------------------------|
| 5 | 12 | Emetic Grenade |
|----+----+-------------------------------------|
| 6 | 15 | Ice Axe |
|----+----+-------------------------------------|
| 7 | 18 | TAC-SMG Covert |
|----+----+-------------------------------------|
| 8 | 21 | ICA Micro Remote Explosive |
|----+----+-------------------------------------|
| 9 | 24 | Summer Suave Suit |
|----+----+-------------------------------------|
| 10 | 26 | "El Matador" |
|----+----+-------------------------------------|
| 11 | 28 | Imperial Classic with Gloves |
0===============================================0
It is important to note that if you already acquired all of these items and
Suits in "Hitman 2" plus completed all of the Escalation Contracts and did
the progress transfer then there is not much need to do these Challenges.
However, these Challenges count towards the mission completion percentage,
even on the "Hitman 3" maps, plus there is one new item here which is the Ice
Axe. So, if you're a completionist, you may want to consider re-doing the
Contracts to ensure you've done everything possible in the game.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN42. Scoring |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
After you complete a mission you will see what Challenges you have completed
before going to the next page.
On the next page you will see your Global XP as well as Location Mastery,
Mission Rating, Mission Time, and Mission Score. If you do not get a Silent
Assassin rating then you will get a Playstyle based on what you did during
the mission. You should also see your ranking amongst your friends and global
leaderboards. At the bottom you should see how much of the mission you have
completed (in percentage)
From here you can access another page that has a further breakdown of your
Mission Score. You will see what XP you have earned and how as well as a
breakdown of your Mission Score:
0===========================================================================0
| Objectives | You will get 20,000 points for successfully completing |
| Completed | the mission objectives. This is automatic since you |
| | need to successfully finish the mission in order to |
| | get a score. |
|------------------+--------------------------------------------------------|
| Never Spotted | You will get 20,000 points for not being spotted at |
| | all during the mission by somebody. You will lose this |
| | bonus even if you kill the person who saw you (unless |
| | it is your Target). |
| | |
| | You will also lose this bonus if you are seen by a |
| | Camera but you can get it back if you destroy the |
| | Recorder before the end of the mission. |
|------------------+--------------------------------------------------------|
| No Noticed Kills | You will get 20,000 points if your kills are |
| | Unnoticed. An Unnoticed Kill is one where you kill |
| | the Target in relative isolation or in an accident. A |
| | Noticed Kill if you kill your Target in a crowded area |
| | in a suspicious manner. |
|------------------+--------------------------------------------------------|
| No Bodies Found | You will get 20,000 points if the bodies are not found |
| | but accident kills are excluded. You may also get this |
| | bonus if bodies are found but the kill is Unnoticed. |
|------------------+--------------------------------------------------------|
| No Recordings | You will get 20,000 points if you were not recorded by |
| | the Security Cameras. If you were seen then destroying |
| | the Recorder will restore this bonus. |
|------------------+--------------------------------------------------------|
| Non-Target Kill | 5,000 points will be subtracted for each Non-Target |
| Penalty | person you kill. |
|------------------+--------------------------------------------------------|
| Time Bonus | The quicker you get through the mission, the more |
| | points you get. As a result this system rewards speed |
| | runners who try to get through a mission as quickly as |
| | possible. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN43. The Sniper Assassin Missions |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
One of the last things to go over in this section of the guide is the Sniper
Assassin missions. There are three missions in the game that involve the
exclusive use of a Sniper Rifle to complete your objectives. These missions
are:
--The Last Yardbird (Himmelstein)
--The Pen and the Sword (Hantu Port)
--Crime and Punishment (Siberia)
These missions have different rules and structure than the Main Story
chapters and I will start with:
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Basic Premise |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Each Sniper Assassin mission will have 47 perched far from the area where the
Targets will be. There are two to three Main Targets that you must eliminate
in order for the mission to be a success. There are also fifteen additional
Secondary Targets, the Guards that accompany the Main Targets, that also need
to be eliminated and their bodies hidden.
If you shoot somebody and that body is found then a timer will appear above
the head of all witnesses. If you kill the witnesses before the timer expires
then you will contain the situation and keep it from getting out of hand. If
the timer expires before you can kill the witnesses then the Targets will
evacuate the area.
If any of the Main Targets leave the area then the mission is failed.
However, the Secondary Targets can leave the area without failing the
mission.
You also have a timer of fifteen minutes in order to complete all of your
major objectives. Once you eliminate the Main Targets and complete all major
objectives then the timer will freeze and you can take your time with the
Secondary Targets.
You are also given a basic rifle but you can upgrade it through moving up the
Mastery Levels which will make your completing your objectives, and
Challenges, easier.
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Mission Differences |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
There are some major differences between the regular missions and the Sniper
Assassin missions:
0===============0
| Bullet Impacts \
0===========================================>
In the regular missions when you shoot something near a person then that
person will go investigate or send somebody to look into it. If you shoot
near that person again then that person will panic and that Guards will be on
alert. Further shooting the same spot may cause you to get spotted.
In the Sniper Assassin missions if you shoot something near a person then
that person will go to investigate. However, if you shoot the same spot
repeatedly then they will just stand there going "huh?" each time.
Therefore, the use of bullet impacts serve as a lure to get people into the
proper spots for either distraction or elimination.
0===============0
| Accident Kills \
0===========================================>
In the regular missions when you kill someone in an accident and the body is
found then it will eventually be dragged away and things go back to normal.
However, in the Sniper Missions, if a body is found, regardless of how that
person is killed, then this will trigger an evacuation. This means that an
accident kill is treated the same as a regular bullet kill.
0===================0
| Fire Extinguishers \
0===========================================>
In the Main Story missions the Extinguishers will only stun those nearby if
you cause one to explode. In the Sniper Missions they will kill.
But these are just some of the differences. There are others including:
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Scoring, Mastery Levels, and Challenges |#############################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Although you can gain XP by killing Targets and hiding bodies that is not how
you are scored within the Sniper Assassin maps. The missions are basically
shooting galleries and you have a standardized points system. You are scored
on kills, headshots, quick multi kills, bodies hidden, and so forth. You are
also penalized for killing Non-Targets such as Civilians.
You will also notice that you do not advance through the Mastery Levels
through XP but through the points earned by eliminating Targets. The more you
advance through the Mastery Levels, the more points it will take to move to
the next one.
For example, to go from Mastery Level 2 to 3 is 500,000 points but to go from
Mastery Level 19 to 20 is 12,000,000 points. In the first two maps there is
no reward for reaching Mastery Level 20. In Siberia you are rewarded with a
new Sniper Rifle for reaching Level 20.
In addition, you may notice that when you complete Challenges you do not gain
XP but a Score Multiplier. Improving your Multiplier will increase your
overall score at the end upon successful completion. The Multiplier will
start at 1 but you can increase it up to 3 if you complete all Challenges.
Also, if you complete the mission with a Silent Assassin rating, you will be
given an addition 2x multiplier on top of the Score Multipler so you can get
up to 5x overall to further increase your score.
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Hitman 3 Differences |################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
There are a small number of differences between the "Hitman 2" and "Hitman 3"
versions of these missions:
>>Depending on the map there may be some differences on object placement.
An example would be that a bush that mostly covered something has been
changed or removed.
>>The crosshairs in the scope are brighter.
>>The multiplayer mode, with Stone and Knight, have been completely
removed.
>>There is now a secondary button that can be used for the Marksman feature
and make it easier to use.
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. Ammo Types |##########################################################\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Generally, in the Main Story missions, when you use a Sniper Rifle you only
have one ammunition type. In the Sniper Assassin maps you have three:
>>Body-Piercing Ammo
******************
This is a standard bullet type that can also shoot through multiple
people. Your magazine will start out at five rounds and you can
increase it up to nine with upgrades which reduces the need for
reloading. You also have unlimited ammo with this type.
>>Wall-Piercing Ammo
******************
This is a special bullet type that can go through certain walls and
objects. Your magazine will start out at four rounds and you can
increase it up to six with an upgrade. However, once your magazine is
empty, you will have no more rounds so use them wisely.
>>Shockwave
*********
This is a special bullet type that explodes on contact and behaves like
a grenade. This is especially useful on Targets that try to run as you
don't need to actually hit them, just shoot a Shockwave near them to
kill them. This can also be used to knock bodies into hiding places.
Your magazine will start out at four rounds and you can increase it up
to six with an upgrade. However, just like with the Wall-Piercing Ammo,
once your magazine is empty you will have no more rounds.
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. Rifle Upgrades |######################################################\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
In addition to upgrading your ammo magazines there are also other upgrades to
make your Rifle better:
0=========================================================================0
| Flared Magwell | This is a special magazine that will make |
| | reloading faster. There are four upgrade levels. |
|--------------------+----------------------------------------------------|
| Straight Pull Bolt | This will increase the fire rate of the Rifle. |
| | There are four upgrade levels. |
|--------------------+----------------------------------------------------|
| Rifle Precision | This will increase the slow down time when you use |
| | the Marksman feature of the Rifle. There are two |
| | upgrade levels. |
|--------------------+----------------------------------------------------|
| Steady Scope | This will increase the stability of the Rifle when |
| | looking through the scope. |
|--------------------+----------------------------------------------------|
| Padded Stock | This will reduce recoil when firing. |
|--------------------+----------------------------------------------------|
| Extended Versatile | This adds a 4x scope to the Rifle. |
| Scope | |
0=========================================================================0
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| G. General Tips |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>When starting out it is recommended that you look over the area and see
how people move about since these missions are different than the Main
Story chapters.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Go after the smaller Challenges first to increase your Multiplier early.
Save some of the tougher Challenges until you have upgraded your Rifle
significantly.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Use of the Marksman feature is essential for success on these maps. There
are two ways to use this feature.
The first is by pulling and holding the trigger halfway. This takes some
getting used to so it is a good idea to take some time practicing by
aiming and shooting at far away objects like cars and containers until
you get a good feel in using it.
The second is by using the secondary button which is going to be next to
the zoom button. Using both this way can be tricky so it is recommended
that you use a back button attachment, such as the one that Sony makes
for the PlayStation 4, or a joypad that has them built in. Assign one of
the back buttons for the secondary button depending on your comfort
level.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Using your Instinct while trying to fire can be tricky because the
buttons are next to each other. Again, use of a back button attachment
can be useful for these maps. Assign one of the back buttons for
Instinct.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN44. Accomplishments |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
For each chapter I will list all of the Accomplishments that can be acquired
for the PlayStation and Xbox versions of "Hitman 3".
Now, for the sake of terminology and to lessen confusion within this guide,
Accomplishments are what are known Trophies on the PlayStation version and
Achievements on the Xbox and PC versions. To those who do not know, Trophies
and Achievements can be considered a different kind of scoring system.
The PlayStation Trophies are split into Bronze, Silver, Gold, and Platinum
classes. In addition, Each Xbox game has 1000 Achievement Points that can be
obtained.
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 PlayStation Network and Xbox Live where these scores
are posted.
The Accomplishments listed are broken down into Visible Single Player and
Secret Single Player sections.
There is also a few Accomplishments that can be acquired outside of those
inside each chapter:
>>Shortcut Killer
***************
Description: Find and unlock 15 Shortcuts.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
-----------------------------------------------------------------------
Notes: The earliest you should acquire this is in Mendoza.
>>Stylish Assassin
****************
Description: Get 10 different Playstyles.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>World of Assassination
**********************
Description: Complete all 47 Trophies.
PlayStation Trophy Grade: Platinum.
-----------------------------------------------------------------------
Notes: This is the PlayStation 4 and 5 specific Trophy.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN45. Chapter Breakdown |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Each main story chapter is broken into multiple parts:
0=================0
| General Overview \
0=======================================================>
A brief explanation of the mission.
0=====================0
| Accomplishments List \
0=======================================================>
This is a listing of the Accomplishments available in the chapter for the
PlayStation and Xbox versions of the game.
0===============0
| General Layout \
0=======================================================>
This is the general layout of the mission map and includes a more detailed
layout which includes where important items are located.
>>Detailed Map
************
As noted earlier there will be differences on certain item placements
depending on difficulty level. In most cases an item will not be on
the map when playing at a high difficulty. In some cases an item that
is laying around at one difficulty level may be carried by somebody
at a higher difficulty.
Items that can only be found at certain difficulties will be noted as
such and will be notated like this:
++[Casual]
++[Pro]
++[Casual and Pro]
++[Master]
If more than one type of an item is found in a map section then those
that are difficulty specific will be listed first.
0===============0
| Mastery Levels \
0=======================================================>
This goes over the Mastery Levels for the chapter and what you can unlock.
This does not apply to the ICA Facility Chapter.
0===================0
| Cast of Characters \
0=======================================================>
This goes over the important and minor characters you will be dealing with
in the mission along with patrol patterns.
0==========0
| Disguises \
0=======================================================>
This goes over the Disguises available in the mission along with their
usefulness.
0=================0
| Security Cameras \
0=======================================================>
This goes over the listing for where you can find the Cameras at both
Professional and Master difficulties.
0===========0
| Challenges \
0=======================================================>
This goes over the Challenges for the chapter and in as much detail as
possible. They are broken down into sections:
>>Notes
*****
Prior to the run-throughs I go over certain things about the chapter
that includes Legacy Chapter differences, difficulty differences,
Pipes, Keys, or anything of particular interest. As for the Legacy
Chapter differences it mainly goes over what Challenges have been
removed and moved around plus any changes to gameplay for that map.
>>Assassination
*************
You could say that this is the main walkthrough of the game. This
goes over all of the main Assassination Challenges at Casual
difficulty (unless noted).
These are done in a certain order to facilitate faster Mastery Level
progression and are designed to be complete run-throughs. The first
run-throughs in each chapter are designed to complete Non-Target kill
Challenges and those that negate Silent Assassin as well as multiple
smaller Challenges.
Some of them may use strategically placed game saves, for game save
branching, to facilitate faster Challenge acquisition. For example,
save the game at a specific point, do a certain Challenge (usually a
Target kill), then reload the save and continue with the run-through
or to do additional Challenges.
Before reloading the save it is best to wait for all notifications
(Challenges, actions) to pop up and disappear first.
>>The Challenge Run
*****************
Each main chapter has a Challenge Run where I go over how to get as
many Challenges as possible in one run at the very beginning of the
chapter at Casual difficulty. There are four rules:
One, it involves your basic items and starting points that are
available at the beginning of the chapter. Any items you have
unlocked from previous chapters can be used.
Second, it involves acquiring the [Chameleon] challenge. This means
safely acquiring all Disguises.
Third, it does not use any game save branching along the way. The
Challenge Run is one complete run without using that method.
**NOTE: On some Challenges I recommend making a game save in case
things go bad but not to do branching.
And lastly, it is a complete Silent Assassin run from beginning to
end. Challenges that involve Non-Target kills or bodies found cannot
be done.
0=====================0
| Escalation Contracts \
0=======================================================>
This goes over all of the Escalation Contracts available.
With that explained, I will now finally move on to the story.....
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >HTM2. Prologue - ICA Facility |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
The year: 1999.
47 arrives at a large facility far away from civilization. This building
belongs to the ICA and this is where he will meet his handler, Diana
Burnwood. Here he will tested to see if he can become a good field agent for
the shadowy organization.
In this chapter you will be doing test scenarios designed to help you learn
how things work in this game. This will also include a couple of easy
Escalation Contracts.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRG1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>A New Profile
*************
Description: Complete a Featured Contract.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
-----------------------------------------------------------------------
Notes: This needs to be done in Contracts Mode.
>>Cleared for Field Duty
**********************
Description: Complete The Final Test in the Prologue.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Seizing the Opportunity
***********************
Description: Complete any Opportunity in The Final Test.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
-----------------------------------------------------------------------
Notes: You need to complete any of the following Opportunities:
--Final Terms --Safe Conduct
--Safety First --To Fallen Comrades
>>Silent Assassin
***************
Description: Complete The Final Test unspotted. Kill only Jasper
Knight, ensuring his body is not found.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 20 GS.
PlayStation Trophy Grade: Silver.
>>The Creative Assassin
*********************
Description: Complete the Contract Creation tutorial.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>The Result of Previous Training
*******************************
Description: Complete Freeform Training in the Prologue.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Tools of the Trade
******************
Description: Assassinate Targets with ballistic, accident and explosion
kills.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
>>Top of the Class
****************
Description: Beat the highest leaderboard score on a Contract.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
-----------------------------------------------------------------------
Notes: The best way to do this is to create a simple Contract. Play it
through the first time but get a low score (leave bodies out,
kill Non-Targets) to set score. Then play through it a second
time to get a better score which should get you the
Accomplishment.
>>Training Escalated
******************
Description: Complete Level 5 of an Escalation Contract set in the ICA
Facility.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 20 GS.
>>Unseen Assassin
***************
Description: Assassinate a Target without getting spotted.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ ICA Facility \@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >PRG2. The Night Thief 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@\ ICA Facility /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
47's first training mission is a recreation of a scenario in Sydney,
Australia. Here a yacht belonging to a long time art thief, Calvin Ritter, is
docked. As he is throwing a large party he was assassinated by an ICA Agent.
47 is to repeat the scenario as part of his testing.
The ship and docking area is a crudely built set and filled with training
operatives. Although you can kill people you won't actually do any harm since
this is a simulation. There are also simulated exits represented by large
buttons stationed near specific vehicles.
The very first time you do this you will be doing Guided Training where you
will be told to do specific things to complete the mission. After that then
you will do Freeform Training where you are allowed to be creative and do the
Challenges related to this area.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TNF1. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping purposes within this section of the guide north is
the top of the screen. The Compass has north pointed at 90
degrees right. Therefore you should turn it off to prevent
confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Yacht is a four level ship. The Dock and Deck 0 area take up the most
space. The two decks above Deck 0 contain multiple areas where guests are
enjoying themselves. The top deck, Deck 3, has the Helipad and Bridge.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail each floor and where you can find useful
objects:
0================0
| Dock and Deck 0 \
0===========================================================================>
For the Dock itself there is a Garage at the northwest corner of the Map
and the Red Car (Exit Point) to the south. To the east of the Car is the
Pier that runs along the south end of the Yacht.
For Deck 0 there is the Loading Bay and North Storage Room at the north
end. In the center is the East and West Bunk Rooms, East and West Hallways,
and the main Engine Room. To the south is the South Storage Room and Lower
Sundeck.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin x 3 | On the bench near where you start. |
| Lockpick | |
| Flash Grenade | |
| ICA Remote Explosive | |
|----------------------+----------------------------------------------------|
| Fusil G2 | On the benches in the room next to where you |
| Bartoli 12R | start. |
|----------------------+----------------------------------------------------|
| Mechanic Disguise | At the northwest corner of the Garage. |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | On the stack of wood in the North Storage Room. |
|----------------------+----------------------------------------------------|
| Yacht Crew Disguise | On the chair at the north end of the East Bunk |
| | Room. |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | --Near the Loading Bay entrance. |
| | --At the southwest corner inside the Engine Room. |
| | --On the wall near the stairs at the south end of |
| | the East Hallway. |
|----------------------+----------------------------------------------------|
| Wrench | On the shelving in the center of the South Storage |
| | room. |
|----------------------+----------------------------------------------------|
| Crowbar | --On the shelving in the center of the South |
| | Storage room. |
| | --On the stack of crates on the Pier at the south |
| | end of the Yacht. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Deck 1 \
0===========================================================================>
The Pool and North Guest Area is to the north. The Kitchen, Bar, and South
Guest Area is to the south. There are two north-south hallways (East and
West) that run along the center.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Wrench | At the south end of the center table inside the |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Hammer | On the cabinet at the east side inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall at the north end of the East Hallway |
| | leading to the North Guest Area. |
| | --By the Mens Restroom near the center of the deck. |
| | --On the wall near the northeast door inside the |
| | Kitchen. |
| | --On the wall at the south end of the East Hallway |
| | near the Bar. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Deck 2 \
0===========================================================================>
There is Ritter's Office to the north, the Restroom in the center, and the
Guest Area to the south.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Bust | On the stack of crates near the center of the deck. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall near the Restroom. |
| | --On the floor at the southwest corner of the inner |
| | section of the Guest Area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Deck 3 \
0===========================================================================>
This is where the Helipad and Bridge are located.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fire Extinguisher | By the door to the Bridge. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the main navigation console. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TNF2. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this part of the chapter:
0==============0
| Calvin Ritter \
0===========================================================================0
| Calvin is your Target and is a retired art thief. However, he is |
| recruiting people to continue his work. He will go to the Bar area first |
| to relay instructions to the bartender then heads to the second deck |
| Guest Area where he will stay until his client, Terry Norfolk, shows up. |
0===========================================================================0
0==============0
| Terry Norfolk \
0===========================================================================0
| Terry is Calvin's client. He will be at the Dock area for a while then go |
| onto the Yacht. He will drink for awhile at the Bar then go up to Calvin |
| who will lead him to his Office. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TNF3. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the Disguises and their usefulness:
0==============0
| Training Gear \
0===========================================================================0
| This is your basic outfit and you can only go around some of the Dock |
| area. |
0===========================================================================0
0=========0
| Mechanic \
0===========================================================================0
| This Disguise will only allow you access to Deck 0 and 1. You cannot go |
| up to the other two decks. The only Enforcers to worry about are a couple |
| of other Mechanics. |
0===========================================================================0
0===============0
| Yacht Security \
0===========================================================================0
| This Disguise allows you to go on all decks and with little problem. Only |
| a handful of Guards are Enforcers to you. |
0===========================================================================0
0===========0
| Yacht Crew \
0===========================================================================0
| This Disguise allows you to go on all decks. The only Enforcers are |
| Calvin, one guy at the bottom of the ramp, and a Guard on Deck 0. This |
| Disguise will also allow you to poison drinks without suspicion. |
0===========================================================================0
0==============0
| Terry Norfolk \
0===========================================================================0
| This Disguise will allow you to go on all decks except Deck 0. This will |
| also allow you to approach Calvin so he can lead you to his Office. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TNF4. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===============================0
| Multiple Challenge Walkthrough \
0===========================================================================>
This run-through is designed to get you as many Challenges as possible - in
this case, nine.
To start, go to the gate for the Garage and pick it open. Go just inside
and, while staying out of view, shoot the truck that is between you and the
ramp. This should lure one of the Guards to it. As he is finishing
investigating then toss the Remote Explosive in the fence corner just
southeast of your position. This should lure him to it.
As he goes to pick it up then subdue him, drag him behind the building,
take his Disguise, and pick up his Pistol and the Explosive. Place the
Guard's Pistol on the ground between the fence and the truck. Toss a Coin
so it lands near the truck to lure the other Guard. As he approaches the
truck then he should see the Pistol and take it onto the Yacht.
After this then go onto the Yacht through the Loading Bay entrance. Next,
go into the North Storage Room to grab the Emetic Rat Poison then to the
East Bunk Room to find and wear the Yacht Crew Disguise. Run to the South
Storage Room while avoiding the Enforcer. East of this room is an open deck
area. Here you can find a Generator and with a Guard just north of it.
Simply shoot it with your Silenced Pistol to make him go to it.
Go up to the Bar and poison the glass on the counter. Norfolk will
eventually drink from the glass, get sick, and head to the women's
restroom. Follow him in, subdue him, dump his body in the nearby Closet,
and take his Disguise.
Go up to Deck 2 to meet with Calvin who will take you to his Office. Get
behind and garrote him then dump his body in the Closet in the small
bedroom in the center of the Office. After this then go to the Helipad to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Spare Change [1,000 XP]
***********************
For this you need to throw a Coin to create a distraction.
>>Something Out of Place [4,000 XP]
*********************************
For this you need to have a Guard find a weapon.
>>Security Bypassed [1,000 XP]
****************************
For this you need to board the Yacht disguised as Yacht Security.
>>Store Securely [1,000 XP]
*************************
For this you need to acquire the Emetic Rat Poison.
>>Join the Crew [1,000 XP]
************************
For this you need to wear the Yacht Crew Disguise.
>>Over Here... [1,000 XP]
************************
For this you need to distract a Guard using a Generator.
>>The Private Meeting [1,000 XP]
******************************
For this you need to Disguise yourself as Norfolk and meet with
Calvin.
>>Classic Hitman [1,000 XP]
*************************
For this you need to kill Calvin by garroting him.
>>The Cleaner [1,000 XP]
**********************
For this you need to hide Calvin's body.
0==================0
| Ironic [1,000 XP] \
0===========================================================================>
For this you need to kill Calvin by drowning him. To start, go to the
Garage and subdue the Mechanic for his Disguise. Go to Deck 0 to acquire
the Emetic Rat Poison, acquire the Yacht Crew Disguise, and Blend In at the
Mini-Bar near him. As he is talking to his girlfriend then go and poison
his drink not far from you. He will eventually drink from the poisoned
glass after the conversation and get sick.
When he enters the restroom then follow him in and drown him to complete
the Challenge.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Not for Human Consumption [1,000 XP]
************************************
For this you need to poison Calvin with the Emetic Rat Poison.
Plus this other Challenge:
--Store Securely
0======================================0
| Pay That Stuntman a Bonus! [1,000 XP] \
0===========================================================================>
You need to kill Calvin with the ICA Remote Explosive. Grab the Explosive
off the bench at the start and get the Yacht Crew Disguise. Sneak into
Ritter's Office through an open window at the west side. Place the
Explosive at the end of the desk near the computer. Get back out and hang
near the window. When Calvin and Terry come in later then detonate the
Explosive when Calvin is at the computer.
0============================================0
| Only Use in Emergency Situations [2,000 XP] \
0===========================================================================>
You need to kill Calvin by dropping a Life Raft on him. Get the Yacht Crew
Disguise and go up to the Helipad. Subdue the Guard up here and grab the
Crowbar from the Bridge. Go to the Life Raft near Calvin's position and,
when he stops to drink, drop the Raft on him to complete the Challenge.
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Discovery |###########################################################\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Listed below are the Discovery Challenges not covered above.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Discover Cuba [2,000 XP] \
0===========================================================================>
Reveal all undiscovered areas in Cuba. Interestingly enough four of these
areas are in this part of the chapter, the rest being in the next part.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TNF5. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
There is only one Escalation for this part of the chapter:
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Einarsson Inception |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Evan Holden with the Kitchen Knife while wearing the Yacht |
| Security Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Evan is on Deck 0 patrolling the stairs. You do not have the Lockpick to |
| use so you have to go through the Loading Bay to enter the Yacht. |
| |
| Jump through the window into the Garage and subdue the Mechanic for his |
| Disguise. Go up to Deck 1 and enter the Kitchen. Subdue the Crew member |
| here and dump the body in the Container. Get the Kitchen Knife from the |
| center table and leave. It should be noted that the Kitchen Knife is only |
| for this Escalation. |
| |
| Go back down to Deck 0 and find the Generator. The Guard that is |
| stationed here should be standing near it. Get behind and subdue him then |
| put his body in the nearby Closet. Take his Disguise and get behind Evan. |
| Kill him with the Knife, put his body in the Closet, and leave the |
| mission via the small boat at the back of the Yacht. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Evan Holden with the Kitchen Knife while wearing the Yacht |
| Security Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Additional Security Cameras are present. If recorded then delete the |
| evidence within two minutes. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level One but shoot the Recorder after you acquire the |
| Yacht Security Disguise. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Additional Security Cameras are present. If recorded then delete the |
| evidence within two minutes. |
|---------------------------------------------------------------------------|
| Eliminate Evan Holden with the Kitchen Knife while wearing the Yacht |
| Security Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Terry Norfolk with any method while wearing the Yacht Crew |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| While emetic poisoning Terry and ambushing him is one of the better |
| methods it takes a long time for him to come onto the Yacht. This is a |
| faster method to doing it and is also something you will need to do later |
| on. This is designed not only for this Level but for the remaining two |
| Levels afterwards. |
| |
| When you start then go to the tree just northeast of your starting |
| position. Crouch and look towards the Yacht. You should see a blue car. |
| Near it is a short wall. Take out your Coins and aim at the rear of this |
| car but aim the arc so that the Coin lands at the base of the wall. This |
| should lure Terry to it. |
| |
| As he is going to it then go to the north side of the tree and look |
| south. As he picks up the first Coin then aim at the rear of the Red Car |
| and toss another Coin as far as you can to lure him there. As he goes to |
| that Coin then go back to your starting position. As he picks up that |
| Coin then toss another one so that it lands in front of the Car. |
| |
| As he goes there then get up behind him and subdue him at the front of |
| the car and leave him there. |
| |
| After that then proceed to acquiring the Mechanic Disguise and running up |
| to the Kitchen, subduing the Crew there, take his Disguise, and acquiring |
| the Knife and a Hammer. Go down to the South Storage Room while avoiding |
| Evan. Go through the southwest door and loop around to the standing Guard |
| and quickly knock him out with the Hammer for his Disguise. Kill Evan and |
| destroy the Recorder. |
| |
| Re-acquire the Yacht Crew Disguise then run to the gate at the southwest |
| corner of the Yacht and grab the Crowbar nearby. Use it to open the gate |
| and run to Terry. Shoot him in the head and run to the Red Car to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Additional Security Cameras are present. If recorded then delete the |
| evidence within two minutes. |
|---------------------------------------------------------------------------|
| Eliminate Evan Holden with the Kitchen Knife while wearing the Yacht |
| Security Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Terry Norfolk with any method while wearing the Yacht Crew |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| All Yacht Security see through Yacht Security and Yacht Crew Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Three. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Additional Security Cameras are present. If recorded then delete the |
| evidence within two minutes. |
|---------------------------------------------------------------------------|
| All Yacht Security see through Yacht Security and Yacht Crew Disguises. |
|---------------------------------------------------------------------------|
| Eliminate Evan Holden with the Kitchen Knife while wearing the Yacht |
| Security Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Terry Norfolk with any method while wearing the Yacht Crew |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Complete the mission within five minutes. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Three. |
0===========================================================================0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ ICA Facility \@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >PRG3. The Final Test 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@\ ICA Facility /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
This scenario recreates a 1979 event in which Training Director Erich Soders
took down a chessmaster/spy at a Cuban air base. Your goal is to do the same.
However, Diana warns 47 that Soders has placed additional Guards that were
not part of the original scenario. Soders feels that 47 is a threat due to
lack of "pressure points" and wants him to fail thus the additional security.
Diana has decided to take matters into her own hands and evened the odds to
help 47.
**NOTE: This mission can only be played on the Professional Difficulty
level.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FNT1. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this section north is the top of
the screen. The Compass has north pointed at 90 degrees right.
Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Hangar area is larger than the Dock area of the previous scenario. The
Hangar itself has three levels and has multiple storerooms and offices.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail each floor and where you can find useful
objects:
0================0
| Hangar Exterior \
0===========================================================================>
This area encompasses all of the outside area around the Hangar. There is
the South Guard Shack near where you start and another one to the west for
the Loading Area (Loading Area Shack). Between the South Guard Shack and
the front of the Hanger is the Parking Area.
At the east side of the Hangar, just north of the Parking Area, is a fenced
off section I call the Generator Area where there is a Generator that can
be turned off for a distraction. The large open area to the north is the
Hangar Gate.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Hammer | --On a small crate west of the South Guard Shack by the fence |
| | section that does not have any barbed wire. |
| | --On a large group of barrels north of the Loading Area Shack. |
|---------+-----------------------------------------------------------------|
| Coin | --On the ground at the south side of the modern car south of |
| | the Loading Area Shack. |
| | --On the ground at very northeast corner of the Hangar. |
|---------+-----------------------------------------------------------------|
| Crowbar | On the large stack of crates east of the South Guard Shack. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Hangar Interior - 1st Floor \
0===========================================================================>
Hangar Reception is the large room at the south side of the floor. To the
west is the Kitchen and to the southwest of that is the Recreation Room. To
the north of the Rec Room is the West Stairway. To the north of the room
is the West and Northwest Storage Rooms.
To the east of Hangar Reception is the East Stairway. To the north of this
room is the East Storage Room. North of that is the Locker Room. The large
open area is the Jet Hangar.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Projector Slides | On the large counter within Hangar Reception. |
|-------------------+-------------------------------------------------------|
| Vodka Bottle | On the table within the Kitchen. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | --On the shelf at the east side of the Recreation |
| | Room. |
| | --On the stack of wood in the center of the Northwest |
| | Storage Room. |
|-------------------+-------------------------------------------------------|
| Wrench | --On the crates at the south side of the West Storage |
| | Room. |
| | --On the workbench next to the east side of the Jet. |
| | --On the toolbox just east of the Jet. |
| | --On the crates in the center of the East Storage |
| | Room. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | On the crates just east of the Jet. |
|-------------------+-------------------------------------------------------|
| Safety Protocol | On the crates just west of the Jet. |
|-------------------+-------------------------------------------------------|
| Airplane Mechanic | On a bench near the northwest corner of the Locker |
| Disguise | Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Hangar Interior - 2nd Floor \
0===========================================================================>
The large area to the south is the Lower Rooftop. To the north of that is
the Office. At the northwest corner is the War Room. To the northeast is
the Radio Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Note for KGB High | On the east side of the desks at the east side of the |
| Command | Office area. |
|-------------------+-------------------------------------------------------|
| Pool Ball | On the west side of the desks at the east side of the |
| | Office area. |
|-------------------+-------------------------------------------------------|
| Brick | By the cabinet at the southwest corner of the Office |
| | area. |
|-------------------+-------------------------------------------------------|
| Bust | At the east side of the Radio Room |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | --Inside the restroom within the War Room. |
| | --On the stack of wood just south of the door on the |
| | Lower Rooftop. |
|-------------------+-------------------------------------------------------|
| Hammer | On the stack of wood at the southwest part of the |
| | Lower Rooftop. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Hangar Rooftop \
0===========================================================================>
There are two walkways that cut across the Hangar Roof, North and South.
There are also two Stairways at the lower corners, West and East.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Brick | On the crates at the northeast corner. |
|-----------+---------------------------------------------------------------|
| Lead Pipe | On the crates east of the east end of the North Walkway. |
|-----------+---------------------------------------------------------------|
| Crowbar | On the second group of crates east of the West Stairway. |
|-----------+---------------------------------------------------------------|
| Hammer | On the stack of wood just southwest of the west end of the |
| | South Walkway. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FNT2. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this part of the chapter:
0==============0
| Jasper Knight \
0===========================================================================0
| Jasper is your main Target. He is the chessmaster/spy who is hiding in |
| Cuba while waiting for word on whether or not he can get his girlfriend |
| to immigrate with him. This buys you enough time to take him down. He |
| will spend time in the War Room looking at various plans and trying to |
| solve a chess puzzle. He will then go to a walkway to smoke for a bit |
| then come back. He will have an escort with him at all times. |
0===========================================================================0
0=============0
| Cilas Netzke \
0===========================================================================0
| Cilas is the KGB Colonel overseeing Jasper. He will hang out in the War |
| Room for a bit then go into the restroom. After that then he will leave |
| for the Office to do some things which includes smoking outside and going |
| into the Radio Room. Then he will come back to the War Room and the |
| pattern repeats. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FNT3. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the Disguises and their usefulness:
0==============0
| Training Gear \
0===========================================================================0
| This is your basic outfit and you can only go around a small bit of the |
| Hangar Exterior area. |
0===========================================================================0
0==================0
| Airfield Security \
0===========================================================================0
| This Disguise allows you to go around the Hanger Exterior and the 1st |
| Floor. However, you cannot go up to the 2nd Floor or Rooftop. In |
| addition, a handful of Guards are Enforcers to you but can be easily |
| avoided. |
| |
| The best way to acquire this Disguise is in the Locker Room. Grab an |
| object, such as a Crowbar or Wrench, and go into the Locker Room where |
| there are two Guards talking. Stand to the west side of the Closet at the |
| south group of Lockers and toss the object on the floor near the Sinks at |
| the southwest corner of the room. This should lure one of the Guards |
| here. |
| |
| Go back around him and subdue him then dump him in the Closet and take |
| his Disguise. |
0===========================================================================0
0==================0
| Airplane Mechanic \
0===========================================================================0
| This Disguise has the same permissions as the Airfield Security outfit |
| but you can go up to the 2nd Floor. However, you cannot go onto the |
| Rooftop, Lower Rooftop, and the Radio Room. In addition, all Mechanics |
| are Enforcers to you but there are only three and are easily avoided. |
| |
| The easiest way to acquire this Disguise is to go to the Locker Room |
| where there is one laying on the bench near the northwest corner of the |
| Room. |
0===========================================================================0
0===============0
| Soviet Soldier \
0===========================================================================0
| This Disguise allows you to go on all floors. However, about a quarter of |
| all of the Soldiers are Enforcers to you. |
| |
| There are two ways to acquire this Disguise. |
| |
| The first way is to use The East Path to enter the Generator Area. Turn |
| off the Generator to lure the nearby Soldier to it and hide behind the |
| stack of boards in the center. Sneak up behind him and subdue him when he |
| turns it on then dump him in the nearby Container and take his Disguise. |
| |
| The second way is in the West Stairway. Go into the northwest corner, |
| look south to find the chair, and then toss an object, such as a Crowbar, |
| at it. This should attract the Soldier at the top of the stairs. Go to |
| the east side of the stairs and wait for the Soldier to come down. When |
| he stops then subdue him, drag his body to the Container in the West |
| Storage Room for disposal, and take his Disguise. |
0===========================================================================0
0============0
| KGB Officer \
0===========================================================================0
| This Disguise is the master and will allow you access to all areas |
| without problems. You can easily ambush the Colonel in the War Room |
| Restroom for his Disguise. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FNT4. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there is a specific path I use for the
majority of them:
0==============0
| The East Path \
0===========================================================================0
| This path is an easy way to stealthily get into the Hangar. East of your |
| starting point is part of the fence and where you can find a Crowbar. The |
| fence is broken into sections. Barbed wire runs along most of the fence. |
| Except for one section. This section is even highlighted by a light. |
| |
| Climb this section to enter the east side of the Parking Area. Go east to |
| the fence then turn north and proceed towards the Generator Area. The |
| fence for the south part of the Generator Area has two sections without |
| barbed wire. The one closest to the north-south fence is the one you |
| should use to climb in. After that you can sneak through the window by |
| the Soldier to get in by the East Stairway. |
| |
| One bonus to this path is that you can keep the two Mechanics that are in |
| the front of the Hangar outside as you can prevent their conversation |
| from happening. |
| |
| This is especially useful since I also recommend using the south edge of |
| the Jet Hangar to go east-west inside the building to prevent the |
| conversation in Hangar Reception from happening which also prevents the |
| patrolling Guard from moving. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the various strategies for killing Jasper. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| Multiple Challenge Walkthrough \
0===========================================================================>
This run-through is designed to get you as many Challenges as possible - in
this case, seventeen.
To start, go along The East Path and into the Generator Area. Turn it off
to lure the nearby Soldier. Hide behind the stack of boards in the center
and sneak behind him when he gets to it. Subdue him when he turns it on,
dump him in the Container, and take his Disguise.
Go in through the window and grab the Wrench from the East Storage Room
then go into the Locker Room to listen to the conversation there. As the
conversation plays out stand to the west side of the Closet at the south
group of Lockers and toss the Wrench on the floor near the Sinks at the
southwest corner of the room after the conversation finishes. This should
lure one of the Guards here.
Go back around him and subdue him then dump him in the Closet. Switch into
and out of his Disguise. After that then cut across the Hangar to the West
Storage Room. Go south into the Recreation Room to grab the Emetic Rat
Poison then into the Kitchen to get the Vodka Bottle. Go back to the
Recreation Room then outside to listen to the Mechanic conversation.
Go the Jet Hangar, find the Safety Protocol, and read it. Go to the West
Storage Room and wait for the Mechanic to come by. Subdue him when he is by
the Container and dump him into it then take his Disguise. After that then
go to the Jet and enable the Ejector Seat.
Go back to the West Storage Room to re-acquire the Soldier Disguise. Go to
Hangar Reception to get the Slides, wait for the conversation to finish,
then go up to the Office area and place them on the Projector. Go to the
War Room and put the Vodka Bottle on the desk when no one is in the room.
poison the Glass on the left and leave.
Go to the east side of the Office area to find the Note For KGB High
Command. Pick it up then go to the War Room Restroom. Wait for the KGB
Officer to enter, close the door, then subdue him, hide his body in the
Container, and take his Disguise. Talk to Jasper and lead him to the Radio
Room.
After completing that then run back to the War Room and solve the Chess
Puzzle by moving the Queen then run back into the Restroom. When Jasper
comes back then he will see the solution and drink from his poisoned Glass
on the desk. He will then come into the Restroom to get sick. Drown him and
dump him into the Container. After that then run to the Exit to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Armed Insurrection [1,000 XP]
*****************************
For this you need to change into the Soviet Soldier Disguise.
>>Security Breach [1,000 XP]
**************************
For this you need to change into the Airfield Security Disguise.
>>Fast and Low [1,000 XP]
***********************
For this you need to find the Safety Protocol near the Jet.
>>Nobody Notices a Grease Monkey [1,000 XP]
*****************************************
For this you need to change into the Airplane Mechanic Disguise.
>>Mission Story - Safety First [1,000 XP]
***************************************
For this you need to sabotage the Ejector Seat.
>>A Slide Show [1,000 XP]
***********************
For this you need to find the Slides.
>>Safe Conduct [1,000 XP]
***********************
For this you need to put the Slides on the Projector.
>>Nash Z'darove! [1,000 XP]
*************************
For this you need to deliver the Vodka to the tray inside the
War Room without being spotted.
>>You Are the Colonel Now [1,000 XP]
**********************************
For this you need to disguise yourself as the KGB Colonel.
>>Chameleon [2,000 XP]
********************
For this you need to find and change into the following Disguises:
--Soviet Soldier --Airfield Security
--Airplane Mechanic --KGB Officer
>>Mission Story - Final Terms [1,000 XP]
**************************************
For this you need to be disguised as the Colonel and lead Jasper to
the Radio Room. You do not have to kill him here. He will eventually
go back to the War Room and you can use other, and safer, means to
kill him there.
>>Mission Story - To Fallen Comrades [1,000 XP]
*********************************************
For this you need to solve the Chess Puzzle which involves moving the
Queen.
>>Mission Stories - ICA Facility [2,000 XP]
*****************************************
For this you need to complete all three Mission Story Challenges in
the ICA Facility. You will also be rewarded with the Lockpick.
>>Sick to His Stomach [1,000 XP]
******************************
For this you need to poison Jasper with the Emetic Rat Poison.
>>Drowning His Sorrows [2,000 XP]
*******************************
For this you need to drown Jasper in a Toilet.
>>Tactical Turtleneck [1,000 XP]
******************************
For this you need to complete The Final Test. You should also earn
the Tactical Turtleneck outfit for your collection.
>>Silent Assassin [4,000 XP]
**************************
For this you need to kill Jasper, hide his body, and leave the
mission without being spotted.
0==========================================================0
| Mechanical Solutions [2,000 XP], Flying Colors [1,000 XP] \
0===========================================================================>
For [Mechanical Solutions] you need to kill Jasper in an accident while
disguised as a Airplane Mechanic and [Flying Colors] requires that you kill
Jasper by using the Ejector Seat.
Use The East Path to get inside the Hangar. From here, go north into the
East Storage Room and pick up the Wrench. Next, sneak into the Locker Room
and change into the Airplane Mechanic Disguise.
Go into the Jet Hangar and loop and find the Ejector Seat Controls.
Sabotage it then go to the West Stairway. Go up and into the War Room to
find and talk to Jasper. Lead him to the Jet and find the Safety Protocol.
Read out the Protocol and continue doing so until Jasper ejects himself.
Then run to the exit to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Nobody Notices a Grease Monkey --Safety First
--Fast and Low --Silent Assassin
0===================================0
| Indiscriminate Security [2,000 XP] \
0===========================================================================>
For [Indiscriminate Security] you need to kill Jasper with a Pistol while
disguised as Airfield Security. Grab the Crowbar and use The East Path to
get inside the Hangar. From here, go north into the East Storage Room.
Next, sneak into the Locker Room and change into the Airplane Mechanic
Disguise.
Stand to the west side of the Closet at the south group of Lockers and toss
the Crowbar on the floor near the Sinks at the southwest corner of the
room to lure one of the Guards there for subduing. Dump him in the Closet
and pick up the Crowbar - don't take his Disguise yet.
Run to the West Storage Room and then go south into the West Stairway. Go
into the northwest corner, look south to find the chair, and then toss the
Crowbar at it to lure the Guard at the top of the stairs for subduing.
Grab his Assault Rifle, the Crowbar, and drag his body to the Container in
the West Storage Room for disposal and take his Disguise. Go upstairs and
into the War Room Restroom. When both Jasper and his escort are inside then
stand at the northwest corner of the Restroom, open the door, and toss the
Crowbar on the floor in front of the Container. This should lure the
escort.
When he gets to the Crowbar then subdue him and dump him in the Container.
Take his Rifle and wait. The KGB Colonel should come into the War Room and
Jasper should leave to smoke. Subdue the Colonel and drag him into the
Restroom. When Jasper comes back then subdue him and drag him into the
Restroom.
Next, go down to the Locker Room and get the Airfield Security Disguise.
Run up into the War Room Restroom, shoot Jasper in the head to kill him,
dump him in the Container, then take the Colonel Disguise and leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Nobody Notices a Grease Monkey --Armed Insurrection
--Security Breach --You Are the Colonel Now
--Silent Assassin
0====================================0
| Sweeping Snow in Siberia [2,000 XP] \
0===========================================================================>
For [Sweeping Snow in Siberia] you need to kill Jasper with an Assault
Rifle while disguised as a Soviet Soldier. Do exactly the same as above
(excluding the need to get the Airfield Security Disguise) but you kill
Jasper with the Rifle after you drag him inside the Restroom. Because you
removed the Soldier at the top of the stairs there should be no one close
enough to hear the gunshot and thus the bodies won't be found.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Nobody Notices a Grease Monkey --Armed Insurrection
--You Are the Colonel Now --Silent Assassin
0============================0
| A Light Headache [2,000 XP] \
0===========================================================================>
You need to kill Jasper by dropping a Spotlight on him. When he leaves the
War Room to smoke is when he will be in position for this. You will need at
least the Soviet Soldier Disguise before doing this.
Once you have the Disguise then go up to the Hangar Roof and climb the
scaffold up to the alcove where two of the Spotlights are. Crouch down and
wait. When Jasper just stops under one of the Spotlights then shoot the top
of it with your ICA19 to bring it down on him and kill him. Then climb out
and run to the exit to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Armed Insurrection --Silent Assassin
0===========================0
| A Slide Mistake [2,000 XP] \
0===========================================================================>
For [A Slide Mistake] you need to kill Jasper with the Projector on the 2nd
Floor. Use The East Path and get the Soviet Soldier Disguise from the
Generator Area. Go into Hangar Reception to get the Projector Slides and
listen to the conversation. Go up to the Projector in the Office area and
put the Slides on them.
If your timing is right then the Colonel should be still be in the Office
and near the Projector. Go outside through the nearby door and you should
see the Fusebox near the window. While you're waiting for Jasper to get
into position then go to the nearby Soldier. Look at the top of the nearby
stairs and there should be another Soldier on top.
When he walks away and gets completely out of view then subdue the nearby
Soldier, take his Rifle, and dump him in the nearby Container. This is
insurance that nobody sees you fiddle with the Fusebox later.
Eventually Jasper and the Colonel will come to the Projector. Stand by the
Fusebox but wait for Jasper's escort to walk past the window before using
it. Turn off the Fusebox and wait.
The moment Jasper starts trying to fix the Projector then turn the Fusebox
on to kill him. To get away safely use the Stairway to the east to get onto
the Rooftop then go west to the other Stairway so you can get back to the
lower floors and to the exit to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Armed Insurrection --A Slide Show
--Safe Conduct --Silent Assassin
0==========================0
| Death by Proxy [2,000 XP] \
0===========================================================================>
For [Death by Proxy] you need to get the Colonel to kill Jasper for you.
This is done with the Projector. You do exactly the same as above except
that you walk away from the Fusebox once you turn it off. The Colonel will
eventually come outside and turn the Fusebox back on which will kill
Jasper. Run to the exit and Jasper should be dead by the time you get
there.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Armed Insurrection --A Slide Show
--Safe Conduct --Silent Assassin
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
Use The East Path to get inside the Hangar (grab the Crowbar before jumping
the fences). From here, go north into the East Storage Room. Next, sneak
west along the south side of the Garage using the crate stacks as cover.
Enter the West Storage Room and then go south into the West Stairway.
Toss the Crowbar at the chair to lure down the Soldier for subduing then
drag his body to the Container in the West Storage Room for hiding - pick
up his Rifle too. Next, go to the top of the stairs but remain out of view
and wait.
If your timing is right then Jasper and his escort should be nearby and
then enter the War Room. Look towards the Office and wait for the Colonel
to cut through back to the War Room. The moment he aims for the War Room
door then run up behind him and subdue him before he gets there - leave his
Pistol on the floor. Drag him downstairs and hide him in the West Storage
Room then go back to the bottom of the stairs.
When Jasper leaves the Room then he will see the Pistol and his escort
should pick it up and take it to the Weapons Box in the East Storage Room.
If he goes down the West Stairway then subdue him and drag him behind the
stairs. If he does not then go up behind Jasper when he goes back then
garrote him as he gets near the table. If you manage to subdue the Soldier
then Jasper should already be at the table when you get up here.
After killing him then dump him in the Container in the Restroom and
retrace your steps back to the exit to leave the mission.
**NOTE: If you didn't subdue the Soldier then you will have to keep an eye
out for him as you leave as he should be going back to his post.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--Silent Assassin
0+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Feats |###############################################################\
0+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Listed below are the Feats Challenges not covered in the Assassination
Challenges sub-chapter.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Master Assassin [2,000 XP] \
0===========================================================================>
For this you need to complete all of the Assassination Challenges.
0=======================0
| Hammer Time [1,000 XP] \
0===========================================================================>
This particular Challenge was inspired by Bongeh & Tommy from
TwoAngryGamersTV. For this you need to knock out Jasper with a Hammer
(although you can knock out other people too). However, you cannot equip
anything else and you cannot be spotted. You can still get another Disguise
though. The best way to get a Hammer is by going onto either the Lower
Rooftop or the main Rooftop.
Although I did this one way GiantSquidd from Reddit came up with a better
way. Basically all you need to do is the [Drowning His Sorrows] Challenge.
When Jasper comes into the Restroom to vomit then knock him out with the
Hammer, break his neck, dump his body in the Container, and leave.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FNT5. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
There is only one Escalation for this part of the chapter:
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Snorrason Ascension |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Cilas Netzke with a Pistol while wearing the Soviet Soldier |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Cilas is the KGB Colonel and he is always found on the 2nd Floor. Grab |
| the Crowbar and use The East Path to get into the Hangar. Run to the |
| Locker Room and acquire the Airplane Mechanic Disguise. Run to the West |
| Stairway then up into the War Room. |
| |
| If your timing is right then Jasper and his escort should still be up |
| here. Run into the Restroom, stand in the northwest corner, and toss the |
| Crowbar at the base of the Container to lure in the escort. When he gets |
| there then subdue him, dump him in the Container, and take his Disguise |
| and the Crowbar. Jasper should be out of the Room at this point. |
| |
| When he comes back in then subdue him and drag him to the Restroom. Go |
| back out into the Room and wait for Cilas. As he gets near the center |
| table then eliminate him with the ICA19, dump him in the Restroom |
| Container, and run to the exit to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Cilas Netzke with a Pistol while wearing the Soviet Soldier |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Break into the Safe and steal the contents. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| As noted, after acquiring the Soldier Disguise then Jasper should be out |
| of the Room. Quickly run up to the Safe and open it to get the Vodka |
| Bottle. Then subdue Jasper and kill Cilas as before. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Break into the Safe and steal the contents. |
|---------------------------------------------------------------------------|
| Eliminate Cilas Netzke with a Pistol while wearing the Soviet Soldier |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Moses Butusov with any method while wearing the Airplane |
| Mechanic Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Moses is Jasper's escort. Do the same as in Level Two except that you |
| garrote Moses instead of subduing him. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Break into the Safe and steal the contents. |
|---------------------------------------------------------------------------|
| Eliminate Cilas Netzke with a Pistol while wearing the Soviet Soldier |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Moses Butusov with any method while wearing the Airplane |
| Mechanic Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Hide all dead bodies within 90 seconds or you will fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Three. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Break into the Safe and steal the contents. |
|---------------------------------------------------------------------------|
| Hide all dead bodies within 90 seconds or you will fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Cilas Netzke with a Pistol while wearing the Soviet Soldier |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Moses Butusov with any method while wearing the Airplane |
| Mechanic Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Pacify anyone and you will fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| You pretty much do the same as in Level Three except that you can't |
| subdue Jasper. When he is inside the Room then stay close to Cilas. As |
| Jasper is leaving the Room then eliminate Cilas, drag him to the Restroom |
| Container for dumping, and leave the mission. |
0===========================================================================0
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >HTM3. Training Completed |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
With the completion of The Final Test you have now finished formal testing
and training much to the anger and dismay of Soders. From here, you are
unleashed into the world to begin your career as an ICA Agent. And this leads
into the first chapter of the story which begins in the present day.....
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Paris \@@@@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY1. The Showstopper 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@@@@\ Paris /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
This mission takes 47 to Paris where he is to take down two Targets, Viktor
Novikov and Dalia Margolis. Viktor and Dalia head up the couture brand called
Sanguine and are the most famous power couple in the fashion industry.
However, behind the scenes, they are also two of the most dangerous people in
the world.
They head up a powerful and dangerous spy organization called IAGO. They
specialize in stealing secrets from the rich and powerful and then selling
them to the highest bidder. The security leaks they have caused have created
havoc in certain parts of the world. Now they have MI6's NOC List and the
famous British intelligence agency has tasked The Agency in bringing down
IAGO once and for all.
Sanguine is hosting a big fashion show at the Palais de Walewska with Viktor
in attendance. However, on the top floor, a secret auction is being held by
IAGO where multiple state secrets, including the NOC List, are being sold to
the highest bidder. This is where Dalia is going to be. She is actually the
one who runs IAGO with Viktor being the moneyman and Sanguine being the
cover.
The whole palace is teeming with security ranging from standard Security
Guards to highly trained Bodyguards being provided by CICADA. Certainly a
tough task to be sure but nothing that a master assassin like 47 can't
handle.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRS1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>City Of Light
*************
Description: Reach Paris Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>When No One Else Dares
**********************
Description: Complete The Showstopper.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRS2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed at nearly 90 degrees
left. Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Palace is a large four level facility. It has a Basement and three upper
levels. The interesting thing about the structure is that the ground floor is
not the first floor as it is typically at least here in the United States.
The European way of labeling floors is different and this chart breaks this
down:
0===================0
| Europe | American |
0===================0
| Ground | 1st |
| 1st | 2nd |
| 2nd | 3rd |
0===================0
I am going to use the European designation since that is what the game uses.
As for the general layout, the Basement area consists of staff related rooms
such as the Basement Kitchen, Wine Cellars, and Security Room. The Outside
area has multiple gardens, parking areas, sheds, and places for boats and
helicopters. The Ground Floor is where most of the action happens and has the
Dressing Room, Catwalk, and Bar Areas.
The 1st Floor is where the AV Center and Museum Director's Office are
located. The 2nd Floor has the Auction Room and the CICADA Security Control
area.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail each floor and where you can find useful
objects:
0=========0
| Basement \
0===========================================================================>
The large north and south rooms are part of a huge Wine Cellar. The center
room between them is also part of this cache. The north room is the Wine
Tasting Room. There are two east-west hallways, one at the north side
(North Hallway) and one at the south (South Hallway).
The Basement Kitchen is at the southwest corner. The Kitchen Stairway next
to the Kitchen leads all the way to the 1st Floor (and has a Weapons Box).
The small connecting room west of the Stairway is the West Pantry. The
entrance to The Catacombs is at the west end of the North Hallway.
The Security Room is at the southeast corner of the Level. This is where
the Security Camera Recorder is located (as well as another Weapons Box). A
large Locker Room is directly north of the Security Room. A long
north-south hallway (East Hallway) is to the east of the Security Room. The
Basement Stairwell is near the center of the East Hallway.
The door at the south end of the East Hallway is locked but can be unlocked
from the inside. If you are outside you will need to pick the lock or break
open the door to gain entrance.
The large room west of the Locker Room is the Staff Room. To the west of
that is the East Pantry.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| North Hallway |#############################|
0===========================================================================0
| Crowbar | ++[Casual and Pro]: On a large barrel just north of |
| | the East Pantry. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall next to the entrance to the Staff Room. |
0===========================================================================0
|#############################| South Hallway |#############################|
0===========================================================================0
| Fire Extinguisher | On the wall just southwest of the East Pantry. |
0===========================================================================0
|####################| West Pantry and Basement Kitchen |###################|
0===========================================================================0
| Wrench | ++[Casual and Pro]: On the bench near the southwest |
| | corner of the Pantry. |
|-------------------+-------------------------------------------------------|
| Cocktail Recipe | On the bench inside the Pantry. |
|-------------------+-------------------------------------------------------|
| Cleaver | On the counter at the west side of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the counter at the south side of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Fire Poker | By the fireplace at the southeast corner of the |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | By the Kitchen Stairway door. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Master]: Carried by one of the Chefs. |
0===========================================================================0
|###################| Wine Tasting Room and Wine Cellar |###################|
0===========================================================================0
| Fire Extinguisher | By the exit door inside the Wine Tasting Room. |
|-------------------+-------------------------------------------------------|
| Fire Axe | Near the door inside the South Wine Cellar Room. |
0===========================================================================0
|#######################| East Pantry and Staff Room |######################|
0===========================================================================0
| Palace Master Key | ++[Casual and Pro]: On a cart of boxes in the center |
| | of the Pantry. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | On the ground at the northeast corner of the Pantry. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On a shelf at the northwest |
| | corner of the Pantry. |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the bench near the southeast corner of the Pantry |
| | (x2). |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the bench at the east side of the Staff Room. |
0===========================================================================0
|#############################| Security Room |#############################|
0===========================================================================0
| Fire Extinguisher | On the wall near the door at the northwest corner. |
|-------------------+-------------------------------------------------------|
| Bartoli 75R | On the large desk at the west side. |
| Tactical Bartoli | |
| 12G | |
|-------------------+-------------------------------------------------------|
| Evacuation Plan | On the south side of the large desk at the east side. |
|-------------------+-------------------------------------------------------|
| Scissors | Near the center of the large desk at the east side. |
0===========================================================================0
|##############################| Locker Room |##############################|
0===========================================================================0
| Crowbar | ++[Casual and Pro]: On the bench near the northeast |
| | corner. |
|--------------+------------------------------------------------------------|
| Fire Axe | On the east wall. |
|--------------+------------------------------------------------------------|
| Palace Staff | ++[Casual and Pro]: On the bench at the south side. |
| Disguise | |
0===========================================================================0
|##############################| East Hallway |#############################|
0===========================================================================0
| Fire Axe | By the door at the north end. |
|-------------------+-------------------------------------------------------|
| Wrench | On some boxes just south of the Basement Stairwell. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | At the base of the stairs inside the Basement |
| | Stairwell. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Palace - Exterior \
0===========================================================================>
Since Level 1 is so large it is best to do it in two sections. The Red
Carpet dominates the east side of this Level and has a large fountain in
the center. Two small Gardens ((North) Red Carpet and (South) Red Carpet)
run alongside the Carpet area. To the northwest of the (North) Red Carpet
Garden is the VIP Parking area. At the northeast side of VIP Parking is a
small Shed (VIP Parking Shed). This Shed also has a Weapons Box.
The South Garden is in the very northeast corner of this Level. The main
Parking Area is at the southeast corner of this Level and south of the
(South) Red Carpet Garden.
To the west of the Parking Area is the Event Unloading Area. To the west of
that is the Fashion Show Unloading Area and west of that is the Catering
Delivery Area. A small Shed (Catering Delivery Shed) is inside the Catering
Delivery Area (and has a Weapons Box).
The West Garden dominates the south edge of this Level. The Pagoda Garden
is at the southwest corner of this Level. Most of the gates to it are
locked and can be safely opened with the Palace Master Key.
At the west side of the Palace is a large Patio. To the west of the Patio
is The North Garden is where Novikov's Personal Helicopter is parked. To
the west of that is the Pier area where Baron Linden's Boat (Speedboat) is
docked.
To the north of The North Garden is the Small Garden where another Shed
(Small Garden Shed) can be found. This Shed also has a Weapons Box and an
Agency Pickup for large weapons. At the Small Garden is a gate that leads
to the Pile Driver Barge but can only be broken into or picked.
At the north side of the mansion is the Three Lions Fountain, Palace
Garden, and the Terrace where many of the guests can be found.
**NOTE: The Compass pointing left is why the main Garden names is why
they are but I will still stick to "north is up" for my
directions.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#######################| (North) Red Carpet Garden |#######################|
0===========================================================================0
| Lead Pipe | On a cart at the southeast corner. |
0===========================================================================0
|###################| VIP Parking Shed and Parking Area |###################|
0===========================================================================0
| Wrench | On the small table inside the Shed. |
|------------------+--------------------------------------------------------|
| Propane Flask | On the shelf at the west side inside the Shed. |
|------------------+--------------------------------------------------------|
| Lead Pipe | ++[Casual and Pro]: On the ground outside the window |
| | at the north end of the Shed. |
|------------------+--------------------------------------------------------|
| Crowbar | On the ground by a trashcan outside just north of the |
| | Shed. |
|------------------+--------------------------------------------------------|
| IAGO Auction VIP | On the large tree planter in the center of the |
| List | Parking Area. |
|------------------+--------------------------------------------------------|
| Camera Lens | Inside the PRX4 Van at the southeast corner of the |
| | Parking Area. |
0===========================================================================0
|##########################| Event Unloading Area |#########################|
0===========================================================================0
| Crowbar | ++[Casual and Pro]: On some red boxes near the stairs at |
| | the northwest corner. |
|--------------+------------------------------------------------------------|
| Palace Staff | ++[Casual and Pro]: Inside the trailer near the center. |
| Disguise | |
|--------------+------------------------------------------------------------|
| Screwdriver | --On some panels by a large flatbed at the northeast side. |
| | --On a red box at the west side. |
0===========================================================================0
|######################| Fashion Show Unloading Area |######################|
0===========================================================================0
| Wrench | ++[Casual and Pro]: On the ground by a couple of |
| | carts of white boxes near the middle of the area. |
| | --Inside the west trailer. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: Inside the middle trailer. |
|--------------------+------------------------------------------------------|
| Screwdriver | On a cart that has some aluminium barrels near the |
| | middle of the area. |
|--------------------+------------------------------------------------------|
| Stylist Disguise | ++[Casual and Pro]: Inside the north trailer at the |
| | west side of the area. |
0===========================================================================0
|#########################| Catering Delivery Area |########################|
0===========================================================================0
| Kitchen Knife | On a cart of boxes south of the red Mini Van. |
|--------------------+------------------------------------------------------|
| Screwdriver | On a rolled up hose against the east wall outside of |
| | the Shed. |
|--------------------+------------------------------------------------------|
| Wrench | On the small table inside the Shed. |
|--------------------+------------------------------------------------------|
| Fire Axe | Against the wall by the window at the north side |
| | inside the Shed. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the shelf on the south side |
| | inside the Shed. |
0===========================================================================0
|##############################| West Garden |##############################|
0===========================================================================0
| Wrench | ++[Casual and Pro]: On the short wall at the east side. |
|-------------+-------------------------------------------------------------|
| Screwdriver | On a cart south of the Fashion Show Unloading Area. |
|-------------+-------------------------------------------------------------|
| Hammer | On a metal cart south of the Fashion Show Unloading Area. |
|-------------+-------------------------------------------------------------|
| Hatchet | On a metal cart near the water's edge at the east side. |
0===========================================================================0
|########################| Pagoda and North Garden |########################|
0===========================================================================0
| Screwdriver | On a cart northeast of the large pavilion in the center of |
| | the Pagoda Garden. |
|-------------+-------------------------------------------------------------|
| Wrench | On a cart against the wall just south of the North Garden. |
0===========================================================================0
|##############################| Small Garden |#############################|
0===========================================================================0
| Hatchet | On a small cart just northwest of the Shed. |
|--------------------+------------------------------------------------------|
| Crowbar | At the end of the concrete railing just northeast of |
| | the Shed. |
|--------------------+------------------------------------------------------|
| Fireworks Schedule | On the table against the concrete railing just |
| | northeast of the Shed. |
|--------------------+------------------------------------------------------|
| Propane Flask | On the small table inside the Shed. |
|--------------------+------------------------------------------------------|
| Hammer | On the shelf on the west side inside the Shed. |
0===========================================================================0
|###########################| Pile Driver Barge |###########################|
0===========================================================================0
| Crowbar | On the ground near the water's edge by some blue barrels next |
| Brick | to the Barge. |
0===========================================================================0
|##########################| Three Lions Fountain |#########################|
0===========================================================================0
| Screwdriver | On a cart at the northeast corner of the Fountain. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================0
| Palace - Ground Floor \
0===========================================================================>
The Entrance Hall is at the east side of the Level. The Kitchen Stairwell
door can be found at the south side of the stairs.
To the north of the Entrance Hall is the Gift Shop. To the south of the
Entrance Hall is the Museum area. The Museum has multiple Display Cases
that can be broken into. The Main Hallway is to the west of the Lobby and
goes north-south. It is divided into three sections - north - middle -
south.
To the west of the Main Hallway is the Catwalk area. To the north is the
Bar. To the west of the Bar is the Kitchen. To the south is the Dressing
Room. To the west of the Dressing Room is the Diorama Room.
To the west of the Kitchen is the north-south West Hallway. The Auction
Entrance is at the north end of the West Hallway. The Grand Hall is the
large room at the west side of this Level.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| Gift Shop |###############################|
0===========================================================================0
| Screwdriver | On the south side of the counter at the east end of the |
| | Shop. |
|-----------------+---------------------------------------------------------|
| Coin | ++[Casual and Pro]: On the northwest corner of the |
| | counter at the east end of the Shop (x2). |
|-----------------+---------------------------------------------------------|
| Battle Axe | ++[Casual and Pro]: Laying against a bookcase behind a |
| | register at the north center part of the Shop. |
0===========================================================================0
|#################################| Museum |################################|
0===========================================================================0
| Battle Axe | In the Display Case at the northeast corner. |
|------------+--------------------------------------------------------------|
| Saber | In the Display Case at the southeastern portion (x2). |
|------------+--------------------------------------------------------------|
| Crowbar | ++[Casual and Pro]: On a crate at the east end. |
|------------+--------------------------------------------------------------|
| Wrench | On some boxes inside the Storeroom just west of the Museum. |
0===========================================================================0
|##########################| (North) Main Hallway |#########################|
0===========================================================================0
| IAGO Invitation | ++[Casual and Pro]: On the counter inside the west |
| | restroom that is between the Hallway and the Gift |
| | Shop. |
| | --Carried by the woman who talks to Valerie St. Clair. |
|-----------------+---------------------------------------------------------|
| Lead Pipe | On the floor inside the Storeroom between the Hallway |
| Scissors | and the Gift Shop. |
0===========================================================================0
|################################| Catwalk |################################|
0===========================================================================0
| Screwdriver | --On a black box at the northwest corner backstage of |
| | the area. |
| | --On the black crate inside the small hallway that |
| | connects the southwest corner of the Catwalk area |
| | with the West Hallway. |
|-------------------+-------------------------------------------------------|
| Fire Axe | --On the wall in the southeast corner of the area. |
| | --On the wall in the northwest corner backstage of |
| | the area. |
|-------------------+-------------------------------------------------------|
| Hammer | On a chair at the southwest corner backstage of the |
| | area. |
|-------------------+-------------------------------------------------------|
| Stage Schedule | On a black box at the northwest corner backstage of |
| | the area. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall in the northeast corner of the area. |
0===========================================================================0
|############################| Bar and Kitchen |############################|
0===========================================================================0
| Kitchen Knife | --On the table just behind the north end of the Bar. |
| | --On the tables in the center of the Kitchen (x3). |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | By the east door. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the tables in the center (x3). |
|-------------------+-------------------------------------------------------|
| Propane Flask | By the window at the north side (x2). |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: At the northeast corner (x2). |
| | ++[Master]: Carried by both Palace Staff personnel. |
0===========================================================================0
|#####################| Dressing Room and Diorama Room |####################|
0===========================================================================0
| Stylist Disguise | ++[Casual and Pro]: On a table tucked behind a wall |
| | at the north side of the Dressing Room. |
|-------------------+-------------------------------------------------------|
| Battle Axe | Inside the Display Case at the north side of the |
| Saber (x2) | Dressing Room. |
|-------------------+-------------------------------------------------------|
| Scissors | --On the east end of the east counter in the middle |
| | of the Dressing Room. |
| | --On the east end of the west counter in the middle |
| | of the Dressing Room. |
| | --On the windowsill at the north side of the Dressing |
| | Room. |
|-------------------+-------------------------------------------------------|
| Bodyguard's Phone | Carried by Kurt. |
|-------------------+-------------------------------------------------------|
| Speedboat Key | ++[Master]: Carried by Kurt. |
|-------------------+-------------------------------------------------------|
| Coin | On the floor at the southeast corner of the Diorama |
| | Room. |
0===========================================================================0
|#############################| The Grand Hall |############################|
0===========================================================================0
| Fire Extinguisher | On the east wall of the Hall - one at the north end |
| | and one at the south. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| Palace - AV Center (1st Floor) \
0===========================================================================>
The main AV Center Area sits above the Ground Floor Catwalk Area. The
Living Quarters, where The Sheikh is staying, comprises the northeast
section of this Level. A Bedroom is to the east of the Guest Quarters.
A large Storage Area comprises the southeast section of this Level. There
is also the Museum Director's Office to the east of the Storage Area.
Outside the Director's Office, on the balcony, is a Scaffold that will
allow you to sneak into the Attic.
The Upper Entrance Hall sits between the Living Quarters and Storage Area.
There are three large rooms west of the Living Quarters. They are split
into three areas - the Museum Owner's Study, Living Room (center), and the
Piano Room (east).
There are three large rooms to the west of the Storage Area and Museum
Director's Office. They are Room 11 (west), Dining Room (center), and Room
10 (east).
To the west of the Museum Owner's Study is the Guest Entrance that has
stairs that lead to the 2nd Floor. To the west of Room 11 is the VIP
Entrance that also has stairs that lead to the 2nd Floor (and has a Weapons
Box). Only Auction Staff and certain people (The Sheikh and Helmut Kruger)
can come this way.
To the west is the Hallway that connects the North and South Stairs. These
are the stairs to go back down to The Grand Hall. The Auction Catering Area
is at the top of the South Stairs. The large room to the north of that is
the Library.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| AV Center Area |############################|
0===========================================================================0
| Screwdriver | ++[Casual and Pro]: On a crate next to the pair of |
| | Tech Staff at the east side of the Area. |
|-------------------+-------------------------------------------------------|
| Fire Axe | --At the southwest corner of the Area. |
| | --On the wall at the northeast corner of the Area. |
|-------------------+-------------------------------------------------------|
| Fireworks Remote | On the table at the west side of the Area. |
| Detonator | |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On top of some equipment at the southeast part of the |
| | Area. |
0===========================================================================0
|############################| Living Quarters |############################|
0===========================================================================0
| Radio | On the table in the center. |
|-----------------+---------------------------------------------------------|
| IAGO Invitation | ++[Master]: On the desk at the west side. |
|-----------------+---------------------------------------------------------|
| Letter Opener | On the table against the south wall near the center. |
|-----------------+---------------------------------------------------------|
| Bartoli 75R | Under the pillow on the bed inside the Living Quarters |
| | Bedroom. |
|-----------------+---------------------------------------------------------|
| Scissors | On the crate behind the bed inside the Living Quarters |
| | Bedroom. |
0===========================================================================0
|##############################| Storage Area |#############################|
0===========================================================================0
| Fire Extinguisher | On the wall by the door at the west side. |
|-------------------+-------------------------------------------------------|
| Bust | On a shelf near the center. |
|-------------------+-------------------------------------------------------|
| Hammer | ++[Casual and Pro]: On a shelf along the south wall |
| | near the center. |
0===========================================================================0
|########################| Museum Director's Office |#######################|
0===========================================================================0
| Letter Opener | On the desk at the east side of the Office. |
|-------------------+-------------------------------------------------------|
| Hammer | ++[Casual and Pro]: On the concrete railing at the |
| | balcony outside of the Office. |
|-------------------+-------------------------------------------------------|
| Coin | On the desk at the south side of the Office [Casual |
| | and Pro: x3, Master: x2]. |
|-------------------+-------------------------------------------------------|
| Leather Briefcase | By the desk at the east side of the Office. |
0===========================================================================0
|##########################| Upper Entrance Hall |##########################|
0===========================================================================0
| Fire Extinguisher | --Near the door at the northwest corner of the Hall. |
| | --Near the door at the southwest corner of the Hall. |
|-------------------+-------------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: On a black crate at the south |
| | side of the Hall. |
| | --In a blue plastic crate next to the west door of |
| | the Storage Room at the southwest corner of the |
| | Hall. |
|-------------------+-------------------------------------------------------|
| Fire Axe | Next to the door for Room 10 in the short hallway at |
| | the southwest corner of the Hall. |
0===========================================================================0
|##################| Museum Owner's Study and Living Room |#################|
0===========================================================================0
| Speedboat Key | ++[Casual and Pro]: On the desk at the north side of the |
| | Study. |
|---------------+-----------------------------------------------------------|
| Golf Club | Leaning against the west wall inside the Study. |
|---------------+-----------------------------------------------------------|
| Letter Opener | On the dining table at the south side of the Living Room. |
|---------------+-----------------------------------------------------------|
| Fire Poker | By the Fireplace near the southeast corner of the Living |
| | Room. |
0===========================================================================0
|########################| Dining Room and Room 10 |########################|
0===========================================================================0
| Fire Extinguisher | On the wall in the northeast corner of the Dining |
| | Room. |
|-------------------+-------------------------------------------------------|
| Fire Poker | By the fireplace near the northeast corner of the |
| | Dining Room. |
|-------------------+-------------------------------------------------------|
| Police Baton | On the large dining table at the south side of the |
| | Dining Room. |
|-------------------+-------------------------------------------------------|
| Letter Opener | On the desk inside Room 10. |
0===========================================================================0
|####################| Guest Entrance and VIP Entrance |####################|
0===========================================================================0
| Bartoli 75R | ++[Casual and Pro]: On the floor by the couch at the |
| | southeast corner of the Guest Entrance. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall near the south corner outside the west |
| | door to the Guest Entrance. |
| | --On the wall near the southwest corner of the VIP |
| | Entrance. |
0===========================================================================0
|###################| Auction Catering Area and Library |###################|
0===========================================================================0
| Fire Extinguisher | On the wall at the northeast corner of the Catering |
| | Area. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the table in the center of the Catering Area. |
|-------------------+-------------------------------------------------------|
| Hammer | In a box at the northwest corner of the Library. |
|-------------------+-------------------------------------------------------|
| Bust | On the table in the center of the Library. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================================0
| Palace - Auction and Attic Area (2nd Floor) \
0===========================================================================>
The west third of this floor comprises the Auction area - the remaining two
thirds is the Attic. The Attic is split into two halves - Attic Storage
(north) and CICADA Security Control (south).
There is a Connecting Walkway in the center of the Attic that connects the
two halves. The Light Rig is in the open area in the center of the Attic.
There are three rooms in the Attic Storage area: a small one at the
northwest side, a medium one in the center, and one at the very east called
the Attic Chamber. There is only one additional room at the Security
Control area and that is the one at the very east with the Scaffold to the
Museum Director's Office.
The Auction Room is the large room at the center of the west half of this
Level. To the north is the Reception Area. To the east is the Voltaire
Suite. To the south is a small room that is the Auction Office.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Guest Entrance |############################|
0===========================================================================0
| Emetic Rat Poison | ++[Master]: Carried by an Auction Staff person at the |
| Screwdriver | top of the stairs. |
0===========================================================================0
|#######################| Attic Storage and Chamber |#######################|
0===========================================================================0
| Screwdriver | On a crate in the east half of the Storage floor. |
|-------------------+-------------------------------------------------------|
| Bust | Sitting behind a small computer console area near the |
| | center of the Storage floor. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On a chest just outside the Attic Chamber. |
|-------------------+-------------------------------------------------------|
| Wrench | In the center of the medium sized room. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the large round mechanical |
| | object near the northeast corner of the medium |
| | sized room. |
|-------------------+-------------------------------------------------------|
| Vampire Magician | At the base of the statue in the center of the Attic |
| Disguise | Chamber. |
0===========================================================================0
|###########################| Connecting Walkway |##########################|
0===========================================================================0
| Hammer | ++[Casual and Pro]: By the telescope at the north end. |
|---------+-----------------------------------------------------------------|
| Crowbar | ++[Casual and Pro]: By the inner window in the center. |
|---------+-----------------------------------------------------------------|
| Coin | On the floor by a table in the center. |
0===========================================================================0
|######################| CICADA Security Control Area |#####################|
0===========================================================================0
| Emetic Rat Poison | ++[Casual and Pro]: On a box south of the east side |
| | of the main Control center. |
|-------------------+-------------------------------------------------------|
| Screwdriver | --On a table at the northeast corner of the main |
| | Control center. |
| | --On the floor at the north side of the room at the |
| | east end of the Control floor. |
|-------------------+-------------------------------------------------------|
| Fusil G2 | --On a black crate at the west side of the main |
| | Control center (x2). |
| | --On a crate at the east side of the main Control |
| | center. |
|-------------------+-------------------------------------------------------|
| Bartoli 75R | ++[Casual and Pro]: On some black crates by a laptop |
| | in the center of the main Control center. |
|-------------------+-------------------------------------------------------|
| Remote Explosive | On the table with a pair of monitors in the center of |
| | the main Control center. |
|-------------------+-------------------------------------------------------|
| Laptop Dongle | ++[Casual and Pro]: On some black crates at the east |
| | side of the main Control center. |
| | ++[Master]: Carried by a standing Guard at the west |
| | side of the main Control center. |
|-------------------+-------------------------------------------------------|
| Bust | On a crate at the northeast corner of CICADA the main |
| | Control center. |
|-------------------+-------------------------------------------------------|
| Wrench | On a box in the center of the Control floor. |
|-------------------+-------------------------------------------------------|
| Hammer | On a trunk at the center of the Control floor. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On a table at the east end of the Control floor. |
0===========================================================================0
|#############################| Voltaire Suite |############################|
0===========================================================================0
| Scissors | On the counter inside the Suite's bathroom. |
|---------------+-----------------------------------------------------------|
| Lethal Poison | On the coffee table inside the Suite. |
| Pill Jar | |
| | **NOTE: This will appear after Dalia talks to Helmut |
| | regardless of whether or not you become Helmut |
| | yourself. |
0===========================================================================0
|#############################| Auction Office |############################|
0===========================================================================0
| Letter Opener | On the desk inside the Office. |
|---------------+-----------------------------------------------------------|
| Scissors | On the small round table on the balcony outside the |
| | Office. |
|---------------+-----------------------------------------------------------|
| Screwdriver | On a long counter with two candelabras just outside the |
| | Office. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRS3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You can now start in the Kitchen disguised as Palace Staff and |
| | unlock the Sedative Poison Vial for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn an Agency Pickup for the Small Garden Shed. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start in the Dressing Room disguised as a Stylist. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the Jaeger 7 Sniper Rifle for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn a Hidden Stash for the East Pantry. |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start in the AV Center disguised as a Tech Crew |
| | person and unlock the HWK21 for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn an Agency Pickup for the Logistics Trailer located in |
| | the Fashion Show Unloading Area. |
|----------+----------------------------------------------------------------|
| Level 9 | You can now start in the Locker Room disguised as a Chef. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the Napoleon Blownaparte remote explosive device |
| | for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You unlock the ICA19 Silverballer for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 12 | You can now start in the Palace Garden and unlock the TAC-SMG |
| | for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 13 | You earn a Hidden Stash for the bathroom next to the Voltaire |
| | Suite on the 2nd Floor. |
|----------+----------------------------------------------------------------|
| Level 14 | You can now start in the Attic. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the Lethal Poison Vial and Modern Sedative Syringe |
| | for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn a Hidden Stash for the Library on the 1st Floor. |
|----------+----------------------------------------------------------------|
| Level 17 | You can now start at the Pile Driver Barge located north of |
| | the Small Garden. |
|----------+----------------------------------------------------------------|
| Level 18 | You earn an Agency Pickup in the Attic Chamber. |
|----------+----------------------------------------------------------------|
| Level 19 | You can now start at the IAGO Auction on the 2nd Floor. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock both the HWK 21 Covert and the ICA Remote Explosive |
| | for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRS4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0===============0
| Viktor Novikov \
0===========================================================================0
| He is one of your Targets and will stay on the Ground Floor unless |
| certain conditions arise. He is also shadowed by his most trusted |
| bodyguard, Kurt Donovan. He will go to the Dressing Room then to The |
| Grand Hall and then to the Bar before going to the Catwalk and back to |
| the Dressing Room. |
| |
| Near the end of the show he will get on stage and will be either behind |
| Sebastian Sato or by himself depending on certain circumstances. Along |
| his patrol pattern he will talk to certain people and reporters. He has a |
| favorite drink called the Bare Knuckle Boxer that the resident bartenders |
| haven't heard of and this frustrates him. |
0===========================================================================0
0===============0
| Dalia Margolis \
0===========================================================================0
| Your other Target will be on the 2nd Floor running the IAGO Auction. She |
| is shadowed by another member of IAGO, Sophus Fatale. She will start in |
| the Auction Room then go to the Reception Area then cut through the |
| Auction Room to go to the Voltaire Suite. |
| |
| She will then go back through the Auction Room and to the Hallway just |
| outside the Auction Office and then repeat the pattern. She will not |
| leave this floor unless certain conditions arise. |
0===========================================================================0
0===============0
| Sebastian Sato \
0===========================================================================0
| He is the artist behind the new line for Sanguine and, like many artists, |
| tends to be pretentious. He is currently butting heads with Viktor and is |
| regretting his decision to work with Sanguine. He won't leave the |
| Dressing Room unless certain circumstances arise but can be found around |
| the Bar after the show. He also hates it when the Diorama is activated |
| but does love his champagne. |
0===========================================================================0
0========================0
| Sheik Salman Al-Ghazali \
0===========================================================================0
| He is one of the special guests and is actually staying at the Palace |
| using the Living Quarters. After some time here he will go up to the |
| Auction to bid on what IAGO is offering. |
0===========================================================================0
0==============0
| Helmut Kruger \
0===========================================================================0
| He is the premier male model in the industry today. In addition to being |
| the centerpiece of the show he is also hawking a book that he is a part |
| of. |
| |
| Unbeknownst to most people he is also being recruited by Dalia to be part |
| of the IAGO operation. IAGO uses models as trojan horses to get the |
| information they seek and they feel that Helmut, who is nearing the end |
| of his career, is a prime candidate for recruitment. Because of his fame |
| he also has the run of most of the Palace. He also bears a striking |
| resemblance to 47 and this knowledge can be useful. |
| |
| Helmut can be found doing a photo shoot at The North Garden behind the |
| Palace. After some time has passed then he will take a call from Dalia, |
| stay near the northwest corner of the map for a bit then go inside. He |
| will then do his bit on the Catwalk and go up to talk to Dalia. |
| Afterwards then he will go down to the Bar to hang out. |
0===========================================================================0
0=============0
| Kurt Donovan \
0===========================================================================0
| He is Viktor's personal bodyguard and accompanies him wherever he goes. |
| He can authorize certain procedures and also likes sushi. |
0===========================================================================0
0===============0
| Hailey Brennan \
0===========================================================================0
| She is a mole for Valerie St. Clair, an editor for a major fashion |
| magazine, and is monitoring the laptop within the Auction Office that the |
| Auction is being run off of. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRS5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=======0
| Tuxedo \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| This includes the Entrance Hall, Catwalk, Bar, and Terrace areas. |
| |
| If you find the IAGO Invitation then you can access the 2nd Floor and |
| only what other guests have access to. This includes the Auction Room and |
| Reception Area. However, when going to the Auction you can only go |
| through the Guest Entrance and you will be frisked before being allowed |
| upstairs. |
| |
| You can start at the Palace Garden, the Attic, the Pile Driver Barge, or |
| the IAGO Auction once you've reached Mastery Levels 11, 14, and 19 |
| respectively. |
0===========================================================================0
0=================0
| Vampire Magician \
0===========================================================================0
| This silly looking Disguise, only found in the Attic Chamber, is also |
| considered a guest outfit. However, it is important to point out that you |
| cannot go up to the IAGO Auction while wearing it (dress codes you know). |
| This Disguise is mainly good for some of the humor found through the |
| game. There are no Enforcers for this Disguise at any difficulty. |
0===========================================================================0
0=====0
| Chef \
0===========================================================================0
| This is a standard kitchen outfit and will allow you access to everywhere |
| on the Ground Floor except The Grand Hall, The North Garden, and the |
| Pagoda Garden. In the Basement you cannot go in the Security Room. You |
| also cannot go up the other two floors. |
| |
| One advantage of this Disguise is that you can poison food and drinks |
| without suspicion. |
| |
| The best way to acquire this Disguise at any difficulty is to go into the |
| Kitchen Stairway and, while keeping the door open, toss an object at the |
| cart nearby to lure one of them inside. Close the door, subdue him, dump |
| him in the Closet, and take his clothes. |
| |
| As for Enforcers, there are two at Casual difficulty: one of the Chefs in |
| the Basement Kitchen and one roaming the Bar. At Professional difficulty |
| both of the remaining Chefs in the Basement Kitchen become Enforcers. At |
| Master difficulty there are three additional Enforcers: one patrolling |
| the Security Room, one in the Ground Floor Kitchen, and Kurt. |
| |
| You can start in the Locker Room already disguised as a Chef once you've |
| reached Mastery Level 9. |
0===========================================================================0
0========0
| Stylist \
0===========================================================================0
| These are the people that work the Dressing Room area. Their uniform |
| consists of dark pants with a pink shirt with the Sanguine logo |
| imprinted. This Disguise has the same properties as the Chef Disguise but |
| you can go through The Grand Hall (but can't go behind the Bar or in the |
| Ground Floor Kitchen). |
| |
| The easiest way to acquire this Disguise is to take it from inside the |
| north trailer at the west side of the Fashion Show Unloading Area. At |
| Master difficulty you need to take it from somebody. The best place to do |
| this is at the Basement. |
| |
| If you start in the Kitchen then you can ambush the one going through the |
| Locker Room just after he exits it and before he reaches the Break Room. |
| If he is already there then wait for the sitting Guard to leave before |
| subduing him in the chair and drag him to the East Pantry for hiding and |
| Disguise acquisition. |
| |
| As for Enforcers, there is one at Casual difficulty and she is roaming |
| the Bar. There are no additional Enforcers at Professional difficulty. At |
| Master difficulty there are six additional Enforcers: |
| |
| --One in the Basement. |
| --One at The Red Carpet. |
| --One at the Event Parking Area. |
| --One at the Fashion Show Unloading Area. |
| --Helmut and his photographer. |
| |
| You can start in the Dressing Room already disguised as a Stylist once |
| you've reached Mastery Level 4. |
0===========================================================================0
0=============0
| Palace Staff \
0===========================================================================0
| These are the people that work the Palace. Their uniform consists of dark |
| pants, a white long sleeve shirt, and a burgundy vest. This Disguise will |
| allow you access to everywhere on the Ground Floor except The North |
| Garden and the Pagoda Garden. In the Basement you cannot go in the |
| Security Room. You also cannot go up the other two floors. |
| |
| With this Disguise you can poison food and drinks without suspicion and |
| can make drinks at the Bar. |
| |
| The best way to acquire this Disguise is to take it from the bench at the |
| south side of the Basement's Locker Room. At Master difficulty you will |
| need to take it from somebody. |
| |
| Go into the Wine Tasting Room, grab the Fire Extinguisher, open the |
| outside door, and toss the Extinguisher near the large table. The noise |
| should lure one of the nearby Staff to it. When he gets inside then close |
| the door, subdue him, dump him in the nearby Container, and take his |
| clothes. |
| |
| As for Enforcers, there are three at Casual difficulty: one staff member |
| in the Locker Room, one person at the base of the stairs just outside the |
| exit of the Wine Tasting Room, and one roaming the Bar. At Professional |
| difficulty there are two additional Enforcers - one inside the Locker |
| Room and one at the Event Unloading Area. |
| |
| At Master difficulty there are seven additional Enforcers: |
| |
| --One at The Red Carpet. |
| --Three in the Event Parking Area. |
| --One roaming the Terrace. |
| --One inside the Ground Floor Kitchen. |
| --Kurt. |
| |
| You can start in the Basement Kitchen already disguised as Palace Staff |
| once you've reached Mastery Level 2. |
0===========================================================================0
0==========0
| Tech Crew \
0===========================================================================0
| These are the people that work the AV Center on the 1st Floor. They wear |
| a gray hat with a gray and white shirt and an orange lanyard. This |
| Disguise gives you the ability to go on the 1st Floor and almost |
| everywhere except the Living Quarters, Pagoda Garden, The North Garden, |
| and Security Room. You cannot go on the 2nd Floor however. |
| |
| The best way to acquire this Disguise is to ambush the Crew at the top of |
| the Kitchen Stairway on the 1st Floor. At Master difficulty he won't be |
| there so you will need to ambush somebody else. One way is at the AV |
| Center. |
| |
| Hang nearby until the two patrolling Guard go past. Get close enough to |
| get the conversation started between him and the Guard. When the Guard |
| walks away then turn off the Rack Case to lure the Crew to it. Knock him |
| out there, dump him in the Container behind you, and take his clothes. |
| |
| Another way is at the Break Room in the Basement. There is one Crew |
| member just sitting there. |
| |
| However, it is best to get rid of the sitting Stylist first either by |
| getting rid of him just before he gets to the Room or by waiting for the |
| Guard to leave before knocking him out and dragging him away. When the |
| Guard leaves then throw stun him, dump him in the nearby Container, and |
| take his clothes. |
| |
| It should be noted that you can't subdue him while he is sitting down and |
| that is why you need to throw stun him. |
| |
| As for Enforcers, there is one at Casual difficulty and she is roaming |
| the Bar. At Professional difficulty there is one additional Enforcer |
| behind the Catwalk. At Master difficulty there are two additional |
| Enforcers: one at the Fashion Show Unloading Area and one patrolling the |
| Security Room. |
| |
| You can start in the AV Center already disguised as a member of the Tech |
| Crew once you've reached Mastery Level 7. |
0===========================================================================0
0==============0
| Auction Staff \
0===========================================================================0
| These are the people that work the upper floors of the Palace. It looks |
| the same as the Palace Staff Disguise but has a blue vest instead. As |
| such it has the same properties as the Palace Staff Disguise but you can |
| go on both the 1st and 2nd Floors. |
| |
| However, you cannot go into the Living Quarters, Voltaire Suite, and the |
| Attic. In addition, you will be frisked by security before being allowed |
| on the 2nd Floor. |
| |
| One way to acquire this Disguise is to start in the AV Center on the 1st |
| Floor and enter the Library. Close both doors before subduing the one |
| Auction Staff person in the room. Dump his body in the Closet and take |
| his Disguise. |
| |
| Another way to get this Disguise is to start in the AV Center and run to |
| the Piano Room. Push the Pin on the Piano to lure the Auction Staff |
| person in the other room to it. subdue him as he enters, dump him in the |
| nearby Closet, and take his clothes. |
| |
| As for Enforcers, there is one at Casual difficulty and she is roaming |
| the Bar. At Professional difficulty there are no additional Enforcers. At |
| Master difficulty there is one additional Enforcer and he is near the |
| Small Garden Shed. |
0===========================================================================0
0=========================0
| Sheikh Salman al-Ghazali \
0===========================================================================0
| He is one of the main guests and is a VIP. However, despite his status, |
| he cannot go in the Basement, Dressing Room, Pagoda Garden, and the |
| Attic. He will hang out in the Living Quarters for a bit then head |
| upstairs to the Auction Room for bidding. Because he is a VIP he won't be |
| frisked when going up to the 2nd Floor. |
| |
| To safely acquire this Disguise you need to get him while he is at the |
| Quarters. Quickly go to the west door in the Piano Room and pick the lock |
| (or use the Palace Master Key). |
| |
| However, you need to get rid of the Auction Staff in the Living Room |
| first before proceeding. Push the Pin on the Piano to lure him then close |
| the door when he enters and subdue him then dump him in the Closet. Sneak |
| into the bathroom and turn on the Radio at the Sink to lure the Sheikh |
| when he is closest to your position. |
| |
| Take cover to the left of the door. When he comes inside then subdue him, |
| turn off the Radio, and take his Disguise. You need to get rid of the |
| Auction Staff person first or he would be lured to the Radio instead of |
| the Sheikh. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties. |
| At Master difficulty there are five Enforcers: |
| |
| --One behind the Bar. |
| --A photographer roaming the Ground Floor. |
| --Kurt. |
| --Two at the Voltaire Suite on the 2nd Floor. |
0===========================================================================0
0==============0
| Helmut Kruger \
0===========================================================================0
| He is the star of the show and he can be found at the northeast corner of |
| The North Garden doing a photo shoot. He has access to everywhere except |
| the Security Room, Living Quarters, Pagoda Garden, and the Attic. Despite |
| these restrictions this is probably the best overall Disguise to use |
| because there are no Enforcers for him for both Casual and Professional |
| difficulties. And he won't be frisked when going up to the 2nd Floor. |
| |
| The fastest way to get this Disguise is to ambush him in the Small Garden |
| but you need take down the two Bodyguards there first to clear the area. |
| It is best to have either the Security Guard or Palace Staff Disguise |
| before getting rid of them. |
| |
| Go outside through the Terrace and head west to the Small Garden. When |
| you get there then drop a Pistol near the open window of the Shed then go |
| around and enter it. One of the Bodyguards patrols around the Shed and he |
| should find it. After picking it up then he will go inside to drop it off |
| at the Weapons Box. Close the door, subdue him, and dump him in the |
| Container - take all weapons. |
| |
| The second Bodyguard should be outside talking to a couple of Guards. He |
| will eventually leave and do a short patrol near the Container at the |
| west side of the Garden. Go to the Container and drop a weapon just to |
| the west of it. When he comes by then he should see it. Subdue him when |
| he stops and dump him in the Container. |
| |
| Helmut won't move from the photo shoot until you stand on the path next |
| to the Garden and get close enough to him. After about 30 seconds then he |
| will get a phone call and he will head to the west end of the Small |
| Garden. |
| |
| Most of the time he will cut northwest through the North Garden and to |
| the northwest entrance to get to this point but he can sometimes go |
| straight north to the path then go west. |
| |
| As he starts to leave the North Garden then place a Coin on the path just |
| northwest of the northwest entrance just inside the Small Garden then |
| place another one further west and closer to the pointed corner where the |
| large hedge wall meets the concrete railing. |
| |
| When he enters the Small Garden then he should see the first Coin and go |
| to it. As he goes to the second Coin then sneak up behind him, subdue |
| him, drag him into the corner, and take his Disguise. |
| |
| You can even go back into the Dressing Room to get the makeup put on if |
| you wish even though it is not necessary for the successful completion of |
| the mission. |
| |
| At Master difficulty you need to do things differently to acquire this |
| Disguise. You can still ambush him in the Small Garden but you need take |
| down the Bodyguards there first to clear the area. It is best to have the |
| Security Guard Disguise before getting rid of them. |
| |
| Go outside through the Terrace and head west to the Small Garden. Run |
| past the Shed and to the Container at the west end. At this difficulty |
| there are four Bodyguards that converge in this part of the Garden. Three |
| are in the Small Garden and the fourth will come from The North Garden |
| but will not go inside. The three in the Small Garden are the ones I will |
| deal with. |
| |
| Drop the Bartoli near the west side of the Container to lure one of the |
| Bodyguards to the Shed. Go inside the Shed and wait for him to come by - |
| grab the Hammer while you're waiting. When he enters then knock him out |
| and dump him in the Container. |
| |
| The third Bodyguard is the one that has been standing outside the Shed |
| talking to a couple of other Guards. By the time you finish with the |
| first Guard then he should be heading to his patrol route. |
| |
| Drop the Pistol in the same spot to lure him to the Shed. After dealing |
| with him then drop the Pistol again in the grass near the last one. When |
| he comes by then subdue him and jump out the window since the Container |
| is full. Although there are two Guards near the stairs leading down to |
| the Pile Driver Barge you don't need to deal with them. |
| |
| Go back to the west end and to the railing at the waters' edge. Go to the |
| pointed corner and place a Coin here. Wait for the patrolling Guard to |
| come by and leave before doing anything. Go to Helmut and get him to look |
| at his phone. Go back to the Container and wait. |
| |
| After he finishes the phone call with Dalia and walks away then toss the |
| Hammer near the Coin. This should lure him to it. When he gets to the |
| Coin then subdue him, drag him deeper into the corner, and take his |
| Disguise. |
| |
| Where you take him down is too far for the Guards near the Shed to see |
| and the patrolling Guard from The North Garden won't come into the Small |
| Garden so this is the perfect place to hide his body. |
| |
| As already mentioned there are no Enforcers for this Disguise at Casual |
| and Professional difficulties. At Master difficulty there are nine |
| Enforcers: |
| |
| --A Bodyguard by The Red Carpet. |
| --A model in the Fashion Show Unloading Area. |
| --A Guard that patrols the Patio. |
| --Sebastian. |
| --Kurt. |
| --Two Photographers that wander the Ground Floor. |
| --A Bodyguard in the Voltaire Suite's Bathroom. |
| --Hailey. |
0===========================================================================0
0===============0
| Security Guard \
0===========================================================================0
| These are the Guards that work throughout most of the Palace. This |
| Disguise has the same properties as the Tech Crew Disguise except that |
| you can enter the Security Room in the Basement. |
| |
| There are two ways to acquire this Disguise: |
| |
| If you start in the Basement Kitchen then go to East Hallway. Pick up the |
| Wrench as you pass by the Stylist then go to the door for the Security |
| Room. Place the Pistol on the floor in front of the covered chair across |
| from the door, open the door, toss the Wrench near the Pistol, then stand |
| behind the archway. The noise should lure the nearby Guard. |
| |
| When he comes out then he should see the Pistol and go for it. When he |
| gets there then subdue him, drag him to the Container at the north end of |
| the Hallway, dump him and take his Disguise. |
| |
| If you start at the AV Center then simply run into the Dining Room and |
| subdue the Guard there for his clothes. |
| |
| If you start in the Basement Kitchen then go to East Hallway. Wait for |
| the Stylist to pass then shoot the Camera above the Security Room door |
| with your Silenced Pistol when the patrolling Guard is at the other end |
| of his patrol. |
| |
| Place the Pistol on the floor in front of the covered chair across from |
| the door then stand by the nearby cart. When the Guard returns then he |
| should see the Pistol and go for it. When he gets there then subdue him, |
| drag him to the Container at the north end of the Hallway, dump him and |
| take his Disguise. |
| |
| As for Enforcers, there are sixteen at Casual difficulty: |
| |
| --One in the Security Room in the Basement. |
| --One at the west side of the VIP Parking Area. |
| --Two near the east side of the VIP Parking Area. |
| --Two at the Event Unloading Area. |
| --Two in the Fashion Show Unloading Area. |
| --One at the Catering Delivery Area. |
| --One in the Dressing Room at the Palace Ground Floor. |
| --Two in The Grand Hall. |
| --Kurt. |
| --Two patrolling the AV Center on the 1st Floor. |
| --One at the balcony of the Museum Director's Office. |
| |
| At Professional difficulty there are eight additional Enforcers: |
| |
| --Two at The Red Carpet. |
| --One at the Fashion Show Unloading Area. |
| --One at the Catering Delivery Area. |
| --One in the Security Room in the Basement. |
| --One by the Catwalk on the Ground Floor. |
| --One in The Grand Hall. |
| --One patrolling the AV Center on the 1st Floor. |
| |
| At Master difficulty there is one additional Enforcer and he is at the |
| Library on the 1st Floor. |
0===========================================================================0
0=================0
| CICADA Bodyguard \
0===========================================================================0
| These are the black suited Bodyguards that work the Palace. This Disguise |
| will allow you everywhere inside and outside the Palace but about a |
| quarter of the Bodyguards are Enforcers to you and some are in specific |
| locations that will make it harder to get around the area. |
| |
| The easiest way to acquire the Disguise is to poison the Sushi Tray in |
| the Kitchen with the Emetic Rat Poison while wearing the Palace Staff |
| Disguise. |
| |
| When Viktor and Kurt come in then Kurt will take a sample and get sick. |
| He will go in the nearby Restroom where you can easily subdue him for his |
| clothes. I will sometimes shorthand this as "making Kurt sick" as there |
| are multiple run-throughs where I use this Disguise. |
| |
| Getting rid of Kurt will make some of the Challenges, where you need to |
| either get close to Viktor or not have his body found quickly, easier. |
| |
| As for Enforcers, there are fourteen at Casual difficulty: |
| |
| --Two in the Pagoda Garden. |
| --One patrolling The North Garden. |
| --One in the Small Garden. |
| --Viktor and Kurt. |
| --One at the Guest Entrance on the 1st Floor. |
| --One at the VIP Entrance. |
| --One patrolling the Hallway. |
| --Four in the South Attic on the 2nd Floor. |
| --One in the North Attic. |
| |
| At Professional difficulty there are four additional Enforcers: |
| |
| --Two by The Red Carpet. |
| --One at CICADA Security Control on the 2nd Floor. |
| --One inside the North Attic. |
| |
| At Master difficulty there are six additional Enforcers: |
| |
| --One at the Pagoda Garden. |
| --One at the North Garden. |
| --One at the Small Garden. |
| --One in the Living Quarters on the 1st Floor. |
| --One at CICADA Security Control on the 2nd Floor. |
| --Hailey. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRS6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
There are only three Cameras on the map and they are all located on the 1st
Floor AV Center. The Recorder for them is in the Security Room in
the Basement. It is on a desk near the center of the room.
You can easily destroy the Recorder without entering the room. There are
two places you can shoot it from. From the East Hallway you can open the
door and shoot it with your Silenced Pistol.
You can also shoot it through the west door. Go to the south entrance of
the East Pantry. Just to the east of it you should see a couple of flatbed
carts with stuff on it and a metal vertical water pipe at the wall corner
to the left of them. Stand by the pipe and you should see the Recorder
through the doorway. You can easily shoot it from here.
If I say something along the lines of "go to the East Pantry and shoot the
Recorder" this is what I am talking about.
0=======0
| Master \
0========================================>
While there were only three Cameras to worry about at Professional
difficulty there are more than thirty at Master, the vast majority of them
being outside. The only new ones inside the Palace are inside the Basement
Stairwell and just outside the Security Room above the East Hallway door.
The Recorder is still in the same place which is on a desk inside the
middle of the Security Room. Even though there is a Guard that has a patrol
that goes from door to door the Recorder can still be easily shot from the
East Hallway and East Pantry areas.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRS7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Phantom Of The Palace] Challenge, from the Master Vampire Challenge |
| Pack, is now part of the Assassination tab. |
| |
| The following Challenges have been moved from the Discovery tab to the |
| Feats tab and prefixed with Mission Story: |
| |
| --[Mission Story - Guest of Honor] |
| --[Mission Story - Playing with Fire] |
| --[Mission Story - A Quick Break] |
| --[Mission Story - A Rare Scoop] |
| |
| The [Mission Story - A Drink to Die For] is actually an addition and is |
| done with conjunction with the other [A Drink to Die For] Challenge. |
| |
| You can now unlock the ICA19 Silverballer and the Modern Sedative Syringe |
| at Mastery Levels 11 and 15 respectively. |
0===========================================================================0
0==============================0
| Master Difficulty Differences \
0===========================================================================0
| The only changes to note are more Bodyguards in the Small Garden, more |
| Enforcers, a lot more Cameras, and the removal of the Palace Master Key |
| (although you don't really need it). |
0===========================================================================0
0=================0
| Safe Exploration \
0===========================================================================0
| If you wish to do some exploring of the map without resorting to |
| Rampaging then you should find the necessary Disguises to allow you to |
| safely learn the map. |
| |
| Get the Palace Staff Disguise which will allow you access to most of the |
| Ground Floor area. Subdue the Bodyguards and Helmut Kruger to acquire |
| their Disguises so you can explore the rest of the Palace. |
0===========================================================================0
0==================0
| Palace Master Key \
0===========================================================================0
| This Key, which can be found inside the East Pantry in the Basement, |
| opens the gates to the Pagoda Garden and the Living Quarters. It will |
| *NOT* unlock the door at the south end of the East Hallway or the gate |
| that leads to the Pile Driver Barge. |
0===========================================================================0
0==========================0
| Basement Kitchen Location \
0===========================================================================0
| Having the Palace Staff Disguise on at the beginning will make it easier |
| for you to gain access to certain areas to obtain better Disguises or to |
| quickly do certain objectives. It will also make it easier to destroy the |
| Recorder in the Security Room. Most of my strategies start here. The same |
| goes for the Escalations a bit later in the guide. |
0===========================================================================0
0======0
| Pipes \
0===========================================================================0
| There are multiple Pipes outside the Palace that will allow you to go |
| between floors. There are two that I make use of: |
| |
| ++The Patio Pipe |
| ============== |
| Go out onto the Patio outside The Grand Hall and go south. On the |
| wall near the window is a Pipe that goes all the way to the 2nd |
| Floor. This is an excellent way to get past multiple Guards. |
| |
| ++The East Hallway Pipe |
| ===================== |
| Go out the door at the south end of the East Hallway (Basement) and |
| go up the stairs. On the wall is a Pipe that goes to the 1st Floor. |
| You can use this to shimmy to the Storage Room and Museum |
| Director's Office area so you can access the Attic through the |
| Scaffold on the Office balcony. |
0===========================================================================0
0========0
| Winches \
0===========================================================================0
| The Palace has many Chandeliers and they are held in place by Winches |
| located on the walls. Using or destroying the Winch will drop the |
| Chandelier it is attached to which will kill a person underneath and make |
| noise that can be investigated. Some of the Challenges make use of them |
| for Target disposal. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================0
| Making Everybody Sick \
0===========================================================================>
This initial run-through will involve taking down your Targets using both
kinds of poisons, drowning, and garroting. This run will also use a couple
of strategically placed game saves to save time and limit repetition. This
will also be used to acquire some of the Non-Target Kill Challenges and
bunch of others including [Chameleon].
For this bring the ICA19, Fiber Wire, Coins, and start at The Red Carpet.
When you start then run to the Fountain and toss in one of your Coins. Run
inside then run into the Entrance Hall then down the Basement Stairwell to
get to the Basement.
When you get to the bottom of the stairs then stand at the left of the door
to prevent being seen by the passing Stylist and grab the Fire
Extinguisher. After he passes then get up behind him, knock him out, dump
him in the Container, and change into his Disguise. Go into the Locker
Room, grab the Crowbar, and change into the Palace Staff Disguise. Go into
the Break Room and wait for the Guard to leave.
When he does then throw stun the sitting Tech Crew, dump him in the
Container, and take his Disguise. Go into the North Hallway, grab another
Crowbar, then go into the East Pantry to grab the Emetic Rat Poison and
Palace Master Key. Run up to the 1st Floor using the Kitchen Stairway and
into the Living Room to knock out the Guard there then switch into his
Disguise.
Run to the Piano Room and push the pin on the Piano to lure in the nearby
Auction Staff person. When he opens up the Piano then push the pin again to
knock him out. Dump him in the nearby Closet and take his Disguise. Go into
the Guest Quarters then into the bathroom and turn on the Radio to lure in
the Sheikh. Run back out, hide behind the desk, and wait for him to go
inside.
Throw stun him as he reaches the Radio. Turn off the Radio, dump him in the
Closet, and take his Disguise. Run up to the Auction on the 2nd Floor
through either Entrance and sit down in your assigned seat. Place a bid so
you can win it then go to Dalia's Office to talk to her.
Go back down to the Quarters to re-acquire the Auction Staff Disguise. Go
down to the Ground Floor Kitchen to grab both of the Emetic Rat Poisons
then run behind the Catwalk to look at the Schedule and go to the Diorama
Room. Grab the Coin and use it on the Diorama to upset Sebastian. Run to
the Container southeast of his position, which is hidden behind the wall,
and wait.
When he walks by then garrote him and dump him in the Container. Run
outside through the Auction Entrance and wait by the cordon near the
entrance to the Small Garden. Look west and wait for a patrolling
Bodyguard to head west into the Garden. Run up behind him as he goes past
the stairs to the Barge, knock him out, and dump him in the Container -
drop his weapon here.
**NOTE: The reason for waiting here before going after this Bodyguard is
because of another one that is currently standing by the Small
Garden Shed. He won't move until you go past the Shed and he
finishes his conversation with the other Guards. If you go in too
soon then you risk being seen attacking the first one as he
starts going into position.
When the Bodyguard at the Small Garden Shed comes around then he should see
the weapon and go to it. Knock him out, dump him in the Container, and drop
the weapon near the center of the Garden so it isn't seen. Go to Helmut at
The North Garden and stay close to him so he will get the call and leave.
Follow him and stop nearby him when he stops.
Wait for him to finish his call to Dalia before throw stunning him. Drag
him further west to the corner and switch into his Disguise. Call Dalia
while running to the Catwalk. Walk the Catwalk and go up to the Suite using
the VIP Entrance. When you get to the top then make a game save:
>>To Your Very Good Health
************************
Go inside the Suite, grab the Lethal Poison, and sit down. After the
conversation with Dalia then she will get a call. As she is taking
the call then poison her Glass on the dresser nearby. When she
finishes with the call then she will drink from it and die. After
this then reload the save.
>>Powdering Her Nose
******************
Do the conversation again but this time use the Emetic Rat Poison on
her Glass. When she drinks from it and gets sick then follow her into
the bathroom and drown her. After this then reload the save again.
This time do the conversation again but, when she takes then call, garrote
her instead and dump her body in the Closet. Go back down to the Small
Garden to re-acquire the Auction Staff Disguise. Go down to the West Pantry
in the Basement to read the Cocktail Recipe then run up to the Bar.
Depending on your timing then Viktor should be getting ready to take the
stage. After he finishes then he should go to The Grand Hall. When he does
then make the Bare Knuckle Boxer and make another game save:
>>Knockout Punch
**************
Use the lethal poison on the drink then hide in the Restroom. When
Viktor drinks from it and dies then reload the save.
>>Drowned Rat
***********
This time use the Emetic Rat Poison on the drink then go to the
Kitchen and use another on the Sushi Plate. Bring out the Fiber Wire,
go to the Restroom and hide in the Closet, and wait. Kurt will eat
from the Plate, get sick, and come inside. Go out, garrote him, hide
the body, and pick up all items. Go back in the Closet and wait.
When Viktor comes by to get sick then leave the Closet and drown him.
After this then reload the save again.
When you get back then use the Emetic Rat Poisons on both the drink and
Plate again. This time knock out Kurt and garrote Viktor. Hide his body,
take the Bodyguard Disguise, and leave.
Go to the Restroom by the Gift Shop to grab the IAGO Invitation. Go down to
the Basement Kitchen and inside the Stairway. Keep the door open and toss a
Crowbar at the cart to lure in one of the Chefs. Knock him out, dump him in
the Closet, and switch into and out of his Disguise. Explore all remaining
Unexplored Areas to put them on the map before proceeding.
Go up to the Attic Chamber and switch into and out of the Vampire Magician
Disguise then to CICADA Security Control to grab the Laptop Dongle. Go down
to the Museum Director's Office and shoot the large red Vase from there
then run to the Museum Owner's Study to grab the Speedboat Keys. After that
then run to the Pier and leave the mission via the Speedboat.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Careful What You Wish For [1,000 XP]
************************************
For this you need to toss a Coin into the Fountain at The Red Carpet.
>>Piano Forty Seven [1,000 XP]
****************************
For this you need to knock out somebody in the Piano Room with the
Piano.
>>Mission Story - Guest Of Honor [1,000 XP]
*****************************************
For this you need to acquire the Sheikh Disguise.
>>Your Excellency [2,000 XP]
**************************
For this you need to win the IAGO Auction while disguised as the
Sheikh.
>>Ducks in a Row [1,000 XP]
*************************
For this you need to find the Stage Schedule just behind the Catwalk.
>>Setting The Stage [1,000 XP]
****************************
For this you need to kill Sebastian Sato and hide his body without
getting spotted.
>>Mission Story - 15 Seconds Of Fame [2,000 XP]
*********************************************
For this you need to walk the Catwalk as Helmut and meet Dalia.
>>The Undercover Model [2,000 XP]
*******************************
For this you need to become Helmut and meet Dalia.
>>The Mastermind [4,000 XP]
*************************
For this you need to kill Dalia Margolis.
>>More Than You Bargained For [4,000 XP]
**************************************
For this you need to kill Dalia while disguised as Helmut Kruger.
>>To Your Very Good Health [4,000 XP]
***********************************
For this you need to kill Dalia with lethal poison.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Powdering Her Nose [4,000 XP]
*****************************
For this you need to kill Dalia by drowning her.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Bare Knuckle Boxer [1,000 XP]
*****************************
For this you need to find the Cocktail Recipe.
>>A Drink to Die For [1,000 XP]
*****************************
For this you need to make the Bare Knuckle Boxer cocktail.
>>Mission Story - A Drink to Die For [1,000 XP]
*********************************************
For this you need to make the Bare Knuckle Boxer cocktail.
>>The Moneyman [4,000 XP]
***********************
For this you need to kill Viktor Novikov.
>>Knockout Punch [4,000 XP]
*************************
For this you need to kill Viktor with a poisoned drink.
>>Close Personal Protection [1,000 XP]
************************************
For this you need to kill Kurt Donovan without getting spotted.
>>Drowned Rat [4,000 XP]
**********************
For this you need to kill Viktor by drowning him.
>>The Personal Touch [4,000 XP]
*****************************
For this you need to kill both Targets with the Fiber Wire in the
same run-through.
>>An Invitation Upstairs [1,000 XP]
*********************************
For this you need to find the IAGO Invitation.
>>Discover Paris [1,000 XP]
*************************
For this you need to find all 39 Unexplored Areas on the Paris map.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Vampire Magician ++Chef
++Stylist ++Palace Staff
++Tech Crew ++Auction Staff
++Sheikh Salman al-Ghazali ++Helmut Kruger
++Security Guard ++CICADA Bodyguard
>>The Key to the Auction [1,000 XP]
*********************************
For this you need to find the Laptop Dongle.
>>Bull In A China Shop [1,000 XP]
*******************************
For this you need to destroy the large red and white vase in the
Storage Room on the 1st Floor. Destroying it will also make the
Guards leave the room for good since it will no longer be necessary
for them to be there.
>>Baron Larin's Boat [1,000 XP]
*****************************
For this you need to leave the mission by using the Speedboat.
0===========================================================0
| The Showstopper [4,000 XP], Center Of Attention [4,000 XP] \
0===========================================================================>
For [The Showstopper] you need to kill Viktor with the Light Rig. Near the
end of the fashion show Viktor will go on stage with Sebastian Sato. You
can also get rid of Sebastian beforehand to make Viktor go on by himself
but this is not necessary. However, if you get rid of Sebastian then Viktor
will go on stage sooner so you can reduce your wait time.
For [Center of Attention] you need to kill Dalia with a Chandelier inside
the Auction Room. Even though you can kill her in the Auction Office with
one you have to do it in the Auction Room. Of course, there are no Winches
in the room so you have to shoot the chain to bring it down.
Since these two Challenges involve killing lots of other people this will
not be a Silent Assassin run-through and should be the last one to involve
Non-Target kills.
When planning bring the Fiber Wire, Coins, and start in the Basement
Kitchen. Run to the East Pantry to get some Emetic Rat Poison and a Crowbar
then go up to the Kitchen. Grab the Emetic Rat Poisons there, poison the
Sushi Plate to make Kurt sick, run into the Restroom, then hide in the
Closet. When Kurt comes by then knock him out and dump him in the Closet.
Go to the Dressing Room and poison Sebastian's Glass which is on the table
just southeast of him. Go to the Diorama Room and use a Coin to turn it on
to upset Sebastian who will then drink from the Glass and get sick. He will
then throw up nearby and eventually leave the building. Go back to the
Restroom and acquire Kurt's Disguise.
Use The Patio Pipe to get up to the 2nd Floor then go into the CICADA
Security Control area and carefully grab the Remote Explosive when the
Enforcer walks away from the main console. Go to the North Attic and to the
door that goes to the top of the stairs for the Guest Entrance.
However, go out the nearby window and shimmy over to the Voltaire Suite's
bathroom. Use the Sink to lure in the standing Guard and throw stun him. Go
into the Suite and climb out the open window when Dalia isn't around.
Shimmy to the Light Rig and climb up. Sneak over to the Winch and place the
Explosive on it. Climb back into the window and into the Bathroom. When
Viktor takes the stage (the lights on stage will turn red) then wait for
him to be about halfway along and detonate the Explosive which will destroy
the Winch and drop the Rig onto Viktor thus killing him.
**NOTE: Although you can go out onto the Rig to destroy it with the
Crowbar I think using the Explosive is better and reduce your
chances, even if they are low, of being spotted on the Rig or
climbing back from it after you bring it down.
Go back into the Suite then go to the door to the Auction Room and prep
your Silenced Pistol. Stay a couple of steps back but make sure that the
door is highlighted to open.
When Dalia enters the Auction then she will stop just behind the
Auctioneer. She will also be under a Chandelier. Bring out your Pistol,
quickly open the door, find and shoot the Chandelier chain, and quickly
close the door as it is dropping. This should kill her and the Auctioneer.
After this then go back down to ground level, down the Kitchen Stairway,
and leave the mission via The Catacombs.
**NOTE: If you kill Dalia in a public manner there is a chance that
Viktor might not take the stage at all and you will lose out on
the Challenge hence why he is killed first.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>One Little Mistake [1,000 XP]
*****************************
For this you need to make Sebastian Sato sick.
>>Mission Story - Lights Out [2,000 XP]
*************************************
For this you need to climb out onto the Light Rig and get Victor out
onto the Catwalk.
Plus these other Challenges:
--Someone Could Hurt Themselves --The Moneyman
--The Mastermind
0===========================================================0
| Safe Room Explosion [4,000 XP], Watch Your Step [4,000 XP] \
0===========================================================================>
For these Challenges you need to trigger an evacuation and kill both Viktor
and Dalia with a Chandelier and with an explosion. This will also include a
Vampire Magician related Challenge. This run-through will use a
strategically placed game save to allow you to get these Challenges
quickly. For this bring the ICA19 and start in the Basement Kitchen.
Run to the East Pantry to pick up the Emetic Rat Poison. Go up to the
Kitchen and poison the Sushi Plate to make Kurt sick. Go in the Restroom
and hide in the Closet. Ambush him when he gets to the Toilet, dump him in
the Closet, take his Disguise, and his Phone.
Go up to the 2nd Floor using The Patio Pipe and enter CICADA Security
Control. When the two Guards start talking then go and grab the Remote
Explosive. Go back down to the 1st Floor and to the Museum Director's
Office. When you get here then make a game save:
>>Safe Room Explosion
*******************
Go to the front of the desk and place the ICA Remote Explosive as
far under the center of the desk as you can to hide it. Go downstairs
into the Basement and stand near The Catacombs exit. Use the
Bodyguard's Phone to call Code 17 to get both Dalia and Viktor into
the Office. Bring out the Detonator and wait.
Use your Instinct to find them and, when they are together, then blow
the Charge to bring the Chandelier on the top of them to kill them
both. Wait a few seconds for the notifications to finish then reload
the save.
>>Phantom of the Palace
*********************
When you get back then place the Explosive behind the Winch. Go back
up to the 2nd Floor via The Patio Pipe and run to the Attic Chamber.
Change into the Vampire Magician Disguise and call for Code 17 again.
Wait for them to be together again before blowing the Winch to drop
the Chandelier on them. Switch back into the Bodyguard Disguise then
run to The Catacombs to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Safe Room Explosion [4,000 XP]
******************************
For this you need to trigger an evacuation and kill both Viktor and
Dalia with an explosion within their safe room.
>>That Sick Drop [4,000 XP]
*************************
For this you need to kill Viktor by dropping a Chandelier on him.
>>The Phantom of the Palace [2,000 XP]
************************************
For this you need to kill a Target with a Chandelier while disguised
as the Vampire Magician.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus these other Challenges:
--The Mastermind --The Moneyman
--Someone Could Hurt Themselves
0==================================================0
| In Seine [4,000 XP], A Permanent Break [4,000 XP] \
0===========================================================================>
For [In Seine] you need to push Viktor into the Seine River. For that you
need to arrange the meeting with Mr. Decker and kill Viktor afterwards. Mr.
Decker will be at the northeast corner of the Terrace. The meeting takes
place in the Pavilion within the Pagoda Garden. In order to arrange the
meeting you need to have a Bodyguard Disguise.
For [A Permanent Break] you need to get Dalia to check her Laptop in the
Auction Office then kill her by breaking her neck.
For this run-through start in the Basement Kitchen. Run to the East Pantry
and get the Emetic Rat Poison and a Crowbar. Go up to the Terrace and get
close enough to Max to start his conversation with Novikov. Run to the
Kitchen and poison the Sushi to make Kurt sick. Ambush him in the Restroom,
dump him in the Closet, and take his Pistol and Disguise.
Go to Max, talk to him, then lead him to the Pavilion. Stop every so often
to let them catch up. Lead them into the Garden through the open gate. Keep
an eye open for the patrolling Enforcers and dodge them if necessary. After
you get him there then stand near the gate just northwest of the Pavilion
so you can stay clear of the patrolling Enforcer.
After awhile then Viktor will arrive and they will have their conversation.
After they finish then Viktor will go to the railing. Push him over to kill
him.
Go up to the 2nd Floor using The Patio Pipe. Go into the Voltaire Suite
bathroom, use the Sink to lure in the standing Guard, throw stun him with
the Crowbar, and dump him in the Closet. When Dalia and Sophus return to
the Suite then wait for him to stop near her and use the Sink again to lure
him in then throw stun him to get him out of the way. Getting rid of Sophus
will prevent Dalia's body from being found later.
Go into the Auction Office and follow Hailey around. She will talk to
someone from IT. After the conversation then go and investigate the Laptop
in the Office. Next, go to CICADA Security Control and get the Laptop
Dongle. When Hailey is not looking then use the Dongle on the Laptop, close
the north door, and stand near the east door.
Hailey will eventually investigate and leave the room. When Dalia enters
then close the door and go behind her. As she investigates then break her
neck, go out the west door, loop around the south side of the Office, and
go through the hallway door. Use The Patio Pipe to get back down to ground
level then go down to the Basement and leave the mission through The
Catacombs.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - A Private Meeting [2,000 XP]
********************************************
For this you need to get a Bodyguard Disguise, meet with Mr. Decker,
and set up the meeting with Viktor.
>>Mission Story - A Quick Break [2,000 XP]
****************************************
For this you need to sabotage the Auction by using the Dongle in the
Laptop.
Plus these other Challenges:
--Someone Could Hurt Themselves --The Moneyman
--The Key To The Auction --The Mastermind
--Silent Assassin
0==============================================0
| Do Svedanja [4,000 XP], Bad Habits [4,000 XP] \
0===========================================================================>
Just like with [In Seine] you need to arrange the meeting between Viktor
and Max but you have to kill Viktor in an explosion. For [Bad Habits] you
need to kill Dalia with a Gas Heater explosion. The only one on the 2nd
Floor is the one on the balcony. You also need to lure her out there with
the Fireworks.
For this run-through bring the ICA19, the ICA Remote Explosive, and start
in the Basement Kitchen. Run to the East Pantry and get the Emetic Rat
Poison. Go into the East Hallway to get the Wrench then go up to the
Kitchen to make Kurt sick. Go into the Restroom and ambush him then dump
him in the Closet and take his Disguise and Pistol.
Go up to the AV Center and get the Fireworks Remote Detonator. Use The
Patio Pipe to get up to the 2nd Floor balcony. Go up to the standing Guard
by the Heater and drop Kurt's Pistol in front of him then run to the other
end of the balcony. When he takes the Pistol inside then go to the Heater
and Loosen the Valve then go back to ground level and to the Pagoda Garden
and to the Pavilion.
Here you should see two Gas Heaters. Place the Explosive at the base of the
*NORTH* Gas Heater and on its north side. This should hide it from the
patrolling Guards.
Next, go to Max at the Terrace and make him call Viktor. Talk to him
afterwards then lead him to the Pavilion. When you get there then go back
out the same way you came and stand outside the Gate that looks towards the
Pavilion.
Watch for Viktor and the moment he stops there then detonate the Explosive
to kill him and those around him before the Guard picks up the Mine.
Immediately after that then use the Fireworks Remote to get Dalia onto the
balcony. Run back inside the Palace and to the Basement. As you are doing
so then Dalia should blow herself up. Leave the mission through The
Catacombs.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Smoking Hazard [4,000 XP]
*************************
For this you need to kill Viktor with a Gas Heater explosion.
>>Mission Story - Playing with Fire [1,000 XP]
********************************************
For this you need to find the Fireworks Remote Detonator.
>>Salute Too Soon [2,000 XP]
**************************
For this you need to trigger the Fireworks.
Plus these other Challenges:
--The Moneyman --The Mastermind
--Someone Could Hurt Themselves
0==========================================================0
| A Break from the Auction [4,000 XP], Photobomb [4,000 XP] \
0===========================================================================>
For [A Break from the Auction] you need to get Dalia to greet you as Mr.
Rieper and then kill her with a Silenced Pistol. For [Photobomb] you need
to arrange an interview with Viktor, place an explosive in the Camera, and
blow it up when the interview begins.
For this run-through bring the ICA19 and start at the IAGO Auction. Wait
until Dalia finishes her speech then wait for her to come and talk to you
before getting up and going to the North Attic.
Although you are in your Suit, and therefore trespassing, the nearby Guards
won't see you enter. Go out the window by the door and shimmy your way to
the Voltaire Suite's Bathroom. Bring out your Silenced Pistol, hide in the
Closet, and wait. Dalia and Sophus will eventually come to the Suite and
talk.
After their conversation then she will come inside the Bathroom. Get out of
the Closet, get up behind her, eliminate her, and dump her in the Closet.
It should be noted that she only goes into the Bathroom on her own this way
when she talks to you as Mr. Rieper.
Shimmy back to the North Attic and run down the stairs and back outside. Go
back inside through the Terrace and to the Entrance Hall. Go down the
Basement Stairwell and to the Locker Room to acquire the Palace Staff
Disguise.
Go up into the VIP Parking area and to the PRX4 Van to get the Camera Lens.
Go to the cordon by the Auction Entrance and wait for the patrolling Guard
in the Small Garden to head west before running up behind him, subduing
him, dumping him in the Container, and taking his Disguise.
Go up to the 2nd Floor via The Patio Pipe then go into CICADA Security
Control. Grab the Remote Explosive when the Enforcer walks away then use
the Pipe again to get back to ground level. Go back to the Small Garden to
re-acquire the Palace Staff Disguise when the patrolling Guard is looking
away.
Go to the Gift Shop, find the Camera on the counter, and place the
Explosive inside. Talk to the reporter to give her the lens.
Follow her outside and to her spot to complete the Mission Story then run
into the (North) Red Carpet Garden just northeast of your position and wait
for the interview to begin. At some point just before the interview the
blogger will walk away to a short distance to check her live feed. The
moment she stops then detonate the Explosives to kill Viktor. After this
then run to The Red Carpet to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mr. Rieper's Auction [1,000 XP]
*******************************
For this you need to start at the IAGO Auction.
>>IAGO at Work [1,000 XP]
***********************
For this you need to hear Dalia's speech at the beginning of the
Auction.
>>The Mysterious Mr. Rieper [2,000 XP]
************************************
For this you need to get up to the Auction in your Suit, sit down in
the assigned chair, and get Dalia to talk to you.
>>Mission Story - A Rare Scoop [1,000 XP]
***************************************
For this you need to find the Camera Lens which is inside the PRX4
Van.
Plus these other Challenges:
--An Invitation Upstairs --The Mastermind
--The Moneyman
0======================0
| Speechless [4,000 XP] \
0===========================================================================>
For this you need to kill Viktor with a firearm while he is on stage. The
best way to do this Challenge is by using a Silenced Sniper Rifle from the
Voltaire Suite Bathroom. The fastest way to kill Dalia is by garroting her
in the Voltaire Suite Bathroom after you kill Viktor.
For this run-through bring the Fiber Wire, bring the Sieger 300 Ghost into
the Small Garden Shed, and start in the Basement Kitchen. Get a Crowbar
before going upstairs.
Go up to Valerie St. Clair to get her conversation started then go to the
Small Garden and get rid of the patrolling Bodyguard in the Shed so you can
get his Disguise and your Rifle. Go up to Helmut and stand near him long
enough to make him leave.
Climb up to the 2nd Floor using The Patio Pipe, go into the Voltaire
Suite's Bathroom, and use the Sink to lure in the standing Guard. Throw
stun him, dump him in the Closet, and turn on the Sink again. When Dalia
and Sophus come back then he will go in to clean up the mess. Throw stun
him when he finishes and dump him in the Closet.
After awhile then Helmut will take the stage then go upstairs to Dalia.
Shortly after this then both Sebastian and Viktor will take the stage.
Helmut and Dalia's conversation will take place as you are waiting for
Viktor to get into position. When he stops moving then kill him with a
headshot.
Go into the Suite and hide in the Closet there when both Helmut and Dalia
are gone. After the Guards come in and leave then get out of the Closet and
wait for Dalia to return. Garrote her and dump her in the Closet. After
this then run to The Patio Pipe, slide down, go back inside, go down to the
Basement, and run to The Catacombs to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Tasteless, Traceless ++Someone Could Hurt Themselves
++Hold My Hair ++Piano Man
Plus these other Challenges:
--The Moneyman --The Mastermind
--Piano Man
0==========================0
| Public Speaker [4,000 XP] \
0===========================================================================>
For this you need to drop a Speaker on Viktor. The best place to do this is
on the 1st Floor in the AV Center. There are two Speakers: one at the
northeast corner and one at the southeast. The one you need to get at is
the northeast one. During his patrol pattern Viktor will stop under this
one for a bit before going through the Catwalk area to the Dressing Room.
The best way to kill Dalia is by poisoning her Glass at the Reception Area
after you kill Viktor. Since this is the last run-through for this chapter
you should have the Lethal Poison Vial unlocked.
When planning bring the Lethal Poison Vial and start in the AV Center. Run
down the Kitchen Stairway to get to the Basement. Go to the East Pantry and
grab a Crowbar. Go back up to the AV Center through the Kitchen Stairway
and go to the Library. Close both doors, subdue the Auction Staff person,
dump him in the Closet, and take his Disguise. Run to the Speaker and wait.
When Viktor finally comes to stop under the Speaker the patrolling Guards
should be still far enough away from you so you can safely Break the
Mounting to drop it down on him to kill him.
Run to the Guest Entrance and get frisked so you can go up. Because this
run-through is written for Casual Difficulty they won't mind the Crowbar
you have on you. Go upstairs to the Reception Area, poison the Glass at the
bar, then run downstairs to the Basement and to The Catacombs. When Dalia
dies then leave the mission.
**NOTE: Considering that you have to wait a long time for Viktor to get
into position can you poison Dalia's Glass first then kill
Viktor? The answer is yes but I don't recommend that.
The reason is that Viktor gets the call about her death just
before he gets under the Speaker. By the time he finishes the
call and moves again then the patrolling Guards will be at your
position and the timing is completely blown.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--The Moneyman --Someone Could Hurt Themselves
--The Mastermind --Tasteless, Traceless
--Silent Assassin
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
You have to do this in your standard Suit - you cannot use another starting
point that has you already disguised. You can, however, use starting points
that has you in your Suit - The Red Carpet, Attic, Pile Driver Barge, and
the North Garden. Although you can get this Challenge by using either the
Attic or IAGO Auction entry points it is best to do this from The Red
Carpet.
A poster at site, toromlo, found that doing the [Terminal Velocity]
Challenge was the easiest way to get this particular Challenge. That
Challenge involves killing both Targets by tossing Dalia off of the balcony
and onto Viktor.
In order to do [Terminal Velocity] you need to get at the Fireworks Remote
Detonator.
For this run-through start at The Red Carpet. When you start then run into
the Palace, through the Entrance Hall, into the hallway, and turn north.
Here you should see Valerie and another woman. Run into the Gift Shop
Restroom to acquire the IAGO Invitation.
After this then run back into the Entrance Hall and down the Basement
Stairwell. Carefully sneak run through the Locker Room, proceed west along
the North Hallway, then south into the center part of the Wine Cellars.
Go to the south door and wait. If your timing is right then one of the
Chefs will be coming from the West Pantry and into the corner of the
Kitchen. As he goes there then sneak up the Kitchen Stairway and to the 1st
Floor. Carefully sneak up to the AV Crew and subdue him then go to the
Center.
If your timing is right then the patrolling Guards should be far on the
other side. Sneak to the Rack Case, turn it off the lure the Crew, then to
the black crates near the entrance.
While he is investigating then the Guard he was talking to will leave. The
moment he turns to leave then sneak up to the Tech Crew, subdue him, pick
up the Fireworks Remote Detonator off of the equipment, and drag and dump
him in the Container behind you.
Go back to the Kitchen Stairway, all the way down to the Basement Kitchen,
then sneak back through the North Hallway and Locker Room, and up to the
Entrance Hall. Go north and outside through the Outdoor Reception Area and
to the Auction Entrance.
Once there then follow the way to the 2nd Floor showing your Invitation to
the Guards and letting yourself get frisked. Once you are upstairs then go
to the Auction Room then out onto the balcony. Go to the south end, bring
out the Remote, and activate it.
When the Fireworks start going off then Dalia will come outside and smoke.
When Viktor makes his way outside then Dalia will move into position above
him. Go to the center of the balcony, follow her and the instant she stops,
and the prompt comes up, then quickly push her over the railing to kill the
both of them in an accident. After this then run down to The Red Carpet to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>I'm Invited [1,000 XP]
**********************
For this you need to show the IAGO Invitation to the Guards.
>>Salut Too Soon [2,000 XP]
*************************
For this you need to trigger the Fireworks.
>>Terminal Velocity [4,000 XP]
****************************
For this you need to kill Viktor by dropping Dalia onto him.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--An Invitation Upstairs --MS: Playing with Fire
--Salute Too Soon --The Mastermind
--The Moneyman --Someone Could Hurt Themselves
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
>>The Standard Method
*******************
For this run-through bring the Silverballer, Lockpick, place the Sieger
300 Ghost in the Basement Stairwell, and start in the Basement Kitchen.
Run to the East Pantry to grab the Emetic Rat Poison then go up to the
Ground Floor Kitchen to poison the Sushi Plate for Kurt.
Ambush Kurt in the Restroom as before and dump him in the Closet and
take his Disguise. Go up to the AV Center and grab the Fireworks Remote
Detonator off the table. Go down to the Basement Stairwell and acquire
the Rifle. Go out to the Small Garden and down to the Gate for the
Pile Driver Barge, pick it open, and get near the Barge.
Climb up the Barge and use the Remote to bring out both Dalia and
Viktor. When they are both outside and stop then zoom on Dalia and
shoot her in the head. Quickly move down to Viktor, shoot him in the
head, then drop the Rifle.
Slide down and run back up to the Shed - taking down Kurt early on will
keep any Guards from coming to the Barge before you have a chance to
leave it. After that then run to the Pier and leave the mission via the
Speedboat.
>>The Cheap Method
****************
For this run-through bring the Silverballer, Coins, place the Sieger
300 Ghost in the Basement Stairwell, and start in the Basement Kitchen.
Run to the East Pantry and grab the Emetic Rat Poison and Lead Pipe.
Run back to the Basement Kitchen, go into the West Pantry, Examine the
Cocktail Recipe, and go up to the Ground Floor Kitchen.
Grab the two Emetic Rat Poisons here, poison the Sushi Plate, then run
to the Bar to make the Cocktail and poison it. Go to the Restroom and
wait for Kurt to come by so you can ambush him and hide his body. Take
his Disguise, hide in the Closet, and wait for Viktor to come by so you
can ambush him but leave the body on the floor.
Go and get the Rifle, go back to the Restroom, and shoot Viktor in the
head to kill him and hide his body. After this then run up to the
stairs for the VIP Auction Entrance.
Close the door to the Auction Catering Area and place Kurt's gun on the
floor in front of the Closet at the northeast corner of the room. Look
at the wall under the stairs.
You should see a large painting. At each side is a large golden
candelabra. While crouched behind the large statue toss a Coin on the
floor between the statue and the candelabra on the right side of the
painting. This should lure the Enforcer.
Go around the statue as he approaches the Coin and he should see the
weapon by the Closet. Go up behind him and subdue him when he reaches
the gun then dump him in the Closet.
After this then go up to the Voltaire Suite. Go into the Bathroom,
close the door, turn on the Sink, and crouch in the corner by the
Closet. This will lure in the standing Guard.
He will turn off the Sink and clean the floor. As he finishes then
throw stun him with the Pipe. Hide him in the Closet and take his
Rifle. Turn on the Sink again and stand in the corner.
When Daila and her companion Sophus come by then he will enter the
Bathroom to turn off the Sink and clean up the mess - Dalia will leave
the room. When he finishes then throw stun him and hide his body in the
Closet inside the Suite. Go back into the Suite and wait for Dalia to
come back.
When she returns then throw stun her with the Pipe and drag her to the
Closet. Bring out the Rifle, kill her with a headshot, and dump her in
the Closet then drop the Rifle. After this then go down to the Basement
and leave the mission via The Catacombs.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>In Plain Sight [4,000 XP] - Standard
************************************
For this you need to trigger the Fireworks Display, assassinate both
Dalia and Viktor within ten seconds of each other with a Sniper
Rifle, and finish the mission without getting spotted.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--Bare Knuckle Boxer --A Drink to Die For
--MS: Playing With Fire --Salute Too Soon
--The Mastermind --Straight Shot
--The Moneyman --Silent Assassin
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Paris Challenge Run |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
As mentioned earlier it is best to play through the map while Offline to
learn it and how to best get the Disguises before doing this. This is a full
Silent Assassin run that uses the basic items you have at the beginning of
the chapter to complete all Mission Stories and acquire as many Challenges as
possible including [Chameleon]. So you will be starting at The Red Carpet
and bring the Coins.
In order to complete all of the Mission Stories you need to do things in a
specific order because the show ends after a certain amount of time. You can
extend the show if you cause interruptions to Viktor's patrol pattern. In
this run-through I will use the Fireworks Remote to stall him. In addition,
you also need to subdue the Sheikh before he leaves for the Auction.
The most important part of this is that the window for doing the [15 Seconds
of Fame] Mission Story is much smaller in this version than in the Paris
mission in Season One. You have to do all of the Auction related activities
and reach the stage as Helmut before the window closes which is a little
after 13 minutes.
After that you still have to set up the [Lights Out] Mission Story which is
also timed but can be extended as already noted. Once that is set up then
things get easier from there.
To get rid of Dalia I am going to poison her in the Voltaire Suite during the
meeting dressed up as Helmut. As for getting rid of Viktor I will lead him to
Max Decker in the Pagoda Garden and toss him into the river afterwards.
Beforehand I will do all remaining Challenges and Mission Stories related to
him. I am not going to list all of the Challenges as they are done - they
will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start then switch to your Coins and toss one into the fountain as
you run past it. Run into the Entrance Hall and then down into the Basement
through the Basement Stairwell. Hang to the left of the door going into the
East Hallway so you won't get spotted by the passing Stylist. Grab the Fire
Extinguisher and quickly knock him out as he passes by - leave the body and
take his disguise (drop the Extinguisher).
Run into the Locker Room and grab a Crowbar (you need it for the [Lights Out]
Mission Story) then run into the Staff Room and quickly knock out both the
sitting Security Guard and Tech Crew person - take the Crew Disguise. Run
into the East Pantry to get the Emetic Rat Poison and the Palace Master Key.
Run up the Kitchen Stairway and to the AV Center to get the Fireworks Remote.
This should complete the [Playing with Fire] Mission Story. Run into the
Piano Room and push the Pin on the instrument to lure in the Auction Staff
person from the Living Room.
Use the Master Key to unlock the door to the Living Quarters then sneak up to
him and push the Pin again when he examines it to knock him out - leave the
body. Run into the Living Quarters and use the Radio in the bathroom to lure
the Sheikh to it.
Go back out and hide behind the desk until he gets near the Radio then run up
behind him, knock him out with the Crowbar, and turn off the Radio. Take his
Disguise and run to the VIP Entrance and into CICADA Security Control. Sneak
to and grab the Laptop Dongle then quickly sneak back out. Go into the
Auction Room, sit down, and place a bid to win the Auction. This should
complete the [Guest of Honor] Mission Story.
Run into the Auction Office, examine the Laptop, then use the Dongle on it
when Hailey is safely out of the Room. This should complete the [A Quick
Break] Mission Story.
Stand by the east door and wait. When Dalia enters and the moment she
mentions your name then immediately run out and down the stairs - Dalia will
turn around and walk out before noticing anything wrong with the Laptop.
Run into the Library and quickly knock out the Auction Staff person with the
Crowbar and take his Disguise. Run out the south door and close it as you go
through. Run down to The Grand Hall and go through the Diorama Room to the
Dressing Room. Use the Emetic Rat Poison on Sebastian's Champagne Glass then
run behind the Catwalk to read the Stage Schedule. Run outside through the
Auction Entrance and to the Small Garden.
If your timing is right then the patrolling Bodyguard should be at the
Container at the end of his route. He should be there just long enough for
you to get there and quickly knock him out. Dump him in the Container but
leave his weapon - the other patrolling Bodyguard will find it and take it
away. Go to Helmut and wait about six seconds before running back to the
Palace - he will still walk away on his own.
Run into the Basement and re-acquire the Tuxedo. Run back up through the
Kitchen Stairwell and into the Entrance Hall. Run into the Gift Shop restroom
to get the IAGO Invitation then run to the Terrace.
Stand near Max just long enough to get his conversation started with Viktor
then run to the Auction Entrance. Use the Invitation to get up to the 2nd
Floor and to your seat (the Guards won't care about you having the Crowbar
when being frisked). Switch to your Coins before sitting down.
After Dalia enters and finishes talking to you then get up and run to Attic
Storage. Just as you enter turn left, turn around, and quickly toss a Coin at
the base of the window closest to the door to lure in the Auction Staff
standing nearby. When he enters then close the door, knock him out, drag him
north away from the door, and take his Disguise. Run down the Guest Stairs,
to The Grand Hall and to the Patio outside.
Once outside then run to the Container with the subdued Bodyguard. Stand near
it and wait. This should be just close enough to get Helmut to call Dalia.
As he is talking to her then the patrolling Bodyguard should be getting near
you. Quickly knock him out and dump him - leave his weapon. When Helmut
finishes with Dalia then walk up close to him as he is getting on the grass
then throw stun him with the Crowbar when he stops. Take the Crowbar, his
Disguise, and Phone.
Immediately call Dalia as you run back to the Palace and to the Diorama Room.
Stand by the Coin slot and wait for the call to finish. Use the slot to turn
on the Diorama and piss off Sebastian then immediately switch to and use the
Fireworks Remote to disrupt both Viktor and Dalia. Run to the makeup chair
and use it. When 47 says "appreciate it" then get up to speed up the process.
Run to the Catwalk and walk it. After the cutscene at the end of the Catwalk
then leave it and run upstairs to the Voltaire Suite. This should complete
the [15 Seconds Of Fame] Mission Story.
The fireworks show should be ending just as you sit down. Dalia will come in
and the conversation will begin. Let it completely play out then stand up and
get the Lethal Poison Pill Jar. When she starts talking on the phone then
poison her Glass.
After she drinks from it and drops dead then quickly dump her in the nearby
Closet and go out the window to the Light Rig. Just hang on the Ledge for a
bit and until the Bodyguard comes back into the Suite before moving to climb
the Rig. Once on top then go to the Winch then to the other end.
Climb back into the Attic and get close enough to the Guards at the corner to
start their conversation. Activate the [Lights Out] Mission Story and about
partway through the conversation you should get the message to wait for
Novikov to take the stage.
When that happens then the hard part is done and you can do everything else
at your leisure. At this point I am going to do other things before
completing the remaining Mission Stories and the mission itself.
Sneak into the Attic Chamber and switch into and out of the Vampire Magician
Disguise. Carefully sneak your way back to Attic Storage and drag the Auction
Staff person to a Container for hiding. At this point you should have
explored all of the rooms in the Attic and Auction area.
Go back out of Attic Storage and to the 1st Floor. Go to the Library, close
all remaining doors, and dump the subdued Auction Staff in the Closet. Go
through the Dining Room then to the Museum Owner's Study to get the Speedboat
Keys.
Go to the Piano Room and the Living Quarters bathroom and hide the Auction
Staff and the Sheikh respectively. Make sure all remaining Unexplored Areas
on this floor are on the map before going to the Museum Director's Office.
When you get there and put it on the map then hang out in the Storage Area
near the Vase. Wait for both Guards to be together before doing anything.
When one of the Guards leaves then knock out the other. Pick up his Pistol
and drag him into the Office for hiding.
When the other Guard comes back in and stops then subdue him and shoot the
Vase. Even though you are using an un-silenced Pistol there is nobody else
close enough to hear you. After that then go down to ground level and go
outside. Go to and explore all Unexplored Areas except the Pagoda Garden and
Pier - those will be last. The Crowbar can be used to get at the Barge.
Go back inside and explore all remaining Unexplored Areas. Go back down into
the Basement and explore all Unexplored Areas. Go to the East Hallway and
dump the Stylist in the Container.
Go back to the Staff Room and switch into and out of the Security Guard
Disguise - hide the bodies in the Container. Go back to the Locker Room and
switch into and out of the Palace Staff Disguise.
Go to the West Pantry and read the Recipe then go into the Kitchen Stairway.
Stand by the Closet and toss the Crowbar at the base of the cart to lure in a
Chef. When he comes in the close the door, subdue him, dump him in the
Closet, and switch into and out of his Disguise. Go back to the Staff Room
and switch into the Auction Staff Disguise then run back up to the Ground
Floor and to the VIP Parking area.
Get the Camera Lens then go into the Gift Shop and talk to the Blogger so you
can give her the Lens. Go to the Fountain and wait for her to take her spot
so you can complete the [A Rare Scoop] Mission Story.
As Viktor is heading outside then run back to the Ground Floor Kitchen and
grab another box of Emetic Rat Poison. Then go to the Bar and make the Bare
Knuckle Boxer. This should complete the [A Drink to Die For] Mission Story.
Run back to the Small Garden and acquire a Bodyguard Disguise from the
Container which should also finish out the [Chameleon] Challenge.
Run back to the Gift Shop and look over the interview. When she finishes and
walks away then go back to Max and talk to him so you can lead him to the
Pagoda Garden. After Max talks to Viktor again then this should complete the
[A Private Meeting] Mission Story.
Stay nearby and wait for the meeting to play out then carefully follow Viktor
to the railing so you can kill him then leave the Garden. After leaving the
Garden then run to the Pier and leave the mission via the Speedboat.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Careful What You Wish For --MS: Playing with Fire
--Piano Forty Seven --MS: Guest of Honor
--The Key to the Auction --Your Excellency
--MS: A Quick Break --Ducks in a Row
--An Invitation Upstairs --I'm Invited
--The Mysterious Mr. Rieper --Salute Too Soon
--One Little Mistake --MS: 15 Seconds Of Fame
--The Undercover Model --The Mastermind
--Tasteless, Traceless --To Your Very Good Health
--More Than You Bargained For --MS: Lights Out
--Bull In A China Shop --Bare Knuckle Boxer
--MS: A Rare Scoop --A Drink to Die For
--MS: A Drink to Die For --Chameleon
--MS: A Private Meeting --The Moneyman
--In Seine --Someone Could Hurt Themselves
--Discover Paris --Baron Larin's Boat
--Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 33 in total, then you should earn around a minimum of 63,000 XP
which translates into Mastery Level 10. You should also earn the {When No One
Else Dares} Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRS8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Paris chapter along with their respective strategies. It is highly
recommended that you complete Paris Mastery Level 20 before doing any of
these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter. These strategies aren't the absolute fastest but are designed to
help you get Silent Assassin on each Level and get a good score in the
process.
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Corky Commotion |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This is a special three level Contract and upon successful completion you
will earn A New Bat which you can use in any mission. The interesting thing
about the weapon is that you can carry it safely as long as you are in the
Clown Suit.
It is very important to point out that you have only one Starting Point and
that is at the Palace Garden and you start out in the Clown Suit. This
Escalation is designed to use the Clown Suit and associated weapon.
Because of what you need to do this Escalation is not designed for Silent
Assassin runs. The overall goal is to complete this as quickly and with as
little trouble as possible.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Agency Pickups are not available. |
|---------------------------------------------------------------------------|
| Pacify Helmut Kruger with A New Bat. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The fastest way to do this is to go to the Auction Entrance and wait for |
| Helmut to go inside The Grand Hall then run inside, quickly knock him |
| out, then run downstairs via the Kitchen Stairway and to The Catacombs to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Agency Pickups are not available. |
|---------------------------------------------------------------------------|
| Pacify Helmut Kruger with A New Bat. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Pop five Balloons. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The five Balloons are found at the following locations: |
| |
| --On the Statue in the Palace Garden. |
| --At the north section of the Main Hallway near Valerie St. Clair. |
| --At the south end of the Bar. |
| --In the center of the Kitchen. |
| --At the east wall near the center of The Grand Hall. |
| |
| Bring the ICA19 with you on this as you need a Pistol to pop them. When |
| you start then run into the Main Hallway instead of shooting the Balloon |
| in front of you. Pacify both Valerie and her friend before going after |
| the Balloon in the Hallway. |
| |
| It is important to point out that you will drop the Bat when you switch |
| to your Pistol so pick it back up after you shoot the Balloon. Quickly |
| shoot the Balloon after taking down the two women. Because it is not |
| tethered down it may disappear if you leave it for too long which is why |
| you need to get to it quickly. |
| |
| After shooting the Main Hallway Balloon then shoot the one at the Bar |
| then the one in the Kitchen. Quickly run into the West Hallway and just |
| inside the entrance to The Grand Hall. Quickly shoot the Balloon there |
| then run down the stairs and into the Basement as the Guards are now |
| starting to converge on you. |
| |
| Your goal now is to start pacifying them to thin them out so you can go |
| back up to shoot the last Balloon in the Garden then go after Helmut. |
| Once you are able to get those then run to into the Basement and to The |
| Catacombs to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Agency Pickups are not available. |
|---------------------------------------------------------------------------|
| Pacify Helmut Kruger with A New Bat. |
|---------------------------------------------------------------------------|
| Pop five Balloons. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Pacify ten Guards of your own choice with A New Bat. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Two. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Videl Cataclysm |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Christophe Nightlinglam with any method while wearing the |
| Security Guard Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Christophe is inside the Living Room on the 1st Floor. When planning |
| bring the ICA19, Coins, Fiber Wire, and start at the AV Center. When you |
| start then run into the Dining Room and subdue the Security Guard there - |
| don't take his Disguise yet. Go into Room 10 then open the door to the |
| Center but stay just inside. |
| |
| Shoot out the Cameras above the doors leading to the Entrance Hall. After |
| that then go back to the Living Room to acquire the Security Guard |
| Disguise. Run to the Piano Room and push the Pin on the Piano to lure |
| Christophe to it then stand to the left of the door to the Living Room. |
| As he goes through the door then close it and garrote him. |
| |
| Hide him in the nearby Closet, take his Disguise, run down the stairs in |
| the Entrance Hall, go through the main door, and to The Red Carpet to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Christophe Nightlinglam with any method while wearing the |
| Security Guard Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| The Security Guard Disguise can be worn once and for 60 seconds only. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same thing as in Level One. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Security Guard Disguise can be worn once and for 60 seconds only. |
|---------------------------------------------------------------------------|
| Eliminate Christophe Nightlinglam with any method while wearing the |
| Security Guard Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Fabrice Sansouci with any method while wearing the Security |
| Guard Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Fabrice is down around the Upper Hall area near the Storage Room. He will |
| sit in a chair then go north to the railing for a bit then go back. Once |
| again start at the AV Center, subdue the Guard in the Dining Room, and |
| run to Room 10 then shoot out the Cameras. Grab the Letter Opener on the |
| desk and go to the east door. |
| |
| When Fabrice is sitting down then open the door and toss the Opener at |
| the base of the black crate just outside then take cover to the left of |
| the door and keep it open. The should lure him to the opener. Use your |
| Instinct and, when the ? is gone from above his head, then toss a Coin |
| into the corner near the desk to lure him inside. |
| |
| Grab him as he goes through the door and leave the body. Run to the Piano |
| Room and use the Pin again to lure Christophe. Subdue him instead of |
| killing him and drag him to the Closet and drop him there. Run back to |
| the Dining Room and acquire the Security Guard Disguise. |
| |
| Run to Fabrice and kill him with a headshot then run to Christophe and do |
| the same. Dump him in the Closet, take his Disguise, and run to The Red |
| Carpet to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Security Guard Disguise can be worn once and for 60 seconds only. |
|---------------------------------------------------------------------------|
| Eliminate Christophe Nightlinglam with any method while wearing the |
| Security Guard Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Fabrice Sansouci with any method while wearing the Security |
| Guard Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| There are two additional Guards added and they are both near your |
| Targets. Start in the AV Center again, subdue the Security Guard as |
| before, go to Room 10, and shoot out both Cameras. Take the Letter |
| Opener, stand to the left of the east door, open it, and toss it on the |
| floor by the Winch to lure in the Bodyguard. |
| |
| Subdue him when he enters, take his Shotgun, and drag him into the Dining |
| Room. Drop the Shotgun and take his Disguise. Lure in and subdue Fabrice |
| as before. Run to the Piano Room to lure in and subdue Christophe as |
| before. Run back to the Dining Room to acquire the Security Guard |
| Disguise, kill both Targets as before, and leave the mission via The Red |
| Carpet. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Some of the previous objectives have changed. |
|---------------------------------------------------------------------------|
| The Auction Staff Disguise can be worn once and for 60 seconds only. |
|---------------------------------------------------------------------------|
| Eliminate Eric Hebert with any method while wearing the Auction Staff |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Alain Rocheleau with any method while wearing the Auction Staff |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Alain is in the Dining Room on the 1st Floor. Eric is on the 1st Floor |
| near the Guest stairs but will go upstairs to the Reception Area. |
| Obviously this requires a very different approach than the last Level. |
| |
| Start at the AV Center and head southwest towards the Auction Catering |
| Area. Grab the Fire Extinguisher at the northeast corner of the Area then |
| go north through the south entrance of the Library and to the north |
| entrance. |
| |
| Stand to the left of the door then toss the Extinguisher into the |
| northeast corner to lure Eric inside. When he enters then close the door |
| and subdue him as he gets to the Extinguisher. Bring out your Silenced |
| Pistol, switch into the Auction Staff Disguise, and kill Eric with a |
| headshot. |
| |
| Quickly switch to your Fiber Wire and run out the east door to go to the |
| Dining Room where Alain is. When you get to him then garrote him and grab |
| his Disguise. From here then run into the Kitchen Stairway and go through |
| The Catacombs in the Basement to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Teague Temptation |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Courtland Aupry by pushing or dumping him over a ledge while |
| wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Courtland is one of the Guards patrolling the AV Center on the 1st Floor. |
| When the mission starts then both Courtland and his partner will be |
| standing at the railing near the southeast corner of the area then do a |
| clockwise patrol around the Center. |
| |
| Bring the Silverballer, start at the AV Center, and then run down to the |
| Security Room via the Kitchen Stairway to shoot the Recorder from the |
| East Pantry which will make it easier to get around the Center - if you |
| run the whole way you can time your approach just right to quickly shoot |
| it. |
| |
| Run back up to the Center via the Kitchen Stairway and go to the |
| northeast corner by going east along the south side then turn north. When |
| you get here then drop your Pistol. |
| |
| At this point Courtland and his partner should be at the northwest corner |
| and heading east. Run west and bump Courtland to make him stop. This will |
| ensure that his partner finds the dropped weapon first - sometimes |
| Courtland may find it first and ruin the plan which is why you should |
| bump him to make him stop so his partner can go on ahead. |
| |
| When his partner walks away with the weapon then Courtland should go back |
| to the south side alone and stand at the railing. Push him over to kill |
| him in an accident then run down the Kitchen Stairway and leave the |
| mission via The Catacombs. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Courtland Aupry by pushing or dumping him over a ledge while |
| wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Additional Security Cameras are present. If recorded then delete the |
| evidence within two minutes. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level One. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Additional Security Cameras are present. If recorded then delete the |
| evidence within two minutes. |
|---------------------------------------------------------------------------|
| Eliminate Courtland Aupry by pushing or dumping him over a ledge while |
| wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Benoit LaGarde with a Letter Opener while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Benoit is the Guard that is standing near you when you start at the AV |
| Center. He will have the conversation with the Tech Guy and the go |
| between the restroom and the console. |
| |
| Do the same as in Level One but, before dropping the Pistol, then go into |
| Room 10 to pick up the Letter Opener. After bumping Courtland then bump |
| into Benoit who should be leaving the restroom. After pushing over |
| Courtland then run to the restroom where Benoit should be taking a smoke. |
| |
| It should be noted that if you don't bump Benoit then you may get to him |
| just as he is about to leave. Bumping him should disrupt his timing so he |
| should be in the middle of his smoke when you arrive. |
| |
| When you get to the restroom then sneak up on him, quickly kill him with |
| the Opener, and dump his body in the Closet. Then run down the Kitchen |
| Stairway and leave the mission via The Catacombs. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Additional Security Cameras are present. If recorded then delete the |
| evidence within two minutes. |
|---------------------------------------------------------------------------|
| Eliminate Courtland Aupry by pushing or dumping him over a ledge while |
| wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Benoit LaGarde with a Letter Opener while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Pacify anyone and you will fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Three. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Additional Security Cameras are present. If recorded then delete the |
| evidence within two minutes. |
|---------------------------------------------------------------------------|
| Pacify anyone and you will fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Courtland Aupry by pushing or dumping him over a ledge while |
| wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Benoit LaGarde with a Letter Opener while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Three. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. The Kotti Paradigm |##################################################\
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
The unusual thing about this Escalation is that there are only three Levels
instead of five as was the case for most of them in Season One. In
addition, MrFreeze2244 at YouTube came up with some ways to do this mission
in Season One that worked good but there are some major changes for the
Legacy version.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify anyone and you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Liza McKenzie with the Battle Axe while wearing 47's Signature |
| Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Liza is with Valerie near the Indoor Reception Area. The Battle Axe can |
| be found in the Gift Shop. Start at the Palace Garden then run between |
| them to interrupt their conversation. Sneak into the Gift Shop to get the |
| Battle Axe which should be behind the counter at the north central part |
| of the Shop. |
| |
| Sneak back to the door but hide behind the large sign until she walks |
| into the Restroom. When she stops then sneak into the Restroom and |
| quickly kill her. Drop the Battle Axe then leave the mission through The |
| Red Carpet. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify anyone and you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Liza McKenzie with the Battle Axe while wearing 47's Signature |
| Suit. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you vault, hang, scale, or climb down then you will immediately fail |
| the mission. |
|---------------------------------------------------------------------------|
| Eliminate Sheik Salman Al-Ghazali with the Battle Axe while wearing 47's |
| Signature Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning you should bring the Lockpick. Once again start in the |
| Palace Garden and interrupt the conversation between Liza and Valerie. As |
| you head to the Battle Axe you should pick the lock of the door leading |
| outside. |
| |
| After killing Liza then go back into the Gift Shop and through the picked |
| door. Run to the stairs leading to the Basement. Enter the Basement then |
| run through the Locker Room to the North Hallway and into the East Pantry |
| to get the Palace Master Key. Just go out and shoot the Recorder then run |
| to the Kitchen. |
| |
| If your timing is right then one of the Chefs should be in the southwest |
| corner. Run into the Kitchen Stairway and up to the 1st Floor. Go into |
| the AV Center and you should have a clean run to Room 11. Run into the |
| Room and into the Dining Room. |
| |
| If your timing is right then the patrolling Guard should be on the |
| balcony. Stay behind the table until he leaves and goes to the nearby |
| painting. Run into Room 10 and then to the door going north into the AV |
| Center. The patrolling Guards should have just gone past the door and |
| stand by the railing. |
| |
| When they move then run north to the Piano Room. Go into the Living |
| Quarters and hide behind the desk. You can't use the Radio to lure the |
| Sheik since it will attract the Auction Staff from the Living Room |
| instead. |
| |
| However, the Sheik will stop by the desk to make a phone call. Sneak up |
| behind him, kill him, drag him into the Closet inside the Bathroom to |
| hide him, and take his Disguise. The standing Guard at the far end is too |
| far to see you kill the Sheik. Run to The Red Carpet to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify anyone and you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| If you vault, hang, scale, or climb down then you will immediately fail |
| the mission. |
|---------------------------------------------------------------------------|
| Eliminate Liza McKenzie with the Battle Axe while wearing 47's Signature |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Sheik Salman Al-Ghazali with the Battle Axe while wearing 47's |
| Signature Suit. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Most patrolling Guards can see through all Paris Disguises and 47's |
| Suits. |
|---------------------------------------------------------------------------|
| Eliminate Hailey Brennan with the Battle Axe while wearing 47's Signature |
| Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Hailey is inside the Auction Office. Do everything the same as the last |
| Level up to acquiring the Sheik Disguise. Grab the Axe and retrace your |
| steps back to the Living Room. The patrolling Guard should be at the |
| painting at the southwest corner of the Room. Wait at the far end of the |
| table until he moves to the northwest corner then run to the Kitchen |
| Stairway. |
| |
| Go down to the Ground Floor then go partway down the stairs to the |
| Basement and drop the Axe. Run back up to the 1st Floor and to the VIP |
| Entrance. Go to the top of the stairs but stop just short of the top. The |
| two Guards at the top are now Enforcers and you need to wait until the |
| one in front of you moves to the center of the area. Crouch then sneak |
| into CICADA Security Control. |
| |
| If your timing is right then the Guard at the console should walk away to |
| his Glass when you enter. Sneak to and grab the Dongle then sneak out. As |
| a matter of safety go through the Voltaire Suite and the Auction Room to |
| reach the Auction Office. Investigate and sabotage the Laptop. Go back to |
| the VIP Entrance the same way you came and then to the AV Center. |
| |
| The patrolling Guards, who are now Enforcers, should be nearing the |
| northwest corner of the area. Run east then north back into the Piano |
| Room and to your Suit. Put it back on then go to the door back into the |
| AV Center. |
| |
| If you're quick enough then you may be able to just run to Room 10 before |
| the patrolling Guards can get to the northeast corner. If you are late |
| then you'll have to wait for them to pass by before leaving. Don't worry |
| - you still have plenty of time to get into position. |
| |
| If you wait then wait for them to turn the southeast corner before |
| running to Room 10. Cut through the Living Room while dodging the Guard |
| while running back to the Kitchen Stairway. Go down to acquire your Axe |
| sneak up close to the Ground Floor level and wait. Hailey should have |
| just finished investigating the disabled Laptop and go out onto the |
| balcony. |
| |
| Jared, Hailey's bodyguard friend, will lead her away from the auction |
| using the Kitchen Stairway. He will be far ahead of her. When you see him |
| go through the Stairway door then get ready. The moment Hailey's feet |
| touch the floor then quickly kill her before she can open the door. |
| |
| Quickly grab her body, drag her down the stairs, and hide her in the |
| Closet. At this point one of the Chefs from the Stove should be walking |
| into the West Pantry. Go into the Kitchen, turn left, and go through the |
| Wine Cellar and stop near The Catacombs. Keep an eye on the lone Chef in |
| the Pantry. When he isn't looking then leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRS9. Holiday Hoarders |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This is a special add-on mission that was a part of both Season One and
Hitman 2 and was released on November 30, 2021 for Hitman 3.
This special mission takes 47 back to Paris where he is to take down two
professional thieves: Harry "Smokey" Bagnato and Marv "Slick" Gonif. The
Agency has been tasked by a major insurance agency to eliminate them as they
have caused the insurance company to lose a lot of money.
What's interesting about this mission is that, unlike The Icon, Landslide,
and A House Built on Sand Bonus Missions, it is just a "re-skinned" version
of The Showstopper.
It has a Christmas theme and has stacks of presents around the palace. But it
behaves exactly the same as the main mission and you can use all of your
Pickups and Starting Points like before. All of the same people are there too
so you can use the same Disguises.
There are a couple of differences between the Hitman 2 and Hitman 3 versions
of this mission:
--Marv will spend less time in the Wine Tasting Room at the start.
--Harry will drop four Coins when you knock him out or kill him.
One important thing to know about the Targets is that you cannot lure them
with tossed objects or Coin Chains.
Throughout the Palace and grounds you should find Presents that you can
interact with. However, these are *NOT* the items that Harry and Marv are
looking for. Inside these presents are items and weapons that you can use
against your Targets.
So what are your Targets looking for? Twelve regular objects and weapons that
are scattered throughout the palace. None of these objects can be found
outside the building. At Reddit a user named 9w4Ns (along with the help of
Ecoli13, LordManders, Onnoel, and COMPLETEWASUK) listed the objects and where
they can be found. This table is broken down by floor:
0===========================================================================0
|################################| Basement |###############################|
0===========================================================================0
| Apricot | On the south counter inside the Basement Kitchen. |
|---------+-----------------------------------------------------------------|
| Coconut | On the west counter inside the Staff Room. |
0===========================================================================0
|##############################| Ground Floor |#############################|
0===========================================================================0
| Cannonball | By the model ship at the south central part of the Museum. |
|------------+--------------------------------------------------------------|
| Toy Tank | On the counter just inside the Gift Shop near the southwest |
| | door. |
|------------+--------------------------------------------------------------|
| Shuriken | Embedded in a dress at the West Hallway intersection just |
| | west of the Kitchen. |
|------------+--------------------------------------------------------------|
| Battle Axe | Embedded in the ice sculpture at the long food table at the |
| | east side of the Bar area. |
0===========================================================================0
|###############################| 1st Floor |###############################|
0===========================================================================0
| Fireworks Remote | At the AV Center. |
|--------------------+------------------------------------------------------|
| Circumcision Knife | On one of the map boxes at the very northwest corner |
| | of the Library (close to the Christmas Tree). |
0===========================================================================0
|###############################| 2nd Floor |###############################|
0===========================================================================0
| Branson MD-2 | On the junk cluster at the north end of the Connecting |
| Microphone | Hallway in the North Attic (and where you would also find |
| | the Hammer). |
|--------------+------------------------------------------------------------|
| Bust | On the main table at CICADA Security Control in the South |
| | Attic. |
|--------------+------------------------------------------------------------|
| Saber | Embedded in a moose head just southeast of the CICADA |
| | Security Control in the South Attic. |
|--------------+------------------------------------------------------------|
| Cowboy Bust | On a table by a large blue vase in the room at the east |
| | end of the South Attic (where the Scaffold is). |
0===========================================================================0
It is important to point out that if any of them pick up an item then that
item will disappear and cannot be picked up again if you knock them out or
kill them. If any of them pick up even a single item then they technically
win and will celebrate at the Terrace when they meet in the Wine Tasting
Cellar after running around inside the building trying to collect everything.
If you manage to pick up all items before they do then they will go to the
Three Lions Fountain when they go back to the Wine Tasting Room with nothing
to show for their efforts.
In addition, there will be a Civilian that is dressed in a Santa Disguise.
However, he will magically appear and disappear at various points within the
building. He carries three weapons: the Holiday Firepoker, the Holiday
Crowbar, and the Holiday Fireaxe.
If you are lucky to find him then you can subdue him for his Disguise. Be
warned though, you need to get him from behind. If he sees you then he will
instantly disappear. This Disguise has the same properties as the regular
Suit but will allow you to leave the mission through a Fireplace.
It is important to note that if you start the main mission or this Bonus
Mission in the Santa 47 Suit that you can go up to the Auction once you have
an Invitation.
However, in this mission, if you do not start it in the Santa suit and take
it from Santa himself then you will not be allowed up there even if you have
an Invitation - it will be treated like the Vampire Magician Disguise.
There are a total of six Challenges related to this particular mission:
>>Share the Love [1,000 XP]
*************************
For this you need to open five Presents. You should also acquire the
Lil' Flashy Remote Flash Explosive for your inventory.
>>Bad 47 [2,000 XP]
*****************
For this you need to knock out Marv three times using Bricks.
>>Santa's Little Helper [2,000 XP]
********************************
For this you need to find and acquire all twelve Presents before Harry
and Marv find them but without killing them first. You need to have all
twelve in your possession at one time. If you drop one then it will
subtract from the counter until you pick it up again.
>>Ho Ho Ho [4,000 XP]
*******************
For this you need to kill Marv and Harry in an accident while wearing
the Santa 47 Disguise.
>>Oh Deer [4,000 XP]
******************
For this you need to kill both Marv and Harry with a Propane Flask
explosion after they return empty-handed.
>>'Tis The Season [1,000 XP]
**************************
For this you need to complete Holiday Hoarders. You should also acquire
the Santa 47 Suit for your collection.
>>St. 47 [8,000 XP]
*****************
For this you need to complete the following Challenges:
++Bad 47 ++Ho Ho Ho
++Oh Deer ++Santa's Little Helper
++'Tis The Season
Most of these can be done in one run and that leads into:
0==================0
| The Christmas Run \
0===========================================================================>
When planning bring the Silverballer, Coins, and start at the AV Center.
Immediately grab the Fireworks Remote and run into Room 11 and cut through
the Dining Room area to avoid the Cameras. You should find Harry just outside
of Room 10. Subdue him, grab his Crowbar, and drag him into Room 10. He also
drops four Coins so grab them too.
Run back through the Dining Room, closing the door behind you, and back to
the AV Center and down the Kitchen Stairway. Run into the Kitchen and grab
the Apricot off of the south counter then run to the Staff Room and grab the
Coconut off of the west counter.
Run to the door for the Security Room and, if your timing is right, then the
patrolling Guard should be going from the desk to the server wall. Crouch
then sneak run through the Room and to the door where you should find a
Present. Inside are three Bricks that you need for one of the Challenges.
Keep crouched as you pick them up as you will attract attention from one of
the sitting Guards as you run inside.
After acquiring the Bricks then run into the East Hallway, go north and cut
through the Locker Room, then back into the Staff Room. Marv should be here
at this point. Go to the door for the East Pantry and wait for Marv to walk
past you as he goes into the Kitchen. After he passes then shoot the Recorder
and run into the Kitchen Stairway and wait by the Closet.
When Marv comes by after looking through the Kitchen then close the door and
knock him out with one of the Bricks - leave his body.
Next, go into the Locker Room. Santa will appear here at some point but I
need to clear the room of the three people here first.
To start, place a Coin on the floor between the south end of the bench (where
the Palace Staff Disguise is) and the lockers on the east wall. One of the
three people is a male that goes to the southeast corner. When he does then
he will see the Coin and go for it. As he is at the Coin then knock him out
and put him in one of Closets.
Then throw a Crowbar near the Palace Staff Disguise to attract one of the
women. Knock her out and dump her in a Closet. Then knock out the last one
and dump her in a Closet. In the center of the Room are two large locker
clusters. Stand behind the northwest corner of the south cluster and look at
the Fire Axe at the east wall.
Santa will eventually appear at the Axe and all you have to do is simply
throw stun him. Dump him in a Closet but do not take his Disguise yet.
Run up to The Red Carpet area to find four Presents around the now empty
fountain. You already opened one Present in the Security Room so open these
four to complete another Challenge.
Next, go to the Palace Garden but stay at the southwest corner. At the
northwest corner is a Civilian leaning against the short wall. Further ahead
is a Container. There is another Civilian that goes between the Three Lions
Fountain and the other guy. Wait for them to meet then for the patrolling one
to leave before going to the Container and placing a Coin by it. Get closer
to the standing person and place a Coin there.
He should then see it and go to pick up both Coins. As he gets to the
Container then knock him out and dump him. Place both Coins again then add a
third one a little further away. When the other guy comes back then he should
see and follow the Coins. Knock him out at the Container and dump him. This
should prevent him from becoming a problem later.
From here then go back into the Basement, go up the Kitchen Stairway, and
into the Library to get the Circumcision Knife. After that then close the
doors and knock out the Auction Staff person up here and dump him in the
Closet. Take his Disguise and go to the Kitchen to get the Rat Poison to
poison the Sushi Dish for Kurt so you can get his Disguise.
After you make Kurt sick and get his Disguise then get the Shuriken nearby
and go into the Museum to acquire the Cannonball and then to the Gift Shop to
get the Toy Tank. Don't get the Battle Axe from the Bar yet.
Go up to the Museum Director's Office, grab the Hammer from the balcony, then
climb the Scaffold so you can get the Cowboy Bust. Sneak to the south of
CICADA Security Control and find the moose head then acquire the Saber. Go to
the east side of Security Control and wait for the Bodyguard to walk away
from his post before going to collect the Bust.
Sneak to the Connecting Hallway and then to the North Attic to acquire the
Microphone. Head to the Auction Room then go down The Patio Pipe to ground
level. Run to the main Bar area to collect the Battle Axe and successfully
complete the [Santa's Little Helper] Challenge. Go to the Catering Delivery
Area Shed and drop both the Saber and Axe.
Go back to Marv's body, open the door to the Kitchen, and toss the Crowbar at
your feet to lure in one of the Chefs. Run into the Wine Cellar and wait.
Marv's body will be found and he will be awakened.
He may go into Target Lockdown so follow him around. When he is in isolation
then knock him out with a Brick. Get away from him and see if his body is
found. If not then drag him close to others and use an object to lure
somebody to him and repeat the process. Continue this until you get the [Bad
47] Challenge.
After you get the Challenge then get him awakened again and go up to Harry.
When the Guard in the Dining Room is walking to the balcony then drag Harry
into the room a bit then leave him. As you're running to the Kitchen Stairway
then he should be found and awakened.
Go back down to the Basement and change into the Santa 47 Disguise. Go up
into the Entrance Hall and then outside to the Three Lions Fountain. You
should see a couple of Propane Flasks there. It is this spot where Harry and
Marv will come to if you get all of the items before they do.
Stand at the northwest corner of the Fountain area at the top of the short
stairs, bring out the Hammer, and wait. Eventually the both of them will go
to each of the locations to find the items but they are not there thanks to
you.
They will then go down to the Wine Tasting Room to talk before leaving to go
to the Fountain. They will split up and gradually make their way to the
designated spot. Marv will be the one that comes near you. As he goes down
the stairs then follow him. When he gets near the Flasks then knock him out
with the Hammer and run to knock out Harry as he is coming down the other
stairs.
Quickly drag them to the Flasks and place one near them. Go back to the
northwest corner and shoot it to blow it up and kill them which should allow
you to acquire the remaining Challenges. After this you can either finish the
mission or just exit to the menu.
0=========================0
| Gift and Take [4,000 XP] \
0===========================================================================>
For this you need to kill either Harry or Marv with the Explosive Xmas Gift
while wearing the Santa 47 Disguise. You should also acquire the Explosive
Xmas Gift for your inventory.
When planning bring the Fiber Wire and start at the AV Center. Run through
the Dining Room area to avoid the Cameras and get at Harry. Get behind and
garrote Harry, grab his Crowbar, then quickly drag him into Room 10.
Run back towards the AV Center and run down the Kitchen Stairway. Find Marv
who should still be in the Wine Tasting Room but is just beginning to leave
it. Quickly knock him out then drag him back into the Room and to the
Container.
Go to the Locker Room, get rid of all three people there as before, wait for
Santa, and ambush him. Dump him in a Closet then run up to The Red Carpet
area and run south to the main Parking Area. Near the south end you should
see a Present. Open it to find an Explosive Xmas Gift. There are two of them
and the other is inside the Guest Quarters near the Bedroom. But you only
need one for this.
Run back to the Locker Room and acquire the Santa 47 Disguise. Run back to
Marv, drop the explosive on him, and run to but stop near The Catacombs.
Detonate the Gift to kill Marv which will cause the nearby Chefs to run
through the Kitchen. Run to The Catacombs to leave the mission.
0===========================0
| Silent Assassin (Standard) \
0===========================================================================>
Although the above strategy can get you Silent Assassin this will get you a
better score. For this you do everything exactly the same as before except
that you garrote Marv instead of knocking him out then running to The
Catacombs to leave the mission.
0=========================================0
| The Gift That Keeps on Giving [4,000 XP] \
0===========================================================================>
**NOTE: This Challenge requires two items of lethal poison. If you are
starting from the beginning then you need to get to at least
Sapienza Mastery Level 2 to acquire the Modern Lethal Syringe in
addition to Paris Mastery Level 15 to acquire the Lethal Poison
Vial.
If you wish to use two lethal syringes then you need to get to
at least Bangkok Mastery Level 12 to acquire the Antique Lethal
Syringe.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
For this you need to eliminate both Marv and Harry with lethal poison and
leave the mission through a Chimney which means acquiring the Santa
Disguise. You should also earn The Cozy Christmas Suit for your collection.
Wildgold (YouTube) pointed out that Santa will appear in the Dining Room at
about 2:20 and in front of a Fireplace. This run-through is based on his
strategy but will account for both vial/syringe and two syringes.
When planning bring either a Lethal Poison Vial and Modern Lethal Syringe
or two Lethal Syringes and start in the Kitchen.
When you start then immediately get out of the cutscene and run to the Wine
Tasting Room. If you have a Vial then find a Glass at the south end of the
long table. Poison it and leave. Marv will drink from this Glass before
leaving the Room and this is how you eliminate him. If you have a second
Syringe then bring it out, stab him with it to kill him, and run out.
After dealing with Marv then run up the Kitchen Stairway but hide near the
top until the AV Crew person here moves to another position before running
up behind him and subduing him. Take his Disguise, bring out a Syringe,
then run out into the AV Center area and into the Dining Room.
Harry should be at the east end of the long table and the patrolling Guard
should be heading to the northwest corner of the room. Run up behind Harry,
stab him to kill him, and run up behind the Guard and subdue him. Dump both
bodies in the Closet by the Fireplace at the east side of the room and pick
up all dropped objects.
Get close to the north door, bring out the Crowbar, aim the throw arc so
that it ends in front of the Fireplace, and wait. At about 2:20 then Santa
will appear and you should immediately lock onto him. Throw stun him, take
his Disguise, and use the Firplace to leave the mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >PRS10. The Director (The Sarajevo Six) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This special Target is Scott Sarno, also known as The Director. He heads the
security group known as CICADA. He will start in the Attic and alternate
between there and the Security Room in the Basement.
The major difference between the "Hitman 1" version and this one is that
Scott will go between these two areas but in the original version he would go
to the Basement and never go back up. The use of dartguns makes this version
of this mission even easier than the original.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================================0
| Lights Out on a Promising Career [2,000 XP] \
0===========================================================================>
For this you need to eliminate Scott with the Light Rig. The only way to
get him on stage is if Viktor goes on stage by himself. So that means that
you need to get rid of Sato. However, you can't just poison him and make
him leave the building - you need to knock him out and make him disappear.
One annoying thing about this Challenge - it takes over twenty minutes for
Viktor to take the stage but it also gives you plenty of time to set things
up correctly. In addition, because of the time it takes to get things where
you need to go and that this strategy also involves multiple Non-Target
kills this one will be done first.
When planning bring the ICA Micro Remote Explosive and start in the Attic.
When you start then run into the main Attic area then go north along the
Connecting Walkway. As you do so you should run past two Guards that are
engaged in conversation but will break up shortly after you pass them.
Run into the medium room at the Attic Storage area and, if your timing is
right, then one of the Guards should be standing at a window closest to the
door you came through. Quickly subdue him and take his Disguise. Go back
south along the Connecting Walkway except that you go out onto the Light
Rig and place the Micro Remote Explosive on the Winch - grab the Crowbar at
the window.
Go back in then continue south and back to where you started - both of the
Guards that you passed earlier should be in the CICADA Security Control
area at this point. Climb down the ladder to the 1st Floor then run through
the Dining Room areas to reach the Kitchen Stairway so you can run down to
the Ground Floor and to the Diarama Room.
Grab the Coin and use it on the Diorama to upset Sebastian. Run to the
Container southeast of his position, which is hidden behind the wall, and
wait. When he walks by then knock him out with the Crowbar and dump him in
the Container.
Go back up to the AV Center Area to look down upon the catwalk and wait.
After a little over twenty minutes then Viktor will take the stage. Scott
will be at the back end but will be on stage. When Viktor starts to talk
then detonate the explosive to destroy the Winch and bring it down on
everybody including Scott. You can either leave the mission through an exit
point or choose to replan the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>The Director [2,000 XP]
***********************
For this you need to kill Scott Sarno.
0===========================0
| Silent Assassin [4,000 XP] \
0===========================================================================>
You can get at him pretty easily and quickly at the Attic. When planning
bring the Sieker 1 and start at the Attic again.
When you start then run to the medium room at the Attic Storage area again
to acquire the Guard Disguise as before. Run back out and go south along
the Connecting Walkway. As you enter the CICADA Security Control area you
will need to keep an eye on the two Guards coming in from the area you
passed by earlier and they are Enforcers to your Disguise.
The problem is that Scott can be at one of three different places when you
arrive at the central area and it will be random with each attempt. He can
be either at the main console, a small secondary console with a sitting
Guard, or at the window closest to the door.
Depending on where he is will determine where you need to be so you can
shoot him with the Sieker 1. In addition, there are several additional
Guards with him and all are Enforcers. Once you manage to shoot Scott then
he should go to the Voltaire Suite's Bathroom but he will be followed by an
accompanying Guard.
You cannot follow him directly because one of the Enforcers is right next
to the door. You will need to go back to the Attic Storage area so you can
get to the window closest to the Bathroom. Climb out, shimmy to the open
window closest to the Closet, and wait.
When Scott starts throwing up then his Guard will back away and stop. Climb
in, subdue the Guard, and drown Scott. Dump both bodies in the Closet then
leave the Bathroom, cut through the Auction Room to reach The Patio Pipe,
slide down, then run to the Helicopter to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
--The Director
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Sapienza \@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY2. World of Tomorrow 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@\ Sapienza /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
**NOTE: This chapter is considered a sequel to The Author (Patient Zero).
This mission is also a sequel to both the Landslide and The Icon
Bonus Missions.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This mission takes 47 back to Sapienza, Italy. Here he is to take down two
Targets: Silvio Caruso and Francesca De Santis. Silvio, one of your previous
clients, is a very intelligent but troubled bioengineer. He is a major asset
to the Ether Pharmaceutical Corporation and is a leader in stem cell
research. However, he is now working on something far more sinister.
He is working on a virus that can be programmed to infect anyone but without
harming non-targets. This would allow anyone to kill anyone else anywhere in
the world. This is not only a serious threat to powerful people but also a
threat to the ICA who would become irrelevant overnight.
One of Ether's major shareholders has tasked the ICA to stop this project
without destroying the company in the process. Of course, the ICA has a more
personal stake in this matter too and has sent their best person, Agent 47,
to handle this contract.
In addition to killing Silvio 47 is also tasked to kill Francesca who has
enough knowledge of the virus to continue in Silvio's place should anything
happen to him. Finally, in addition to killing the Targets, 47 also has to
destroy the Virus Prototype.
Silvio has acute travel phobia and does not like to leave his home. So Ether
has put a portable lab in the caves right under the Caruso Estate. This is
where the Virus can be found. Of course, expect it to be heavily guarded but
that shouldn't be too much of a problem for an experienced assassin like 47.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SPZ1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Amalfi Pearl
************
Description: Reach Sapienza Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Die By The Sword
****************
Description: Complete World of Tomorrow.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SPZ2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed at nearly 90 degrees
right. Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Sapienza is a large map with multiple areas. The Sewers and the Church are at
the north end of the town. Next to it, to the south, is the main Harbor with
the Piers and the Beach. There are shopping areas to the south of the Harbor.
There are also Streets that connect the Beach Square with the Town Hall
Square to the south. The Town Hall Square is also home to multiple shops and
the Town Hall.
Directly west of the Town Hall Square is the Villa Caruso. This mansion has
multiple floors and buildings within its walls. Like with Paris I will use
the European method of floor naming (Ground, 1st, 2nd instead of 1st, 3rd
instead of 2nd). To the southwest of the Villa is the Sapienza Ruins which
are the remains of an old castle tower.
**NOTE: Thanks to http://hitmanmaps.com for finding a couple of items that
I missed in previous run-throughs.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0=======0
| Sewers \
0===========================================================================>
The Main Path goes from the Beach Sewer Entrance at the south end to the
Graveyard Sewer Entrance to the north. The South Junction leads to the Well
and to the basement for Building 4. The Well Junction also leads to the
Church Restrooms.
The Middle Junction has a path that leads to the Catacombs and the Church
Basement (which has a Camera Recorder). The North junction leads to the
outside of the Morgue. The Catacombs door can be unlocked with the Sewer
Key carried by the Red Plumber (although he isn't the only source for the
Key).
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crocodile | At the bottom of the Well. |
| Coin (x3) | |
|-----------------+---------------------------------------------------------|
| Crowbar | In the little nook to the right just after you enter |
| | the Sewers from the Beach. |
|-----------------+---------------------------------------------------------|
| Brick | In the little nook to the right just after you enter |
| | the Sewers from the Graveyard Sewer Entrance. |
|-----------------+---------------------------------------------------------|
| Shovel | In the corner near the short stairs along the path to |
| | the Church Restrooms. |
|-----------------+---------------------------------------------------------|
| Sewer Key | Carried by the Red Plumber. |
|-----------------+---------------------------------------------------------|
| Priest Disguise | ++[Casual and Pro]: On the floor within the Church |
| | Basement. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Church \
0===========================================================================>
The Church has several sections. The Church itself is the large building to
the west. The Worship Area comprises most of the main floor (with the
Confession Booth on the southwest side). There is a small door to the east
which is the East Entrance. There is also an Organ on the north side with a
small Balcony above it. This Balcony can be accessed by going up the Bell
Tower.
The Small Storeroom is at the north side with the Bell Tower next door to
the southwest. To the west of the Bell Tower is the West Entrance. Right
up against the west side of the Church, and near the water, is the Church
Pier which also has an entrance to the Catacombs.
The building to the east of the Church is the Morgue that also has a
Funeral Parlor in the front and Mortuary in the back with the Morgue in the
middle. There are also stairs that lead to the Sewers just outside the east
side of the building.
To the east of that is the Church Restrooms (which also has stairs that
lead to the Sewers). The southeast area of the Church and Morgue is the
Church Parking Area that also has a Well. The large open area to the north
is the Graveyard that has a Crypt at the north side and a small Shed to the
west. The Church Beach, that has an entrance to the Sewers, is also at the
north side. At the northwest end is another part of the Graveyard area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Church Area |##############################|
0===========================================================================0
| Scissors | On the bookshelf in the Small Storeroom. |
|----------------+----------------------------------------------------------|
| Church Key | --On the table with candles in the Small Storeroom. |
| | --Carried by all Church Staff. |
| | --Carried by the Priest. |
|----------------+----------------------------------------------------------|
| Sewer Key | On a chair on the Balcony. |
|----------------+----------------------------------------------------------|
| Crowbar | In a toolbox about halfway up the Bell Tower. |
|----------------+----------------------------------------------------------|
| Brick | --By the dumpster just south outside of the West |
| | Entrance (x2). |
| | --By the Church wall just north outside of the West |
| | Entrance. |
| | --On the platform halfway down the stairs to the |
| | Graveyard Beach. |
|----------------+----------------------------------------------------------|
| Old Axe | Laying against the wall next to the desk inside the |
| | Church Shed. |
|----------------+----------------------------------------------------------|
| Radio | On the short wall next to the open grave just north of |
| | the Church. |
|----------------+----------------------------------------------------------|
| Screwdriver | On the desk inside the Church Shed. |
|----------------+----------------------------------------------------------|
| Shovel | --Laying against the wall inside the Church Shed. |
| | --Laying against the short wall next to the open grave |
| | just north of the Church. |
| | --Laying against the wall outside the north side of the |
| | Crypt. |
0===========================================================================0
|##########################| Morgue and Mortuary |##########################|
0===========================================================================0
| Kitchen Knife | On the counter inside the Morgue. |
|----------------+----------------------------------------------------------|
| Lab Technician | ++[Casual and Pro]: On the corpse inside the Morgue. |
| Disguise | |
|----------------+----------------------------------------------------------|
| Flower Bouquet | At the base of the Coffin inside the Mortuary. |
0===========================================================================0
|###########################| Church Restrooms |############################|
0===========================================================================0
| Coin | On the small table near the entrance of the Restrooms |
| | (x3). |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Harbor \
0===========================================================================>
This area comprises the Beach, a large pier to the north (Beach Pier), the
Beach Square with some buildings to the east and northeast, a large pier
to the west (Main Pier), and a shopping area at the south edge of the
Beach.
At the northeast corner, just south of the Church Restrooms, is Building 4.
You can enter the Sewers from this building. This building also has an
apartment at the top with a view of the Church. South of Building 4, at the
corner, is the Winery. Next door to the east of the Winery is the
Hairdresser.
Across the street south of the Winery is Building 5. This building is
also connected to Building 7 which is at the southeast corner of the Square
near the stairs.
This area also has a public restroom for the Beach and passages that lead
to the west ends of the area. Stairs leading up to another area can be
located west of the restrooms and and southeast of the Square. A Blocked
Tunnel can be found at the tunnel corner just south of the Beach Restrooms.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|################| Beach, Beach Square, and Beach Restrooms |###############|
0===========================================================================0
| Crocodile | On the Beach (x2). |
|----------------+----------------------------------------------------------|
| Flower Bouquet | In the dumpster in the corner by the Soda Machines just |
| | southeast of the Beach. |
|----------------+----------------------------------------------------------|
| Coin | In the hat at the performance area in the center of the |
| | Beach Square (x3). |
|----------------+----------------------------------------------------------|
| Screwdriver | On the bench by the Soda Machines on the south side of |
| | the Beach Restrooms. |
0===========================================================================0
|###############################| Main Pier |###############################|
0===========================================================================0
| Crocodile | Under the wooden pier south of and near the entrance of the |
| | Main Pier. |
|-----------+---------------------------------------------------------------|
| Coin | On the ground by the brown boat. |
|-----------+---------------------------------------------------------------|
| Lead Pipe | By a blue barrel at the upper level near the end of the Pier. |
0===========================================================================0
|###############################| Building 4 |##############################|
0===========================================================================0
| Crocodile | Inside the bathroom. |
|-------------------+-------------------------------------------------------|
| Gardener Disguise | ++[Casual and Pro]: On the bed. |
|-------------------+-------------------------------------------------------|
| Apartment Key | On the coffee table. |
|-------------------+-------------------------------------------------------|
| Shovel | Laying against the radiator near the television. |
|-------------------+-------------------------------------------------------|
| Mansion Keycard | On the nightstand. |
0===========================================================================0
|###############################| Building 5 |##############################|
0===========================================================================0
| Church Staff | ++[Casual and Pro]: On the bed. |
| Disguise | |
|---------------+-----------------------------------------------------------|
| Church Key | On the small table inside the kitchen. |
|---------------+-----------------------------------------------------------|
| Kitchen Knife | ++[Casual and Pro]: By the sink inside the kitchen. |
0===========================================================================0
|###############################| Building 7 |##############################|
0===========================================================================0
| Crocodile | On the floor about halfway up the stairs to the |
| | apartment. |
|------------------+--------------------------------------------------------|
| Bartoli 75R | On the nightstand inside the living room. |
|------------------+--------------------------------------------------------|
| Combat Knife | On the stove inside the kitchen. |
|------------------+--------------------------------------------------------|
| Mansion Keycard | ++[Casual and Pro]: On the table inside the kitchen. |
|------------------+--------------------------------------------------------|
| Mansion Security | ++[Casual and Pro]: On the laundry basket in a corner |
| Disguise | outside the east door for the kitchen. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| Terrace Shops \
0===========================================================================>
This is the upper level shopping area at the south side of the Beach. It
can be accessed by stairs at the southeast corner of the Church Square and
by stairs in the passageway to the west. The shops sit directly underneath
Villa Caruso and there is an entryway into the lower levels of the Kitchen
Building.
There are two businesses here: the Cafe (which is in the east half) and
Sanguine (which is the larger business to the west). There is also a back
passage that connect the two businesses. There is also a Restroom in the
west passage near the stairs.
**NOTE: On the map it says Sanguine Shop to the east but it should be to
the west.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##################################| Cafe |#################################|
0===========================================================================0
| Emetic Rat Poison | ++[Casual and Pro]: On the west end of the back |
| | kitchen counter. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the small kitchen counter at the northeast corner |
| | of the kitchen. |
|-------------------+-------------------------------------------------------|
| Kitchen Assistant | ++[Casual and Pro]: On the floor in the passageway |
| Disguise | behind the Cafe. |
|-------------------+-------------------------------------------------------|
| Folding Knife | On the table with the CICADA Bodyguards north of the |
| Police Baton | Cafe entrance. |
0===========================================================================0
|#############################| Sanguine Shop |#############################|
0===========================================================================0
| Soda Can | On the table in the sitting area at the northwest |
| | corner of the Shop. |
|-------------------+-------------------------------------------------------|
| Mansion Security | ++[Casual and Pro]: In the dressing room at the |
| Disguise | southwest corner of the Shop. |
|-------------------+-------------------------------------------------------|
| Scissors | On the counter by the espresso machine behind the |
| | register. |
|-------------------+-------------------------------------------------------|
| Coin | By the register. |
|-------------------+-------------------------------------------------------|
| Store Clerk | ++[Casual and Pro]: On the floor inside the storage |
| Disguise | room. |
|-------------------+-------------------------------------------------------|
| Baseball Bat | Laying against the wall by the shelving at the |
| | southeast corner of the storage room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========0
| Old Town \
0===========================================================================>
The Old Town is comprised of the small and large roads that connect the
Beach to the Town Hall Square.
The large road that runs from the Beach Square to the Town Hall Square is
called Paradiso. The road that runs east from the Church Restrooms is
Giulio Cesare. All of the other roads are also called Valle Del Sole.
At the north end of Paradiso is the Winery and Hairdresser. The road
right next to it I will call Valle Del Sole (A). It runs north, turns east,
connects with Giulio Cesare, continues east, curves south, and ends at a
junction with two other roads.
Halfway along Paradiso is a Flower Shop and another road which I will call
Valle Del Sole (B). It runs east then turns south and ends at the junction
with Valle Del Sole (A). There is a tunnel that connects the middle section
of Valle Del Sole (A) with the middle section of Valle Del Sole (B).
Valle Del Sole (C) is at the south end of the junction of Valle Del Sol (A)
and (B) and goes east then turns south and ends at the northeast corner of
the Main Square.
At the junction of Giulio Cesare and Vale Del Sole (A) is a small Fish
Shop. At the junction of Valle Del Sole (A), (B), and (C) is a small
Pharmacy. West of the Pharmacy, in the west dead-end section of Valle Del
Sole (C), is the back entrance of the Ceramic Shop. At the south end of the
Valle Del Sole (C) is a Signless Shop.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#########################| Winery and Hairdresser |########################|
0===========================================================================0
| Baseball Bat | Behind the counter inside the Winery. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall by the south door inside the Winery. |
|-------------------+-------------------------------------------------------|
| Scissors | On the counter inside the Hairdresser. |
0===========================================================================0
|#######################| Flower Shop and Fish Shop |#######################|
0===========================================================================0
| Shovel | Against the south wall inside the Flower Shop. |
|----------------+----------------------------------------------------------|
| Delivery Man | ++[Casual and Pro]: On the stool at the southeast |
| Disguise | corner of the Flower Shop. |
|----------------+----------------------------------------------------------|
| Flower Bouquet | On the table in the middle of the Flower Shop. |
|----------------+----------------------------------------------------------|
| Soda Can | Near the large box within the Fish Shop. |
| Lead Pipe | |
|----------------+----------------------------------------------------------|
| Wrench | On the yellow boat just southeast of the Fish Shop. |
0===========================================================================0
|#######################| Pharmacy and Signless Shop |######################|
0===========================================================================0
| Soda Can | On the floor next to the north wall inside the Pharmacy. |
|---------------+-----------------------------------------------------------|
| Folding Knife | On the table inside the Pharmacy. |
|---------------+-----------------------------------------------------------|
| Coin | --On the ground inside the intersection at the northeast |
| | side of the Pharmacy. |
| | --On the ground near a medium sized shrub along Valle Del |
| | Sole (A) about 100 feet north of the Pharmacy. |
|---------------+-----------------------------------------------------------|
| Baseball Bat | Laying against the wall in the northeast corner of the |
| | Signless Shop. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Town Hall Square \
0===========================================================================>
This is the large area at the south side of the town and sits next door
east of Villa Caruso. At the northwest corner is the Butcher Shop and
Building 3 where there are two apartments including the ICA Safe House.
Outside the back door to the bathroom of the Safe House is the Patio. The
other apartment in Building 3 is Rocco's Apartment.
At the north side of the Square is the Ceramic Shop which can be opened
with the Shop Key.
At the east side is the large Town Hall Building. There are public
Restrooms that run under the upper area near the Building. At the northeast
corner is the Signless Shop. At the south side near the entrance is an Art
Shop which can also be opened with the Shop Key. The Town Entrance is at
the south side of this area and just beyond that is the Car Crash Site.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| Building 3 |##############################|
0===========================================================================0
| Cleaver | In a corner of the freezer inside the Butcher Shop. |
|---------------------+-----------------------------------------------------|
| Propane Flask | On the floor inside the freezer of the Butcher Shop |
| | between two large slabs of meat. |
|---------------------+-----------------------------------------------------|
| Explosive Golf Ball | On the table in the kitchen of the ICA Safe House. |
|---------------------+-----------------------------------------------------|
| Kitchen Knife | ++[Casual and Pro]: Behind the counter of the |
| | Butcher Shop. |
| | --By the sink in the kitchen of the ICA Safe House. |
|---------------------+-----------------------------------------------------|
| Bartoli 75S | On the small nightstand inside the ICA Safe House. |
|---------------------+-----------------------------------------------------|
| Brick | On the roof part of the Patio at the south edge. |
|---------------------+-----------------------------------------------------|
| Mansion Keycard | ++[Casual and Pro]: On the table within the kitchen |
| | for Rocco's Apartment. |
| | ++[Master]: Carried by Rocco. |
|---------------------+-----------------------------------------------------|
| Kitchen Assistant | ++[Casual and Pro]: On the bed within the bedroom |
| Disguise | for Rocco's Apartment. |
|---------------------+-----------------------------------------------------|
| Apartment Key | On the counter by the television within the bedroom |
| | for Rocco's Apartment. |
|---------------------+-----------------------------------------------------|
| Brick | On the roof part of the Patio at the south edge. |
0===========================================================================0
|##############################| Ceramic Shop |#############################|
0===========================================================================0
| Bust | By the kiln. |
|----------+----------------------------------------------------------------|
| Soda Can | On the counter by the register. |
|----------+----------------------------------------------------------------|
| Shop Key | On the shelf partway down the stairs for the lower level of |
| | the Shop. |
|----------+----------------------------------------------------------------|
| Wrench | On the stool at the lower level of the Shop. |
0===========================================================================0
|#########################| Main Square Restrooms |#########################|
0===========================================================================0
| Coin | On the plate for the table in the center of the area (x3). |
|---------+-----------------------------------------------------------------|
| Crowbar | Laying against the east wall within the area. |
0===========================================================================0
|######################| Art Shop and Car Crash Site |######################|
0===========================================================================0
| Bust | On a table within the Art Shop. |
|----------------+----------------------------------------------------------|
| Flower Bouquet | On the ground by the Crashed Van at the Car Crash Site. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Town Hall Square - Town Hall Building \
0===========================================================================>
This building has a Basement floor, a large Ice Cream Shop on the Ground
Floor, the Town Hall on the 1st Floor, a Secondary Office (with a Camera
Recorder) on the 2nd Floor, and the Hippie's Apartment on the 3rd Floor.
The Town Hall can be reached by the stairs southeast of the main building.
But all of these areas can be reached by using the stairs that go up the
Town Hall Tower at the northwest and east sides of the building.
The Town Hall floor is split into three areas: the Reception Area,
Salvatore Bravuomo's Office (or Salvatore's Office), and the Back Office
(next to the Town Hall Tower).
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Ice Cream Shop |############################|
0===========================================================================0
| Town Hall Key | Carried by the Kitchen Assistants and the Chef. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the center counter in the kitchen. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the short wall near the window |
| | inside the kitchen. |
| | ++[Master]: Carried by the Chef. |
|-------------------+-------------------------------------------------------|
| Coin | --In the cup by the register. |
| | --On one of the tables near the southwest corner |
| | outside the Shop (x3). |
0===========================================================================0
|############################| Town Hall Floor |############################|
0===========================================================================0
| Bust | On the small dresser at the Reception Area. |
|-------------------+-------------------------------------------------------|
| Saber | Above the entranceway at the east side of the |
| | Reception Area. You'll need to shoot down the weapon |
| | before you can use it. |
|-------------------+-------------------------------------------------------|
| Golf Club | Laying against the west wall by the chair within |
| | Salvatore's Office. |
|-------------------+-------------------------------------------------------|
| Leather Briefcase | On the floor by the desk inside Salvatore's Office. |
|-------------------+-------------------------------------------------------|
| Scissors | On the large desk within the Back Office. |
0===========================================================================0
|############################| Secondary Office |###########################|
0===========================================================================0
| Fire Extinguisher | By the door. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the dividing counter. |
| Propane Flask | |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall at the southwest corner. |
0===========================================================================0
|#################| Hippie's Apartment and Town Hall Tower |################|
0===========================================================================0
| Cannibis Joint | On the table by the window inside the Hippie's |
| | Apartment. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | On the floor at the top of the Town Hall Tower. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Sapienza Ruins \
0===========================================================================>
These ruins is a lookout tower situated at the southwest corner of the
Villa Caruso Estate. There is the Ground Floor with stairs that lead up to
1st Floor. There are two paths that go upstairs: the Inner Path and the
Outer Path.
The 1st Floor has stairs that lead up to the top of the Tower in the
center. There is a footpath near the water's edge along the east side that
goes northeast into the Biolab area. There is also a Speedboat docked at
the west corner of the Ruins.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Cannonball | --On the ground in the small room at the north corner |
| | of the Ground Floor. |
| | --On the ground halfway up the stairs in the Inner |
| | Path leading to the 1st Floor. |
| | --Embedded in the wall to your right near the south |
| | corner along the Outer Path. |
| | --On the ground in front of the Cannon at the east |
| | corner of the 1st Floor. |
| | --On the ground, by the tree, along the path at the |
| | east side of the 1st Floor. |
| | --On the ground a short distance east of the Cannon at |
| | the north corner of the 1st Floor. |
| | --On the ground in the tall grass near the top of the |
| | stairs west of the Cannon at the east corner of the |
| | 1st Floor. |
| | --On the barrel near the Cannon at the west corner of |
| | the 1st Floor. |
| | --On the ground, and on the top of the wall, at the |
| | very south end of the 1st Floor. |
|------------------+--------------------------------------------------------|
| Bag of Gunpowder | --On the barrel near the Cannon at the east corner of |
| | the 1st Floor. |
| | --On the barrel near the Cannon at the west corner of |
| | the 1st Floor. |
| | --On the barrels just inside the entrance to the Tower |
| | (x2). |
|------------------+--------------------------------------------------------|
| Cannibis Joint | On the grass a few feet from when you can drop down |
| | from the Outer Path at the southwest side of the area. |
|------------------+--------------------------------------------------------|
| Castle Key | On the ground near the left wall under the broken roof |
| | section northwest of the gate into the Ruins on the |
| | Ground Floor. |
|------------------+--------------------------------------------------------|
| Battle Axe | Embedded in the wall just under the stairs leading up |
| | to the very top of the tower. You'll need to shoot |
| | down the weapon before you can use it. |
|------------------+--------------------------------------------------------|
| Bartoli 12G | Laying against the wall at the top of the Tower. |
|------------------+--------------------------------------------------------|
| Shovel | At the north end of the bridge that connects the Ruins |
| | with the Villa. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================0
| Villa Caruso Caves - Biolab Area \
0===========================================================================>
This large area has two sections: Upper and Lower Caves. The Upper Caves
section has entrances to the Wine Cellar (east), Observatory (north), and
the west side of the Caruso Estate (southwest).
There are also three ways down to the Lower Caves - the metal stairs south
of the Observatory entrance, the rock stairs to the northwest (North
Stairs), and the tunnel to the south (South Tunnel).
The open area to the west in the Upper Caves is the Guard Area.
When you get down to the Lower Caves there are several additional entrances
to note. To the northeast of the end of the North Stairs is a short curved
tunnel that is the Blocked Tunnel going into the Harbor. West of the end of
the South Tunnel is a door that goes outside to a path to leads north to
the Harbor.
In the south central part of this section is a Seaplane that can be used
for escape. South of the Seaplane is another path that leads to the
Sapienza Ruins at the southwest end of the map.
There are also several buildings to note. The small building to the west is
the Break/Security Room (this also has a Camera Recorder). To the east is
the Laboratory which is connected to the Changing Room which in turn is
connected by a tube to the Virus Chamber where the Virus is kept.
There is a small water filled path that runs under the tube that is
unguarded and will allow you access to the back area. This will be called
the Water Path.
The Virus Security Terminal is located outside the Virus Chamber to the
west. The Kill Switch Controls are on top of the Break/Security Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Upper Caves |##############################|
0===========================================================================0
| Bartoli 75S | ++[Casual and Pro]: On the table at the Guard Area. |
|----------------+----------------------------------------------------------|
| Biolab Keycard | ++[Casual and Pro]: On the table at the Guard Area. |
| | ++[Master]: Carried by a patrolling Guard at the Guard |
| | Area. |
|----------------+----------------------------------------------------------|
| Coin | On the ground at the top of the North Stairs. |
0===========================================================================0
|##############################| Lower Caves |##############################|
0===========================================================================0
| Biolab Keycard | ++[Casual and Pro]: On a table south of the south |
| | entrance of the Laboratory. |
| | ++[Casual and Pro]: On the desk inside the |
| | Break/Security Room. |
| | ++[Casual and Pro]: On the bench within the |
| | Changing Room. |
|----------------------+----------------------------------------------------|
| Soda Can | On the desk inside the Break/Security Room. |
|----------------------+----------------------------------------------------|
| Hammer | On top of a metal box near the end of the metal |
| | stairs on top of the Laboratory. |
|----------------------+----------------------------------------------------|
| Wrench | --On a blue barrel at the northwest corner of the |
| | Break/Security Room building. |
| | --In a toolbox at the end of the short walkway |
| | next to and east of the Seaplane. |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On a pallet next to the stairs |
| | on the north side of the Break/Security Room |
| | building. |
| | ++[Casual and Pro]: On the ground near the end of |
| | Blocked Tunnel. |
|----------------------+----------------------------------------------------|
| Propane Flask | On a yellow pallet east of the bottom end of the |
| | North Stairs. |
|----------------------+----------------------------------------------------|
| Combat Knife | ++[Casual and Pro]: Stuck at a corner of a large |
| | black crate between the Break/Security and the |
| | Laboratory buildings. |
|----------------------+----------------------------------------------------|
| Brick | On the Raised Area behind some large metal |
| | shelving directly east of the Seaplane. |
|----------------------+----------------------------------------------------|
| Screwdriver | On a blue barrel east of the bottom end of the |
| | stairs that go to the top of the Laboratory. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | On a crate east of the Virus Chamber. |
| Remote Explosive | |
|----------------------+----------------------------------------------------|
| Shovel | In the water near a wooden pallet east of the |
| | Virus Chamber. |
|----------------------+----------------------------------------------------|
| Crowbar | On a metal box near the northeast corner of the |
| | Virus Chamber. |
|----------------------+----------------------------------------------------|
| Fire Axe | On the outside wall just west of the north |
| | entrance of the Changing Room. |
|----------------------+----------------------------------------------------|
| Hazmat Suit Disguise | Within the Changing Room (x6). |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================0
| Villa Caruso - Basement \
0===========================================================================>
This floor has several rooms of note. The Garage is the large room at the
southeast portion of the floor. The larger room to the west is the West
Wine Cellar. The West Wine Cellar also has a door that connects to the
Storeroom for the Garden Shed. Between these two large rooms is a pathway
that goes into the Biolab area.
The large rooms to the north is the Main Wine Cellar. The north half of
this Cellar has a door that connects to the Food Storeroom for the Kitchen
Building. The west side of the Cellar has a small Laundry Room that has
stairs that go up to the Ground Floor.
Between the Wine Cellar and the Garage is a hallway that is connected to a
small bathroom and the Boiler Room (the larger room to the east). The
Boiler Room has entrance to a tunnel that leads to the fountain in the Main
Courtyard and a gate at the south side of the estate.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | Laying against the wall near the northwest corner |
| | of the Garage. |
|----------------------+----------------------------------------------------|
| Wrench | On the counter at the south side of the Garage. |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | On the wall near the door at the northeast corner |
| | of the Garage. |
|----------------------+----------------------------------------------------|
| Fire Axe | On the wall in the small corridor just west of the |
| | Garage. |
|----------------------+----------------------------------------------------|
| Biolab Keycard | ++[Casual and Pro]: On the table in the center of |
| | the West Wine Cellar. |
| | ++[Master]: Carried by the Lab Technician in the |
| | West Wine Cellar. |
|----------------------+----------------------------------------------------|
| Housekeeper Disguise | ++[Casual and Pro]: By the washer/dryer inside the |
| | Laundry Room. |
|----------------------+----------------------------------------------------|
| Lead Pipe | Laying against a brick pillar southwest of the |
| | water heater in the Boiler Room. |
|----------------------+----------------------------------------------------|
| Shop Key | Carried by the Green Plumber. |
| Sewer Key | |
|----------------------+----------------------------------------------------|
| Gardener Disguise | ++[Casual and Pro]: On the bench at the north side |
| | of the Boiler Room. |
|----------------------+----------------------------------------------------|
| Mansion Keycard | ++[Master]: Carried by the Housekeeper in the Main |
| | Wine Cellar. |
|----------------------+----------------------------------------------------|
| Expired Can of | ++[Master]: Carried by one of the Mansion Staff in |
| Spaghetti Sauce | the Main Wine Cellar. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================0
| Villa Caruso - Exterior \
0===========================================================================>
This is the outside area for the Villa. To the north is the Kitchen
Building. To the northwest is the Observatory. Between them, and against
the Observatory, is a lower area called the Private Dinner Patio.
To the south is the Garden Building. The west side is the main Garden which
has a Pool and a Grill. The Garden also has the golf practice area and a
large globe-like sculpture in the center.
The southwest part of the Backyard is the Lower Section which has Mother
Caruso's Grave (and a bridge that leads to the Sapienza Ruins). The east
side is the Courtyard. There is also a Watchtower at the very southeast
part of this area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Shovel | --By the wheelbarrow against the Observatory building |
| | at the Private Dinner Patio. |
| | --By the bench next to Mother Caruso's Grave. |
|-------------------+-------------------------------------------------------|
| Fire Poker | By the Grill at the north side of the main Garden. |
| Cigarette Pack | |
|-------------------+-------------------------------------------------------|
| Crowbar | --Leaning against the south wall inside the Private |
| | Dinner Patio. |
| | --Inside the wheelbarrow against the concrete railing |
| | just north of the Pool. |
|-------------------+-------------------------------------------------------|
| Coin | In the fountain in the center of the Courtyard (x3). |
|-------------------+-------------------------------------------------------|
| Golf Club | Inside the Golf Bag in the Garden. |
|-------------------+-------------------------------------------------------|
| Screwdriver | By the bench next to Mother Caruso's Grave. |
| Hammer | |
|-------------------+-------------------------------------------------------|
| Brick | --On the ground just outside the entrance to the |
| | Watchtower and on the small path nearby (x3). |
| | --In the corner of the stairs about halfway up the |
| | Watchtower. |
| | --On the concrete railing just behind where the limo |
| | is parked. |
| | --In a small crate near the Dinner Bell at the |
| | northwest corner of the Kitchen building. |
|-------------------+-------------------------------------------------------|
| Folding Knife | ++[Casual and Pro]: On the barrel in the corner of |
| | the stairs near the top of the Watchtower. |
|-------------------+-------------------------------------------------------|
| Safe Combination | ++[Master]: Carried by Silvio. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================0
| Villa Caruso - Kitchen \
0===========================================================================>
This building is the main Kitchen for the Villa. The top floor is the
Kitchen itself with a small Pantry to the east, and a restroom to the east
of that. The lower floor is the Break Room which has a Changing Room to the
east of it.
This floor also has a set of stairs that go down to the entrance that goes
into the Terrace Shops. This floor also has a door that goes into the Food
Storeroom to the west. The Storeroom also has an entrance into the main
Basement area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Kitchen Knife | ++[Casual and Pro]: On the counter at the south side |
| | of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Mansion Keycard | ++[Casual and Pro]: On the counter by the door at the |
| | west side of the Kitchen. |
| | ++[Casual and Pro]: On the dining table in the Break |
| | Room. |
| | ++[Master]: Carried by the Chef. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the counter at the east side |
| | of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Expired Can of | ++[Casual and Pro]: On the floor of the Pantry (x2). |
| Spaghetti Sauce | ++[Casual and Pro]: On the shelf inside the Food |
| | Storeroom (x3). |
| | ++[Master]: Carried by one of the Kitchen Assistants |
| | inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the west wall of the Pantry. |
|-------------------+-------------------------------------------------------|
| Mansion Staff | ++[Casual and Pro]: On the bench inside the Changing |
| Disguise | Room. |
|-------------------+-------------------------------------------------------|
| Coin | ++[Casual and Pro]: On the floor close to the Cans of |
| | Spaghetti Sauce in the Food Storeroom. |
| | ++[Master]: On a shelf at the northwest corner of the |
| | Food Storeroom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Villa Caruso - Observatory \
0===========================================================================>
This building has two floors plus stairs that lead down to the Biolab area.
The west side of the ground floor is dominated by the Lab. The southeast
part of the floor has Francesca's Bedroom (plus a Bathroom). The upper
floor has the Study and the Telescope plus a door that leads onto the
walkway.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Biolab Keycard | ++[Casual and Pro]: On the counter at the southwest |
| | area of the Lab. |
|--------------------+------------------------------------------------------|
| Amputation Knife | On the round tables at the northwest corner of the |
| Circumcision Knife | Lab. |
|--------------------+------------------------------------------------------|
| Plague Doctor | On display at the northwest corner of the Lab. |
| Disguise | |
|--------------------+------------------------------------------------------|
| Romantic Note | On the desk inside Francesca's Bedroom. |
|--------------------+------------------------------------------------------|
| Coin | On the display case at the north side of the Study. |
|--------------------+------------------------------------------------------|
| Mansion Master Key | On the desk at the south side of the Study. |
| Bag of Gunpowder | |
|--------------------+------------------------------------------------------|
| VHS Tape | By the table right next to the Telescope itself at |
| | the end of the curved metal ramp. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Villa Caruso - Garden Shed \
0===========================================================================>
This small building has two floors: the Work Area (top floor) and the
Storeroom (lower floor). The Work Area has a Weapons Box and the Storeroom
also has an entrance to the Basement at the bottom of the stairs.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Screwdriver | On the table at the northwest corner of the Work |
| | Area. |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the shelf at the west side of the Work Area. |
| Wrench | |
|-------------------+-------------------------------------------------------|
| Hatchet | On the counter near the center of the Work Area. |
|-------------------+-------------------------------------------------------|
| Hammer | On the shelf at the southwest corner of the Work |
| | Area. |
|-------------------+-------------------------------------------------------|
| Shovel | --Laying against the wall near the door at the south |
| | side of the Work Area. |
| | --Laying against the wall at the northeast corner of |
| | the Work Area. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the stool at the southeast corner of the Work |
| | Area. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the desk at the southeast |
| | corner of the Storeroom. |
| | ++[Master]: Carried by the Gardener standing against |
| | the counter. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Villa Caruso - Ground Floor \
0===========================================================================>
There are several large rooms on this floor. The north one is the Library,
the one to the south is the Entrance Hall, and the one to the south of the
Entrance Hall is the Guest Room. The large room to the west is the Dining
Hall.
There is a north-south hallway that sits between the Entrance Hall and the
Dining Hall. Southwest of the Guest Room is the Small Kitchen. The two
small rooms at the east side of the Dining Hall are the Dining Hall Kitchen
(northeast) and the Bathroom (southeast).
The two small rooms at the north end of the hallway is the Laundry Area.
The room to the north also has stairs that go to the Laundry Room in the
Basement. The room to the south also has a Weapons Box.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Mansion Master Key | ++[Casual and Pro]: On the small coffee table at the |
| | northeast corner of the Library. |
|--------------------+------------------------------------------------------|
| Fire Extinguisher | On the wall at the south end of the north hallway |
| | section next to the Library. |
|--------------------+------------------------------------------------------|
| Fire Poker | Laying against the wall just to the south of the |
| | fireplace within the Guest Room. |
|--------------------+------------------------------------------------------|
| Fire Axe | On the wall at the east side of the Small Kitchen. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the long counter inside the |
| | Small Kitchen. |
|--------------------+------------------------------------------------------|
| Saber | On the wall at the south side of the Dining Hall |
| | (x2). You'll need to shoot them down before you can |
| | use any of them. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Villa Caruso - 1st Floor \
0===========================================================================>
Mother Caruso's Bedroom is at the northeast corner of this floor. There is
also a Patio with stairs that lead up to the Lemon Garden at the south end.
There are two hallways that connect these two areas: East and West. There
is also a room to the west that looks out over the Dining Hall.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Medical Journal | On the nightstand by the bed within Mother Caruso's |
| | Bedroom. |
|-----------------+---------------------------------------------------------|
| Coin (x2) | On the table at the west side of the Patio. |
| Soda Can | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Villa Caruso - 2nd Floor and Roof \
0===========================================================================>
This is where Silvio's Bedroom is located which is at the west side of this
floor. Outside to the west is a large Balcony. At the southeast corner of
the Bedroom is a small Storeroom. This Storeroom has a Hatch that can be
used to climb up into and down from the Attic.
At the northeast corner is a large Walk-In Closet. To the north is a large
Bathroom. It also has a door that leads to a small Patio where you can also
access the 1st Floor roof.
The large room to the east is the Living Room. At the southwest corner of
the Living Room is the Security Room with a Camera Recorder. Outside to the
south of the Living Room is the Lemon Garden which also has stairs that
lead to the Attic. The Lemon Garden Stairs is at the southeast corner.
The medium sized room to the north is Francesca's Office which also has a
Small Office at the northwest corner. Francesca's Office also has a small
bathroom to the south. Between the Bathroom and Francesca's Office is the
2nd Floor Stairs.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Soda Can | On the north table on the Balcony. |
|-------------------+-------------------------------------------------------|
| Biolab Keycard | ++[Casual and Pro]: On the floor next to the bed in |
| | Silvio's Bedroom. |
| | --Carried by Francesca. |
|-------------------+-------------------------------------------------------|
| Golf Club | Laying against the wall at the southeast corner of |
| | the Storeroom. |
|-------------------+-------------------------------------------------------|
| Virus Prototype | Within the model ship at the northeast corner of the |
| | Storeroom. You need to shoot the ship to get it and |
| | can only be used against Francesca. |
|-------------------+-------------------------------------------------------|
| Housekeeper | ++[Casual and Pro]: On a crate at the northwest |
| Disguise | corner of the Storeroom. |
|-------------------+-------------------------------------------------------|
| Fire Poker | At the Fireplace at the northwest corner of the |
| | Living Room. |
|-------------------+-------------------------------------------------------|
| Mansion Master | ++[Casual and Pro]: On the small table at the |
| Key | northeast area of the Living Room. |
|-------------------+-------------------------------------------------------|
| Scissors | On the large box near the center of the Living Room. |
|-------------------+-------------------------------------------------------|
| Cigarette Pack | On the large box near the center of the Living Room. |
|-------------------+-------------------------------------------------------|
| Screwdriver | --On the large box at the southeast corner of the |
| | Living Room. |
| | --On the crate at the east side of the Security Room. |
|-------------------+-------------------------------------------------------|
| Bartoli 75S | On the table at the west side of the Security Room. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the crate at the south side of |
| | the Security Room. |
|-------------------+-------------------------------------------------------|
| Letter Opener | On the desk within Francesca's Office. |
|-------------------+-------------------------------------------------------|
| Bust | On the table west of the desk inside Francesca's |
| | Office. |
|-------------------+-------------------------------------------------------|
| Safe Combination | ++[Casual and Pro]: On the desk within the Small |
| | Office. |
| | ++[Master]: Carried by Silvio. |
|-------------------+-------------------------------------------------------|
| Propane Flask | ++[Casual and Pro]: By the large white bags near the |
| Crowbar | center of the 1st Floor roof. |
|-------------------+-------------------------------------------------------|
| Shovel | At the southwest corner of the Lemon Garden. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============================0
| Villa Caruso - Attic and Roof \
0===========================================================================>
Along with the door at the south central part of this floor (South Door)
there is a hatch that goes down into the 2nd Floor Storeroom just to the
west. To the west of the hatch is a Chimney for the Fireplace inside
Silvio's Bedroom (West Chimney). At the northeast section of this floor is
another Chimney (East Chimney) as well as a door that goes onto the 2nd
Floor roof.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Expired Can of | On some crates northwest of the West Chimney. |
| Spaghetti Sauce | |
|-------------------+-------------------------------------------------------|
| Propane Flask | ++[Casual and Pro]: By the round window at the west |
| | side of the Attic. |
| | ++[Casual and Pro]: On a chair right next to the West |
| | Chimney. |
| | ++[Casual and Pro]: On a table right next to the East |
| | Chimney. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the east side of the West Chimney. |
|-------------------+-------------------------------------------------------|
| Shovel | Laying against a pillar right next to a chair north |
| | of the West Chimney. |
|-------------------+-------------------------------------------------------|
| Coin | On the floor next to a pillar close to a bookcase |
| | northeast of the West Chimney. |
|-------------------+-------------------------------------------------------|
| Toy Tank | On a trunk directly north of the South Door. |
|-------------------+-------------------------------------------------------|
| Safe | In the northeast corner of the Attic. |
|-------------------+-------------------------------------------------------|
| Katana | Behind a sheet covered group of crates at the |
| | southeast corner of the Attic. |
|-------------------+-------------------------------------------------------|
| Brick | On the group of white bags just west outside of the |
| | Roof door. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SPZ3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You can now start in the ICA Safe House and unlock the Modern |
| | Lethal Syringe for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn an Agency Pickup for the Cafe Basement. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start in the Mansion Garden disguised as a |
| | Gardener. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the TAC-4 AR Auto for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn a Hidden Stash for the Mansion Garage. |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start in the Mansion Kitchen disguised as a |
| | Kitchen Assistant and unlock the Combat Knife for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn an Agency Pickup for the Sapienza Ruins. |
|----------+----------------------------------------------------------------|
| Level 9 | You can now start in the Lemon Garden disguised as Mansion |
| | Security. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the ICA Remote Audio Distraction device and The Big |
| | One for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start in the Biolab disguised as a Lab Technician. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn a Hidden Stash for the Mansion Pantry and unlock the |
| | Enram HV Shotgun for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 13 | You can now start at the Harbor. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn a Hidden Stash at the Confessional Booth within the |
| | Church. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the remote Breaching Charge for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now start at the Main Square Town Hall Tower. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn an Agency Pickup for the Sewers. |
|----------+----------------------------------------------------------------|
| Level 18 | You can now start at the Sapienza Ruins. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn an Agency Pickup for the Biolab. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock both the Jaeger 7 Lancer Sniper Rifle and the |
| | Antique Emetic Syringe for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SPZ4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0==============0
| Silvio Caruso \
0===========================================================================0
| He is one of your Targets and will be wandering around the Garden area. |
| He will do some golf practice then go into the Observatory for awhile. He |
| will then go into the Dining Hall and then to the Grill for a bit before |
| doing some more golf practice. He won't deviate from this unless you do |
| certain things to make him. |
| |
| It is also important to note that you can make him try to escape if |
| certain circumstances arise. If he is successful then you will fail the |
| mission. |
0===========================================================================0
0====================0
| Francesca De Santis \
0===========================================================================0
| Your other Target will be on the 2nd Floor. She will talk to someone on |
| the phone for awhile in the Lemon Garden then go into the Living Room for |
| a bit. Then she will go into her Office before going back to the Lemon |
| Garden. She will not leave this floor unless certain conditions arise. |
0===========================================================================0
0===============0
| Roberto Vargas \
0===========================================================================0
| He is Silvio's golf coach and can be found in the Garden. He is also |
| romantically liked with Francesca. |
0===========================================================================0
0====================0
| Dr. Oscar Lafayette \
0===========================================================================0
| Ether has brought him in to see about dealing with Silvio's erratic |
| behavior. He is a world class psychologist that has helped many people |
| with their troubles, mostly celebrities. He can be found near the Ice |
| Cream Shop in the Main Square. |
0===========================================================================0
0============0
| Sal Falcone \
0===========================================================================0
| He is a private detective working for Francesca. He can be found sleeping |
| on a bench along one of the back streets. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SPZ5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0============0
| Sal Falcone \
0===========================================================================0
| The interesting thing about him in regards to Disguises is that he is an |
| Enforcer to every Disguise at all difficulties except for one: Roberto |
| Vargas. Because of this he will not be listed in the other Disguises as |
| he is assumed to be an Enforcer to them. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Italian Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| But there are multiple areas that you are not allowed in such as: |
| |
| --The back areas of the Church including the Morgue and Mortuary. |
| --The Sewers. |
| --The Apartments at Beach Square. |
| --The Sanguine Shop. |
| --The Terrace Shops Cafe. |
| --The Fish Shop. |
| --The Ceramic Shop. |
| --The Town Hall Building (with the exception of the guest area of the |
| Ice Cream Shop). |
| --Rocco's Apartment. |
| --The Sapienza Ruins. |
| --The Villa Caruso. |
| |
| You can start at the ICA Safe House, the Harbor, the Town Hall Clock |
| Tower, or the Sapienza Ruins once you've reached Mastery Levels 2, 13, |
| 16, and 18 respectively. You can start at the Church Morgue once you |
| complete [The Living Dead] Challenge. |
0===========================================================================0
0==============0
| Plague Doctor \
0===========================================================================0
| This unusual Disguise can be found in the northwest corner of the Lab at |
| the ground floor of the Observatory at the Villa Caruso and used for one |
| of the Assassination Challenges. This Disguise has the same properties as |
| the Suit except that you can't be on the Church grounds including the |
| Graveyard area. This Disguise also has no Enforcers at any difficulty. |
0===========================================================================0
0========0
| Cyclist \
0===========================================================================0
| He can be found laying on the ground at the Car Crash Site. Stand near |
| him for a bit and he will eventually get up and walk to a bench where you |
| can ambush him when no one is looking. Drag his body to either the Van or |
| at the edge of the Mission Area to ensure he won't be found. |
| |
| Be mindful that there is a guy wearing a yellow shirt and white pants |
| that comes out near the Crashed Van every so often to take pictures for a |
| bit so you need to make sure he isn't around before attacking the |
| Cyclist. |
| |
| At Master difficulty you need to do things differently if you want to |
| safely acquire this Disguise. |
| |
| Remember to keep an eye out for the guy wearing a yellow shirt and white |
| pants that comes out near the Crashed Van every so often before going |
| after the Cyclist. As such this is best done when you first start the |
| mission. |
| |
| Start at the Town Hall Square and run into the Restrooms to get the |
| Crowbar then run to the Car Crash Site. One of the Delivery Men is |
| talking on the phone and the other is by the Cyclist. |
| |
| Go near the front passenger wheel then quickly shoot the front of the Van |
| to set off the alarm. This will interrupt the phone conversation. This |
| will also get the Cyclist up and the other Delivery Man will go to stand |
| at the back end of the Van. |
| |
| The alarm should be finished by the time the second Man stands at the |
| back of the Van. The first Man should restart the phone conversation. |
| This is a good thing since this will keep him from seeing you do what |
| needs to be done next. |
| |
| Toss the Crowbar on the ground close to the front wheel to lure the Man |
| at the back of the Van so you can subdue him. Drag him closer to the edge |
| to hide him better. Grab the Crowbar, go the to corner of the Van, and |
| toss it as far as you can towards the rock wall opposite of the Van to |
| lure the other Delivery Man to it. |
| |
| The Cyclist may also stand but wait for him to sit down before going to |
| the Man to subdue him. Quickly go over and subdue the Cyclist. Drag all |
| bodies to the south side of the Van to hide them. |
| |
| This Disguise has the same properties as the Suit and has no Enforcers at |
| any difficulty. |
0===========================================================================0
0=================0
| Street Performer \
0===========================================================================0
| This garish outfit is worn by the performer in the middle of the Beach |
| Square. This Disguise has the same properties as the Suit and has no |
| Enforcers at any difficulty. |
| |
| The best way to safely acquire this Disguise is to poison his Bottle |
| while wearing either the Kitchen Assistant, Mansion Chef, or the Waiter |
| Disguise. Then ambush him inside Building 5 when he comes to vomit. Hide |
| his body in the apartment above and take his clothes. |
0===========================================================================0
0============0
| Sal Falcone \
0===========================================================================0
| As already noted he can be found sleeping on a bench along one of the |
| back streets. Once you wake him up then he will call Francesca and they |
| will meet on the main Pier. He will take a piss at one of the Church |
| Toilets and that is where you can ambush him for his Disguise. This |
| Disguise has the same properties as the Suit and has no Enforcers for |
| both Casual and Professional difficulties. |
| |
| At Master difficulty he has three Enforcers: a Bodyguard near the Beach, |
| the Priest at the Church, and a Bodyguard at the main Pier. |
| |
| It should be noted that he is an Enforcer for all other Disguises. |
0===========================================================================0
0=========0
| Bohemian \
0===========================================================================0
| This is worn by the singular occupant within the Hippie's Apartment. The |
| only way to acquire it is by stunning or killing him. This Disguise will |
| allow you to go inside the Town Hall Tower (but not the Offices or the |
| Ice Cream Shop back area) but has the same properties as the Suit |
| otherwise. This Disguise also has no Enforcers at any difficulty. |
| |
| **NOTE: You'll be encountering this person again in Santa Fortuna. |
0===========================================================================0
0============0
| Store Clerk \
0===========================================================================0
| This is the same clothing as the Stylist Disguise from the Paris mission. |
| This Disguise will allow you to go inside the Sanguine Shop (but not the |
| Cafe) and the Ceramic Shop. In addition, this Disguise has no Enforcers |
| at any difficulty. You can easily acquire this Disguise from the Sanguine |
| Shop Storeroom. |
| |
| At Master difficulty you need to take it from him. To do this safely you |
| need to bring the Lockpick and a Briefcase (or take it from the Town Hall |
| Building). |
| |
| Go down to the Hairdresser and get the conversation between him and his |
| customer started. As this is going on then go to the Fish Shop, use the |
| Lockpick on the north door, and go through the south door to unlock it. |
| Get the nearby Wrench and wait. |
| |
| The nearby Civilian will eventually go inside to drink from a Bottle. |
| Follow him, close the door, knock him out, and dump him in the Closet. Go |
| back to the Hairdresser and place the Briefcase in front of the Clerk. |
| This will cause him to take it to the Bodyguard by the Fish Shop. |
| |
| Go back inside the Shop and wait by the south door. After he drops it off |
| then open the door and toss the Wrench at the wall when he is close by to |
| lure him inside. Go back out, follow him inside, close the door, and |
| subdue him. Dump him in the Closet and take his Disguise. |
0===========================================================================0
0=======0
| Priest \
0===========================================================================0
| This is the outfit worn by the main Priest. This Disguise allows you |
| access to all areas of the Church grounds except the Morgue itself. |
| Outside of the Church it has the same properties as the Suit. |
| |
| You can safely acquire this Disguise from the Church Basement. At Master |
| difficulty you will need to take it from him and you can safely ambush |
| him in the Church Basement. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --Three Church Staff including one at the Funeral Parlor. |
| --One Gardener in the Graveyard area. |
| --The Priest. |
| |
| At Professional difficulty there is one additional Enforcer and he is one |
| of the Gardeners in the Graveyard area. At Master difficulty there is one |
| additional Enforcer and he is a Bodyguard at the stairs at the front of |
| the Church. |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| These are the people that work at the Ice Cream Shop. This Disguise |
| allows you to go inside the Town Hall Building (but not the Offices). |
| With this Disguise you can poison drinks and food without suspicion. |
| |
| To safely acquire this Disguise at Casual and Professional difficulties |
| there is one Waiter that goes down to a Container at the east side of the |
| Town Hall Building. However, there are Civilians that walk the path by |
| the Container so you need to make sure the coast is clear before subduing |
| him, dumping him, and taking his clothes. |
| |
| To safely acquire this Disguise at Master difficulty there is one Waiter |
| that comes near the entrance to the Town Hall. To safely get at him you |
| need to be just inside the doors. When he gets into position then open |
| the doors and toss an object, like a Crowbar, at the small table by the |
| doors. This should lure him. |
| |
| When he opens the doors, and if the doors are opened so that they shield |
| you, then toss a Coin into the corner by the stairs to lure him in |
| further. If the doors are opened the other way then he should stand just |
| far enough inside so that you can subdue him there although you risk |
| being see this way. |
| |
| After subduing him then drag him up to the Reception Area for hiding. |
| However, you may need to lure and subdue some of the nearby Civilians |
| before you can get at the Waiter. |
| |
| As for Enforcers, there is one at Casual difficulty and he is the Chef |
| inside the Ice Cream Shop. At Professional difficulty there is one |
| additional Enforcer and she is also inside the Ice Cream Shop. At Master |
| difficulty there are two additional Enforcers: a Waiter near the |
| Restrooms at the lower level and Dr. Lafayette. |
0===========================================================================0
0==========0
| Bodyguard \
0===========================================================================0
| Even though this is a Guard disguise it is nowhere near as useful as you |
| might think. It basically has the same properties as the Suit but you |
| have almost unlimited access to the Town Hall Building (can't be in the |
| Hippie's Apartment or Salvatore's Office). The easiest way to acquire |
| this Disguise is to ambush the Bodyguard inside the Secondary Office at |
| the Town Hall building. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --One near the Church. |
| --One at the Beach Square. |
| --Two at the terrace by the Sanguine Shop. |
| --One at the main Pier. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --One near the Church. |
| --One at the Beach Square. |
| --Two outside the Terrace Shops Cafe. |
| --One at the main Pier. |
| |
| At Master difficulty there is one additional Enforcer and he is the |
| Priest at the Church. |
0===========================================================================0
0=============0
| Church Staff \
0===========================================================================0
| This is the clothing worn by the main Church workers. They wear white |
| shirts with a green vest and tan pants. With this you have access to the |
| Church grounds including the Basement and the Catacombs (but not the |
| Morgue). Outside of the Church area this Disguise has the same properties |
| as the Suit. |
| |
| You can safely acquire this Disguise from the Building 5 apartment at the |
| Beach Square. At Master difficulty you will need to take it from somebody |
| and you can safely ambush the guy at the Funeral Parlor after you close |
| the doors. |
| |
| As for Enforcers, there are four at Casual difficulty: two Church Staff, |
| one Gardener at the Church, and the Priest. At Professional difficulty |
| there are two additional Enforcers: one Church Staff and one Gardener at |
| the Church. At Master difficulty all remaining Church Staff and one |
| additional Gardener in the Graveyard are Enforcers. |
0===========================================================================0
0============0
| Red Plumber \
0===========================================================================0
| This is the guy who can be found wandering the Sewers and can easily be |
| ambushed for his clothes. This Disguise gives you full access to the |
| Sewers but not the Catacombs, Church Basement, the back areas of the |
| Church, and the Town Hall Building. |
| |
| As for the Villa itself, this Disguise limits you to the Basement and |
| Courtyard areas. Everything else, including the Garden, is off limits. If |
| you try to go through the front gates then you will be frisked. |
| |
| Outside of the Church and Villa areas this Disguise has the same |
| properties as the Suit and has no Enforcers at any difficulty. |
0===========================================================================0
0==============0
| Green Plumber \
0===========================================================================0
| He can be found in the Boiler Room in the Villa Basement and can be |
| easily ambushed for his clothes. This Disguise has the same properties as |
| the Red Plumber Disguise and has no Enforcers at any difficulty. |
0===========================================================================0
0=========0
| Gardener \
0===========================================================================0
| These are the people that work at the Villa Caruso. They wear a dark |
| green hat and dark green shirt with khaki pants. This Disguise only |
| allows you access to the exterior of the Villa, the Basement, and the |
| Garden Shed. Everything else on the Villa is off limits. Outside of the |
| Villa this Disguise has the same properties as the Suit. |
| |
| The best way to acquire this Disguise is to take it from the Boiler Room |
| at the Villa and from the apartment for Building 4. At Master difficulty |
| you need to take it from somebody and you can lure one to the Vacuum |
| Cleaner in the Garden Shed for ambushing. |
| |
| There are a lot of Enforcers for this Disguise. At Casual difficulty |
| there are thirteen: |
| |
| --Two Church Staff at the Church. |
| --A Gardener at the Church. |
| --The Priest. |
| --Two in the Garden at the Villa. |
| --One in the Garden Shed. |
| --One in the West Wine Cellar. |
| --Silvio and his Bodyguards. |
| --One at the Ruins. |
| --One at Apartment 4 at the Beach Square. |
| |
| At Professional difficulty there are seven additional Enforcers: |
| |
| --Two Church Staff at the Church. |
| --Two Gardeners at the Church. |
| --One at the Courtyard at the Villa. |
| --One at the Garden Shed. |
| --One at the Ruins. |
| |
| At Master difficulty there are no additional Enforcers. |
| |
| You can start at the Garden already disguised as a Gardener once you've |
| reached Mastery Level 3. |
0===========================================================================0
0==================0
| Kitchen Assistant \
0===========================================================================0
| These are the people that work the Villa's Kitchen. The outfit consists |
| of a short sleeve shirt, apron, sweatpants, and a cap. This Disguise also |
| allows you to poison food and drinks without any suspicion. |
| |
| On the Villa grounds this Disguise will allow you access to the Kitchen |
| Building, the Garden Shed, the Basement, and the entire Ground Floor of |
| the Villa. The upper floors plus the Observatory and the Ruins are off |
| limits. |
| |
| In the town itself you can go inside the Town Hall Building and the |
| Terrace Shops Cafe. Inside the Town Hall Building you have access to the |
| Basement, Ice Cream Shop, and the Town Hall Tower. The Offices, however, |
| are off limits. |
| |
| You can acquire this Disguise easily by sneaking into Rocco's Apartment. |
| At Master difficulty you will need to take it from somebody and the best |
| place is at the Town Hall Building. |
| |
| Go into the Tower and stand to the left of the door to the Ice Cream Shop |
| back area. Open the door and toss an object into the opposite corner to |
| lure the Assistant out. When he gets into position then close the door |
| and subdue him for his clothes. |
| |
| As for Enforcers, there are four at Casual difficulty: |
| |
| --The Chef at the Ice Cream Shop. |
| --Two in the Wine Cellar. |
| --One of Silvio's Bodyguards. |
| |
| At Professional difficulty there are two additional Enforcers and they |
| are a single female Mansion Staff person that goes between the Kitchen |
| Building and the Butcher Shop and a Kitchen Assistant near the Terrace |
| Shops Cafe. At Master difficulty there are no additional Enforcers. |
| |
| You can start at the Kitchen already disguised as an Assistant once |
| you've reached Mastery Level 7. |
0===========================================================================0
0==============0
| Mansion Staff \
0===========================================================================0
| This is the same outfit that you found in Paris. This Disguise allows you |
| access to all floors within the Villa - except the Attic. You do have |
| access to the Villa exterior and the Garden Shed but not the Observatory |
| and Ruins. |
| |
| In the town itself you can go inside the Town Hall Building. You can go |
| in both Salvatore's and Secondary Offices but not the Basement and the |
| Ice Cream Shop back area. |
| |
| The best way to acquire this Disguise is to take it from the changing |
| room within the Kitchen Building. At Master difficulty you will need to |
| take it from somebody and you can get it from one of the Staff in the |
| Wine Cellar. |
| |
| However, you need to approach him from the Garage. He should be standing |
| by the corner and the others should be near the Food Storeroom. Subdue |
| him and drag him to the Container close to the Garage for hiding so you |
| can take his clothes. |
| |
| If his friends are already close to him then stay near the corner and out |
| of sight then toss an object at the barrels by the Boiler Room door to |
| lure him into subduing position. |
| |
| You also need to keep an eye out for the Lab Technician that likes to |
| smoke near the Garage entrance. You either need to make sure he isn't |
| around or get rid of him beforehand. |
| |
| There are a lot of Enforcers to look out for. At Casual difficulty there |
| are sixteen: |
| |
| --Three in the Villa's Basement. |
| --Three on the Ground Floor. |
| --Silvo and one of his Bodyguards. |
| --Four on the 1st Floor. |
| --Four on the 2nd Floor. |
| |
| At Professional difficulty there are two additional Enforcers: one on the |
| 1st Floor and one on the 2nd Floor. At Master difficulty there is one |
| additional Enforcer and he is the Chef at the Villa's Kitchen. |
0===========================================================================0
0=======0
| Butler \
0===========================================================================0
| He is person that handles the Villa's business and can be found just |
| inside the front doors. This Disguise allows you access to all floors |
| within the Villa - except the Attic. You also don't have access to |
| Silvio's Bedroom or the Observatory either. In addition, if you try to go |
| up the guarded stairs to the 2nd Floor then you will be frisked. |
| |
| Inside the town this Disguise has the same properties as the Suit except |
| that you can go inside the Town Hall Building. You can go inside both the |
| Main and Secondary Offices but not the Basement and Ice Cream Shop back |
| area. |
| |
| The best way to acquire this Disguise is to get rid of the Guard by |
| Silvio's Bedroom then approach the Butler dressed as Dr. Lafayette so he |
| can lead you upstairs. Just before you get to the Bedroom then subdue |
| him, drag him into the Storeroom, and change into his clothes. |
| |
| There are multiple Enforcers to look out for. At Casual difficulty there |
| are fifteen: |
| |
| --Three in the Villa's Basement. |
| --Two on the Ground Floor. |
| --Silvio and one of his Bodyguards. |
| --Four on the 1st Floor. |
| --Four on the 2nd Floor. |
| |
| At Professional difficulty there are three additional Enforcers - two on |
| the 1st Floor and one on the 2nd Floor. At Master difficulty there is one |
| additional Enforcer and he is the Chef at the Villa's Kitchen. |
0===========================================================================0
0============0
| Housekeeper \
0===========================================================================0
| These are the people that clean the interior of the Villa. Their uniform |
| consists of a black shirt, black pants, an apron, and white gloves. This |
| Disguise allows you access to all floors within the Villa - even the |
| Attic. In addition, you do have access to the Villa exterior but not the |
| Garden Shed, the Observatory, and the Ruins. In order to go up the |
| guarded stairs you need to be frisked. |
| |
| Inside the town this Disguise has the same properties as the Suit but you |
| can go inside the Sanguine Shop (but not the Cafe). |
| |
| You can safely acquire this Disguise from the Basement's Laundry Room, |
| the Storeroom from the 2nd Floor, or ambush the guy at the Break Room in |
| the Kitchen Building. |
| |
| To acquire this Disguise at Master difficulty then you have to ambush the |
| one inside the main Wine Cellar. He will be standing at the end of the |
| main dividing wall. Go to the Container just east of him and wait for the |
| Mansion Staff people to go to the south end of the Cellars before doing |
| anything. |
| |
| Toss a Coin at the barrels north of him to lure him there. Subdue him, |
| dump him in the Container, and take his clothes. |
| |
| As for Enforcers, there are six at Casual difficulty: |
| |
| --Both of Silvio's Bodyguards at the Villa. |
| --One on the 1st Floor. |
| --Three on the 2nd Floor. |
| |
| At Professional difficulty there is one additional Enforcer and he is in |
| the Break Room. There are no additional Enforcers at Master difficulty. |
0===========================================================================0
0=============0
| Mansion Chef \
0===========================================================================0
| There are two Chefs and they can be found at the Villa's Kitchen and the |
| Ice Cream Shop. This Disguise only allows you the exterior of the Villa, |
| the Basement, and the Kitchen building. Everything else is off limits. |
| Inside the town this Disguise has the same properties as the Suit except |
| that you can go inside the Town Hall Building but not the Offices. |
| |
| There are two ways to safely acquire this this Disguise (at the Villa): |
| |
| First, when inside the Kitchen Building, then you need to turn off the |
| Radio after the Assistant in the dark shirt moves into the corner. When |
| the Chef gets into position by the Radio then you can safely ambush him |
| and drag his body into the Pantry. If you try to ambush the Chef when the |
| Assistant is by the Stoves then you will be seen - this is why you wait |
| for him to move into the corner before turning off the Radio. |
| |
| Second, when the Chef goes to the north side of the Observatory, you can |
| easily ambush him there and dump him in the nearby Container before |
| taking his clothes. |
| |
| As for Enforcers, there are three at Casual difficulty: one of Silvio's |
| Bodyguards, a Kitchen Assistant at the Terrace Shops, and the Chef at the |
| Ice Cream Shop. There are no additional Enforcers at Professional and |
| Master difficulties. |
0===========================================================================0
0===============0
| Roberto Vargas \
0===========================================================================0
| He is Silvio's golf coach and romantically linked to Francesca and is |
| found by the Villa's Pool. This Disguise only allows you the exterior of |
| the Villa and Francesca's Bedroom. Everything else is off limits. Inside |
| the town this has the same properties as the Suit. |
| |
| To safely acquire his Disguise you need to use emetic poison on his |
| Bottle near the Pool and ambush him in the bathroom at Francesca's |
| Bedroom. |
| |
| At Master difficulty you need to lure him onto the dirt path near the |
| Pool and knock him out for his clothes. |
| |
| However, you need to get rid of the nearby Guard first. Toss an object |
| down the path by the Pool to lure him there then throw stun him and hide |
| him in the grass near the Lab entrance ahead (you should also get rid of |
| the standing Guard there before you get rid of the Pool Guard). Then go |
| back up and lure Roberto for ambushing when he goes to the cliff edge. |
| |
| As for Enforcers, there are three at Casual difficulty: Silvio, his |
| bodyguards, and Francesca. There are no additional Enforcers at |
| Professional difficulty. At Master difficulty there is one additional |
| Enforcer and he is a Guard near the Observatory door. |
| |
| As already noted, he is the only person in which Sal Falcone is not an |
| Enforcer. |
0===========================================================================0
0=============0
| Delivery Man \
0===========================================================================0
| The Delivery Man is the guy who delivers flowers to Caruso. With this |
| Disguise you have unlimited access to the exterior of the Villa and the |
| Ground Floor. But you do not have access to the higher floors, the |
| Basement, the Observatory, the Garden Shed, the Kitchen, the Biolab, and |
| the Sapienza Ruins. |
| |
| Inside the town it has the same properties as the Suit except that you |
| can go inside the Terrace Shops Cafe. |
| |
| The best way to acquire this Disguise is to get the Shop Key either by |
| ambushing the Green Plumber in the Villa Basement or by breaking into the |
| lower level of the Ceramic Shop. Then go to the Flower Shop, unlock it, |
| and acquire the clothes (and Flower Bouquet) within. At Master difficulty |
| you will need to take it from one of them at the Car Crash Site and you |
| can use the same methods outlined for acquiring the Cyclist Disguise. |
| |
| As for Enforcers, there are two at Casual difficulty and they are the two |
| other Delivery Men at the Car Crash Site. There are no additional |
| Enforcers at Professional difficulty. At Master difficulty there are four |
| additional Enforcers: a Guard by the Limo in the Courtyard, a Gardener in |
| the Garden, the Chef at the Kitchen, and one of Silvio's Bodyguards. |
0===========================================================================0
0====================0
| Dr. Oscar Lafayette \
0===========================================================================0
| He is a world famous psychologist sent in to help Silvio. With this |
| Disguise you have access to all floors of the main Villa with the |
| exception of the Basement plus the Attic and roofs. This even allows you |
| to go onto the 2nd Floor with the exception of Francesca's Office and |
| Small Office. |
| |
| You can even go into Silvio's Bedroom - something you can't do with the |
| Mansion Security Disguise. However, you can't go into most of the |
| exterior area including the Garden, the Observatory, the Kitchen, and the |
| Garden Shed. Inside the town this Disguise has the same properties as the |
| Suit. |
| |
| Oscar can be found talking on his phone just southwest of the Ice Cream |
| Shop. To acquire his Disguise you need to emetic poison his Coffee. In |
| addition, you need to get the Kitchen Assistant Disguise to help in |
| spiking his drink. His Coffee can be found at the southwest corner of the |
| Shop. |
| |
| Poison it then get close enough to him to get his conversation started. |
| After he is finished then he will sit and drink. Then follow him into the |
| Restroom where you can safely ambush him. |
| |
| There are no Enforcers for this Disguise for both Casual and Professional |
| difficulties. At Master difficulty there is one Enforcer and he is a |
| Guard patrolling the 1st Floor of the Villa. |
0===========================================================================0
0===============0
| Lab Technician \
0===========================================================================0
| This is the standard lab coat and will grant you access to the Biolab |
| level. Outside of this area you cannot enter the Villa, the Observatory, |
| the Sapienza Ruins, the Watchtower, or the Kitchen Building. You do have |
| access to the exterior, the Basement, and the Garden Shed. Outside of the |
| Biolab and Villa this Disguise has the same properties as the Suit. |
| |
| To safely acquire this Disguise you can either take it from the cadaver |
| in the Church Morgue or ambush the Technician in the West Wine Cellar |
| after you ambush the Gardener first. Depending on where you start and on |
| your timing you can also ambush the one at the Garage prior to him |
| leaving to go back to the Biolab. |
| |
| At Master difficulty you will need to take it from somebody and you can |
| best do that at either the West Wine Cellar or Garage. |
| |
| Inside the Biolab area there are five Enforcers, all of them other |
| Technicians. Outside of the Biolab there is one Enforcer and he is the |
| Technician inside the West Wine Cellar. At Professional difficulty there |
| are four additional Enforcers inside the Biolab area. |
| |
| At Master difficulty there are six additional Enforcers - all Guards at |
| the Biolab area. There are two at the Guard Area, three patrolling the |
| ground level, and one at the Break/Security Room. |
| |
| You can start at the Biolab already disguised as a Technician once you've |
| reached Mastery Level 11. |
0===========================================================================0
0============0
| Hazmat Suit \
0===========================================================================0
| This is the bright orange protective suit used in the Virus Chamber and |
| can only be safely acquired in the Changing Room at the Biolab. However, |
| you are not allowed anywhere on the Villa grounds. When in town this |
| Disguise has the same properties as the Suit but you can go in the |
| Sewers. |
| |
| As for Enforcers, there are six at Casual difficulty - all in the Biolab |
| area. There are no additional Enforcers at Professional difficulty. At |
| Master difficulty there are three additional Enforcers: a Guard at the |
| Guard Area and both Guards at the Break/Security Room. |
0===========================================================================0
0================0
| Biolab Security \
0===========================================================================0
| This is one of the better Disguises in this chapter. It will allow you |
| access not only to the Biolab area but most floors of the Villa. However, |
| you cannot go onto the 2nd Floor and above. |
| |
| Inside the town this Disguise has the same properties as the Suit except |
| that you can go in the Sewers. You can easily acquire this Disguise by |
| ambushing the lone Guard in the Guard Area in the Upper Caves. |
| |
| At Master difficulty you may need to go about this differently. Go up to |
| the top of the Changing Room to find the Generator there. Use it to lure |
| one of the nearby Guards up. Hide behind the air conditioning units and |
| wait for him to turn it back on before ambushing him, dumping him in the |
| nearby Container, and taking his clothes. |
| |
| It should be noted that you will probably lure up the female Lab Tech |
| first before you can get a Guard so get rid of her before trying again. |
| You also need to look out for the Lab Technician that likes to go up to |
| the Garage to smoke. Either keep an eye out for him or get rid of him |
| beforehand. |
| |
| As for Enforcers, there are nine at Casual difficulty: |
| |
| --One at the Sapienza Ruins. |
| --Four in the Biolab area, all Biolab Security personnel. |
| --Two guarding the Biolab entrance in the Villa Basement. |
| --Silvio. |
| --Francesca. |
| |
| At Professional difficulty there are six additional Enforcers - one at |
| the Sapienza Ruins and five inside the Biolab area. At Master difficulty |
| there are three additional Enforcers at the Biolab area and the Lab |
| Technician inside the West Wine Cellar. |
0===========================================================================0
0=================0
| Mansion Security \
0===========================================================================0
| This is probably the best Disguise in this chapter. With this you have |
| virtually unlimited access to all floors of the Villa except the Biolab |
| area. In addition to the Biolab you are also not allowed in Silvio's |
| Bedroom. Inside the town this Disguise has the same properties as the |
| Suit except that you can go in the Catacombs, the Church's back area, and |
| the Sewers. |
| |
| To safely acquire this Disguise you can take it from the laundry basket |
| near the center of the Building 5-7 area in the Church Square. At Master |
| difficulty you will need to take it from somebody and you can easily lure |
| a Guard to the Generator in the Garage for ambushing. |
| |
| As for Enforcers, there are fifteen at Casual difficulty: |
| |
| --Three at the Sapienza Ruins. |
| --One near the Biolab entrance in the Villa Basement. |
| --Silvio and both of his Bodyguards. |
| --One by the Villa's front door. |
| --One by the Observatory door. |
| --Three on the 2nd Floor. |
| --One of Francesca's Guards. |
| --One in the Security Room. |
| --One in the Attic. |
| |
| At Professional difficulty there are six additional Enforcers: |
| |
| --The Bodyguard of the female Lab Technician at the Church. |
| --Two at the Sapienza Ruins. |
| --One on the 1st Floor. |
| --One on the 2nd Floor. |
| --One in the Attic. |
| |
| At Master difficulty there are four additional Enforcers: |
| |
| --The Priest at the Church. |
| --One patrolling the Villa's front door. |
| --One on the Observatory walkway. |
| --One on the roof by the Attic. |
| |
| You can start at the Lemon Garden already disguised as Security staff |
| once you've reached Mastery Level 9. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SPZ6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of seventeen Cameras located around
the town and at the Villa Caruso.
At the Church there are two: one is by the outside door at the northeast
side of the building and the other is on the wall near the Pipe on the
northwest wall.
At the Town Hall Building there are three:
0=======================================================================0
| Outside the door at the northeast corner of the building. |
|-----------------------------------------------------------------------|
| Inside the Town Hall Tower stairs near the Back Office door. |
|-----------------------------------------------------------------------|
| In the corner looking at the main door to the Building just east of |
| the Ice Cream Shop. |
0=======================================================================0
At the Biolab there are six:
0=======================================================================0
| On the rock roof and looking over the north entrance of the Changing |
| Room. |
|-----------------------------------------------------------------------|
| Near the southwest corner of the Laboratory. |
|-----------------------------------------------------------------------|
| Near the west door of the Laboratory. |
|-----------------------------------------------------------------------|
| Just outside the south entrance to the Biolab area. |
|-----------------------------------------------------------------------|
| Just outside the southwest entrance to the Biolab area. |
|-----------------------------------------------------------------------|
| Near the southeast corner of the Break/Security Room. |
0=======================================================================0
At the Villa Caruso there are six:
0=======================================================================0
| On the wall just outside the south entrance to the Guest Room. |
|-----------------------------------------------------------------------|
| At the corner just south of the east entrance to the Kitchen |
| Building. |
|-----------------------------------------------------------------------|
| On the wall just south of the east door of the Observatory. |
|-----------------------------------------------------------------------|
| One on the curved wall at the west side of the Observatory. |
|-----------------------------------------------------------------------|
| Just right of the south outside door to the Dining Hall. |
|-----------------------------------------------------------------------|
| On the wall corner near the statue just west of the Garden Shed. |
0=======================================================================0
The Recorders are located in the Church Basement, the Secondary Office
inside the Town Hall Building, the Break/Security Room at the Biolab, and
the Security Room at the 2nd Floor of the Villa.
The easiest Recorder to destroy would be the one at the Villa considering
that you can start nearby as Mansion Security.
In one of the game's interesting quirks if you destroy any of the Recorders
you will render *ALL* Cameras useless. For example, if you destroy the
Church Recorder you will also disable the Cameras at the Town Hall, Villa,
and the Biolab.
0=======0
| Master \
0========================================>
Unlike with the other difficulties there are only two Camera Recorders in
Sapienza: the one at the Break/Security Room at the Biolab And the one at
the Security Room at the 2nd Floor of the Villa. In addition, not only have
the Town Hall and Church Recorders been removed so have the Cameras as well
and thus you can't be recorded at either place.
At this difficulty there are three additional Cameras at the Villa: one on
the wall at the north side of the Mansion overlooking the Kitchen Building
and two inside the Observatory stairway (one above the Biolab entrance and
one above the ground floor entrance).
At the Biolab there is only one additional Camera and that can be found at
the southwest corner of the Break/Security Room near the stairs. In
addition, there is an extra Guard by the Recorder.
Just like in the other difficulties destroying any Recorder will render all
Cameras on the map useless.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SPZ7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| [The Bells are Ringing] Challenge is moved from the Feats tab to the |
| Assassination tab. The [I Aim To Please] Challenge, from the Master |
| Sniper Challenge Pack, is now part of the Assassination tab. The [Pipe |
| Down] Challenge, from the Plumber's Apprentice Challenge Pack, is now |
| part of the Feats tab. |
| |
| The following Challenges are now 1,000 XP instead of 2,000 XP and |
| prefixed with Mission Story: |
| |
| --[Mission Story - By Candlelight] |
| --[Mission Story - Beyond The Grave] |
| --[Mission Story - Absolution] |
| |
| The [Memory Lane] Challenge has been moved from the Discovery tab to the |
| Feats tab and also has been prefixed with Mission Story. |
| |
| You can now unlock The Big One at Mastery Level 10. The Proximity |
| Explosive Duck is now unlocked by completing the [Escalations - Track 1, |
| Tier 3] Challenge. The Jaeger 7 Covert, from the Master Sniper Challenge |
| Pack, and the Claw Hammer, from the Plumber's Apprentice Pack, have been |
| removed. |
0===========================================================================0
0==============================0
| Master Difficulty Differences \
0===========================================================================0
| Outside of the removal of two of the Security Recorders there are no |
| major changes other than additional Guards and Enforcers. |
0===========================================================================0
0=================0
| Safe Exploration \
0===========================================================================0
| If you wish to do some exploring of the map without resorting to |
| Rampaging then you should find the necessary Disguises to allow you to |
| safely learn the map. |
| |
| Get the Mansion Security Disguise which will allow you access to most of |
| the Villa and Town areas. Get the Lab Technician and then the Hazmat Suit |
| Disguises to explore the Biolab area. |
0===========================================================================0
0======================0
| Lemon Garden Location \
0===========================================================================0
| Having the Mansion Security Disguise on at the beginning will make it |
| easier for you to gain access to certain areas to obtain better Disguises |
| or to quickly do certain objectives. It will also make it easier to enter |
| the Security Room because it is very close to your starting point. |
| |
| However, when you start, Francesca and her Bodyguards are right in front |
| of you and this includes one who is an Enforcer. Thankfully he is easy to |
| dodge as you make your way to the Security Room to destroy the Camera |
| Recorder and obtain useful objects such as the Bartoli 75S, Emetic Rat |
| Poison, and the Screwdriver. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple Keys that can be found or dropped by others. Finding |
| them can make access to certain areas easier. Although I covered them |
| somewhat earlier I will go over them in more detail here: |
| |
| ++Mansion Master Key |
| ================== |
| Found in the Study at the Observatory as well as the Library this |
| Key unlocks all doors inside the Villa Caruso. |
| |
| ++Mansion Keycard |
| =============== |
| Found at Rocco's Apartment and the Kitchen Building this keycard |
| opens the employee entrances near the Butcher Shop and Terrace |
| Shops. |
| |
| ++Apartment Key |
| ============= |
| Found in the other apartment in Building 3 at the Town Hall Square |
| or inside the apartment for Building 4 at the Church Square this |
| Key opens all locked apartments in town. |
| |
| ++Sewer Key |
| ========= |
| Found on the Church Balcony and on both the Red and Green Plumbers |
| this Key opens all Sewer related doors. |
| |
| ++Shop Key |
| ======== |
| Found in the back area of the Ceramic Shop and on the Green Plumber |
| this Key opens most of the Shops in town. This includes the Ceramic |
| Shop, the Flower Shop, the Winery, the Art Shop, Sanguine, and the |
| Terrace Shops Cafe. |
| |
| ++Church Key |
| ========== |
| Found in the back areas of the Church, inside the apartment in |
| Building 5 at the Church Square, and on the staff (including the |
| Priest) this Key opens all doors in the Church and Morgue. |
| |
| ++Town Hall Key |
| ============= |
| Found only on the Kitchen Assistants for the Ice Cream Shop this |
| Key opens all doors inside the Town Hall. |
| |
| ++Castle Key |
| ========== |
| Found at the Sapienza Ruins this key opens all of the locked doors |
| around the Ruins. |
0===========================================================================0
0==============================0
| The Patio and the Hidden Room \
0===========================================================================0
| When you go inside the ICA Safe House then go through the bathroom and |
| outside. Here you will be on a small Patio. To your left is the roof for |
| the Butcher Shop. Also to your left is the back balcony for Rocco's |
| Apartment and you can use this to sneak inside to get the useful items |
| within. You can also drop down onto the Villa grounds from here as well. |
| |
| At the end of the Patio is a Pipe that you can use to climb down to the |
| stairs for the Terrace Shops. At the southwest corner of the roof is a |
| Ledge that you can use to sneak into the Kitchen building if you need to. |
| |
| To your right you can climb down into a Hidden Room which is part of the |
| Building 7 apartment. This will allow you to quickly access the Mansion |
| Security Disguise and the Combat Knife if needed. |
0===========================================================================0
0===============================0
| Expired Can of Spaghetti Sauce \
0===========================================================================0
| As noted earlier this is a form of emetic poison in that if used with |
| food it will cause the victim to find a place to vomit. But it also makes |
| for an excellent, fast, and fun melee weapon and is a personal favorite |
| of mine to use. |
0===========================================================================0
0==============0
| The White Car \
0===========================================================================0
| One of your Exit Points is a white car just outside the Caruso Villa. |
| When you use this Exit Point then you will get a cutscene of you driving |
| off through the tunnel. Sometimes, though, there may be a man wearing a |
| yellow shirt that comes near the Car Crash Site to take pictures before |
| going back into town. You can actually run him over and kill him during |
| the cutscene but this will not count against your score. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Eliminating The Competition [4,000 XP] \
0===========================================================================>
Before going into the main run-throughs I'm going to go over one of the
main tasks you need to do in order to complete the mission and that is
destroying the Virus which gets you this Challenge. It is best to do this
after you kill both Silvio and Francesca. There are three ways to eliminate
the Virus:
>>Up Close
********
For this you need to enter the Virus Chamber and destroy the Virus up
close. You need to get into the Changing Room and get into a Hazmat
Suit then enter the Chamber. There are two Technicians standing near
the Prototype and you need to get them away before you can do
anything to the Virus.
There are three places in the Chamber that you can sabotage to get
their attention. In the northwest corner is a Computer. Sabotage it
to get a Technician to go to it. It is important that you may risk
getting spotted so go to the nearby Microscope and Blend In until he
passes you.
In the southwest corner is a Robot Arm and a bunch of samples. There
are eight groups of samples. Two of those are in red. Basically you
take two samples and the Arm does something with them. Take samples
from both red sections to cause the Arm to go nuts which should
attract a Technician.
The last area is at the southeast corner and this has a group of
Rats. Poison the Rats to kill them and this should attract a
Technician. Of course, you will need some Emetic Rat Poison on you
before entering the Chamber.
Once you have distracted both Technicians then go to the Virus and
Raise the Temperature which will eventually destroy it. After you
start the process then you can leave.
>>The Kill Switch
***************
Outside of the Lab is an emergency Kill Switch that can be engaged
to destroy the Virus without entering the Chamber. This device is on
top of the Break/Security Room and requires a special Laptop Dongle
to activate.
However, this Dongle is being carried by a female Lab Technician who
has gone to the Church to pay her final respects to a colleague that
she has accidentally killed. Her friend is laying inside the Morgue.
Go to the Church and get close enough to the Confessional Booth to
make her enter. Most of the way through her confessional you should
get the Intel notice. After that then leave the Church, go into the
Funeral Parlor, and close the door. Subdue the Church Staff here,
grab the Church Key, and open the Morgue door. Drag his body inside
and hide him in the Container.
Next, go onto the empty slab and hide until she enters. When the
Bodyguard leaves and closes the door then get up, subdue her, and
hide her body in the Container. Pick up the Laptop Dongle and the
Biolab Keycard.
When you get into the Biolab area then go up to where the Kill
Switch is (on top of the Break/Security Room building) and subdue the
guy up here (hide his body in the nearby Container). Then use the
Kill Switch to safely destroy the Virus and leave.
>>The Stalactite
**************
Above the Virus Chamber is a Stalactite that can be shot down to fall
through the roof and onto the Virus to destroy it. As a result this
is the fastest and easiest way to destroy the Virus. There are two
ways to shoot down the Stalactite:
++The Raised Area and the Metal Boxes
===================================
At the south side of the Biolab area is a slightly Raised Area
hidden behind a large metal shelving with blue barrels and
metal crates (and where you can find a Brick). Climb up onto
this, go to the other side, and climb down.
Ahead of you is a pallet of blue barrels. To the right is a
pallet of four metal boxes with two blue barrels. Go behind
them then look at the Virus Chamber.
Above it you should see the Stalactite that is normally hidden.
Shoot it with your Pistol to bring it down. This particular
vantage point should keep you hidden from the nearby Guards.
++Strike From Behind
==================
The best way is to go behind the Chamber area. At the northwest
corner of the Virus Chamber is a lower water filled path that
goes under the tube that connects the two Labs (the Water
Path). This is the safest way to get into this area.
Go into the Changing Room to get a Hazmat Suit Disguise as this
has far fewer Enforcers to worry about. Next, go to the center
rock at the northeast corner of the Virus Lab. Stand at the
north side and look above the Lab to find the Stalactite.
From this vantage point you are totally hidden and you can see
more of the Stalactite and as such makes this the best way to
shoot it down. After shooting it down then go around the south
side then climb over the Raised Area to reach the Ledge so you
can safely get to the Seaplane to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============================0
| The Personal Touch [4,000 XP] \
0===========================================================================>
For this you need to garrote both Silvio and Francesca in one run-through.
This will combine two additional Target kill Challenges, [Weeding The
Garden] and [Getting Your Hands Dirty].
For [Weeding The Garden] you need to kill Silvio then destroy his body with
the Garden Shredder without getting spotted. The Garden Shredder is near
Mother Caruso's Grave. You need to get Silvio near the Shredder to deal
with him. And the way to do that is to get him to visit the Grave.
For that you need to get the Delivery Man Disguise and a Flower Bouquet.
One way is to go to the Car Crash Site and ambush one of the Guys for his
Disguise and grab the Bouquet by the Van. The best way, though, is to go to
the Flower Shop where you can find both in a much safer spot. You do need a
Shop Key for this but you can easily get it from the Green Plumber.
For [Getting Your Hands Dirty] you need to kill Francesca while disguised
as the Detective and during the meeting on the Pier without getting
spotted.
As before this initial run-through will include Non-Target kill Challenges,
[Chameleon], and other smaller Challenges including the ones involving the
use of the two Cannibis Joints found on the map. The first part of this is
to acquire most of the Disguises around the Villa before going out into the
town.
For this bring the Silverballer, Coins, Fiber Wire, and start at the Main
Square. When you start then go up into the ICA Safe House, onto the Patio,
and climb up into Rocco's Apartment to get the Kitchen Assistant Disguise,
Apartment Key, and Mansion Keycard. Drop back down onto the Patio, drop
down into the Courtyard, and run to the Garage. Grab the Wrench then run
into the Boiler Room to knock out the Green Plumber.
Now for a Plumber related Challenge which requires that you acquire either
of the Plumber Disguises and knock out ten people with the Lead Pipe
without being spotted. Switch into the Green Plumber Disguise, grab his
Keys, and grab the Lead Pipe. After dumping the Plumber into the Container
then stay inside the Boiler Room, turn on the Sink, and stand by the
Container.
There will be a pair of Mansion Staff inside the Wine Cellar that will talk
for a bit then break up. One of them will eventually get close enough to
hear the Sink and investigate. When he turns it off then knock him out and
dump him.
From the Boiler Room then open the door and toss the Wrench out towards the
Toilet door to lure the nearby Mansion Staff. Knock him out and hide him in
the Toilet. Run into the Wine Cellar and knock out the remaining Mansion
Staff.
Go back into the Basement and to the Garage. Turn off the Generator to lure
one of the nearby Guards. Wait behind the pillar. When he gets to it then
wait for him to turn it off before knocking him out. Dump him in the
Container to the south. Pick up his Pistol but place it on the floor a few
feet northeast of the Generator.
Go to the archway near the Axe near the stairway, take cover to the right
of it, and toss the Wrench near the Pistol to lure one of the Guards by the
Lab Entrance. When he turns the corner he will see the Pistol and walk to
it. Get up behind him, knock him out when he gets to the Pistol, and hide
him in the Container at the southeast corner of the Garage. Repeat the
process for the second Guard.
Go into the West Wine Cellar and to the Fusebox at the southeast pillar.
turn it off to split up the Gardener and Lab Technician. Go up behind the
Technician, who is heading to the north wall to take a leak, and wait for
the Gardener to get to the Fusebox before knocking him out. Run up to the
Gardener and knock him out.
Go up to the lower level of the Garden Shed and turn on the Vacuum Cleaner
to lure down one of the Gardeners above. Take cover to the left of the
doorway up and wait for him to come down. Get behind him, knock him out
when he turns it off, and dump him in the Container. Repeat the process
with the second Gardener to complete the Challenge.
After this then run to the Laundry Room to switch into and of the
Housekeeper Disguise. Go back to the Boiler Room to switch into the
Gardener Disguise then re-acquire the Kitchen Assistant Disguise. Run up to
the Small Kitchen to grab some Emetic Rat Poison, go to the Garden Shed to
grab some more Emetic Rat Poison, then go to the Garden Pool area.
Here you should find a table with red draping. This has a Bottle that you
can poison and that is the one the Roberto Vargas, the golf teacher for
Silvio, drinks from. Poison it when Roberto is at the north side of the
Pool then go into Francesca's Bedroom at the Observatory, crouch by the
bed, and wait. He will eventually drink from the Bottle and get sick which
will make him come to the bathroom here.
When he comes inside then knock him out, dump him in the Container, and
switch into and out of his Disguise. Go to the door for the Observatory
hallway and wait. When the patrolling Guard comes inside and has his back
turned then go out and throw stun him. Drag him to the Container, dump him,
and switch into his Disguise.
If Silvio is not inside then go into the Lab and find the Plague Doctor
display in the corner. Switch into and out of the Plague Doctor Disguise
then go upstairs to the upper level Study to find the Mansion Master Key.
Go up to the Telescope to find and acquire the VHS Tape. Go back down the
stairs to find a Container. Near it you should see a bright monitor screen.
This is the controls for the Observatory Dome. Turn it on then go out onto
the walkway and use the Pipe to get up to the Roof. This should lure Silvio
up here for awhile before he goes back to his business.
When you get up to the roof then go to the edge and where you can look down
onto the Beach. From here you should see a couple of inflatable green
Crocodiles. One of the Challenges requires that you shoot six of them and
two of them can be found on the Beach. Shoot both of them from this vantage
point then go to the Small Office to obtain the Safe Combination.
Go back out and climb up the Pipe to the Attic level. Enter the Attic, stay
far enough away from the Enforcing Guards until they leave, then open the
Safe and acquire the DNA Sample.
Go back out, drop down onto the Patio, and enter the Bathroom for Silvio's
Bedroom then enter the Bedroom itself. Pick up the Biolab Keycard by the
bed then open the door near the Enforcer and toss the Wrench past the
Fireplace so you can lure him inside.
Get up behind him, subdue him, pick up the Wrench and his weapon, and dump
him in the Container in the Storeroom. Getting rid of him is necessary for
later.
Go down to the Kitchen to acquire some more Emetic Rat Poison then stand
near the Radio. Wait for the Kitchen Assistant to go to the Stove and leave
before turning off the Radio to lure the Chef to it. Stay in the Pantry
until he gets into position then knock him out, drag him inside, dump him
in the Container, and switch into and out of his Disguise. Go down into the
Changing Room to switch into and out of the Mansion Staff Disguise.
From here then run to the Sapienza Ruins. Once you cross the bridge then go
right and to where you can climb up to the Gate to avoid the standing
Enforcer. While avoiding the patrolling Enforcer go over to the southwest
side and to where you can drop down and find a Cannibis Joint.
Continue dropping down to where the black Speedboat is then run north and
up to the Ruins entrance. Go back to the Garden Pool area and find the
Grill.
There will be a Cigarette Pack here and you can place the Joint there for
Silvio to smoke later. He will then pass out and be re-awakened before
resuming his pattern.
Go out into the Courtyard and into the Fountain there. Pick up the three
Coins there then run out into Town Hall Square. Go to the Fountain and toss
five Coins into it then go over to the door for the Tower. One of the
Kitchen Assistants for the Ice Cream Shop will come out here to smoke so go
through the door while it is still open then go into the Basement.
Knock out the Assistant there to get the Town Hall Key and dump him in a
Container. Go up to the Secondary Office, sneak inside, knock out the
Bodyguard, and switch into and out of his Disguise. Go up to the Bohemian's
Apartment, knock him out, and switch into and out of his Disguise. Take the
Cannibis Joint from the table near the round window before leaving.
Go back down and outside to the Container at the east side of the building.
Wait for the Waiter to come down and knock him out when there is no one
else around. Dump him and switch into and out of the Waiter Disguise. Go
back to the Villa and up to the 2nd Floor Living Room. There is also
another Cigarette Pack and this is for Francesca. Place the Joint here then
leave.
Just as with Silvio she will smoke the Joint then pass out. She will be
re-awakened and resume her pattern.
Go back down to the Observatory to re-acquire the Kitchen Assistant
Disguise then go back out into the town and to the Car Crash Site. Run into
the Delivery Man by the Cyclist so he will stand up then stand behind the
bench that the Cyclist will sit on.
Keep an eye open for a Civilian in a yellow shirt with white hat that will
come nearby to take pictures. When the coast is clear then subdue the
Cyclist, drag him closer to the Van, and switch into and out of his
Disguise.
Go down to Beach Square and to the Street Performer. At some point during
his perfomance he will take a drink from a Bottle on the planter behind
him.
**NOTE: There may be two Bottles overlapping one another. If this is the
case then go into the Apartment 5 building. Look out the window
by the door and you should see the Bottles. Carefully shoot them
to destroy one of them and wait for things to settle back down
before going back out to the Square.
Before poisoning the Bottle go into the Apartment 5 building, shoot the
Bottle if you need to, then go up into the apartment to switch into and
out of the Church Staff Disguise and grab the Church Key from the Kitchen.
Go back down to poison the Bottle, go back into the building, and wait.
When the sickened Performer comes inside then knock him out, drag him all
the way to the top of the stairs, dump him in the Container, and switch
into and out of his Disguise.
Go back down to the Square then go to the Apartment 4 building and enter
the apartment when the Gardener leaves. Go into the bathroom and you should
see another inflatable Crocodile. Shoot it then go back to the Square and
enter the Apartment 7 building. Go up the stairs and you should find
another Crocodile most of the way up. Shoot it and go back down to the door
for the Terrace Shops.
Go up to the Terrace Shops Cafe and enter it. Go into the Kitchen to grab
some more Emetic Rat Poison then go into the Sanguine Shop Storeroom to
switch into and out of the Store Clerk Disguise. Go down to the main Pier
and run south along the rock path to the Biolab cave area. Continue until
you reach a nook that you can hide in and look back at the Pier.
You should see a wooden pier with two Civilians on it. You can also see
another Crocodile under it towards the back. From this position shoot the
Crocodile and run to the Beach.
Go into the Sewer entrance and find the Red Plumber. Knock him out and
switch into and out of his Disguise. Go into the Well to find and shoot
the last Crocodile for the Challenge and grab the three Coins here. Go into
the Catacombs then into the Church Basement to switch into and out of the
Priest Disguise when he isn't down here.
Go back into the Sewers then up the stairs to the Church Restrooms and into
the Funeral Parlor, close the door when the Church Staff is outside, and
enter the Morgue. Switch into and out of the Lab Technician Disguise, go
into the Mortuary, and sit in the open coffin for a few seconds then leave
the Parlor.
Go to the Flower Shop, enter it, switch into the Delivery Man Disguise, and
grab the Flower Bouquet. Leave the Flowers out and run back to the Villa.
Re-enter the Courtyard through the employee door near the Butcher Shop to
avoid being frisked.
Go up into the Mansion and talk to the Butler who will lead you to the
Grave. Place the Flowers on the Grave then go back up near the Butler so he
will leave and Silvio can come down. Run and hide in the Container near the
Grave and wait for Silvio.
When Silvio gets here then he will chase away his Bodyguards leaving him
all alone. Come out and garrote him. Keep an eye towards the Ruins. There
is a Guard that comes to the bridge, stands around, then goes back. Wait
for him to turn towards the Ruins before dragging Silvio to the Shredder,
dumping him, and shredding him.
Run back out of the Villa and to the Old Town. If you've listened to some
of the conversations in town you will find that Francesca has enlisted the
help of a private detective named Sal Falcone.
He will be sleeping at the junction at the end of Valle Del Sole (B) in the
Old Town area. Turn on the nearby Radio near him to wake him. After he is
awakened then he will talk to Francesca and both will go to the Pier. After
waking him then run to the Church Restrooms and go into the south Toilet.
Eventually Sal will go inside the north Toilet to take a piss. When he
stops then get up behind him, knock him out, dump his body in the
Container, and take his Disguise (bring out your Fiber Wire too). From
here, go to the main Pier - Francesca should already be there. Run to her
and talk to her. She will then lead you to the tunnel - don't worry about
the Guards, they'll stand just outside.
As she leads you should see a Container at the right side of the tunnel. As
she gets close to it then quickly garrote her and dump her body in it.
Run back to the Flower Shop to re-acquire the Kitchen Assistant Disguise.
Go to the tables outside the Ice Cream Shop and poison the Coffee Glass at
the southwest corner of the Shop. This Glass is for Dr. Lafayette who
should be nearby and standing near a large giant umbrella to the south.
However, before going to him, you should wait and look towards a table
against the Shop that has two men sitting and talking. One of them wears a
white suit jacket.
After the conversation ends then he will stand up and walk to the
Restrooms. The moment he goes down the stairs then run close enough to
Oscar to get his conversation started then follow the white suit guy. He is
going to use the same Toilet that Oscar will later use and, if you get
Oscar's conversation started as soon as you get up to the Ice Cream Shop
area, then he may cause problems when Dr. Lafayette gets sick.
When the white suit guy goes to use the Toilet then subdue him, dump him in
the Container, and wait outside. When Oscar comes down then subdue him,
dump him, and take his Disguise.
Go back into the Villa through the employee entrance and talk to the Butler
again. He doesn't know that Silvio is dead so he should lead you up to his
Bedroom.
When you get there then knock out the Butler, dump him in the Closet, and
switch into his Disguise then go to the Storeroom and take the Mansion
Security Disguise from the Guard you knocked out earlier. Before proceeding
then go and explore all remaining Unexplored Areas in the Villa and town
outside of the Biolab area.
Go back to the Villa, into the Observatory, down the stairs, and to the
Biolab entrance. Go to the Guard Area and knock out the Guard there for his
Disguise. Run down the North Stairs and carefully explore all areas except
the Laboratory and Virus Chamber.
Grab the two Emetic Rat Poisons down here then go through the Water Path to
reach the Changing Room and switch into the Hazmat Suit. Go just enough
into the Virus Chamber then cut through the Laboratory to go back outside.
This should complete all Unexplored Areas.
Go to the Break/Security Room and you should find a table with four
Glasses. The main Non-Target kill Challenge requires that you dump three
bodies into an Acid Container. The plan is to poison three of the Glasses
so those that drink from them can get sick and throw up in the Porta-Potty
outside to the west. At this point you should have three Emetic Rat
Poisons.
Wait behind the server wall until there is nobody at the table then poison
one of the Glasses - any one will do but do not poison the one on the west
side of the table. The reason is that the person who drinks from it takes a
long time between drinks and the other three have much shorter waits.
**NOTE: There is no need to knock out the standing Guard since he won't
see you poison the Glasses.
After poisoning a Glass then go back out and wait under the stairs at the
west side of the building. Here you should see a regular Container. By it
you should see a smaller container with a yellow glow. This is an Acid
Container. When your victim comes outside then knock him out and dump him
into the Acid Container to kill him. Repeat the process two more times to
complete the Challenge.
Go through the Water Path to get behind the Virus Chamber. Find and shoot
down the Stalactite then leave the mission via the Seaplane.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Safe House [1,000 XP]
*********************
For this you need to find the ICA Safe House.
>>Employee of the Day [1,000 XP]
******************************
For this you need to acquire the Kitchen Assistant Disguise.
>>Pipe Down [4,000 XP]
********************
For this you need to acquire either the Red or Green Plumber Disguise
and knock out ten people with a Lead Pipe without getting spotted.
>>Lover Boy [1,000 XP]
********************
For this you need to disguise yourself as Roberto Vargas.
>>Mission Story - Memory Lane [1,000 XP]
**************************************
For this you need to acquire the Plague Doctor Disguise.
>>A Family Affair [1,000 XP]
**************************
For this you need to find Silvio's family video.
>>Watch The Skies [1,000 XP]
**************************
For this you need to turn on the Observatory Dome panel.
>>You Crack Me Up [1,000 XP]
**************************
For this you need to open the Safe and obtain the DNA Sample.
>>Getting Access [1,000 XP]
*************************
For this you need to get a keycard for the Biolab.
>>Double Jointed [2,000 XP]
*************************
For this you need to pacify Silvio with a Cannibis Joint.
>>One Hit Wonder [2,000 XP]
*************************
For this you need to pacify Francesca with a Cannibis Joint.
>>Investigator [2,000 XP]
***********************
For this you need to find and the shoot six inflatable Crocodiles
found around the Map:
++Two are at the Beach in the open.
++In the bathroom inside Building 4.
++At the bottom of the Well.
++Under the wooden pier south of and near the entrance of the main
Pier.
++On the floor about halfway up the stairs for Building 7.
>>Man of the Cloth [2,000 XP]
***************************
For this you need to acquire the Priest Disguise without harming him.
>>Special Delivery [1,000 XP]
***************************
For this you need to acquire the Delivery Man Disguise.
>>Mission Story - Absolution [1,000 XP]
*************************************
For this you need to get into the Church Morgue unspotted.
>>Grave Robber [1,000 XP]
***********************
For this you need to get the Lab Technician Disguise off of the
corpse inside the Morgue.
>>The Living Dead [2,000 XP]
**************************
For this you need to hide in the open coffin within the Church
Mortuary. This should also unlock the Church Morgue Starting Point.
>>Mission Story - The Good Son [2,000 XP]
***************************************
For this you need to place flowers on the grave of Silvio's Mother
while disguised as a Delivery Man.
>>The Genius [4,000 XP]
*********************
For this you need to kill Silvio Caruso.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Weeding the Garden [4,000 XP]
*****************************
For this you need to kill Silvio and shred his body in the Garden
Shredder.
>>Luck Alone is Worthless [2,000 XP]
**********************************
For this you need to toss five Coins into the Fountain at the Town
Hall Square.
>>Private Dick [1,000 XP]
***********************
For this you need to disguise yourself as Sal Falcone.
>>Mission Story - A Case Most Peculiar [2,000 XP]
***********************************************
For this you need to meet Francesca on the Pier while you are
disguised as the Detective.
>>The Scientist [4,000 XP]
************************
For this you need to kill Francesca De Santis.
>>Getting Your Hands Dirty [4,000 XP]
***********************************
For this you need to kill Francesca while disguised as the Detective.
>>Therapist 47 [1,000 XP]
***********************
For this you need to disguise yourself as Dr. Oscar Lafayette.
>>Underground [1,000 XP]
**********************
For this you need to enter the Biolab area.
>>Hostile Environment [1,000 XP]
******************************
For this you need to acquire the Hazmat Suit Disguise.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Plague Doctor ++Cyclist
++Street Performer ++Sal Falcone
++Bohemian ++Store Clerk
++Priest ++Waiter
++Bodyguard ++Church Staff
++Red Plumber ++Green Plumber
++Gardener ++Kitchen Assistant
++Mansion Staff ++Butler
++Housekeeper ++Mansion Chef
++Roberto Vargas ++Delivery Man
++Dr. Oscar Lafayette ++Lab Technician
++Hazmat Suit ++Biolab Security
++Mansion Security
>>Discover Sapienza [1,000 XP]
****************************
For this you need to find all 47 Unexplored Areas on the Sapienza
map.
>>Mission Story - Hostile Environment [1,000 XP]
**********************************************
For this you need to get the Hazmat Suit Disguise and enter the Virus
Chamber.
>>The Heisenberg [2,000 XP]
*************************
For this you need to dump three bodies into an Acid Container while
disguised in a Hazmat Suit.
>>Eliminating the Competition [4,000 XP]
**************************************
For this you need to destroy the Virus.
>>Silvio's Way Out [1,000 XP]
***************************
For this you need to leave the mission via the Seaplane.
0=================================0
| The Bells are Ringing [4,000 XP] \
0===========================================================================>
For this you need to kill a Target with the Church Bell. This is much
easier to do in Contracts Mode but can be done in the main mission. The
problem here is that neither Target goes near the Church. So, you will need
to rampage your way through to thin out enough of the Guards so you can
drag one of them there. Since this is a rampage run it is best not to
change clothes so you can acquire another Challenge.
When planning bring the Silverballer, Lockpick, and start at the ICA Safe
House. When you start then grab the Explosive Golf Ball and make your way
to the top of Observatory Building. Kill Silvio with a headshot when he is
close to get things started. You need to kill him since he may flee when
there is enough trouble.
The plan is to use the rooftops to pick off and thin out the Guards here at
the Villa. You can also start picking off some of the Bodyguards at the
Main Square and Harbor area. When you feel that you have gotten rid of
enough of them then find Francesca, pick off her nearby Guards, and knock
her out.
Drag her down to the Kitchen Building then to the Terrace Shops area. Drag
her through the Harbor Square then to the Church Pier while fighting off
any Guards that try to confront you. Drag her through the Church Basement
then to the base of the Tower stairs. Drop her off then run up to the top
and shoot the rope to drop the Bell down on top of her to kill her.
Run down to the Beach Restrooms and to the Blocked Tunnel. Toss the
Explosive Golf Ball to destroy the wall and pick off any Guards that try to
come out. Grab one of their weapons and fight your way to the back area so
you can shoot down the Stalactite then leave the mission via the Seaplane.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--Safe House --The Genius
--The Scientist --Underground
--Eliminating the Competition --Silvio's Way Out
0==================0
| Blowing Things Up \
0===========================================================================>
This run-through will involve using Propane Flasks to kill your Targets and
acquire the [Pro Pain], [BBQ Season], and [I'm on Fire] Challenges.
The [Pro Pain] Challenge requires that you kill Francesca in a Fireplace
explosion, [BBQ Season] requires that you kill Silvio with an explosion at
the Grill at the Garden Pool, and [I'm on Fire] requires that you kill them
both with one explosion and that can only be done on the 2nd Floor. The
explosions will also kill Non-Targets so this will not be a Silent Assassin
run.
This run-through will also use a strategically placed game save to quickly
acquire additional Challenges connected to Dr. Lafayette since you need to
use his Disguise to bring both Targets together. The Doctor will do a
therapy session with Silvio in his Bedroom on the 2nd Floor and there are
Challenges attached to that.
For this bring the Silverballer, Lockpick, and start at the ICA Safe House.
When you start then go out onto the Patio and drop down into the Hidden
Room. Go into the apartment to acquire the Mansion Security Disguise then
climb back up and drop down into the Courtyard.
Go into the Kitchen Building to get some Emetic Rat Poison and the Mansion
Keycard then go to the Observatory and enter it through the open window.
Go up into the Study to acquire the Mansion Master Key then go onto the
exterior walkway and climb the Pipe to the Roof. Climb the Pipe to the
upper Roof and enter the Attic just enough to get the conversation started
between the two Guards so they will leave. Drop back down onto the Patio
then enter Silvio's Bedroom to get the Biolab Keycard. Go back out and
enter the Small Office to acquire the Safe Combination.
Go back up to the Attic and open the Safe to acquire the DNA Sample. After
this then go back down and to the Safe House. Go back onto the Patio and
climb up into Rocco's Apartment to acquire the Kitchen Assistant Disguise.
Go to the Ice Cream Shop area and poison the Doctor's Glass just like in
the last run-through. Wait for the conversation between the two men nearby
to finish and the white suited man to leave, and get the conversation with
Dr. Lafayette started. Go down to the Restrooms, grab the Crowbar, and
knock out the Civilian then wait for the Doctor to come down and ambush him
for his Disguise.
Go back to the Villa through the employee entrance and talk to the Butler
who will lead you upstairs to Silvio's Bedroom. Sit down in the chair and
wait for Silvio. Just before he enters the Bedroom then make a game save:
>>.45 Therapy
***********
When the session starts and he lays down then get up, bring out your
Pistol, and shoot Silvio in the head to kill him. Wait for the
notifications to appear then reload the save.
>>Silence of the Man
******************
This time stay in the chair and wait for the Smother Silvio prompt to
appear before killing him with a pillow. After the notifications come
up then reload the save again.
>>I'm on Fire
***********
This time complete the entire session so Silvio will leave. He will
then talk to Francesca in front of the Living Room Fireplace for a
bit. Quickly run into the Storeroom and climb through the hatch to
get into the Attic. Go to the East Chimney, get the Propane Flask,
and wait by the Hatch.
When both Silvio and Francesca are together then drop the Flask
through the Hatch to cause the explosion that will kill them both.
After the notifications come up then reload the save again.
Once again do the entire session so Silvio can leave. Run back to Rocco's
Apartment to re-acquire the Mansion Security Disguise. Go up to the Small
Office and wait for Francesca to enter her Office. Go up to her and give
her the DNA Sample. She will then go to the Fireplace to burn it.
After giving her the sample then run back through the Small Office, to the
Patio, and climb the Pipe to the Attic. Go to the East Chimney, pick up the
Propane Flask, and wait for Francesca to go to the Fireplace before
dropping the Flask through the Hatch to kill her in an explosion.
After this then drop down to the lower Roof level and find the Propane
Flask near the center. Go over to the Chimney for the Garden Pool Grill and
wait. When Silvio stops near it then drop the Flask down the Chimney to
kill him and some of the Guards.
After this then go down the Observatory stairs to the Biolab. Go to the
Guard Area to knock out the Guard there for his Disguise. Go down to the
Water Path to get behind the Chamber then to the Changing Room to acquire a
Hazmat Suit. Shoot down the Stalactite then leave the mission via the
Seaplane.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Catharsis [2,000 XP]
************************************
For this you need to start the therapy session with Silvio.
>>.45 Therapy [4,000 XP]
**********************
For this you need to kill Silvio with a Pistol during the therapy
session.
>>Silence of the Man [4,000 XP]
*****************************
For this you need to kill Silvio by smothering him during the therapy
session.
>>I'm on Fire [4,000 XP]
**********************
For this you need to kill both Silvio and Francesca with a single
Fireplace explosion.
>>Mission Story - Memento [2,000 XP]
**********************************
For this you need to give the DNA Sample to Francesca while disguised
as a Guard.
>>Pro Pain [4,000 XP]
*******************
For this you need to kill Francesca in a Fireplace explosion.
>>BBQ Season [2,000 XP]
*********************
For this you need to kill Silvio in a Fireplace explosion.
Plus these other Challenges:
--Safe House --Getting Access
--You Crack Me Up --Employee of the Day
--Therapist 47 --The Genius
--Straight Shot --The Scientist
--Someone Could Hurt Themselves --Underground
--Eliminating the Competition --Silvio's Way Out
0=============================================0
| Error Plane [4,000 XP], Caving In [2,000 XP] \
0===========================================================================>
For [Error Plane] you need to kill Silvio by shooting down his plane with a
Cannon. In order to do this you also need to get him to flee. The only way
to do that is to take advantage of his mental condition. Silvio strongly
believes that his mother's ghost is coming to haunt him and that explains
some of his erratic behavior.
This "ghost" is tied to several objects: the Gramophone (in the Dining
Hall), the Chair Lift (in the Lobby), the Service Bell (in Mother Caruso's
Bedroom), and the Rocking Chair (also in Mother Caruso's Bedroom).
Activating these objects in a certain order will get Silvio spooked as he
runs up to his mother's room.
If you get him spooked enough then he will flee and run to the Seaplane at
the Biolab. Once he enters the plane then you have one and a half minutes
to destroy his plane or he will leave and you will fail the mission. For
[Caving In] you need to kill Francesca with a Stalactite while she is in
the Biolab area.
When planning bring the Silverballer, the Lockpick, and start in the
Kitchen. Immediately run out the door, go down to the Courtyard, and then
to the Garage. A Lab Technician should be by the open bay door but he will
leave to go back down. Quickly grab the Wrench then go to and stand by the
pillar near the Container at the south side.
When he gets near the Generator by the short hallway then toss the Wrench
at the Container to lure him there. Go around the pillar and knock him out,
pick up his Keycard, then dump him in the Container. The reason for getting
rid of him is because he can go onto the Laboratory roof and may cause
problems when trying to eliminate Francesca. This is also a good way to
easily get the Lab Technician Disguise.
Turn on the Generator to lure one of the Guards to it. Knock him out when
he turns it off, dump him in the Container, and take his Disguise.
Go into the Dining Hall and turn on the Gramophone then stand in the
hallway between the Hall and the Entrance Hall. When you see Silvio run in
to investigate then run into the Entrance Hall and up the north stairs to
find the Chair Lift controls. Activate them then run into Mother Caruso's
Bedroom.
When Silvio goes to investigate the Lift then turn on the Fan and pull the
Service Bell. This will get Silvio running towards the room. Cut through
the bathroom to get back into the hallway but stay just outside the door.
When Silvio enters the room then he will faint. However, if you run too far
away from the area before he enters then he may not enter at all. So wait
for him to enter before leaving.
After awhile then his Bodyguards will enter the room to find Silvio (which
will negate Silent Assassin). After he is awakened then he will flee the
town using the Seaplane at the Biolab. If he gets away then you will fail
the mission.
But you will still have plenty of time to get to the Cannons at the Ruins.
When you leave the bedroom area then head towards the Observatory. Go into
the Study to pick up a Bag of Gunpowder. Go down the stairs back to the
ground floor and out the north door to avoid any Enforcing Guards.
Once outside then go to the Sapienza Ruins. After crossing the bridge then
turn right to find a ledge up to the gate. You should find a Cannonball
here so pick that up as well. While avoiding the patrolling Enforcer then
climb up and to the Cannon in the west corner (it should overlook an island
with a light tower). Put the Bag of Gunpowder and Cannonball in the Cannon
to load it.
When Silvio reaches the Seaplane then a countdown timer will appear. Use
the Cannon and wait. When the timer reaches ten seconds then fire the
Cannon which will destroy the plane and Silvio. The blast will alert the
Guards so run into the tower and wait for things to settle down before
leaving it.
Go to the stairs going down near the Cannon you just used then drop down to
near where the Speedboat is. Go north along the dirt path and into the
Biolab area. Sneak up to the Guard Area and knock out the Guard for his
Disguise. Use the Water Path to get behind the Lab area and into the
Changing Room to acquire the Hazmat Suit. Shoot down the Stalactite then
re-trace your way back to the Guard Area then to the top of the Laboratory.
Go to the Container at the east end, crouch behind one of the air
conditioning units, and wait. Francesca will be notified of the situation
and will come down. She will come down this way and turn off the
Ventilation System. When she gets to the Lab door then shoot down the
Stalactite above to kill her.
After this then go back to the Guard Area, climb the Pipe there back down
to the Lab level, then run out the south entrance of the Biolab and go up
the dirt path to the Speedboat at the Ruins to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Anybody There [1,000 XP]
************************
For this you need to turn on the Gramophone.
>>Mission Story - Beyond The Grave [1,000 XP]
*******************************************
For this you need to make Silvio faint.
>>Fly, Silvio! [2,000 XP]
***********************
For this you need to make Silvio flee.
Plus these other Challenges:
--Getting Access --The Genius
--Someone Could Hurt Themselves --Underground
--Eliminating the Competition --The Scientist
0============================================0
| Walk the Plank [2,000 XP], Bogey [2,000 XP] \
0===========================================================================>
For [Walk the Plank] you need to kill Francesca with a Cannon. In order to
do this you need to get her to go out onto the main Pier at the Harbor.
This is done by waking up Sal and having them meet. The only difference
between what was done earlier and this time is that you leave Sal alone and
let him go to the Pier.
For [Bogey] this you need to kill Silvio with a Cannon. As the title
suggests you need to kill him in the Backyard while he is practicing his
golf swing.
Thie run-through is not going to be a Silent Assassin run since bodies are
going to be found and Non-Targets are going to be killed.
For this run-through bring the Silverballer, Lockpick, Coins, and start in
the Laboratory. Go to the south door but don't go through it. Wait for the
Enforcer to walk away from the door to the Changing Room and stop in the
center before walking in to acquire a Hazmat Suit Disguise.
Go outside to shoot down the Stalactite then run west along the north side
of the Lab (and grab a Wrench and the Emetic Rat Poison) by the
Break/Security Room. Head out the south entrance of the Biolab and go up
the dirt path to the south gate of the Sapienza Ruins. If you've done
everything quickly enough then you should encounter no Enforcers as you get
to this point.
Use your Instinct to find the patrolling Guard who should be heading to a
wall at the west corner. Follow him but not too closely. As he gets near
the wall then stop near the top of the stairs and throw stun him with the
Wrench.
Drag the Guard's body into the tower and most of the way up. Drop him then
go up to the top to find another Guard. Subdue him and drag the first Guard
up here. Take a Disguise from either one then go back down to the 1st Floor
of the Ruins.
Go to the Cannon at the east corner (it should overlook the Villa's main
Garden). Get a Bag of Gunpowder and a Cannonball and load it. Find another
Bag of Gunpowder and Cannonball and go to the Cannon at the north corner
that overlooks the main Pier. Load that Cannon up.
Go back down and out the south gate then to the door near the Ruins
entrance. Go through it, which will unlock it, and go over the bridge back
to the Villa grounds.
Go out into the Old Town and find Sal. Use the Radio to wake him up then
run back to the Sapienza Ruins.
Go through the now unlocked door and back through the south gate then up to
the north Cannon. After awhile you should see Francesca get into position
on the Pier. When she stops then fire the Cannon to kill her (and a couple
of Non-Targets). Run back into the tower and wait for things to calm down.
Next, go to the Cannon at the east corner. When Silvio goes to his
Golf Bag and starts practicing then fire the Cannon to kill him. Go back
into the tower and wait for things to calm down before leaving. Then go
down to the Speedboat at the southwest corner of the Ruins to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Getting Access --Underground
--Eliminating the Competition --The Scientist
--The Genius
0================================0
| Killing Them Softly With Poison \
0===========================================================================>
This run-through will involve the use of poisons on both Targets. The main
Challenges for this run are going to be [Cliff Diving] and [My Mane is
Hurl].
For [Cliff Diving] you need to push Silvio off of a cliff and for [My Name
is Hurl] you need to drown Francesca. In addition, I will also do
Challenges related to Roberto Vargas. This run will also use a couple of
strategically placed game saves to quickly acquire these Challenges.
For this bring the Silverballer, Lethal Poison Vial, Fiber Wire, and start
at the Kitchen.
>>What's Your Poison?
*******************
When you start then talk to the Chef and go over to the Stove. Use
the Lethal Poison Vial on the Pot, stir it for a few seconds, then go
outside and ring the Dinner Bell. Wait inside as the food is served
to Silvio who'll be waiting at the Private Dinner Patio. When he eats
and drops dead then restart.
When you get back then pick up the Emetic Rat Poison and go into the Pantry
to pick up a couple of Cans of Expired Spaghetti Sauce. Talk to the Chef
again and go to the Stove. Use one of the Cans on the Pot then go out and
ring the Dinner Bell again. This time go to the north door of the
Observatory and wait.
After Silvio takes a bite from his plate then he will get sick and come
nearby to throw up. As he does so then push him over to kill him. From here
then go to the Library to pick up the Mansion Master Key then go to the
Small Kitchen to pick up some more Emetic Rat Poison.
Go to the Garden Pool area to find the Bottle that Roberto drinks from.
Poison it then go into Francesca's Bedroom. As before he will come inside
when he gets sick. Knock him out with one of the Cans but leave him be.
Wait near the door to the Observatory hallway and wait for the patrolling
Guard to come into the building.
When his back is turned then knock him out, drag him inside and dump him in
the Container. Drag Roberto's body into the bathroom and hide him in the
Closet there. The patrolling Guard can see you through the open window if
you time things wrong so this is why you should get rid of him first.
Take Roberto's clothes and his Phone. Call Francesca, wait for her to get
down to ground level, then make a game save:
>>A Poisonous Vintage
*******************
On a cart near the TV is her Champagne Glass. Use the Lethal Poison
Vial on it then sit in the chair in the darkened corner of the room
and wait. She will come inside, talk to you, then drink from the
Glass. After she dies and the notifications pop up then reload the
save.
>>Piano Man
*********
This time use the Emetic Rat Poison on the Glass. When she gets sick
then get up and garrote her before she leaves the room. After the
notifications pop up then reload the save again.
Once again use the Emetic Rat Poison on her Glass. When she gets sick then
drown her at the toilet and dump her in the Closet. Pick up her Biolab
Keycard then sneak down to the Biolab.
Go to the Guard Area to knock out the Guard there for his Disguise. Go down
to the Water Path to get behind the Chamber then to the Changing Room to
acquire a Hazmat Suit. Shoot down the Stalactite then leave the mission via
the Seaplane.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - First Day On The Job [2,000 XP]
***********************************************
For this you need to cook the Spaghetti Sauce and ring the Dinner
Bell.
>>What's Your Poison [1,000 XP]
*****************************
For this you need to kill Silvio with lethal poison.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Cliff Diving [4,000 XP]
***********************
For this you need to kill Silvio by pushing him over a cliff.
>>Mission Story - By Candlelight [1,000 XP]
*****************************************
For this you need to meet Francesca while disguised as Roberto
Vargas.
>>My Name is Hurl [4,000 XP]
**************************
For this you need to kill Francesca by drowning her.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Hold My Hair] and the following Challenges done
earlier:
++Piano Man ++Straight Shot
++Someone Could Hurt Themselves ++Tasteless, Traceless
>>Love Triangle [2,000 XP]
************************
For this you need to hide Francesca and Roberto in the same Closet.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, destroying the Virus, and leaving no
evidence.
Plus these other Challenges:
--Employee of the Day --The Genius
--Someone Could Hurt Themselves --Lover Boy
--The Scientist --Piano Man
--Underground --Eliminating the Competition
0===============================================0
| Tee Time [4,000 XP], Fatal Reaction [2,000 XP] \
0===========================================================================>
For [Tee Time] you need to kill Silvio with the Explosive Golf Ball. For
[Fatal Reaction] you need to kill Francesca with the Biolab gas. This is
the gas that is used to protect the Lab Technicians while they're in the
Virus Chamber.
You need to destroy the Virus which will get her to come down to the Lab.
When she gets down here then she will activate the Ventilation System to
clear the Lab of the toxic gas so she can quickly go inside to assess the
damage.
When planning bring the Silverballer, Lethal Poison Vial, and start at the
Kitchen. This run-through is similar to the previous one but with some
changes. When you start then run into the Courtyard and to the Garage.
Once again use the Wrench to knock out the Lab Technician and acquiring the
Biolab Keycard as well as getting rid of a potential problem. Go back out
then climb up to the ICA Safe House to acquire the Explosive Golf Ball. Go
back out onto the Patio, drop down into the Hidden Room, and go inside to
acquire the Mansion Security Disguise. Go back up and drop back down into
the Courtyard.
Go to the Garden by going south through the Courtyard then west by the
Garden Shed. Wait for Silvio to be away from the Golf Bag before
approaching it. Place the Explosive Golf Ball in the bucket and walk away.
When he comes back here later then he will blow himself up.
Go into the Observatory through the open window then down the stairs into
the Biolab. Subdue the Guard for his Disguise and go down the North Stairs
and to the Water Path. Carefully get the Hazmat Suit Disguise and run over
to shoot down the Stalactite. Run back through the Water Path and wait
behind the Guard at the other end.
When things calm down a bit then the Enforcer at the Air Purification
Controls will call Francesca and and do some work. By the time she comes to
the Controls then he will come back.
When she goes into the Virus Chamber then carefully walk up to the
Ventilation Panel and use it to kill her. Even though the Enforcer is
nearby he is too busy to notice you. After killing her then go to the
Seaplane using the Ledge to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--First Day on the Job --Getting Access
--The Genius --Someone Could Hurt Themselves
--Underground --Eliminating the Competition
--The Scientist --Silent Assassin
0========================================================0
| Shocking! [2,000 XP], Phantom Of The Mansion [1,000 XP] \
0===========================================================================>
For [Shocking!] you need to kill Francesca by electrocution. For [Phantom
Of The Mansion] you need to drop a Chandelier on Silvio. For this
run-through bring the Silverballer and start in the Lemon Garden. Starting
here is the fastest way to do this.
When you start then sneak your way towards the Security Room but stay just
behind the wall. The Enforcer will be looking out as you get into position.
When he walks away then run in, subdue him, dump him out the window, and
then into the Container. When Francesca and her Guards leave then go
partway up the stairs and shoot the Outlet from above to get it sparking
and go over to the Faucet.
Unlike with the Season One version you just can't turn on the Faucet and
leave - this will distract Guards and they will come to turn it off. You
have to wait for her to come back and turn it on to kill her. As she dies
then go into the Security Room and wait. When everything dies down then
leave, get her Keycard, and go down to the 1st Floor.
At this point Silvio should be doing other things so go over to the
Container north of the Dining Hall. When the patrolling Guard comes by then
quickly subdue him and dump him. When Silvio comes inside the Hall and
stops at the table then shoot the Winch to bring down the Chandelier to
kill him.
Go to the Observatory and enter the Biolab from there. Go to the Guard
Area, subdue the one there, dump him and take his Disguise. Go down the
Pipe and to the Water Path to get behind the Virus Chamber. Shoot down the
Stalactite, run through the Water Path, and to the Seaplane to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--The Scientist --Someone Could Hurt Themselves
--Getting Access --The Genius
--Underground --Eliminating the Competition
--Silent Assassin
0=========================0
| Plague-iarism [4,000 XP] \
0===========================================================================>
For this you need to kill Silvio with the Amputation Knife while disguised
as the Plague Doctor. Both the Disguise and Knife are in the Lab area of
the Observatory. Again, the fastest way to deal with Francesca is to
electrocute her.
For this run-through bring the Silverballer, Lockpick, Coins, and start at
the Lemon Garden. Run to the Garage and use the Coin to lure the Lab
Technician to the Container to subdue and dump him (take his Keycard).
Go back up to the Lemon Garden to shoot out the Outlet and turn on the
Faucet to kill Francesca. Go back down to the 1st Floor and cut across the
Mansion to reach the Observatory. Go to the Telescope to get the VHS Tape
then go down the stairs into the Lab. Grab the Amputation Knife, put the
VHS Tape into the Projector, and hide as the Plague Doctor.
When Silvio goes to the Projector then his Bodyguards will leave. Get out
of hiding, sneak up, and kill Silvio. Hide his body in a Container, take
back the Mansion Security Disguise, and run out through the north door. Go
back into the Mansion, down the stairs into the Wine Cellar then go back to
the Garage to acquire the Lab Technician Disguise.
Cut back through the Wine Cellar then up and outside near the Kitchen.
Enter the Observatory through the open window then go into the Bedroom and
wait. Use your Instinct to find one of Silvio's Bodyguards by the door to
the Lab. Wait for him to turn towards the door before sneaking out and
subduing him. Drag him to the Container in the Bedroom for hiding.
After this then go down the stairs to the Biolab entrance. Go down to
ground level, through the Water Path, get the Hazmat Suit Disguise, and
shoot down the Stalactite. Go around the south side of the Virus Chamber
and climb over the Raised Area to reach the Seaplane to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Getting Access --The Scientist
--Shocking! --Someone Could Hurt Themselves
--Memory Lane --A Family Affair
--The Genius --Underground
--Eliminating the Competition --Silent Assassin
0================================0
| Sapienza Sports Club [4,000 XP] \
0===========================================================================>
For this you need to kill Silvio with an Explosive Baseball and Francesca
with an Explosive Golf Ball. Before even attempting this you need to
acquire the Explosive Baseball which can be unlocked by reaching Mastery
Level 10 at Whittleton Creek. You should also earn the ICA Impact Explosive
for your weapons collection.
You don't need to finish the mission to complete the Challenge but I have a
way to do it with Silent Assassin. Because of the explosive nature of the
eliminations it is best to get rid of several people and all of this will
be done at the Observatory.
For this run-through bring the Krugermeier, Coins, Sedative Poison Vial,
place the Explosive Baseball at the ICA Safe House, and start at the Safe
House.
When you start then go inside to grab the Explosive Golf Ball and Explosive
Baseball. Go out and into Rocco's Apartment to grab the Kitchen Assistant
Disguise. Go onto the ledge and into the Kitchen Building to grab the
Expired Can of Spaghetti Sauce and Rat Poison.
Run out and into the Observatory through the open window. Go into
Francesca's Room and use the Sedative on her Glass then cut through the Lab
and outside the north door. The Chef should be coming here so knock him out
and dump him in the nearby Container. Go back into the Lab and wait by the
door going to the hallway.
The patrolling Guard should be in the hallway. When he turns his back then
sneak inside and knock him out. Drag him to the Container at the bottom of
the stairs to hide him and pick up his weapon.
Go outside and to the Pool area to use the Rat Poison on the Bottle that
Roberto drinks from. This will lure him into the Observatory for ambushing.
Go back into the building and to the Container at the bottom of the stairs
to acquire the Guard Disguise. Go out the north door to the Lab and wait.
When Silvio and his Guards arrive then toss a Coin at the ground a few feet
from the door to lure one of the Guards. Take cover to thre right of the
door then grab him. Leave him be for now and run back inside. Silvio should
be leaving with the other Guard but Roberto should be in the Bathroom
throwing up at this point.
Run up to Roberto and knock him out then dump him in the Closet - pick up
his Phone. Go back outside and dump the subdued Guard in the Container with
the Chef. Go to the hallway door to the Lab and wait. When Silvio comes
back then open the door and toss a Coin on the ground to lure the other
Guard. Take cover to the left of the door and grab the Guard.
After subduing the Guard then Slivio will begin leaving but see the dropped
weapon in which he will go to get a Guard. Run up to him and knock him out.
Drag him to the Container at the base of the stairs and throw kill him with
the Explosive Baseball. Dump his body in the Container.
Go back to the Bathroom and acquire Roberto's Disguise. Call Francesca to
bring her down and sit in the chair. Wait for her to drop from the sedative
before doing anything. Grab her Keycard and re-acquire the Guard Disguise.
Drag her down to the base of the stairs and throw kill her with the
Explosive Golf Ball.
After this then enter the Virus Lab area and go to the Guard Area at the
Upper Caves to ambush a Biolab Guard for his Disguise. Go down and through
the Water Path so you can get behind the Virus Chamber to shoot the
Stalactite to destroy the Virus. Run to the Seaplane, while avoiding
Enforcers, to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Safe House --Employee of the Day
--The Genius --Lover Boy
--Mission Story - By Candlelight --Getting Access
--The Scientist --Underground
--Eliminating the Competition --Silent Assassin
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
This is based on what MrFreeze2244 does but I made some changes for Casual
difficulty. When planning bring the Silverballer, Lockpick, and start at
the Town Hall Square.
When you start then run to the Watchtower. Go to the Ledge and climb up and
into the Tower when there is no one looking. Sneak down the stairs and go
outside then sneak to the Gate for the tunnels that run under the
Courtyard.
Pick open the Gate, sneak through the tunnel, and enter the Boiler Room.
Grab the Lead Pipe, exit the Room and sneak into the Wine Cellar but stop
by a small group of barrels at the corner.
There is a Mansion Staff person standing here. Wait for him to move forward
then sneak past him and into the Laundry Room. Sneak upstairs and into the
hallway. If your timing is right and you look outside the door then you
should see two Guards at the far railing. Run out, turn left, and enter the
Observatory Building through the open window.
Go into the stairway and wait. One of the Guards will come inside and stand
near it. When he has his back to you then run up behind him, subdue him,
take his weapon, and dump him in the Container inside Francesca's Bedroom.
Run up to the Study then look out over the Lab area. Here you should see a
large Mobile. The goal is to shoot it and drop it down onto Silvio to kill
him when he comes inside. As Silvio comes inside then aim at the chain and
wait for him to be under it before shooting it down onto him.
After this then go outside and climb up the Pipe to get to the roof. Go to
the small Patio and enter the bathroom for Silvio's Bedroom. Cut through
the Bedroom to access the Storeroom. Shoot the large model ship to get the
Virus Prototype then sneak to the Small Office. When she goes to the desk
and the Guard goes to the corner then open the door, toss the Prototype at
her to kill her in a poison attack, and close the door.
Go back outside, climb down the Pipe, go down the stairs to the ground
floor, and go outside and to the Kitchen Building but wait outside the
door. Wait for one of the Kitchen Assistants to be in the corner closest to
the door and for the other to be in the opposite corner before sneaking
inside behind the Chef and to the Pantry.
Go out through the window and to your Safe House. Go into the kitchen and
grab the Explosive Golf Ball. Go out onto the Patio and use the Pipe to go
down. Go through the Terrace Shops area then down to the Beach Restrooms
area. Go to the Blocked Tunnel and toss the Golf Ball at it when the
Bodyguard is away from it. This should blow a hole in the wall and to the
Biolab area.
Get away from the area for a bit and wait for things to calm down. After
that then run to the now unblocked tunnel, crouch, and sneak inside the
Biolab area. Go around the Break/Security Room, to the Seaplane, and to the
Ledge so you can go to the Raised Area.
Climb up, over, and down the other side of the Raised Area. Find the Metal
Boxes and hide behind them. Shoot down the Stalactite then go back over the
Raised Area then turn left to find a Container. Get inside and wait for
things to completely calm down. Exit the Container, go to the Ledge, and to
the Seaplane to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Bring Down the Sky [2,000 XP]
*****************************
For this you need to kill Silvio by dropping the solar system Mobile
on him while he is in the Observatory.
Plus these other Challenges:
--The Genius --Someone Could Hurt Themselves
--The Scientist --Tasteless, Traceless
--Eliminating the Competition --Suit Only
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
There are a couple of methods depending on your style:
>>The Standard Method (Suit Only)
*******************************
This method is to acquire another Sniper Rifle specific Challenge
involving the Bell Tower and without changing clothes. When planning
bring the Silverballer, place the Sieger 300 Ghost into the ICA Safe
House, and start there.
When you start then grab the Explosive Golf Ball, the Briefcase, then
run down to the Harbor. Go through the Beach Restrooms and to the
Blocked Tunnel. Toss the Golf Ball at the wall to destroy it then run
to the Church. Go inside then run to the door for the Small Storeroom
but wait outside.
There are two Church Staff inside and you should wait for them to
leave before running up the Tower. When you get to the top then bring
out the Rifle and aim at the Telescope dome. Just beneath it on the
left is a large Electrical Box. Shoot it to activate it which will
open the Observatory Dome and lure Silvio to the Telescope.
Aim at the Telescope when Silvio starts to use it. When he uses it
then you should see an eye in the lens. Shoot it to kill him then pan
over to Francesca's Office.
Wait for Francesca to enter the Office then shoot her through the
window when she stops. Immediately drop the Rifle, climb over the
north railing, then take the Pipe down to ground level. One of the
Guards from the Villa will run to the Tower but you should be long
gone before he gets there.
Run to the now unblocked tunnel, crouch, and sneak inside the Biolab
area. Go around the Break/Security Room and to the Ledge so you can
go to the Raised Area.
Climb up, over, and down the other side of the Raised Area. Find the
Metal Boxes and hide behind them. Shoot down the Stalactite then go
back over the Raised Area then turn left to find a Container. Get
inside and wait for things to completely calm down. Exit the
Container, go to the Ledge, and to the Seaplane to leave the mission.
>>The Cheap Method
****************
When planning bring the Silverballer, Lockpick, place the Sieger 300
Ghost into the Biolab, and start at the Laboratory. Go through the
Changing Room and outside. Shoot down the Stalactite then run to the
Ledge to get to the other side and grab the Briefcase.
Head up using the North Stairs then walk through the main door and
into the Basement. Go near the Container inside the Garage and drop
your Briefcase here - grab the Wrench nearby.
Wait for the Lab Technician to go back inside the Biolab before
turning on the Generator to lure the Guard. Subdue him, dump him in
the Container, and take his clothes.
Go through the Break Room and upstairs into the Kitchen area then go
outside and into the Observatory through the open window. Wait for
the patrolling Guard to come inside then subdue him and hide him in
the Container in Francesca's Bedroom. Drop the Briefcase here and
acquire and holster the Rifle.
Go up to the Telescope to grab the VHS Tape then go back down to the
Lab. Put the Tape in the Recorder and go out the north door to unlock
it and stand outside. Eventually Silvio will hear the Player running
and chase his Guards away which will leave him alone.
When they leave then sneak back inside and knock him out with the
Wrench. Drag him to the Container at the northeast corner, shoot him
in the head with the Rifle, and dump his body.
Go to the east door, open it, and toss a Wrench towards the outside
door to lure the standing Guard to it. As he walks then run up and
subdue him. Drag him to the Bedroom, and dump him in the Container.
Go back into the Lab, hide behind the dividers at the north side, and
wait.
Eventually Silvio's other Guard, an Enforcer, will come in and stop.
Toss the Wrench towards the Projector area to lure him there. Go
around the dividers, subdue him, and dump him with Silvio.
The reason for knocking out both of his Guards is that they will
randomly wander around the Villa looking for Silvio and you don't
want to run into them since they are Enforcers to the Mansion
Security Disguise.
As you are doing all of this then Francesca will go down to the
Biolab to investigate the Virus destruction then come back up.
Go upstairs, outside, and climb up the Pipe to the roof. Go through
the window into the Small Office then go into Francesca's Office.
Wait for Francesca and her Guard to come inside. When she goes behind
the desk and the Guard goes into the opposite corner then knock her
out and quickly throw stun the Guard with the Wrench.
Drag him into the bathroom and dump him into the Container. Go back
to Francesca, shoot her in the head, and dump her in the Container.
Although the main objectives are completed there is still one more
Sniper Rifle based Challenge to do before leaving.
Go back along the rooftops, into the Observatory, and down to ground
level. Head to the Sapienza Ruins, carefully go inside and to the
west Cannon (the one you used to shoot down Silvio's Seaplane).
Go to the top of the stairs nearby and, when the patrolling Enforcer
stops at the bottom, then throw stun him with the Wrench. Go back up
to the Cannon, and stand in the tall grass by it. Look out over the
water and you should see a large boat with a red housing.
This boat is central to a Challenge that can only be done with a
Sniper Rifle. Bring out the Rifle and zoom in on it. Here you should
see four Bells. According to a video by craig20823 you need to shoot
the four Bells in a specific order to complete this Challenge:
--The center of the left mast.
--At the end of the front horizontal mast.
--The top of the center mast.
--At the front of the housing.
If you've done everything correctly then the boat will be destroyed
by the Kraken and acquire the Challenge. After this then drop the
Rifle, go down past the unconscious Guard, drop down to sea level,
and leave the mission via the black Speedboat.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>An Eye for an Eye [2,000 XP] - Standard
***************************************
For this you need to shoot Silvio through the Telescope.
>>I Aim to Please [2,000 XP] - Suit Only
**************************************
For this you need to shoot a Target from the Church's Bell Tower with
a Sniper Rifle and complete the mission without changing Disguises.
>>Unleash the Kraken [4,000 XP] - Cheap
*************************************
For this you need to shoot four Bells on a specific boat with a
Sniper Rifle to unleash it.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--A Family Affair (Cheap) --The Genius
--Straight Shot (Both) --The Scientist
--Underground --Eliminating the Competition
--Suit Only (Standard) --Silent Assassin (Cheap)
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
This run-through will allow you to acquire both of these Challenges in one
run. This is a variant of The Cheap Method but with some tweaks to
accomodate Suit Only. When planning bring the Silverballer, bring the
Sieger 300 Ghost into the Safe House, and start there.
When you start then grab the Explosive Golf Ball, the Briefcase, then run
down to the Harbor. Go through the Beach Restrooms and to the Blocked
Tunnel. Toss the Golf Ball at the wall to destroy it then run away for a
bit and wait for things to calm down. When they do then sneak into the
tunnel, drop the Briefcase, acquire the Rifle, and holster it.
Go into the Biolab area, around the Break/Security Room, grab the Wrench,
go to the Seaplane, and to the Ledge so you can go to the Raised Area.
Climb up, over, and down the other side of the Raised Area. Find the Metal
Boxes and hide behind them. Shoot down the Stalactite then go back over the
Raised Area then turn left to find a Container. Get inside and wait for
things to completely calm down.
When things calm down then exit and re-trace your path to the
Break/Security Room then go up the North Stairs and stop at the top. Keep
an eye on the Guard at the Guard Area and, when he has his back to you,
then run up behind him, knock him out, and dump him in the Container.
Grab the Biolab Keycard from the table then run up to the Observatory. Go
into the Lab and out the north door. Go east to the Container then to the
wall corner and take cover.
If your timing is right then the Chef should be walking towards you shortly
after you arrive at the corner. Grab him when he gets close and dump him in
the Container. Go back into the Lab and to the east door. The patrolling
Guard should be in the hallway and have his back turned. Run up behind him,
knock him out, and dump him in the Container inside Francesca's Bedroom.
When Silvio is away then go up to the Telescope to grab the VHS Tape then
go back down to the Lab. Put the Tape in the Recorder and go out the north
door and stand outside. Eventually Silvio will hear the Player running and
chase his Guards away which will leave him alone.
When they leave then sneak back inside and knock him out with the Wrench.
Drag him to the Container at the northeast corner, shoot him in the head
with the Rifle, and dump his body.
Go to the east door, open it, and toss a Wrench towards the outside door to
lure the standing Guard to it. As he walks then run up and subdue him. Drag
him to the Bedroom, and dump him in the Container. Go back into the Lab,
hide behind the dividers at the north side, and wait.
Eventually Silvio's other Guard will come in and stop. Toss the Wrench
towards the Projector area to lure him there. Go around the dividers,
subdue him, and dump him with Silvio.
The reason for knocking out both of his Guards is that they will randomly
wander around the Villa looking for Silvio and you don't want to run into
them since you are in your Suit.
As you are doing all of this then Francesca will go down to the Biolab to
investigate the Virus destruction then come back up.
Go upstairs, outside, and climb up the Pipe to the roof. Grab the Crowbar,
go through the window into the Small Office, then wait for Francesca and
her Guard to come inside. When she goes behind the desk and the Guard goes
into the opposite corner then open the door, throw stun her with the
Crowbar, and quickly throw stun the Guard with the Wrench.
Drag him into the bathroom and dump him into the Container. Go back to
Francesca, shoot her in the head, drop the Rifle, and dump her in the
Container.
After this then go back down to the Observatory and into the Biolab. Use
the North Stairs to get down to the lower floor then go back out the tunnel
to leave the area. From here then run to the Speedboat to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Underground --Eliminating the Competition
--A Family Affair --The Genius
--Straight Shot --The Scientist
--Silent Assassin --Suit Only
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Sapienza Challenge Run |##########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with Paris this is a full Silent Assassin run that uses the basic items
you have at the beginning of the chapter to get as many Challenges as
possible including [Chameleon]. So you will be starting at the Town Hall
Square in your Summer Suit.
However, you do have access to items you unlocked in Paris so I recommend
using the Silenced Silverballer and bringing in the Jaeger 7 through the Safe
House. Replace the Fiber Wire with the Lockpick. Bring the Coins.
**NOTE: It is highly recommended that you get the Sieger 300 Ghost by doing
the The Cheveyo Calibration in the House Made of Sand Bonus Mission
prior to doing this as it will make sniping much easier. The
run-through will use both Rifles.
There are multiple Challenges tied to doing things directly with both Silvio
and Francesca and those need to be done first before killing them. For Silvio
I will be doing the [Error Plane] Challenge and for Francesca I will be doing
the [My Name is Hurl] Challenge. The reason for doing those is because there
are several other Challenges tied into setting those up. For the Virus I will
shoot it down from behind the Virus Chamber.
This run will also successfully complete all ten Mission Stories. Unlike with
Paris there are no timed Stories so you can take your time to make sure each
one is done successfully.
Although it looks like you could do both the [One Hit Wonder] and [Double
Jointed] Challenges it is not recommended since this leads to bodies found
and negates [Silent Assassin]. In addition, it appears that some of the
Disguises are very difficult to get but are not that hard to acquire with a
bit of planning.
The first part of this run starts at the Church and nearby areas so you can
acquire the necessary items and Challenges there before moving onto Silvio
and Francesca.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start the mission then run to your Safe House but stay close enough
to the Butcher Shop and get the conversation between Rocco and his sister
started. When you get to the Safe House then get out onto the Patio. Climb up
into Rocco's Apartment and get the Apartment Key and Mansion Keycard.
Drop back down then drop down into the Hidden Room. Go down to the lower
apartment to get the Church Key and change into and out of the Church Staff
Disguise.
After that then go down and out into the Beach Square. Go to the Catacombs
entrance at the Church Pier and use the Church Key to enter. Go into the
Church Basement, switch into the Priest Disguise, and back into your Suit.
Leave the Catacombs the same way you came and then go up into the Church. Get
close to the Confessional Booth so you can get the Lab Technician to start
her confessional. Wait for a bit then leave the Church through the north
door and use the Church Key to enter the Mortuary. Close the door and lay in
the coffin for a few seconds. Get up and grab the Flower Bouquet.
Enter the Morgue and lay on the slab. When the Lab Technician comes in and
the door is closed then get up and subdue her then dump her in the Container.
Grab the Biolab Keycard and the Kill Switch Dongle. Switch into the Lab
Technician Disguise and leave the Morgue. Go to the seaside entrance and
enter it to complete the [Absolution] Mission Story. Walk out and find and
shoot the Crocodile under the wooden pier that is attached to the main Pier.
Go into the Sewer through the Beach entrance. Unlock the door but then get
out of view. Wait for the Red Plumber to go to the Catacombs before running
in behind him. When he stops at the door then subdue him and switch into and
out of the Red Plumber Disguise.
Go to the Well, pick up the three Coins, and shoot the Crocodile. Go up into
Building 4 and into the apartment. Switch into and out of the Gardener
Disguise then shoot the Crocodile in the bathroom. Leave the building and
grab the three Coins by the Church Restroom then go into Building 7 to find
and shoot the Crocodile then go back down and outside.
Go into the Hairdresser to get the conversation started then head up to the
Car Crash Site and stand near the Bicyclist to get their conversation
started. After they finish then they break up and the Delivery Guy goes to
north side of the van and the Bicyclist goes to sit down on the bench.
Wait for the guy in the yellow shirt and white hat that likes to come out
near here and take pictures to come and go before doing anything else.
When the coast is clear then subdue the Bicyclist and drag his body south to
the edge of the mission area. Switch into and out of the Bicyclist Disguise.
Next, go to the Town Hall Square Fountain and toss five Coins into it for
another Challenge.
Next, go to the east side of the Town Hall building and use the Lockpick to
enter. Sneak inside and subdue the Assistant here and dump him in a Container
- get his Key too. This should keep him from becoming a problem for what you
need to do next.
Go back out and to the Container just south of the door and near the bottom
of the stairs. A Waiter comes down here to smoke from time to time and stand
next to a Container. But there are other Civilians that you need to keep an
eye on. When the coast is clear then quickly subdue him and dump him in the
Container. If the coast is still clear then switch into and out of the Waiter
Disguise.
Go back into your Safe House and drop into the Hidden Room. Get the Mansion
Security Disguise and climb back up. Grab your Sniper Rifle and drop down
into the Villa Courtyard. Go into the Boiler Room through the Fountain and
subdue the Green Plumber. Grab the Sewer and Shop Keys and Lead Pipe, drop
the Rifle in the tunnel, dump him in the Container, and switch into the Green
Plumber Disguise.
Stay inside the Boiler Room, turn on the Sink, and stand by the Container.
There will be a pair of Mansion Staff inside the Wine Cellar that will talk
for a bit then break up. One of them will eventually get close enough to hear
the Sink and investigate. When he turns it off then knock him out and dump
him.
From the Boiler Room then open the door and toss the Wrench out towards the
Toilet door to lure the nearby Mansion Staff. Knock him out and hide him in
the Toilet. Run into the Wine Cellar and knock out the remaining Mansion
Staff.
Go back into the Basement and to the Garage. Turn off the Generator to lure
one of the nearby Guards. Wait behind the pillar. When he gets to it then
wait for him to turn it off before knocking him out. Dump him in the
Container to the south. Pick up his Pistol but place it on the floor a few
feet northeast of the Generator.
Go to the archway near the Axe near the stairway, take cover to the right of
it, and toss the Wrench near the Pistol to lure one of the Guards by the Lab
Entrance. When he turns the corner he will see the Pistol and walk to it. Get
up behind him, knock him out when he gets to the Pistol, and hide him in the
Container at the southeast corner of the Garage. Repeat the process for the
second Guard.
Go into the West Wine Cellar and to the Fusebox at the southeast pillar. Turn
it off to split up the Gardener and Lab Technician. Go up behind the
Technician, who is heading to the north wall to take a leak, and wait for the
Gardener to get to the Fusebox before knocking him out. Run up to the
Gardener and knock him out.
Go up to the lower level of the Garden Shed and turn on the Vacuum Cleaner to
lure down one of the Gardeners above. Take cover to the left of the doorway
up and wait for him to come down. Get behind him, knock him out when he turns
it off, and dump him in the Container. Repeat the process with the second
Gardener to complete another Challenge. Run back to the Boiler Room to
re-acquire the Sniper Rifle and the Mansion Security Disguise.
Next, go to the Small Kitchen to pick up some Emetic Rat Poison. Go to the
Garden Building and to the lower level to pick up more Emetic Rat Poison. Go
to the Break Room but pick up the three Expired Cans of Spaghetti Sauce in
the Food Storeroom as you go there. Go into the Changing Room and switch into
and out of the Mansion Staff Disguise.
Go to the small Laundry Room next to the Wine Cellar and switch into
and out of the Housekeeper Disguise. Go upstairs into the Library to pick up
the Mansion Master Key.
Go outside and stand near the Guard just outside of the Kitchen. One of the
patrolling Guards will walk to him and start a conversation. When that
happens then go into the Observatory, stand next to the door to the Lab, and
wait. Eventually the patrolling Guard will come in here and stand near you.
When he has his back turned then subdue him and dump him in the Container
inside Francesca's Bedroom, drop your Rifle, and pick up the Romantic Note.
Go up to the walkway between the Observatory and the Mansion and get the
conversation between the two staff started. Go up to the Observatory Dome and
find the VHS Tape. Go back downstairs into the Lab when Silvio isn't around,
put the Tape in the player, and hide as the Plague Doctor. This should
complete the [Memory Lane] Mission Story.
Wait a few seconds then switch back into the Mansion Security Disguise then
re-acquire your Rifle and go back upstairs and outside. Go back into the
Observatory and open the Dome. Go back out and climb up the Pipe to the
Rooftop. Go to the edge overlooking the Beach and safely shoot the last two
Crocodiles with your Rifle.
**NOTE: If you have the Sieger 300 Ghost then go to the west edge of the
roof and shoot the bells on the boat to unleash the Kraken then
drop your Rifle as you will no longer need it for the remainder of
this mission.
Go to the small Patio and then into the Small Office to get the Safe
Combination. Go into Silvio's Bedroom through the bathroom. Get near the main
door, open it, walk back towards the bedroom, and toss a Can of Spaghetti
Sauce towards the chair at the other side of the room. Get behind the wall
and wait for the nearby Guard to enter.
When he does then throw stun him, pick up his weapon, and dump his body in
the Container in the Storeroom. Open the hallway door to the Storeroom to
unlock it. Drop your Rifle here too (Jaeger 7).
Climb up into the Attic and get close to the two Guards to get their
conversation started. Go out and down to the Security Room but stay near the
bottom. You have to wait for the Enforcer in the Security Room to walk away
from the window before going inside and subduing him. Drag him to the door,
grab the Emetic Rat Poison, and wait for the two Guards to come down from the
Attic before exiting and going back up.
Go back to the Safe and open it to get the DNA Sample. Go onto the Rooftop
and drop down to the Patio. Wait in the Small Office until Francesca enters
and it is safe to approach her to give her the Sample. This should complete
the [Memento] Mission Story.
After all of this then go back to the Patio and onto the Roof. Silvio should
be investigating the Dome so you should keep an eye out for him before
dropping down back onto the walkway and re-entering the Observatory.
Go back down to the door to the Lab and wait. To prevent a possible Bodies
Found later when you cause Silvio to faint you need to get rid of his Guards.
When they are in the Lab then open the door, stay to the left of it, and toss
a Can of Spaghetti Sauce towards the north door. This should lure one of
them.
Get up behind him, knock him out, get his Pistol, and drag him outside and
hide him in the Container. Go back to the north door, get back the Can you
threw, then back to the interior door. Toss the Can again to the same spot.
However, this will lure Silvio instead. As he goes to the Can then go back
in, knock out the other Guard, get his Pistol, and drag him around to where
Silvio can't see you.
As Silvio works on his laptop then drag the body to the Container in the
northeast corner and hide him.
After that then go to the Kitchen. Pick up the Emetic Rat Poison and go into
the Pantry. Grab the Expired Cans of Spaghetti Sauce then go through the
window and use the Ledge to go back to the Safe House area. Climb back into
Rocco's Apartment, switch into the Kitchen Assistant Disguise, and re-enter
the Kitchen through the Ledge.
Talk to the Chef then go over to the pot on the Stove and poison it with one
of the Cans. Stir the Sauce for a few seconds then go outside and ring the
Bell. This should complete the [First Day on the Job] Mission Story.
Go back inside and to the Radio near the Storeroom. Wait for the Chef to come
back in before doing anything. One of the other Assistants will come to the
Stove in the center, do some cooking, and walk away.
When he walks away then turn off the Radio to attract the Chef. Hang out of
view at the doorway behind the Radio. When the Chef has his back to you then
sneak up and knock him out when he turns on the Radio. Drag him to the
Pantry, dump him in the Container, and switch into and out of the Chef
Disguise.
Go out into the Garden and listen to Roberto when he is at the north side of
the Pool. After that then use an emetic poison on Roberto's Bottle. Go into
Francesca's Bedroom, Use another emetic poison on her Champagne Glass, go
into the bathroom, and wait in the Closet. When Roberto comes in here to
throw up then exit and subdue him. Pick up his Phone and dump him in the
Closet.
From here then go to the Ice Cream Shop and use another emetic poison on Dr.
Lafayette's Coffee Glass. Get close enough to him to get his conversation
started then go the Restroom area and wait. When he enters the Toilet then
close the door, subdue him, and dump him in the Container.
Use the Town Hall Key to enter the Town Hall. Make your way to the tower
stairs then go up into the Secondary Office and subdue the Bodyguard here.
Switch into and out of his Disguise. Next, go up and to the Hippie's
Apartment. Open the door and throw stun him. Switch into and out of the
Bohemian Disguise. Go up to the top of the Tower and enter the Ice Cream Shop
before leaving the area.
Go to the Beach Square and use another emetic poison on the Bottle near the
Performer. Go into Building 5 and wait. When the Performer gets sick he will
come to the Boiler to throw up. Close the door and subdue him. Drag him up to
the apartment and dump him in the Closet. Switch into and out of the Street
Performer Disguise.
Go to the Terrace Shops through the west stairs and enter the Cafe with the
Shop Key. Go through the back ways to the Sanguine storeroom to find and
switch into and out of the Store Clerk Disguise.
Next, go to the Flower Shop, enter it using the Shop Key, and switch into the
Delivery Man Disguise. Bring out the Flowers and go to the Villa Courtyard
through the side-entrance by the Butcher Shop. Go into the Villa and talk to
the Butler who will then lead you to the Grave. After he stops and finishes
talking to you then run down and drop the Flowers off on the Grave. This
should complete [The Good Son] Mission Story.
From here then go up into the Town Streets to find the Detective. Wake him up
by tossing a Coin near him. Listen to his conversation until it finishes and
run to the Church Restrooms. Go into the one nearest the Soda Machine and
wait. He will eventually enter the other one. Follow him in, close the door,
subdue him, dump him in the Container, and take his Disguise.
Go to the Pier and talk to Francesca. This should complete the [A Case Most
Peculiar] Mission Story. Follow her into the Tunnel and do the conversation
with her. Afterwards then go back up to Dr. Lafayette and take his Disguise.
Wait for Francesca to get back up to the 2nd Floor before proceeding.
Once again, use the side-entrance by the Butcher Shop to enter the Villa
Courtyard. Go back into the Villa and talk to the Butler. This time he will
lead you upstairs. This should also complete the [Catharsis] Mission Story.
Just before you reach the Bedroom then quickly subdue him and drag him into
the Storeroom. Dump him in the Container and switch into and out of the
Butler Disguise. Go into the Bedroom and sit down. Do the session with Silvio
and, after it's finished, then get the Mansion Security Disguise from the
Storeroom and re-acquire your Rifle (Jaeger 7).
Next, go down to Mother Caruso's Bedroom, turn on the Fan, and grab the
Medical Journal. Go down to the Dining Hall to turn on the Gramophone when
Silvio finishes talking to Francesca then go upstairs to the Switch for the
Chair Lift. When Silvio is at the Gramophone and when it is safe to do so
then go and use the Switch.
As he is running to it then run to Mother's Room, turn on the fan, and ring
the Bell a couple of times. As he is running to the Room then go back out
through the bathroom and start running towards the Sapienza Ruins. When he
enters and faints then this should complete the [Beyond the Grave] Mission
Story.
Silvio will wake on his own and flee - because you got rid of his bodyguards
you won't get a Body Found warning. When you reach the Ruins then get around
the Enforcing Guards and go to the Cannon that overlooks the small island to
the northwest. Get both the Gunpowder and Cannonball and prep the Cannon.
Shoot down the Seaplane when the clock is at ten seconds and go into the
tower to hide.
When the Guards stand down then go back to the Cannon and bring out your
Rifle (Jaeger 7). Shoot the four bells on the large boat in the water to the
west to bring out the Kraken. The bells need to be shot in this order:
--The center of the left mast.
--At the end of the front horizontal mast.
--The top of the center mast.
--At the front of the housing.
After this then drop the Rifle. Before proceeding further go and explore all
Unexplored Areas outside of the Biolab to put them on the map.
Go back to Francesca's Room and call her using Roberto's Phone. Go to
Roberto, change into his Disguise, and sit in the chair. This should also
complete the [By Candlelight] Mission Story. After she talks and gets sick
from the poisoned drink then follow her into the Bathroom, drown her in the
Toilet, and dump her in the Closet.
Next, go into the Biolab through the stairwell and subdue the lone Guard in
the Guard Area to get his Disguise. Go down the North Stairs and to the Virus
Security Terminal to get the Biolab Safety Protocol. Go along the Water Path
and behind the Lab area. Enter the Changing Room when there is no one else
inside or coming to it then quickly switch into the Hazmat Disguise to
complete the [Chameleon] Challenge.
Go into the Virus Chamber to complete the [Hostile Environment] Mission
Story. After this then go outside and the northeast corner of the area to
shoot down the Stalactite. Run out of the cave entrance back to the Ruins.
Use the Speedboat parked at the southwest side to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Safe House --Man of the Cloth
--The Living Dead --MS: Absolution
--Getting Access --Grave Robber
--Underground --Luck Alone is Worthless
--Pipe Down --A Family Affair
--MS: Memory Lane --Watch The Skies
--Investigator --You Crack Me Up
--MS: Memento --Employee of the Day
--MS: First Day On The Job --Special Delivery
--MS: The Good Son --Private Dick
--MS: A Case Most Peculiar --Therapist 47
--MS: Catharsis --Anybody There
--MS: Beyond The Grave --Fly, Silvio!
--The Genius --Error Plane
--Someone Could Hurt Themselves --Unleash the Kraken
--Lover Boy --MS: By Candlelight
--The Scientist --My Name is Hurl
--Hold My Hair --Love Triangle
--Chameleon --Hostile Environment
--MS: Hostile Environment --Discover Sapienza
--Eliminating the Competition --Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 42 in total, then you should earn a minimum of 81,000 XP which
translates into Mastery Level 13. You should also earn the {Die By The Sword}
Accomplishment and the Church Mortuary Starting Point.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SPZ8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Sapienza chapter along with their respective strategies. It is highly
recommended that you complete Sapienza Mastery Level 20 before doing any of
these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in the Paris chapter. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
0=======================0
| The Mine Disarm Device \
0===========================================================================0
| For Escalations that have this complication the Mine Disarm Device is |
| usually found in a Safe and in three places: the Security Room at the |
| Lemon Garden, inside the central room within the Town Hall Office, and |
| the Church Basement. Since there isn't a key to open the Safe you need to |
| bring your Lockpick. In addition, it is best to start at the Lemon Garden |
| to safely acquire the Device. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Gladwyn Simulacrum |##############################################\
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0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Filiberto Nucci with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Filiberto is one of the Gardeners in the Garden near the Pool. When |
| planning bring the Coins and start at the Kitchen. When you start then |
| run through the main building and Dining Room to avoid the Cameras then |
| down to the Garden to reach Filiberto's position. |
| |
| Go down the stairs west of him and crouch at the corner. Toss a Coin so |
| it lands at the base of the concrete railing. This should lure him down |
| here and to the railing. Jump back up to the grass and go behind him. |
| When he stops then push him over to kill him. |
| |
| He will be found but, since he was killed in an accident, your score will |
| not be negatively affected. Cut through the Dining Hall then out the |
| front door and to the street. Leave the mission via the White Car. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Filiberto Nucci with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Alexis Caso with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Alexis is one of the Guards that hangs around the Observatory and Kitchen |
| Building area. He will stand by another Guard near the Kitchen then go |
| inside the Observatory and stand in the hallway for a bit then go outside |
| and roam around before going back to the other Guard. |
| |
| When planning bring the Silverballer in addition to the Coins. After |
| killing Filiberto then then cut through Francesca's Bedroom to get to the |
| east door. Take cover to the left of the door and wait. At this point |
| Alexis should be getting ready to come into the Observatory. |
| |
| When Alexis walks in then grab him, break his neck, and drag him just far |
| enough inside to get the door to close. Go back out the same way you |
| came, through the Dining Room, to the street, and leave the mission via |
| the White Car. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Filiberto Nucci with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Alexis Caso with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Roberto Vargas with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| You've dealt with him during the Main Mission so the best way to get at |
| him is to poison him. However, he can go in one of two directions when |
| you start which will determine what you need to do for this and the next |
| two Levels. When planning bring the Lethal Poison Vial and start in the |
| Kitchen again. |
| |
| >>The Hard Way |
| ************ |
| When you start then Roberto will head south towards Silvio. Run |
| through the Villa to reach Filiberto's position. Lure him to the |
| railing with a Coin as before but subdue him instead and drag him |
| to the corner and out of view. Run up to the Pool and poison |
| Roberto's Bottle then run into the Observatory through Francesca's |
| Bedroom. |
| |
| Go to the east door, take cover to the left of it, and wait. When |
| Alexis comes by then grab him and drag him into the Bedroom. Run |
| back to Filiberto and wait. As Roberto walks to the Bottle then |
| shoot Filiberto in the head then run to Alexis as Roberto is |
| dropping dead. Shoot Alexis in the head then run back through the |
| Villa and to the White Car to leave the mission. |
| |
| >>The Easy Way |
| ************ |
| When you start then Roberto will head north towards the cliffside. |
| When you get to the Pool then Roberto should be busy texting. |
| Poison his Bottle and go to the railing. Wait for Filiberto to |
| arrive and wait some more. At this point Roberto should be drinking |
| from the Bottle. As he is dropping dead then push Filiberto over |
| the railing. |
| |
| Cut through Francesca's Bedroom to get to the stairway. At this |
| point Alexis should be heading in your direction. Kill him when he |
| walks in and the door closes then go back out through the Villa, to |
| the street, and leave the mission via the White Car. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Filiberto Nucci with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Alexis Caso with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Roberto Vargas with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| When you eliminate your first Target then you must eliminate another |
| Target within 30 seconds or you will fail the mission. The countdown is |
| stopped when all Targets are eliminated. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Three. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| When you eliminate your first Target then you must eliminate another |
| Target within 30 seconds or you will fail the mission. The countdown is |
| stopped when all Targets are eliminated. |
|---------------------------------------------------------------------------|
| Eliminate Filiberto Nucci with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Alexis Caso with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Roberto Vargas with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Landmines have been added throughout the Mansion Garden. Find and equip |
| the Disarm Device to bypass the Mines. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| These damn things are all over the place and not just in the Garden. The |
| good news is that you don't need the Disarm Device as these things show |
| up real nicely through your Instinct. Hold down the Instinct button then |
| do the same as in Level Three while avoiding the Mines. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Eccleston Illumination |##########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Indro Pagnotto with any method while wearing the Lab Technician |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Indro is standing at the inside part of the tube bend. He won't leave |
| unless something happens. When planning bring the Silverballer, Fiber |
| Wire, Coins, and start inside the Laboratory. When you begin then go out |
| the south door. Turn left and then go up the stairs. East of the stairs |
| is a Generator. Turn it off to get him up here. |
| |
| Crouch behind the east end of the air conditioning unit and bring out the |
| Silverballer. Wait for him to stop then shoot him in the head before he |
| bends down and quickly drag him to the nearby Container to hide him. |
| |
| Take his Disguise, go back down the stairs, and head in a southwesterly |
| direction to reach the small ledge that you can use to get to the |
| Seaplane to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Indro Pagnotto with any method while wearing the Lab Technician |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Hack the Laptop in the Lab. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Laptop is right next to you to your right when you start. The |
| Laboratory is a crowded place and you have to find ways to get rid of |
| some of the people before you can have a decent chance of successfully |
| pulling off the hack. Even worse, you can be seen through the windows and |
| that makes this even tougher. |
| |
| When you start then go east around the south side of the tables to reach |
| the door to the Changing Area. Because of the Enforcer carefully open the |
| door, go through it, and immediately go right to the lockers to avoid |
| her. Quickly go to the Hazmat Suits and change into one. Go to the door |
| to the Virus Chamber and wait. |
| |
| One of the people inside is going to come out so subdue him and dump him |
| in the Closet by the door. Go back to the other door, stay to the left of |
| it, open it, and toss a Coin so it lands in the middle of the walkway |
| (between the two strips of lights) and just before the Closet. The noise |
| should lure the female Lab person to it. |
| |
| When she gets there then subdue her and dump her in the Closet. Leave the |
| Coin, go back to the same corner, and wait. |
| |
| Another person is going to come out of the Chamber but you can just leave |
| him alone. Another Lab person is going to come into the Changing Area |
| just after he leaves and will see the Coin. Subdue him, take his |
| Disguise, and dump him. |
| |
| Go into the Laboratory and there should be two Lab people left. Just as |
| you go in then one of them should leave for the Break/Security Room. Go |
| to the Laptop and hack it. |
| |
| From here then go up to the roof, use the Generator to lure and kill |
| Indro, switch into his Disguise, and leave the mission via the Seaplane. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Hack the Laptop in the Lab. |
|---------------------------------------------------------------------------|
| Eliminate Indro Pagnotto with any method while wearing the Lab Technician |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Bertoldo Velardo with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Bertoldo is a patrolling Guard that goes between Indro and the |
| Break/Security Room. Do everything as in Level Two up to killing Indro |
| then turn the Generator back on before dragging Indro to the Container. |
| |
| As you kill him then Bertoldo should be at the west side and heading back |
| to Indro's original position and go under the Stalactite over the south |
| door to the Laboratory. After changing Disguises then shoot the |
| Stalactite when Bertoldo goes under it to kill him. Then leave the |
| mission via the Seaplane. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Hack the Laptop in the Lab. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Some of the previous objectives have changed. |
|---------------------------------------------------------------------------|
| Eliminate Indro Pagnotto with the Exploding Golf Ball while wearing the |
| Lab Technician Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Bertoldo Velardo with the Amputation Knife while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the hack as before and go out the west door. Go to the north door of |
| the Break/Security Room, grab the Wrench, crouch by the door, and shoot |
| out the Recorder through the door window. Use the nearby Pipe to climb up |
| to the Guard Area, subdue the Guard here, dump him, and take his |
| Disguise. |
| |
| Run up to the Observatory building, into the Lab, and take the Amputation |
| Knife. Run out the east door, through the Kitchen building, and into the |
| Pantry. Go out the window then to your Safe House to acquire the |
| Explosive Golf Ball. |
| |
| Re-trace your steps back to the Guard Area to re-acquire the Lab |
| Technician Disguise then run to the Generator. Look below to find Indro |
| and a female Civilian. Wait for Bertoldo to come to them before doing |
| anything. |
| |
| The reason for this has to do with the order of things when the Generator |
| is off. When all three are together then Bertoldo will come up first then |
| Indro then the Civilian. If Bertoldo is away then it will be Indro then |
| the Civilian. If the Civilian is by herself and Bertoldo comes by then |
| she will come up before him no matter what you do. |
| |
| And, for the sake of this Level, you do not want her up here. When you |
| use the Explosive Golf Ball then you will generate noise that will get |
| the Guards to investigate. And the Container only holds two people and |
| you want to use that for both Targets. So you need to keep her down there |
| and the best way to do that is to wait for Bertoldo to come to their |
| position. |
| |
| The moment Bertoldo stops then turn off the Generator to bring him up. |
| Crouch down behind the second air conditioner unit (the one just |
| northwest of the Generator) and wait. As he stops at the Generator then |
| bring out the Knife and throw kill him with it - leave the Generator off. |
| |
| Now Indro should come up to investigate. Dump Bertoldo in the Container, |
| grab his weapon, and drop it at the end of the air conditioning unit by |
| the Generator then go back to the second air conditioner unit and bring |
| out the Wrench. |
| |
| When Indro stops at the Generator then throw stun him with the Wrench and |
| turn the Generator back on. Drag his body so it is up against the east |
| end of the air conditioning unit close to the Container. |
| |
| Go between this unit and the second air conditioning unit, bring out the |
| Golf Ball, and aim towards Indro's position. You want to aim the Ball to |
| just barely go over the unit before tossing. When you throw the Ball then |
| it should hit the blue barrels near to him which will kill him. |
| |
| Typically, if you throw the Golf Ball at somebody, then that person will |
| go flying which will often result in Body Found and the loss of Silent |
| Assassin. However, in this case, the explosion will occur above Indro's |
| body which would send him sliding along the roof instead of flying |
| through the air. But, because he is placed against the air conditioning |
| unit, he won't go anywhere. |
| |
| After killing him then dump him in the Container and run down the stairs |
| as the Guards come up because of the noise. Keep an eye on nearby |
| Enforcers and run to the Seaplane to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Hack the Laptop in the Lab. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Eliminate all Targets with a Katana while Disguised as the Plague Doctor. |
| The Katana may only be carried while disguised as the Plague Doctor. |
|---------------------------------------------------------------------------|
| Eliminate Indro Pagnotto with the Katana while wearing the Plague Doctor |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Bertoldo Velardo with the Katana while wearing the Plague |
| Doctor Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Katana can be found in the Attic near the two Guards (behind the |
| large sheet covered object to their right) and you must be wearing the |
| Plague Doctor Disguise before acquiring it. Two additional Guards are |
| placed near the Generator. One will stand near the Generator and the |
| other will patrol between the Generator and the Guard Area. |
| |
| This is not a very fast method but a safe one that should allow you to |
| complete this with minimal hassle. |
| |
| Start in the Laboratory, do the hack as before, and go out the south door |
| and up to the Generator. When you reach it then you should see the two |
| Guards. The patrolling one should be standing near the Container and the |
| other one by the Generator. Stand by the Generator, look towards the |
| Guard near the Container, and wait. |
| |
| The moment he moves then quickly place a Coin on the floor to lure the |
| standing Guard forward enough so you can easily subdue him when you loop |
| around the unit to get at his backside. Take his weapon and dump him in |
| the Container. Holster the Shotgun and run up to get to the other Guard. |
| |
| Go near the base of the Observatory stairs and wait. Just as you get up |
| to this level then the other Guard should stop at the end of his route. |
| When he passes in front of you to go back down then run up behind him and |
| subdue him. Take his weapon, and drag him up into the Observatory. Dump |
| him in the Container by the stairs and drop the Shotgun. |
| |
| Run up into the Observatory's Lab to acquire the Plague Doctor Disguise. |
| Run up to the Top Floor and out the door to the walkway. Climb up the |
| Pipe to the Top Floor roof and then run to the Pipe to the Villa 2nd |
| Floor roof. |
| |
| Go into the Attic and hide in the Container which should get the |
| conversation between the two Guards started. When they leave then climb |
| out to acquire the Katana. |
| |
| Run back down to the Biolab area and to the Generator. When Bertoldo gets |
| to Indro's position then turn off the Generator and hide behind the |
| second air conditioning unit. Bertoldo should come up to turn the |
| Generator back on. |
| |
| When he stops then throw kill him with the Katana. Quickly run up to him, |
| grab the Katana and his weapon, and dump him in the Container - leave the |
| Generator off. Go back behind the second air conditioning unit again and |
| wait for Indro to come up. |
| |
| When he stops at the Generator then throw kill him with the Katana. Run |
| up to him, turn the Generator back on, take his Disguise, then run down |
| the stairs and to the Seaplane to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Szilassi Darkness |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Alberto Genovesi with a Sniper Rifle while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Alberto is at the top of the Watchtower. Place the Sieger 300 Ghost into |
| the ICA Safe House and start there. There are two ways to go about this |
| for Silent Assassin: |
| |
| >>The Fast Way |
| ************ |
| When the mission begins then immediately stop the opening cutscene |
| and run inside to get your Rifle. Go back out to the balcony and |
| very quickly aim at Alberto. Kill him, drop the Rifle, and run out |
| of your Apartment and to the White Car to leave the mission. |
| |
| It is important to note that the timing for this is *VERY* tight as |
| the body will be found quickly. You need for things to go very |
| smoothly to get this done. |
| |
| >>The Slow Way |
| ************ |
| For this you need to wait for him to come down to the lower area of |
| the Watchtower to the left of where he starts. After getting the |
| Rifle then go back out onto the balcony but stand just a little |
| north of the door. |
| |
| If you stand near the south railing then you'll be seen when you |
| shoot Alberto. After killing him then drop the Rifle and run to the |
| White Car to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Alberto Genovesi with a Sniper Rifle while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Sebastiano Noce with a Sniper Rifle while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Sebastiano is at the Pier next to the Harbor Speedboat. After getting |
| your Rifle then go out to the end of the Patio. When you look out towards |
| Sebastiano then you should see his friend to his right. There is also a |
| woman standing near the Speedboat. |
| |
| Keep an eye on the woman. At some point she will leave the pier. When she |
| walks off the wooden dock and is partway down the pier then quickly aim |
| back at Sebastiano's friend. |
| |
| Next, aim at the stack of black and white crates behind him and shoot |
| them. The friend will either go to investigate or run off to get a Guard. |
| As he does so then shoot Sebastiano in the head to kill him and knock him |
| into the water. |
| |
| Next, move to where you can see the lower area of the Watchtower. When |
| Alberto gets into position then nail him with a headshot, drop the Rifle, |
| and run to the White Car to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Alberto Genovesi with a Sniper Rifle while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Sebastiano Noce with a Sniper Rifle while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| The Speedboats are the only exit available. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The only difference is that you leave through the Harbor Speedboat |
| instead of the White Car. After killing Alberto then go down the nearby |
| Pipe and run to the Speedboat. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Speedboats are the only exit available. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Some of the previous objectives have changed. |
|---------------------------------------------------------------------------|
| Eliminate Alberto Genovesi with a headshot using a Sniper Rifle while |
| wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Sebastiano Noce with a headshot using a Sniper Rifle while |
| wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is easy to do with the Ghost because of its 4X zoom feature. As such |
| do the same as in Level Three. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Speedboats are the only exit available. |
|---------------------------------------------------------------------------|
| Eliminate Alberto Genovesi with a headshot using a Sniper Rifle while |
| wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Sebastiano Noce with a headshot using a Sniper Rifle while |
| wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| When you eliminate your first Target then you must eliminate another |
| Target within 30 seconds or you will fail the mission. The countdown is |
| stopped when all Targets are eliminated. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Three. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SPZ9. The Enforcer (The Sarajevo Six) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This special Target is Garry Lunn, also known as The Enforcer. He is part of
the security group known as CICADA. He will stay entirely in the Biolab area
and will never leave regardless.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Silent Assassin [4,000 XP] \
0===========================================================================>
MrFreeze2244 came up with a good way to do this in the original "Hitman 1"
version but I made improvements to it and it still works just as well in
this version. When planning bring your Krugermeier and start in the
Laboratory.
Run through the west door then go to the north door of the Break/Security
Room and shoot the Recorder from the outside to destroy it. Grab the Wrench
nearby and run towards the Seaplane.
The Seaplane is docked by a long north-south plank. This plank is connected
to the ground by two east-west planks, one that leads to the plane and one
just north of the plane. The one to the north is the one you need to focus
on. If you look east along this plank you should see two blue barrels in
the corner and a pallet full of white sandbags where the plank meets the
ground.
Just before you get to the barrels you should see the Stalactite overhead.
Look down to see the panels that make up the plank. The Stalactite sits
above one of the seams. Look at the Seaplane and you should see a pallet of
sandbags (with a toolbox on top) under one of its wings.
Stand at a point between the Stalactite and the pallet near the Seaplane.
Keep an eye on Garry and he should walk west to the Break/Security Room.
When he gets to a point just before the stairs to the Room and there is no
one around him then toss the Wrench at the seam and directly below the
Stalactite. This should lure him into position.
Run behind the pallet, bring out your Pistol, and wait. When he stops then
shoot the Stalactite to bring it down and kill him then leave the mission
via the Seaplane.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>The Enforcer [2,000 XP]
***********************
For this you need to kill Garry Lunn.
>>Rock On! [2,000 XP]
*******************
For this you need to kill Garry with a Stalactite.
0==================================0
/ Bonus Mission \####################\
0==========================================================================\
| >BNS2. The Icon 0
0==========================================================================/
\###################/ Bonus Mission /
0=================================0
**NOTE: This Bonus Mission is considered a sequel to The Author (Patient
Zero). This Mission is also a sequel to the Landslide Bonus Mission
and a prequel to World of Tomorrow.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This mission sends 47 back to Sapienza where a major movie is being filmed.
The film is based on a cult graphic novel called The Icon. It is being
produced by the L'Avventura Pictures film studio. The star and director is
Dino Bosco, a washed up actor who is hoping to make his big comeback with
this film.
However, his perfectionism and disregard for the budget has pushed the studio
to the brink of bankruptcy. As a result, the studio has tasked the ICA to
permanently retire Dino before he destroys it.
As you arrive at Sapienza the shoot is already in progress. For the sake of
authenticity Dino's suit is actually bulletproof so shooting him will be
almost useless. However, he insists on doing his own stunts so you may find
other ways to kill him without the need for firearms.
This mission is different from World of Tomorrow in that you only have access
to part of the town. The Villa Caruso, Beach, Church, and Sewer areas are
not accessible. This makes things more compact. In addition, this Bonus
Mission allows you to earn Global XP and can only be played on Professional
Difficulty.
For this mission you have one Starting Point (City Gates), one Large Agency
Pickup (Cafe Basement), and two Exit Points (Town Gates and Bosco's Car).
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TCN1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Perfectionist
*************
Description: Complete Suit Only and Silent Assassin Challenges on The
Icon or A House Built on Sand.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
-----------------------------------------------------------------------
Notes: This can be done in either Bonus Mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TCN2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed at nearly 90 degrees
right. Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
As mentioned you only have part of Sapienza to worry about his time. The
Movie Set takes up most of the Town Hall Square area. The Town Hall Square is
what's outside of the Set which is the east and south parts plus the Town
Hall Building. This includes the Restrooms underneath and the City Gates to
the south.
You also have access to the Town Streets but they are blocked off to the
north and prohibits you from going to the Church and Beach sections of town.
The Movie Set also blocks off the Villa Caruso area.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0==========0
| Movie Set \
0===========================================================================>
The Red Monster is at the northwest corner. Behind it is the Butcher and
Ceramic Shops. There is a small Green Monster (named Ed) in the center.
Dino's Trailer is at the east side of the Set. The Pyrotechnics Control
Panel is just north of Dino's Trailer. The Logistics Trailer is at the
south side of the Set.
It is important to note that The Red Monster area is only accessible to
those who wear red shirts (SFX Crew). The border is marked with red
cordons. The normal Movie Crew personnel (black shirts) are *NOT* allowed
back there.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Wrench | --On the small group of black crates just southwest |
| | of The Monster. |
| | --On a small red crate near the southeast corner |
| | inside the Ceramic Shop. |
|-------------------+-------------------------------------------------------|
| Crowbar | --On the small table just west of The Monster. |
| | --At the base of the Ladder just behind The Monster. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the small and medium sized tables just west of The |
| Soda Can | Red Monster. |
| Pyrotechnics | |
| Trigger | |
|-------------------+-------------------------------------------------------|
| Screwdriver | --On the counter inside the Ceramic Shop. |
| | --On the table against the east side of the |
| | Pyrotechnics Control Panel stage. |
|-------------------+-------------------------------------------------------|
| Propane Flask | --On the floor at the east side inside the Ceramic |
| | Shop (x2). |
| | --On the ground at the northeast corner of Dino's |
| | Trailer (x2). |
|-------------------+-------------------------------------------------------|
| Brick | On the ground at the end of the wall south of The Red |
| | Monster. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the shelf near the floor at the northeast corner |
| | inside the Ceramic Shop. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the ground by the table just east of the Green |
| | Monster. |
|-------------------+-------------------------------------------------------|
| Bust | On the counter within Dino's Trailer. |
| Bosco's Car Keys | |
|-------------------+-------------------------------------------------------|
| Battle Axe | Laying against the wall at the south end inside |
| | Dino's Trailer. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Town Hall Square \
0===========================================================================>
The Town Hall Square is the area outside the east and south sides of the
Set. There is the Town Hall Building with the Ice Cream Shop and the
Restrooms underneath. At the southeast corner of the Square is the
Merchandise and Autograph Booths where Dino can be made to come under
certain circumstances. This area also has the City Gates, to the south,
where you start the mission.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | --On the ground behind the large truck (with the |
| | license plate ULQ 058) just before the City |
| | Gates. |
| | --At the Merchandise Booth (x5). |
|---------------------+-----------------------------------------------------|
| Movie Crew Disguise | On the small table at the north side of the |
| | Restrooms area. |
|---------------------+-----------------------------------------------------|
| Fuel Case Key | On the small table at the northeast corner of the |
| | Restrooms area. |
|---------------------+-----------------------------------------------------|
| Kitchen Assistant | Inside the white van just north of the Town Hall |
| Disguise | Building. |
|---------------------+-----------------------------------------------------|
| Shop Key | On the bench, by the newspaper, at the front |
| | entrance of the Town Hall. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Town Hall Square - Town Hall Building \
0===========================================================================>
This building has a Basement floor, a large Ice Cream Shop on the Ground
Floor, the Town Hall on the 1st Floor, a Secondary Office (with a Camera
Recorder) on the 2nd Floor, and the Hippie's Apartment on the 3rd Floor.
The Town Hall can be reached by the stairs southeast of the main building.
But all of these areas can be reached by using the stairs that go up the
Town Hall Tower at the northwest and east sides of the building.
The Town Hall floor is split into three areas: the Reception Area,
Salvatore Bravuomo's Office (or Salvatore's Office), and the Back Office
(next to the Town Hall Tower).
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|######################| Basement and Ice Cream Shop |######################|
0===========================================================================0
| Emetic Rat Poison | --On the table near the southwest corner of the |
| | Basement. |
| | --On the shelf at the east side of the Basement. |
| | --On the shelf, under the ice cream near the |
| | register, at the south side of the Ice Cream Shop. |
|-------------------+-------------------------------------------------------|
| Soda Can | --At the espresso machine at the northwest corner of |
| | the Ice Cream Shop (x2). |
| | --On a table, near the register, at the south side of |
| | the Ice Cream Shop (x2). |
|-------------------+-------------------------------------------------------|
| Cleaver | On the center counter at the north end of the Ice |
| | Cream Shop. |
|-------------------+-------------------------------------------------------|
| Bosco's Trailer | On the table with the food at the west side of the |
| Key | Ice Cream Shop. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | --On the table near the center of the Ice Cream Shop. |
| | --On the table at the south side of the Ice Cream |
| | Shop. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the floor behind and just northeast of the |
| | register inside the Ice Cream Shop. |
0===========================================================================0
|##################| Secondary Office and Town Hall Tower |#################|
0===========================================================================0
| Fire Extinguisher | By the door inside the Secondary Office. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the dividing counter inside the Secondary Office. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall at the southwest corner inside the |
| | Secondary Office. |
|-------------------+-------------------------------------------------------|
| Wrench | On the floor at the top of the Town Hall Tower. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========0
| Old Town \
0===========================================================================>
The large road that runs north from The Red Monster to the first major
blockage is called Paradiso. Near the blockage is the Flower Shop and Valle
Del Sole (B). It runs east then turns south and ends at the junction with
Valle Del Sole (A). There is a tunnel that connects the middle section of
Valle Del Sole (A) with the middle section of Valle Del Sole (B).
Valle Del Sole (A) runs west until you reach another blockage (to the
Church). Just east of this blockage is the Town Gates that will allow you
to leave the mission.
Valle Del Sole (C) is at the south end of the junction of Valle Del Sol (A)
and (B) and goes east then turns south and ends at the northeast corner of
the Town Hall Square. At the junction of Valle Del Sole (A), (B), and (C)
is a small Pharmacy. West of the Pharmacy, in the west dead-end section of
Valle Del Sole (C), is the back entrance of the Ceramic Shop.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Town Hall Key | On the small table inside the Pharmacy. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TCN3. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major characters you will be dealing with during this
chapter:
0===========0
| Dino Bosco \
0===========================================================================0
| He is your Target and will be working on a major scene within the Movie |
| Set. This scene involves him running from the Green Monster then jumping |
| into a safe area at the end. He has been trying to get this scene right |
| for ages and this has led to resentment amongst the crew. |
| |
| He will do two to three runs then go to the southeast area to talk to the |
| fans above. After that then he will go into his Trailer for a bit before |
| coming back outside. He will then go around the set to complain before |
| doing another run. He will continue to do this until certain |
| circumstances force him to leave the Set. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TCN4. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Italian Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| As you would imagine you don't have access to the Movie Set, the |
| Restrooms, and the Town Hall Building. |
0===========================================================================0
0==================0
| Kitchen Assistant \
0===========================================================================0
| This Disguise does not allow you access to any area of the Movie Set. All |
| other areas are fine. Despite its drawbacks this Disguise will allow you |
| to poison food and drinks without suspicion. You can acquire one easily |
| inside the van north of the Town Hall Building. |
| |
| As for Enforcers, there are two and they are both of the other Kitchen |
| Assistants. |
0===========================================================================0
0===========0
| Movie Crew \
0===========================================================================0
| This Disguise allows you access to most areas of the Movie Set except the |
| Pyrotechnic area which is The Red Monster, Ceramic Shop, Dino's Trailer, |
| and Panel areas. These restrictive areas are marked with red cordons. |
| |
| According to WastedOfAmmo at site you can get a Movie Crew Disguise |
| easily by shooting the white van to your left as you start the mission. |
| This will set off its alarm and attract one of the Crew nearby to |
| investigate. When he stops by the van then subdue him to get his clothes. |
| |
| You can also get the Disguise in the Town Hall Tower. Go to the Secondary |
| Office and grab a Fire Extinguisher. Step out and toss the Extinguisher |
| at the door leading to the Hippie's Apartment. This should lure either |
| him or the Guard down to it. |
| |
| Step back into the Office and wait for the Crew to get to the door. When |
| he stops then step out, subdue him, drag him into the Office, and take |
| his clothes. If the Guard comes down first then do the same. |
| |
| As for Enforcers, there are three and they are all Crew members: two in |
| the Movie Set and one in the Restrooms. |
0===========================================================================0
0=========0
| SFX Crew \
0===========================================================================0
| This Disguise allows you access to all areas of the Movie Set except for |
| Dino's Trailer. Switching into this Disguise should get you the [Call |
| Back] Challenge. |
| |
| The easiest way to obtain this Disguise is at the Town Hall Tower but you |
| will need the Security Disguise and some Emetic Rat Poison. At the |
| Pyrotechnics Panel nearby is a Bottle that one of the Crew drinks from. |
| Poison it when no one is looking and wait inside the Tower. When he gets |
| sick then he should go inside to throw up. Subdue him, dump him in the |
| Container, and take his clothes. |
| |
| As for Enforcers, there are three including one at the Pyrotechnics |
| Panel. |
0===========================================================================0
0=========0
| Security \
0===========================================================================0
| This Disguise is pretty much the master for this mission. You have access |
| to all areas including Dino's Trailer. The best way to acquire this |
| Disguise is to go into the Secondary Office and use the same method that |
| you do to get the Movie Crew Disguise. |
| |
| As for Enforcers, there are eight: |
| |
| --One by the back door to the Ceramic Shop. |
| --One by the Butcher Shop. |
| --Four at the Movie Set including one by Dino's Trailer. |
| --Two at the Ice Cream Shop. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TCN5. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===================0
| Legacy Differences \
0===========================================================================0
| The [Mission Mastery] Challenge has been removed. The Iconator is now |
| unlocked by completing the [Escalations - Track 1, Tier 1] Challenge. |
0===========================================================================0
As noted before you only have one Agency Pickup which is inside the Town Hall
Basement. You have only one bank of Cameras to worry about and those are the
ones at the Town Hall Building:
0===========================================================================0
| Outside the door at the northeast corner of the building. |
|---------------------------------------------------------------------------|
| Inside the Town Hall Tower stairs near the Back Office door. |
|---------------------------------------------------------------------------|
| In the corner looking at the main door to the Building just east of the |
| Ice Cream Shop. |
0===========================================================================0
The Recorder is still in the Secondary Office and can be easily accessed and
destroyed.
In addition, there are five Keys that can be found laying around:
0===========================================================================0
| The Town Hall Key | In the Pharmacy - this opens the locked doors in |
| | the building. |
|---------------------+-----------------------------------------------------|
| The Shop Key | Found by the Town Hall entrance and opens the doors |
| | to the Ceramic Shop, Butcher Shop, and the Flower |
| | Shop. |
|---------------------+-----------------------------------------------------|
| The Fuel Case Key | In the Restrooms area - this opens the Fuel Case |
| | inside the Ceramic Shop. |
|---------------------+-----------------------------------------------------|
| Bosco's Trailer Key | In the Cafe - this opens his Trailer. |
|---------------------+-----------------------------------------------------|
| Bosco's Car Keys | In Bosco's Trailer - this will open up the second |
| | Exit Point which is his car at the Starting Point. |
0===========================================================================0
Finally, there is one Pipe that I make extensive use of and that is the one
by the east entrance of the Town Hall Building and I call that the Back Door
Pipe. There is also another Pipe that can be used to go from the Back Office
Window to the Secondary Office above and I call that the Office Pipe.
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| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Target. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
The easiest way to do this Challenge is by doing the [Critically Acclaimed]
Challenge. For this you need to kill Dino with a Gas Lamp explosion. The
Gas Lamp you need to sabotage is by the Autograph Booth near the Cafe. You
also need to get Dino up here. To do that you need to sabotage the set at
the right moment to make him mad enough to leave the set for a bit and meet
the fans.
When planning bring the Silverballer, Lockpick, and the Audio Distraction
Device. When you start then head to the back door to the Town Hall
Building. Climb the Back Door Pipe then go along the ledge to enter the
bathroom for the Back Office. Enter the Office and go to the open window.
In order to sabotage the set you need to turn off the lights. To do that
you need to turn off the Generator Box. The Generator Box is a large tall
electrical box just north of the Logistics Trailer. There are two ways to
turn it off:
The first is to get a Movie Crew Disguise and go to it personally. However,
you will need to dodge a Enforcing Crew member as you wait for the proper
time to turn the Box off.
The second, and best way (according to jack-dawed over at Reddit), is to
shoot it from afar.
Wait for Dino to make a run and then reposition himself just west of the
Green Monster. At this point he will complain about the take. As he is
complaining then pan left towards the Logistics Trailer. At the bottom of
the short stairs is the Generator Box (tall box with white back and two
small white panels). Shoot it with your Silenced Pistol to turn off the
lights.
If this is done correctly then you should hear Dino complain about the
lights. He will then go to the Town Hall Tower and enter the Ice Cream
Shop. As he is heading to the Booth then cut through the Main Office and to
the Reception Area.
Behind the desk is a Container. Use your Silenced Pistol and shoot the
window above it to break it open. At the base of the tree beyond the window
is a Guard. This Guard, who never moves, stands close to the Gas Lamp.
Blowing up the Gas Lamp to kill Dino will also kill him thus preventing a
clean score. So you need to lure him away.
And this is where the Audio Distraction Device comes in. It's seen as a
weapon but can be safely tossed.
Keep an eye on Dino on your Mini Map. He will stop in the Cafe for a bit
then go to the Booth. When he moves then back away from the Container a
bit, bring up the aiming arch, aim it at the tree, and toss the Device
outside. If done correctly then it should land near the Guard. Go up to the
window and look down at the Guard. He should pick up the Device and walk
away.
When he's gone then go back towards the door to the Main Office but stop in
the short hallway. Look out the window to your left to find the back of the
Booth plus the Generator and the Gas Lamp.
When Dino is at his chair at the Booth then quickly shoot the base twice
to cause the Lamp to explode to kill Dino in an accident. After this then
climb back down the Back Door Pipe and leave the mission via the Town Gates
to the north to complete the mission.
>>Silent Assassin, Suit Only (Alternate)
**************************************
A Hitman speedrunner at YouTube, GuLe, found a way to kill Dino in an
accident by interrupting his run at the right time so the Green
Monster can run him over. He used an explosive to cause the
interruption but I found a way to do this without one.
When you are at the Back Office window waiting to shoot the Generator
Box to interrupt the shoot you need to shoot the Box at a specific
moment to get Dino to stop in the middle of his run. Aim your
Silenced Pistol at the Generator Box but, since you can't see Dino,
you have to rely on audio cues to know when to shoot it.
When Dino yells action then the Green Monster will start. When it
starts then it will immediately take a step which is a loud "BOOM".
Shoot the Box on the *SECOND* "BOOM" to turn off the lights and stop
Dino in his tracks. He should be in the right spot for the Green
Monster to run him over while he is complaining and kill him.
After that then climb the Pipe back down to ground level and leave
the mission through the Town Gates to complete the mission and get
the Challenge.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Time To Meet The Fans [1,000 XP]
************************************************
For this you need to interrupt the shoot by sabotaging the lights.
>>The Thespian [2,000 XP]
***********************
For this you need to kill Dino Bosco.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Critically Acclaimed [2,000 XP]
*******************************
For this you need to kill Dino with a Gas Lamp explosion.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Target, and leaving no evidence.
0==========================0
| Dino's Inferno [2,000 XP] \
0===========================================================================>
For this you need to kill Dino by setting him on fire. To do this you need
to sabotage the Green Monster by using a different type of fuel. In
addition to doing this one I will be adding a couple of additional
Challenges. When planning bring the Lockpick and the Audio Distraction
Device.
When you start the mission then run to the Ice Cream Cafe area and to the
cordon overlooking the Movie Set. Get the conversation started between the
two SFX Crew so they can eventually break up and make it easier to enter
Dino's Trailer later.
Run down to the white catering van at the north side of the Town Hall
building and acquire the Kitchen Assistant Disguise. Enter the Town Hall
Building through the back door, grab some Emetic Rat Poison, and go up the
Town Hall Tower.
Enter the Secondary Office, destroy the Recorder, and use the Fire
Extinguisher to lure down both the Movie Crew and Security Guard for
subduing and hiding. Switch into and out of the Movie Crew Disguise and
switch into the Security Disguise.
Go down and cut through the Main Office area and exit through the main
doors. Go down into the Restrooms to get the Fuel Case Key then go back up
and retrace your steps back to the Tower. Go down and outside towards the
Pyrotechnics Panel area. At this point Dino should be in his Trailer so I
am going to lure in one of the SFX Crew into the Tower for subduing so I
can use his Disguise later.
Go up to the Panel and use an emetic poison on the Bottle there when no one
is looking. Go back into the Tower and wait. One of the Crew drinks from
the Bottle and will get sick. Subdue him when he enters and dump him in the
Container.
As you are doing this then Dino should leave his Trailer. Go up the ladder
then go and quickly drop down through the hatch in the center. Making the
two SFX Crew break up earlier should lessen the risk of being seen.
Grab Dino's Car Keys and drop the Audio Distraction Device at the north end
of the Trailer. Hide behind the wall at the south end and activate the
Device. This should lure in the Enforcer. He will take it and leave for the
Restrooms to put it in the Weapons Box. When he is safely away the leave
the Trailer and go back into the Tower to get the SFX Crew Disguise.
Go into the Ceramic Shop and out the west door so you can listen to the
conversation of the two SFX Crew guys to get the Mission Story started.
Next, go to the Fuel Case, use the Key to open it, and get the Hi-Octane
Fuel. Go to the Green Monster and swap out the Fuel. With that done then
simply go to Dino's Car and wait.
When Dino makes another run then the new fuel will cause a massive eruption
of flame from the Green Monster which will kill him in an accident and
allow you to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Call Back [1,000 XP]
********************
For this you need to get the SFX Crew Disguise.
>>Chameleon [2,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Kitchen Assistant ++Movie Crew
++SFX Crew ++Security
>>Mission Story - Light My Fire [1,000 XP]
****************************************
For this you need to swap out the Fuel for the Green Monster.
>>Car Chase [1,000 XP]
********************
For this you need to leave the mission by using Dino's Car.
Plus these other Challenges:
--The Thespian --Someone Could Hurt Themselves
--Silent Assassin
0=====================0
| Mega Byte [2,000 XP] \
0===========================================================================>
For this you need to kill Dino with the Red Monster's teeth. When planning
bring the Lockpick. Go into the Town Hall Basement, grab some Emetic Rat
Poison, run up the Tower, and to the Secondary Office then use the Fire
Extinguisher to lure down a Guard so you can subdue him for his Disguise.
Go down to the Pyrotechnics Panel and poison the Bottle so you can get the
SFX Crew sick and ambush him in the Tower for his Disguise.
After obtaining the Disguise then get a Screwdriver from the table near the
door to the Town Hall Tower. Go up the stairs near the Ice Cream Shop to
listen to the conversation about The Red Monster's teeth. Next, go through
the Ceramic Shop and out the west door.
Climb the ladder at the back of The Red Monster and sabotage the controls.
Climb back down and go to the Air Pump Controls under the west side of the
Monster. You will have to dodge a couple of Enforcers to get there.
The second part of this process involves the sabotaging of the air
controlled springboard that sends Dino into the safe area behind the set.
Using the controls will send Dino up into The Red Monster where he will be
chewed up. If you use the controls at the wrong time then somebody will go
to investigate and turn them off.
However, the person who does the investigating will go stand near a Guard
south of you just before Dino starts another run. When Dino yells action
then use the controls and go south. As Dino is being killed off then cut
through the Set to get to the Town Streets so you can leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Mission Story - Something To Chew On [1,000 XP]
***********************************************
For this you need to sabotage The Red Monster's teeth.
Plus these other Challenges:
--Call Back --The Thespian
--Someone Could Hurt Themselves --Silent Assassin
0=====================================0
| Performance of a Lifetime [2,000 XP] \
0===========================================================================>
For this you need to kill Dino with a pyrotechnics explosion. You will need
to get the Pyrotechnics Trigger in order to do this. The easiest way to get
it is by using the Security Disguise. When planning bring the Lockpick.
When you start then enter the Town Hall Building through the back door and
grab one of the Rat Poisons in the Basement.
There are three people of importance at the Pyrotechnics Control Panel: A
guard near the stairs, one SFX Crew person who goes between the upper area
and a table down below, and one who stands by the Computer you will need to
hack later. The guy standing by the Computer is an Enforcer to the SFX Crew
Disguise and only a person from this Crew can use the Computer.
However, the Enforcer can be lured away from here by use of the Generator
on the ground at the northeast corner of the Panel. But, like with the
Computer, only an SFX Crew person can use it.
Of course, you already know about the Bottle that is used for poisoning and
obtaining the SFX Crew Disguise. The plan for this part of the mission is
to get rid of the Guard and the easily poison-able SFX Crew person.
When you start then go into the Town Hall Basement, grab some Emetic Rat
Poison, run up the Tower, and to the Secondary Office then use the Fire
Extinguisher to lure down a Guard so you can subdue him for his Disguise -
take his weapon too.
Go down to the ground floor of the Tower and place the Pistol on the ground
by the equipment and in line with the door. Open the door and toss the
Crowbar on the floor to lure the nearby Guard to the door and see the
weapon.
When he goes to it then close the door, subdue him, and dump him in the
Container. Go up to the Panel area and poison the Bottle when no one is
looking and go back into the Tower. When the sickened SFX Crew comes in
then knock him out and dump him in the Container.
Go to the Logistics Trailer and enter it to read the Manual on the
Pyrotechnics Trigger. Go back out, cut through the Ceramic Shop, and stop
at the door to the Butcher Shop. Wait for the Enforcing Guard to go to the
east side of his route then go to the table to get the Pyrotechnics
Trigger. Go back to the Tower to acquire the SFX Crew Disguise. Go out and
to the Generator next to the Panel area.
When the shoot is paused then turn it off to lure the Enforcer away from
it. Run to the southwest corner of the Panel area to avoid the Enforcer.
When he turns towards the Generator then run up to the Pyrotechnics Control
Panel and use it. Run back down and into the Tower until the Enforcer goes
back to his position.
Now go back near the Panel area and look west towards the set. You need to
find the black springboard near the base of The Red Monster. When Dino does
another run the use the Trigger just as he gets to the springboard to kill
him in the explosion.
Now go back near the Panel area and look west towards the set. You need to
find the black springboard near the base of The Red Monster. When Dino does
another run the use the Trigger just as he gets to the springboard to kill
him in the explosion. After this then go to the Town Gates to leave the
mission.
**NOTE: It should be pointed out that if you time the explosion wrong you
will get another chance but it takes about twenty seconds for the
pyrotechnics to recharge.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Mission Story - An Explosive Ending [1,000 XP]
**********************************************
For this you need to override the Pyrotechnics Computer.
Plus these other Challenges:
--The Thespian --Someone Could Hurt Themselves
--Silent Assassin
0==============================0
| So Many Ways to Stop the Show \
0===========================================================================>
This run-through is going to use a strategically placed game save to
quickly acquire the remaining kill Challenges. This run uses poisons to get
at Dino.
The only time he drinks anything is at the Autograph Booth. If he is emetic
poisoned then he will head to the Porta-Potty in the alley behind the Town
Hall Building. This puts him out in the open and makes it difficult to do
this safely.
When planning bring the Silverballer, Lethal Poison Vial, Lockpick, and
place the Fiber Wire into the Agency Pickup.
The first part of the mission involves safely removing multiple people near
and in the alley behind the Town Hall Building and the Restrooms. When you
start the mission then go grab the Coin near the City Gates and then to the
Merchandise Booth to grab five more.
Run to the back of the Town Hall Building, go inside the Basement and go up
the Tower. Shoot out the Camera then go into the Secondary Office to
destroy the Recorder and grab both the Crowbar and Fire Extinguisher.
Go back down to the Basement and to the door. At the northeast corner of
the building should be a Kitchen Assistant. When he is closest to the door
then open it and throw the Crowbar at the wall corner at the top of the
short stairs. This should lure him here.
As he is walking there then close the door, turn on the Sink, take cover to
the left of the door, and open it. After he finishes investigating then he
should hear the Sink and go inside. Get up behind him, subdue him, dump him
into the Closet, and take his Disguise. Go to grab the Fiber Wire, get some
emetic Rat Poison from one of the shelves, and go outside the grab the
Crowbar.
Another person to get rid of is a Civilian that goes through the alley. He
may sometimes stop at the tree near the door and take a piss. For some
reason, though, he is immune to noise lures. Since he takes awhile to come
through it is best to deal with him now. Place one of the Coins just inside
the door and one just outside. Place another one at the base of the short
stairs and one at the top.
When he comes through then he should see the first Coin and go to it. He
should then see the others and start going to the door. Go back inside,
take cover to the left of the door, and keep it open. As he goes inside to
the last Coin then grab him and dump him in a Container. Pick up all Coins
and go back out.
Go to the Container nearby and place your Pistol on the ground by it. Go up
the stairs and up to where the two small planters are and wait. There is a
Guard that moves around the top of the stairs. At some point he will stand
at the top and look at the sky. When he does that then place the Coin near
the planter on the right. He should see it and go to it.
But he should also see the weapon and go to it instead. Knock him out
there, dump him in the Container, and take his Disguise and weapon.
Now it is time to clear out the Restrooms. The reason is to get rid of the
Guard at the Autograph Booth. If you try to poison the Bottle then you are
considered Trespassing and he will see you. But in order to get rid of him
you need to lure him to the Weapons Box and that is in the Restrooms. The
good news is that it is easy to get rid of the people down there.
Go down and to the east Toilet. Turn on the Sink and take cover to the left
of the door. This should lure in one of the Movie Crew. Knock him out when
he turns off the Sink and dump him in the Container. Repeat the process for
the second Crew.
Go into the west Toilet and do the same thing for the nearby Guard. There
is also a female member of the Crew that also goes here and you use the
same Sink to lure her in to get rid of her. Switch into the Movie Crew
Disguise and go to the base of the stairs behind the standing Guard.
Place your Pistol on the ground, go back around the corner, and toss the
Crowbar at the wall and pick it back up. This will attract the attention of
the Guard. However, he won't pick up the weapon - he will send someone else
to do it instead. That will be the one by the Autograph Booth. Knock him
out when he gets to the Weapons Box and drag him into one of the Toilets.
Repeat the process and he should send the one inside the Ice Cream Shop.
Knock him out at the Box and drag him with the others.
**NOTE: There is one Guard that stands at the southwest corner of the Ice
Cream Shop and you may get attention from him when you poison
the Bottle. Unfortunately, just like with the other standing
Guard he will send other people to pick up weapons and Briefcases
so you can't get rid of him easily. But you should be finished
before he can cause any problems.
Now for one final Civilian. He wears a blue vertical striped shirt that
goes to the top of the stairs to look at the tourist postings. Go back to
the small planters and place a Coin between them then create a Coin Chain
that goes down and ends near the Container.
When he comes by then toss the Crowbar near the planters to lure him to it.
When he gets down to the last one then subdue him, pick up all Coins, drag
him inside the Building, and dump him in a Container. This now clears the
way.
Re-acquire the Kitchen Assistant Disguise then go up to the Back Office
window and shoot the Generator Box when Dino starts complaining about the
shot. Run back down to the Autograph Booth around the back of it to reach
the Bottle - do not cut through the Booth area. When Dino just gets inside
the Ice Cream Shop then make the game save:
>>Straight Shot
*************
Use the Emetic Rat Poison on the Bottle and wait by the Porta-Potty.
When he gets sick and gets to the Potty then subdue him, drag him
into the Basement, and shoot him once in the head with your
Silverballer to kill him. After the notifications pop up then reload
the save.
>>Hold My Hair
************
When you get back then use the Emetic Rat Poison again and drown him
when he gets to the Potty. After the notifications pop up then reload
the save again.
>>Piano Man
*********
When you get back then use the Emetic Rat Poison again and garrote
him when he gets to the Potty. After the notifications pop up then
reload the save again.
When you get back then use the Lethal Poison Vial on the Bottle and go to
the Town Gates. When Dino dies then leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Tasteless, Traceless] and the following Challenges
done earlier:
++Someone Could Hurt Themselves ++Hold My Hair
++Straight Shot ++Piano Man
Plus these other Challenges:
--Time To Meet The Fans --The Thespian
--Silent Assassin
0==================================0
/ Bonus Mission \####################\
0==========================================================================\
| >BNS3. Landslide 0
0==========================================================================/
\###################/ Bonus Mission /
0=================================0
**NOTE: This Bonus Mission is considered a sequel to The Author (Patient
Zero). This Mission is also a prequel to both The Icon Bonus
Mission and World of Tomorrow.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This mission takes 47 back to Sapienza, Italy. Here he is to take down a
politician, Marco Abiatti. He has returned to his hometown to run for mayor
and is ahead at the polls. However, as Diana puts it, he is also a callous
thug. He is a right-wing populist with Mafia ties and more than likely
organized crime will blossom within Sapienza if he is elected.
Bioengineer Silvio Caruso has asked The Agency to remove Marco from the
ballots for he sees him as a threat to his ancestral home and the country.
Marco has arranged a rally in the Beach section of the town to attract more
votes. Plenty of free food and drink as well as entertainment are part of the
festivities. There is also going to be some fireworks later. But, during the
festivities, Marco is going to try to meet with certain people away from the
crowds and this may provide some opportunities for elimination.
Just like with The Icon Bonus Mission you only have access to part of the
town. But you have more of the town that is accessable - the only area that
is closed off to you is the Villa Caruso.
For this mission you have one Starting Point (Promenade), an Agency Pickup
(ICA Safe House), and three Exit Points (Town Gates, Speedboat, and the Pink
Car). In addition, this Bonus Mission allows you to earn Global XP and can
only be played on Professional Difficulty.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >LNS1. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed at nearly 90 degrees
right. Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Sewers and the Church are at the north end of the town. Next to it, to
the south, is the main Harbor with the Piers and the Beach. There are
shopping areas to the south of the Harbor. There are also Streets that
connect the Harbor with the Town Hall Square to the south. The Town Hall
Square is also home to multiple shops and the Town Hall.
Directly west of the Town Hall Square is the Villa Caruso. However, you don't
have any access to it in this mission.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0=======0
| Sewers \
0===========================================================================>
The Main Path goes from the Beach at the south end to the Graveyard Sewer
Entrance at the north. The South Junction leads to the Well and to the
basement for Building 4. The Well Junction also leads to the Church
Restrooms.
The Middle Junction has a path that leads to the Catacombs and the Church
Basement (which has a Camera Recorder). The North junction leads to the
outside of the Morgue.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin (x3) | On the ground and inside the center casket inside the |
| | Catacombs. |
|-------------------+-------------------------------------------------------|
| Crowbar | --Inside the center casket inside the Catacombs. |
| | --On a red plastic box near the north end of the |
| | Sewer tunnel. |
|-------------------+-------------------------------------------------------|
| Old Axe | At the bottom of the Well. |
|-------------------+-------------------------------------------------------|
| Sewer Key | Carried by both the Red and Green Plumbers inside the |
| | Well. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | --On the ground just inside the main Sewer Gate at |
| | the south end of the Sewers. |
| | --Carried by both the Red and Green Plumbers inside |
| | the Well. |
|-------------------+-------------------------------------------------------|
| Gardener Disguise | On a pallet near the stairs leading up to the Morgue |
| | building. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Church \
0===========================================================================>
The Church has several sections. The Church itself is the large building to
the west. The Worship Area comprises most of the main floor (with the
Confession Booth on the southwest side). There is a small door to the east
which is the East Entrance. There is also an Organ on the north side with a
small Balcony above it. This Balcony can be accessed by going up the Bell
Tower.
The Small Storeroom is at the north side with the Bell Tower next door to
the southwest. To the west of the Bell Tower is the West Entrance. Right
up against the west side of the Church, and near the water, is the Church
Pier which also has an entrance to the Catacombs.
The building to the east of the Church is the Church Morgue that also has a
Funeral Parlor in the front and Mortuary in the back with the Morgue in the
middle. There are also stairs that lead to the Sewers just outside the east
side of the building.
To the east of that is the Church Restrooms (which also has stairs that
lead to the Sewers). The southeast area of the Church and Morgue is the
Church Parking Area that also has a Well. The large open area to the north
is the Graveyard that has a Crypt at the north side and a small Shed to the
west. The Graveyard Beach, that has an entrance to the Sewers, is also at
the north side. At the northwest end is another part of the Graveyard area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Church Key | --Carried by Father Francesco. |
| | --Carried by the Church Staff inside the Morgue. |
|--------------------+------------------------------------------------------|
| Propane Flask | On the ground by the desk within the Church Shed |
| | (x3). |
|--------------------+------------------------------------------------------|
| Shovel | --Laying against the wall at the northwest side of |
| | the Church Shed. |
| | --On the ground by the open grave just northeast of |
| | the Church Shed. |
| | --Laying against the wall at the northeast exterior |
| | of the Crypt at the northeast corner of the |
| | Graveyard. |
|--------------------+------------------------------------------------------|
| Lead Pipe | On the ground on the mid-level platform just north |
| | of the Church Pier. |
|--------------------+------------------------------------------------------|
| Brick | --On the ground and on the short wall south of the |
| | stairs at the north side of the Morgue building |
| | (x3). |
| | --On the ground at the base of the mid-level |
| | platform at the north end of the Church Pier. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | --On the counter inside the Morgue. |
| | --On the ground by the south restroom at the Church |
| | Restrooms. |
|--------------------+------------------------------------------------------|
| Sewer Key | On the small table near the entrance of the Church |
| | Restrooms. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Harbor \
0===========================================================================>
This area comprises the Beach, a large pier to the north (Beach Pier), the
Beach Square with some buildings to the east and northeast, a large pier
to the west (Main Pier), and a shopping area at the south edge of the
Beach.
The Fireworks Barge is located at the north end of the Beach Pier.
At the northeast corner, just south of the Church Restrooms, is Building 4.
You can enter the Sewers from this building. This building also has an
apartment at the top with a view of the Church. South of Building 4, at the
corner, is the Winery. Next door to the east of the Winery is the
Hairdresser.
Across the street south of the Winery is Building 5. This building is
also connected to Building 7 which is at the southeast corner of the Square
near the stairs.
Because of the rally there are additional places where people have
gathered. At the north part of the Beach Square is the Poster Station
where people can get posters and have their pictures taken with Marco.
In the center, just south of the Poster Station, is the Beach Wine Booth
where people can get some wine and other drinks. South of that is the Main
Stage where the music acts perform.
This area also has a public restroom for the beach and passages that lead
to the west ends of the area. Stairs leading up to another area can be
located west of the restrooms and and southeast of the Square. At the east
end of the Main Pier is another booth which I will call the Pier Wine
Booth.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Beach Square |#############################|
0===========================================================================0
| Speedboat Key | On the ground by the large poster at the east side |
| | of the Poster Station. |
|--------------------+------------------------------------------------------|
| Assistant's Note | By the white van behind the Poster Station. |
|--------------------+------------------------------------------------------|
| Reservation Note | On the bar at the southwest corner of the Beach |
| | Wine Booth. |
|--------------------+------------------------------------------------------|
| Stage Crew | Behind the black boxes at the base of the stairs for |
| Disguise | Building 7. |
|--------------------+------------------------------------------------------|
| Wrench | On the table just west of the entrance of Building |
| | 5. |
|--------------------+------------------------------------------------------|
| Safety Regulation | On the black box just west of the entrance for |
| Note | Building 5. |
|--------------------+------------------------------------------------------|
| Screwdriver | On the stack of blue and white plastic boxes just |
| | east of the northeast corner of the Main Stage. |
|--------------------+------------------------------------------------------|
| Soda Can | --On the tree planter just west of the entrance of |
| | Building 5. |
| | --In the stack of stuff between the entrances of |
| | Buildings 5 and 7. |
| | --At the bottom of the stairs for Building 7. |
| | --On the floor behind the water display on the Main |
| | Stage. |
|--------------------+------------------------------------------------------|
| Coin | On the ground within the crowd just a few feet back |
| | from the railing at the northeast corner of the Main |
| | Stage. |
|--------------------+------------------------------------------------------|
| Brick | On the ground at the base of the Patio Pipe (x2). |
0===========================================================================0
|###############################| Beach Pier |##############################|
0===========================================================================0
| Screwdriver | In a toolbox right next to the Barge. |
|----------------+----------------------------------------------------------|
| Photographer's | On a stand at the north end of the Pier. |
| Phone | |
0===========================================================================0
|#############################| Beach Restrooms |###########################|
0===========================================================================0
| Soda Can | --On the ground in the northwest corner of the north restroom. |
| | --On the ground by the north pillar. |
| | --On the bench at the south side. |
|----------+----------------------------------------------------------------|
| Coin | --On the ground at the corner about thirty feet east of where |
| | you start on the Promenade. |
| | --On the ground by and inside the Soda Machine at the |
| | southwest corner of the Restrooms (x4). |
0===========================================================================0
|###############################| Main Pier |###############################|
0===========================================================================0
| Baseball Bat | Laying against the pier wall near the bottom of the stairs |
| | for the short pier just west of the Pier Wine Booth. |
0===========================================================================0
|###############################| Building 4 |##############################|
0===========================================================================0
| Baseball Bat | In the corner by the door just inside the ground |
| | floor door. |
|--------------------+------------------------------------------------------|
| Soda Can | --On the cardboard box partway up the stairs. |
| | --On the radiator most of the way up the stairs. |
|--------------------+------------------------------------------------------|
| Screwdriver | On the nightstand inside the apartment. |
|--------------------+------------------------------------------------------|
| Abiatti's Schedule | On the bed inside the apartment. |
0===========================================================================0
|###############################| Building 5 |##############################|
0===========================================================================0
| Kitchen Knife | Inside the sink inside the kitchen. |
|---------------+-----------------------------------------------------------|
| Crowbar | By the air conditioner on the balcony. |
0===========================================================================0
|###############################| Building 7 |##############################|
0===========================================================================0
| Lead Pipe | On the ground at the west end of the lower room south of the |
| | bathroom for the apartment at the top of Building 7. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| Terrace Shops \
0===========================================================================>
This is the upper level shopping area at the south side of the Beach. It
can be accessed by stairs at the southeast corner of the Beach Square and
by stairs in the passageway to the west. The shops sit directly underneath
Villa Caruso.
The east half of the Terraces are part of the Main Stage area, which I will
call the Upper Stage, and is blocked off for most people expect Stage Crew
and Security.
There are two businesses at the Terraces: the Cafe (which is in the east
half) and Sanguine (which is the larger business to the west). There is
also a back passage that connect the two businesses. There is also a
Restroom in the west passage near the stairs.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Upper Stage |##############################|
0===========================================================================0
| Wrench | On the bench in the center of the Upper Stage area. |
|------------------+--------------------------------------------------------|
| Fireworks Remote | On the black crate directly outside the Cafe entrance. |
| Detonator | |
0===========================================================================0
|##################################| Cafe |#################################|
0===========================================================================0
| Cleaver | On the back corner at the south side of the kitchen. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall near the back door at the southwest |
| | corner. |
|-------------------+-------------------------------------------------------|
| Wrench | On the ground halfway down the stairs behind the |
| | shops. |
0===========================================================================0
|#############################| Sanguine Shop |#############################|
0===========================================================================0
| Apricot | In the bowl on the coffee table at the northeast |
| | corner of the Shop (x5). |
|-------------------+-------------------------------------------------------|
| Scissors | On the coffee table at the northwest corner of the |
| | Shop. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | In the chair at the northeast corner of the |
| | stockroom. |
|-------------------+-------------------------------------------------------|
| Letter Opener | On some shoe boxes on the shelving at the southwest |
| | corner of the stockroom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========0
| Old Town \
0===========================================================================>
The Old Town is comprised of the small and large roads that connect the
Beach to the Town Hall Square.
The large road that runs from the Beach Square to the Town Hall Square is
called Paradiso. The road that runs east from the Church Restrooms is
Giulio Cesare. All of the other roads are also called Valle Del Sole.
At the north end of Paradiso is the Winery and Hairdresser. The road
right next to it I will call Valle Del Sole (A). It runs north, turns east,
connects with Giulio Cesare, continues east, curves south, and ends at a
junction with two other roads.
Halfway along Paradiso is a Flower Shop and another road which I will call
Valle Del Sole (B). It runs east then turns south and ends at the junction
with Valle Del Sole (A). There is a tunnel that connects the middle section
of Valle Del Sole (A) with the middle section of Valle Del Sole (B).
Valle Del Sole (C) is at the south end of the junction of Valle Del Sol (A)
and (B) and goes east then turns south and ends at the northeast corner of
the Town Hall Square.
At the junction of Giulio Cesare and Vale Del Sole (A) is a small Fish
Shop. At the junction of Valle Del Sole (A), (B), and (C) is a small
Pharmacy. West of the Pharmacy, in the west dead-end section of Valle Del
Sole (C), is the back entrance of the Ceramic Shop. At the south end of the
Valle Del Sole (C) is a Signless Shop.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Waiter Disguise | On a barstool in the northeast corner of the Winery. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the wine barrel at the southwest corner of the |
| | Winery. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall by the south door inside the Winery. |
|-------------------+-------------------------------------------------------|
| Brick | On the ground by the dumpster just behind the back |
| | entrance to the Ceramic Shop. |
|-------------------+-------------------------------------------------------|
| Scissors | On the table at the southwest corner of the Signless |
| | Shop. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Town Hall Square \
0===========================================================================>
This is the large area at the south side of the town and sits next door
east of Villa Caruso. At the northwest corner is the Butcher Shop and
Building 3 where there are two apartments including the ICA Safe House.
Outside the back door to the bathroom of the Safe House is the Patio. The
other apartment in Building 3 is Roccos's Apartment.
At the north side of the Square is the Ceramic Shop. In the center of the
Square are two large Food Vendors. The North Food Vendor is near the large
fountain and the South Food Vendor is close to the large stairs leading up
to the Town Hall.
At the east side is the large Town Hall Building. There are public
Restrooms that run under the upper area near the Building. At the northeast
corner is the Signless Shop. At the south side near the entrance is an Art
Shop which can also be opened with the Shop Key. The Town Entrance is at
the south side of this area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| Building 3 |##############################|
0===========================================================================0
| Kitchen Assistant | Behind the counter inside the Butcher Shop. |
| Disguise | |
|-------------------+-------------------------------------------------------|
| Scissors | On the coffee table in the living area of the ICA |
| | Safe House. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the ground just outside the door to the Patio. |
|-------------------+-------------------------------------------------------|
| Brick | Near the west edge of the rooftop at the south side |
| | of the Patio. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | Near the east edge of the rooftop at the south side |
| | of the Patio. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | By the sink in the kitchen of Rocco's Apartment. |
0===========================================================================0
|##############################| Ceramic Shop |#############################|
0===========================================================================0
| Scissors | In the cup just northwest of the kiln in the center |
| | of the Shop. |
|-------------------+-------------------------------------------------------|
| Brick | --On the table east of the kiln in the center of the |
| | Shop (x2). |
| | --On the shelving halfway down the stairs behind the |
| | Shop (x2). |
|-------------------+-------------------------------------------------------|
| Screwdriver | --On the table just southeast of the kiln in the |
| | center of the Shop. |
| | --On the counter in the back lower area of the |
| | Ceramic Shop. |
|-------------------+-------------------------------------------------------|
| Apricot | On the small tree in the center of the Shop (x3). |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall halfway down the stairs behind the Shop. |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the counter in the back lower area of the Shop. |
0===========================================================================0
|##############################| Main Square |##############################|
0===========================================================================0
| Emetic Rat Poison | In the green trash can just south of the Restroom |
| | entrance. |
|-------------------+-------------------------------------------------------|
| Coin | On the ground at the southwest corner of the North |
| | Food Vendor. |
|-------------------+-------------------------------------------------------|
| Car Key | Carried by the Kitchen Assistant at the South Food |
| | Vendor. |
0===========================================================================0
|#########################| Main Square Restrooms |#########################|
0===========================================================================0
| Crowbar | On the ground by the sink at the northeast corner. |
|----------+----------------------------------------------------------------|
| Coin | On the ground by the Soda Machine (x2). |
|----------+----------------------------------------------------------------|
| Soda Can | On the table in the center. |
0===========================================================================0
|#######################| Art Shop and Town Entrance |######################|
0===========================================================================0
| Fire Extinguisher | On the wall in the northwest corner of the Art Shop. |
|-------------------+-------------------------------------------------------|
| Old Axe | Embedded in the tree just southwest of the Town |
| | Entrance. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Town Hall Square - Town Hall Building \
0===========================================================================>
This building has a Basement floor, a large Ice Cream Shop on the Ground
Floor, the Town Hall on the 1st Floor, a Secondary Office (with a Camera
Recorder) on the 2nd Floor, and the Hippie's Apartment on the 3rd Floor.
The Town Hall can be reached by the stairs southeast of the main building.
But all of these areas can be reached by using the stairs that go up the
Town Hall Tower at the northwest and east sides of the building.
The Town Hall floor is split into three areas: the Reception Area, the Main
Office, and the Back Office (next to the Town Hall Tower).
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|######################| Basement and Ice Cream Shop |######################|
0===========================================================================0
| Emetic Rat Poison | On the shelving near the outside door at the east |
| | side of the Basement. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | Laying against the cake at the east side of the |
| | kitchen inside the Ice Cream Shop. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | Laying on the ground and against the wall in the |
| | northeast corner of the kitchen inside the Ice Cream |
| | Shop. |
0===========================================================================0
|############################| Town Hall Floor |############################|
0===========================================================================0
| Scissors | On the desk within the Reception Area. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall within the short hallway inside the |
| | Reception Area. |
| | --On the wall near the door to the Toilet in the Back |
| | Office. |
|-------------------+-------------------------------------------------------|
| Letter Opener | On the table near the center within the Main Office. |
|-------------------+-------------------------------------------------------|
| Bust | On the shelf in the northeast corner of the Main |
| | Office. |
|-------------------+-------------------------------------------------------|
| Saber | Inside the large model ship in the center of the Main |
| | Office. You'll need to shoot the ship to get the |
| | weapon. |
|-------------------+-------------------------------------------------------|
| Folding Knife | Within the display case at the northwest corner |
| | within the Main Office. You'll need to shoot the case |
| | to get the weapon. |
|-------------------+-------------------------------------------------------|
| Bartoli 75S | Strapped under the desk within the Main Office. |
|-------------------+-------------------------------------------------------|
| Cowboy Bust | On the table at the southwest corner within the Back |
| | Office. |
0===========================================================================0
|############################| Secondary Office |###########################|
0===========================================================================0
| Fire Extinguisher | By the door. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the dividing counter. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall at the southwest corner. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >LNS2. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0==============0
| Marco Abiatti \
0===========================================================================0
| He is your Target and can be found at the Beach Square. After the |
| photography session at the beach at the beginning of the mission then he |
| will go to the Wine Booth then to the Poster Station. After that then he |
| will go to the Church to try to meet with Father Francesco who is |
| currently in hiding then he will go to the Main Stage. |
| |
| From there then he will go back to the Wine Booth and repeat the pattern. |
| He won't deviate from this unless you do certain things to make him. |
0===========================================================================0
0===================0
| Salvatore Bravuomo \
0===========================================================================0
| He is a clean lawyer who has evidence against Marco. Marco obviously |
| wants to see him but he has decided to hide out to avoid him. He can be |
| found inside one of the Toilets at the Town Hall Square Restrooms. |
| |
| Marco's Bodyguards are looking for him but won't actually do so until you |
| go up to the Town Hall Square area and trigger some of the Guard |
| conversations. When he is found then he will be taken up to his office in |
| the Town Hall to meet with Marco who will come up from the Beach Square. |
0===========================================================================0
0=================0
| Father Francesco \
0===========================================================================0
| He is the local priest and is hiding on the balcony above the Church |
| organ. Apparently both him and Marco have some history and is not keen to |
| to meet with him. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >LNS3. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Italian Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| But there are multiple areas that you are not allowed in such as: |
| |
| --Fireworks Barge. |
| --The Sewers. |
| --The Church Basement and back area. |
| --The Church Morgue building. |
| --Building 4. |
| --The Winery. |
| --The area behind the Poster Station. |
| --The apartments for Buildings 5 and 7. |
| --The Main Stage and Upper Stage area. |
| --The Terrace Shops Cafe and Sanguine Shop. |
| --Rocco's Apartment. |
| --The Town Hall building with the exception of the front part of the |
| Ice Cream Shop. |
0===========================================================================0
0=========0
| Bohemian \
0===========================================================================0
| He can be found in a large room at the top of the Town Hall building. He |
| wears a long multi-colored sweater with a tie-dye shirt and a |
| multi-colored doo-rag on his head. You can easily just go up behind him |
| and subdue him for his clothes. |
| |
| This Disguise has the same properties as the Suit. This also means he |
| can't go in the Town Hall stairwell which is odd since he lives in the |
| building and that is the only way in and out of his apartment. The only |
| reason for getting this Disguise is for the amusing comments from the |
| Guards. |
0===========================================================================0
0=========0
| Gardener \
0===========================================================================0
| These are the people that tend to the Church Graveyard. They wear light |
| green pants, a dark green shirt with hat, black boots, and a tool belt. |
| This Disguise has the exact same properties as the Suit. |
| |
| The easiest way to acquire this Disguise is to get it from the Sewers. |
| The only Enforcers for this outfit are the three other Gardeners. |
0===========================================================================0
0======================0
| Red and Green Plumber \
0===========================================================================0
| These are two people that work in the Sewers - one wears a red jumpsuit |
| and the other a green jumpsuit. The only difference between these |
| Disguises and the regular Suit is that you can go into the Sewers. There |
| are no Enforcers for either Disguise. They can be found in the Well and |
| can be easily split up for ambushing. |
0===========================================================================0
0=============0
| Church Staff \
0===========================================================================0
| This is the clothing worn by the main Church workers. It consists of |
| beige pants, a white shirt, and a green vest. This Disguise will allow |
| you access to the entire Church grounds including the Morgue. |
| |
| The best way to acquire this Disguise is to get into the Catacombs from |
| the Church Pier and carefully ambush the lone Staff person sweeping near |
| the Church Basement. |
| |
| As for Enforcers, there are four which are all fellow Church Staff. |
0===========================================================================0
0=======0
| Priest \
0===========================================================================0
| This is the standard black outfit that priests wear. This Disguise allows |
| you access to the entire Church grounds. |
| |
| The only way to obtain this Disguise is to ambush Father Francesco who is |
| hiding on the Church balcony. However, you need to go down to the |
| Confessional Booth and stand near the pair of Church Staff so you can |
| start a conversation between them. Afterwards they will split up and |
| leave the building. |
| |
| If you don't do this then one of them will see you subdue Francesco - |
| even if you throw stun him. After getting them to leave then go up and |
| and ambush Francesco for his clothes. |
| |
| As for Enforcers, there are four: three Church Staff on the ground floor |
| of the Church and the Gardener at the north side of the Graveyard. |
0===========================================================================0
0===========0
| Stage Crew \
0===========================================================================0
| These are the guys that work the Main and Upper Stage areas and the |
| Fireworks Barge. They wear a blue shirt with gray pants and a tool belt. |
| Outside of these areas, and including the Terrace Shops Cafe, this |
| Disguise has the same properties as the Suit. |
| |
| The easiest way to acquire this Disguise is to get it near the stairs for |
| Building 7. As for Enforcers, there are two: one Stage Crew by the Stage |
| and another in the Upper Stage. |
0===========================================================================0
0=============0
| Photographer \
0===========================================================================0
| This is the guy who hangs with Marco and takes pictures of him. He wears |
| a black shirt, gray pants, sunglasses and a hat worn backwards. This |
| Disguise will allow you access to the Main Stage, Upper Stage, and the |
| Fireworks Barge. In addition, there are no Enforcers for this Disguise. |
| |
| To acquire this Disguise simply hang out inside the Porta-Potty area by |
| the north side of the Main Stage next to the lower entrance of the |
| Sanguine Shop. When Marco takes the Main Stage then he will come here to |
| urinate. Simply subdue him, dump him in the nearby Container, and take |
| his clothes. |
0===========================================================================0
0===================0
| Salvatore Bravuomo \
0===========================================================================0
| He is the lawyer that is trying to avoid Marco. He wears a gray |
| three-piece suit with glasses and a toupee. As already noted he can be |
| found in the Town Hall Square Restrooms. As for access, it will allow you |
| almost complete access to the Town Hall Building except the Basement, the |
| Ice Cream Shop kitchen, and the Secondary Office. |
| |
| To get at him safely you need to have a Bodyguard Disguise and go up to |
| the Restrooms. Poison the Glass on the table when the nearby Security |
| leaves to make him sick so you can ambush him in the other Toilet to get |
| the Toilet Key. |
| |
| Use that Key to open Salvatore's Toilet then get up behind him to subdue |
| him. It should be pointed out that if you try to approach him in any |
| other Disguise then he will turn to face you and tell you to get out. |
| |
| A quicker method is to bring the Lockpick and the Silverballer then run |
| to the Town Hall Square Restrooms after acquiring the Bodyguard Disguise. |
| Stand behind the pillar closest to the Sink and wait for the Guard to |
| start walking out. |
| |
| On one side of the other pillar is a Fusebox. The moment the Guard walks |
| out the door then shoot the Fusebox. This will cause one of the nearby |
| Civilians to investigate the gunshot and will stand next to the Fusebox. |
| Go to Salvatore's door and wait. The Civilian by the Sink will leave and |
| the investigating one will turn to fix the Fusebox. As he does so then |
| Pick the lock to enter so you can get at Salvatore. |
| |
| As for Enforcers, there are two: his secretary and Marco himself. |
0===========================================================================0
0==================0
| Kitchen Assistant \
0===========================================================================0
| This outfit comprises of gray sweatpants, a black shirt, a white apron, |
| and a white hat. This Disguise will allow you to go into the Winery, the |
| Food Vendor booths, and throughout the Town Hall Building except |
| Bravuomo's Office. |
| |
| One thing to point out is that you can poison food and drink without |
| suspicion. |
| |
| There are two easy ways to acquire this Disguise. The first is to get it |
| from the Butcher Shop but you should get the Shop Key first so you can |
| enter it safely. The second is to lockpick your way into the Town Hall |
| Basement and subdue the lone Assistant here for his clothes. |
| |
| As for Enforcers, there are three: the Assistant in the Ice Cream Shop |
| and both of the Assistants at the Food Vendor booths. |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| These are the workers with the black pants, black vests, and long white |
| aprons that work the Wine Booths. This Disguise will allow to go into the |
| Winery, the Wine Booths, and throughout the Town Hall except Bravuomo's |
| Office. |
| |
| Just like with the Kitchen Assistant Disguise you can poison food and |
| drink without suspicion. |
| |
| There are two ways to acquire this Disguise. The first is to get it from |
| the Winery but you should get the Shop Key first so you can enter it |
| safely. The second is to subdue the Waiter that goes behind the Pier Wine |
| Booth. The back area is secluded enough so he won't be found. |
| |
| As for Enforcers, there is one and she is a female Waiter in the Beach |
| Square area. |
0===========================================================================0
0=========0
| Security \
0===========================================================================0
| This is the main Police force for the town. They wear white short sleeved |
| shirts with black pants with a large flashlight. This Disguise will allow |
| you to go to the Main Stage, Upper Stage, and the Fireworks Barge. In |
| addition, there are no Enforcers for this Disguise. |
| |
| The easiest way to acquire this Disguise is to grab the Emetic Rat Poison |
| in the trash can outside the Town Hall Square Restrooms and poison the |
| Glass on the table inside when the Guard has walked outside. When he |
| drinks from the Glass then he will get sick and head to one of the |
| Toilets. Subdue him there and take his Disguise. |
0===========================================================================0
0==========0
| Bodyguard \
0===========================================================================0
| These black suited Guards are the main security force for Marco (some of |
| them are also called Abiatti's Guard). This is probably the best Disguise |
| in the entire mission. |
| |
| This Disguise allows you access to most areas, including those excluded |
| from the Security Disguise, but not all. You are not allowed in the |
| Winery, the Sanguine Shop, the back lower area of the Ceramic Shop, |
| behind both of the Food Vendors in the Town Hall Square, the Basement of |
| the Town Hall, and the Ice Cream Shop back area. |
| |
| The easiest way to acquire this Disguise is at the Church Restrooms. Go |
| into the Toilet closest to the Sewer door and wait. Nearby is a regular |
| Guard who will leave shortly after you arrive. When he walks far enough |
| away then toss a Coin into the corner by the Sewer door to lure the |
| Bodyguard. When he stops then subdue him, drag him into the Toilet, dump |
| him in the Container, and take his Disguise. |
| |
| As for Enforcers, there are three: Marco's personal Bodyguard, one |
| stationed by the front door of the Town Hall, and a technician inside the |
| apartment for Building 4. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >LNS4. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===================0
| Legacy Differences \
0===========================================================================0
| The [Mission Mastery] Challenge has been removed. The Big One is now |
| unlocked at Mastery Level 10 within the World of Tomorrow Main Story |
| Mission. |
0===========================================================================0
As noted before you only have one Agency Pickup which is inside the ICA Safe
House. You have only two banks of Cameras to worry about and those are the
ones at the Church and Town Hall Building:
0===========================================================================0
| By the outside door at the northeast side of the Church. |
|---------------------------------------------------------------------------|
| On the wall near the Pipe on the northwest wall of the Church. |
|---------------------------------------------------------------------------|
| Outside the door at the northeast corner of the Town Hall Building. |
|---------------------------------------------------------------------------|
| Inside the Town Hall Tower stairs near the Back Office door. |
|---------------------------------------------------------------------------|
| In the corner looking at the main door to the Building just east of the |
| the Ice Cream Shop. |
0===========================================================================0
The Recorders can be found in the Church Basement and the Secondary Office
respectively.
Most of the doors you encounter are going to be locked. So you should always
bring your Lockpick. But there are several Keys that can be found to make
entry safer and easier:
0===========================================================================0
| The Apartment Key | This is carried by three people - a Bodyguard in |
| | Building 4, a male Waiter near the South Food |
| | Vendor in the Town Hall Square, and a Bodyguard by |
| | the Town Hall doors. This Key opens all of the |
| | apartment doors except the one that has the ICA |
| | Safe House. |
|---------------------+-----------------------------------------------------|
| The Shop Key | This is carried by three people - a female worker |
| | in the Sanguine Shop and both Kitchen Assistants in |
| | the Terrace Shops Cafe. This Key opens the doors |
| | to the Sanguine Shop, Butcher Shop, Terrace Shops |
| | Cafe, and the Flower Shop. |
|---------------------+-----------------------------------------------------|
| The Church Key | This is carried by two people - Father Francesco |
| | and one Church Staff in the Church Morgue building. |
| | This Key opens all locked doors in both the Church |
| | and Morgue buildings. |
|---------------------+-----------------------------------------------------|
| The Toilet Door Key | This is carried by the lone Guard in the Town Hall |
| | Square Restrooms. This Key opens the locked Toilet |
| | doors in the Town Hall Square Restrooms. |
|---------------------+-----------------------------------------------------|
| The Sewer Key | This is carried by both the Red and Green Plumbers |
| | and can be found on the table at the Church |
| | Restrooms. This Key opens all locked doors to the |
| | Sewers. |
|---------------------+-----------------------------------------------------|
| The Speedboat Key | As noted this can be found on the ground near the |
| | Poster Station in the Harbor Square. This Key is |
| | used for the Speedboat found at the main Pier. |
|---------------------+-----------------------------------------------------|
| The Car Key | This is carried by the Kitchen Assistant at the |
| | South Food Vendor. This Key is use for the Pink Car |
| | parked just outside the Town Entrance. |
0===========================================================================0
0======0
| Pipes \
0===========================================================================0
| There are a four useful Pipes around the town that will allow you to go |
| between floors and safely enter buildings: |
| |
| ++The Church Pipe |
| =============== |
| This is a long Pipe at the north end of the Church that goes from |
| ground level all the way to the top of Bell Tower. |
| |
| ++The Patio Pipe |
| ============== |
| This is a Pipe that goes from the Patio just outside the ICA Safe |
| House to the halfway point of the Terrace Shops stairs that goes |
| from the Main Stage to the Upper Stage. |
| |
| ++The Back Door Pipe |
| ================== |
| This is a Pipe that is by the basement door at the east side of the |
| Town Hall and goes from ground level to the Back Office Restroom. |
| |
| ++The Office Pipe |
| =============== |
| This is a Pipe that is on the front side of the Town Hall and goes |
| from the Back Office up to the Secondary Office above. |
0===========================================================================0
0===========0
| Ghost NPCs \
0===========================================================================0
| Just like with Paris and Marrakesh there are Ghost NPCs that add more |
| people beyond the regular NPCs. These are people that don't appear on the |
| Mini-Map and don't react to anything unless you attack someone. Because |
| of this they won't see you do anything out of the ordinary even if they |
| are standing right next to you. |
| |
| So, if, for example, you need to pick a lock and the only people around |
| you are Ghost NPCs, you can do it without any problems since they don't |
| exist on the Mini-Map. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
This is actually pretty easy to do and all you will need is the Lockpick
and Coins. From your starting point then run all the way to the basement
door of the Town Hall and to the Back Door Pipe. As you are running to the
Pipe you should see a Guard leaning against a red van. Go alongside the
left of the van then to the Pipe so he will look away from you as you climb
up to the Back Office Restroom.
Go into the Back Office and to the door into the Tower. Open the door
(which should open out), toss a Coin at the floor next to the Container to
lure in the nearby Bodyguard, and take cover to the left of the door. Grab
the Guard just as he enters the room with the door shielding you from the
Camera. Grab the Pistol and dump him in the Container.
Open the door again and use it as a shield so you can shoot the Camera. Go
down the stairs and you should see the Guard at the bottom. While you are
still above and behind him then toss a Coin at the Basement door to lead
him there. As he is walking to the door then run up behind him and subdue
him. Take his Pistol and drag him up to the Back Office to hide him with
the other Guard.
Go upstairs into the Secondary Office. Carefully subdue the Bodyguard here
and hide him in the Container. Destroy the Recorder, go to the Winch for
the Chandelier in Salvatore's Office, and wait. As you are doing this then
Salvatore will be found and be forced to go back to his office. Marco will
come up and stand by the desk for a bit before Salvatore comes in.
When Salvatore walks in then the both of them will stop in the center of
the room. Wait for Marco to sit on the table and for Salvatore to go behind
his desk before releasing the Winch to drop the Chandelier to kill Marco.
After that then run down the stairs and go out the Tower door. After
leaving the building then run to the Town Gates to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>47 Chandeliers [2,000 XP]
*************************
For this you need to kill Marco with a Chandelier when he meets with
Salvatore.
>>The Politician [4,000 XP]
*************************
For this you need to kill Marco Abiatti.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets and leaving no evidence.
0====================================0
| How About a Magic Trick? [2,000 XP] \
0===========================================================================>
For this you need to kill Marco with the Pen inside Salvatore's Office. For
this run I'm going to add the [Chameleon] and another exit Challenge to
this. When planning bring the Lockpick and Coins but don't bring any
Pistols.
Go to the Church Restrooms, grab the Emetic Rat Poison, and stand by the
Sink closest to the Sewer Door. Wait for the Guard that is at the opposite
side of the wall to walk into the nearby alley before tossing a Coin into
the corner opposite from you and by the Sewer door. When the Bodyguard goes
to it then subdue him and drag him to the Toilet to be dumped then take his
Disguise - leave the Pistol behind.
Since the Bodyguard Disguise is considered the master outfit for this
mission it will be the base Disguise for the remainder of this run-through.
After obtaining this Disguise then go into the Sewers and stand near where
the Plumbers are standing. The Green Plumber is talking to the other. When
he is finished then the two will break up. Follow the Red Plumber and when
he nears the Boiler then subdue him and switch into and out of his Disguise
- take the Emetic Rat Poison. Run to the Green Plumber and do the same -
take the Emetic Rat Poison he drops.
Find the Gardener Disguise in the Sewers and switch into and out of it. Cut
through the Catacombs to reach the Church Basement.
Go up to the ground floor and stand near the two Church Staff so you can
start their conversation and make them leave. As they are talking then go
back down to the Basement, subdue the Church Staff here, and drag him to
the Closet inside the Basement. Switch into and out of his Disguise then
destroy the Recorder.
Run up the Tower and find Father Francesco. If your timing is right then
Marco should be leaving the Church. Keep and eye downstairs for the
remaining Church Staff (Enforcer) who should be down below and to your
left. When he walks by the nearest pillar, which will hide him, then subdue
Francesco and switch into and out of his Disguise.
Run and climb down to the Church Pier then run to the Porta-Potties next to
the lower entrance to the Sanguine Shop. Go into the secluded area and wait
by the Container. When Marco goes to the Main Stage then the Photographer
will stop by the nearby Soda Machine then go to the Porta-Potty near you.
Get up behind him, subdue him and dump him in the Container. Switch into
and out of his Disguise.
Go to the back of the Pier Wine Booth and subdue the Waiter when he goes
behind it. Switch into and out of his Disguise. Run to the Stage Crew
Disguise in front of Building 7 and switch into and out of it.
Next, go to the Town Hall Square Restrooms and poison the Glass when the
Guard walks outside. After he gets sick then he will go to one of the
Toilets to vomit. Subdue him, dump the body, and take the Toilet Door Key -
leave the Pistol but don't take the Disguise. Go into the other Toilet to
find Salvatore. Get behind him, subdue him, and dump him. But don't take
his Disguise yet.
Go around to the back door of the Town Hall and pick your way inside.
Subdue the Kitchen Assistant here and dump him in a Container - don't take
his Disguise for now. Go up the Tower stairs and into the Secondary Office.
Subdue the Guard here and dump him in the Container.
Next, go up to the Hippie's Apartment. Subdue him then switch into and out
of his Disguise. Drag his body down to the Secondary Office and hide him in
the Container. The reason for this is that one of the Bodyguards will come
up to the apartment later and this will keep the body from being found.
After this then go back down to the Restrooms and switch into Salvatore's
Disguise.
Go to the Guards outside the Tower and talk to them so you can be led
inside. When you arrive then you will have to wait a bit as Marco walks to
the Office. When he is ready then you will be taken inside but you will be
frisked first. Since Marco is an Enforcer for this Disguise you will have
to quickly Blend In and I suggest sitting down in the chair.
As the conversation progresses then Marco will stand by the Pen on the
desk. The moment he turns around then get up behind him and kill him with
it to complete the Challenge. Dump the body in the Container and leave
through the Tower. Go back down into the basement and take the Kitchen
Assistant Disguise.
Next, go near the south Food Vendor. The Assistant in red will talk to a
female Waiter for a bit before she leaves. You need to stand just close
enough to get the conversation started but not close enough for him to see
you since he is an Enforcer for your Disguise.
The moment the conversation ends then he will go to the center of the
vendor area and stand for a bit. As he does so then stand by the sign. He
will then go to the south end of the area and, when he does, then run in
and go around the center to his Bottle, poison it, then run back out.
Go to the Restrooms and to the Toilet where you ambushed the Guard. Take
his Disguise (which will finally give you the [Chameleon] Challenge) then
go back outside and wait. After a short bit then the Assistant should
stagger in and go to the Toilet to vomit. Subdue him, hide the body, and
take the Car Keys. From here then go to the Pink Car outside the Town
Entrance to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Changing Collar [1,000 XP]
**************************
For this you need to disguise yourself as Father Francesco.
>>No One Sees a Roadie [1,000 XP]
*******************************
For this you need to acquire the Stage Crew Disguise.
>>I Object! [1,000 XP]
********************
For this you need to disguise yourself as Salvatore Bravuomo.
>>Mission Story - Above The Law [1,000 XP]
****************************************
For this you need to meet Marco while disguised as Salvatore.
>>Chameleon [2,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Bohemian ++Gardener
++Red Plumber ++Green Plumber
++Church Staff ++Priest
++Stage Crew ++Photographer
++Salvatore Bravuomo ++Kitchen Assistant
++Waiter ++Security
++Bodyguard
>>Driving Into the Sunset [1,000 XP]
**********************************
For this you need to leave the mission using the Pink Car.
Plus these other Challenges:
--The Politician --Silent Assassin
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
>>The Standard Method
*******************
For this you should bring the Lockpick and place the Sieger 300 Ghost
into the Safe House. I'm also going to add the last exit Challenge to
this as well.
When you begin then run to the Poster Station and find the Speedboat
Key on the ground. Then go the Church Restroom and acquire the
Bodyguard Disguise as you did in the previous run-through.
From here the plan is to go up and get your Rifle but, since you will
cause the Guards to look for Salvatore when you go to your Safe House,
it is best to find him first, knock him out, and hide him to keep Marco
at the Harbor.
After acquiring the Bodyguard Disguise then go up to the Town Hall
Square Restrooms, get the Emetic Rat Poison from the trash can outside,
and poison the Guard's Glass so you can ambush him at the Toilet.
Get the Toilet Key, go to the other Toilet, ambush Salvatore, and hide
him. Run to the door to your Safe House building and pick the lock when
no regular NPC is looking. Go up to your apartment and get the
Briefcase.
After that then run down to the Church Pier and enter the Catacombs.
Enter the Church Basement and ambush the Staff person here. Pick open
the Basement door then drag him to the Closet for hiding. Destroy the
Recorder then run up to the top of the Church Tower and wait for Marco
to take the Main Stage.
Zoom in and kill him with a headshot. At this point you'll be seen and
shot at. Go to the Church Pipe and quickly climb down as the Guards run
up the Tower looking for you. When you get to ground level then climb
down to the Church Pier, run into the Church Basement, switch into the
Church Staff Disguise, and run to the Speedboat to leave the mission.
>>The Cheap Method
****************
Run to the Town Hall Square and grab the Emetic Rat Poison in the trash
can so you can poison the Guard to get the Toilet Key. After ambushing
and hiding Salvatore then go to your Safe House and get the Briefcase.
Run back down to the Beach Square, go to the Porta-Potties near the
Sanguine Shop, and drop the Briefcase in the corner by the Container.
Run to the Pier Wine Booth and subdue the Waiter when he goes to the
back then take his Disguise. Run to the Church Restrooms and get the
Emetic Rat Poison then run to the Harbor Wine Booth and wait nearby.
When the Enforcer is at the west end of the counter then carefully run
in and poison Marco's Wine Glass.
Run back to the Porta-Potties and wait. As a matter of safety it is
best to subdue and hide the Photographer when he comes by to relieve
himself.
When Marco drinks from the Glass after the Main Stage then he will get
sick and come here. Subdue him, shoot him in the head with the Rifle,
and dump him in the Container. After that then run to the Speedboat to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill Marco with a headshot.
>>Arrivederci [1,000 XP]
**********************
For this you need to leave the mission using the Speedboat.
Plus these other Challenges:
--The Politician --Silent Assassin (Cheap Method)
0=======================0
| Vai Con Dio [1,000 XP] \
0===========================================================================>
For this you need to kill Marco with the Church spire. This is also going
to include a strategically placed game save to acquire another Challenge
involving the Priest Disguise. When planning bring the Silverballer, Coins,
and Lockpick.
When you start then run to the Church Restrooms to acquire the Bodyguard
Disguise then run into the Church and next to the two Church Staff by
the Confessional Booth to get their conversation started so they will
leave.
As they are talking then go to one of the door in the back of the Church
and pick it open. Go to the base of the stairs, subdue the Church Staff
here, and dump him in the Container. Go down to the Basement, subdue the
Church Staff here, then dump him in the Closet in the Storeroom and destroy
the Recorder.
Run back up and to the balcony where Father Francesco is hiding. Wait for
the Church Staff (Enforcer) below to have his back to you before subduing
Francesco for his Disguise.
Go back down into the Church and stand next to one of the pillars by the
Booth so you can stay out of sight of the remaining Enforcer until Marco
arrives. At this point make a game save:
>>Clean Slate
***********
Walk up to Marco to get things started, go into the Booth, and listen
to Marco's confession. While listening then bring out the
Silverballer and kill him. After the notifications pop up then reload
the save.
When you get back then walk up to Marco again then go into the booth to
listen to his confession. When you are done then go up to the top of the
Tower and wait for Marco. When he arrives then he will lean against the
railing. Push him over to kill him. From here then run to the Town Gates to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Clean Slate [1,000 XP]
**********************
For this you need to kill Marco during his confession.
>>Mission Story - No Absolution For The Wicked [1,000 XP]
*******************************************************
For this you need to listen to Marco's confession and go up the
Church Tower.
Plus these other Challenges:
--Changing Collar --Straight Shot
--The Politician --Someone Could Hurt Themselves
--Silent Assassin
0=========================0
| Higher Powers [4,000 XP] \
0===========================================================================>
For this you need to kill Marco with the Church Bell. This is not going to
be a clean run but will allow you to get some Challenges in the process.
When planning bring the Silverballer, Lockpick and the Breaching Charge.
Run down to the Church Pier and enter the Catacombs. Get the Crowbar and
the Coins. Exit back to the Pier and climb up to the back entrance of the
Church. Enter the building and carefully subdue the Church Staff here. Hide
him in the Container.
When one of the other Staff gets close to the east door to the back area
then open it and toss the Crowbar north to the other end. Hide on the other
side of the Container and wait. When he goes to the object then get up and
subdue him then hide him in the Container. Go out the same door and get
close to the pair of Church Staff to get their conversation started so they
can leave. This will clear the area of what needs to be done.
For this strategy to work you need to bring Father Francesco down to Marco.
He won't come down on his own so you need to make him. To do that you need
to play the Organ which will piss him off and bring him down. But you need
to play it at the right time since he will only be downstairs for a short
time before going back up to hide. Stand by the Organ and use your Instinct
to keep an eye on Marco.
At some point he will take some pictures just outside of the Church. The
moment he starts walking towards the entrance then play the Organ, run back
through the door, and stand just a bit down the stairs to the Basement.
When Father Francesco gets into the main area then he will run into Marco.
Just he gets inside then run up the stairs to the top and hang on the Ledge
by the Church Pipe.
After Marco does his confession then the both of them will come up to the
top of the Tower. Wait for the Bodyguard to leave before going up and
crouching near them. When Marco threatens the Priest and Francesco puts his
hands up then run up to Marco and subdue him. Knock out Father Francesco
and move him away from the Winch.
Place the Charge on the Winch and drag Marco down the stairs. If you
encounter his Bodyguard along the way then quickly kill him. When you get
to the bottom then put Marco's body under the Bell. Walk out of the Church
and detonate the Charges to bring the Bell down on Marco and kill him. From
here then go to the Town Gates to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Guardian Assassin [1,000 XP]
****************************
For this you need to save Father Francesco from Marco and
successfully complete the mission.
Plus these other Challenges:
--The Politician --Someone Could Hurt Themselves
0=========================0
| The Gig is Up [1,000 XP] \
0===========================================================================>
For this you need to kill Marco by electrocuting him while he is on the
Main Stage. You do this by sabotaging the large Water Display on the Main
Stage and doing a couple of other things.
When you start then run to the south side of the Main Stage area. This is
basically an equipment area. On one end is a large blue van. There is a
railing between it and the apartment building. Jump over it and sneak run
to the Stage Crew Disguise. Put it on then go to the stack of equipment in
the center of this area, crouch, and wait.
One of the Enforcers is going to turn around and smoke for a bit then turn
around again. When he does then grab the nearby Screwdriver and go behind
the stage. Go up behind the stage and you should find the Guitar Pedal
Board that you can sabotage on the floor behind the Display. After doing
that then go near the stairs to find a Rack Case.
Behind the Stage is a Crew guy standing near the Safety Valve for the
Display and he won't move unless you make him. As you were sabotaging the
Board another Crew guy will come and have a conversation with the other.
Wait for it to end and for him to walk away from the corner before turning
off the Case. When you do that then the stationary person will come to it.
Go to the Valve and turn it to cause the water to spill out of the Display.
Run around the north side of the Stage and re-enter the equipment area the
same way you did before. Inside the equipment area is the Stage Manager.
Near him is his Microphone. Turn it on and wait nearby.
Marco will come to the Manager and engage in a conversation. Marco will
insult the people but, with this Microphone turned on, they will hear it
and get mad. This will surprise Marco and he will go onto the Stage.
As he heads there then find the laptop for the Guitar Pedal Board which is
at the south side of the Stage. When he gets to the Microphone then turn on
the Board to electrocute Marco. From here then run to the Town Gates to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Mission Story - Stage Fried [1,000 XP]
**************************************
For this you need to get Marco up on stage after you sabotage the
water display.
Plus these other Challenges:
--No One Sees a Roadie --The Politician
--Someone Could Hurt Themselves --Silent Assassin
0==============================0
| Crank it to Eleven [2,000 XP] \
0===========================================================================>
For this you need to kill Marco with a falling speaker. There are two
methods to do this depending on your style:
>>The Dirty Method
****************
When you start then run to grab the Stage Crew Disguise the same way
as before. Then go up the Patio Pipe and grab the Crowbar just
outside the Safe House door. Climb back down and to the Upper Stage.
There are two Speakers above the back side of the Stage. The one to
focus on is the *EAST* one. When Marco stands underneath it then
break the Mounting to bring it down and kill him. You will be seen
and fired upon so you can either shoot your way out or quit when the
Challenge pops up.
>>The Clean Method
****************
For this you should bring the Sieger 300 Ghost to the Safe House.
When you start then go and get the Bodyguard Disguise and Emetic Rat
Poison from the Church Restrooms then go to the Town Hall Square
Restrooms and deal with the Guard to get the Key so you can knock out
and hide Salvatore to keep Marco at the Harbor.
Go to the apartment building and go up to the Butcher's Apartment
then subdue the lone person on the balcony and drag him inside. Go
down to the Safe House, go out the bathroom door, get the Crowbar,
and go back inside. Stand just left of the door and throw stun the
person near the Patio Pipe. Drag him inside, get your Rifle, then go
back out onto the Patio.
Use the Rifle to focus on the Speaker. When Marco stands under it
then shoot the bar that is directly attached to the Speaker to bring
it down and kill him. From here then run to the Town Gates to leave
the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--No One Sees a Roadie --Someone Could Hurt Themselves
--The Politician --Silent Assassin (Clean Method)
0========================0
| Urine for It [4,000 XP] \
0===========================================================================>
For this you need to kill Marco by electrocuting him while he is urinating.
This needs to be done at the north side of the Graveyard. But you need to
get Marco there. Incidentally he is to meet with union leader Alfredo
Giovannitti in two hours at this part of the Graveyard. The goal is to make
Marco go to the Graveyard by rescheduling the meeting. For this bring your
Lockpick and your Silverballer.
When you start you can go and grab the Speedboat Keys on the way to the
Church Restrooms. Get the Bodyguard Disguise like before then jump the
short wall by the Church Morgue building to enter the Graveyard. Go into
the Sewers and then through the Catacombs to the Church Basement. Subdue
the Staff person, drag him into the room and dump him into the Closet, then
destroy the Recorder.
Go up to the ground floor then outside and to the north section of the
Graveyard. Go to the north end, subdue the lone Gardener, then dump him in
the Shredder.
Along the east wall is a Generator which is already turned on. Nearby is an
Outlet. Shoot the Outlet to get it to spark. Shoot the Camera on the Tower
wall and pick the lock of the back door. Go to the inside door and open it
to unlock it.
Now go back to the east side of the Morgue building and down the stairs to
enter the Sewers. Go to the basement of Building 4 and grab a Soda Can on
the way up the stairs. Use the Can to lure the Guard down from his post
outside the apartment. Subdue him and drag him to the Container just below.
Go inside the apartment and carefully subdue the Enforcer then drag him to
the Container.
It should be pointed out that you can lure him outside by turning off the
laptop for the Webcam in the van behind the Poster Station but this way is
better. However, there is a Challenge for turning off the Webcam but I'll
get to it later.
Find Abiatti's Schedule in the bed then go over to the console and
reschedule the meeting. After that then go into the Church and run up to
the top of the Tower. Although you can go to either the Speedboat or the
Town Gate and wait for him to die there are two things you can do from the
top of the Tower.
One is to have the satisfaction of watching Marco die. The second is that
you can actually destroy the Webcam's laptop from up here. Although you can
do that up close shooting it from up here is much safer since you don't
risk being seen by anybody. And you can do this even with the Silverballer.
It should be noted that it may take up to three direct shots to destroy the
Webcam so keep shooting it until the Challenge pops up.
When Marco goes to the Graveyard he will stand for a bit on the west wall
then go near the center for a bit then go to the east side to piss on a
grave. His urine pool will reach the Outlet and electrocute him for the
kill. Once he is dead and you have destroyed the Webcam then run to either
of these two exits to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Cheat Sheet [1,000 XP]
**************************************
For this you need to reschedule Marco's meeting with Alfredo
Giovannitti.
>>Big Brother [1,000 XP]
**********************
For this you need to turn off the Webcam.
Plus these other Challenges:
--The Politician --Someone Could Hurt Themselves
--Arrivederci
0=================================0
| Going Out with a Bang [1,000 XP] \
0===========================================================================>
For this you need to kill Marco with the Fireworks. You will need to get
the Fireworks Remote and the Photographer Disguise.
When you start then go to the Church Restrooms to subdue and hide the
Bodyguard but do not take his Disguise yet. Run to the south side of the
Beach Square and jump the railing to enter the equipment area for the Main
Stage. Run to the Stage Crew Disguise, put it on, then go back the same way
you came.
Go to the Fireworks Barge, look at the Photographer's Phone, and go to the
Fireworks Panel at the Barge. Grab the nearby Screwdriver and Sabotage the
Fireworks. Run back to the Church Restrooms to get the Bodyguard Disguise
then run to the Porta-Potties. Wait until the Photographer comes around
then subdue him and hide him in the Container but do not take his Disguise
yet.
After this then go up to the Terrace Shops Cafe. The Fireworks Remote is
just sitting on a crate in front of the entrance. However, you just can't
grab it and walk off - you need to not be seen doing it. There are three
Stage Crew in addition to the one by the Remote. You can get rid of one of
them to make the acquisition of it easier.
The one to get rid of is the black guy that comes into and out of the Cafe
to sip some Coffee. The door to the Cafe is locked and there are a lot of
people here so it is best to wait for him to go inside and follow him in.
Once inside then go into the kitchen through the back door.
If your timing is right then one of the Kitchen Assistants should be up
front. Crouch, grab the Emetic Rat Poison, turn on the small white Sink,
and toss the Screwdriver on the floor next to the Container. This should
lure him to the Sink. Hide behind the equipment and wait for him to get
into position.
When he starts cleaning up the mess then sneak up alongside him, subdue him
when he finishes, and dump him in the Container. Grab the Screwdriver, turn
on the Sink again, toss the Screwdriver in the same spot to lure the other
Assistant. Subdue and hide him like you did the first. Go out to the front
and poison the Glass when no one is looking and hide in the kitchen.
When the black guy comes back inside and gets sick then he will go behind
the counter to throw up. Sneak up behind him and wait for the man at the
door to have his back to you before subduing the sick guy - just leave the
body as he won't be seen here.
Go back outside, stand by the Remote, and turn the game camera south. You
should see another Crew person going over some stuff and another Guard near
the stairs. When the Crew person by the Remote turns his back to you and
the others aren't looking either then you can finally grab the Remote. With
this part out of the way things get easier.
Next, go back down to the Porta-Potties to get the Photographer Disguise.
Find Marco and talk to him then lead him to the Fireworks Barge. When you
get there then take the Camera and turn the game camera around so you are
looking back down the Pier. Wait for the Bodyguard to lean against the
railing then Ignite the Fireworks.
After a couple of seconds then the Fireworks will explode to kill Marco and
the Bodyguard and Guard will become Enforcers so immediately run down the
Pier so they can't spot you. When you are clear then go to the Town Gates
to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Unsafe Distance [1,000 XP]
**************************
For this you need to Sabotage the Fireworks.
>>Mission Story - Dynamite Smile [1,000 XP]
*****************************************
For this you need to get Marco to the Fireworks Barge.
Plus these other Challenges:
--The Politician --Someone Could Hurt Themselves
0========================0
| Ending the Campaign Run \
0===========================================================================>
This run-through is going to use various poisons at the Harbor Wine Booth
to either lure Marco to the Porta-Potties by the Sanguine Shop for
elimination or to kill him there on the spot. This will also involve the
use of a strategically placed save game.
When planning bring the Lethal Poison Vial and the Fiber Wire. Go to the
Church Restrooms to pick up the Emetic Rat Poison (and the Speedboat Key
along the way). Go to the Porta-Potties and wait for the Photographer so
you can subdue him and get him out of the way. Go to the Pier Wine Booth
and subdue the Waiter for his Disguise.
Go over to the Harbor Wine Booth and stay out of the sight of the Enforcer
until she leaves the Booth. When she does then make the game save:
>>Hold My Hair
************
Go into the Booth when she goes to the Winery and the Emetic Poison
on his Glass. Go over to the Porta-Potties and wait. When he comes by
to get sick then drown him and dump him in the Container. After the
notifications pop up then reload the save.
>>Piano Man
*********
When you get back then use the Emetic Rat Poison on his Glass again
and go to the Porta-Potties. When he comes by to get sick then
garrote him. After the notifications pop up then reload the save
again.
This time use the Lethal Poison Vial on the Glass then go to the Speedboat,
wait for him to die, and leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Tasteless, Traceless] and the following Challenges
done earlier:
++Someone Could Hurt Themselves ++Straight Shot
++Hold My Hair ++Piano Man
Plus these other Challenges:
--The Politician --Silent Assassin
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Marrakesh \@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY3. A Gilded Cage 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@\ Marrakesh /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
This mission takes 47 to Marrakesh, Morocco. Here he is to take down two
Targets: Claus Hugo Strandberg and General Reza Zaydan.
Claus is a private banker and former CEO who has stolen billions from the
citizens of Morocco and is facing trial for investment fraud. However, he has
just been broken out of custody during his transport and is hiding inside the
Swedish Consulate. Crowds of angry people have gathered outside demanding
that he be handed over to the government.
The breakout was orchestrated by Reza as part of a plan to overthrow the
government. He intends to use the anger of the people to start riots so he
gain support for a full military coup to overthrow the "weak and inept"
regime.
A major building contractor, Hamilton-Lowe, has tasked the ICA to stop this
plan or they will lose potential government contracts that are worth a lot of
money. 47 must find a way to kill both Targets before the fragile situation
gets any worse. The fate of an entire nation hangs in the balance. No
pressure. After all, this is Agent 47 we're talking about, yes?
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MKH1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Ancient Marrakesh
*****************
Description: Reach Marrakesh Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Too Big To Fail
***************
Description: Complete A Gilded Cage.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MKH2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed at nearly 90 degrees
right. Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Marrakesh is broken up into several areas. The Swedish Consulate is to the
south. The open area to the north of it, and where the protesters have
gathered, is Consulate Square. There are some short passages that go north
from Consulate Square and into the Market Square where all kinds of items are
being sold. At the northeast part of the Market is the Shisha Cafe which also
has a Courtyard Club.
There are roads that go around the west and northeast sides of the map. To
the east is an abandoned School where Reza has holed himself up waiting for
the right time to strike. Each of the entryways to the School are guarded by
Elite Soldiers. There is also a Tunnel that connects the Consulate with a
Shoe Shop not far from the School.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0======================================0
| The Market Square and the Shisha Cafe \
0===========================================================================>
This large open area has two long north-south Food Stand Aisles near the
center, one on the west side and one to the east. There are also Carpet
Shops along both the west and east sides of the Market Square.
At the southwest side is a Carpet Shop that has stairs that lead up to the
Carpetshop Rooftop which is part of the West Bazaar Rooftops. It has an
upper level where the carpets are sold and a lower area near the stairs
going back down to ground level.
The north half of the Market Square area is dominated by the Shisha Cafe.
The north half of the Cafe is the Courtyard Club which is a members only
area.
South of the southeast entrance to the Shisha Cafe is a small Storeroom
which I will call the Market Square Storeroom.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Market Square |#############################|
0===========================================================================0
| Battle Axe | Laying against a stack of carpets at the west side of the |
| | large storage room at the northwest corner of the Square. |
|---------------+-----------------------------------------------------------|
| Crowbar | On a crate in the *SECOND* Carpet Shop south of the road |
| | entrance at the northwest area of the Square (Courtyard |
| | Street). |
|---------------+-----------------------------------------------------------|
| Scissors | --On a small white table in the Carpet Shop next door |
| | east to the one where the Crowbar is located. |
| | --On a small table just east of the entrance to the |
| | Carpetshop Rooftop. |
| | --On a stack of carpets just north of the east passage |
| | leading to Consulate Square. |
| | --On a carpet roll just east of the south end of the east |
| | Food Stand Aisle. |
|---------------+-----------------------------------------------------------|
| Cleaver | --On a crate of bananas by the Fruit Stand just north of |
| | the entrance to the Carpetshop Rooftop. |
| | --In a trash can near the center of the west Food Stand |
| | Aisle. |
| | --On a yellow and green Snail Stand just east of the |
| | southeast entrance of the Shisha Cafe. |
|---------------+-----------------------------------------------------------|
| Propane Flask | --On the ground by a sack of potatoes near the center of |
| | the west Food Stand Aisle (just north of the Cleaver). |
| | --On the ground at the north end of the east Food Stand |
| | Aisle. |
| | --Inside the Market Square Storeroom. |
| | --On the ground by a blue trash can between the two Snail |
| | Stands just north of the Market Square Storeroom. |
| | --On the ground next to a yellow and green Snail Stand |
| | just east of the southeast entrance of the Shisha Cafe. |
|---------------+-----------------------------------------------------------|
| Brick | On the ground by a small fountain at the southwest corner |
| | of the Square (x2). |
|---------------+-----------------------------------------------------------|
| Kitchen Knife | --By some jars at the north end of the east Food Stand |
| | Aisle. |
| | --Near a trash can at the south end of the east Food |
| | Stand Aisle. |
| | --On some bananas on a small food cart near the southeast |
| | corner of the Market Square. |
| | --On a green Snail Stand just north of the Market Square |
| | Storeroom. |
|---------------+-----------------------------------------------------------|
| Hammer | In the Market Square Storeroom. |
|---------------+-----------------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: In the Market Square Storeroom. |
0===========================================================================0
|##########################| West Bazaar Rooftops |#########################|
0===========================================================================0
| Brick | On the floor by some carpets on the west side of the |
| | upper level of the Carpetshop Rooftop (x2). |
|-------------------+-------------------------------------------------------|
| Courtyard Club | ++[Casual and Pro]: On a small table by the stairs at |
| Membership Card | the lower level of the Carpetshop Rooftop. |
|-------------------+-------------------------------------------------------|
| Wrench | On the floor by a wheelbarrow behind the wall at the |
| | west side of the lower level of the Carpetshop |
| | Rooftop. |
|-------------------+-------------------------------------------------------|
| Handyman Disguise | ++[Casual and Pro]: On the floor by some laundry |
| | baskets behind the wall at the west side of the |
| | lower level of the Carpetshop Rooftop. |
|-------------------+-------------------------------------------------------|
| Propane Flask | By some crates at the northeast corner of the north |
| | half of the West Bazaar Rooftops (where the satellite |
| | dishes are). |
0===========================================================================0
|#####################| Shisha Cafe and Courtyard Club |####################|
0===========================================================================0
| Propane Flask | On the ground at the south side of the Staff Only area |
| | at the northwest corner of the main Cafe area. |
|-----------------+---------------------------------------------------------|
| Shisha Cafe Key | ++[Casual and Pro]: Near the chair behind the Staff |
| | Only area at the northwest corner of the main Cafe |
| | area. |
| | ++[Master]: Carried by the Waiter standing in the Staff |
| | Only area at the northwest corner of the main Cafe |
| | area. |
|-----------------+---------------------------------------------------------|
| Courtyard Club | --On a table at the west side of the Staff Only Room at |
| Membership Card | the southeast corner of the Courtyard Club. |
| | --Carried by one of the Guards. |
| | --Carried by the Cameraman. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================0
| The Market Square Streets \
0===========================================================================>
There are multiple streets and places at the north side of the map that go
around the Cafe area and near the School. Courtyard Street is the
north-south road at the west side of the map. It goes from the northwest
corner of the Market Square to a small Courtyard with a well in the center.
The building that runs along the east side of this Street is the Carpet
Shops Area building. This building has an accessable Rooftop that is also
known as the Lamp Store Rooftop.
Cafe Street (West) is the north-south road that goes along the west side of
the Shisha Cafe and the east side of the Carpet Shops Area. Carpet Shops
Street is the short west-east road that connects Courtyard Street and Cafe
Street (West). Along this Street is a small storeroom which I will call the
Courtyard Storeroom.
Cafe Street (East) is the north-south road that goes along the east side of
the Shisha Cafe. Lamp Street is the west-east road that goes along the
north side of the Shisha Cafe and connects Cafe Street (West) and Cafe
Street (East).
Vase Street is the northeast-southwest road that goes from the northeast
corner of the Bazaar. Electronics Street is the curved road that goes from
the intersection of Cafe Street (East) to the intersection with Vase
Street. There is also a small Coffee Shop (which is also the Bazaar
Entrance) near the center of the Electronics Street area.
Plates Alley is the northwest-southeast road that starts from the east side
of the Shisha Cafe and dead-ends after intersecting with Vase Street.
School Street is the northwest-southeast road that goes from the east end
of the Electronics Street to the northwest corner of the School area. At
the south end of this road is the Headmaster's Terrace area.
Market Street is the west-east road that goes from the east side of the
Cafe to the School. Consulate Street is the west-east road that goes from
the northeast corner of Consulate Square to the southwest corner of the
School area. This road also has a small courtyard with a well in the center
which I will call the Southeast Courtyard.
There is also the East Courtyard that connects Market Street with Consulate
Street. This courtyard is also where the Shoe Shop is located.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#########################| Market Square Streets |#########################|
0===========================================================================0
| Coin | ++[Casual and Pro]: On the ground by the Soda Machine |
| | at the intersection of Courtyard Street and Carpet |
| | Shops Street (x2). |
| | ++[Master]: On the ground by the Soda Machine at the |
| | intersection of Courtyard Street and Carpet Shops |
| | Street (x1). |
|-------------------+-------------------------------------------------------|
| Wrench | --On the ground in a corner of a small pantry just |
| | northwest of the intersection of Vase Street and |
| | Plates Alley. |
| | --On the ground behind the yellow barrels inside the |
| | Mechanic Shop near the center of School Street. |
|-------------------+-------------------------------------------------------|
| Soda Can | --On the ground by a Soda Machine near the center of |
| | Carpet Shops Street (x2). |
| | --On the ground by the Soda Machine at the east end |
| | of Lamp Street (x3). |
|-------------------+-------------------------------------------------------|
| Propane Flask | Just inside the entrance of the Fortune Teller shop |
| | at the intersection of Cafe Street (West) and Lamp |
| | Street. |
|-------------------+-------------------------------------------------------|
| Screwdriver | --On a shelf by some computers just north of the |
| | Coffee Shop entrance on Electronics Street. |
| | --On the ground by some yellow barrels in front of |
| | the Mechanic Shop near the center of School Street. |
|-------------------+-------------------------------------------------------|
| Brick | --On the ground by a potted plant at the north side |
| | of the Coffee Shop on Electronics Street. |
| | --On the ground in a corner by some scooters at the |
| | dead-end section of Plates Alley. |
| | --On the ground at the south corner of the |
| | intersection of School Street and Vase Street. |
|-------------------+-------------------------------------------------------|
| Printing Schedule | In a small nook near the center of Market Street. |
0===========================================================================0
|########################| Courtyard and Storeroom |########################|
0===========================================================================0
| Wrench | On the ground at the northeast corner inside the |
| | Courtyard. |
|-------------------+-------------------------------------------------------|
| Scissors | Inside the Courtyard Storeroom. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: Inside the Courtyard Storeroom. |
0===========================================================================0
|###########################| Lamp Store Rooftop |##########################|
0===========================================================================0
| Evacuation Plan | On a round table at the northwest corner of the |
| | Rooftop. |
|---------------------+-----------------------------------------------------|
| Shopkeeper Disguise | ++[Casual and Pro]: By a washing machine at the |
| | northeast section of the Rooftop. |
|---------------------+-----------------------------------------------------|
| Consulate Keycard | ++[Casual and Pro]: On the large octogonal table at |
| | the southwest area of the Rooftop. |
| | ++[Master]: Carried by the female Head of Security. |
0===========================================================================0
|##########################| Headmaster's Terrace |#########################|
0===========================================================================0
| Headmaster Key | ++[Casual and Pro]: On the round table near the center |
| | of the Terrace. |
| | ++[Master]: Carried by the Headmaster. |
|----------------+----------------------------------------------------------|
| Battle Axe | Embedded in an air conditioning unit in a hidden area |
| | near the Terrace. |
| | |
| | **NOTE: To reach this area you need to go the Terrace |
| | area at the south half of the Headmaster's |
| | Terrace. On the wall is a Ledge that you can |
| | climb up on. Follow it around the building and |
| | past the Pipe to get to this area. |
0===========================================================================0
|###############################| Shoe Shop |###############################|
0===========================================================================0
| Coin | ++[Casual and Pro]: By the register (x5). |
| | ++[Master]: By the register (x1). |
|--------+------------------------------------------------------------------|
| Saber | Behind the counter within the Shop. |
|--------+------------------------------------------------------------------|
| Hammer | On a table in the small courtyard behind the Shop. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Swedish Consulate - Parking Garage \
0===========================================================================>
The Parking Garage is a large area that comprises the basement area. There
are multiple cars parked throughout the floor. However, there are multiple
Soldiers stationed to the east and west sides of the floor. The Garage
Lobby, Garage Office, and Garage Storeroom are in the center. The Shop and
Tool Room is to the east.
There is also a Southwest Storeroom that has a stairway that goes up to the
Ground Floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | ++[Casual and Pro]: By the blue car at the |
| | southeast area of the Garage (x2). |
| | ++[Master]: By the blue car at the southeast area |
| | of the Garage (x1). |
|----------------------+----------------------------------------------------|
| Fire Axe | On the pillar north of the Shop. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | --On a table by the east side of the APC at the |
| | west side of the floor (x2). |
| | --On some crates between the APC and the Shop |
| | (x2). |
|----------------------+----------------------------------------------------|
| Army Truck Key | On the table with the computers near the east side |
| | of the APC at the west side of the floor. |
|----------------------+----------------------------------------------------|
| Consulate Keycard | ++[Casual and Pro]: On some crates near the SUV at |
| | the west side of the floor. |
| | --On the table with the computers near the east |
| | side of the APC at the west side of the floor. |
| | If you let one of the Guards from the Shoe Shop |
| | come to the Garage he will place the Keycard |
| | here. |
|----------------------+----------------------------------------------------|
| Screwdriver | --On the ground at the back of the SUV at the |
| | southwest area of the floor. |
| | --On a shelf near the ground at the east side of |
| | the Garage Storeroom. |
|----------------------+----------------------------------------------------|
| Remote Explosive | On some crates by the west side of the APC at the |
| | west side of the floor (x2). |
|----------------------+----------------------------------------------------|
| Soda Can | On the desk within the Garage Office. |
|----------------------+----------------------------------------------------|
| Propane Flask | --On the cart at the northwest corner of the |
| | Garage Storeroom (x2). |
| | --Near a red barrel at the south side of the Shop |
| | area. |
| | --On the ground at the south end of the shelves at |
| | the east side of the Southwest Storeroom. |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the shelf at the north end |
| | of the Garage Storeroom. |
|----------------------+----------------------------------------------------|
| Wrench | ++[Casual and Pro]: On a shelf at the north side |
| | of the Shop area (x2). |
| | ++[Casual and Pro]: On the shelf at the east side |
| | of the Southwest Storeroom. |
|----------------------+----------------------------------------------------|
| Hammer | On the cart in the center of the Tool Room. |
|----------------------+----------------------------------------------------|
| Crowbar | On the floor by the shelf at the east side of the |
| | Southwest Storeroom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Swedish Consulate Entrance \
0===========================================================================>
The Entrance area is the part on their side of the street. This includes
the two small parking areas at the west and east side of the fence. There
are three small buildings: the Storage Room (west) Gate (center), and the
Guard Shack (east). There is also an entrance to the Parking Garage at the
southeast corner.
As for the street itself, there are three Soldier only areas - both ends
and the center. But between these areas are zones that will safely allow
you access to the west and east sides of the fence.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Consulate Security | ++[Casual and Pro]: On the desk at the northwest |
| Disguise | corner within the Storage Room. |
|--------------------+------------------------------------------------------|
| Scissors | On the small bookcase at the east side within the |
| | Storage Room. |
|--------------------+------------------------------------------------------|
| Screwdriver | On the center counter within the Guard Shack. |
|--------------------+------------------------------------------------------|
| Crowbar | ++[Casual and Pro]: On a blue barrel by the truck at |
| | the parking area at the east side of the fence. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================0
| Swedish Consulate - Ground Floor \
0===========================================================================>
The Lobby comprises the front part of the floor just inside the front door.
This also includes the Receptionist Desk. The Restroom and Northeast Office
are at the northeast corner of the floor. Near the southeast corner is the
Canteen and Pantry. To the west of the Pantry is the Security Room.
To the north of the Security Room is the Center Offices with the stairs
that lead down to the Parking Garage. Next door west of the Security Room
is the Auditorium. At the northwest corner is the Staff Office. Stairs that
go up to the Top Floor are just south of the Lobby and at the south end of
the floor.
The stairs at the south side of the floor will be called the South Stairs
and will be used a lot. The ones in the Lobby will be called the Lobby
Stairs.
**NOTE: It is important to point out that the Guards on the Lobby Stairs
will frisk you when you try to go up so it is best to use the
South Stairs when you can.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Tablet Computer | On the counter behind the east end of the Reception |
| | Desk. |
|---------------------+-----------------------------------------------------|
| Consulate Safe Code | On the floor within the north stall inside the |
| | Restroom. |
|---------------------+-----------------------------------------------------|
| Soda Can | --On the glass coffee table within the Northeast |
| | Office. |
| | --On a glass coffee table west of the main |
| | entrance. |
|---------------------+-----------------------------------------------------|
| Wrench | On the ground just north of the Canteen's north |
| | entrance. |
|---------------------+-----------------------------------------------------|
| Kitchen Knife | --On the south end of food counter at the east side |
| | of the Canteen. |
| | --On the center counter within the Pantry. |
| | --On the south counter within the Pantry. |
|---------------------+-----------------------------------------------------|
| Cleaver | On the counter at the south end of the Canteen. |
|---------------------+-----------------------------------------------------|
| Leather Briefcase | On the floor laying against the long wall of |
| | drawers at the north side of the center office near |
| | the stairs to the Garage Lobby. |
|---------------------+-----------------------------------------------------|
| Screwdriver | On a metal shelf near the center of the Security |
| | Room. |
|---------------------+-----------------------------------------------------|
| Fire Extinguisher | --On the wall by the trash can just outside the |
| | Restroom. |
| | --On the floor by the window near the stove at the |
| | southeast corner of the Canteen. |
| | --On the wall at the east end of the hallway, and |
| | east of the south door of the Pantry, that runs |
| | along the south side of the Pantry and Security |
| | Room. |
| | --On the wall at the west end of the hallway, and |
| | west of the south door of the Auditorium, that |
| | runs along the south side of the Pantry and |
| | Security Room. |
|---------------------+-----------------------------------------------------|
| Consulate Staff Car | On the glass table in the center of the Staff |
| Keys | Office. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============================0
| Swedish Consulate - Top Floor \
0===========================================================================>
Strandberg's Office is at the northeast corner of this floor. Next door to
the south is a Meeting Room. South of this area is a small unisex Restroom.
To the west of that is a large Conference Room. Near its southwest corner
is a small Storeroom.
West of the northwest corner of the Conference Room is the Tech Room that
overlooks the ground floor Main Hall. North of the Tech Room is the Massage
Room. The large room at the northwest corner is the Office Area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Letter Opener | On the large table in the center of the Meeting Room. |
| Meeting Protocol | |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall at the southeast corner of the Office |
| | Area. |
| | --On the wall just east of the Restroom. |
| | --On the wall just west of the Tech Room. |
| | --On the north wall inside the nook south of the |
| | Storeroom. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the janitor cart in the hallway just west of the |
| | Restroom. |
|-------------------+-------------------------------------------------------|
| Wrench | ++[Casual and Pro]: On the floor at the southeast |
| | corner inside the Storeroom. |
|-------------------+-------------------------------------------------------|
| Consulate Janitor | ++[Casual and Pro]: On the cart at the southwest |
| Disguise | corner inside the Storeroom. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the west end of the main desk inside the Tech |
| | Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| Tunnels \
0===========================================================================>
This is a long tunnel that connects the Swedish Consulate Parking Garage
with the Shoe Shop. It has a Locker Room near the center.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Remote Explosive (x3) | On the table in the center of the Locker Room. |
| Bartoli 75R (x2) | |
| Tactical Bartoli 12G | |
|-----------------------+---------------------------------------------------|
| Turret Access Code | On the table at the south side of the Locker |
| | Room. |
|-----------------------+---------------------------------------------------|
| Lethal Poison Vial | ++[Casual and Pro]: On the table at the south |
| | side of the Locker Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================0
| School Entrance \
0===========================================================================>
There are three entrances to the School that lead to a large playground
that comprises the main Entrance. There are multiple military vehicles
stationed here along with lots of supplies.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Wrench | On the crate at the south side of the Entrance. |
|----------+----------------------------------------------------------------|
| Fusil G2 | On the crate at the northwest corner of the Entrance. |
|----------+----------------------------------------------------------------|
| Toy Tank | On the box at the end of the truck at the north side of the |
| | Entrance. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================0
| School - Ground Floor \
0===========================================================================>
The ground floor of this building has multiple rooms and staircases. Out of
the three staircases the one at the northwest corner is blocked about
halfway up.
The large room to the north are Rooms 1 A/B which have been made into a
larger room with a large printing press. I will call this room the Printing
Room. At the northeast corner is the Dormitory which houses a condemned
prisoner and is the Detention Room. Outside of these rooms to the north is
the Playground.
At the southeast corner is the Office. To the south of it is the Office
Storeroom. The rooms to the west of the Office are Rooms 1C and 1D. Room 1C
has been converted into a Weapons Room.
To the south of these rooms is the School Alley which is divided into two
halves - west and east. There is also a large Central Courtyard in the
middle of the floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | ++[Casual and Pro]: On the small bookcase at the |
| | base of the stairs at the northwest corner of |
| | the floor. |
|------------------------+--------------------------------------------------|
| Toy Tank | --On the small bookcase at the northwest corner |
| | of the Printing Room. |
| | --On the ground by the swings at the north side |
| | of the Playground. |
| | --On the small bookcase at the north side of the |
| | Office Storeroom. |
| | --On the ground near the north wall in the |
| | Central Courtyard. |
|------------------------+--------------------------------------------------|
| Screwdriver | On the small bookcase at the northeast corner of |
| | the Printing Room. |
|------------------------+--------------------------------------------------|
| Brick | --On the chair halfway up the stairs at the |
| | southwest corner of the floor. |
| | --On the ground by the Closet along the west |
| | wall inside the Detention Room. |
| | --On the ground by the crates at the north side |
| | of the Playground. |
| | --On the ground at the southwest corner of the |
| | Playground. |
| | --On the ground against the wall at the |
| | southwest corner of the Office. |
| | --Against the south wall by a window within the |
| | Weapons Room. |
| | --On the ground against the south wall at the |
| | southwest area of the east half of the School |
| | Alley. |
| | --On the ground at the southwest corner of the |
| | Central Courtyard. |
|------------------------+--------------------------------------------------|
| Pool Ball | --On the bench at the south wall of the |
| | basketball area at the west side of the |
| | Playground. |
| | --On the ground at the center of the basketball |
| | area at the west side of the Playground. |
| | --On the ground by the basketball hoop at the |
| | west side of the Playground. |
| | --On the ground by the large Gas Canister at the |
| | north wall of the basketball area at the west |
| | side of the Playground. |
| | --On the small bookcase at the southeast corner |
| | of the Office. |
|------------------------+--------------------------------------------------|
| Fusil G2 (x3) | In the Weapons Room. |
| Fusil G1-4 (x2) | |
| Remote Explosives (x4) | |
| Bartoli 75R (x2) | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| School - Top Floor \
0===========================================================================>
The layout to this floor is similar to the Ground Floor. At the northwest
corner, near the blocked stairs, is Room 2A which has been converted into a
Break Room where several soldiers have gathered for lunch. Room 2B is the
room to the east of Room 2A. At the northeast corner is the Dormitory where
several soldiers are sleeping.
At the west side is the Director's Office. To the south are Rooms 2C/D
which were separate rooms but the center wall has been destroyed to create
a larger room I will call the Computer Room. At the southeast corner is the
Toilets.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Brick | On the floor in the northwest corner of the Break |
| | Room. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On the desk in the center of Room 2B. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the desk at the southwest area of the Dormitory. |
| Toy Tank | |
|-------------------+-------------------------------------------------------|
| Elite Soldier | ++[Casual and Pro]: On the sleeping bag at the |
| Disguise | northeast area of the Dormitory. |
|-------------------+-------------------------------------------------------|
| Wrench | ++[Casual and Pro]: On the crates in the south half |
| | of the Dormitory. |
|-------------------+-------------------------------------------------------|
| School Safe Code | On the table with bottles in the center of the |
| | Dormitory. |
|-------------------+-------------------------------------------------------|
| Meeting Protocol | On the desk within the Director's Office. |
|-------------------+-------------------------------------------------------|
| Lethal Poison | On the small table at the northwest corner of the |
| Pill Jar | Director's Office. |
|-------------------+-------------------------------------------------------|
| Saber | Embedded in the chair at the southwest corner of the |
| | Director's Office. |
|-------------------+-------------------------------------------------------|
| Army Truck Key | By the computers at the center of the Computer Room. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the floor at the southwest corner of the Toilets. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MKH3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn an Agency Pickup for the Consulate Parking Garage and |
| | the ICA Proximity Explosive for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You can now start in the Courtyard Club disguised as a Waiter. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn a Hidden Stash for the Mechanic Shop on School |
| | Street. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the ICA19 F/A Pistol for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You can now start at the Snail Stand disguised as a Food |
| | Vendor. |
|----------+----------------------------------------------------------------|
| Level 7 | You earn an Agency Pickup for the West Bazaar Rooftops and |
| | unlock the Emetic Poison Vial for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You can now start in the School disguised as an Elite Soldier. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn a Hidden Stash for the Shisha Cafe Restroom. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the Remote Explosive Duck for use in all missions |
| | and unlock the Janbiya dagger for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the West Bazaar Rooftop disguised as a |
| | Handyman. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn an Agency Pickup at the Old Headmaster's Terrace and |
| | the Enram HV CM Shotgun for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 13 | You can now start at the Lamp Store Rooftop. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn a Hidden Stash at the Consulate Top Floor. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the Proximity CX Demo Block Explosive for use in |
| | all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now start at the Consulate Top Floor disguised as a |
| | Janitor. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn a Hidden Stash at the Carpet Shop. |
|----------+----------------------------------------------------------------|
| Level 18 | You can now start at the School Alley. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn an Agency Pickup for the School Gate. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock both the TAC-4 AR Stealth Assault Rifle and the |
| | Crystal Ball for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MKH4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major characters you will be dealing with during this
chapter:
0======================0
| Claus Hugo Strandberg \
0===========================================================================0
| He is one of your Targets and can be found on the Top Floor of the |
| Consulate Building. He will go from his Office to stand by the large main |
| window before heading south to the walkway above the Auditorium. |
| |
| From here he will head to stand by a window at the east side of the floor |
| then go to the Conference Room. After that then he will go north through |
| the Meeting Room and back into the Office to repeat the patrol pattern. |
| He will not deviate from this unless certain circumstances arise. |
0===========================================================================0
0============0
| Reza Zaydan \
0===========================================================================0
| Your other Target will be at the School. He will start at the Director's |
| Office then go to the Break Room for a bit. After leaving then he will go |
| to a window to stand for a bit before heading downstairs to go to the |
| Detention Room. |
| |
| From here he will go back up and stand by another window for a bit before |
| moving on. He will then go to the Computer Room for a bit then move on |
| back to the Director's Office to repeat his patrol pattern. He will not |
| deviate from this unless certain circumstances arise. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MKH5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0============0
| Summer Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| But there are multiple areas that you are not allowed in such as: |
| |
| --The Carpetshop Rooftop. |
| --The Carpet Shops Area (and the Lamp Store Rooftop). |
| --The Staff Only areas within the Shisha Cafe. |
| --Headmaster's Terrace. |
| --The Shoe Shop. |
| --The Swedish Consulate. |
| --The School. |
0===========================================================================0
0=========0
| Prisoner \
0===========================================================================0
| This person sits inside the Detention Room within the School. The only |
| reason to wear this Disguise is to get close to Reza for assassination. |
| Even if you manage to get out of the School alive this Disguise is |
| useless as everyone, and I do mean everyone, is an Enforcer to it |
| regardless of game difficulty. |
0===========================================================================0
0===============0
| Fortune Teller \
0===========================================================================0
| Like the Vampire Magician Disguise in Paris this is a silly looking |
| outfit that has the same properties as the Suit. In addition, this |
| Disguise has no Enforcers at any difficulty. |
| |
| To acquire this Disguise safely you will need five Coins and bring them |
| to the Fortune Teller who is sitting on the ground at the west end of |
| Electronics Street. Place the five Coins on his plate and he will leave. |
| He will actually take four of the Coins but not the fifth - pick that one |
| up. Go to his Shop at the west end of Lamp Street and wait. After awhile |
| he will go inside, drop off a random weapon, and go to sleep. |
| |
| While you're waiting then place the Coin on the floor in the corner by |
| the Wastebasket then go stand by the Container. When he comes in and goes |
| for the Coin, which will put him out of sight, then subdue him for his |
| clothes. |
0===========================================================================0
0===========0
| Headmaster \
0===========================================================================0
| The Headmaster can be found at the Headmaster's Terrace. He is the former |
| principal of the School and still possesses the Key that opens the doors. |
| This Disguise has the same properties as the Suit. Depending on what |
| Disguise you are wearing you can either just walk up to him to subdue him |
| or throw stun him. |
| |
| As for Enforcers, there are two at Casual difficulty: the Headmaster's |
| son and his friend. There are no additional Enforcers at Professional and |
| Master difficulties. |
0===========================================================================0
0============0
| Food Vendor \
0===========================================================================0
| These people can be found in the Bazaar and just southeast of the Shisha |
| Cafe. This Disguise has the same properties as the standard Suit except |
| that you can poison food and drink without suspicion. However, it is |
| important to point out that this does not work within the Cafe and |
| Courtyard Club areas. |
| |
| To safely acquire this Disguise you can ambush the one that goes to smoke |
| near the West Gate. He will stop at the Pipe that goes up to the West |
| Bazaar Rooftop. There is also a nook between the nearby Shop and the wall |
| near the Pipe. |
| |
| Go into the nook and place a Coin on the ground at the end. Place another |
| Coin near the center and one more near the Pipe. When he comes by then he |
| should see the first Coin then see the others when he gets close enough. |
| When he goes inside and to the last Coin then knock him out and change |
| into his clothes. |
| |
| As for Enforcers, there is one at Casual difficulty and he is just |
| southeast of the Shisha Cafe. There are no additional Enforcers at |
| Professional and Master difficulties. |
| |
| You can start in the Market Square already disguised as a Vendor once |
| you've reached Mastery Level 6. |
0===========================================================================0
0=========0
| Handyman \
0===========================================================================0
| This Disguise consists of brown pants with dark reinforced knees, a blue |
| jacket, and a blue hat. There are only about two or three of these guys |
| that roam the Market Square area. This Disguise has the same properties |
| as the Suit and has no Enforcers at any difficulty.. |
| |
| One thing to note about this Disguise is that you can sabotage Phones, |
| Outlets, and Scooters without suspicion when you have the Screwdriver or |
| Wrench. |
| |
| The best way to acquire this Disguise is to take it from the enclosed |
| area next to the Carpetshop Rooftop. At Master difficulty you need to |
| take it from somebody and the best way to do that is to ambush the one |
| that goes into the Market Square Storeroom. |
| |
| You can start at the West Bazaar Rooftop already disguised as a Handyman |
| once you've reached Mastery Level 11. |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| With the exception of one person the Waiters can be found inside the Cafe |
| area. This Disguise has the same properties as the Food Vendor except |
| that you can poison food, drinks, and Shisha Pipes without suspicion |
| anywhere on the map - even outside the Cafe. |
| |
| However, unlike the Suit, you can actually go onto the School grounds. |
| But at least half of the Soldiers at the Entrance and pretty much all of |
| them inside the School are Enforcers so you can't just go in like you own |
| the place. |
| |
| The best way to acquire this Disguise is to get into the Staff Only Room |
| within the Courtyard Club and turn on the Ice Machine. Stand off to the |
| side and wait for the Waiter to come in. When the door closes then subdue |
| him and take his clothes. |
| |
| As for Enforcers, there is one at Casual difficulty and he is the one by |
| the Bar. At Professional difficulty there is one additional Enforcer and |
| he is the one behind the Staff Only area inside the Cafe area. There are |
| no additional Enforcers at Master difficulty. |
| |
| You can start in the Cafe already disguised as a Waiter once you've |
| reached Mastery Level 3. |
0===========================================================================0
0====================0
| Local Printing Crew \
0===========================================================================0
| This is one of the people responsible for putting up all of the posters |
| throughout town. He can be found at the Courtyard. |
| |
| This Disguise will allow you to go into the School and have almost |
| unlimited access to the Ground Floor (the only exception is the Detention |
| Room). However, you cannot go on the Top Floor. |
| |
| To acquire this Disguise you should get rid of the patrolling Soldier on |
| Carpet Shops Street first. Stand in the Courtyard Storeroom and wait for |
| the Soldier to pass. Then open the door and throw an object at the north |
| wall to lure him. When he enters the Storeroom then subdue him and dump |
| his body in the Container. |
| |
| Go up to the Printing Crew to make one of them put up the last poster and |
| walk near the Storeroom. Lure and subdue him the same way as you did with |
| the Soldier. |
| |
| As for Enforcers, there is one at Casual difficulty and he is patrolling |
| the Market Square area. At Professional difficulty there is one |
| additional Enforcer and he is also patrolling the Market Square area. |
| There are no additional Enforcers at Master difficulty. |
0===========================================================================0
0=================0
| Consulate Intern \
0===========================================================================0
| This outfit differs from the clothing worn by the other men inside the |
| Consulate in that there is no suit jacket. He can be found in the Market |
| Square area where he will wander for awhile before heading back to the |
| Consulate. |
| |
| He will then report to Claus then go downstairs and stay near the |
| Restrooms. He will wander around, drink some water, and make occasional |
| trips to the Restroom. |
| |
| This Disguise allows almost unlimited access to both floors of the |
| Consulate (but not the Garage). The only room you are not allowed in is |
| the Security Room. |
| |
| The best way to acquire this Disguise is to ambush him in the Restroom. |
| However, there is also a Guard that goes into the Restroom too. Ambush |
| him first and leave his body in the south stall. |
| |
| You should have either a regular Security or Soldier Disguise and a |
| toss-able object prior to trying to obtain the Intern Disguise. It is |
| best to get to the Consulate early and wait for him to come in from |
| outside but before he goes up to see Claus. |
| |
| Place a Coin on the floor between the two stalls. Take cover to the right |
| of the Restroom door and wait as he stands outside nearby. When he starts |
| moving and is walking close to the door then open it, toss the object at |
| the the floor, and close the door. This should lure him inside. When he |
| comes in and goes for the Coin then close the door, subdue him, and dump |
| him in the north stall. |
| |
| As for Enforcers, there is one at Casual difficulty and he is a |
| patrolling Guard near the Pantry. There are no additional Enforcers at |
| Professional difficulty. At Master difficulty there are three additional |
| Enforcers: one of the Lobby Stair Guards plus both Guards by the South |
| Stairs. |
0===========================================================================0
0==================0
| Consulate Janitor \
0===========================================================================0
| This person is part of the building's cleaning crew. This Disguise allows |
| you access to both the Ground and Top Floors of the Consulate (but not |
| the Garage obviously). |
| |
| You can easily acquire this Disguise from the Top Floor Storeroom. At |
| Master difficulty you will need to take it from somebody. The best way to |
| get it is to lure one that is working in the Canteen into the Pantry. |
| |
| Subdue the Guard that comes in here first and dump him in the Container. |
| Place a Coin on the floor by the cart and in line with the Canteen door. |
| Stand to the right of the door and, when the Janitor is next to the door, |
| then open it and toss an object on the floor and at your feet. Go to the |
| other end of the Pantry and wait. |
| |
| When he enters then he should go for the Coin. Close the door, subdue |
| him, dump him in the Container, and take his clothes. |
| |
| As for Enforcers, there are six at Casual difficulty: |
| |
| --A Janitor on the Ground Floor. |
| --Three on the Top Floor. |
| --Mr. Olander (Top Floor Conference Room). |
| --Claus. |
| |
| There are no additional Enforcers at Professional and Master |
| difficulties. |
| |
| You can start in the Consulate already disguised as a Janitor once you've |
| reached Mastery Level 16. |
0===========================================================================0
0==========0
| Cameraman \
0===========================================================================0
| The Cameraman is the replacement member for the TV Crew who are in one of |
| the passages between the Market Square and Consulate Square. He can be |
| found in the Shisha Cafe. |
| |
| This Disguise will allow you almost unlimited access to both the Ground |
| and Top Floors of the Consulate with the only exceptions being the |
| Meeting Room, Strandberg's Office, and the Security Room. |
| |
| You need to enter the Courtyard Club to get at him and you need the |
| Membership Card to do that safely. Other ways to enter is through the |
| Pipe inside the Restroom (that can only be accessed by going through the |
| Lamp Store Rooftop) and through the Staff Only Room (you will have to get |
| the Key from the other area or pick the lock). |
| |
| As for acquiring the Card, you can get one from the Carpetshop Rooftop or |
| by ambushing a woman that likes to smoke by the West Gate. To get at her |
| you need to get rid of the Food Vendor that also likes to smoke here. You |
| can hide both bodies in the nook by the Pipe. |
| |
| There are two ways to get at him: |
| |
| The first way is to get him in the Restroom. There is a Soldier that goes |
| into the Restroom from time to time. Stay behind the divider and subdue |
| him when he is safely inside. Dump him in the Container and drop his |
| Rifle by the shelving. |
| |
| After smoking the Pipe then he will go to the Sink just outside the |
| Restroom to use it before going back. Turn on the Sink inside the |
| Restroom which will lure him inside. Take cover to the left of the door |
| and wait for him to enter. When he walks in the immediately close the |
| door and subdue him before he turns off the Sink. Dump him in the |
| Container and take his Disguise. |
| |
| A variant of this is to use emetic poison on his Pipe, while dressed as a |
| Waiter, to make him sick so he is forced to go here. |
| |
| The second method to get at the Cameraman is to lure him to the Sound |
| System near his Pipe. Go in the northwest corner of the Club area to find |
| the System. There is usually a person standing near it taking a smoke. |
| There is also a Container here. |
| |
| Place a Coin on the floor by the red lamp near the Container to lure him |
| here then either subdue him or knock him out with an object and dump him |
| in the Container. |
| |
| Before turning off the System make sure that the Cameraman is alone in |
| his cubicle. There is a woman that comes to sit by him every so often and |
| will be lured instead of him when you turn it off. Wait for her to leave |
| before turning it off then hide behind the large shrub by the Container. |
| |
| When the Cameraman turns the System back on then subdue him, dump him in |
| the Container, and take his clothes. |
| |
| As for Enforcers, there is one at Casual difficulty and he is patrolling |
| the Square near the TV Crew. There are no additional Enforcers at |
| Professional difficulty. At Master difficulty there are two additional |
| Enforcers: one of the Lobby Stair Guards and one at the South Stairs. |
0===========================================================================0
0========0
| Masseur \
0===========================================================================0
| He can be found in the Consulate Ground Floor Conference Room trying to |
| get out of his appointment with Claus. This Disguise has the same |
| properties as the Cameraman Disguise but is easier to acquire. |
| |
| One interesting property of this Disguise. If you run into Claus then he |
| will want his massage. If he goes into the Massage Room but you don't |
| kill him then he will leave. When he gets up then you will have the |
| ability to Offer Massages to most anybody else within the building. This |
| can be useful for both Contracts Mode and Escalations. |
| |
| To safely acquire this Disguise you should probably be dressed as either |
| a Soldier or standard Security and bring either a Mine or standard Pistol |
| like the Bartoli. Go inside the Northeast Office and stand near the |
| standing Guard. There is a wandering Civilian that goes in, stands around |
| for a bit, then leaves the room. |
| |
| The moment he starts to leave then drop your weapon, leave the room, and |
| stand by the wall to the right of the door. When both the Civilian and |
| Guard leave then go back inside, get up behind Konny, subdue him, then |
| dump him in the Closet and take his Disguise. |
| |
| As for Enforcers, there are none at both Casual and Professional |
| difficulties. At Master difficulty there are two Enforcers: one on the |
| Lobby Stairs and one by the South Stairs. |
0===========================================================================0
0===================0
| Consulate Security \
0===========================================================================0
| This is the standard Police style uniform the Guards wear. This Disguise |
| allows unlimited access to both floors of the Consulate (but not the |
| Garage). Outside of the Consulate area this Disguise has the same |
| properties as the Suit. |
| |
| To safely acquire this Disguise you can subdue a patrolling Guard that |
| comes into the Ground Floor Restroom or the one that patrols the South |
| Stairs when he stops at the top. |
| |
| As for Enforcers, on the Consulate grounds, there are nine at Casual |
| difficulty: |
| |
| --Two outside the front gate. |
| --One inside the front gate. |
| --One by the Canteen. |
| --One patrolling the South Stairs. |
| --Both of the Lobby Stair Guards. |
| --One that goes between the Conference Room and the Lobby. |
| --One patrolling Strandberg's Office. |
| |
| At Professional difficulty there is one additional Enforcer and he is |
| just inside the front gate. At Master difficulty there are two additional |
| Enforcers: one that goes up and down the Lobby Stairs and the other Guard |
| at the South Stairs. |
| |
| Outside of the Consulate area this Disguise has no Enforcers at Casual |
| difficulty. At Professional and Master difficulties most of the Military |
| Soldiers are Enforcers so it is much tougher to go out into the city when |
| wearing this Disguise. |
0===========================================================================0
0=================0
| Military Soldier \
0===========================================================================0
| This is the regular Soldier that patrols the streets and guards the front |
| of the Consulate. But, being that these are regular Guards, they are not |
| affiliated with Reza and therefore can't go into the School and the Shoe |
| Shop. |
| |
| The only other restricted areas are the Staff Only sections of the Cafe, |
| the Top Floor of the Consulate, the Security Room of the Consulate, and |
| the Consulate Parking Garage. You do, however, have full access to the |
| Consulate Ground Floor, the Lamp Store Rooftop, and the Carpetshop |
| Rooftop. |
| |
| One way to get the Disguise is to ambush the Soldier in the Cafe Restroom |
| as noted above. Another way is to ambush the one on Carpet Shops Street |
| also noted above. |
| |
| As for Enforcers, there are three at Casual difficulty: one Guard inside |
| the Courtyard Club, the woman at the Lamp Store Rooftop, and one that |
| patrols Electronics Street. |
| |
| At Professional difficulty there are two additional Enforcers: one Guard |
| inside the Courtyard Club and one that patrols the southwest section of |
| the Market Square. There are no additional Enforcers at Master |
| difficulty. |
0===========================================================================0
0==============0
| Elite Soldier \
0===========================================================================0
| This Soldier is different from the Military Soldier in that you wear a |
| green vest and beret. This type of Soldier works for Reza and has |
| additional properties. |
| |
| This Disguise gives you safe access to the School, the Consulate Ground |
| Floor, the Parking Garage, the Shoe Shop, and the Headmaster's Terrace. |
| However, you cannot go on the Consulate Top Floor, the Staff Only areas |
| of the Cafe, and the Lamp Store Rooftop. |
| |
| The easiest way to acquire this Disguise is to sneak down to the Garage |
| and then to the Tunnel entrance. Stay to the left of the door and open |
| it. Keep an eye on the Guard ahead. When he turns around then sneak to |
| the Closet and hide in it. When he passes by then get out and subdue him, |
| dump him in the Closet, and take his Disguise. |
| |
| As for Enforcers, there are fifteen at Casual difficulty: |
| |
| --One inside the Locker Room in the Tunnels. |
| --One at the west side of the Parking Garage. |
| --Six Guards at the Ground Floor of the Consulate. |
| --The Receptionist. |
| --An Officer at the School Entrance. |
| --Two at the Ground Floor of the School including an Officer. |
| --Both Officers on the Top Floor. |
| --Reza. |
| |
| At Professional Difficulty there are three additional Enforcers and they |
| are all at the Consulate: one at the west side of the Garage and two |
| Guards on the Ground Floor. At Master difficulty there are two additional |
| Enforcers: one at the Shoe Shop courtyard and one at the south side of |
| the Garage. |
| |
| You can start in the School already disguised as an Elite Soldier once |
| you've reached Mastery Level 8. |
0===========================================================================0
0=================0
| Military Officer \
0===========================================================================0
| This is probably the best Disguise in this chapter. There are a total of |
| five Officers and four can be found at the School (the last one can be |
| found at the Consulate Parking Garage). With this Disguise you can go |
| just about anywhere except the Lamp Store Rooftop, the Staff Only areas |
| within the Cafe, and the Top Floor of the Consulate. |
| |
| One interesting property of this Disguise is that you can dismiss some of |
| the patrolling Soldiers within the School which can make it easier to do |
| certain things. |
| |
| The easiest way to acquire this Disguise is to take your Coins and at |
| least a Lockpick with you and enter the School Alley. Go through the door |
| to enter the east half and turn around. What you want to do is drop your |
| Pistol on the ground close to the corner to the left of the door to Room |
| 1D. |
| |
| Unlock the door, stand to the right of the door, and open it when the |
| Officer inside is closest to it. Toss the Coin close to the Pistol to |
| lure him outside. When he comes outside then he should see the Pistol and |
| go for it. Subdue him and take his clothes. |
| |
| As for Enforcers, there are three at Casual difficulty and all at the |
| School: an Officer at the Computer Room, an Officer standing outside the |
| Director's Office, and Reza. |
| |
| At Professional difficulty there is one additional Enforcer and he is the |
| one remaining Officer at the School Entrance. At Master difficulty there |
| is one additional Enforcer and he is patrolling just inside the School. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SPZ6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
There are only three Cameras in the entirety of Marrakesh - all in the
Consulate building. There is one at the end of the wall on the left side
of the main entrance when you enter (this one points at the Receptionist
Desk). The second is on a pillar near the entrance to Strandberg's Office
on the Top Floor. The last one is between the Garage Lobby and the Garage
Office inside the Parking Garage.
The Recorder for them is in the Security Room on the Ground Floor and can
be easily destroyed. Best way is to stand at the south entrance, and, when
there are no Guards nearby, quickly bring out your Silenced Pistol, open
the door, and shoot the Recorder. Then quickly holster your Pistol and
close the door as the Guard inside investigates.
0=======0
| Master \
0========================================>
At this difficulty there are four additional Cameras. One above the
Southwest Storeroom door inside the Parking Garage, one above the outside
Garage entrance, one on the northwest corner of the exterior Storage Room,
and one on the short wall that is part of the glass roof of the open area
just north of the South Stairs.
The Recorder for them is still in the Security Room on the Ground Floor and
can be easily destroyed. Best way is to stand at the south entrance. There
is also a Guard that goes into the Room and stand outside the south door
for a bit before going inside.
When he goes inside and, when there are no other Guards nearby, quickly
bring out your Silenced Pistol, open the door, and shoot the Recorder. Then
quickly holster your Pistol and close the door as the Guards inside
investigates.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MKH7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Pipe Dreams] Challenge is moved from the Feats tab to the |
| Assassination tab. The [A Tall, Bald Stranger] Challenge is moved from |
| the Discovery tab to the Feats tab. The [Seven Years Of Bad Luck] |
| Challenge, from the Master Fortune Teller Challenge Pack, is now part of |
| the Assassination tab. |
| |
| The following Challenges are now 1,000 XP instead of 2,000 XP and are now |
| prefixed with Mission Story: |
| |
| --[Mission Story - Golden Touch] |
| --[Mission Story - Open Sesame] |
| --[Mission Story - Why We Fight] |
| |
| The [Cherry Blossom] Challenge has been moved from the Discovery tab to |
| the Feats tab and has been prefixed with Mission Story. The [Honeycomb] |
| Challenge has also been prefixed with Mission Story. |
|
| You can now unlock Emetic Poison Vial and Janbiya at Mastery Levels 7 and |
| 10 respectively. The TAC-4 AR Desert is now unlocked by completing the |
| [Escalations - Track 1, Tier 2] Challenge. The [I Re-Fuse] and [Prank |
| Call] Challenges have been removed. |
| |
| Finally, the Soldier inside the School's Dormitory is no longer an |
| Enforcer to the Elite Soldier Disguise at any difficulty which makes it |
| easier to use the School Starting Point. |
0===========================================================================0
0==============================0
| Master Difficulty Differences \
0===========================================================================0
| There are no major changes other than additional Guards, Enforcers, and |
| Cameras. |
0===========================================================================0
0=================0
| Safe Exploration \
0===========================================================================0
| If you wish to do some exploring of the map without resorting to |
| Rampaging then you should find the necessary Disguises to allow you to |
| safely learn the map. |
| |
| Get the Military Soldier Disguise from the Courtyard Storeroom which will |
| allow you access to most of the areas within the Market Square and the |
| Consulate Ground Floor. While disguised as a Soldier you should go and |
| acquire the Headmaster's Key, the Consulate Keycard, and the Courtyard |
| Club Card. |
| |
| Drop your Rifle in the Conference Room so you can get rid of the Guard |
| and get the Masseur Disguise for safe exploration of the Top Floor of the |
| Consulate. |
| |
| Get the Local Printing Crew Disguise to get safe access to the School. |
| Go into the School Alley to acquire an Officer Disguise so you can |
| explore the rest of the School. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are three Keys that can be found or dropped by others. Finding them |
| can make access to certain areas easier. Although I covered them earlier |
| I will go over them in more detail here: |
| |
| ++Headmaster's Key |
| ================ |
| Found at the Headmaster's Terrace this opens all locked doors in |
| the School. |
| |
| ++Shisha Cafe Key |
| =============== |
| Found at the northwest corner of the main Cafe area this opens the |
| Staff Only door at the east side of the Courtyard section of the |
| Cafe. |
| |
| ++Consulate Keycard |
| ================= |
| Found at the Lamp Store Rooftop and Consulate Parking Garage this |
| opens the locked doors to the Meeting Room and Office on the Top |
| Floor and the doors to the Southwest Storeroom of the Parking |
| Garage of the Consulate building. You can also get this Keycard by |
| subduing the woman at the Lamp Store Rooftop and by subduing a |
| Soldier at the Shoe Shop courtyard. |
| |
| It is also important to point out that you do not need the Keycard |
| to enter the Office and Meeting Room as you can still pick the lock |
| of the doors. However, you cannot pick the door at the Garage so |
| you will need the Keycard or Remote Breaching Charges to open it. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================0
| .50 Syndrome [4,000 XP] \
0===========================================================================>
For this you need to kill both Claus and Reza with the APC Turret. The APC
Turret can be found at the Entrance of the School. You also need to get
Claus here as well. However, in killing them both this way, you will also
be killing multiple Soldiers too.
As such, this will be used as the initial run-through for this chapter and
include another Non-Target kill Challenge as well as [Chameleon] and other
smaller Challenges.
Then there is also the matter of the [Down The Rabbit Hole] Mission Story.
Usually when you complete a Challenge that matches the Story then you will
also successfully complete both. However, although it is easy enough to get
the [Down The Rabbit Hole] Challenge doing the actual Story requires that
you do specific things in order including escorting Claus to the School.
The strategy for the [.50 Syndrome] Challenge will also include how to get
the [Down The Rabbit Hole] Mission Story for this.
The most important thing to know about the Mission Story is that there is a
time limit to get it started. There is a Guard at the Shoe Shop that will
go to the Consulate Parking Garage. You can make him go sooner if you want
but if you wait too long and he goes on his own then the Story is lost.
However, if you start it sooner and go past a specific point then it will
be safe to take your time on the rest and do other things.
When planning bring the Silverballer, Coins, Lockpick, and start at the
Bazaar Entrance. The first part is to get the [Down The Rabbit Hole]
Mission Story started before going after the Non-Target kill Challenge and
Disguises.
When you start then turn left to go onto School Street and go into the
Mechanic Shop to pick up a Wrench. Run to the Headmaster's residence and go
up to the Rooftop. Stay near the top of the stairs and find the Headmaster.
When it is safe then throw stun him. Take the Headmaster's Key, dump him in
the Container, and take his Disguise.
Go to the Terrace area and climb the Ledge. Carefully go around the corner
to find the Pipe down into the School area. Get up close to the divider and
find the two nearby Guards. They will engage in a conversation and split
up. One of them will go to the barrels. When he stops then get up behind
him, knock him out, and drag him behind the divider. Pick up his weapon,
drop it with him, and take his Disguise.
Go inside the School for a few seconds then run to the Shoe Shop to pick up
the five Coins there and the Hammer that is in the back area. Go inside to
find the Tunnel entrance but stay close to the two talking Guards. When
they finish then one of them will go into the Tunnel and head to the
Consulate Parking Garage.
Keep close to him and he will eventually stop to talk to another Guard.
Stay nearby until he finishes. Once it is finished then you have reached
the point in the Mission Story where you can leave to do other things and
still be able to successfully complete it.
Run ahead of him and to the other end of the Tunnel to find a patrolling
Guard. Knock him out with the Hammer, pick up his weapon, and dump him in
the Closet. When the Shop Guard comes by then knock him out, take the
Consulate Keycard, and dump him in the Closet - drop the Rifle here.
Go back to the Locker Room and you should find a table with ammunition on
it. One of the things you need to do for the main kill Challenge is to read
the APC Schematics. However, there is an Enforcer by it. Go to the corridor
behind him and toss a Coin into the corner to lure him away just long
enough for you to quickly run up and read them.
After this then run up to the Garage and pick up the two Coins by the blue
car then go into the Storeroom to pick up the Emetic Rat Poison. Go up to
the Market Square and all the way to the Courtyard Well area.
Here you should see the Printing Crew and a Soldier. One of the Non-Target
kill Challenges requires that you dump five bodies into the Well. In order
to do this you either need to kill or knock out five people then dump their
bodies into the Well. The plan is to kill all five people here then dump
them into the Well.
Bring out your Pistol, go up to the Guard, then shoot him in the head and
quickly kill the two behind you before they have a chance to run away and
then the remaining two. This should allow you to keep control of the
situation. After they are dead then switch into and out of the Printing
Crew Disguise and dump all of the bodies into the Well.
Leave the area, grab the Coins by the Soda Machine, then go into the
Courtyard Storeroom to grab the Emetic Rat Poison. Go to the West Gate and
wait. There is a Food Vendor that comes here to smoke. There is a nook by
the Pipe so go inside, place one Coin on the ground at the end, one in the
center, and one by the Pipe.
When he comes by then he will find the Coins and go inside. Knock him out
when he gets to the last one, pick up all Coins, and switch into and out of
his Disguise. Go up to the Carpetshop Rooftop to acquire the Membership
Card then go over the short wall to switch into and out of the Handyman
Disguise.
From here then go to the west end of Electronics Street to find the Fortune
Teller sitting on the ground. In front of him is a plate. Toss five Coins
onto the plate and he will get up and leave. The last Coin he won't pick up
so pick it up then head west and to his Shop at the north end of Cafe
Street (West).
Go inside and you should find a Container. To the north is a rack with
colored cloth. Place a Coin on the ground at the south end of this rack and
wait. After awhile then the Teller will come into his Shop and sleep.
However, he should see the Coin and go to it instead. Knock him out here,
dump him in the Container, and switch into and out of his Disguise - pick
up all Coins.
Go to the Cafe and toss six Coins into the Fountain then use your
Membership Card to enter the Courtyard. Go into the Restroom and hide
behind the divider. When the Guard comes inside to use the toilet then
knock him out and dump him in the Container - pick up his weapon.
Go out and then to the Staff Only Room. Drop the weapon by the Sink and
turn on the Ice Machine to lure in a Waiter. Knock him out when he turns it
off, dump him in the Container, and take his Disguise.
At the northwest corner of the Courtyard you should see a man with a
backwards cap and a vest. This is the Cameraman and you need to get him
into the Restroom for his Disguise. While avoiding the Enforcer then go to
his Shisha Pipe and poison it when the Cameraman isn't around. Go into the
Restroom and wait behind the divider again. When he comes in then knock him
out, switch into and out of his clothes, and dump him in the Container.
After this then go out of the Cafe through the east door of the Staff Room
to unlock the door and go to the protesters at the front of the Consulate.
At the east side of the area is a white van with a protester shouting at
the crowd. At the back end of the van is a Bottle. This protester will
drink from it from time to time.
Poison it then go to the east parking area of the Consulate. You should
find a Container in the corner behind the large truck. When the protester
gets sick then he will come here. Knock him out and dump him in the
Container.
Go back to the Cafe through the now unlocked door and to the Restroom to
switch into the Military Soldier Disguise. Go up to the Lamp Store Rooftop
to put the area on the map and switch into and out of the Shopkeeper
Disguise. Go to the Consulate Building and enter the Restroom.
When the patrolling Guard comes inside then knock him out and dump him in
the south stall - pick up his weapon. Place a Coin on the floor between the
two stall doors and wait. Eventually the Consulate Intern will come inside
and see the Coin. Close the door, knock him out there, dump in in the other
stall, and switch into and out of his Disguise.
Go into the Northeast Office to find Konny, the Masseur. Stand near the
Guard and wait for the wandering Civilian to come in. The moment he starts
to leave then drop the Pistol you got from the Guard then step outside.
When they both leave then run inside, knock out Konny, dump him in the
Closet, and switch into and out of his Disguise.
Go to the South Stairs and wait for the Guard to go up. Follow him to the
top, knock him out, drag him down the stairs a bit, then switch into his
Disguise. Go around the Top Level and put all of the locations on the map.
Go into the Storeroom and switch into and out of the Consulate Janitor
Disguise. Switch back into the Military Soldier Disguise then go downstairs
to put all ground floor locations on the map before leaving the building.
Go back to the Cafe Staff Room to re-acquire the Elite Soldier Disguise. Go
and explore all Unexplored Areas on the map outside of the School before
proceeding.
Go to the School area and enter the School Alley using the Key. Knock out
the Guard there and grab his weapon. Go into the other half and drop the
weapon in the corner by the door. Open the other door, take cover to the
right of it, and look inside. One of the Soldiers here is an Officer.
When he closest to you then toss an object near the weapon to lure him
outside. Since he is an Enforcer you should step away from the door a bit.
Knock him out when he gets to the weapon and switch into his Disguise. Go
inside and turn right.
On the wall by the window is a group of drawings known as a Child's
Painting. Stand by this group for a few seconds then go into the Weapons
Room and grab some Remote Explosives.
There are also five Peepholes that you need to look through for another
Challenge. The first Peephole is inside the Weapons Room in the southeast
corner. You should see it under the alphabet poster.
It should be noted that you can only look through the Peephole one way. For
this one you can look into Room 1D but you can't look into the Weapons Room
from the other end.
After looking through this Peephole then go into the Printing Room to find
another one. It should be in the northeast corner and looks into the
Detention Room. After looking through this then go outside and into the
Playground. Go west to the find a basketball hoop. Grab one of the Pool
Balls that are scattered around this area then stand some distance from the
hoop. Toss it into the hoop for another Challenge.
After doing this then go back inside and upstairs while avoiding Reza. Go
into the Toilets to find the third Peephole which is on the west wall
between the mirrors. After looking through that then go into the Computer
Room to acquire the Army Truck Keys.
From here then go to Room 2B. In the southeast corner is another Peephole
that looks into the Dormitory. Go to the top of the blocked staircase. Look
left towards the wall for the north side of the Director's Office to find
the last Peephole.
After that then go to all of the Soldiers on this floor and the one that
goes down the stairs and dismiss them so they will leave. Go back to the
blocked staircase and wait. After Reza comes by and leaves then toss one of
the Explosives so that it lands near the Enforcer so he can pick it up and
leave. Go into the Office to put it on the map then go downstairs to the
Detention Room while avoiding Reza.
Dismiss the Soldier inside and the Soldiers outside. Go into the Printing
Room and wait for Reza to come down and leave. Go inside, subdue the
Prisoner, dump him in the Closet, and switch into his Disguise. Sit in his
chair for a few seconds, re-acquire the Officer Disguise, and leave.
In addition, if you explored all areas outside of the School then entering
the Detention Room should complete all Unexplored Areas.
After this then run back to the Shoe Shop and to the Tunnel to go back to
the Parking Garage. As you're doing this then Reza should be finding out
about the missing Prisoner. This will cause an alarm but things should
settle down quickly.
When you get to the Garage then go to the Fire Alarm in the Garage Lobby
and wait for things to settle down at the School. Now it is time to bring
Claus to the School and set up his, and Reza's, death. Pull the Fire Alarm
to get Claus to leave the Consulate.
He will go through the Garage and Tunnel and to the Shoe Shop. Stay close
to him all the way there. When he is at the Shop then stay just outside
until the Mission Story completes. When they leave then run ahead to the
APC in front of the School.
Near it is a console that will allow you to fire the Turret Gun. When both
Claus and Reza are together then use the controls to activate the Gun and
kill them both (along with several Soldiers). After this then use the Army
Truck to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Back to School [1,000 XP]
*************************
For this you need to get the Headmaster's Key.
>>New Transfer [1,000 XP]
***********************
For this you need to enter the School without getting spotted.
>>Mole-tiple Choice [1,000 XP]
****************************
For this you need to find the entrance to the Tunnel.
>>Uninvited [1,000 XP]
********************
For this you need to get into the Consulate without getting spotted.
>>Poster Boy [1,000 XP]
*********************
For this you need to acquire the Printing Crew Disguise.
>>Wishing Well [2,000 XP]
***********************
For this you need to dump five bodies into the Well at the Courtyard.
You will need to either subdue or kill at least five people and drag
them to the Well for dumping.
>>Begging for It [4,000 XP]
*************************
For this you need to toss five Coins at the Fortune Teller's plate.
>>A Tall, Bald Stranger [2,000 XP]
********************************
For this you need to acquire the Fortune Teller Disguise.
>>Future Events [2,000 XP]
************************
For this you need to acquire the Fortune Teller Disguise without
killing him.
>>Your Luck is Running Out [1,000 XP]
***********************************
For this you need to toss six Coins into the Fountain at the Shisha
Cafe.
>>I'm a Member [1,000 XP]
***********************
For this you need to get a Courtyard Club Membership Card.
>>Candid Camera [1,000 XP]
************************
For this you need to acquire the Cameraman Disguise.
>>Public Sneaker [2,000 XP]
*************************
For this you need to get rid of the Protester at Consulate Plaza
without killing him.
>>Strong Hands [1,000 XP]
***********************
For this you need to acquire the Masseur Disguise.
>>Dismissed! [1,000 XP]
*********************
For this you need to acquire the Officer's Disguise.
>>The Scenic Route [1,000 XP]
***************************
For this you need to find a Child's Painting.
>>Slam Dunk [4,000 XP]
********************
For this you need to toss a Pool Ball into the basketball hoop at the
Playground.
>>Is it Safe? [1,000 XP]
**********************
For this you need to find the combination to the School Safe.
>>Looking Through Walls [2,000 XP]
********************************
For this you need to look through all five Peepholes inside the
School.
>>Discover Marrakesh [1,000 XP]
*****************************
For this you need to find all 23 Unexplored Areas on the Marrakesh
map.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Prisoner ++Fortune Teller
++Headmaster ++Food Vendor
++Handyman ++Waiter
++Local Printing Crew ++Consulate Intern
++Consulate Janitor ++Cameraman
++Masseur ++Consulate Security
++Military Soldier ++Elite Soldier
++Military Officer
>>Mission Story - Bad Blood [2,000 XP]
************************************
For this you need to sit in the chair as the Prisoner.
>>Mission Story - Down The Rabbit Hole [1,000 XP]
***********************************************
For this you need to make Claus leave the Consulate by using the Fire
Alarm.
>>The Banker [4,000 XP]
*********************
For this you need to kill Claus Hugo Strandberg.
>>The General [4,000 XP]
**********************
For this you need to kill General Reza Zaydan.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Get the Truck Out of Here! [1,000 XP]
*************************************
For this you need to leave the mission via the Army Truck by the
School.
0============================================================0
| Dance Till You Drop [4,000 XP], (Un)happy Ending [4,000 XP] \
0===========================================================================>
A video by iNTiMiDaTeGaming pointed out how to do [Dance Till You Drop].
For [(Un)happy Ending] you need to kill Claus while disguised as the
Masseur. Since you are killing Reza in front of a large group of people
this is not going to be a Silent Assassin run-through. When planning bring
the Silverballer, Coins, and start at the Bazaar Entrance.
As with the last run-through go to the Mechanic Shop to grab a Wrench and
go up to the Headmaster's Terrace to knock out the Headmaster and grab his
Key. Use the Pipe to go down to the School area and ambush the Guard after
he finishes the conversation with his friend then take his clothes. Go to
the School Alley, enter it, and knock out the Soldier here and take his
weapon.
Go into the east half and use the Rifle to lure out the Officer as you did
in the previous run-through. After obtaining his Disguise then go back
inside and to the Printing Room. Subdue the Soldier here and dump him into
the nearby Container - take his weapon.
You now need to dismiss all available Soldiers - a total of nine. There is
one in the Prisoner Room and one in the Dormitory. All of the others are
patrolling the hallways and stairs. The dismissed Soldiers will go to the
Playground. Wait for all of them to enter it before going to the ground
floor Office.
A Radio should now be on the desk. Go behind the Soldiers and turn on the
Intercom. Then turn on the Radio (it should also say Commence Dance Off).
Music should now play and the all of the Soldiers should now dance. Now go
into the Printing Room.
Reza should also go to the Playground when the music begins. When he gets
there then he will go onto a platform and dance along with his troops. From
the safety of the Printing Room then snipe him with a Silenced Pistol and
run to the Consulate.
Go into the Staff Office to get the Consulate Car Keys. Go into the
Northeast Office, bring out your Rifle, stand near the standing Guard, and
wait.
Just like in the previous run-through you need to wait for the wandering
Civilian to come and start to leave before dropping your weapon and walking
out. When both the Guard and Civilian leave then go back inside and subdue
Konny for his clothes.
When the Civilian returns then subdue him and dump him in the Closet. Drop
your Pistol on the floor near the center of the room. When the Guard
returns then subdue him when he goes for the weapon and drag him behind the
desk. Go to the Tablet at the Receptionist's Desk to read it then talk to
her so you can get Claus to the Massage Room.
Use the South Stairs to get to the Top Floor and go to the Massage Room.
When Claus arrives then start the Massage. When the prompt comes up then
break his neck to kill him. Run down the Lobby Stairs and back to the
Office to re-acquire the Officer Disguise. Run down into the Garage and to
the Staff Car to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Let's Dance [4,000 XP]
**********************
For this you need to turn on the Radio.
>>Mission Story - Golden Touch [1,000 XP]
***************************************
For this you need to give Claus a massage while dressed as the
Masseur.
>>Floor It! [1,000 XP]
********************
For this you need to leave the mission by using the Consulate Staff
Car in the Parking Garage. You should also earn the Consulate Parking
Garage Starting Point.
Plus these other Challenges:
--Back to School --New Transfer
--Dismissed! --The General
--Uninvited --Strong Hands
--The Banker
0============================================0
| Drama Queen [4,000 XP], Oil Lamp [4,000 XP] \
0===========================================================================>
For [Drama Queen] you need to get the Cameraman Disguise and kill Claus
with an explosion during the interview. You must trigger the explosion
shortly after the interview begins while still in the building or you may
not get the Challenge. This will also negate Silent Assassin because of the
explosive Camera and that at least one Non-Target may die in the explosion.
For [Oil Lamp] you need to kill Reza in the Director's Office by using the
Oil Lamp inside. The explosion may also kill the standing guard outside.
When planning bring the Silverballer, ICA Remote Explosive, Coins, and
start at the Cafe.
When you start then immediately get out of the cutscene, run into the
Restroom, and stand behind the divider. When one of the Guards sitting
outside comes in to use the Toilet then subdue him and hide him in the
Container. Pick up his Membership Card and Rifle and drop the weapon behind
the divider.
Run back out and to the center passage to the Market Square and get close
enough to the TV Crew to get the [Prime Time] Mission Story started.
Go back to the Club Restroom and wait for the Cameraman to go to the Sink
just outside. Turn on the Sink inside the Restroom and take cover to the
left of the door. When he enters then immediately close the door and subdue
him before he turns off the Sink. Dump him in the Container and take his
Disguise.
After you get the Cameraman Disguise then just go right through the front
door of the Consulate. Go to the Auditorium to find the green screen. To
the left is a Camera. Place the Explosive in it when no one is looking and
leave the Consulate.
Find the TV Crew, talk to them, and follow them into the Consulate. You
will be led into the Auditorium. Stand by the Camera until you are given
the prompt to turn it on. After turning it on then run to the Restroom.
This will also complete the [Prime Time] Mission Story. When inside the
Restroom then go into one of the stalls, bring out the Detonator, and use
it to kill Claus.
Wait here to see if the alarms go off. If they do then wait for everything
to completely calm down before doing anything else. After killing Claus
then go back out and down into the Garage.
Sneak to the Tunnel entrance and use your Instinct to keep an eye on the
patrolling Soldier ahead. When he turns his back then quickly sneak run in,
subdue him, dump him in the Closet, and take his Disguise and Rifle. Run
through the Tunnels and out into the Shoe Shop.
Run to the Headmaster's Terrace and get his Key. Go back down and to the
School then grab the Wrench from the Entrance before entering the building.
Go into the Weapons Room and pick up all four Remote Explosives then go up
into the Alley through the open window. Subdue the Guard in this section
when it is safe then go into the other half.
Use the Rifle and Crowbar to lure out the Officer so you can subdue him for
his Disguise. Go up to the Top Floor to get the Army Truck Keys then
Dismiss all Soldiers on this floor. Just like with the [Don't Blow It]
Challenge I am going to use a Mine to distract and get the Enforcer away
from the Director's Office when Reza is away so I can go inside.
Once inside then turn off the Oil Lamp and use the Wrench on the Gas
Canister. Go back down and outside then stand by the Army Truck. When Reza
comes by and blows himself up then leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Prime Time [2,000 XP]
*************************************
For this you need to turn on the Camera while disguised as the
Cameraman.
Plus these other Challenges:
--I'm a Member --Candid Camera
--Uninvited --The Banker
--Mole-tiple Choice --New Transfer
--Dismissed! --The General
--Someone Could Hurt Themselves --Get the Truck Out of Here!
0=============================================================0
| A Room with a Moose [4,000 XP], Personal Vendetta [4,000 XP] \
0===========================================================================>
For [A Room with a Moose] you need to kill Claus by dropping a Moose
sculpture on him. For [Personal Vendetta] you need to kill Reza while
disguised as the Prisoner.
When planning bring the Silverballer, Remote Breaching Charge, Coins, and
start at the Cafe. This run-through is structured mostly the same way as
the previous one but with some changes.
When you start then run into the Restroom and ambush the Guard again. Then
lure in the Cameraman with the Sink so you can subdue him for his Disguise.
After taking his Disguise and hiding him then run to the Consulate.
Run up the South Stairs and to the Tech Room. At one end is a Winch. There
is also a Guard that patrols the nearby area. When he is not on the walkway
above the Auditorium then place the Charge on the right side of it. Run
down the Lobby Stairs and outside. Go to the TV Crew and follow them to the
Auditorium.
When you turn on the Camera then run to the Restroom to blow the Charge to
drop the Moose down onto Claus to kill him. Run down into the Garage and to
the Tunnel entrance to ambush the Soldier for his Disguise as before. Run
through the Tunnel and out the Shoe Shop.
Go up to the Headmaster's Terrace to get his Key then down into the School.
Go into the west end of the Alley to subdue the Guard here then into the
east half to lure out the Officer for his Disguise using the Rifle and
Coins. Go up into the Computer Room to get the Army Truck Keys.
Go back down and dismiss all Soldiers inside and near the Detention Room.
Go out the door into the Playground and subdue the Soldier by the window to
the Room. Drag his body to the southeast corner of the Playground area to
hide him. Wait for Reza to come and leave before going back inside.
Subdue the Prisoner, hide him in the Closet, take his Disguise, and sit in
the chair. When Reza comes by again then kill him when prompted and hide
his body then re-acquire the Officer Disguise. After this then go to the
Army Truck to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus these other Challenges:
--I'm a Member --Uninvited
--Candid Camera --Prime Time
--The Banker --Someone Could Hurt Themselves
--Mole-tiple Choice --New Transfer
--Dismissed! --Mission Story - Bad Blood
--The General --Get the Truck Out of Here!
--Silent Assassin
0=========================0
| Don't Blow It [4,000 XP] \
0===========================================================================>
For this you need to get both Claus and Reza to meet in the Tunnel and kill
them both with an exploding Gasoline Drum. In order to do this you need to
open the Safes in both the Director's Office within the School and the
Consulate Office to find code words that are used to get them to meet.
When planning bring the Silverballer, Lockpick, Coins, and start at the
Bazaar Entrance. When you start then go to the Courtyard Storeroom but pick
up some Soda Cans along the way. When you get there then toss a Can at the
Wastebasket to lure in the nearby Soldier. Subdue him when he gets inside,
dump him in the Container, and take his Disguise and Rifle.
Go up to the Lamp Store Rooftop using the northeast entrance to get the
Consulate Keycard. Run to the Consulate and go into the Northeast Office.
Stand near the standing Guard and wait. Once again drop the weapon by the
Guard as the Civilian starts to leave the room so you can clear it out and
subdue Konny for his clothes.
When the Civilian comes back then subdue and hide him in the Closet and use
your Pistol to lure the Guard to the center of the room so you can subdue
and hide him behind the desk.
Go to the Restroom and get the Consulate Safe Code from the north stall.Run
up the South Stairs and to the south door of the Meeting Room. Enter it
when there is no one watching and wait near the southeast corner of the
room. Wait for Claus to walk through before doing anything.
Place a Pistol on the floor south of the door, take cover to the right of
the Office door, and open it. When the patrolling Guard comes by then he
should see the weapon. Grab him through the door to subdue him there dump
him in the Closet. Run to the Safe then open it to get the Code Word.
Run back down to the Office via the Lobby Stairs, and re-acquire the
Military Soldier Disguise. Go out then into the Garage entrance. Sneak down
through the Garage and to the Tunnel entrance.
Use your Instinct to keep an eye on the Guard ahead. When he turns around
then run up behind him and subdue him then take his weapon. Dump him in the
Closet and take his Disguise.
Go through the Locker Room and then to the next section at the top of the
stairs north of it. Drop your Rifle on the floor near the Closet when the
patrolling Guard goes back down then stand partway down the same stairs and
wait. When he comes back up then he should see the weapon and go to it.
Subdue him and hide him in the Closet - take all Rifles.
Go back down to the Locker Room area and stand out of sight of the Guard so
you can safely shoot the bottom of the Gasoline Drum to make it leak. Go
through the rest of the Tunnel and out the Shoe Shop then to the School.
Go into the Weapons Room and get all four Remote Explosives then go out the
window and drop your Rifle at either end of this Alley section depending on
where the Guard is. When he finds the weapon then subdue him there and
leave the body - pick up the weapon.
Go into the other section and place the Rifle on the ground in the corner
to the left of the door. Pick open the door to Room 1D, stand to the right
of it, and toss a Coin at the Rifle when the Officer is closest to the door
to lure him outside. When he sees the Rifle then close the door and subdue
him so you can take his Disguise.
Go back inside and upstairs. Go into the Dormitory and get the Safe
Combination. Dismiss all the Soldiers on the Top Floor so that only the
Officer in front of the Director's Office remains. Stand behind the wall at
the top of the stairs to the north of the Office. Wait for Reza to come in
and out of the Office and walk down the hall to the stairs before doing
anything.
Peek around the stack of crates and toss one of the Mines just past the
Officer. He should pick it up and walk down to the Weapons Room to drop it
off.
Run to the Office and open the Safe. Use the Phone to get Claus down to
the Locker Room. Run out of the School and to the Consulate. Run to the
Northeast Office to re-acquire Konny's Disguise. Run back up to the Top
Floor via the South Stairs and use the other Phone to get Reza down. Go
back down to the Northeast Office to re-acquire the Officer Disguise then
back down to the Garage and into the Tunnel.
Go to the east side of the wall at the east side of the Locker Room and
hide behind one of the yellow wall pillars. When Reza comes down and enters
the Room then sneak around and find the outer edge of the Gas Pool. Shoot
it to set it aflame to kill both Targets. After that then run out into the
Shoe Shop and to the Bazaar Entrance to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Cherry Blossom [1,000 XP]
*****************************************
For this you need to open the Safe within the Standberg's Office.
>>Mission Story - Honeycomb [1,000 XP]
************************************
For this you need to arrange a meeting with Claus.
>>Tunnel Vision [2,000 XP]
************************
For this you need to kill Reza in the Tunnel with an exploding
Gasoline Drum.
Plus these other Challenges:
--Uninvited --Strong Hands
--Mole-tiple Choice --New Transfer
--Dismissed! --Is it Safe?
--The Banker --The General
--Someone Could Hurt Themselves --Silent Assassin
0=================================================================0
| Internal Affairs [4,000 XP], The Headmaster's Revenge [4,000 XP] \
0===========================================================================>
For [Internal Affairs] you need to kill Claus with the Fiber Wire while
disguised as the Consulate Intern. For [The Headmaster's Revenge] you need
to kill Reza while disguised as the Headmaster. For this bring the
Silverballer, Coins, Fiber Wire, and start at the Bazaar Entrance. When you
start then run to the Courtyard Storeroom while picking up Soda Cans along
the way.
Just like in the previous run-through I'm going to acquire the Military
Soldier Disguise so I can safely go to the Consulate building. After
acquiring the Disguise then go up to the Lamp Store Rooftop to get the
Consulate Keycard. Go into the Consulate, go to the Restroom, and wait.
Subdue the patrolling Guard when he enters and dump him in the south stall
- take his weapon.
It will be about seven minutes from the start of the mission to until the
Intern enters the building. While you're waiting then place a Coin on the
floor by the stalls. When he finally walks by the Restroom the open the
door and toss an object to lure him in. When he goes for the Coin then
subdue him, dump him in the north stall, and take his clothes.
Go up the South Stairs and into the south door of the Meeting Room. Place a
Coin on the floor by the whiteboard to the right Office door, unlock the
double doors with the Keycard, then go near the Conference Room and wait
for Claus to come by. He should see you and lead you to the Office through
the Meeting Room. He should see the Coin which will give you time to close
the doors and safely garrote him.
**NOTE: The reason for waiting near the Conference Room is that, if you
meet him near the Office door, is that the Guards by the door
will frisk you if you go through there.
Hide his body in the Closet then run back down to the Restroom to
re-acquire the Soldier Disguise. Run to the Headmaster's Terrace, subdue or
throw stun the Headmaster, dump him in the Container, and take his Disguise
and Key. Climb the Ledge then to the Pipe so you can slide down to the
School grounds.
The reason for doing this has to do with some problems that players have
had in regards to [The Headmaster's Revenge] Challenge at Professional
Difficulty. Some players have not been able to acquire it regardless of
what they do. Someone at Reddit, Quinez, suggested that they were doing
things out of order.
Go to the School Alley, enter it, and throw stun the Soldier here. Go into
the east half, take the Pistol you got from the Guard earlier, and drop it
in the corner to the right of the door you just came through. Open the door
to Room 1D, stand to the right of the door, and toss an object at the
Pistol to lure out the Officer when he is closest to the door.
Close the door and subdue him when he walks out and drag his body to the
other end of the Alley. Pick up all objects and weapons and drop the Rifle
near the open window by the crates. Go into the other side and wait. The
patrolling Soldier inside Room 1D should see the weapon when he stops by
the window. When he walks out then run up behind him and subdue him - leave
his body.
Sneak into the Office and turn on the Intercom. Go into the Storeroom,
climb up the hole and into the Toilets, and crouch close to the Wastebasket
by the stalls to hide you. Reza will come inside the Toilets to look down
on the Soldiers below before going down. When he leaves then go to the
Toilet by the other hole.
When he confronts them and completely stops inside the Office then drop the
Toilet on him to kill him. Go back down the other hole and into the Alley.
Get the Officer Disguise and go back inside. Go up into the Computer Room
to acquire the Army Truck Keys then go back downstairs and to the Army
Truck to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Mission Story - Open Sesame [1,000 XP]
**************************************
For this you need to enter the School Alley using the Headmaster Key
and disguised as the Headmaster.
>>Bathroom Break [4,000 XP]
*************************
For this you need to kill Reza with a Toilet.
Plus these other Challenges:
--Uninvited --The Banker
--Back to School --New Transfer
--The General --Someone Could Hurt Themselves
--Dismissed! --Get the Truck Out of Here!
--Silent Assassin
0=================================================================0
| Drowning Your Sorrows [4,000 XP], Don't Use That Tone [4,000 XP] \
0===========================================================================>
For the first Challenge you need to drown Claus in a Toilet and for the
second you need to kill Reza by pushing him into the Printing Press
inside the School. When planning start at the Lamp Store Rooftop.
When you start then sneak to the Consulate Keycard to pick it up then get
close enough to the woman to start her conversation. Go down to the lower
Rooftop and hide in the Container. By the time the woman finishes and
starts to the upper Rooftop then the Soldier should be at the wall
overlooking the Cafe.
Get out, subdue him, pick up his Pistol, drag him to the Container, and
take his Disguise. Run down to the Courtyard Storeroom, while picking up a
couple of Soda Cans, and use one of them to lure the Soldier inside. Subdue
him, take his Rifle, and dump him into the Container.
Go into the Courtyard to get the conversation started amongst the Crew so
one of them can leave. Go back to the Storeroom and use a Soda Can to lure
him inside when he is just outside. Subdue him, dump him in the Container,
and take the Emetic Rat Poison before leaving.
Run to the Consulate and to the Northeast Office. Use the Rifle to lure out
the Guard so you can subdue Konny for his Disguise. Run up the South Stairs
and enter the Meeting Room when no one is looking. Stand outside the door
to Strandberg's Office. When the Guard goes outside the Office then quickly
run in, poison the Glass at the end of the long table, then run to the
Restroom.
Wait for Claus to come by when he gets sick and drown him in the Toilet
then hide him in the Closet. Run down the Lobby Stairs, out of the
Consulate, and back to the Courtyard Storeroom to acquire the Printing Crew
Disguise.
Go back to the group and talk to them. They will then start to go back to
the School. Go with them and you will eventually enter the Printing Room
where you will meet with Reza. He will state that he wants the machine to
keep running until the entire town is covered with the posters.
He will then leave. Two of the Printing Crew will also leave. Subdue the
last one and dump his body into the Container at the northwest side of the
room. Another member of the Crew will also come back inside.
However, Reza should also be checking up on progress before heading to the
Detention Room. When he leaves then subdue the Crew and hide him in the
Container. Turn off the Printing Press and stand at the west end of the
room. Reza should hear it being off and come back.
He will get upset and then turn it back on himself. After that then he will
stand at one end of the Press. Get up behind him and push him into it to
kill him. From here then run to the Bazaar Entrance to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Mission Story - Why We Fight [1,000 XP]
***************************************
For this you need to listen to Reza's propaganda speech.
Plus these other Challenges:
--Uninvited --The Banker
--Poster Boy --New Transfer
--Someone Could Hurt Themselves --The General
--Silent Assassin
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
When planning bring the Silverballer, Remote Breaching Charge, Lethal
Poison Vial, and start at the Consulate Parking Garage. When you start then
run into the Storeroom to grab the Screwdriver then run back to your
starting point.
Sneak run east along the wall, turn south at the wall corner, run south
past the blue car, then down the stairs to the Tunnel. Climb up the wall
and into the Tool Room. Sneak run out of the Tool Room then go south and
west and stop by the light blue car.
Ahead of you is another Guard who should be standing between the two cars
ahead of you. When he turns to walk north then run forward to the double
doors leading into the Consulate. Place the Charge on the door, go a few
feet away, and detonate it to enter the building. Get the Wrench and sneak
up to the top of the stairs, open the door, get out just far enough to get
the conversation started, then go back.
After the conversation ends then wait for the Guard to go up the stairs
and stop then sneak up, knock him out, pick up his Pistol, and drag him to
the Container inside the Small Storeroom for hiding. Go inside the small
Storeroom and wait.
There should be a Guard on the walkway by the Stage Light. Turn on the
Vacuum Cleaner and take cover to the right of the door. As he walks in then
grab him to subdue him. Turn off the Cleaner, pick up his weapon, and dump
him in the Container.
Go out to the Stage Light and sabotage it then run to the Tech Room. If
your timing is right then the Guard that normally goes between the walkway
and the waiting area by the Tech Room will have just left thus giving you a
clear run to the Room. Run into the Room, turn on the Stage Light, then run
back onto the walkway before the doors close.
Sabotaging the Light will kill Claus in an accident later.
From here then re-trace your steps back down to the Garage and then to the
door that goes up to the Consulate Entrance. Run up the stairs to go
outside then jump over the wall to enter the east parking area and leave
the Consulate area.
Next, Run to Consulate Street and to the junction south of the East
Courtyard. At the south side of this junction is a small kitchen with a
Plate inside. This Plate is for Reza and this is what I will use the poison
on. If your timing is right then there should be two patrolling Guards
stopped near the Plate. When they leave then poison the Plate.
Now you need to have the Plate delivered to Reza. Go to Plates Alley to
find a Radio and a sleeping Waiter nearby. Turn it on to wake him up and he
should now go to the Plate so he can deliver it to Reza.
Follow him all the way to until you reach the Guards for the School. This
will ensure that he goes to the School to drop off the Plate. As you're
following him then Claus will electrocute himself. After making sure that
the Waiter enters the School then run to any Exit Point and wait for Reza
to drop dead so you can leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Electri-fried [4,000 XP]
************************
For this you need to kill Claus by electrocuting him.
>>Poison IV [4,000 XP]
********************
For this you need to kill Reza by poisoning his food.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--The Banker --Someone Could Hurt Themselves
--The General
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
>>The Standard Method
*******************
For this place the Sieger 400 Ghost at the Old Headmaster's Terrace and
start at the School. Leave the School grounds while avoiding Enforcers.
Go up to the Headmaster's Terrace, grab the Rifle, holster it, then
climb the Ledge.
Make your way to the hidden area. When Reza comes up the stairs and
looks out the window then shoot him, quickly make your way back to the
Terrace, and run to the Carpetshop Rooftop at the southwest corner of
the Market Square.
Go up to the upper Rooftop and wait. When Claus presents himself for a
clear shot then kill him and run to the West Gate to leave the mission.
>>The Cheap Method
****************
For this bring Silverballer, Coins, Lockpick, place the Sieger 300 at
the School Gate, and start at the School Alley. Go to the corner to the
right of the door for the west half of the Alley and drop your
Silverballer there. Go to the door for Room 1D and use the Lockpick to
open it.
Go to the right of the door and toss a Coin at the Pistol to lure out
the Officer when he is close to the door. Stay out of sight and he
should see the Pistol when he exits. Subdue him there, drag him deeper
into the corner, and take his clothes. Pick up all items except for his
Rifle and enter the School.
Go into the Office to pick up the Pool Ball then run into the Detention
Room to Dismiss the two Soldiers there. Go into the Playground to pick
up the Rifle then go through the window into the Printing Room as Reza
should be entering the Detention Room.
Run into the hallway, into the Detention Room, and knock out Reza.
Don't worry about the Prisoner - he can't see your attack. Drag Reza to
the Closet, shoot him in the head, and dump him into it.
After this then leave the School and run to the Consulate. Go to the
South Stairs and wait for the Guard to go upstairs. Sneak up behind
him, knock him out, pick up his weapon, and drag him to the Container
in the Small Storeroom to hide him. Take his Disguise, turn on the
Vacuum Cleaner, and take cover to the right of the door to the walkway.
Grab the nearby Guard as he walks in, turn off the Cleaner, and dump
him in the Container. Grab the Wrench, open the door and place a Coin
on the floor just outside, then place another one just inside the door,
and wait.
After awhile then Claus will come by to look over the floor below. Open
the door and toss the Wrench near the outside Coin to lure him to it.
Take cover to the right of the door, open the door, and wait.
He should see the first Coin and pick it up. Then he will see the other
Coin and go for it. Grab him as he walks in to subdue him and drag him
to the center of the room. Shoot him in the head to kill him then
re-acquire the Oficer Disguise. Go downstairs, go to the Staff Room to
grab the Car Keys, then go to the Garage to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP] - Both
*******************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Piano Man
++Hold My Hair ++Tasteless, Traceless
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--The General --The Banker
--Floor It! --Silent Assassin (Cheap)
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Contracts Mode Challenges |###########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Listed below are Challenges that can only be done in Contracts Mode:
0===================================0
| Seven Years of Bad Luck [4,000 XP] \
0===========================================================================>
For this you must kill five different Targets and with five different types
of accidents while disguised as the Fortune Teller.
Any accident kills on Claus and Reza that you do in the Fortune Teller
Disguise during the Main Mission will *NOT* count towards this. This can
only be done through Contracts Mode and all kills have to be in one
Contract.
0=======================0
| Pipe Dreams [1,000 XP] \
0===========================================================================>
For this you need to kill a Target by poisoning a Shisha Pipe. This can
only be done in Contracts Mode since neither of the Main Mission Targets go
anywhere near the Cafe.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Marrakesh Challenge Run |#########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the other two chapters this is a full Silent Assassin run that uses
the basic items you have at the beginning of the chapter to get as many
Challenges as possible including [Chameleon]. So you will be starting at the
Bazaar Entrance in your Summer Suit. When planning bring the Silverballer,
Fiber Wire, and Coins.
As for the Mission Stories, there are eight of them but one is timed - [Down
The Rabbit Hole]. You need to get that started as soon as possible or the
Soldier in the Shoe Shop will go down the Tunnels on his own and you will
lose out on it. Thankfully, you still have plenty of time to get there to get
it started.
Although it is the first to be started it will be the last to be completed.
The thing about it is that in order to compete it you need to bring Claus to
the School. When he gets there then he will never leave. This means that you
can't do any of the kill Challenges at the Consulate.
But, one of the Challenges requires that you kill Claus with the Fiber Wire
while dressed as the Intern - [Internal Affairs]. So the plan is to bring the
Intern Disguise into the School to be used for later.
As for Reza I will be doing the [Bathroom Break] Challenge which is also
paired with [The Headmaster's Revenge]. I will also be sending both Targets
into the Tunnels for a bit while I do other things.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start the mission then exit the Coffee Shop and run west out of
Electronics Street and through Lamp Street (grab the Soda Cans by the Soda
Machine along the way). Go south along Cafe Street (West) and then go west
along Carpet Shops Street. When you get to the intersection with Courtyard
Street then quickly grab the two Coins on the ground by the Soda Machine and
go south to the Market Square.
When you get to the Square then go west to the West Gate. There should be a
nook by the Pipe there. Go inside, place a Coin on the ground at the end, one
in the middle, and one near the Pipe. After a bit then you should see a man
with a large brim hat come near you. He is a Food Vendor and he will be the
first Disguise I will go after.
Just before he reaches the Pipe then he should see the Coins and go into the
nook. Subdue him then switch into and out
of his Disguise.
After that then cut through the shop going east then angle southeast after
you leave. You should find another shop that has a Container. On the crate in
one of the corners is a Crowbar you should pick up.
Next, go back to the Courtyard Storeroom. Go inside and toss the Crowbar at
the Wastebasket to lure in the patrolling Soldier when he is close enough.
Close the door when he enters, subdue him, and dump him in the Container.
Take his Disguise, the Emetic Rat Poison, and leave - leave his weapon
behind.
Run to the northeast corner of the Carpet Shops Area building and run up the
stairs to the Lamp Store Rooftop. Run up to the upper Rooftop to find the
Consulate Keycard and get close enough to the Enforcer to get her
conversation started. While she is talking then head down near the Shopkeeper
Disguise.
When the woman is finished talking on the phone then she will walk up to the
upper Rooftop. As she is going up then the nearby Soldier should be heading
to the wall that overlooks the Cafe. Subdue him there and drag him to the
nearby Container for dumping. Quickly switch into and out of the Shopkeeper
Disguise.
Go to the table in the corner to read the Evacuation Plan to get the [Down
The Rabbit Hole] Mission Story started. Run back down to ground level the
same way you came and then to the Headmaster's Terrace while grabbing a
Wrench from the Scooter Shop along the way.
When you enter the shop below then hang near the bottom of the stairs to
listen to the nearby conversation to get the [Open Sesame] Mission Story
started. Run up to the Rooftop and throw stun the Headmaster with one of your
objects. Dump him in the Container, switch into his Disguise, grab the
Headmaster's Key, then go to the Terrace.
Go up onto the Ledge, follow it to the Pipe and go down. Sneak to the boxes
near the top of the stairs and listen to the nearby conversation to get the
[Bad Blood] Mission Story started.
Sneak your way to the School Alley and use the Key to enter. Throw stun the
Soldier with an object and take his weapon too - leave his body for now.
Entering the Alley should also complete the [Open Sesame] Mission Story.
Go into the east side of the Alley and drop the Rifle in the corner to the
right of the door you just came through. Go to the next door and use the Key
to unlock it.
With the door open then stand to the right of it and toss an object at the
Rifle when the Enforcing Officer is close to the door. This should lure him
outside. Get just far away from the door and wait. When he gets outside then
he should see the Rifle and go for it. Close the door, subdue him, grab the
object, and switch into the Officer Disguise.
Run to the Shoe Shop, grab the five Coins on the counter, and then go to the
back area. Grab the Hammer and stand near the top of the Tunnel stairs.
Listen to the conversation and the Soldiers will break up with one of them
going down the Tunnel. Stay just ahead of him and he will eventually stop to
talk with another Soldier. After the conversation this will set up the last
part of the [Down The Rabbit Hole] Mission Story.
Run down to the Locker Room and grab the three Remote Explosives on the
table. Go back up to the Shoe Shop courtyard and wait for the Soldier to get
to the Weapons Box. Subdue him there and drag his body to the Closet just
inside the Tunnel for hiding.
After this then go to Market Street and find the Printing Schedule in the
nook to get the [Why We Fight] Mission Story started.
Go back to the School Alley and take the body of the first Soldier you
stunned and carefully drag him to the northeast corner of the east half of
the Alley. Take the Officer and put him with the other guy. Pick up all
weapons and head to the open window that overlooks the crates in the east
half.
The other Soldier inside will go to the window as part of his route. Drop the
Rifle on the ground by the crates so he will see it and go outside. When he
gets to the Rifle then subdue him and leave him there. Switch back into the
Headmaster Disguise from where you acquired the Officer Disguise. Drag this
Soldier to the open window for the Office Storeroom and dump him inside.
Drag him to the crates under the hole going up to the Toilets. Switch into
the Soldier Disguise which will place the Headmaster Disguise here. Go back
out and re-acquire the Officer Disguise. Take the bodies in the other side of
the Alley and drag them to the Container in Room 1D for dumping.
Inside this room is a Child's Painting and it is found by the windows not far
from the Alley door. Walk up to it then go to the Weapons Room. There are
five Peepholes that need to be looked through for a Challenge. There is one
in the southeast corner of this room. Look through it then go to the Printing
Room. Another Peephole can be found at the northeast corner of the room. Look
through it then go to the Playground.
Get a Pool Ball and throw it into the basketball hoop at the west side. If
you miss then keep doing it until the [Slam Dunk] Challenge pops up. Go back
inside and to the Detention Room when Reza is not there.
There are nine Soldiers that you need to Dismiss in order to set up one of
the Challenges later. At this point in this run-through I am going to Dismiss
eight of them leaving one to Dismiss when I am ready to complete the
Challenge. The one to leave alone is the one that patrols the hallway by the
Weapons Room.
Go and Dismiss the one inside the Detention Room then the one just outside in
the hallway. Go back outside onto the Playground and find the Soldier
standing just outside the Detention Room window. Subdue him, drag him into
the Room, and dump him in the Closet. Subdue the Prisoner, switch into his
Disguise, and dump him in the Closet. Sit in the chair to complete the [Bad
Blood] Mission Story and re-acquire the Officer Disguise.
Go back to the Playground and wait. When Reza comes down and finds the
Prisoner gone then there will be a Target Lockdown. After awhile things will
calm down and return to normal. Go back inside and upstairs and start
Dismissing Soldiers.
Go into the Dormitory and acquire the School Safe Code. Go into Room 2B to
look through the Peephole in the southeast corner then into the Toilets to
look through the Peephole there. Go to the top of the blocked stairs north of
the Director's Office and look through the last Peephole.
Finish Dismissing all remaining Soldiers on this floor while avoiding Reza
then go back into Room 2B. There should be a Closet at the west side of the
room. When Reza is not nearby then place one of your Explosives on the wall
by the Closet. In the Break Room nearby are three Soldiers. Two of them
should go to the table in the center of the room.
When they are close then toss an object at the Closet to lure one of them to
it. When he gets there then he should see the Explosive. Subdue him there and
dump him in the Closet. Repeat the process for the second Soldier - we'll
leave the third one alone for now. Grab the Explosive and hide at the top of
the blocked stairs.
Wait for Reza to come in and leave. When he is far enough away then throw
stun the Enforcer with an object, grab both the object and Rifle, and drag
him to the Closet in the blocked stairs for hiding. Go back in the Break Room
and wait. When Reza passes by again then get behind the remaining Soldier and
subdue him then drag him to the Closet in the blocked stairs. This will clear
the way for later.
Go into the Director's Office and read the Meeting Schedule to get the
[Honeycomb] Mission Story started. Next, open the safe to get the Code Word
then call Strandberg on the Phone to complete the [Honeycomb] Mission Story.
This will also get him to go into the Tunnel for awhile so I will be doing
other things for a bit.
Go into Room 1D and acquire an Elite Solider Disguise to leave the Officer
Disguise here. Run out of the School area and to the Courtyard. Get the
Printing Crew talking so one of them will leave then go into the Courtyard
Storeroom. Pick up with Rifle and wait for the Crew to come close to the
door. Open the door and toss an object at the Wastebasket to lure him in like
you did the Soldier earlier.
Subdue him when he enters, dump him in the Container, and take his clothes -
drop the Rifle. Go back to the Courtyard, talk to the Crew, and follow them
back to the School. Once you all get there then you should complete the [Why
We Fight] Mission Story. This should complete everything at the School except
for the kill Challenges.
After listening to Reza talk then leave the School and return to the
Courtyard Storeroom to re-acquire the Elite Soldier Disguise. Go back up the
Lamp Store Rooftop but use the northwest stairs since you are considered
Trespassing up here and there is somebody inside the other stairwell.
Because you got rid of the other Soldier earlier just go to the northeast
corner of the Rooftop to drop down onto the lower roof (but keep an eye out
for the woman on the upper Rooftop).
Go to the Cafe building, climb up the Ledge, then climb down the Pipe to
enter the Club Restroom. Hide behind the divider until one of the Soldiers
outside comes in to relieve himself. Subdue him and dump him in the Container
- take his weapon and Courtyard Club Membership Card.
The Cameraman you need to ambush is going to walk from the Den to the Sink
just outside. When he is close then turn on the Sink inside the Restroom,
take cover to the left of the door, and wait. When he enters then close the
door and immediately subdue him before he turns it off. Dump him in the
Container and leave.
Go to the entrance and stand just behind the Bodyguard. Drop the Rifle and go
to the Fountain. One of the wandering Civilians will see the weapon and alert
the Bodyguard about it. The Bodyguard will take the Rifle and leave for the
Weapons Box at the Shoe Shop. Go to the Box and ambush him there when he
stops. Drag him to the Closet inside the Tunnel then switch into and out of
his Disguise before dumping him.
Run back to the Club Restroom to re-acquire the regular Soldier Disguise. Run
from the Cafe and to Consulate Plaza. Get close enough to the TV Crew in the
center part of the entrance to get the [Prime Time] Mission Story started.
Run to and inside the Consulate Building and go inside the Lobby Restroom.
Wait for the Guard to enter then close the door and subdue him. Take his
weapon and drag him into the south stall. Switch into and out of his Disguise
then go into the other stall to get the Consulate Safe Code. Place a Coin on
the floor between the stalls and go to the door.
When the Intern is close to the door then open it and toss an object at the
Coin to lure him in. He will see the Coin and go for it. Close the door,
subdue him, and dump him in the north stall. Leave the Restroom, read the
Tablet at the Reception Desk to get the [Golden Touch] Mission Story started,
and go to the Staff Office to get the Car Keys.
Go to the Northeast Office and stand near the Guard. Konny is near the Closet
but you have to wait for the patrolling Civilian to leave the room before
taking one of your Explosives and dropping it in front of the Guard. Go
outside and wait. When the Guard leaves the room with the weapon then go in,
subdue Konny, and dump him in the Closet. Wait for the Civilian to come in,
subdue him, dump him in the Closet, and take the Masseur Disguise.
Go up to the Top Floor using the South Stairs then go to the west doors for
the Meeting Room. Use the Keycard to go through them when the coast is clear.
Go to the Meeting Protocol and read it to get the [Cherry Blossom] Mission
Story started. When Claus is far away then place a Coin on the floor just a
few feet from the south door to Strandberg's Office then crouch and take
cover to the right of the door.
When the patrolling Guard comes close to the door then open it so he can see
the Coin then grab him through the door and subdue him when he gets close
enough. Dump him in the Closet then go into the Office, open the Safe, and
use the Phone on the long table to call Reza and complete the [Cherry
Blossom] Mission Story. This will keep Reza busy in the Tunnels while I do
other things.
Run down to the Receptionist Desk and talk to the Secretary so Claus can go
to the Massage Room. Run back up using the South Stairs and meet with him.
This should complete the [Golden Touch] Mission Story. Do the entire massage
with him then run out of the Consulate and back to the Club Restroom. Switch
into the Cameraman Disguise and go to the TV Crew while dodging the Enforcer.
Go with them into the Consulate and to the Auditorium.
Stand by the Camera and wait. When prompted then turn on the Camera and
leave. This should also complete the [Prime Time] Mission Story. Explore all
remaining Unexplored Areas in the Consulate before going to the Lobby
Restroom and acquire the Consulate Intern Disguise. Run out of the Consulate
and to the Headmaster's Terrace.
Use the Ledge to get back to the Pipe going down to the School but wait for
Reza, who is coming back from the Tunnels, to pass by and for the Soldier
below to have his back to the Pipe before going down. Go back to the School
Alley and re-acquire the Elite Soldier Disguise which will place the Intern
Disguise at the School.
At this point I am going to go after the remaining Disguises before setting
off the Fire Alarm to bring Claus to the School.
Go to the Fortune Teller at the west end of Electronics Street and place five
Coins on his Plate. He will then get up and go to his Shop at the west end of
Lamp Street - pick up any Coins still on the ground. It will take awhile for
him to go there so run to the Carpetshop Rooftop at the southwest corner of
the Market Square then find and switch into and out of the Handyman Disguise.
Run to the Fortune Teller Shop and place a Coin on the floor in the corner
near the rack with colored cloth. When he comes in then he should see the
Coin. Knock him out there and dump him in the Container.
Go back to the Cafe and to the Fountain. Toss six Coins into it then go into
the Club area. Go into the Staff Only Room, close the door, and turn in the
Ice Machine to lure in a Waiter. Close the door and subdue him when he turns
it off, dump him in the Container, and take his Disguise. This should also
complete the [Chameleon] Challenge.
Run out the east door, which unlocks it, then go to Consulate Square. Find
the white van. There is a platform near it in which a Protester is shouting
at the crowd. At the east end of the van is a Bottle. Use the Emetic Rat
Poison you got earlier and poison this Bottle then go to the east parking
area for the Consulate Building. Go near the Container and wait.
The Protester will drink from his Bottle and get sick. He will come to the
Wastebasket by this Container to vomit. Subdue him and dump him in the
Container.
With all of this done it is time to bring Claus to the School. Go back to the
Staff Only Room and re-acquire the Elite Soldier Disguise. Go back to the
School and re-acquire the Officer Disguise. Use the Tunnels from the Shoe
Shop to get to the Consulate Garage and to the Fire Alarm by the central
stairs going up.
Pull the Alarm to get Claus moving. Stay with the group all the way through
to the Shop. The group will pause for a bit before leaving the Shop. This
will also complete the [Down The Rabbit Hole] Mission Story. After Claus and
Reza meet then both will go up to the Director's Office. When Claus gets
there then he will never leave.
Go and Dismiss the last Soldier and go to the Office. Wait for the Radio to
appear on the desk then go behind the sitting Soldiers to turn on the
Intercom. Turn on the Radio and everybody, including Claus, will dance and
Reza will go to the Playground to join them. When the Soldiers in the Office
stop dancing then turn off the Radio.
The Intercom is still on so quickly re-acquire the Headmaster Disguise and
climb up the hole but hang on the edge. Reza will come in and look down
before leaving. Climb up and go to the Toilet at the edge of the other hole.
When Reza goes to confront the Soldiers and stops near them then drop the
Toilet on him to kill him.
Stay nearby and wait for his body to be dragged away before going back down
the other hole and to the Intern Disguise. Switch into it and climb back up
the hole. Bring out your Fiber Wire and sneak run to the Director's Office
using the north hallway. Stay outside the Office and wait. When Claus stands
up and goes to the Glass in the corner then sneak run up behind him, garrote
him, and drag him behind the desk.
Retrace your steps back down and re-acquire the Officer Disguise. Run back to
the Shoe Shop and use the Tunnels to get back to the Consulate Parking
Garage. Once there then use the Staff Car to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Back to School --MS: Open Sesame
--Dismissed! --Mole-tiple Choice
--New Transfer --The Scenic Route
--Slam Dunk --MS: Bad Blood
--Looking Through Walls --Is it Safe?
--MS: Honeycomb --Poster Boy
--MS: Why We Fight --I'm a Member
--Uninvited --Strong Hands
--MS: Cherry Blossom --MS: Golden Touch
--Candid Camera --MS: Prime Time
--Begging for It --A Tall, Bald Stranger
--Your Luck is Running Out --Chameleon
--Public Sneaker --Discover Marrakesh
--MS: Down The Rabbit Hole --Let's Dance
--The General --The Headmaster's Revenge
--Bathroom Break --Someone Could Hurt Themselves
--The Banker --Internal Affairs
--Piano Man --Floor It!
--Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 39 in total, then you should earn a minimum of 71,000 XP which
translates into Mastery Level 11. You should also earn the {Too Big To Fail}
Accomplishment plus the Consulate Parking Garage Starting Point.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MKH8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Marrakesh chapter along with their respective strategies. It is highly
recommended that you complete Marrakesh Mastery Level 20 before doing any of
these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Ignatiev Integrity |##############################################\
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0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jawwaad Reza in a fire while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jawwaad is the standing Guard inside the Locker Room within the Tunnels. |
| When planning bring the Silverballer and start in the Consulate Parking |
| Garage. When you start then run east to the Tunnel entrance. Open the |
| door and step off to the left. |
| |
| There is a Guard at the south end of his route. The moment he turns |
| around then run up to and subdue him. Dump him in the Closet and take his |
| Disguise. Go to the Locker Room and around the nearby lockers so Jawwaad |
| can't see you. |
| |
| Go to the dividing wall and shoot the base of the Gasoline Drum with your |
| Silverballer. This should lure him to it. Stay completely out of his |
| sight and shoot the Gas Pool when he stops to kill him. Run out the |
| Tunnels and through the Shoe Shop. After leaving the Shoe Shop then run |
| to the Bazaar Entrance to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jawwaad Reza in a fire while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Break into the Safe in the Consulate Basement and steal the contents. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Safe is in the Garage Office. Start in the Consulate Parking Garage |
| as before but bring the Lockpick. After you acquire the Elite Soldier |
| Disguise then go and kill Jawwaad as before. After that then go back to |
| the Garage and open the Safe up. The Soldiers nearby shouldn't pose much |
| of a problem. After you get the Vodka Bottle then go up and outside and |
| to the West Gate to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Break into the Safe in the Consulate Basement and steal the contents. |
|---------------------------------------------------------------------------|
| Eliminate Jawwaad Reza in a fire while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Irfaan Haidar with a Shotgun while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Irfaan is one of the Soldiers near the Safe. When planning bring the |
| Silverballer, Coins, Lockpick, and place one of the Enram HV Shotguns |
| into the Parking Garage. |
| |
| When you start then place the Silverballer on the floor near the |
| Storeroom door then place a Coin on the floor a few feet east of it. Run |
| behind the nearby APC then toss a Coin so it lands close to the wall |
| corner but just before the white line on the ground. This should lure |
| Irfaan to the Coin. |
| |
| When he gets to the Coin then he should see the other one and the weapon. |
| As he goes for the Pistol then run up behind him and subdue him. Drag him |
| inside the Storeroom and take his Disguise - leave his weapon and Device. |
| Get the Shotgun, shoot him, and immediately dump him in the Container. |
| |
| After this then run out as quickly as you can before a couple of the |
| nearby Soldiers come to investigate. Hug the wall as you go for the Safe |
| as this will keep you from the sight of the Camera. Open the Safe to get |
| the Bottle then run back to the APC and go around it to get to the Tunnel |
| stairs. |
| |
| Go to Jawwaad's position and, if your timing is right, then the Soldier |
| from the Shoe Shop should be getting near the Soldier at the top of the |
| stairs for their conversation. This should buy you enough time to shoot |
| the Drum and the Pool to kill Jawwaad. Then run to the Bazaar Entrance to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Break into the Safe in the Consulate Basement and steal the contents. |
|---------------------------------------------------------------------------|
| Eliminate Jawwaad Reza in a fire while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Irfaan Haidar with a Shotgun while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Additional Security Cameras are present. If recorded then delete the |
| evidence within two minutes. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Start as the Consulate Janitor and run down to the bottom of the South |
| Stairs. Run to the south door of the Security Room and shoot the Recorder |
| to destroy it. |
| |
| Run through the Auditorium to get to the Staff Office to get the Car |
| Keys. Run out the front door and into the Garage. From here then proceed |
| as with Level Three. |
| |
| However, because of the timing when you arrive, Irfaan should be near the |
| Safe. As he leaves then toss the Coin near the wall corner to lure him |
| into subduing position. After killing Jawwaad then leave via the Staff |
| Car. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Additional Security Cameras are present. If recorded then delete the |
| evidence within two minutes. |
|---------------------------------------------------------------------------|
| Break into the Safe in the Consulate Basement and steal the contents. |
|---------------------------------------------------------------------------|
| Eliminate Jawwaad Reza in a fire while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Irfaan Haidar with a Shotgun while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Because you need the Elite Soldier Disguise you need to start at the |
| School. Run past the Guard and to the stairwell then out of the School. |
| Go to the Shoe Shop using Market Street and to the Tunnel Entrance (do |
| not bump into the Guards in the back of the Shoe Shop so you can let |
| their conversation continue). |
| |
| You will need to destroy several Cameras along the way through the |
| mission. The first one should be near the Closet just inside the Tunnel. |
| Use the doorway as cover as you destroy it. |
| |
| The second Camera is in the nook near the top of the stairs leading to |
| the Locker Room. The Soldier that normally stands by the nook should be |
| downstairs at this point so use the corner as cover as you destroy this |
| Camera. |
| |
| When you get to the Locker Room, at which time you should be passing the |
| patrolling Soldier as he returns to the top of the stairs, then shoot the |
| Drum as before to lure Jawwaad so you can kill him. As he dies then run |
| past him then go to the north end of the lockers. The next Camera is by |
| the archway into the next hallway. Use the lockers as cover as you |
| quickly destroy it. |
| |
| Run to the Garage but stay at the bottom of the stairs. Another Camera is |
| on the wall to your right near the metal shelving. Use the wall as cover |
| as you destroy it. Run up to the red car and you should see the Camera |
| above the Weapons Box. Shoot it and you should get both Irfaan and |
| another soldier spooked. |
| |
| Run to the blue station wagon and you should see another Camera above the |
| door leading outside. Destroy it from here. The last Camera is above the |
| Storeroom door. Go to the outside door and destroy it from here. |
| |
| As Irfaan and his friend settle down then set up the weapon and Coins by |
| the Storeroom door as before. When Irfaan goes back to his usual position |
| then toss a Coin near the wall corner from the APC to lure him into |
| ambushing position. |
| |
| Subdue him, drag him to the Storeroom, and get the Shotgun. Shoot him, |
| dump him, run out and to the Safe. Get the Bottle then run outside and to |
| the West Gate to leave the mission. |
0===========================================================================0
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| B. The Bahadur Dexterity |###############################################\
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0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Shahin Abdul-Barr Maalouf with a Battle Axe while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Shahin is the Headmaster of the now-closed School. Start at the School |
| and run out the front entrance and to the Pipe that leads up to the |
| Headmaster's Terrace. However, go right and towards the hidden area where |
| you can find the Battle Axe. |
| |
| Grab it and follow the Ledge to the Rooftop. Get behind Shahin, who |
| should be sitting down, and throw kill him with the weapon. Run to the |
| Bazaar Entrance to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Shahin Abdul-Barr Maalouf with a Battle Axe while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Mahbub Jalal al Din Ganim with any method while wearing the |
| Headmaster Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Mahbub is going to be standing near the Pipe. When planning bring the |
| Silverballer. When you start then run to and climb the Pipe as before. |
| Just as you get into the Hidden Area and before you grab the Axe then |
| shoot one of the Gasoline Drums below. This will interrupt the |
| conversation and buy you some time. |
| |
| Pick up the Axe and head to Shahin's position. Throw kill him, take his |
| Disguise, and wait. After a bit then Mahbub will set himself aflame when |
| he smokes inside the Gas Pool you created. When he dies then re-acquire |
| the Elite Soldier Disguise and run to the Bazaar Entrance to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Shahin Abdul-Barr Maalouf with a Battle Axe while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Mahbub Jalal al Din Ganim with any method while wearing the |
| Headmaster Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Break into the Safe in the Director's Office and steal the contents. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When start then run down into the Weapons Room and grab all four Remote |
| Explosives. Run to the northwest corner of the floor to grab the Crowbar |
| then run into the east end of the Printing Room and climb up to the Top |
| Floor. Go to the area at the northeast corner of the Director's Office |
| and wait. |
| |
| At this point the patrolling Soldier in front of the Office should be at |
| the north end of his route. When he goes south then get out of view and |
| toss three of the Explosives so they land left of him. This should lure |
| all three people to them and should give you a window to run into the |
| Office and quickly open the Safe with the Crowbar to retrieve the Vodka |
| Bottle. |
| |
| Run back into the Break Room and drop into the nearest hole back into the |
| into the Printing Room then run outside. Once you get outside then do the |
| same as in Level Two. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Break into the Safe in the Director's Office and steal the contents. |
|---------------------------------------------------------------------------|
| Eliminate Shahin Abdul-Barr Maalouf with a Battle Axe while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Mahbub Jalal al Din Ganim with any method while wearing the |
| Headmaster Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Safe has been moved to the Computer Room and the Battle Axe has been |
| moved to a couch inside the Director's Office. When planning bring the |
| Breaching Charge. |
| |
| When you drop into the stairwell at the beginning then run upstairs and |
| into the Computer Room. Quickly plant the Charge to the right of the Safe |
| and run behind the nearby desk to avoid the gaze of the Enforcer. Blow |
| the Charge to open the Safe, run to get the Bottle, and run out the same |
| door and down the stairwell. |
| |
| Run to the Weapons Room and acquire the Remote Explosives. Cut through |
| the Courtyard to get to the Printing Room and acquire the Screwdriver |
| before climbing up. Use the Explosives to lure the Soldiers away as |
| before then run in to get the Axe. Run to the Break Room and to the |
| closest hole down but toss the Axe into it before going down. Take the |
| Axe and run out. |
| |
| Go to Mahbub's position to get his conversation started and puncture the |
| Gasoline Drum with the Screwdriver. Run up to the Headmaster's Rooftop |
| and throw kill Shahin then acquire his Disguise. Go down the stairwell |
| and wait at the base of the stairs right against the Container. |
| |
| The conversation between Shahin's son and his friend should still be |
| continuing. As it nears its end then Mahbub will have killed himself. The |
| son should come into the shop and go into the nearby corner which should |
| give you a safe opportunity to run out and to the Bazaar Entrance to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Break into the Safe in the Director's Office and steal the contents. |
|---------------------------------------------------------------------------|
| Eliminate Shahin Abdul-Barr Maalouf with a Battle Axe while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Mahbub Jalal al Din Ganim with any method while wearing the |
| Headmaster Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is why I ran to the Bazaar Entrance as the Headmaster instead of |
| switching Disguises as I did in the first three Levels. As such do the |
| same as in Level Four. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MKH9. The Extractor (The Sarajevo Six) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This special Target is Walter Menard, also known as The Extractor. He is
currently working on the evacuation of Claus Hugo Strandberg and is stationed
at the School staying in the Director's Office.
In the original "Hitman 1" version of this mission Walter would go to the
Toilets at about two and a half minutes into the mission where you can get at
him easily and quickly. If you didn't get to him there then it would take
another ten minutes for him to go back again.
In this version he can go to the Toilets early but it is inconsistent.
However, you can get at him even faster than before thanks to new weapons and
gameplay mechanics.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Gone With a Bang [2,000 XP] \
0===========================================================================>
For this you need to kill Walter with the APC Turret. Since this is going
to involve Non-Target kills this will be done first. To do this you need to
do the [.50 Syndrome] Challenge but you don't need to worry about doing the
[Down the Rabbit Hole] Challenge. That's it really. But I have a quick way
to set things up to speed up the process.
When planning bring the Krugermeier, Coins, and start at the School. When
you start then run down and out of the School. Run to the Shoe Shop and
down into the Tunnel. Go near the Locker Room and toss a Coin in the corner
behind the Enforcer to lure him away just long enough to allow you to read
the APC Turret Access Code on the table.
Run up and to the Parking Garage. Stay on the stairs and shoot the Camera
near the Garage Lobby. This will also distract a Guard but run to the Fire
Alarm in the Garage Lobby while he is looking. When he goes back to normal
then pull the Alarm and run back to the School the same way you came.
Go up onto the Top Floor Computer Room to grab the Army Truck Keys. Run
back down to the APC and to its Turret Gun controls then wait. Eventually
Claus will approach the School and this will bring out both Reza and
Walter. Use the Turret Gun to kill everybody then leave the mission via the
Army Truck nearby.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>The Extractor [2,000 XP]
************************
For this you need to kill Walter Menard.
0===========================0
| Silent Assassin [4,000 XP] \
0===========================================================================>
Since Walter is at the Director's Office you need to get in there and
eliminate him. But that means dealing with the one Enforcer stationed
there.
When planning bring the Sieker 1, Modern Lethal Syringe, Coins, and start
at the School. When you start then run out of the Dormitory and run to the
Computer Room to grab the Army Truck Keys. Run back out the same way you
came then run along the hallway by the Break Room to reach the Office area.
Reza should be entering the Break Room as you approach.
Go to the corner, bring out the Sieker 1, and wait. At this point the
patrolling Guards in the hallway by the Break Room and the one by the
Office should be close to your position and facing you. After a few moments
then they should walk away from you in unison. As they walk away then
carefully peek around the corner and shoot the Enforcer.
The moment he gets sick then run into the Office. At this point Walter
should be sitting down. Quickly place all three Coins in the center of the
room to make him get up. Get up behind him and, while keeping an eye on the
Guards outside, stab him to kill him. Run out, down the stairs past the
sickened Enforcer, outside, and to the Army Truck to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
--The Extractor
0==================================0
/ Bonus Mission \####################\
0==========================================================================\
| >BNS4. A House Built on Sand 0
0==========================================================================/
\###################/ Bonus Mission /
0=================================0
This mission takes 47 back to Marrakesh. Here he is to eliminate two Targets.
The first is Kong Tuo-Kwang, the head of a Chinese construction conglomerate.
The second is Matthieu Mendola who is the chief architect at Hamilton-Lowe
which is the biggest rival to Kong's company.
Matthieu is planning to double-cross his employer by giving Kong some major
company secrets. Hamilton-Lowe has tasked The Agency with eliminating both
men and reclaiming the documents.
Just like with The Icon in Sapienza you will be doing this at night and with
a smaller map. The Swedish Consulate, the Tunnels, and the main School
building are closed off. The Shoe Shop has also been replaced with an
Antiques Shop.
For this mission you have one Starting Point (Consulate Plaza) and one Agency
Pickup (Rooftops). In addition, this Bonus Mission allows you to earn Global
XP and can only be played on Professional Difficulty.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HBS1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Perfectionist
*************
Description: Complete Suit Only and Silent Assassin Challenges on The
Icon or A House Built on Sand.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
-----------------------------------------------------------------------
Notes: This can be done in either Bonus Mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HBS2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed at nearly 90 degrees
right. Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Marrakesh is broken up into several areas. The now-closed Swedish Consulate
is to the south. The open area to the north of it, and where new vendors have
opened up, is Consulate Square. There are some short passages that go north
from Consulate Square and into the main Market Square area where all kinds of
items are being sold. At the northeast part of the Market is the Shisha Cafe
which also has a Courtyard Club.
There are roads that go around the west and northeast sides of the map. To
the east is an abandoned and shuttered School. The front of the School has
now become a large courtyard where people can get away from the hustle and
bustle of the Market for awhile.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0=================0
| Consulate Square \
0===========================================================================>
This large area south of the Market Square is where you start this mission.
In A Gilded Cage this place was teeming with protesters. However, due to
the Swedish Consulate building seemingly being shut down, this area has
become an extension of the Bazaar and now has multiple vendor booths
selling various wares.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Kitchen Knife | Next to a stack of plates at the Food Stand |
| | directly north of the table where you start the |
| | mission. |
|---------------------+-----------------------------------------------------|
| Shopkeeper Disguise | Inside the large white trailer directly in front of |
| | the Consulate main entrance. |
|---------------------+-----------------------------------------------------|
| Wrench | On the ground behind the white truck parked in the |
| | Consulate parking area at the southwest corner of |
| | the Square. |
0===========================================================================0
0======================================0
| The Market Square and the Shisha Cafe \
0===========================================================================>
This large open area north of Consulate Square has two long north-south
Food Stand Aisles near the center, one on the west side and one to the
east. There are also Carpet Shops along both the west and east sides of the
Bazaar.
At the southwest side is a Carpet Shop that has stairs that lead up to the
Carpetshop Rooftop which is part of the West Bazaar Rooftops. It has an
upper level where the carpets are sold and a lower area near the stairs
going back down to ground level.
The north half of the Square area is dominated by the Shisha Cafe. The
north half of the Cafe is the Courtyard Club which is a members only area.
South of the southeast entrance to the Shisha Cafe is a small Storeroom
which I will call the Market Square Storeroom.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Market Square |#############################|
0===========================================================================0
| Battle Axe | Laying against a stack of carpets at the west side of |
| | the large storage room at the northwest corner of the |
| | Square. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | --At the north side inside the large storage room at |
| | the northwest corner of the Square. |
| | --Inside the Market Square Storeroom. |
|-------------------+-------------------------------------------------------|
| Crowbar | --On a crate in the *SECOND* Carpet Shop south of the |
| | road entrance at the northwest area of the Square |
| | (Courtyard Street). |
| | --On a small stool inside the Carpet Shop at the |
| | southeast corner of the Square area. |
|-------------------+-------------------------------------------------------|
| Scissors | --On a small white table in the Carpet Shop next door |
| | east to the one where the Crowbar is located. |
| | --On a small table just east of the entrance to the |
| | Carpetshop Rooftop. |
| | --On a stack of carpets just north of the east |
| | passage leading to Consulate Square. |
| | --On a carpet roll just east of the south end of the |
| | east Food Stand Aisle. |
|-------------------+-------------------------------------------------------|
| Cleaver | --On a crate of bananas by the Fruit Stand just north |
| | of the entrance to the Carpetshop Rooftop. |
| | --Embedded in a watermelon at the Fruit Stand just |
| | west of the north end of the West Food Aisle. |
| | --In a trash can near the center of the west Food |
| | Stand Aisle. |
| | --On a yellow and green Snail Stand just east of the |
| | southeast entrance of the Shisha Cafe. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | --By some jars at the north end of the east Food |
| | Stand Aisle. |
| | --Near a trash can at the south end of the east Food |
| | Stand Aisle. |
| | --On a pallet of potatoes at the north end of the |
| | West Food Aisle. |
| | --On some bananas on a small food cart near the |
| | southeast corner of the Square. |
| | --On a green Snail Stand just north of the Market |
| | Square Storeroom. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the white tables just northeast of the Market |
| | Square Storeroom (x4). |
0===========================================================================0
|##########################| West Bazaar Rooftops |#########################|
0===========================================================================0
| Coin | On the small table at east side of the lower part of the |
| | Carpetshop Rooftop (x2). |
|-----------+---------------------------------------------------------------|
| Brick | --In the corner north of the Rooftop Agency Pickup (x2). |
| | --On the floor in the west half of the lower level of the |
| | Carpetshop Rooftop (x3). |
| | --On the floor by the stairs at the lower level of the |
| | Carpetshop Rooftop (x2). |
|-----------+---------------------------------------------------------------|
| Lead Pipe | On the floor just west of the Rooftop Agency Pickup. |
0===========================================================================0
|##############################| Shisha Cafe |##############################|
0===========================================================================0
| Delivery Truck Key | On a table at the northeast corner next to the |
| | Restroom. |
|--------------------+------------------------------------------------------|
| Shisha Cafe | On a table at the north side of the Staff Only area |
| Invitation | at the northwest corner of the Cafe. |
0===========================================================================0
|#############################| Courtyard Club |############################|
0===========================================================================0
| Emetic Rat Poison | On the floor by the shelving unit inside the |
| | Restroom. |
|-------------------+-------------------------------------------------------|
| Wrench | On the shelving unit inside the Restroom. |
|-------------------+-------------------------------------------------------|
| Shisha Cafe | --On a couch inside one of the booths at the west |
| Invitation | side of the Club. |
| | --On a table at the west side of the Staff Only Room. |
|-------------------+-------------------------------------------------------|
| Shisha Cafe Key | On the back counter behind the Bar. |
| Kitchen Knife | |
|-------------------+-------------------------------------------------------|
| Coin | --At the east end of the back counter of the Bar |
| | (x2). |
| | --At the west end of the back counter of the Bar, and |
| | near the Sink, behind the Bar (x3). |
|-------------------+-------------------------------------------------------|
| Screwdriver | On the table near the Weapons Box inside the Staff |
| | Only Room. |
|-------------------+-------------------------------------------------------|
| Waiter Disguise | Inside the open Locker at the east side of the Staff |
| | Only Room. |
|-------------------+-------------------------------------------------------|
| Crowbar | Laying against the Container inside the Staff Only |
| | Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================0
| The Market Square Streets \
0===========================================================================>
There are multiple streets and places at the north side of the map that go
around the Cafe area and near the School. Courtyard Street is the
north-south road at the west side of the map. It goes from the northwest
corner of the Market Square to a small Courtyard with a well in the center.
The building that runs along the east side of this Street is the Carpet
Shops Area building. This building has an accessable Rooftop that is also
known as the Lamp Store Rooftop.
Cafe Street (West) is the north-south road that goes along the west side of
the Shisha Cafe and the east side of the Carpet Shops Area. Carpet Shops
Street is the short west-east road that connects Courtyard Street and Cafe
Street (West). Along this Street is a small storeroom which I will call the
Courtyard Storeroom.
Cafe Street (East) is the north-south road that goes along the east side of
the Shisha Cafe. Lamp Street is the west-east road that goes along the
north side of the Shisha Cafe and connects Cafe Street (West) and Cafe
Street (East).
Vase Street is the northeast-southwest road that goes from the northeast
corner of the Bazaar. Electronics Street is the curved road that goes from
the intersection of Cafe Street (East) to the intersection with Vase
Street. There is also a small Coffee Shop (which is also the Bazaar
Entrance) near the center of the Electronics Street area.
Plates Alley is the northwest-southeast road that starts from the east side
of the Shisha Cafe and dead-ends after intersecting with Vase Street. A
small Maintenance Room can be found along this road.
Market Street is the west-east road that goes from the east side of the
Cafe to the School. Consulate Street is the west-east road that goes from
the northeast corner of Consulate Square to the southwest corner of the
School area. This road also has a small courtyard with a well in the center
which I will call the Southeast Courtyard.
There is also the East Courtyard that connects Market Street with Consulate
Street. This courtyard is also where the Shoe Shop, which is now converted
into an Antiques Shop, is located.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#########################| Market Square Streets |#########################|
0===========================================================================0
| Scissors | On a square white table just west of the |
| | intersection of the East Courtyard with Consulate |
| | Street. |
|----------------------+----------------------------------------------------|
| Wrench | --On the ground inside the Mechanic Shop near the |
| | center of School Street. |
| | --On the ground in the nook with the two Scooters |
| | at the southeast corner of the East Courtyard. |
|----------------------+----------------------------------------------------|
| Soda Can | --On the ground by a Soda Machine near the center |
| | of Carpet Shops Street (x2). |
| | --On the ground by the Soda Machine at the east |
| | end of Lamp Street (x3). |
| | --On a table at the Food Vendor along Vase Street |
| | (x2). |
| | --On the tables inside and outside the Coffee Shop |
| | (x3). |
|----------------------+----------------------------------------------------|
| Maintenance Room Key | On the small table by the Phone at the north end |
| | of Cafe Street (East). |
|----------------------+----------------------------------------------------|
| Handyman Disguise | Inside the Maintenance Room at Plates Alley. |
| Screwdriver | |
|----------------------+----------------------------------------------------|
| Bodyguard's Note | On the small round table by the Staff Only door on |
| | Cafe Street (East). |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | Inside the kitchen for the Coffee Shop. |
0===========================================================================0
|########################| Courtyard and Storeroom |########################|
0===========================================================================0
| Scissors | On a box next to the well inside the Courtyard. |
|----------+----------------------------------------------------------------|
| Coin | On the small white table inside the Courtyard (x3). |
|----------+----------------------------------------------------------------|
| Wrench | Inside the Courtyard Storeroom. |
0===========================================================================0
|###########################| Lamp Store Rooftop |##########################|
0===========================================================================0
| Wrench | On top of the washing machine at the northeast |
| | section of the Rooftop. |
|--------------------+------------------------------------------------------|
| Propane Flask | --On the floor by the couch at the northwest section |
| | of the Rooftop. |
| | --In the gap between two pillars at the west side of |
| | the southwest section of the Rooftop (x2). |
|--------------------+------------------------------------------------------|
| Brick | --On the floor by the satellite dish at the |
| | northeast section of the Rooftop (x2). |
| | --By the short stairs at the north center divider of |
| | the Rooftop. |
| | --On the floor by a pillar at the north edge of the |
| | northwest section of the Rooftop (x2). |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | On the wall by the stairs leading up at the |
| | northwest section of the Rooftop. |
|--------------------+------------------------------------------------------|
| Lethal Poison Pill | On a small table in the corner by the door just |
| Jar | inside the Shop at the northwest corner of the |
| | ground floor of the building. |
0===========================================================================0
|##########################| Headmaster's Terrace |#########################|
0===========================================================================0
| Brick | On the floor by the bicycle at the south section of the |
| | Terrace (x2). |
|------------+--------------------------------------------------------------|
| Battle Axe | Embedded in an air conditioning unit in a hidden area near |
| | the Terrace. |
| | |
| | **NOTE: To reach this area you need to go the Terrace area |
| | at the south half of the Headmaster's Terrace. On |
| | the wall is a Ledge that you can climb up on. Follow |
| | it around the building and past the Pipe to get to |
| | this area. |
0===========================================================================0
|##########################| Shoe (Antiques) Shop |#########################|
0===========================================================================0
| Antiques Shop Key | On the counter inside the Shop. |
|-------------------+-------------------------------------------------------|
| Folding Knife | On the ground in the nook at the north side of the |
| | back area for the Shop. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| School \
0===========================================================================>
Since the events of A Gilded Cage the School building has been shuttered
but you can still access the Entrance by the front doors.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | By the blue car child's ride at the northwest corner of the |
| | Entrance area (x2). |
|-------+-------------------------------------------------------------------|
| Brick | --On the short stairs behind the basketball hoop at the southeast |
| | corner of the Entrance. |
| | --On the ground by the scooter at the very southwest corner of |
| | the Entrance area (x3). |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HBS3. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major characters you will be dealing with during this
chapter:
0===============0
| Kong Tuo-Kwang \
0===========================================================================0
| He is one of your Targets and can be found inside the Courtyard Club. He |
| will smoke at his Shisha Pipe for a bit at the east side of the Club then |
| stand at the end of the pond for a bit before going to the Bar. Then he |
| will go to a room at the west side of the Club, use a Sink by the |
| Restroom, and then repeat the pattern. He will not leave the Club unless |
| he is called to the Lamp Store Rooftops to meet with Matthieu. |
0===========================================================================0
0=================0
| Matthieu Mendola \
0===========================================================================0
| Your other Target will start at Consulate Square and enter the Market |
| Square area. He is wandering around lost and will travel the streets |
| stopping at various places. |
| |
| He will stop outside and inside the Cafe then go and stop at a Snail |
| Stand just east of the Cafe. Then he will go north to try to use a Phone |
| which is currently being fixed. After that he will go west and stop near |
| the Fortune Teller's Shop. Somebody else is inside so he will go back |
| south and repeat his patrol pattern. The only way to break the pattern is |
| to escort him to the Lamp Store Rooftops to meet with Kong. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HBS4. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0============0
| Summer Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| You are not allowed at the Antiques Shop, the Staff Only areas within the |
| Cafe, and the Lamp Store Rooftop. |
| |
| You are also not allowed at the Carpetshop Rooftop but you do have safe |
| access on the West Bazaar Rooftop. You can gain safe access to the |
| Courtyard Club if you have the Shisha Cafe Invitation. |
0===========================================================================0
0===============0
| Fortune Teller \
0===========================================================================0
| This outlandish outfit is worn by the Fortune Teller at his Shop at the |
| north end of Cafe Street (West). This Disguise has exactly the same |
| properties as the Suit but you can go into the Courtyard Club if you have |
| the Invitation. In addition, there are no Enforcers for this Disguise. |
| |
| To acquire this Disguise go into the nook next to his Shop to find a |
| Fusebox. There is also a woman Vendor that goes into the nook every so |
| often so wait for her to leave, or subdue her and dump her in the |
| Container, before doing anything. |
| |
| When the coast is clear then turn off the Fusebox and leave the nook as |
| he comes out to investigate. Subdue him when he gets there and take his |
| clothes. |
0===========================================================================0
0===========0
| Shopkeeper \
0===========================================================================0
| This is a large brown robe with a hood that is worn by some of the shop |
| owners. This will allow you access to the Shoe Shop and the Carpetshop |
| Rooftop. But you can't go onto the Lamp Store Rooftop or the West Bazaar |
| Rooftop. In addition, you cannot enter the Courtyard Club even if you |
| have an Invitation. |
| |
| This Disguise can be easily acquired at Consulate Square inside a large |
| white trailer. |
| |
| As for Enforcers, there are four: both Shopkeepers at the Carpetshop |
| Rooftop and both Shopkeepers at the Antiques Shop. |
0===========================================================================0
0=========0
| Handyman \
0===========================================================================0
| This Disguise consists of brown pants with dark reinforced knees, a blue |
| jacket, and a blue hat. This Disguise has the same properties as the |
| Suit. In addition you cannot enter the Courtyard Club even if you have |
| the Invitation. |
| |
| One thing to note about this Disguise is that you can sabotage Phones, |
| without suspicion when you have the Screwdriver. |
| |
| The best way to acquire this Disguise is to take the Key that is found by |
| the Handyman working on the Phone at the north end of Cafe Street (East) |
| then go to the Maintenance Room on Plates Street to find it inside. |
| |
| As for Enforcers, there is one and he is the Handyman at the Phone. |
0===========================================================================0
0============0
| Food Vendor \
0===========================================================================0
| These are the people that work the Food Booths. This Disguise has the |
| same properties as the Suit. In addition, you cannot enter the Courtyard |
| Club even if you have an Invitation. One advantage to this Disguise is |
| that you can poison food and drink without suspicion. |
| |
| To safely acquire this Disguise you can ambush the one that goes to smoke |
| near the West Gate. He will stop at the Pipe that goes up to the West |
| Bazaar Rooftop. There is also a nook between the nearby Shop and the wall |
| near the Pipe. |
| |
| Go into the nook and place a Coin on the ground at the end. Place another |
| Coin near the center and one more near the Pipe. When he comes by then he |
| should see the first Coin then see the others when he gets close enough. |
| When he goes inside and to the last Coin then knock him out and change |
| into his clothes. |
| |
| As for Enforcers, there are four, all of them fellow Vendors: three near |
| the Market Square Storeroom and one along Cafe Street (East). |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| This is the outfit that the male Waiters wear. This is one of the better |
| Disguises in the mission. Although you do not have access to the Antiques |
| Shop and Carpetshop Rooftop you do have access to the Lamp Store Rooftops |
| as well as the Bar area within the Courtyard Club. You can also poison |
| food and drinks without suspicion. |
| |
| There is a Waiter Disguise within a locker inside the Staff Only room |
| within the Club. However, both doors are locked and you will need to get |
| the Shisha Cafe Key to enter them safely and that involves going to the |
| Carpetshop Rooftop to ambush the Bodyguard there. |
| |
| A faster method involves ambushing the male Waiter that hangs out at the |
| Staff Only area in the main Cafe area. Grab some Emetic Rat Poison (or |
| bring the Emetic Poison Vial) and some Soda Cans. You should go and get |
| the Bodyguard Disguise first before doing this. |
| |
| In this area you should see two Waiters - a male and a female. The male |
| Waiter will take a drink from his Water Bottle then stand near the female |
| Waiter. When he is near her then poison the Bottle. It should be noted |
| that she may see you some of the time so this is not 100% foolproof. |
| |
| After poisoning the Bottle then grab the Shisha Cafe Invitation (if you |
| want) and simply walk back into the Cafe area. Go to the Restroom and |
| wait. When he goes back, drinks from his Bottle, and gets sick then he |
| will go here. Subdue him when he is at the Toilet, dump him in the |
| Container, and take his Disguise. |
| |
| Another way to acquire this Disguise is to ambush the one at the Lamp |
| Store Rooftops but you will have to get rid of the two Bodyguards here |
| first. |
| |
| This Waiter, along with the single male Waiter inside the Club and the |
| one at the Lamp Store Rooftops, are the only Enforcers to you. |
0===========================================================================0
0=================0
| Military Soldier \
0===========================================================================0
| This is the regular Soldier that patrols the streets. Although you are |
| considered a Guard you don't have access to the Lamp Store Rooftops, |
| Carpetshop Rooftop, and the Antiques Shop. And, even with the Shisha Cafe |
| Invitation, you can't even get into the Courtyard Club. |
| |
| The best way to acquire this Disguise is to lure a Soldier, at the end of |
| his patrol route, into the Market Square Storeroom for ambushing. Open |
| the door, throw an object into the gap on the east wall, and let him come |
| to investigate. Close the door, subdue him, dump him in the Container, |
| and take his Disguise. |
| |
| As for Enforcers, there are two: one patrolling the Market Square near |
| the Carpetshop Rooftop area and one patrolling Electronics Street. |
0===========================================================================0
0==========0
| Bodyguard \
0===========================================================================0
| These are the special black suited Guards that can be found at the Lamp |
| Store Rooftop and the Courtyard Club. This is pretty much the master |
| Disguise for this chapter as you have access to everywhere except the |
| Antiques Shop. |
| |
| There are two ways to acquire this Disguise: |
| |
| The first is to ambush the two at the Courtyard. One of them has gotten |
| sick and is throwing up in the corner. The second one is keeping an eye |
| on him. |
| |
| Go behind the sick one and subdue him then dump him in the Container |
| (leave his weapon on the ground). Take the nearby Scissors, hide behind |
| the Well, and toss it at the dropped weapon. The other Bodyguard will |
| come to investigate and you can sneak up and subdue him when he goes for |
| the dropped gun. You can take the Disguise from either one. |
| |
| The second method is to climb onto the West Bazaar Rooftops and go to the |
| Carpetshop Rooftop. Lure the Shopkeeper onto the lower level by tossing a |
| Brick and ambush her then go up and subdue the Bodyguard on the upper |
| level. |
| |
| As for Enforcers there are four, all Bodyguards: one at the southeast |
| section of the Lamp Store Rooftop, one at the entrance of the Courtyard |
| Club, Kong's personal Guard, and one at the Courtyard. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HBS5. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Mission Mastery] Challenge has been removed and the Janbiya is now |
| unlocked at Mastery Level 7 within the A Gilded Cage Main Story Mission. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are four Keys that can be found or dropped by others. Finding them |
| can make access to certain areas easier: |
| |
| ++Shisha Cafe Key |
| =============== |
| There are three of these Keys and they open the doors for the Staff |
| Only area within the Courtyard Club. One can be found behind the |
| Bar, another is carried by the female Bartender, and the last one |
| is carried by the Bodyguard at the upper level of the Carpetshop |
| Rooftop. |
| |
| ++Carpet Shop Key |
| =============== |
| This Key opens the locked door at the ground floor Carpet Shop |
| leading to the Carpetshop Rooftop. It is carried by one of the male |
| Shopkeepers just outside. |
| |
| ++Shop Key |
| ======== |
| This Key opens the locked door for the Shop at the northwest corner |
| of the Lamp Store Rooftops building. It is carried by a female |
| Shopkeeper nearby. |
| |
| ++Antiques Shop Key |
| ================= |
| This Key found on the counter inside the Antiques Shop opens the |
| back door into the outside back area. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
Although you have two Targets to kill this actually isn't very hard to do.
This is also going to be used to acquire the [Rent Due] Mission Story as it
is the hardest of the four. It is not too hard but requires more work than
the others.
Basically this Story is to get the Shisha Cafe Invitation from the Antiques
Shop's Landlord and present it to the Bodyguards for entry. There's an
easier way to get an Invitation but the Mission Story requires you do
things the hard way.
When planning bring the Coins and place the Sieger 300 Ghost into the
Rooftop Pickup.
When you start then go to the Cafe area. When you get there then wait just
outside the Courtyard Club. A man will then exit and talk to the Guards
outside. He is the Landlord and will eventually make a call at the
Fountain. When the Mission Story starts then run to the Antiques Shop.
In front of this Shop is a Shopkeeper who is sweeping. If you approach the
Shop he will tell you it is closed. There is also a female Shopkeeper
inside who will go between the two back corners but stop at the counter for
a bit. To the south of the Shop is a Forklift.
When the female Shopkeeper is behind the counter then run to the Forklift
and activate the alarm. As the male Shopkeeper goes to investigate then run
inside the Shop and sneak to the counter. The woman should be in one of the
corners at this point. Grab the Antiques Shop Key from the counter and use
it to go through the back door. When you get inside the back area then hide
behind the pallet and rugs in the southwest corner.
After awhile the Landlord will come by and go through the back door. He
will then go to the north end of the back area. Quickly sneak up behind him
and subdue him. Dump him in the nearby Container and pick up the
Invitation. Go to the door, place a Coin on the ground just a couple of
feet from the door, take cover to the right of the door, and open the door
which should open out.
The woman should be at the counter facing the door and making a call to the
owner. When you open the door then she should see the Coin and go for it.
Grab her through the door to subdue her and dump her in the Container -
pick up your Coin. After this then run out the front door. From here then
go to the Courtyard Club and show the Invitation to enter and successfully
complete the Mission Story.
Next, go to the Restroom and place a Coin on the floor just a couple of
inches outside of the door and place another one in front of the Toilet.
Eventually Kong will use the Sink outside the Restroom after talking on his
phone in his area just to the north.
As he approaches the Sink then take cover to the right of the door and open
it. When he sees the first Coin then he should come to pick it up. As he
does so then he should see the second Coin. When he stops then close the
door and drown him then dump him in the Container.
From here, then leave the Cafe and go up to the West Bazaar Rooftop area by
using the Pipe to the north. As you go to the Pipe then get a Crowbar from
one of the nearby shops.
When you get up to the Rooftops then get the Rifle and go near the north
corner then look at the Cafe entrance. Eventually Matthieu will stop for a
bit under the lighted sign. Shoot the "F" on the sign to bring it down and
kill him. Drop the Rifle then climb down.
Get close to the action but wait for things to settle down. When it starts
settling down then go and get the Documents. From here then go to the
Courtyard to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Party Crasher [1,000 XP]
************************
For this you need to get the Shisha Cafe Invitation.
>>Mission Story - Rent Due [1,000 XP]
***********************************
For this you need to use the Shisha Cafe Invitation to enter the
Courtyard Club.
>>The Contractor [2,000 XP]
*************************
For this you need to kill Kong Tuo-Kwang.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>The Architect [2,000 XP]
************************
For this you need to kill Matthieu Mendola.
>>Dropping the F-bomb [2,000 XP]
******************************
For this you need to kill Matthieu with the Cafe sign by dropping it
on him.
>>The Real Deal [1,000 XP]
************************
For this you need to get the Documents.
>>Break Out [1,000 XP]
********************
For this you need to leave the mission via the door at the Courtyard
if you choose to do so. You will need to have a Crowbar in order to
use this door.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
For this you need to kill both Targets with a Sniper Rifle and leave the
mission without being spotted. This is going to use The Cheap Method in
which I subdue the Targets before shooting them point blank with the Rifle.
I will also use a strategically placed game save to acquire a couple of
additional kill Challenges.
This will also be used to acquire most of the Disguises for the [Chameleon]
Challenge.
When planning bring the Sedative Poison Vial, Lethal Poison Vial, and place
the Sieger 300 Ghost into the Agency Pickup. When you start then run to the
Courtyard and ambush both of the Bodyguards as listed above. Change into
the Bodyguard Disguise, grab the Coins nearby, then go and get a Crowbar
from one of the shops.
Go to the West Gate and place three Coins inside the nook and near the Pipe
to lure in the Food Vendor when he comes by so you can ambush him and
switch into and out of his clothes. Go to Consulate Square and to the white
trailer. Enter it and switch into and out of the Shopkeeper Disguise. Go to
the Market Square Storeroom and lure in the patrolling Soldier so you can
knock him out and switch into and out of his Disguise.
After this then go up onto the Lamp Store Rooftops through the northeast
Shop. The idea is to clear the Rooftop of the three people up here.
When you get to the top then, while standing at the northeast area, toss
the Scissors at the base of the Container at the northwest area. This
should lure the Bodyguard standing at the southwest area. Ambush him when
he stops, dump his body in the Container, and grab his weapon and
Walkie-Talkie. The Walkie-Talkie is used to alert Kong of Matthieu's
arrival and this will make Kong come to the Rooftops for the meeting.
Go back to the top of the stairs at the northeast area and use either the
Scissors or the Wrench found on top of the washing machine then toss it at
the Container by the Machine. This should lure either the Bodyguard or the
Waiter. Subdue him when he stops and dump him in the Container.
Next, sneak up to the remaining person, subdue him, then drag and dump him
into a Container. Switch into and out of the Waiter Disguise. At this point
make a game save:
>>Laughing Gas
************
There is a Gas Lamp at the southwest area of the Lamp Store Rooftops.
With the rooftop cleared then use the Wrench to sabotage the Gas
Lamp. Go back down to the streets and find Matthieu. Talk to him and
escort him to the northeast Shop. Go up to the Lamp Store Rooftops
and to the southwest area. When he comes up then use the
Walkie-Talkie to get Kong to meet with him.
While he is heading to Matthieu then run to the West Gate Pipe and
climb up to the West Bazaar Rooftops. Get the Rifle, climb up to the
higher rooftop, and use your Rifle to look at the Gas Lamp.
After the initial contact then both Targets will walk to a table.
Shoot the top of the Gas Lamp base to blow it up as they are walking
to the table to kill them both. After the notifications pop up then
reload the save.
>>Licence To Ill
**************
When you get back then use the Lethal Poison Vial on the Shisha Pipe
then find and bring up Matthieu. Call up Kong and walk away from the
building. After they talk then they will smoke from the Pipe and drop
dead. After the notifications pop up then reload the save again.
This time use the Sedative Poison Vial on the Pipe. From here, go
downstairs and climb the West Gate Pipe to the West Bazaar Rooftops to get
the Briefcase. You can't climb down with it so go to the edge and toss it
down to ground level near the West Gate when there is no one around.
Go back up to the Lamp Store Rooftop and down the northwest stairs. Drop
the Briefcase at the first corner. Go back down to the streets to find and
bring Matthieu to the Rooftop. Use the Walkie-Talkie to get Kong to meet
with him, stand in the stairwell at the northwest area, and wait.
When Kong and his Bodyguard come up to the southeast area then go to the
top of the stairs at the northeast area again. Use one of your objects to
lure and subdue the Bodyguard the same way you did with the
Bodyguard/Waiter earlier. Dump him in the Container and wait. After Kong is
given the Documents then both of them will smoke the poisoned Shisha Pipe.
After they start then the both of them will collapse unconscious.
**NOTE: Even though both of them will drop at the same time one will see
the other drop and result in a Body Found and loss of Silent
Assassin but will be restored when you kill them both.
Drag both of them away from the Pipe and separate them. Get the Briefcase
and bring out the Rifle. Stand a few feet from one and shoot one in the
head with the Rifle then do the same to the other. Dump them both into a
Container to be safe.
The reason for doing things this way instead of shooting them from afar is
that one may call for help after you shoot the other and this may lure the
Shopkeeper from below before you can kill the second Target leading to
Bodies Found and the loss of the Challenge.
After dumping the bodies then grab the Documents and go to the Exit near
the School to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Suit Up [1,000 XP]
******************
For this you need to acquire the Bodyguard Disguise.
>>Mission Story - Waiting for the Man [1,000 XP]
**********************************************
For this you need to escort Matthieu to the Lamp Store Rooftops
building.
>>Laughing Gas [2,000 XP]
***********************
For this you need to kill both Targets with a Gas Lamp explosion.
>>Licence To Ill [2,000 XP]
*************************
For this you need to kill both Targets with a poisoned Shisha Pipe.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Escort Service [1,000 XP]
*************************
For this you need to kill Matthieu while disguised as a Bodyguard.
>>Sneaking Away [1,000 XP]
************************
For this you need to leave the mission via the door south of the
School if you choose to do so. You will need to have a Crowbar in
order to use this door.
Plus these other Challenges:
--The Contractor --The Architect
--Someone Could Hurt Themselves --Silent Assassin
0===================================================0
| Electric Boogie [2,000 XP], Snailed It! [2,000 XP] \
0===========================================================================>
For [Electric Boogie] you need to kill Kong by electrocuting him with the
pond within the Courtyard Club and for [Snailed It!] you need to kill
Matthieu with poisoned Snails.
I am also going to get the Waiter Disguise to do these but will do so by
obtaining the Shisha Cafe Key from the Bodyguard at the Rooftop Showroom.
This is mainly for completing the [Gone Shopping] Mission Story. When
planning bring the Lethal Poison Vial.
The safest way to get at this Key is to obtain the Bodyguard Disguise from
the ones at the Courtyard. After subduing and hiding both of them and
obtaining the Disguise go and grab the Coins from the table before leaving
(if you didn't bring any). Read the Bodyguard's Note at the Staff Only door
to get the Mission Story started.
The door to the Carpetshop is usually locked but you can easily climb the
Pipe to the West Bazaar Rooftops to get access to the area. After you climb
the wall then toss a Coin at the chair closest to the Container. This
should lure one of them down to it.
Go up to the upper Rooftop and quickly subdue the remaining person when the
other one is down below then run down and subdue the other as they are
picking up the Coin. Hide them both in the Container and pick up the Key.
From here, go back to the Staff Only door and use the Key to enter. Find
the Waiter Disguise in the locker and take it. Go back outside and to the
Snail Stand with the male Food Vendor. At this point Matthieu will come to
talk to the Vendor but won't take any samples - he will later though. Wait
for him to leave and then poison the Snail Samples.
Next, go back into the Club area. Go behind the Bar and, while keeping an
eye on the Enforcing Waiter, find a small panel at the east end which
should allow you to Increase Water Level. This will cause the pond to
overflow. From here then go into the Restroom and climb the Pipe. After
climbing up you should find a Winch to the left. Stand by it and wait.
Down below to your left you should see the other end of the Club. Kong will
stand by the end of the pond as part of his route. When he stops then use
the Winch to bring the overhead light down into the pond to kill both Kong
and his Bodyguard to complete the [Electric Boogie] Challenge. Climb back
down into the Restroom and wait for things to die down.
You can also stand here and wait for Matthieu to eat the poisoned Snails
and die to complete the [Snailed It!] Challenge. After this then grab the
Delivery Truck Key, the Documents, and leave the mission via the Delivery
Truck near the Consulate Building.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Rooftop Rendezvous [1,000 XP]
*****************************
For this you need to get to the Carpetshop Rooftop.
>>Mission Story - Gone Shopping [1,000 XP]
****************************************
For this you need to enter the Courtyard Club through the back door.
>>Truck Off [1,000 XP]
********************
For this you need to leave the mission via the Delivery Truck parked
in front of the Consulate.
Plus these other Challenges:
--The Contractor --Someone Could Hurt Themselves
--The Architect --Tasteless, Traceless
--Silent Assassin
0=================================================0
| Phony Call [2,000 XP], Pure Chemistry [2,000 XP] \
0===========================================================================>
For [Phony Call] you need to kill Matthieu with a Pay Phone and for [Pure
Chemistry] you need to kill Kong with an Oil Lamp explosion.
When you start then go the north end of Cafe Street (East) to find the
Handyman working on the Phone. He will not leave the Phone unless you do
something to make him. Grab the Maintenance Room Key next to him and go to
Plates Street to find the Maintenance Room. Use the Key to enter, close the
door, and switch into the Handyman Disguise and grab the Screwdriver. Exit
the room then go up Vase Street and into Electronics Street.
Go into the Coffee Shop and you should find a Fusebox on the west wall.
Turn it off and this should lure the Handyman to it. However, you can't
make a straight run to the Phone because this Handyman is an Enforcer to
you. Instead, run to the Phone the same way you came then sabotage it. As
you are doing so the Handyman will look at and turn the Fusebox back on
then go back to working on the Phone.
The thing here is that there doesn't appear to be a safe way to get rid of
the Handyman so he will end up dying when he tries to work on the Phone
again. But, by the time Matthieu comes by here, then the dead Handyman
should be dragged away.
After sabotaging the Phone then go to the Courtyard to subdue the two
Bodyguards for the Disguise. Next, go up onto the Lamp Store Rooftops then
climb over and down into the Courtyard Club Restroom. Grab the Wrench when
you get down and then go into the room next door when Kong is on the other
side of the Club. Turn off the Oil Lamp and turn the nearby Gas Valve on.
Walk behind the Bar to get the Shisha Cafe Key then leave the Cafe area
through the Staff Only Room.
As you are setting up Kong then Matthieu will be killed by the Phone to
complete the [Phony Call] Challenge. Go to the Phone to pick up the
Documents and go to the West Gate. When Kong finally blows himself up then
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Suit Up --The Architect
--Someone Could Hurt Themselves --The Contractor
0===============================================0
| Piano Man [1,000 XP], Crystal Balls [2,000 XP] \
0===========================================================================>
For [Piano Man] you need to kill one of the Targets by garroting them with
the Fiber Wire and for [Crystal Balls] you need to kill Matthieu with the
Crystal Ball within the Fortune Teller Shop. Once again I am combining two
Challenges into a single run-through. For this bring the Fiber Wire and
Coins.
When you start then run to Cafe Street (West) and stop at the northwest
corner of the Staff Only area at the outside part of the Cafe. Look over
the wall to find an Invitation on a table. There is also a male and female
Waiter in this area.
The male Waiter will take a drink from his Bottle then walk over to the
female. When he stops by her then jump over the wall, grab the Invitation,
and walk out. Go over to the Bodyguards and show the Invitation to get
inside.
As with the [Silent Assassin, Suit Only] run-through earlier I am going to
use the Coins to lure Kong into the Restroom. Place a Coin on the floor
just a couple of inches outside of the door and place another one in front
of the Toilet. When you get him inside and at the Toilet then garrote him
and dump him in the Container.
Next, go to the Fortune Teller Shop at the north end of Cafe Street (West).
The Fortune Teller is inside with a client and will not break up on their
own. Matthieu will come by wanting to have his fortune read but the other
client won't leave so he will go about his way.
Go into the corner to the west to find a Fusebox. Before doing anything you
should wait for Matthieu to come by and leave. There is also a woman that
comes near the Fusebox to look at her phone for a bit before leaving. Place
a Coin in the corner near the Fusebox. When she comes by and goes for the
Coin then subdue her and dump her in the Container. After this then turn
off the Fusebox and leave the nook.
The Fortune Teller will go to investigate. When he stops at the Fusebox
then get behind him, subdue him, dump him in the Container, take his
Disguise, and turn the Fusebox back on. Go inside and you should see the
Fog Machine on the floor to your right. Overcharge it to bring in more fog
then sit in the chair.
The current client will sit back down and begin to talk. Wait for him to
finish and you should get the Reply prompt. Reply to make him leave. Leave
the Shop and find Matthieu then take him back.
When he starts talking then Kill Client to successfully kill Matthieu. The
extra fog will hide the body so no worries there but you should hide the
body in the nearby Closet just to be safe. Pick up the Documents and leave
the mission via the West Gate.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Piano Man] and the following Challenges done
earlier:
++Hold My Hair ++Someone Could Hurt Themselves
++Straight Shot ++Tasteless, Traceless
>>Didn't See That Coming, Did You? [1,000 XP]
*******************************************
For this you need to acquire the Fortune Teller Disguise.
>>Chameleon [2,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Fortune Teller ++Shopkeeper
++Handyman ++Food Vendor
++Waiter ++Military Soldier
++Bodyguard
>>Mission Story - The Future Foretold [1,000 XP]
**********************************************
For this you need to start the Fortune Teller session with Matthieu.
Plus these other Challenges:
--Party Crasher --The Contractor
--Someone Could Hurt Themselves --The Architect
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HBS6. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in this
chapter along with their respective strategies. It is highly recommended that
you complete Marrakesh Mastery Level 20 before doing any of these as it will
make things easier for you.
The strategies employed in this section use only what is available in this
chapter and items unlocked in the Paris, Sapienza, and main Marrakesh
chapters.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Cheveyo Calibration |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This is a special three level Contract and upon successful completion you
will earn the Sieger 300 Ghost Sniper Rifle which you can use in any
mission.
It is very important to point out that you have only one Starting Point and
that is at the Well at the Northwest Courtyard and you start out in the
Raven Suit. This Escalation is designed to use the new Suit and associated
weapon.
Also noted is that this Escalation doesn't use any Distraction Devices due
to the possibility of more than one person being lured at a time.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Agency Pickups are not available. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Retrieve the Sieger 300 Ghost Sniper Rifle. |
|---------------------------------------------------------------------------|
| Eliminate Sara Zitouna with the Sieger 300 Ghost while wearing the Raven |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Nour Joumari with the Sieger 300 Ghost while wearing the Raven |
| Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then run to the Courtyard Storeroom and grab the Wrench. |
| There will be a Guard that patrols nearby. As he goes past the door then |
| open the door and toss the Wrench at the Container to lure him. |
| |
| Pick up the Wrench and knock him out when gets to the Container. Dump him |
| in the Container, pick up his weapon, and place it on the ground in line |
| with the door. |
| |
| There will be another Guard at the corner near the Storeroom. Open the |
| door and toss the Wrench a couple of feet outside to lure him. Take cover |
| to the right of the door and wait. When he gets to the Wrench then he |
| should see the weapon and go for it. Grab him through the door to subdue |
| him then dump him in the Container - pick up the Wrench. |
| |
| Pick up the Ghost, go to the nearby northwest Store and pick up the Shop |
| Key, then use it to open the door so you can climb up to the Lamp Store |
| Rooftop. |
| |
| When you reach the top of the stairs then stop behind the pile of |
| cushions and look back. There should be a Bodyguard on the upper level. |
| Wait for him to go down and stop. The instant he does then run up behind |
| him, throw stun him, and dump him in the nearby Container. Go back near |
| the top of the stairs and look south. |
| |
| Your two Targets are at the Carpetshop Rooftop. Wait for them to be |
| together then quickly shoot them both. Drop the Rifle and run to the West |
| Gate to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Agency Pickups are not available. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Retrieve the Sieger 300 Ghost Sniper Rifle. |
|---------------------------------------------------------------------------|
| Eliminate Sara Zitouna with the Sieger 300 Ghost while wearing the Raven |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Nour Joumari with the Sieger 300 Ghost while wearing the Raven |
| Suit. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| If anyone sees you performing an illegal action then you will immediately |
| fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level One. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Agency Pickups are not available. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| If anyone sees you performing an illegal action then you will immediately |
| fail the mission. |
|---------------------------------------------------------------------------|
| Retrieve the Sieger 300 Ghost Sniper Rifle. |
|---------------------------------------------------------------------------|
| Eliminate Sara Zitouna with the Sieger 300 Ghost while wearing the Raven |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Nour Joumari with the Sieger 300 Ghost while wearing the Raven |
| Suit. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Aitor Ibirika with any method while wearing the Raven Suit. |
|---------------------------------------------------------------------------|
| Eliminate Arey Esoane with any method while wearing the Raven Suit. |
|---------------------------------------------------------------------------|
| Eliminate Damien Abergel with any method while wearing the Raven Suit. |
|---------------------------------------------------------------------------|
| Eliminate Dubaku Dufort with any method while wearing the Raven Suit. |
|---------------------------------------------------------------------------|
| Eliminate Hamza Diwan with any method while wearing the Raven Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning bring a Silenced Pistol and do everything as before but get |
| the Screwdriver as you run to the Storeroom. Get rid of the Guards, get |
| up to the Lamp Store Rooftop, then drop your Rifle on the stairs. |
| |
| Aitor is the Bodyguard you subdued earlier. When he is down on the lower |
| level then follow him just close enough and throw kill him with the |
| Screwdriver. |
| |
| The reason for throw killing is that it does not need to be as accurate |
| as you would need to be with a Silenced Pistol - just get close enough |
| for the reticle to show up then throw. This will reduce the possibility |
| of being spotted and failing the mission. |
| |
| Arey is up on one of the upper levels. Dump Aitor in the Container and |
| grab his Rifle. Go to the top of the nearby stairs and toss the Wrench to |
| land in front of the washing machine to lure him down. Throw kill him |
| with the Screwdriver when he gets there and dump him in the Container. |
| Sneak up to and subdue the Waiter then dump him. |
| |
| Get your Rifle and go up onto the upper level where you can get a better |
| look over the Carpetshop Rooftop. Wait for Sara to be at the very large |
| vase at the west side of the area and for Nour to be at the railing at |
| the south end before killing her and him, in that order, to prevent the |
| bodies from being found. Drop the Rifle and go partway down the northeast |
| stairs. |
| |
| Hamza is about halfway down. Kill him with your Pistol then drag his body |
| up to be hidden. Pick up his Rifle and place it on the stool. Both Damian |
| and Dubaku are downstairs near the door. Toss the Wrench so it lands on |
| the top of the stairs and to the left of the Rifle. This should lure one |
| of them up. |
| |
| When he gets to the weapon then throw kill him with the Screwdriver, take |
| his Pistol and the Screwdriver, and drag him up. Repeat for the other |
| Target. After killing him then run down, out the door, and to the West |
| Gate to leave the mission. |
0===========================================================================0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Bangkok \@@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY4. Club 27 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@@\ Bangkok /
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
**NOTE: This chapter is considered a sequel to The Source (Patient Zero).
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This mission takes 47 back to Bangkok and to the Himmapan Hotel. Here he is
to take down two Targets: Jordan Cross and Ken Morgan.
Jordan Cross is the lead singer for a band called The Class and is here to
record their new album using one of the Penthouses on the upper floors. He is
also the son of Thomas Cross, a multi-billionaire media tycoon who also owns
the Hotel. Despite the band's success Jordan has just finished dealing with
some legal troubles.
Jordan was accused of killing his girlfriend, Hannah Highmoore. She either
fell off or was thrown off a high rise balcony. The Highmoore's obviously
felt that she was pushed off and wanted Jordan to pay for his crime. However,
thanks to his father's influence and money, Jordan was acquitted. This,
understandably, upset the Highmoore's so they have tasked The Agency to set
things right.
Ken Morgan, who just happens to be at the Hotel at the same time 47 arrives,
is the high priced lawyer who got Jordan acquitted. He is conniving and
ruthless and the Highmoore's want him eliminated too.
Although this is not as explosive in scope as the last mission this is still
not an easy task because of all of the security, the Hotel's and Jordan's
Bodyguards. Still, it is nice to be at a place where you can relax and
partake in a few casual drinks while hunting your quarry.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BGK1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>One Night In Bangkok
********************
Description: Reach Bangkok Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Shining Bright
**************
Description: Complete Club 27.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BGK2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed slightly northwest.
However, it is not enough of a problem to leave the Mini-Map
North Indicator off.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Hotel is broken up into several areas. The Cellar and Pier areas comprise
the lowest part of the Hotel. The main building is divided into four main
sections.
The north section is the North Wing. This is where Jordan and his crew are
staying. The lower floor is closed off for fumigation and the upper floors
have been taken over by the crew and is being trashed by them. The very top
of the wing is the Emperor's Suite Penthouse which has been converted into a
recording studio.
The center section is the Reception area and the east section is the Loading
Area where the Guard Room can be found. The south section is the South Wing
where most of the guests are staying. The lower floors are the Restaurant and
Lounge areas and the upper floors are the guest rooms. The top of this wing
is the Queen Suite and that is where Ken is supposed to be staying.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0=====0
| Pier \
0===========================================================================>
This is the area where you begin the mission. There is a small pier and a
large pier that also has a large shelter. The Northern Cellar Entry is at
the north end of this area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fire Extinguisher | On the north center pillar for the large shelter on |
| | the main pier. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================================================0
| Exterior - Terraces, Ground Level, and Restaurant Areas \
0===========================================================================>
The main Terrace is the large area that goes along the front of the Hotel
and is situated halfway up between the Pier and the Ground Level of the
Hotel. The north end of the Ground Level has The Golden Lotus Bar and the
south end has the outside portion of the Restaurant. There is a Staff Area
at the north end of the Bar.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Manager Note | On a large cardboard box at the northeast corner of |
| | the Staff Area. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On a pillar for the sheltered area at the northwest |
| | area of the Bar. |
|-------------------+-------------------------------------------------------|
| Wrench | ++[Casual and Pro]: On a metal cart at the Front |
| | Terrace just west of the Bar. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Exterior - Patio and Loading Area \
0===========================================================================>
The Patio, sometimes known as the Garden, runs along the south and
southeast sides of the Hotel. At the west end of the Patio is the
Maintenance Room which is also called the Garden Shed. About halfway east
is the stairs to the Cellar. Near the southeast corner is a Fountain.
The north half of the east side is the Delivery Area. A Storage Area is at
the southeast corner. The Guard Room, sometimes known as the Security Hut,
along with the Exterminator's Van plus additional stairs to the Basement is
near the center of this area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | On the ground southwest of the Fountain. |
|-------------------+-------------------------------------------------------|
| Hatchet | On a metal cart against the Hotel building just south |
| | and outside of the Delivery Area. |
|-------------------+-------------------------------------------------------|
| Shovel | Embedded in the dirt across from the Hotel building |
| | just south and outside of the Delivery Area. |
|-------------------+-------------------------------------------------------|
| Hammer | --On the shelving unit inside the Garden Shed. |
| | --On a wooden pallet at the south entrance to the |
| | Storage Area. |
|-------------------+-------------------------------------------------------|
| Soda Can | --On a large cardboard box against the west side |
| | exterior of the Guard Room (x2). |
| | --On the desk at the west side inside the Guard Room. |
|-------------------+-------------------------------------------------------|
| Insecticide | Inside the Exterminator's Van. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the ground by the driver's side door of the |
| | Exterminator's Van. |
|-------------------+-------------------------------------------------------|
| Manager Note | On the desk at the west side inside the Guard Room. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | Hidden on the ground in the corner in the small alley |
| | on the north side of the Guard Room and just east of |
| | the entrance. |
|-------------------+-------------------------------------------------------|
| Fusil G2 | Inside the locker at the southwest corner of the |
| | Guard Room. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall near the cooler in the northeast corner |
| | inside the Guard Room. |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the ground by the trio of tall metal food carts at |
| | the southwest side of the Storage Area (x2). |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Cellar (Basement) \
0===========================================================================>
This floor has several stairs and entrances. The Northern Cellar Entry
leads to the Pier. Just east of that is the West Storage Room. East of the
Storage Room is the Staff Room. Next to it to the south is a set of stairs
leading up to the Ground Floor which I will call the Staff Room Stairs.
Next door east of the Staff Room is the Laundry Room. East of that is a
large room called the Linen Room. East of that are stairs that go up to the
Delivery Area.
**NOTE: On the map the Laundry Room notification is where the Linen Room
is. But I will still call it the Linen Room because that is what
the signs on the door say. The smaller room to the left will
still be called the Laundry Room.
South of the Linen Room is the Cellar Hall. South of that is a small
Luggage Room which is also called the South Wing Basement. Next door south
of that is the South Storage Room. South of this are two sets of stairs.
The east one goes up to the Ground Floor and the south one goes up to the
Garden through the Southern Cellar Entry.
**NOTE: The exit down here that you can leave the mission with is known
as the Basement Exit and will be called as such despite the floor
itself being called the Cellar.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###########################| West Storage Room |###########################|
0===========================================================================0
| Fire Extinguisher | On the west side of the west pillar. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the box near the east pillar. |
0===========================================================================0
|###############################| Staff Room |##############################|
0===========================================================================0
| Waiter Disguise | ++[Casual and Pro]: On the floor inside the open locker |
| | at southeast corner near the Restroom. |
|-----------------+---------------------------------------------------------|
| Manager Note | On the round table at the southwest corner of the Room. |
|-----------------+---------------------------------------------------------|
| Wrench | ++[Casual and Pro]: On the floor by the Toilet inside |
| | the Restroom. |
0===========================================================================0
|##############################| Laundry Room |#############################|
0===========================================================================0
| Wrench | On the floor by the sink at the north side of the Room. |
|----------------+----------------------------------------------------------|
| Coin | On the floor by the washers at the southwest area of the |
| | Room (x3). |
|----------------+----------------------------------------------------------|
| Master Keycard | On the counter at the northeast corner of the Room. |
|----------------+----------------------------------------------------------|
| Soda Can | On the washers at the east side of the Laundry Room. |
0===========================================================================0
|###############################| Linen Room |##############################|
0===========================================================================0
| Emetic Rat Poison | On the table, by the Sink, at the south side of Room. |
|-------------------+-------------------------------------------------------|
| Wrench | Inside the toolbox on the floor at the north central |
| | section of the Room. |
|-------------------+-------------------------------------------------------|
| Manager Note | On the long white table at the south side of the |
| | Room. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall extension at the west side of the Room. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the cooler at the north central side of the Room. |
|-------------------+-------------------------------------------------------|
| Kitchen Staff | ++[Casual and Pro]: On the floor under the long white |
| Disguise | table at the south side of the Room. |
0===========================================================================0
|##############################| Luggage Room |#############################|
0===========================================================================0
| Emetic Rat Poison | On the floor, under the shelving, at the east side of |
| | the Room. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the north end of the center wall divider. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On the shelving at the east side of the Luggage Room. |
0===========================================================================0
|###########################| South Storage Room |##########################|
0===========================================================================0
| Crowbar | On the crates by the south pillar. |
|--------------+------------------------------------------------------------|
| Sapper's Axe | Hidden inside a group of Ursa Vodka bottle crates at the |
| | east wall. |
0===========================================================================0
|############################| Cellar Hallways |############################|
0===========================================================================0
| Emetic Rat Poison | On the floor, by an emergency exit door (which is |
| | also the Basement Exit), at the north end of the |
| | north-south hallway just east of the Pier entrance |
| | and west of the West Storage Room. |
|-------------------+-------------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: On the small blue crate west of |
| | the Staff Room Stairs. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall at the base of the Staff Room Stairs. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall next to the Soda Machines under the Staff |
| | Room Stairs. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the floor by the Soda Machine under the Staff Room |
| | Stairs. |
|-------------------+-------------------------------------------------------|
| Crowbar | On a stack of pallets at the southeast corner of the |
| | room next to the Loading Area Stairs. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Ground Floor \
0===========================================================================>
This floor is divided into three sections.
The north half, which is known as the North Wing, has Rooms 001 to 003 but
they are shut down for fumigation. This area will be called the Fumigation
Area. At the southwest corner is the Director's Office. Across the hallway
east is the Stock Room which has the Staff Room Stairs. The Main Stairs
(North) and the exit to the Loading Area is to the east.
The central part of this floor is the Reception area. The Reception Desk is
to the west and the Reception Bar is to the east.
The south half, which is known as the South Wing, is the main Restaurant
and Kitchen areas. The Restaurant is the large room to the west. The
Serving Area, where Waiters pick up food, is next door to the east. At the
southeast corner of the Dining Area is the Restrooms. The large room in the
center is the Kitchen. At the southeast corner of the Kitchen is the Pantry
and Freezer rooms.
Next door east of the Pantry is the (Southeast) Staff Room and north of
that is the (East) Staff Room with the Main Stairs (South), stairs that go
to the Basement, and the exit that goes out to the east side of the Patio
and just south of the Loading Area. The small room that is sandwiched
between the (East) Staff Room and the Kitchen is the Kitchen Manager's
Office.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Exterminator's | On the main desk inside the Director's Office. |
| Schedule | |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --By the door just inside the west entrance of the |
| | Stock Room. |
| | --On the wall just south of the door to the Kitchen |
| | Manager's Office inside the (East) Staff Room. |
| | --On the wall at the northwest corner of the Serving |
| | Area. |
|-------------------+-------------------------------------------------------|
| Hammer | On the stack of wood at the northeast corner of the |
| | Stock Room. |
|-------------------+-------------------------------------------------------|
| Fire Axe | --On the wall just west of the Main Stairs (North) in |
| | the Fumigation Area. |
| | --On the wall at the southwest corner of the |
| | (Southeast) Staff Room. |
|-------------------+-------------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: On the stack of wood just north |
| | of the west door to the Stock Room inside the |
| | Fumigation Area. |
|-------------------+-------------------------------------------------------|
| Guest List | On the back counter behind the Reception Desk. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | --On the counter at the Reception Bar. |
| | --On the short counter at the south side of the |
| | Kitchen. |
| | --At the center of the long counter in the center of |
| | the Kitchen. |
|-------------------+-------------------------------------------------------|
| Cake Topper | At the north end of the long counter in the center of |
| | the Kitchen. |
|-------------------+-------------------------------------------------------|
| Coconut | On the small counter at the northwest area of the |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Cleaver | On the short counter at the north side of the |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Manager Note | On the desk inside the Kitchen Manager's Office. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the center shelving inside the Pantry (x2). |
|-------------------+-------------------------------------------------------|
| Master Keycard | Carried by Mrs. Mookjai. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| 1st Floor \
0===========================================================================>
This floor is divided into two sections. The North Wing has suites (101 to
104) plus the Security Room. There is the Main Stairs (North) at the
southeast corner of the floor.
The South Wing has the upper floor of the Restaurant and three lounges. The
Beauty Camberwell Lounge is at the southeast part of the floor. The Meadow
Brown Lounge is the south central part of this floor. The Apollo Lounge is
the north central part of the floor. The Painted Lady Lounge is north of
the Beauty Camberwell Lounge.
The upper Restaurant floor is to the west. There is the Main Stairs (South)
at the northeast corner of the floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fire Axe | --On the wall at the top of Main Stairs (North). |
| | --On the wall by the north door inside the |
| | Security Room. |
|----------------------+----------------------------------------------------|
| Soda Can | --On the west desk by the Recorder inside the |
| | Security Room (x2). |
| | --On the north table inside the Security Room |
| | (x3). |
| | --On the south table inside the Security Room |
| | (x2). |
| | --On the east table inside the Security Room (x3). |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | --On the wall in the southwest corner of the |
| | Security Room. |
| | --By the doorway at the east side of the Apollo |
| | Lounge. |
|----------------------+----------------------------------------------------|
| Police Baton | On the south table inside the Security Room. |
|----------------------+----------------------------------------------------|
| Fusil G2 (x2) | On the counter at the west side of the Security |
| Tactical Bartoli 12G | Room. |
|----------------------+----------------------------------------------------|
| Master Keycard | --On the east table inside the Security Room. |
| | --On the round table at the north side of Room |
| | 102. |
|----------------------+----------------------------------------------------|
| Manager Note | On the east table inside the Security Room. |
|----------------------+----------------------------------------------------|
| Hotel Security | ++[Casual and Pro]: In the open locker at the |
| Disguise | northeast corner of the Security Room. |
|----------------------+----------------------------------------------------|
| Bartoli 75R | In the open locker at the northeast corner of the |
| | Security Room. |
|----------------------+----------------------------------------------------|
| Lethal Poison Pill | On the counter inside the bathroom for Room 104. |
| Jar | |
|----------------------+----------------------------------------------------|
| Kitchen Knife | Near the espresso machine on the L-shaped counter |
| | at the northwest corner of the Meadow Brown |
| | Lounge. |
|----------------------+----------------------------------------------------|
| Coconut | On the back counter behind the bar at the Apollo |
| | Lounge. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| 2nd Floor \
0===========================================================================>
This floor is divided into three sections.
The North Wing contains Rooms 201 through 204 and are being used by members
of Jordan's crew. This area is pretty thrashed because of them. This
section also has the Molly Blue Lounge where most of the crew have gathered
for Jordan's surprise birthday party (this is also called the Birthday
Reception room). The Main Stairs (North) is to the southeast.
The middle section is the Reception Roof and can be used to go between the
north and south sections of the floor.
The South Wing contains Rooms 205 through 208. 47's room is 205 and Jackie
Carrington's room is 207. The large room to the north is the Red Admiral
Lounge. The Main Stairs (South) is to the northeast.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fire Axe | --On the wall next to Main Stairs (North). |
| | --On the wall about fifteen feet south from Main |
| | Stairs (South). |
|-------------------+-------------------------------------------------------|
| Coin | --One Coin can be found on the floor about eight feet |
| | from Main Stairs (North) and three more can be |
| | found about five feet north from that. |
| | --By the round table at the southwest corner of the |
| | main area for Room 207 (x2). |
| | --On the desk inside the bedroom for Room 207 (x2). |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall just east of the center door for the |
| | Molly Blue Lounge. |
| | --At the wall corner just northwest of Room 205 and |
| | just south of the east Reception Roof door. |
| | --At the wall corner north of Room 207 and just south |
| | of the west Reception Roof door. |
|-------------------+-------------------------------------------------------|
| Pool Ball | On the table west of the central door to the Molly |
| | Blue Lounge and north of the west Reception Roof |
| | door. |
|-------------------+-------------------------------------------------------|
| Soda Can | --On the nightstand inside the bedroom for Room 201. |
| | --On the bookcase at the west side inside the Molly |
| | Blue Lounge. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | --Embedded in the fruitcake at the southwest corner |
| | of the main area for Room 201. |
| | --On the table by the birthday cake at the center of |
| | the Molly Blue Lounge. |
|-------------------+-------------------------------------------------------|
| Propane Flask | --Inside the globe at the southwest corner inside the |
| | Molly Blue Lounge. |
| | --On the floor behind a red couch and under a group |
| | of colorful balloons near the center of the Molly |
| | Blue Lounge. |
| | --On the equipment crate at the southeast area of the |
| | Molly Blue Lounge. |
|-------------------+-------------------------------------------------------|
| Letter From Dexy | Carried by Neil inside Room 202. |
|-------------------+-------------------------------------------------------|
| Manager Note | --On the cart just east of the door for Room 205. |
| | --On the cart north of Room 207 and just south of the |
| | west Reception Roof door. |
|-------------------+-------------------------------------------------------|
| Letter Opener | On the desk inside the bedroom for Room 205. |
|-------------------+-------------------------------------------------------|
| Recording Crew | ++[Casual and Pro]: On the floor by the bathtub |
| Disguise | inside the bathroom for Room 207. |
|-------------------+-------------------------------------------------------|
| Golf Club | On the couch inside the main area for Room 207. |
|-------------------+-------------------------------------------------------|
| Branson MD-2 | On the floor near the bed inside the bedroom for Room |
| Microphone | 207. |
|-------------------+-------------------------------------------------------|
| Room 207 Keycard | Carried by Jackie Carrington. |
|-------------------+-------------------------------------------------------|
| Speedboat Key | ++[Master]: On the desk inside the bedroom for Room |
| | 208. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| 3rd Floor - Penthouses (Bottom Floor) \
0===========================================================================>
On this level are the bottom floors of the two Penthouses. The north
Penthouse is the Emperor's Suite and the south one is the Queen Suite. They
each have two stairs, north and south, that go to an upper floor. The
Emperor's Suite is being used as a recording studio for Jordan's new
record. The Queen Suite is being reserved for Ken.
It should be noted that the Emperor Suite is also known as Cross' Suite and
the Queen Suite is also known as Ken Morgan's or Morgan's Suite. I will use
these names to make things easier.
Each Penthouse has a Kitchen which is located at the northeast corner
(Emperor's Suite) and the southeast corner (Queen Suite). Each Penthouse
also has an Office and Bathroom located at the opposite corners from the
Kitchen. The center section of the Emperor's Suite is the Recording Studio.
The Sound Booth is at the west side of this area.
The Main Stairs (North) is located at the southeast corner of the Emperor's
Suite and Main Stairs (South) is located at the northeast corner of the
Queen Suite.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Cross' Suite |#############################|
0===========================================================================0
| Letter Opener | On the desk inside the Office. |
|-------------------+-------------------------------------------------------|
| Pool Ball | On the round table at the northeast corner inside the |
| | Office. |
|-------------------+-------------------------------------------------------|
| Baseball Bat | Leaning against the couch at the southwest corner |
| | inside the Office. |
|-------------------+-------------------------------------------------------|
| Hammer | --Next to the piano just southeast of the south |
| | stairs within the Suite. |
| | --In the center of the soundproofing wall just east |
| | of the north stairs within the Suite. |
|-------------------+-------------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: By the small potted plant at the |
| | base of the south stairs within the Suite. |
| | ++[Casual and Pro]: On a round white table north of |
| | the north stairs within the Suite. |
| | --Laying on a guitar case at the southwest corner of |
| | the Recording Studio. |
|-------------------+-------------------------------------------------------|
| Crowbar | --Leaning against a cluster of equipment in the |
| | center of the south stairs room within the Suite. |
| | --On top of a stack of stuff west of the north stairs |
| | within the Suite. |
|-------------------+-------------------------------------------------------|
| Soda Can | --Under the stairs in the north stairs room within |
| | the Suite (x2). |
| | --On the floor next to a beige chair in the northwest |
| | corner of the south stairs room within the Suite |
| | (x2). |
| | --At the southwest corner of the center counter |
| | inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Wrench | On the equipment case west of the Sound Booth. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | At the northeast and southeast corners of the center |
| | counter inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Coconut | Near the center of the center counter inside the |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall next to the blocked off door to the |
| | Kitchen east of the Recording Studio. |
| | --On the wall by the door at the northwest corner |
| | inside the Office. |
|-------------------+-------------------------------------------------------|
| Fire Axe | At the top of the Main Stairs (North). |
0===========================================================================0
|#############################| Morgan's Suite |############################|
0===========================================================================0
| Soda Can | On the floor at the west end of the main central room |
| | within the Suite (x2). |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall to your right just after you go through |
| | the door into the main Penthouse for the Suite. |
| | --On the wall near the divider at the southwest area |
| | of the main central room within the Suite. |
|-------------------+-------------------------------------------------------|
| Leather Briefcase | In a chair at the northeast corner of the Office. |
|-------------------+-------------------------------------------------------|
| Gold Elephant | **NOTE: All of these can be found inside Morgan's |
| | Suite. The last three are on the Top Floor. |
| | |
| | --On the bookcase at the east side of the south |
| | stairs room (x3). |
| | --On the high shelf at the southwest area of the |
| | south stairs room (x3). |
| | --On the bookcase at the west side of the south |
| | stairs room (x2). |
| | --On the bookcase at the south and east sides of the |
| | Office (x2). |
| | --On the bookcase at the west side of the north |
| | stairs room. |
| | --On the high shelf at the north side of the north |
| | stairs room. |
| | --On the bookcase at the east side of the north |
| | stairs room (x3). |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall about ten feet from the top of the Main |
| | Stairs (South). |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| 4th Floor - Penthouses (Top Floor) \
0===========================================================================>
Each Penthouse has a large central Roof Garden plus a Small Garden that can
be found to the west. The Small Garden is part of the Master Bedroom area.
The North and South Guest Bedrooms can be found to the east of each
Penthouse.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Cross' Suite |#############################|
0===========================================================================0
| Soda Can | --On the table and the mini fridge at the north side |
| | of the bed within the Master Bedroom (x2). |
| | --By the television west of the bed within the Master |
| | Bedroom. |
| | --On the equipment at the southwest corner of the |
| | Garden. |
| | --On the ground at the north side of the fountain in |
| | the center of the Garden. |
| | --On the small round table at the southeast corner of |
| | the South Guest Bedroom. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall between the Master Bathroom and the |
| | Small Garden west of the Garden. |
| | --On the wall east of the Garden. |
|-------------------+-------------------------------------------------------|
| Radio | On the round table at the northeast corner of the |
| | North Guest Bedroom. |
|-------------------+-------------------------------------------------------|
| Katana | On the bed within the South Guest Bedroom. |
0===========================================================================0
|#############################| Morgan's Suite |############################|
0===========================================================================0
| Fire Extinguisher | --On the wall between the Master Bathroom and the |
| | Small Garden west of the Garden. |
| | --On the wall east of the Garden. |
|-------------------+-------------------------------------------------------|
| Gold Elephant | On the bookcase at the west central side of the |
| | Master Bedroom (x3). |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BGK3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You can now start near the Security Hut disguised as Hotel |
| | Security and unlock Nne Obara's Machete for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn an Agency Pickup at the Garden Shed. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start in 47's Suite. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the Enram HV Covert for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn an Agency Pickup at the Penthouse. |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start in the Himmapan Bar disguised as a |
| | Bartender and unlock the TAC-SMG S for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn a Hidden Stash at the Ground Floor Restaurant |
| | Restroom. |
|----------+----------------------------------------------------------------|
| Level 9 | You can now start in the Restaurant Kitchen disguised as a |
| | Chef. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the Modern Emetic Syringe for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You earn a Hidden Stash at the 1st Floor South Wing Balcony. |
|----------+----------------------------------------------------------------|
| Level 12 | You can now start at the Side Garden disguised as a |
| | Groundskeeper and unlock the Antique Lethal Syringe for use in |
| | all missions. |
|----------+----------------------------------------------------------------|
| Level 13 | You earn an Agency Pickup at the Storage Room. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn an Agency Pickup at the South Wing Basement. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the Jaeger 7 "Tiger" for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now start at the Linen Room disguised as Hotel Staff. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn a Hidden Stash at the Room 102 Bathroom. |
|----------+----------------------------------------------------------------|
| Level 18 | You earn an Agency Pickup at the Recording Studio and unlock |
| | the ICA Explosive Phone for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 19 | You can now start in the 2nd Floor Hallway disguised as a |
| | member of the Recording Crew. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Krugermeier 2-2 Pistol and the "Mixtape 47" |
| | Distraction Device for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BGK4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0=============0
| Jordan Cross \
0===========================================================================0
| Jordan is one of your main Targets and is found in his Suite. He will go |
| from the Sound Booth up to the top floor to hang out in the Roof Garden |
| before going back down again. He can be made to leave the area under |
| certain circumstances. |
0===========================================================================0
0===========0
| Ken Morgan \
0===========================================================================0
| Ken is the other main Target and can be found on the Ground Floor inside |
| and outside the building. He will check for messages at the Reception |
| Desk before going back outside to hang around near the Garden Shed. Then |
| he will go into the Restaurant to sample a dish before going back to the |
| Desk. He can be made to leave the area under certain circumstances. |
0===========================================================================0
0===========0
| Dexy Barat \
0===========================================================================0
| She is Jordan's manager and can be found on the top floor of Cross' |
| Suite. |
0===========================================================================0
0=============0
| Mrs. Mookjai \
0===========================================================================0
| She is the manager of the Hotel and can be found walking around the |
| Ground Floor inspecting certain areas of the facility. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BGK5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0============0
| Casual Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| But there are multiple areas that you are not allowed in such as: |
| |
| --The Delivery Area. |
| --The Cellar. |
| --The North Wing. |
| --The Staff Only areas. |
| --The Kitchen. |
| --Behind the Reception Bar. |
| --Both Penthouses. |
0===========================================================================0
0========0
| Stalker \
0===========================================================================0
| This person can be found in the top floor of Morgan's Suite. You can |
| easily subdue him for his Disguise. However, this Disguise is useless |
| since it turns the entire Hotel into a Hostile Area and everybody becomes |
| an Enforcer to you regardless of game difficulty. |
0===========================================================================0
0==============0
| Abel de Silva \
0===========================================================================0
| He is the replacement drummer brought in when the other drummer for the |
| band quit. He can be found in the 1st Floor lounge area. He wears a wide |
| brimmed hat with sunglasses along with a loud flowery sleveless shirt. He |
| goes between the Meadow Brown and Apollo lounges. |
| |
| Wearing this Disguise limits your access to the Hotel. You're not allowed |
| in the Cellar, Staff access areas, the Kitchen area, the North Wing rooms |
| (including your own), the Security Room, and Morgan's Suite. Even though |
| you are allowed in the Top Floor of Cross' Suite you are not allowed in |
| the Master and Guest Bedrooms plus the Small Garden. |
| |
| The safest way to acquire it is to go into the Beauty Camberwell Lounge |
| (disguised as Security) and stand by the west door. Abel will go onto the |
| balcony just outside. |
| |
| When he is outside then toss an object to the left of the Wastebasket at |
| the left side of the door to the balcony. When he comes by then get |
| behind him and subdue him. Drag him to the northwest corner of the Lounge |
| and take his clothes. |
| |
| As for Enforcers, there are eleven at Casual difficulty: |
| |
| --Two in the Ground Floor Restaurant including one by the Restrooms. |
| --Four in the Meadow Brown Lounge on the 1st Floor. |
| --Three in the Apollo Lounge. |
| --One in the upper Restaurant area. |
| --One by the Molly Blue Lounge on the 2nd Floor. |
| |
| There are no additional Enforcers at Professional difficulty. At Master |
| difficulty there are three additional Enforcers: one in Room 201 on the |
| North Wing 2nd Floor, one in the north stairs room of Cross' Suite, and |
| Dexy. |
0===========================================================================0
0==============0
| Groundskeeper \
0===========================================================================0
| These are the people with the wide brimmed hats that are tasked with |
| keeping the Hotel exterior clean and tidy. This Disguise allows you |
| access to most areas of the Hotel. |
| |
| On the Ground Floor you are not allowed behind the Reception Bar, the |
| Guard Room, and the Kitchen Area including the Serving Area and Kitchen |
| Manager's Office. On the 1st Floor you are not allowed in the Meadow |
| Brown and Beauty Camberwell Lounges plus the Security Room. On the 2nd |
| Floor you are not allowed in any of the rooms in the South Wing - even |
| your own. You are not allowed in the Penthouses. |
| |
| The easiest way to acquire this Disguise is to subdue the Groundskeeper |
| in the Linen Room. |
| |
| As for Enforcers, there are two at Casual difficulty: a Security Guard at |
| the Patio near the Delivery Area and Mrs. Mookjai. At Professional |
| difficulty there are two additional Enforcers - one at the Linen Room in |
| the Cellar and one behind the Reception Desk. |
| |
| At Master difficulty there is one additional Enforcer and that would be |
| the sleeping Guard at the entrance to the Delivery Area. |
| |
| You can start at the Patio already disguised as a Groundskeeper once |
| you've reached Mastery Level 12. |
0===========================================================================0
0==============0
| Kitchen Staff \
0===========================================================================0
| These are the Chefs that work inside the Kitchen and catering areas near |
| the Recording Area. This Disguise gives you some decent access inside the |
| Hotel but has some limitations. |
| |
| You are not allowed in the Guard Room and Security Room. In addition, you |
| you are not allowed in the Meadow Brown and Beauty Camberwell Lounges, |
| the Rooms on the 2nd Floor of the South Wing (including your own), and |
| the Reception Roof. You are also not allowed in Morgan's Suite and, even |
| though you are allowed in the North Wing and Cross' Suite, you are not |
| allowed on the Top Floor. |
| |
| One important thing to note about this Disguise is that you can poison |
| food and drink without suspicion. |
| |
| The best way to acquire this Disguise is to grab one from the Linen Room |
| although it is easier to do it when wearing another Disguise. At Master |
| difficulty you will need to take it from someone. |
| |
| Go into the Kitchen Manager's Office, stand to the left of the doors to |
| the Kitchen, open them, and toss a Coin west towards the stack of green |
| crates with the trash bag on top. This should lure in one of the Staff |
| nearby. When he enters then close the doors, subdue him, dump him in the |
| Closet, and take his clothes. |
| |
| As for Enforcers, there are thirteen at Casual difficulty: |
| |
| --One in the Delivery Area. |
| --A patrolling Guard in the Cellar. |
| --Two Chefs in the Kitchen and Pantry. |
| --One in the Restaurant. |
| --One behind the Reception Bar. |
| --One behind the Reception Desk. |
| --One in the (East) Staff Room. |
| --A Chef that goes between the Restaurant and the Molly Blue Lounge. |
| --Mrs. Mookjai. |
| --A patrolling Bodyguard near Room 201 on the 2nd Floor. |
| --A Bodyguard in the north stairs room at Cross' Suite. |
| --A Bodyguard in the south stairs room at Cross' Suite. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --One in the Laundry Room in the Cellar. |
| --Two Chefs in the Kitchen and Serving Area on the Ground Floor. |
| --One in the Apollo Lounge on the 1st Floor. |
| --A patrolling Chef at Cross' Suite. |
| |
| At Master difficulty there are three additional Enforcers: the sleeping |
| Guard outside the Delivery Area, one outside the Molly Blue Lounge, and a |
| Crew member in the Cross' Suite's Kitchen. |
| |
| You can start at the Kitchen already disguised as Kitchen Staff once |
| you've reached Mastery Level 9. |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| These are the people who man the Restaurant and Bar areas throughout the |
| Hotel. This Disguise gives you a lot of access to the Hotel but not all |
| areas. You are not allowed in the Guard Room and Security Room. You are |
| also not allowed in the Hotel rooms in the South Wing 2nd Floor |
| (including your own), the Reception Roof, and both Penthouses. |
| |
| One important thing to note about this Disguise is that you can poison |
| food and drink without suspicion. |
| |
| The easiest way to acquire this Disguise is to sneak down into the Staff |
| Room and grab it from the locker near the Toilet. At Master difficulty |
| you will need to take it from somebody but that can still be done in the |
| Staff Room. |
| |
| When you get down there then get rid of the Guard. After you subdue him |
| and dump him in the Closet then turn on the Radio. This will lure the |
| Waiter from the other side. Subdue him after he turns it off, dump him in |
| the Closet, and take his clothes. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --One in the Ground Floor Restaurant. |
| --One in the Kitchen. |
| --One behind the Reception Bar. |
| --Mrs. Mookjai. |
| --One inside Room 102 on the North Wing 1st Floor. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --One at the south end of the Terrace area. |
| --One in the Ground Floor Restaurant. |
| --One at the Reception Desk. |
| --Two Waiters for the Apollo and Meadow Brown Lounges on the 1st Floor. |
| |
| At Master difficulty there are four additional Enforcers. On the Ground |
| Floor there is one outside the Restaurant near the Patio plus a Chef in |
| the Serving Area. On the 2nd Floor there is a Bodyguard in Room 201 and a |
| Chef that goes between the Molly Blue Lounge and the Restaurant. |
| |
| You can start at the Patio Bar already disguised as a Waiter once you've |
| reached get Mastery Level 7. |
0===========================================================================0
0=============0
| Exterminator \
0===========================================================================0
| These are the two people tasked with killing the bugs that are plaguing |
| the North Wing on the Ground Floor. |
| |
| You are allowed in the Cellar and most of the Ground Floor except the |
| Kitchen, Garden Shed, Guard Room, and Reception Bar. The only places you |
| can't go on the 1st Floor are the Meadow Brown and Beauty Camberwell |
| Lounges. The only places you can't go on the 2nd Floor are the Security |
| Room and the Reception Roof. |
| |
| You cannot go up to either Penthouse but you can temporarily enter Cross' |
| Suite after you talk to Mrs. Mookjai to clear out that area. |
| |
| To safely acquire this Disguise you need to start the conversation |
| between the Exterminator and his friend on the Ground Floor in the North |
| Wing then subdue them both. Go into the Stock Room and grab the Hammer in |
| the corner. Stand at the east end of the center shelving unit and wait. |
| |
| Eventually the both of them will come inside. Wait for the both of them |
| to stop before quickly knocking out the Staff person then running up |
| behind and quickly knocking out the Exterminator. Dump both bodies in the |
| Closet and take the Disguise. |
| |
| As for Enforcers, there are none at Casual difficulty. At Professional |
| difficulty there is one Enforcer and he is the other Exterminator |
| stationed by the Bug Swat Van in the Delivery Area. At Master difficulty |
| there is one additional Enforcer and he is in the Delivery Area. |
0===========================================================================0
0===============0
| Recording Crew \
0===========================================================================0
| These are the guys that are part of Jordan's entourage. Although you can |
| move freely around the North Wing for the most part there are a lot of |
| areas you can't enter. |
| |
| You are not allowed in the Cellar and other Staff areas (Garden Shed, |
| Kitchen, Delivery Area), Security Room, Reception Roof, the rooms on the |
| 2nd Floor of the South Wing (including your own), and Morgan's Suite. |
| Although you are allowed on the top floor of the Cross' Suite you are not |
| allowed in the bedrooms and Small Garden. |
| |
| You can safely acquire this Disguise from the bathroom for Room 207. You |
| can also safely subdue the guy inside the bedroom for Room 202 to get |
| his. |
| |
| As for Enforcers, there are eleven at Casual difficulty: |
| |
| --A member of the Crew at the Terrace area not far from the Bar. |
| --One by the Security Room on the 1st Floor. |
| --One outside the Molly Blue Lounge on the 2nd Floor. |
| --One inside the Molly Blue Lounge. |
| --One outside Room 201. |
| --One inside Room 202. |
| --One at the Main Stairs at Cross' Suite. |
| --One in the north stairs room. |
| --One behind the Sound Booth. |
| --One in the Garden on the Top Floor. |
| --One sleeping just outside the Garden. |
| |
| At Professional difficulty there are two additional Enforcers: one behind |
| the Reception Desk and one Crew person inside Room 202. |
| |
| At Master difficulty there are four additional Enforcers. On the 2nd |
| Floor North Wing there is one by the Main Stairs and one inside the Molly |
| Blue Lounge. In Cross' Suite there is one in the north stairs room. On |
| the Top Floor Dexy is an Enforcer. |
| |
| You can start on the 2nd Floor already disguised as a member of the Crew |
| once you've reached Mastery Level 19. |
0===========================================================================0
0============0
| Hotel Staff \
0===========================================================================0
| This is the outfit that the main hotel employees wear and is one of the |
| better Disguises to use. It allows you access to most areas of the Hotel, |
| including the Hotel rooms, but not all. You're not allowed access to the |
| Security Room, the Meadow Brown Lounge, the Guard Room, the Reception |
| Roof, and Cross' Suite. |
| |
| There are three ways to acquire this Disguise. |
| |
| The first is to go into your Suite and call for room service. He will |
| either go into the bedroom or bathroom. Subdue him there and take his |
| clothes. The second is to ambush the guy in the Laundry Room near the |
| Container after the female employee leaves. The third method is to ambush |
| the person who trails after the Exterminator on the Ground Floor when |
| they stop in the Stock Room. |
| |
| As for Enforcers, there are thirteen at Casual difficulty: |
| |
| --One in the Delivery Area. |
| --Five in the Cellar. |
| --One in the Kitchen. |
| --One in the Restaurant. |
| --One at the Reception Desk. |
| --One in the (East) Staff Room. |
| --Mrs. Mookjai. |
| --One in Room 102 in the North Wing 1st Floor. |
| --One in Morgan's Suite. |
| |
| At Professional difficulty there are five additional Enforcers: three in |
| the Cellar, one in the Garden Shed, and one at Room 102. |
| |
| At Master difficulty there are seven additional Enforcers: |
| |
| --One outside the Northern Cellar Entry. |
| --One at the entrance to the Delivery Area. |
| --One inside the Delivery Area. |
| --One at the Patio at the southeast corner. |
| --One near the Terrace Bar. |
| --One in the Cellar. |
| --One at Morgan's Suite. |
| |
| You can start in the Linen Room already disguised as Staff once you've |
| reached Mastery Level 16. |
0===========================================================================0
0===================0
| Morgan's Bodyguard \
0===========================================================================0
| He is the lone bodyguard, named Otis, that follows Ken around. Although |
| he is a security person he is only a bodyguard for one person. This |
| Disguise has the same properties as the Suit but you do have access to |
| Morgan's Suite. |
| |
| To safely acquire this Disguise then you need to bring Ken up to his |
| Suite. After he inspects the Office then stand in the east doorway and |
| toss an object in the southwest corner just as they leave and before the |
| door closes. Otis will go in to investigate so loop behind him and subdue |
| him when he gets to the object to get his Disguise. |
| |
| It is important to note that this Disguise is *NOT* required for the |
| [Chameleon] Challenge. |
| |
| As for Enforcers, there is one at Casual difficulty and he is Ken. There |
| are no additional Enforcers at Professional and Master difficulties. |
0===========================================================================0
0========================0
| Jordan Cross' Bodyguard \
0===========================================================================0
| These are the guys with black t-shirts that are Jordan's personal |
| security team. This is one of the better Disguises to use in regards to |
| Hotel access. The only areas you aren't allowed is the Guard Room, the |
| Security Room, and Morgan's Suite (although you can be in the area at the |
| top of the Main Stairs). |
| |
| The safest way to acquire this Disguise is to go up to Cross' Suite. Go |
| to the south stairs room to find a Bodyguard with a short patrol route. |
| You can easily subdue him in the middle of his route and dump him in the |
| Container under the stairs where you can switch into the Disguise. |
| |
| At Master difficulty you can still get this Disguise from the same |
| Bodyguard but his route is a little different and he won't go by the |
| Container. Simply place a Coin on the rug near the Container and he |
| should see it when he stops at the south end of his short route. Subdue |
| him there, dump him, and take his clothes. |
| |
| As for Enforcers, there are nine at Casual difficulty: |
| |
| --One in the Delivery Area. |
| --One inside the Molly Blue Lounge on the 2nd Floor. |
| --One just outside the Molly Blue Lounge. |
| --One inside Room 201. |
| --One at the top of the Main Stairs at Cross' Suite. |
| --One near the Recording Studio. |
| --Two Bodyguards at the Top Floor. |
| --Dexy. |
| |
| At Professional difficulty there is one additional Enforcer and he is the |
| one behind the Reception Desk. At Master difficulty there are three |
| additional Enforcers: one by the Recording Studio at Cross' Suite and two |
| on the Top Floor. |
0===========================================================================0
0===============0
| Hotel Security \
0===========================================================================0
| This is probably the best Disguise in this chapter. You are allowed to go |
| everywhere in the Hotel except Cross' Suite. |
| |
| There are two ways to acquire this Disguise: |
| |
| The first way is to go into the Staff Room and place a Coin on the floor |
| near the blue cart which is right next to the door for the Laundry Room. |
| When the nearby Guard sees it and goes for it then subdue him and dump |
| him in a Closet. The best Closet is at the other end of the room divider. |
| |
| However, you need to keep an eye out on the three people on the other |
| side. One of them will get up and go to the west wall for a bit before |
| going back. He may see you put the body in the Closet so it is best to |
| wait for him to go back before disposal. |
| |
| The second way is to go into the Luggage Room and ambush the Guard that |
| goes through here and dump him in the Container. |
| |
| As for Enforcers, there are six at Casual difficulty: |
| |
| --One at the Patio near the Delivery Area. |
| --One in the Cellar. |
| --One by the door to the Stock Room on the Ground Floor. |
| --One in the Kitchen. |
| --Mrs. Mookjai. |
| --One inside the Security Room on the 1st Floor. |
| |
| At Professional difficulty there are four additional Enforcers: three in |
| the Cellar (all Hotel Security) and one behind the Reception Desk. |
| |
| At Master difficulty there are ten additional Enforcers: |
| |
| --One outside the Northern Cellar Entry. |
| --Two at the Terraces near the Restaurant. |
| --One patrolling the Patio near the Delivery Area. |
| --Two at the North Wing entrance on the Ground Floor. |
| --One patrolling near the Security Room on the 1st Floor. |
| --One patrolling the South Wing 2nd Floor. |
| --Two by an open window at Morgan's Suite. |
| |
| You can start near the Guard Room already disguised as Security once |
| you've reached Mastery Level 2. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BGK6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of thirteen Cameras located around the
Hotel:
0=======================================================================0
| One in the Patio near the Delivery Area. |
|-----------------------------------------------------------------------|
| One in the Delivery Area south of the Guard Room. |
|-----------------------------------------------------------------------|
| One in the Cellar stairwell to the Patio. |
|-----------------------------------------------------------------------|
| Two in the Cellar. |
|-----------------------------------------------------------------------|
| Two in the Fumigation Area on the Ground Floor. |
|-----------------------------------------------------------------------|
| Two by the Security Room. |
|-----------------------------------------------------------------------|
| Two by the Molly Blue Lounge on the 2nd Floor. |
|-----------------------------------------------------------------------|
| Two on the Reception Roof above the doors for the South Wing. |
0=======================================================================0
The Recorder for them is in the Security Room on the 1st Floor. This one is
tricky to destroy because of the nearby Guards. You can safely enter the
room while wearing the Hotel Security Disguise but one of the Guards is an
Enforcer. Despite all the Guards there is an easy way to shoot out the
Recorder.
There are some Soda Cans on the east desk inside the Room. At the north end
of this desk are some boxes. Crouch behind them and, when the Enforcer is
at the Recorder, toss a Can so that it lands at the very northwest corner
of the Room. This should lure the Enforcer there.
As he is walking to that spot then sidestep left so you are behind the
large camouflage backpacks. Switch shoulders if necessary so that you can
aim at the Recorder but are not seen by the Guard on the right. When both
of the nearby Guards turn back towards their monitors and the Enforcer
arrives at the corner then shoot out the Recorder.
If you use a regular Silenced Pistol, like the Silverballer, then you will
attract attention of one of the Guards. However, it will take him a few
seconds to arrive at your position and you can easily and quickly leave the
Room through the east door before he gets there. If you use the Krugermeier
then you will not attract any attention at all.
**NOTE: There are people that can walk through the Security Room but it
doesn't happen with enough frequency to become a problem.
0=======0
| Master \
0========================================>
At this difficulty there are an additional seven Cameras: four in the
Reception area, two in the Security Room, and one in the Guard Room. The
Recorder is still in the same place and can still be destroyed the same
way.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BGK7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Hello, Who's There] and [Rubber Duck Sunday] Challenges are moved |
| from the Feats tab to the Assassination tab. The [Put The Lime In The |
| Coconut] Challenge is moved to the Feats tab. The [Heeeere's Johnny] |
| Challenge, from the Himmapan Horror Challenge Pack, is now part of the |
| Assassination tab. |
| |
| The following Challenges are now 1,000 XP instead of 2,000 XP and |
| prefixed with Mission Story: |
| |
| --[Mission Story - Man Machine] |
| --[Mission Story - Are "Friends" Electric] |
| |
| [The Smoking Gun], [Bugman], and [Tick Took] Challenges have been |
| prefixed with Mission Story. |
| |
| You can now unlock the Antique Lethal Syringe and the ICA Explosive Phone |
| at Mastery Levels 12 and 18 respectively. The Gold Coin is now unlocked |
| by completing the [Featured Contracts - Track 1, Tier 1] Challenge. The |
| [Nutcracker], [I Will Cry If I Want To], and [Tuppence A Wish] Challenges |
| have been removed. |
0===========================================================================0
0==============================0
| Master Difficulty Differences \
0===========================================================================0
| At this difficulty both Exits are guarded. For the Speedboat there are |
| two Guards. You can only use the Speedboat if you are wearing the Hotel |
| Security Disguise. In addition you need to find the Speedboat Keys which |
| are in the bedroom for Room 208. |
| |
| There are also two Guards near the Basement Exit. However, you can use |
| any Disguise that allows you safe passage into the Cellar to successfully |
| leave the mission. |
| |
| Outside of this there are just a few extra Guards and Cameras. |
0===========================================================================0
0=================0
| Safe Exploration \
0===========================================================================0
| If you wish to do some exploring of the map without resorting to |
| Rampaging then you should find the necessary Disguises to allow you to |
| safely learn the map. |
| |
| Sneak into the Cellar and get the Waiter Disguise from the Staff Room |
| then use it to get the Hotel Security Disguise which will allow you |
| access to most of the areas within the Hotel. While disguised as Hotel |
| Security you should go and acquire the Master Keycard. Later, go and get |
| the Recording Crew Disguise to get safe access to Cross' Suite. |
0===========================================================================0
0======0
| Pipes \
0===========================================================================0
| There are multiple Pipes outside the Hotel that will allow you to go |
| between floors: |
| |
| ++The North Pipe |
| ============== |
| This is the Pipe that goes from the bedroom for Room 102, past the |
| bedroom for Room 202, and to Cross' Suite. |
| |
| ++The South Pipe |
| ============== |
| This is the Pipe that goes from the south side of the Patio, past |
| the balcony for the Meadow Brown Lounge, past the balcony for Room |
| 205, and to Morgan's Suite. |
| |
| ++The Loading Area Pipes |
| ====================== |
| There are two Pipes that go up from ground level up to the |
| Reception Roof. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| With the exception of the Master Bathroom in both of the Penthouses all |
| of the locked doors use electronic locks so the Lockpick is nearly |
| useless, especially since you can enter the Master Bedroom area from the |
| Small Garden. |
| |
| You can get the Room 205 Keycard by going to the Reception Desk, the Room |
| 207 Keycard by knocking out or killing Jackie Carrington, and the Master |
| Keycard by knocking out or killing Mrs. Mookjai. |
| |
| The Master Keycard opens all doors within the Hotel. You can also find |
| the Master Keycard in both the Security Room and the Laundry Room. The |
| easiest way to get this Keycard is to get it from the Laundry Room. |
| However, you need to be dressed as Hotel Security to safely pick it up |
| without being spotted by the other people in the room. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================0
| The Final Curtain Call \
0===========================================================================>
This initial run-through will involve the Pesticide to knock out Jordan so
I can kill him by breaking his neck. As before this run will also include
Non-Target kill Challenges, [Chameleon], and several other smaller
Challenges. This run will also use a couple of strategically placed game
saves to acquire a couple of additional Target kill Challenges.
For this bring the Silverballer, Coins, place the Sieger 3000 Ghost into
47's Suite, and start at the Pier. When you start then run into the Hotel
and to the Reception Desk to acquire your Room 205 Keycard. Run up to your
Suite and use the Phone to call in the Hotel Staff. When they enter then
leave and run back outside.
Go through the Northern Cellar Entrance and sneak to the (West) Storage
Room to grab the Crowbar. Sneak to the Staff Room and acquire the Waiter
Disguise then place a Coin on the floor and back away while the Guard
nearby has his back to you. When he comes by then he should see the Coin
and go to it. Knock him out, take his Disguise and weapon, and dump him in
the Closet nearby.
Go into the Laundry Room to pick up the Master Keycard. Go up into the
Stock Room and grab the Hammer. Open the door and listen for the
conversation between the Exterminator and his friend then go back to wait
by the shelving. When they come in later then wait for them to stop before
quickly knocking out the Hotel Staff and the Exterminator.
Switch into and out of the Hotel Staff Disguise before dumping him in the
Closet. Dump the Exterminator in the Closet too. Go to the middle window
looking into the Reception Area and make a game save.
Use your Instinct look out towards the top of the trees on the other side
of the area. You should see a group of Coconuts. One of the Challenges
requires that you find six Coconuts and three of them can be found in this
group.
Go ahead and shoot the group to bring them down then go out but stay some
distance from them until the Hotel Staff person stops investigating them
then go and grab them. It should be noted that if they are broken then you
can't get them so reload the save if it happens. They will also break when
they are dropped on somebody.
After grabbing this group then go into the Kitchen to grab another one then
go up to the back of the Apollo Lounge to acquire another one. That makes
five - the last one will be acquired later.
Go around the map outside of the Penthouses to put them on the map. Go up
to the Queen Suite to put all locations there on the map then go up to the
Top Level to find and knock out the Stalker - switch into and out of his
Disguise. Go down to the Linen Room and knock out the Groundskeeper. Dump
him in the Container then switch into and out of his Disguise.
Go over and switch into and out of the Kitchen Staff Disguise and grab the
Emetic Rat Poison. After this then go up to the Serving Area in the
Restaurant. It is time to set up Ken.
In order to get him into position you need to use the emetic poison on one
of the five Plates here. During his pattern he will come in to sample from
a Plate then move on to the Reception Desk. When he gets sick then he will
go to the Wastebasket near the Restaurant entrance in the Reception Area
and under a batch of Coconuts.
The problem here is that he won't sample from the same Plate each time. The
good news is that it is not random. He will sample from a Plate to the left
of the one he sampled from on his previous trip. When he samples from the
leftmost Plate then he will sample from the rightmost one in the next trip
to restart the pattern.
Knowing this then use the poison on any of the Plates when the Chef nearby
isn't looking then go into the Stock Room and wait. When Ken finally gets
sick and goes to the Wastebasket then shoot down the Coconuts to kill him.
Go into the Beauty Camberwell Lounge and toss an object to the left of the
Wastebasket when Abel de Silva is on the balcony to lure him inside. Knock
him out, drag him to the southwest corner, and switch into and out of his
Disguise. Go back up to your Suite and acquire the Rifle.
Go into Room 207 when Jackie Carrington isn't around and go to her bedroom.
Here you should find a member of the Recording Crew sleeping. Nearby is the
Branson MD-2 Microphone which you should go and pick up.
At this point it is time to go after one of the Non-Target kill Challenges
and this is why you have the Snier Rifle. This is one of the more unusual
ones that MrFreeze2244 covered originally but appears to have been changed
a bit for Hitman 2.
To start, take out your Pistol and kill the Crew with a headshot. Next, go
out onto the balcony in the main room. Ahead of you to the west should be a
very large temple - the same one as in the picture for the [Looking Into
The Distance] Challenge. However, this is not where you really should be
looking.
Instead look right and you should see a large island in the center of the
river. Use the zoom of the Rifle and look at it. You should find a pier
with a golf bag at the end. If everything has gone right then you should
see a man in a white jacket coming onto the pier. Shoot him to kill him and
you should hear a ghostly scream and "Fore!". After this then you should
get this Challenge.
After that then drop your Rifle as you will not need it again. Go up to
Room 202 and into the bedroom. Close the door, knock out the Crew here, and
switch into his Disguise. Go up The North Pipe to enter Cross' Suite. Go to
the south stairs room and stand close to the Container under the stairs.
When the patrolling Bodyguard comes by then knock him out, dump him in the
Container, and take his Disguise. At this point make a game save:
>>Look Ma', No Head
*****************
Go to and stay behind the Sound Booth and wait for Jordan to come by.
Follow him in, close the door, bring out the Pistol, and shoot him in
the head to kill him. After the notifications pop up then reload the
save.
When you get back then go to the Sound Booth again but this time swap out
the Microphone and go back to re-acquire the Crew Disguise. Go over to the
Mixing Table and make another game save:
>>Thunder Kiss '65
****************
Find and turn up the Voltage Regulator which is on the left corner of
the Table.
But you need to do more so you can get Jordan to use the Microphone.
Near the Regulator is where you can use the Mixing Table. The
musicians need to be jamming before you can do anything. When they
start playing then use the Table.
On the right side of the screen is a 4x4 grid of sounds. One square
in each column is red. What you need to do is go through the other
three until you find a green one. When you do that then go to the
next column. Repeat until you have selected four green squares. This
will impress Wes enough to call Jordan down to lay down the vocals.
Just before he starts singing then he will be electrocuted. After the
notifications pop up then reload the save.
This time do not turn up the Voltage Regulator but do the mixing session
again to bring Jordan into the Sound Booth. When the mixing starts again
then highlight any of the other squares and wait. Just as Jordan starts
singing then select it to ruin the session and walk away.
Go into the Kitchen to grab a Coconut to complete another Challenge. Go
upstairs to the Top Floor and into the south Guest Bedroom to find a
Guitar. Play it then leave and explore all Unexplored Areas to put them on
the map which should also expose them all.
Go back down to Room 202 to re-acquire the Hotel Security Disguise then go
down to the Stock Room to acquire the Exterminator Disguise. Go out to the
Delivery Area to acquire the Pesticide then go and find Mrs. Mookjai and
talk to her to bring Jordan down. Go into the Stock Room and wait.
Just as Jordan reaches the ground floor then run up to the Penthouse and go
behind the Sound Booth to find a Keyboard that only the Exterminator can
use. Use it then run back down to the Stock Room, using the back ways, when
you are finished.
In the Stock Room is a hatch for the Ventilation System which sits between
the windows. When talking to Mrs. Mookjai she warned you about getting the
Insecticide into the system. So go ahead and use it on the hatch to knock
everybody in the Reception Area out. Run out to find Jordan then break his
neck to kill him. Run out the front door and to the Pier to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Ordering In [1,000 XP]
**********************
For this you need to call room service using the Phone in your Suite.
It should be noted that you can only do this while wearing your
regular Suit.
>>Basement Jack [1,000 XP]
************************
For this you need to enter the Basement without being spotted.
>>How May I Serve You? [1,000 XP]
*******************************
For this you need to acquire the Hotel Staff Disguise.
>>Chef's Table [1,000 XP]
***********************
For this you need to acquire the Kitchen Staff Disguise.
>>The Lawyer [4,000 XP]
*********************
For this you need to kill Ken Morgan.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>The Replacement [1,000 XP]
**************************
For this you need to disguise yourself as Abel de Silva.
>>Walk on the Wild Side [1,000 XP]
********************************
For this you need to find and enter Jackie Carrington's suite.
>>Looking Into the Distance [2,000 XP]
************************************
For this you need to kill the sleeping person in Room 207 and kill
another person on a far island with a Sniper Rifle.
>>Recording in Progress [1,000 XP]
********************************
For this you need to acquire the Recording Crew Disguise.
>>Ode to the Bouncer [1,000 XP]
*****************************
For this you need to acquire the Jordan Cross' Bodyguard Disguise.
>>Mission Story - Are "Friends" Electric [2,000 XP]
*************************************************
For this you need to replace the Microphone in the Recording Booth
and complete the Mixing Session.
>>The Rockstar [4,000 XP]
***********************
For this you need to kill Jordan Cross.
>>Look Ma', No Head [4,000 XP]
****************************
For this you need to shoot Jordan in the head while he is working in
or near the Sound Booth.
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Thunder Kiss '65 [4,000 XP]
***************************
For this you need to kill Jordan in an electrocution with the Branson
MD-2 Microphone.
>>47 Out [1,000 XP]
*****************
For this you need to sabotage Jordan's recording session.
>>Put the Lime in the Coconut [2,000 XP]
**************************************
For this you need to pick up six Coconuts.
>>Power Chord [2,000 XP]
**********************
For this you need to play the Guitar in the south Guest Bedroom.
>>Discover Bangkok [1,000 XP]
***************************
For this you need to find all 38 Unexplored Areas on the Bangkok map.
>>X-Terminator [1,000 XP]
************************
For this you need to acquire the Exterminator Disguise.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Stalker ++Abel de Silva
++Groundskeeper ++Kitchen Staff
++Waiter ++Exterminator
++Recording Crew ++Hotel Staff
++Jordan CrossÕ Bodyguard ++Hotel Security
>>La Cucaracha [2,000 XP]
***********************
For this you need to play the Keyboard behind the Sound Booth while
wearing the Exterminator Disguise.
>>Mission Story - Bugman [2,000 XP]
*********************************
For this you need to sabotage the Ventilation System with the
Insecticide.
>>Oh Snap! [4,000 XP]
*******************
For this you need to kill Jordan by knocking him out in the Reception
Area with the Insecticide and breaking his neck.
0==================0
| Suite and Sweeter \
0===========================================================================>
This run-through will involve killing Ken in his Suite and Jordan with his
Birthday Cake. This will also use strategically placed game saves to
acquire most of the ones that involve the Suite and the Cake.
When planning bring the Silverballer, Coins, Lethal Poison Vial, and start
at the Security Hut. Go down into the Cellar and to the Laundry Room to
pick up the Coins, Wrench, and Master Keycard. Stay in the Room and wait
for the conversation between the two Hotel Staff people to finish and for
one of them to leave. Knock out the male Hotel Staff person when he is by
the Container and dump him into it.
Go back to the Laundry Room to acquire the Hotel Staff Disguise and go up
to Morgan's Suite. There are a few things to do here before you can go
after Ken.
Leaning against a couch is a mop. When Ken is brought up here then he will
inspect the place so you need to clean up the mess that was created by
Jordan's crew. Blend In so you can clean up the mess on the floor. When
that is gone then go into the Office to find a spill on the desk. Blend In
to clean that up then go north back into the main room to find two Soda
Cans. Pick them up then go back downstairs and outside to find Ken.
Talk to him and lead him up into his Suite. At this point all of the Staff
and Security people will go up to the Top Floor. When you get him to enter
then he will inspect the areas you have cleaned.
After he inspects the Office then stand in the east doorway and toss an
object in the southwest corner just as they leave and before the door
closes. Otis, his bodyguard, will go in to investigate so loop behind him
and knock him out when he gets to the object. After this then make a game
save:
>>Don't Forget to Flush
*********************
After Ken inspects the area where you picked up the Soda Cans then he
will head into the Bathroom. There will be a mess on the counter that
you will need to clean up.
The reason to leave this alone until now is because if you clean up
everything then Ken will not inspect the Toilet. When he remarks
about the mess then clean it up in front of him. After that then he
will inspect the Toilet. When he does then drown him. After the
notifications pop up then reload the save.
When you get back then go through the process of cleaning up the Bathroom
so Ken will inspect the Toilet. After Ken finishes with the Bathroom then
he wander around the Suite. There is an open balcony at the southeast
corner of the Suite. He will eventually come here to stand for a bit. When
he stands by the railing then push him over to kill him.
Go back down to the Cellar and to the Linen Room. Switch into the Kitchen
Staff Disguise and go up to the Kitchen. Go to the glass refrigerators near
the southeast doorway. This should shield you from the Enforcer until he
moves away far enough to get the Cake Topper.
From here then go upstairs to the Molly Blue Lounge where you should find
multiple members of the Crew. They are there to surprise Jordan on his
birthday but are waiting for the Topper to be placed on the Birthday Cake
before proceeding.
Put the Topper on the Cake, which will get one of the Crew to call Jordan
down, and hide behind the divider at the northeast corner of the room
(there is also a Container here). Use your Instinct and, when he gets down
to your floor, then make a game save:
>>Icing on the Cake
*****************
When Jordan gets to the patry and finds out that his father, Thomas,
sent the cake then he will get mad and chase everybody from the room
except Dexy. After Dexy leaves then get up behind him and kill him
with the Cake. After the notifications pop up then reload the save.
When you get back then poison the Cake and go back behind the divider. He
will take a sample of the Cake and drop dead. It should be noted that you
should stay here until he dies. If you run to the Cellar while you're
waiting then he won't die until you come back up at least one level.
After this then run down to the Cellar and leave the mission via the
Basement Exit.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - On The House [2,000 XP]
***************************************
For this you need to lead Ken up to his Suite.
>>Don't Forget To Flush [2,000 XP]
********************************
For this you need to kill Ken by drowning him in a Toilet.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>I Believe I Can Fly [4,000 XP]
******************************
For this you need to push Ken off the balcony in his Suite.
>>Mission Story - It's My Party [2,000 XP]
****************************************
For this you need to put the Cake Topper on Jordan's cake.
>>Icing on the Cake [4,000 XP]
****************************
For this you need to smother Jordan with his Birthday Cake.
>>Have Your Cake [2,000 XP]
*************************
For this you need to kill Jordan by poisoning his Birthday Cake.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus these other Challenges:
--Basement Jack --How May I Serve You?
--The Lawyer --Someone Could Hurt Themselves
--Chef's Table --The Rockstar
0==============================================================0
| Rubber Duck Sunday [2,000 XP], Burying the Hatchet [4,000 XP] \
0===========================================================================>
For [Rubber Duck Sunday] you need to kill a Target with a Duck, hide the
body, and finish the mission without getting spotted. For [Burying the
Hatchet] you need to kill Ken in the Linen Room with a Fire Axe. This
run-through will also use a strategically placed game save to acquire a
couple of additional Target kill Challenges up on this floor.
When planning bring the Remote Explosive Duck, Coins, and start at the
Security Hut. When you start then run down into the Cellar and into the
Linen Room to grab the Emetic Rat Poison then into the Laundry Room to
acquire the Wrench. Go into the Laundry Room to grab the Master Keycard.
Go up to Room 202 and knock out the Crew person in the bedroom to get his
Disguise. Climb up The North Pipe and into the Penthouse. Go up to the Top
Floor and to the south side to find a sleeping Crew person and a table.
Not far from the table is a statue with a Glass of White Wine sitting on
it. When the coast is clear then poison it and wait. This is the Glass that
Dexy drinks from.
When she drinks it then she will get sick and go to a Toilet in either the
Master Bedroom or Guest Bedroom. Follow her and subdue her. Grab the
Penthouse Safe Combination, drag her body to a Closet, and dump her there.
Go to the north Guest Bedroom and open the Safe to get the USB Flash Drive.
Go through the Small Garden and into the Master Bedroom. At this point make
a game save here:
>>I'm Ex-static
*************
This Challenge is done inside the Roof Garden. Grab a couple of the
Soda Cans here in the Master Bedroom and go to the door. When the
patrolling Bodyguards are stopped outside then take cover to the left
of the doors, open them, and toss a Can at the nightstand by the bed.
This should lure one of them in.
Close the doors, subdue him, and dump him in the Closet. Repeat for
the second Bodyguard. Drag him near the Closet and take his Disguise.
Go to the west door to the Roof Garden and shoot through the glass at
the Outlet which is near the base of the Fountain. If you did it
right then it should start smoking and sparking.
Go into the Garden and to the northwest corner to find the Valve.
When Jordan enters the Garden then he will stop near the Crew. The
moment he stops, and when no one else is looking, then turn on the
Valve to activate the Fountain to kill him. After the notifications
pop up then reload the save.
>>Fade to Black
*************
This time go to the Laptop, wait for Jordan to come upstairs, and use
the Drive with it to play the recording. This should lure Jordan into
the Bedroom. Sit in the chair by the divider and wait. When Jordan
comes by and stops then shoot him when the prompt comes up. After the
notifications pop up then reload the save again.
When you get back then play the recording again after Jordan comes
upstairs. Hide behind the divider until he gets into position. When the
door closes then subdue him and drag him all the way into the very
southeast corner of the Master Bathroom. Place the Duck on the floor next
to him and to the west. Stand a safe distance away and detonate the Duck.
The explosion will kill him and throw his body up against the wall which
will keep it in place. But, more importantly, the only people who will hear
the explosion are the two personal bodyguards for Jordan who will run to
the Bathroom but will not cut through the Small Garden to get there. This
should give you plenty of time to hide the body.
If you placed Jordan by the Closet and detonate then the four Guards by the
door will run in and you may get spotted before you can hide the body even
though you are close to the Closet.
Quickly get away from the area, go downstairs, then go back down The North
Pipe. Re-acquire the Hotel Security Disguise and go into the main room for
Room 202.
When you came through here earlier then you should have triggered a
conversation concerning Dexy's Letter. After the conversation then the Crew
member who has the Letter, Neil, should start going into the bathroom on a
regular basis.
When he goes in then carefully follow him, knock him out at the Toilet,
drag him behind the bathtub at the other end of the room, and grab the Note
from Dexy. Leave the bathroom and close the door.
From here, head downstairs to the Reception area and carefully drop off the
Letter on the tray at the south side of the Reception Desk.
After that then go into the Stock Room then down into the Staff Room. Cut
through the Laundry Room and into the Linen Room. Grab the Fire Axe off the
wall and stand at the south end of the shelving at the west side of the
room.
Eventually Ken will go to the Desk and get the Letter. He will then go
downstairs and into the Linen Room. This will clear out the room and he
will be alone. This will also turn the room into a Trespassing zone. Sneak
up the west side of the shelving and get behind him. Kill him with the Axe
and dump him in the nearby Container. After this then go out the Basement
Exit to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Hide and Don't Seek [2,000 XP]
******************************
For this you need to get rid of Dexy Barat without killing her and
without getting spotted.
>>Memory Loss [1,000 XP]
**********************
For this you need to get the combination for Dexy Barat's Safe.
>>Mission Story - Intervention [2,000 XP]
***************************************
For this you need to play the recording on Jordan's Laptop.
>>I'm Ex-static [2,000 XP]
************************
For this you need to kill Jordan by electrocution.
>>Fade to Black [4,000 XP]
************************
For this you need to kill Jordan while sitting in the chair in the
Master Bedroom.
>>Return to Sender [1,000 XP]
***************************
For this you need to drop off Dexy's Letter at the Reception Desk.
>>Mission Story - The Smoking Gun [2,000 XP]
******************************************
For this you need to get Ken down into the Linen Room.
Plus these other Challenges:
--Basement Jack --Recording in Progress
--The Rockstar --The Lawyer
--Silent Assassin
0===========================0
| Smooth Criminal [4,000 XP] \
0===========================================================================>
For this you need to kill both Jordan and Ken while wearing the Stalker
Disguise. As noted earlier this Disguise makes the entire Hotel a Hostile
Area so you can't just roam around to get at your Targets. You need to get
them both at the Queen Suite together again and that is also where you can
get the Disguise.
This will aso use a strategically placed game save to acquire another
Challenge related to the two of them being together. For this bring the
Silverballer, Fiber Wire, Coins, and start at the Security Hut.
When you start then go into the Delivery Area and to the Storage Area to
acquire a Propane Flask. Run down into the Cellar and into the Laundry Room
to acquire a Wrench and the Master Keycard. Run up to Morgan's Suite and to
the south stairs room.
Here you should find a couple of Guards standing by an open window. Go
behind the Guard on the right and place the Flask on the floor about three
feet from the end of the open door to his right.
Go into the Office and place a Coin on the floor not far from the east
door. Open the door and toss the Wrench near it to lure one of the Guards.
When he goes for the Coin then close the doors and subdue him. Drag him
into the corner near the Briefcase then go into the Bathroom. Open the east
door and toss the Wrench near the bathtub to lure in the female Staff.
Subdue her and dump her in the Closet.
Go upstairs and find the Stalker on the Top Floor. Knock him out and drag
him into the Master Bedroom. Dump him in the Closet and take his Disguise.
Go down the north stairs when the coast is clear, through the Bathroom, and
then into the Office. Switch into the Security Guard Disguise to put the
Stalker Disguise here.
Use your Instinct to keep an eye on the patrolling female Staff then drag
the Guards into the Bathroom and dump him in the Closet. Go down to the
Stock Room, grab the Hammer, and open the door to get the conversation
started between the Exterminator and his friend.
When they come in then knock them both out and dump them in the Closet as
before. Take the Exterminator Disguise then find and talk to Mrs. Mookjai.
Go back to the Stock Room to acquire the Hotel Staff Disguise.
Follow Ken and talk to him when Jordan is near the Ground Floor and lead
him to the Reception area. This should allow Jordan to see him and this
will start a confrontation between the two of them. This will get them to
go up to Morgan's Suite to talk in private.
As they meet then run up to the Suite but you will have to go up through
the Restaurant stairs to avoid Mrs. Mookjai. When you get up here then go
to the Office. You will notice that the people that were here have moved
upstairs. When the both of them get up to the Suite then make a game save:
>>Oops! I Did it Again!
*********************
As you are waiting then bring out the Fiber Wire. They will stop by
the open window near the Flask and continue arguing. Jordan will then
get angry and push Ken out the window. When Jordan turns around to
make a phone call then sneak up behind him and garrote him. After the
notifications pop up then reload the save.
When you get back then switch into the Stalker Disguise and bring out the
Silverballer. When Otis is sent off and gets far enough away then go to the
left of the door, open it, and quickly shoot the Flask twice to kill them
in an explosion which counts as an accident. Switch back into the Hotel
Staff Disguise, go out the north door, then run down to the Pier to leave
the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Oops! I Did it Again! [4,000 XP]
********************************
For this you need to get Jordan to kill Ken for you.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Piano Man] and the following Challenges done earlier:
++Someone Could Hurt Themselves ++Straight Shot
++Hold My Hair ++Tasteless, Traceless
Plus these other Challenges:
--X-Terminator --How May I Serve You?
--The Rockstar --The Lawyer
--Someone Could Hurt Themselves --Silent Assassin
0======================================================0
| You're So Fly [4,000 XP], Tuk-Tuk and Away [4,000 XP] \
0===========================================================================>
For [You're So Fly] you need to kill Jordan by pushing him into the
glass roof. For [Tuk-Tuk and Away] you need to kill Ken in a Tuk-Tuk
explosion. This run-through will also use a strategically placed game save
to help acquire another Target kill Challenge involving the use of the ICA
Explosive Phone.
When planning bring the Silverballer, ICA Explosive Phone, and start at the
Security Hut. When you start then go down into the Laundry Room to acquire
the Wrench and Master Keycard. Go up to Room 202 and into the bedroom to
knock out the Crew for his Disguise. Climb up The North Pipe to get into
the Penthouse then go to the Top Level.
Stay by the Garden door and wait for Jordan to start coming up. Place the
Phone on the floor and stand some distance from it. When you see Jordan
pick it up then go back down to re-acquire the Hotel Security Disguise. Go
down to enter the Beauty Camberwell Lounge. When Abel is standing on the
balcony then toss the Wrench to the left of the trashcan at the left of the
door to the balcony.
When he gets inside and stops then subdue him. Drag him to the northwest
corner of the Lounge and get his Disguise. At this point then make a game
save:
>>Hello, Who's There?
*******************
Instead of leaving the Lounge then activate the Phone. When Jordan
dies in the explosion then wait for the notifications to pop up
before reloading the save.
When you get back then leave the Lounge, go up through the North Wing, and
up to Cross' Suite. Get close to Jordan and he will lead you to the
Recording Studio. You will then be told to play the Drums so go to them and
do it.
After this then Jordan will want you to follow him and will lead you to the
Reception Roof. His Guards will clear the roof for privacy leaving you two
alone. The two of you will talk and then he will lean against the railing.
When he does then push him over, head back inside through any door, and
go back down to the Lounge to re-acquire the Hotel Security Disguise then
go to the Delivery Area and find the Tuk-Tuk which should be in the center.
Someone is trying to repair it for Ken who wants to buy it but is having a
hard time getting it to work. Behind it is a Gasoline Drum. Go behind the
vehicle and use the Wrench to repair the Tuk-Tuk. Do *NOT* do anything to
the Drum. Go up to the Reception Roof and overlook the Loading Area.
Eventually the Groundskeeper will get the Tuk-Tuk started then shut it down
and walk away to talk to Ken. At this side of the Roof there are two Guards
that go from one end to the other. Go to the opposite side of wherever they
are standing and shoot the bottom of the Gasoline Drum with your Silenced
Pistol to cause it to leak.
Go down to the Terraces and find Ken. When the Groundskeeper talks to him
then he will lead Ken to the vehicle. Follow them until they reach the
Tuk-Tuk. When they get there then run to the Pier. Ken will start up the
vehicle. The exhaust will ignite the Gasoline and cause the Drum and
Tuk-Tuk to explode killing Ken. When you get to the Pier then leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Hello, Who's There? [2,000 XP]
******************************
For this you need to kill a Target with the ICA Explosive Phone.
>>Mission Story - Man Machine [2,000 XP]
**************************************
For this you need to play the Drums.
>>Tick Tuk [2,000 XP]
*******************
For this you need to repair the Tuk-Tuk.
Plus these other Challenges:
--Basement Jack --Recording in Progress
--The Replacement --The Rockstar
--Someone Could Hurt Themselves --The Lawyer
--Silent Assassin
0=================================================0
| Codename 47 - Traditions of the Trade [2,000 XP] \
0===========================================================================>
This is the third of the special "Codename 47" Challenges and you must do
the [The Red Dragon] Challenge in Chongqing and the [Say Hello to My Little
Friend] Challenge in Santa Fortuna before doing this one. For more
information about the [Codename 47] Challenge go down to the Chongqing
chapter where this chain of Challenges start.
For this particuler Challenge you need to drown any Target. You can do this
against Ken in the Main Story mission. When planning bring a Briefcase with
the Emetic Gas Device, the Emetic Poison Vial, and start at the Riverside
Landing.
When you start then quickly make the Gas Briefcase and run up to Ken's
position. He should be standing at the south end of the Ground Level
terrace area. Otis should be drinking from a bottle as you approach them.
Use the Gas Briefcase on Otis to make him sick and go into the Restaurant
Restrooms.
At this point Ken should be leaving to go to the Restaurant. Run ahead of
him and find the Plates by the Chef. Look at the three middle Plates and
poison the one on the right then head to the unoccupied stall of the
Restrooms.
Ken will sample from this Plate, get sick, and head to this stall. Drown
him at this toilet to complete the Challenge. After the notifications pop
up then quit the mission and go down to Berlin to do the next of the
"Codename 47" Challenges.
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
For this you need to bring the Lethal Poison Vial, Coins, and start at the
Pier. When you start then run up the stairs and turn right when you reach
the top. Proceed south then turn left to run into the Restaurant. Continue
forward until you reach the serving counter.
The best and quickest way to kill Ken is by poisoning one of the Plates.
Look at the three Plates in the middle of the counter. The one he is going
to start off with is the one on the *RIGHT*. This is the one to be
poisoned.
Quickly poison the Plate then run up the Restaurant stairs and cut through
the Lounges. Go up the Main Stairs to the 2nd Floor and head to the east
Reception Roof door - grab the nearby Fire Extinguisher as you get there.
Crouch, go out, and proceed west to the skylight corner.
Near the center of the Roof are two Groundskeepers. From here aim the
Extinguisher between the corner of the southwest Skylight and the left
Groundskeeper. Toss it to break up the conversation between them. One of
them will walk closer to you and stop for a smoke. The other one will
proceed west and stop near the main entrance.
Wait for the nearby Groundskeeper to stop smoking and, the moment he turns
his back, then sneak north to the northwest corner of the northeast
skylight. Turn back to look at him again. He should be looking around for a
bit before smoking again. When he starts then sneak west to the next door
and into The North Wing.
Sneak forward to the table with the Pool Ball, grab it, then move forward a
little bit so you can see the people in Room 202. If your timing is right
then the patrolling Crew should be sitting against the wall for the Lounge
and opposite of Room 202. Wait for both Neil and his buddy near the TV to
have their backs to you before sneaking to the bedroom and subduing the guy
here.
Next, climb up the North Pipe to Cross' Suite and sneak to the Bathroom.
Place a Coin on the floor a few feet from the door to the Recording Booth,
open the door, toss the Pool Ball on the wall, and take cover to the left
of the door. The noise should lure one of the nearby Crew. When he sees the
Coin then grab him through the door as he walks in and hide him in the
Closet. Repeat with the other Crew person.
Sneak out to the other side of the Recording Booth to grab the Screwdriver.
Place a Coin in the corner near the right side of the door, go to where the
Wrench is, and wait. When Jordan comes by then he should see the Coin and
go to it. Throw kill him with the Screwdriver and drag him into the
Bathroom to hide him.
After this then carefully make your way back to the balcony and climb back
down into the bedroom. Use your Instinct to keep track of Neil, his friend,
and the patrolling Crew outside. When all is clear then sneak your way back
to the Reception Roof.
Once on the Roof then go to the corner of the northwest skylight. Look at
the Groundskeeper and wait for him to be smoking before going to the corner
of the northeast skylight.
If he is at the south side of the roof then wait for him to be at the
center, look around, and smoke again before sneaking south otherwise just
sneak south when you reach this corner. After getting past him then go back
through the Reception Roof door back to the 2nd Floor Suites. From here
then run to the Pier to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Suit Only [4,000 XP]
*******************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--The Lawyer --Tasteless, Traceless
--The Rockstar
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
>>The Standard Method
*******************
For this bring the Coins, place the Sieger 300 Ghost into 47's Suite,
and start at the Security Hut. When you start then run to the Laundry
Room to acquire the Master Keycard. Run up to your Suite, acquire the
Rifle, and go to your balcony.
Ken will stop at the southwest corner of the main Terraces as part of
his route. When he stops then shoot him, holster your Rifle, and run to
Morgan's Suite before anybody comes up here, then go to the Bathroom.
There are three Hotel Staff that needs to be cleared out in the north
stairs room before you can get a shot at Jordan. The first one is near
the Bathroom. Open the door, stand near it, and toss a Coin near the
bathtub to lure her in. Subdue her and dump her in the Closet.
There is another one that patrols the entire floor. While you're
waiting for her to come by the Piano then go up to the Top Floor and
subdue the Stalker - leave his body. When she comes by and leaves then
subdue the Staff working on the window. Drag her body to the Top Floor
for hiding.
When the patrolling one comes by again then subdue her near the Piano
and drag her upstairs.
Now you need to shoot Jordan through this window and the other open one
ahead. The problem with this is that he only appears in the window when
coming up or down the stairs and on the very left side.
Use your Instinct to find Jordan. Wait until he starts going down the
stairs from the top floor before aiming through the window and at the
left side.
You should see a vase with some yellow roses. Behind it is a wall
decoration. Above the leftmost rose is a diamond that is part of the
decoration. Aim at this and that should get you close enough to Jordan
to make a quick adjustment when he appears so you can shoot him,
preferably in the head. After killing Jordan then run to the Pier to
leave the mission.
>>The Cheap Method
****************
For this bring the Coins, place the Sieger 300 Ghost into the Stock
Room, and start at the Security Hut. When you start then run down to
the Linen Room. Go to the shelving at the west side of the room and
toss a Coin onto the northwest corner to lure the Groundskeeper to it.
Subdue him and drag him to the Container for hiding.
After that then go to the Laundry Room to acquire the Master Keycard
and the Wrench. Run up to the 2nd Floor using the Stock Room stairs
then go the long way around the Fumigation Area to avoid the Enforcer
by the door and go up to Room 202.
As Neil and his friend are talking about the Letter then go into the
bedroom to knock out the Crew there and drag him to the balcony. When
Neil goes to the bathroom then go in and knock him out. Take the Letter
and drag him behind the bathtub to hide him.
Go down to the Reception Desk and drop off the Letter. Go to the Stock
Room and acquire the Rifle then go down to the Linen Room, go out the
east door, and wait.
Eventually Ken will get the Letter and go down here. The two remaining
people in the Linen Room will leave along with Otis. After they go
through the stairway door then quickly place the Coin on the floor a
few feet from Otis. As he goes for it then knock him out and dump him
in the Container.
After dealing with him then sneak back in. Ken should be on his Phone
at this point talking to Dexy. Sneak up to and knock out Ken. Bring out
the Rifle, shoot him in the head to kill him, and dump him in the
nearby Container.
Next, cut back through the Laundry and Staff Rooms and back upstairs.
Go back up to Room 202's bedroom and balcony and take the Recording
Crew Disguise from your unconscious victim. Climb up the North Pipe to
get upstairs and sneak to the Bathroom. Drop the Rifle on the floor at
the north end of the bathtub.
Place a Coin on the floor a few feet from the door to the Recording
Booth, open the door, throw the Wrench against the wall, and take cover
to the left of the door. The noise should lure one of the nearby Crew.
Grab him through the door as he goes for the Coin and dump him in the
Closet. Repeat for the second Crew person.
Go out, place a Coin on the floor in the corner just right of the
Recording Booth door, go behind the crate where the Wrench is, crouch,
and wait. When Jordan comes by then he should go for the Coin. Throw
stun him and drag him to the Bathroom. Grab the Rifle, shoot him in the
head, and drop the weapon.
After this then take the North Pipe to go back down to Room 202.
Re-acquire the Security Guard Disguise then go downstairs and leave the
mission via the Basement Exit.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Take My Breath Away [4,000 XP] - Standard
*****************************************
For this you need to kill Jordan with a Sniper Rifle through the
window in the Queen Suite.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--The Lawyer --Straight Shot (Both)
--The Rockstar --Silent Assassin (Cheap)
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Contracts Mode Challenges |###########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Listed below are Challenges that can only be done in Contracts Mode:
0============================0
| Heeeere's Johnny [4,000 XP] \
0===========================================================================>
For this you need to kill four Targets with an Axe while disguised as Hotel
Staff without getting spotted. All bodies have to be found to complete the
Challenge.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Bangkok Challenge Run |###########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run that uses
the basic items you have at the beginning of the chapter to get as many
Challenges as possible including [Chameleon]. So you will be starting at the
Pier in your Casual Suit.
However, you do have access to items you unlocked in the other chapters so I
recommend bringing the Silenced Silverballer, Emetic Poison Vial, and the
Coins. For Ken I will be doing the [I Believe I Can Fly] Challenge and for
Jordan I will be doing the [Fade to Black] Challenge.
There are a total of eight Mission Stories for this chapter and none of them
have a time limit. Unfortunately, you cannot do all of them in one run. The
reason is the [Bugman] Mission Story. In order to complete it you must use
the Pesticide in the Reception area to knock everybody out. This would mean
no Silent Assassin. As a result you can only do a maximum of seven in a
single SA run.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start then run up to the south end of the Terraces and get close
enough to the group of Crew to get the [Are "Friends" Electric] Mission Story
started. Run to the Garden Shed and listen to the conversation there to get
the [Intervention] Mission Story started.
Go further into the Patio and and pick up the Coin before going into the
Hotel and to the Reception Desk to pick up your Keycard. Run to your room and
call for room service using the Phone in the corner. When the Hotel Staff
comes in then subdue the guy either in the bathroom or bedroom. Take his
Disguise and leave.
Go down into the Fumigation Area to get the conversation between the Hotel
Staff and Exterminator started. Go down into the Staff Room's Toilet to get
the Wrench then go back up into the Stock Room and stand at the east side of
the shelving near the center.
When the Exterminator and Hotel Staff person enter then wait for them to stop
before subduing the Hotel Staff then quickly subduing the Exterminator. Dump
them both in the Closet and take the Exterminator Disguise.
Go into the Director's Office and get the [Bugman] Mission Story started. Go
into the Delivery Area to acquire the Pesticide which will put a marker on
Mrs. Mookjai. Go behind the Tuk-Tuk to get the [Tick Tuk] Mission Story
started.
While you're waiting for the conversation to finish then repair the vehicle
which will also complete the [Tick Tuk] Mission Story. When the Groundskeeper
gets the vehicle started and walks away then run to Mrs. Mookjai and talk to
her to get Jordan and his crew to the Reception area.
**NOTE: The reason for doing things this way is to prevent Ken and Jordan
from accidentally meeting in the Reception area. When Jordan is
downstairs then Ken should be back here. By the time Ken is
finished then Jordan should be heading back upstairs. This, of
course, will fail the [Bugman] Mission Story.
Go up to Room 202 and stand in the main room long enough to get [The Smoking
Gun] Mission Story started. Go into the bedroom and subdue the Crew here,
drag him to the balcony, and use The North Pipe to climb up into Cross'
Suite. Go behind the Sound Booth, play the Keyboard, and go downstairs to the
area near Room 201 to pick up the four Coins.
Continue downstairs to the Linen Room. Acquire the Kitchen Staff Disguise, go
up the (East) Staff Room stairs, and into the Kitchen Manager's Office. Wait
here for the Chef to finish his phone call, which will start the [It's My
Party] Mission Story, and walk to the other end of the counter before going
inside and grabbing the Cake Topper. By the time you acquire it then Jordan
should be heading back upstairs.
Go into Room 202 and wait for Neil to go into the bathroom so you can subdue
him for the Note. Drag him behind the bathtub to hide him. While looking out
for the patrolling Enforcing Chef go up to the Molly Blue Lounge and put the
Cake Topper on the cake to complete the [It's My Party] Mission Story.
Go down to the Reception Desk and carefully place the Note on the counter
while avoiding the Enforcer. When Ken gets the Note then [The Smoking Gun]
Mission Story should be completed.
Go down to the Linen Room, subdue the Groundskeeper, dump him in the nearby
Container, and take his Disguise. Go into the area at the east side of the
Linen Room and wait. When Ken comes down then the two Hotel Staff will leave.
When they enter the nearby stairwell then place a Coin on the floor just a
few feet from Otis who is standing next to the door. This should lure him to
it. Subdue him and dump him in the nearby Container.
Go around the south end of the Linen Room and into the Staff Room and read
the Manager Note on the table to get the [On The House] Mission Story
started.
Place a Coin on the floor by the cart near the Laundry Room door. When the
Guard goes for it then subdue him and dump him in the Closet. Switch into
nearby Waiter Disguise then take the Security Guard Disguise. Go into the
Laundry Room to acquire the Master Keycard. Go up into the Stock Room.
While in this room use your Instinct to find two Coconut Trees at the far
side of the Reception Area. There is one just southeast of the Reception Desk
and you can easily shoot down the Coconuts with your Silenced Pistol through
the window closest to the door. Go out and collect the three Coconuts then go
back to the Stock Room.
Go to the third window from the door and you should see another tree at the
far side. Shoot down the Coconuts then go out and collect them.
**NOTE: If you try to shoot down both groups before collecting you will
only get three Coconuts as the first group will disappear when you
shoot down the second group.
While wearing the Security Guard Disguise go and find all Unexplored Areas
with the exception of Morgan's Suite.
Go up to the Security Room to shoot out the Recorder then go up to the upper
Restaurant to get the [Man Machine] Mission Story started then up to Room
207, quickly turn the Radio on to wake Julian in the next room, and go behind
the divider by the balcony. When he goes into the bathroom then go into the
bedroom to pick up the Branson MD-2 Microphone then all four Coins before
leaving.
Go back to the bedroom for Room 202 and acquire the Recording Crew Disguise.
Use The North Pipe to get back into Cross' Suite again and to the top floor.
poison Dexy's Glass of Wine and wait. When she gets sick then follow her,
subdue her, take the Safe Combination, and drag her to a Closet for dumping.
Go to the north Guest Bedroom and open the Safe to get the USB Flash Drive.
Go to the south Guest Bedroom and play the Guitar.
Next, go downstairs using the South Stairs and subdue the patrolling
Bodyguard near the Container. Dump him into it but don't take his Disguise
yet.
Talk to Wes then go to the Container to acquire the Bodyguard Disguise. Go
and replace the Microphone when Jordan is away. Go back to the Container to
re-acquire the Recording Crew Disguise then go to the Mixing Table and select
the correct four stems to get Jordan into the Recording Booth. This will also
complete the [Are "Friends" Electric] Mission Story.
When he just starts to sing then start mixing again and select one of the
incorrect stems to ruin the take. Go and explore the remainder of this floor
before leaving.
Go back down to Room 202 using The North Pipe and re-acquire the Hotel
Security Disguise. Go back to the Stock Room to re-acquire the Hotel Staff
Disguise then go up to Morgan's Suite. Go up to the top floor to find and
subdue the Stalker. Drag him to the Closet in the Master Bedroom for dumping.
Switch into and out of the Stalker Disguise. Go downstairs and find the mop
in the center of the main room and clean up the floor. Go into the Office to
clean up the desk. Find and pick up the two Soda Cans between the Office and
Bathroom. Go into the Bathroom and clean up the counter. Go downstairs and
wait outside for Ken.
Talk to him when he appears then lead him up to his Suite. He will then
check out the place. After Ken is finished in the Bathroom then follow him
around. This should also finish the [On The House] Mission Story. When he
gets to the balcony then push him over to kill him and explore the remainder
of the Suite.
After all of this then go back down to the Reception area then down to the
Stock Room and re-acquire the Hotel Security Disguise. Go to the 1st Floor
Lounges and enter the Meadow Brown Lounge. Go into the Beauty Camberwell
Lounge through the balcony.
Wait by the west door and toss the Wrench at the left side of the door to the
balcony when Abel goes outside. Subdue him when he gets into position. Drag
him to the northwest corner of the Lounge and take his Disguise.
Go up to Cross' Suite and find Jordan. Follow him to the Drum Set and play
it. Follow him to the Reception Roof for the conversation. This should also
complete the [Man Machine] Mission Story. After that then go back up into
Cross' Suite. Go up to the top floor and enter the Master Bedroom through the
Small Garden.
Play the USB Flash Drive in the Laptop to lure Jordan. Sit in the chair and
wait. This should also complete the [Intervention] Mission Story. When Jordan
stops the recording then Shoot Jordan to kill him. Drag the body to the
Closet for hiding. Go down to the Pier to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Ordering In --How May I Serve You?
--X-Terminator --MS: Tick Tuk
--La Cucaracha --Basement Jack
--Chef's Table --MS: It's My Party
--Return to Sender --MS: The Smoking Gun
--Put the Lime in the Coconut --Walk on the Wild Side
--Recording in Progress --Memory Loss
--Hide and Don't Seek --Power Chord
--Ode to the Bouncer --MS: Are 'Friends' Electric
--47 Out --MS: On The House
--The Lawyer --I Believe I Can Fly
--Someone Could Hurt Themselves --Discover Bangkok
--The Replacement --Chameleon
--MS: Man Machine --MS: Intervention
--The Rockstar --Fade to Black
--Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 31 in total, then you should earn a minimum of 58,000 XP which
translates into Mastery Level 9. You should also earn the {Shining Bright}
Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BGK8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Bangkok chapter along with their respective strategies. It is highly
recommended that you complete Bangkok Mastery Level 20 before doing any of
these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Somsak Equation |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Tharn Srisai with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Tharn is the main Chef within the Kitchen. When planning bring the Lethal |
| Poison Syringe and start in the Kitchen. Quickly bring out the Syringe |
| and run up behind Tharn when he is turned away from you. Stab him and run |
| through the Serving Area and Restaurant and to the Pier to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Tharn Srisai with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Eliminate Phet Rardchawat with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Phet is the Chef on the 2nd Floor. When planning bring the Coins in |
| addition to the Syringe. After killing Tharn with the Syringe then run |
| into the (East) Staff Room and up the Main Stairs into the Reception |
| area. Run down and to the Delivery Area. |
| |
| Go to the southeast corner of the Storage Area and grab the Hammer. In |
| the corner you should find a Container. Place a Coin on the ground in the |
| corner to the left of the Container then toss the Hammer on the ground by |
| the stack of potato bags to lure the nearby Hotel Staff. |
| |
| Jump over the bags and loop behind him. Knock him out with the Hammer |
| when he reaches the Coin, dump him in the Container, and take his |
| Disguise. Jump over the bags and wait. |
| |
| Phet will come here to smoke before heading to the Kitchen. Before he |
| arrives then find the pair of Propane Flasks. Place a Coin in the corner |
| opposite of the Flasks. When he arrives then this will lure him to it. |
| When he stops then break his neck, take his Disguise, and cut through the |
| Reception area and to the Pier to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Eliminate Tharn Srisai with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Phet Rardchawat with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Naruemon Thanom with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Naruemon is the Hotel Staff person in the (East) Staff Room. When you |
| begin then turn around and quickly grab the Cleaver before bringing out |
| the Syringe. Kill Tharn and Phet as before. After killing Phet then |
| re-trace your steps back to the Kitchen Manager's Office. |
| |
| When the Guard dragged Tharn's body through the Office then he should've |
| opened the doors which should still be open. Close the doors as you enter |
| and, if your timing is right, then one of the Chefs should be in this |
| room. Subdue him and dump him in the Closet. |
| |
| Place a Coin on the floor in line with the door to the Staff Room and at |
| the south end of the desk. Open the door, go behind the desk, and toss |
| the Cleaver at the rug by the door. This should lure her friend. Take |
| cover to the right of the door and wait for him to see the Coin. When he |
| goes for it then, close the door, knock him out with the Hammer, and dump |
| him in the Closet. |
| |
| Open the door and throw kill Naruemon with the Cleaver when her back is |
| turned. After this then cut through the Kitchen, Serving Area, and the |
| Restaurant to go outside and to the Pier to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Eliminate Tharn Srisai with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Phet Rardchawat with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Naruemon Thanom with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Place all eliminated Targets in the Freezer Room. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning bring the Coins, Fiber Wire, and start at the Security Hut. |
| When you start then immediately turn around and grab the Lead Pipe. Run |
| into the Reception area then up into the (East) Staff Room and into the |
| Kitchen Manager's Office. |
| |
| Immediately drop a Coin a few feet just inside the door then go to the |
| double doors of the Kitchen. Open them and toss a Coin at the west side |
| of the room. This should attract the nearby dishwasher. When he enters |
| then close the door, knock him out with the Lead Pipe, and dump him in |
| the nearby Closet. |
| |
| Go to the right side of the door, open it, and toss the Pipe on the floor |
| and at your feet. This should lure the friend. Pick the Pipe back up then |
| close the door as he enters, knock him out with the Pipe, and dump him in |
| the Closet. |
| |
| Go up behind Naruemon and garrote her then drag her just inside the |
| (Southeast) Staff Room. Run into the Pantry and behind the shelving. Grab |
| one of the Soda Cans and toss it at the trashcan. This should lure one of |
| the Chefs to it. Go up behind the one in the corner and knock him out |
| when the other goes to investigate then run up and knock the other Chef |
| out. |
| |
| Go back near where you killed Naruemon and wait. Phet should be walking |
| to the Staff Room on his way back to the Kitchen. Close the doors, |
| garrote him, then drag him to Naruemon's body. |
| |
| Go back into the Manager's Office and place a Coin in line to the doors |
| of the Kitchen then open then and toss another Coin just inside the |
| Kitchen. |
| |
| If your timing is right then Tharn should be close enough so that he will |
| go for it instead of someone else. Stay to the left of the doors until he |
| sees the second Coin then go behind the desk until he enters the room and |
| goes to it. Run to the doors, close them, and garrote him. Drag him to |
| the Freezer. |
| |
| Drag each of your remaining dead Targets into the Freezer and place them |
| side by side. After that then run to the Pier to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Place all eliminated Targets in the Freezer Room. |
|---------------------------------------------------------------------------|
| Eliminate Tharn Srisai with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Phet Rardchawat with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Naruemon Thanom with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Four. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Arthin Occultation |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
Although this uses some of the same strategies that MrFreeze2244 used in
the Season One version this version of this Escalation is quite different
than that one due to changes in patterns and item behavior.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jariya Chansiri with a Hatchet while wearing the Groundskeeper |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jariya is at the southeast corner of the Hotel building inside the Patio |
| area. He will stand here then go to the doors near the Delivery Area |
| entrance and back again. The Hatchet is on the cart by the doors. |
| |
| When planning bring the Krugermeier, Remote Breaching Charge, and start |
| at the Patio as a Groundskeeper. Immediately stop the opening cutscene |
| then run east to the corner then north to take the long way around Jariya |
| who is an Enforcer to you. |
| |
| Run to the tree closest to the Hatchet and use it as cover as you quickly |
| shoot out the Camera above the door. Run back towards the Fountain then |
| to the double doors north of it. Quickly plant the Charge on the door and |
| immediately detonate it. This should blow open the doors into the |
| (Southeast) Staff Room. Run north to the stack of kegs and drop the |
| Pistol. |
| |
| Stay inside the Staff Room, go and grab the Fire Axe, and use your |
| Instinct. Look north towards the Loading Area and you should find a |
| standing Guard near the Hatchet. Shortly after you grab the Axe then he |
| should go to the nearby chair and sleep. When Jariya is at the corner |
| close to the open doors then wait about three seconds and toss the Fire |
| Axe at the rug just inside the open doors to lure him to the Pistol. |
| |
| Run north into the (East) Staff Room and go out the double doors near the |
| pair of Hotel Staff then grab the Hatchet, crouch, and wait. Use your |
| Instinct to look at Jariya. He should stop when he sees the Pistol. |
| |
| Also keep an eye on the nearby Groundskeeper. He will move from one end |
| of his spot to another. As he moves south then run south and around the |
| corner then go in and behind Jariya who should be kneeling at the Pistol. |
| Kill him with the Hatchet, drop the weapon, then run back into the Patio |
| and to the Pier to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jariya Chansiri with a Hatchet while wearing the Groundskeeper |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Rand Chiravat with any method while wearing the Groundskeeper |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Rand is on the Terrace area at the north end near the Cellar entrance. |
| When planning bring the Modern Lethal Syringe in addition to everything |
| else. After killing Jariya then drop the Hatchet and run north back into |
| the (East) Staff Room. Go up through the Reception Area and outside to |
| Rand's position. He should be just south of the Bar as you get there. |
| |
| Run to the top of the stairs leading down to the Cellar entrance, bring |
| out the Syringe, and wait. Rand will come and look over the railing near |
| you. If your timing is right when he gets here then there should be |
| nobody else close to him. Stab him to kill him and run to the Pier to |
| leave the mission. |
| |
| **NOTE: Even though he is looking over a railing you can't push him |
| over as the prompt won't appear. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jariya Chansiri with a Hatchet while wearing the Groundskeeper |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Rand Chiravat with any method while wearing the Groundskeeper |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Additional Enforcers of the Groundskeeper Disguise are present in the |
| Garden and surrounding areas. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Three Civilians and both Groundskeepers at the Patio are additional |
| Enforcers. However, two of them are directly east of your starting |
| position and you can't go the long way around Jariya anymore. |
| |
| Instead, go to the double doors and blow them open then just go inside, |
| open the Fire Axe case, prep your Krugermeier, and wait. When Jariya |
| starts going north then carefully follow him and go to the tree to shoot |
| out the Camera then run back to the Staff Room to drop the Pistol. From |
| here, do everything else as before and run to the Pier to leave the |
| mission. |
| |
| **NOTE: One of the additional Enforcers is at the Bar near Rand's |
| position but is in no position to cause problems. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Additional Enforcers of the Groundskeeper Disguise are present in the |
| Garden and surrounding areas. |
|---------------------------------------------------------------------------|
| Eliminate Jariya Chansiri with a Hatchet while wearing the Groundskeeper |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Rand Chiravat with any method while wearing the Groundskeeper |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Thomas Craig with any method while wearing the Groundskeeper |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Thomas is by the railing southwest of where you start. When you start |
| then quickly grab the Coin near your starting position just before |
| blowing open the door. Proceed to kill Jariya and Rand as before. After |
| killing Rand then go back upstairs and run south to the exterior |
| Restaurant entrance. Go to the Restroom Area and wait. |
| |
| If your timing is right then one of the Enforcing Groundskeepers should |
| be at the planter just outside the window. After a few seconds then he |
| should head west and away from Thomas' position and you can jump out. |
| |
| When you jump out the window then you should see Thomas. To his right is |
| a lamppost. To the right of that is a tree. Run and stop by the tree. |
| Look east and toss the Coin so it lands at the base of the planter and |
| directly behind the pair. It should get the attention of both of them. |
| The woman should leave to investigate. |
| |
| As she walks away then get up behind Thomas who should turn back towards |
| the railing. Push him over, wait a couple of seconds, then leave. |
| |
| The reason for waiting like that is because, if you immediately run off, |
| then you may either get a Crime Noticed from the woman inside the nearby |
| Garden Shed or be seen by the Guard nearby who will then attack you. |
| Waiting those two extra seconds should prevent that from happening. |
| |
| After killing Thomas then run and jump back through the window, go |
| through the Restaurant back outside, and to the Pier to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Additional Enforcers of the Groundskeeper Disguise are present in the |
| Garden and surrounding areas. |
|---------------------------------------------------------------------------|
| Eliminate Jariya Chansiri with a Hatchet while wearing the Groundskeeper |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Rand Chiravat with any method while wearing the Groundskeeper |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Thomas Craig with any method while wearing the Groundskeeper |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you equip any of the Guard disguises then you will immediately fail |
| the mission. |
|---------------------------------------------------------------------------|
| Once you pick up the Hatchet you cannot drop it again or you will fail |
| the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The biggest change is that you need to kill Rand first, Thomas second, |
| and Jariya last. When you start then proceed to grab the Coin, blow open |
| the doors, shoot out the Camera, and run back into the Staff Room as |
| before. |
| |
| However, instead of dropping the Pistol, keep it on you. It will be some |
| time before you can safely get at Rand so it is best to use this time to |
| help set up things in the Cellar so you can safely go through here later |
| after you kill Jariya. |
| |
| After arriving back in the Staff Room then go north into the (East) Staff |
| Room and run down into the Cellar. Grab the Crowbar from the South |
| Storage Room then run into the Luggage Room. |
| |
| When you enter then the patrolling Guard should be heading south through |
| it. Quickly get up behind him, wait for him to get close to the |
| Container, knock him out, pick up his Pistol, and drag him to the |
| Container for hiding. |
| |
| Run into the Laundry Room, pick up the trio of Coins, and wait. The two |
| Hotel Staff personnel will be talking and the male should be wandering |
| along the north side of the machines. Eventually he will head in your |
| direction and go east along the south side of the machines. |
| |
| Quickly get up behind him and knock him out just as he gets to the |
| pillar. Hide him in the nearby Container, run through the Staff Room, and |
| to the Basement Exit. Shoot out the Camera at the corner, bring out the |
| Syringe, and head up to Rand's railing position. If your timing is right |
| then you should get there when he does. |
| |
| When you stab him then he should drop his Pistol. Immediately grab it as |
| he is dying, switch to your Coins, and run to Thomas' position. |
| |
| After killing Thomas then run back towards the window but then turn east |
| towards the (Southeast) Staff Room. By the time you get there then Jariya |
| should be arriving at the south end of his route. Run into the Room, drop |
| a Pistol, and use the Fire Axe to lure him in. Get the Hatchet and kill |
| him then run to the door for the (East) Staff Room. |
| |
| Wait for the woman to walk back to the door before running to the South |
| Storage Room. Hide behind the crates at the south end and wait. The |
| wandering male Hotel Staff person should be at a pillar near you. You |
| must wait for him to move away before running to the Luggage Room. |
| |
| After you run through the Luggage Room then immediately turn left then |
| north towards the Laundry Room but go into the Linen Room, to the door to |
| the Laundry Room, and wait. |
| |
| At this point Rand's body is being dragged through the Cellar and will be |
| placed near the Soda Machines. The Guard may drag the body through the |
| Laundry Room or he may not but it is best to wait here to be safe. |
| |
| This also points out why you need to pick up Rand's Pistol. Another Guard |
| may pick it up and cut through the Cellar to get to the Security Room |
| which will complicate your escape. |
| |
| Use your Instinct to keep an eye on the Guard. As he leaves then also |
| keep an eye on the Guard in the Staff Room. Wait for him to get close to |
| the door at the other side of the Laundry Room. The moment he turns away |
| from the door then run through the Laundry Room, Staff Room, West Storage |
| Room, and to the Basement Exit to leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BGK9. The Veteran (The Sarajevo Six) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This special Target is John Stubbs, also known as The Veteran. He is
currently vacationing in Bangkok along with his wife who doesn't know about
his past. Even though he is retired from Sigma he is still a Target that
needs to be eliminated.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================0
| Cracked Nut [2,000 XP] \
0===========================================================================>
For this you need to kill John with a Coconut. His roaming pattern is a bit
randomized after his stay at the Bar but he will eventually come inside. He
will then talk to a friend, Will, who is waiting for him inside the
Reception area. Then they will go under a Coconut Tree.
Because of the time it takes for things to set themselves up plus a
Non-Target kill this will be done first. When planning bring the
Silverballer and start at the Security Hut.
When you start then run into the Reception Area then to the Stock Room.
Open the door by the Enforcer to start the conversation between the
Exterminator and his friend. Close the door and grab the Hammer nearby.
When they enter then bump into the friend until the Exterminator reaches
the vent then knock him out and then the Exterminator and dump them both in
the Closet. This will prevent any potential interference.
Stand by the window with the large purple umbrella. When John and Will
stand under the Tree then shoot the Coconuts through the window to drop
them onto him to complete the Challenge (but you will also kill Will in the
process). Run to the Basement exit point to leave the mission if you wish.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>The Veteran [2,000 XP]
**********************
For this you need to kill John Stubbs.
0===========================0
| Silent Assassin [4,000 XP] \
0===========================================================================>
This is not a fast method but it is designed to acquire the other remaining
Challenge. When planning bring the ICA Micro Remote Taser and start at the
Security Hut.
When you start then run to the Storage Area to grab a Propane Flask then
run through the Reception Area to go out the front door. Go to the Terrace
Bar and stop. At the south end of the Bar is a sitting area. Directly to
the west is a large rectangular planter.
Go to the southwest corner of this planter and toss the Flask at your feet
(don't drop) at this corner to get it here and also leak. Place the Taser
on the ground in the gas cloud the Flask is generating. Go back to the
junction near the front door, look back at the Bar, and wait.
After about six and a half minutes then John will go and make the call near
the Flask. When there are no Civilians walking by then activate the Taser
to detonate the Flask and kill him in an accident. Run to the Pier to leave
the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Call Interrupted [2,000 XP]
***************************
For this you need to kill John while he is making the phone call by
the planter. That call is to Patrick Morgan, your next Target who is
in Colorado.
Plus this other Challenge:
--The Veteran
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Colorado \@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY5. Freedom Fighters 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@\ Colorado /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
**NOTE: This chapter is considered a sequel to The Vector (Patient Zero).
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This mission takes 47 back to Colorado. Here he is to take down four Targets:
Sean Rose, Penelope Graves, Ezra Berg, and Maya Parvati. All of them are
located at a former apricot farm turned military compound.
At the end of the Bangkok mission it was discovered that all of 47's missions
were being manipulated by an unknown person known as a Shadow Client.
Although all of these missions were legitimate they appear to be part of a
larger scheme created by someone well away from the scene.
The ICA is strictly neutral and does not take kindly to being manipulated.
During their investigation the ICA discovered that a hacktivist, Olivia Hall,
may be behind some of the data sent to other clients as part of this scheme.
Her trail has led to the farm. It is here that another registered Target,
Sean Rose, is leading a militia group.
Sean is an environmental terrorist and is wanted in connection to several
bombings. He was also seen near where Thomas Cross was kidnapped so he is the
prime suspect to be the Shadow Client. But there are three other prominent
Targets on the list to kill in addition to Sean.
Penelope is a former Interpol anti-terror analyst. Ezra is a retired Mossad
interrogator. And Maya is a former gunrunner and assassin that has been taken
in to help train recruits for various missions.
Former ICA Training Director and current board member Erich Soders has
spurred the Board to greenlight this operation but this does not sit well
with Diana who considers this hasty and ill-advised. She won't go against the
Board but she, along with 47, are going to do their own investigation.
Unlike the previous locations the Compound is a very hostile place and great
care must be taken in entering the facility as the Guards and other personnel
are on high alert and heavily armed.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CDO1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Guerrilla Warfare
*****************
Description: Complete Freedom Fighters.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Mission Complete
****************
Description: Reach Colorado Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CDO2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed slightly southwest.
Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Compound is broken into several areas. The Perimeter encircles the farm
area. The main Mansion is located at the northwest section of the farm. The
large Red Barn, along with the Shooting Range, is located at the north
central portion of the farm. The lake at the northeast corner of the farm is
the Slurry Pit (may also be called the Tar Pit).
The Courtyard is the open area just south of the Barn and also has the
Garages, East Entrance, Planning Room, and Workshop buildings. The Training
Ground and Demolitions Control is just south of the Courtyard and the
Junkyard is just south of that.
The main north-south road, Orchard Road, goes from the Courtyard to the Main
Entrance to the south. South Road goes from the junction in the center of
Orchard Road, goes west, then turns north and connects with another road,
North Road, just behind the West Entrance. North Road goes from the West
Entrance to the Courtyard.
The North Orchard is in the center of the map. To the south of it is the
Barracks and Southwest Entrance. The orchard to the east of the Southwest
Entrance is the South Orchard. The Old Orchard is the swamp-like area
at the southwest side of the Perimeter.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0==========0
| Perimeter \
0===========================================================================>
This is a road the encircles the exterior of the compound. The Southern
Farm Perimeter staring point is at the very southeast corner of the
Perimeter. A small Shed, which I will call the Southeast Small Shed, is
directly north of the Southern Farm Perimeter Starting Point and just
inside the Perimeter.
About halfway up the east side of the Perimeter is the East Entrance. It is
also where you can find the Quad Bike. At the very north end of the
Perimeter, and near the north corner of the Mansion, is the North Entrance.
West of the southwest corner of the Mansion is the West Entrance and West
Bridge. At the southwest section of the Perimeter is the Old Orchard. At
the north end of the Old Orchard is the Southwest Entrance.
At the south side of the Perimeter, and west of the Southern Perimeter
starting point, is the Main Entrance.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | On the ground by white fence section that is leaning |
| | against the blue trailer just southeast of the Southeast |
| | Small Shed. |
|-------------+-------------------------------------------------------------|
| Brick | ++[Casual and Pro]: On the ground by the black barrel |
| | between the Main Entrance and the Southeast Small Shed. |
|-------------+-------------------------------------------------------------|
| Crowbar | ++[Casual and Pro]: In the back of the blue Hay Trailer |
| | just southeast of the East Entrance. |
|-------------+-------------------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: By the toolbox on the small crate just |
| | northeast of the East Entrance. |
|-------------+-------------------------------------------------------------|
| Apricot | South of the West Entrance is a muddy clearing. In the |
| | middle of this clearing is a bunch of overturned wooden |
| | square baskets. The Apricot is on the ground at the south |
| | side of this stack. |
|-------------+-------------------------------------------------------------|
| Wrench | On the crate at the west side of the Southwest Entrance. |
|-------------+-------------------------------------------------------------|
| Shovel | Leaning against the wheelbarrow at the very south end of |
| | the Old Orchard. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================0
| Demolitions Control and Junkyard \
0===========================================================================>
This is the area south of the Courtyard and east of Orchard Road. The north
half is the Control and the south half is the Junkyard.
A Hay Shed is at the east side of the Control area. It is divided into two
halves, north and south. The north half has a Hay Baler. There is a Table
set up at the south half of the Range near a Safe that Sean is trying to
blow open. A Makeshift Lab is at the west side of the Range.
The Junkyard has the Southeast Small Shed that I mentioned earlier.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | ++[Casual and Pro]: On the table by the Generator at |
| | the north side of the Makeshift Lab (x2). |
| | ++[Casual and Pro]: On the ground inside the west |
| | side of the Southeast Small Shed. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | ++[Casual and Pro]: In the back of the south truck |
| | parked in the covered area at the west side of the |
| | Control area. |
|-------------------+-------------------------------------------------------|
| Apricot | On the ground by the "Danger Explosives" barrier at |
| | the southwest corner of the Makeshift Lab. |
|-------------------+-------------------------------------------------------|
| Shovel | On the table at the north side of the south half of |
| | the Hay Shed. |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the ground at the southeast corner of the north |
| | half of the Hay Shed. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | Under the east end of the Table. |
|-------------------+-------------------------------------------------------|
| Brick | On the ground next to a Gasoline Drum northwest of |
| | the Southeast Small Shed. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| South Orchard \
0===========================================================================>
This area is the part of the Orchard that is south of South Road and west
of Orchard Road. At the west side is a building with a Water Tower. This
building is known as the Orchard Warehouse but will simply be called the
Barracks. East of the Barracks is the Orchard. A small Shed is at the very
south and will be called the Southwest Small Shed.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Wrench | ++[Casual and Pro]: On a bench inside the west side |
| | of the Southwest Small Shed. |
|--------------------+------------------------------------------------------|
| Quad Bike Keys | On a small shelf inside the south side of the |
| | Southwest Small Shed. |
|--------------------+------------------------------------------------------|
| Hammer | ++[Casual and Pro]: On a table just outside the |
| | Southwest Small Shed. |
|--------------------+------------------------------------------------------|
| Soda Can | On a table just outside the Southwest Small Shed. |
|--------------------+------------------------------------------------------|
| Apricot | --In a crate just northwest of the Tractor (with |
| | blue trailer) near the center of the Orchard. |
| | --In a crate by a long planter just northeast of the |
| | Southwest Entrance. |
| | --In a crate by the long planter that runs along the |
| | east end of South Road. |
| | --In crates just south of the stairs to the top of |
| | the Barracks (x2). |
| | --In a crate at the west end inside the Barracks. |
|--------------------+------------------------------------------------------|
| Kitchen Knife | Embedded in a dartboard just north of the Tractor |
| | (with blue trailer) near the center of the Orchard. |
|--------------------+------------------------------------------------------|
| Militia Technician | ++[Casual and Pro]: On the center barrack within the |
| Disguise | Barracks. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the lowest shelf of the |
| | shelving unit next to the Restroom door inside |
| | the Barracks. |
|--------------------+------------------------------------------------------|
| Lethal Poison Pill | On the table by the TV at the west end inside the |
| Jar | Barracks. |
|--------------------+------------------------------------------------------|
| Shovel | Leaning against the window at the west end outside |
| | the Barracks. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| North Orchard \
0===========================================================================>
This is the main Orchard area situated between North, South, and Orchard
Roads. The west side clearing is the Communications Center. At the
northeast side is the Greenhouse. The long planters in the center is the
Orchard. At the southeast side is the Dining Area and Field Kitchen.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#########################| Communications Center |#########################|
0===========================================================================0
| Apricot | --In a crate at the southeast corner of the Center. |
| | --In crates at the southwest corner of the Center |
| | (x2). |
| | --In a crate at the west side of the Center. |
| | --In crates by the blue trailer at the northeast |
| | corner of the Center (x2). |
|--------------------+------------------------------------------------------|
| Scarecrow Disguise | Hanging on the Scarecrow at the northwest section of |
| | the Center. |
|--------------------+------------------------------------------------------|
| Perimeter Gate Key | On the green crates by the table at the north end of |
| | the Communications Center. |
0===========================================================================0
|###############################| Greenhouse |##############################|
0===========================================================================0
| Apricot | --On the ground at the south corner inside the |
| | building. |
| | --In a crate southwest of the west corner of the |
| | building. |
|----------------------+----------------------------------------------------|
| Penelope Graves | Near the north corner inside the building. |
| Private Journal | |
|----------------------+----------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: On a table along the west side |
| | of the building. |
| | --On the small workbench just north of the north |
| | corner of the building. |
|----------------------+----------------------------------------------------|
| HX-10 | On the workbench against the north side of the |
| | building's exterior. |
|----------------------+----------------------------------------------------|
| Fusil G2 | ++[Casual and Pro]: On the long workbench against |
| | the fence just north of the building. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | On the long workbench against the fence just north |
| | of the building. |
0===========================================================================0
|#####################| Dining Area and Field Kitchen |#####################|
0===========================================================================0
| Apricot | --On the ground at the end of a long planter just |
| | south of the Dining Area. |
| | --In a crate just north of the Field Kitchen. |
| | --On the counter at the north side of the Field |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Cleaver | On the counter at the north side of the Field |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the center counter within the Field Kitchen. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | Attached to the southwest corner of the Stove at the |
| | south side of the Field Kitchen. |
0===========================================================================0
|###########################| Main Orchard Area |###########################|
0===========================================================================0
| Apricot | In a crate in the center of the Orchard. |
|---------------+-----------------------------------------------------------|
| Hammer | On a makeshift table near the center of the Orchard. |
|---------------+-----------------------------------------------------------|
| Nitroglycerin | In the case at the very northeast corner of the Orchard |
| | area (x3). |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Courtyard \
0===========================================================================>
The Courtyard is the open area north of Demolitions Control and consists
of several buildings. The Garages is the north building. The L-shaped
building to the east has several rooms. The topmost, which forms part of
the East Entrance, is the Storage Room. The corner room is the Break Room.
The left room is the Planning Room. The building at the southwest corner of
the Courtyard is the Workshop.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Wrench | ++[Casual and Pro]: On the workbench near the southwest |
| | corner of the Workshop. |
| | --At the east end of the workbench inside the Garages. |
|-----------------+---------------------------------------------------------|
| Hammer | On the stack of wood in the center of the Garage Roof. |
| | You either need to climb up the east side of the |
| | building or come through the walkway from the Red Barn. |
|-----------------+---------------------------------------------------------|
| Screwdriver | On the tool cart near the van at the east side of the |
| | Courtyard. |
|-----------------+---------------------------------------------------------|
| Rose's Watch | On the center table within the Planning Room. |
| Blueprint | |
|-----------------+---------------------------------------------------------|
| Drug Laboratory | On the east end of the center table within the |
| Memo | Workshop. |
|-----------------+---------------------------------------------------------|
| Propane Flask | ++[Casual and Pro]: On the ground in the southeast |
| | corner of the Workshop. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Shooting Range, Red Barn, and Slurry Pit \
0===========================================================================>
These places comprise the northeast section of the Compound. The Shooting
Range is to the east. The Red Barn is in the center and has two floors. The
ground floor has the Training Area to the west, the Storage Room at the
southeast corner, and the Briefing Area at the northeast corner. The top
floor has the Barracks to the south. The Slurry Pit is to the east of the
Barn.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | --On the south end of the Limo within the Training |
| | Area. |
| | --On the table at the west side of the Briefing |
| | Area. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | On the table at the west side of the Briefing |
| Fusil G2 | Area. |
| HX-7 | |
| Bartoli 75R | |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | On the wall at the northeast corner of the Storage |
| | Room. |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the middle shelf of the |
| | shelving at the northwest corner of the Storage |
| | Room. |
|----------------------+----------------------------------------------------|
| Propane Flask | ++[Casual and Pro]: By the large milk cans just |
| | southeast of the table within the Training |
| | Area. |
|----------------------+----------------------------------------------------|
| Mannequin Arm | On the bed at the northwest corner of the |
| | Barracks. |
|----------------------+----------------------------------------------------|
| Militia Spec Ops | ++[Casual and Pro]: On the bed in the southwest |
| Disguise | corner of the Barracks. |
|----------------------+----------------------------------------------------|
| Branding Iron | Leaning against the wall under the opening at the |
| | south side of the Barracks. |
|----------------------+----------------------------------------------------|
| Brick | On the ground by some metal sheeting at the |
| | southeast corner of the Slurry Pit. |
|----------------------+----------------------------------------------------|
| Old Axe | Embedded in the tree by the small shed at the |
| | northeast corner of the Slurry Pit. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| Mansion - Exterior \
0===========================================================================>
The Farm House encompasses the area west of the Shooting Range and north of
North Road. Ezra's Chemistry Shed is the small building at the east side of
the area. A Graveyard is at the north corner of the area. The Backyard is
the northwest section of the exterior with a Small Shed to the north.
A Cooking Grill is at the west corner of the exterior. The Basement Stairs
is at the southwest side of the house. The Main Entrance is at the
southeast side.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | ++[Casual and Pro]: On a crate next to a Moving |
| | Van at the southeast corner of the area. |
|------------------------+--------------------------------------------------|
| Nitroglycerin | On some crates near a ramp at the southeast |
| Invoice | corner of the area. |
|------------------------+--------------------------------------------------|
| Militia Elite Disguise | ++[Casual and Pro]: Inside a Moving Van at the |
| | southeast corner of the area. |
|------------------------+--------------------------------------------------|
| Nitroglycerin | On the shelving next to the Closet inside Ezra's |
| | Shed. |
|------------------------+--------------------------------------------------|
| Hallucinogenic Drugs | ++[Casual and Pro]: On the shelving next to the |
| | Closet inside Ezra's Shed. |
| | ++[Master]: Carried by Ezra. |
|------------------------+--------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: On the shelf in the north |
| | corner inside Ezra's Shed. |
|------------------------+--------------------------------------------------|
| Apprentice Notes | On the shelf in the north corner inside Ezra's |
| | Shed. |
|------------------------+--------------------------------------------------|
| Basement Key | ++[Casual and Pro]: On the workbench at the east |
| | corner inside Ezra's Shed. |
| | ++[Master]: Carried by the Guard inside Ezra's |
| | Shed. |
| | --Carried by Ezra. |
|------------------------+--------------------------------------------------|
| Lethal Poison Pill Jar | ++[Casual and Pro]: Carried by Ezra. |
| | ++[Master]: Carried by Guard inside Ezra's Shed. |
|------------------------+--------------------------------------------------|
| Garage Key | Carried by Ezra. |
|------------------------+--------------------------------------------------|
| Wrench | ++[Casual and Pro]: In a toolbox at the south |
| | corner inside Ezra's Shed. |
| | ++[Casual and Pro]: On some green crates at the |
| | south corner of the exterior and near the |
| | West Entrance. |
|------------------------+--------------------------------------------------|
| Shovel | Leaning against the wall next to the door for |
| | the Small Shed. |
|------------------------+--------------------------------------------------|
| Apricot | --On the ground by the planter, with the Radio, |
| | just southwest of the Small Shed. |
| | --On the ground by the planter near the center |
| | of the Backyard. |
|------------------------+--------------------------------------------------|
| Propane Flask | On the ground by the blue crates at the west |
| | corner of the Cooking Grill. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| Mansion - Basement \
0===========================================================================>
The Herald, who is locked up, is at the northwest side of the floor. A
Boiler is just southwest of the stairs. The Tornado Shelter is near the
north corner of the floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Modern Lethal Syringe | Embedded in the teddy bear at the top of |
| | workbench at the north side of the floor. |
|-----------------------+---------------------------------------------------|
| Basement Key | Carried by the patrolling Guard. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================0
| Mansion - Ground Floor \
0===========================================================================>
There are multiple rooms on this floor. The Lobby is just inside the front
door and has the stairs leading up to the Top Floor. The large room to the
southwest is the Server Room. The room next to it to the northwest is the
Security Room.
The large room next door northeast of that is the War Room. The large room
next to it to the northeast is the Kitchen. The Laundry Room and Bathroom
is to the northwest of the Kitchen. The large room next door southeast of
the Kitchen is the House Barracks.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Bartoli 12G | Laying on a piece of furniture in the north corner of |
| | the Server Room. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | Inside the Security Room on the wall next to the door |
| | to the War Room. |
|-------------------+-------------------------------------------------------|
| Rose's Room Key | At the southeast side of the large group of green |
| | crates in the center of the War Room. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the counter near the Stove at the northwest side |
| | of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Garage Key | ++[Casual and Pro]: Hanging on the wall by the door |
| | at the east corner of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the lowest shelf of the shelving unit in the north |
| | corner of the Laundry Room. |
|-------------------+-------------------------------------------------------|
| Hammer | ++[Casual and Pro]: On a stack of wood at the north |
| | corner of the Bathroom. |
|-------------------+-------------------------------------------------------|
| Cowboy Bust | On a nightstand near the east corner of the House |
| | Barracks. |
|-------------------+-------------------------------------------------------|
| Militia Elite | ++[Casual and Pro]: On the bunk near the east corner |
| Disguise | of the House Barracks. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================0
| Mansion - Top Floor \
0===========================================================================>
At the southeast side of this floor is the Balcony. The two rooms to the
southwest is the Hacker Room. The two large rooms to the east is Rose's
Room (which is also known as Sean Rose's Office). The north half of the
Room is the Bedroom. The small room in the center is Rose's Bathroom. The
large room at the north side is the Play Room (which is also a Barracks).
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Rose's Room Key | --Carried by the patrolling Guard. |
| | --Carried by Sean Rose. |
|-------------------+-------------------------------------------------------|
| Baseball | On the stand just southeast of the top of the stairs. |
|-------------------+-------------------------------------------------------|
| Baseball Bat | Leaning against the cabinet near the top of the |
| | stairs. |
|-------------------+-------------------------------------------------------|
| Hacker's Phone | ++[Casual and Pro]: Near the west corner of the group |
| | of tables in the center of the north half of the |
| | Hacker Room. |
| | ++[Master]: Carried by one of the Hackers. |
|-------------------+-------------------------------------------------------|
| Soda Can | ++[Casual and Pro]: Near the south corner of the |
| | group of tables in the center of the north half of |
| | the Hacker Room. |
| | --By the window near the south corner of the north |
| | half of the Hacker Room. |
| | --On the nightstand at the southwest end of the Play |
| | Room. |
|-------------------+-------------------------------------------------------|
| Leather Briefcase | On a shelf at the west side of Rose's Room. |
|-------------------+-------------------------------------------------------|
| Explosive Watch | On the desk at the south corner of the Bedroom. |
| Nitroglycerin | |
|-------------------+-------------------------------------------------------|
| Cowboy Bust | On a counter at the east corner of the Bedroom. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CDO3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn an Agency Pickup at the Water Tower and the RS-15 |
| | Assault Rifle for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You can now start at the Old Orchard. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn a Hidden Stash on Orchard Road. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the TAC-4 S/A Assault Rifle for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You can now start in the Garage disguised as a Militia |
| | Technician. |
|----------+----------------------------------------------------------------|
| Level 7 | You earn a Hidden Stash at the Hay Shed and the Concealable |
| | Baton for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You can now start at Demolitions Control disguised as an |
| | Explosives Specialist. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn an Agency Pickup at the Red Barn. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the ICA19 F/A Stealth Pistol and the Disposable |
| | Scrambler for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the Greenhouse disguised as a Militia |
| | Soldier. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn a Hidden Stash at the Courtyard Shed. |
|----------+----------------------------------------------------------------|
| Level 13 | You earn an Agency Pickup at the West Bridge. |
|----------+----------------------------------------------------------------|
| Level 14 | You can now start at the West Bridge. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the Sieger 300 for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now start at the Water Tower. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn a Hidden Stash at the Truck Loading Area. |
|----------+----------------------------------------------------------------|
| Level 18 | You can now start at the Farm House disguised as a Hacker. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn a Hidden Stash at the Ground Floor Laundry Room. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Remote CX Demo Block for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CDO4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0==========0
| Sean Rose \
0===========================================================================0
| Sean is one of your main Targets and can often be found in the Mansion. |
| He also goes to Demolitions Control to help blow up a Safe then hang out |
| for a bit in the Workshop before heading to the Barn to check on Maya. |
| After that then he will go back to the House. He will not deviate from |
| this unless certain circumstances arise. |
| |
| He also suffers from Obsessive Compulsive Disorder (OCD) and some members |
| of the militia have taken notice of what triggers him. This can be used |
| against him to set up certain actions. He also has a bodyguard that goes |
| with him when he leaves the Mansion. |
0===========================================================================0
0================0
| Penelope Graves \
0===========================================================================0
| Penelope is a former Interpol anti-terrorist analyst that has been |
| recruited into the militia. She can be found at the Mansion but goes |
| outside to the Communications Center before going to the Barracks area. |
| She will then go to the Greenhouse in the center of the North Orchard |
| before going back to the Mansion. She will travel with a couple of Guards |
| when she leaves the Mansion. |
| |
| She will not deviate from this unless certain circumstances arise. |
0===========================================================================0
0==========0
| Ezra Berg \
0===========================================================================0
| Ezra is a former Mossad interrogator who was thrown out because of his |
| outside the box methods. He is currently trying to get information from a |
| captured prisoner, called a Herald, who is tied up in the Basement of the |
| Mansion. He goes from the Basement to the front of the building where he |
| will stop to smoke before going to his Shed at the east side of the |
| Mansion. He will then go back to the Basement to repeat his route. |
| |
| He will not deviate from this unless certain circumstances arise. |
0===========================================================================0
0=============0
| Maya Parvati \
0===========================================================================0
| Maya is the former gunrunner and assassin who is now part of this militia |
| and is training people for various missions. She can be found at the Red |
| Barn. She will leave the Barn to go to the Courtyard to check on a |
| project then go to the Shooting Range to check on things. She will then |
| go back to the Red Barn to oversee training runs before leaving again to |
| repeat the route. |
| |
| She will not deviate from this unless certain circumstances arise. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CDO5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
At Master difficulty the following Disguises have no changes in regards to
acquisition but have ten additional Enforcers. They are the Guards at the Red
Barn Gate, East, West, and Main Entrances. The standing Guard at the
Southwest Entrance and the patrolling Guard near the North Entrance are also
Enforcers.
--Militia Cook --Militia Technician
--Explosives Specialist --Militia Spec Ops
--Hacker
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================================================0
| Sniper Rifle Usage (Professional and Master Difficulties) \
0===========================================================================0
| This is one of four maps that will allow you to carry Sniper Rifles out |
| in the open when properly disguised. However, the only Disguise that has |
| this privilege is the Point Man Disguise. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| Tactical Gear \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. However, because of the nature of the Compound and the Targets, |
| your Suit turns the entire area into a Hostile Area and everyone becomes |
| an Enforcer. |
0===========================================================================0
0==========0
| Scarecrow \
0===========================================================================0
| This special Disguise can be found at the northwest section of the |
| Communications Center. It has the same properties as the Tactical Gear |
| outfit in that it turns the entire area into a Hostile Area and everyone |
| becomes an Enforcer regardless of game difficulty. |
0===========================================================================0
0=======0
| Hacker \
0===========================================================================0
| This is one of two Disguises that will allow you safe access to the |
| Mansion. However, because this is considered a Civilian outfit, it is |
| more restrictive. You do not have safe access to either the Basement or |
| the Rose's Room area. Of course, you do not have access to the Shooting |
| Range, Red Barn, Demolitions Control, and Ezra's Shed. |
| |
| And, more importantly because it is a Civilian outfit, you can't have any |
| weapons out in the open. |
| |
| The best way to safely acquire this Disguise is to go to the Server Room |
| and turn off the Server. This will lure one of them down to turn it back |
| on. Stay behind him and, when he turns it back on, then knock him out, |
| hide him behind the air units to the south, and take his clothes. |
| |
| At Master difficulty you will need to get rid of the patrolling Guard |
| first. Drop a weapon by the door and he should see it when he comes back. |
| Get behind him, knock him out when he gets there, and hide him behind the |
| air units. |
| |
| As for Enforcers, there are none at Casual difficulty. At Professional |
| difficulty there are two Enforcers: one in the War Room and one in the |
| Hacker Room. |
| |
| You can start at the Hacker Room already disguised as a Hacker once |
| you've reached Mastery Level 18. |
0===========================================================================0
0================0
| Militia Soldier \
0===========================================================================0
| This is the basic Militia Disguise and allows you access to most areas of |
| the Compound. The only areas you are not allowed is Demolitions Control, |
| Red Barn, Shooting Range, Ezra's Shed, and the Farm House. |
| |
| The easiest way to obtain this Disguise from someone is at the Junkyard. |
| Just north of the Southeast Small Shed are a pair of Soldiers and a |
| Generator. Turn off the Generator to attract one of them. Hide nearby and |
| wait for him to turn it on before subduing him. Drag him to the Container |
| next to the Shed to hide him and obtain the Disguise. |
| |
| As for Enforcers, there are three at Casual difficulty: |
| |
| --Northeast corner of the North Orchard. |
| --The Old Orchard. |
| --The Perimeter at the northwest side of the Mansion. |
| |
| At Professional difficulty there are six additional Enforcers: |
| |
| --Center of the North Orchard. |
| --The Field Kitchen. |
| --Center of the South Orchard. |
| --Center of the Junkyard. |
| --Southeast side of the Perimeter. |
| --The Slurry Pit. |
| |
| At Master difficulty there are ten additional Enforcers and they are the |
| Guards at the Red Barn Gate, East, West, Southwest, and Main Entrances. |
| This includes both Guards at the Southwest Entrance. |
| |
| You can start near the Greenhouse already disguised as a Soldier once |
| you've reached Mastery Level 11. |
0===========================================================================0
0=============0
| Militia Cook \
0===========================================================================0
| This is another form of the Militia Soldier Disguise and there is only |
| one Cook on the map. He can be found at the Stove at the Field Kitchen. |
| |
| This Disguise has the same properties as the regular Militia Soldier in |
| that you are not allowed at the Farm House, Shooting Range, Red Barn, |
| Ezra's Lab, and Demolitions Range. The one key difference between these |
| two Disguises is that the Cook Disguise has no Enforcers for both Casual |
| and Professional difficulties. |
| |
| Since the Cook never leaves the Stove you have to get him to a safe place |
| for subduing. You will need to bring a throwable object and be disguised |
| before going after him. |
| |
| Southeast of the Stove is a Container. Every so often another Soldier |
| will come to it to urinate. Subdue him, dump him, pick up his weapon, and |
| drop it in front of the Container and crouch near it. |
| |
| There are going to be a couple of Soldiers on patrol that will stop near |
| you in the South Road. Wait for them to leave and for the other two |
| Field Kitchen personnel to be far from the Cook before tossing the object |
| so it lands just past the other end of the long planter then hide at the |
| southeast end of it. |
| |
| When the Cook comes near where you were then he will see the dropped |
| weapon and walk to it. Go around to get up behind him, subdue him, dump |
| him, and obtain the Disguise. |
0===========================================================================0
0===================0
| Militia Technician \
0===========================================================================0
| This Disguise is worn by those working in the Courtyard and |
| Communications Center areas. This Disguise has the same properties as the |
| regular Militia Soldier. |
| |
| The safest way to acquire this Disguise is to lure the one in the Garage |
| into the small room to the east with your Phone or thrown object so you |
| can subdue him for his clothes. You can also easily lure one at the |
| Communications Center. Place your Phone on the ground by the Container at |
| the northwest corner of the Center to get him there so you can subdue him |
| for his clothes. |
| |
| You can also find the Disguise inside the Barracks but you will need to |
| get rid of at least one of the people inside to safely acquire it. |
| |
| As for Enforcers, there are two at Casual difficulty: one in the |
| Communications Center and one near the Mansion. At Professional |
| difficulty there is one additional Enforcer and he is at the Courtyard. |
| |
| You can start at the Garage already disguised as a Technician once you've |
| reached Mastery Level 6. |
0===========================================================================0
0======================0
| Explosives Specialist \
0===========================================================================0
| This Disguise, with a black vest with yellow reflective safety strips, is |
| the one worn by those working at Demolitions Control. This is the only |
| Disguise that will allow you safe passage into the Range. Unfortunately, |
| it won't allow you access to the Shooting Range, Red Barn, Ezra's Shed, |
| or the Mansion. |
| |
| If you want this Disguise you will need to take it from someone. One way |
| is to go north along the east side of the Junkyard and cut through the |
| Hay Shed at the east side of Control area to get to the Hay Baler. You |
| can use the Radio or toss an object near it to lure a nearby Specialist. |
| Subdue him when he gets there, take his clothes, and dump him in the |
| Baler for hiding. |
| |
| Another way, if you got rid of the two people at the Barracks, is to lure |
| a Specialist to the Weapons Box at the building for easy subduing. Drop a |
| weapon just south of the truck at the southwest corner of Demolitions |
| Control. Grab the Lead Pipe from the back of the truck and toss it at the |
| wall to lure a nearby Specialist to the weapon which he will then take to |
| the Barracks. |
| |
| Run to the building and turn on the Sink in the Restroom and keep the |
| door open. When he drops off the weapon then he will hear the Sink and go |
| to investigate. Take cover to the right of the door so he doesn't spot |
| you then subdue him when he turns off the Sink so you can take his |
| Disguise. |
| |
| As for Enforcers, there is one at Casual difficulty and he is at the |
| northeast corner of the North Orchard. At Professional difficulty there |
| is one additional Enforcer and he is at the Control area. |
| |
| You can start at the Control area already disguised as a Specialist once |
| you've reached Mastery Level 8. |
0===========================================================================0
0=================0
| Militia Spec Ops \
0===========================================================================0
| This is a specialized black outfit that is worn by those training at the |
| Red Barn and Shooting Range. The only restrictions are that you are not |
| allowed at Demolitions Control, Ezra's Shed, and the Mansion. |
| |
| The easiest way to obtain this Disguise is to go to the Barracks. Go to |
| the Restroom, turn on the Sink, and take cover to the right of the door. |
| When he gets to it then subdue him when he turns it off and take his |
| Disguise. You can dump him through the window without killing him and |
| then hide him in the Container under the stairs. |
| |
| There are no Enforcers for this Disguise for both Casual and Professional |
| difficulties. |
0===========================================================================0
0==========0
| Point Man \
0===========================================================================0
| This Disguise is a slightly different version of the Spec Ops Disguise |
| and has exactly the same properties including lack of Enforcers for both |
| Casual and Professional difficulties. |
| |
| At Master difficulty there are five additional Enforcers and they are |
| four Spec Ops people around the Red Barn area plus the one inside the |
| main Barracks. |
| |
| The only key difference from this Disguise as opposed to the Spec Ops is |
| that you can talk to Maya and participate in the training exercise inside |
| the Red Barn. He can also be found at the Barracks and you can lure and |
| ambush him the same way as you do for the Spec Ops Disguise. |
| |
| And, as already pointed out, this Disguise will allow you to carry Sniper |
| Rifles out in the open at Professional and Master difficulties. |
0===========================================================================0
0==============0
| Militia Elite \
0===========================================================================0
| This is the Disguise that is worn by the best of the Militia. Most of |
| these guys can be found in and around the Mansion. This is one of two |
| Disguises that will allow you safe access to the building. However, even |
| though you are an Elite, you cannot gain access to Demolitions Control, |
| Red Barn, and Shooting Range. You can be inside Ezra's Shed but only when |
| he is not around. |
| |
| There are two Elite Disguises laying around - one inside the Moving Van |
| near the Mansion and one inside the building. If you need to take one |
| from somebody then you can easily subdue the one just outside Ezra's Shed |
| when the inside Guard is looking away or distracted by Ezra himself. |
| |
| If Ezra is not around then you can drop a weapon by the exterior Guard to |
| lure him to the Mansion to drop it off then go inside the Shed to subdue |
| the Guard when he walks away from the window. |
| |
| As for Enforcers, there are six at Casual difficulty: |
| |
| --One inside Ezra's Shed. |
| --One outside near the Basement entrance. |
| --One in the Security Room. |
| --One in Rose's Room. |
| --One patrolling the top floor of the Mansion. |
| --Sean's private guard. |
| |
| At Professional difficulty there are three additional Enforcers, all at |
| the Mansion area: two in the Backyard and one in the Basement. |
| |
| At Master difficulty there are twelve additional Enforcers. They are the |
| Guards at the Red Barn Gate, East, West, and Main Entrances. The standing |
| Guard at the Southwest Entrance and the patrolling Guard near the North |
| Entrance are also Enforcers. Inside the Mansion there are two: one in the |
| Security Room and one in Rose's Room. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CDO6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
There are seven Cameras around the Compound. There is one at the Main
Entrance, West Entrance, and East Entrance. There are four at the Mansion
- one by each entrance.
The Recorder for them is in the Security Room on the ground floor of the
Mansion. You need to start the conversation between the Enforcer and the
Hacker before you can safely get at it. When they finish then they will
break up and the Enforcer will turn to his console. Go behind the equipment
at the west corner of the room, crouch behind it, then shoot the Recorder
with your Silenced Pistol - preferably the Krugermeier.
0=======0
| Master \
0========================================>
At this difficulty there are seven additional Cameras. There is a Camera on
a pole just north of the Greenhouse, two at the Barracks (one by the stairs
entrance), one over the front entrance of the Red Barn, one on the south
wall of the Hay Barn, and one over the door to Ezra's Shed.
Destroying the Recorder isn't much different that what is done at
Professional difficulty but has a couple of extra steps. When wearing the
Elite Disguise there is an extra patrolling Enforcer in the Security Room.
One of his stops is in the entrance to the Server Room.
When he is either looking away or at the window then place a weapon on the
floor at the south end of the table near the door. When he goes to the
entrance then he should see the weapon. Stay on one side of the Server as
he goes there then subdue him when he gets to the weapon. Drag him behind
the coolers to the south to hide him.
Go in the corner behind the equipment and shoot out the Recorder with the
Krugermeier. Go deep in the corner as the Enforcer will turn around. When
he goes back to his console then you can safely leave. Luring this Enforcer
with the Vacuum Cleaner for subduing is optional.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CDO7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Scare Tactics] Challenge is moved from the Feats tab to the |
| Assassination tab. The [They Scream, They Cry] Challenge, from the |
| Scarecrow Challenge Pack, is now part of the Assassination tab. |
| |
| The [Tongue Tied] Challenge is now 1,000 XP instead of 2,000 XP and is |
| prefixed with Mission Story. The [Doomsday Watch] and [Unclean] |
| Challenges have been prefixed with Mission Story. |
| |
| You can now unlock the Disposable Scrambler at Mastery Level 10. The |
| TAC-4 S/A Jungle is now unlocked by completing the [Escalations - Track |
| 1, Tier 5] Challenge. The [Was That Really Necessary?] Challenge has been |
| removed. |
0===========================================================================0
0==============================0
| Master Difficulty Differences \
0===========================================================================0
| The biggest change here, as already noted, is that most of the Guards on |
| the Perimeter become Enforcers to most, if not all, of the Disguises. |
| Outside of that there is just a few extra Guards and Cameras. |
0===========================================================================0
0=================0
| Safe Exploration \
0===========================================================================0
| If you wish to do some exploring of the map without resorting to |
| Rampaging then you should find the necessary Disguises to allow you to |
| safely learn the map. |
| |
| From the Southern Farm Perimeter then sneak into the Junkyard then turn |
| off the Generator to lure one of the Guards for his Disguise. Go into the |
| Barracks and subdue one of the Spec Ops people here to get this Disguise |
| to explore everywhere except the Mansion. Subdue at least one of the |
| Guards at Ezra's Shed to get the Militia Elite Disguise to explore the |
| Mansion. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are five Keys that can be found or dropped by others. Finding them |
| can make access to certain areas easier. Although I covered them earlier |
| I will go over them in more detail here: |
| |
| ++Perimeter Gate Key |
| ================== |
| Found at the northern part of the Communications Center this will |
| open all of the locked Gates in the fence that surrounds the farm. |
| |
| ++Quad Bike Keys |
| ============== |
| These keys can be found in the small shed just inside the Main |
| Entrance and is used for the Quad Bike at the East Entrance. |
| |
| ++Garage Key |
| ========== |
| This key opens the door into Ezra's Shed. Ezra carries one but can |
| also be found hanging in a corner inside the Kitchen in the Mansion |
| ground floor. |
| |
| ++Basement Key |
| ============ |
| This key opens the doors to the Basement. Ezra carries one and so |
| does the Enforcer inside the Basement. |
| |
| ++Rose's Room Key |
| =============== |
| This key opens the door into Sean's Room in the Mansion's top |
| floor. Sean carries one along with the top floor Enforcer. However, |
| you can find one laying in the center of the War Room. |
0===========================================================================0
0====================0
| The Tornado Shelter \
0===========================================================================0
| As pointed out earlier you need to go through this area on your first |
| run-through. The Shelter is in the Basement and uses a biometric lock |
| that is tied to Sean Rose's face. This means that you need his face to |
| open the door. |
| |
| Getting his body down here can be tricky (and there is a Challenge tied |
| to it) but there is another way. There is a 3D Printer in the Hacker |
| Room on the top floor. You need to deal with both of the nearby Hackers |
| to safely use it. You should probably wait for Sean to die first since |
| his Bodyguard will go back in his room and sleep on the bed. |
| |
| The best way to get rid of both of them is to go into the Server Room and |
| turn the Server off. This will bring down one of them. Take cover to the |
| left of the door then subdue him when he gets to the Server but before he |
| turns it off. Drag him to the coolers to at the south side of the room to |
| hide him. |
| |
| With the Server still off the other Hacker will come down. Take cover to |
| the left of the door again and subdue him when he turns it back on and |
| hide him with the other. After they are gone then go back upstairs and to |
| the 3D Printer. When the Enforcer is either standing outside or in the |
| Play Room then turn it on to get the Sean Rose's Face Mask and go to the |
| Basement. |
| |
| If you do not want to subdue any of them then stay in the south end of |
| the Hacker Roon and wait for the Enforcer to head to the Play Room and |
| for both Hackers to be at the north end before turning on the Printer. |
| This will alert one of the Hackers so you need to run from the room. When |
| he investigates and settles down then go back to the Printer and grab the |
| Mask as he is walking away. |
| |
| When you get to the Basement there will be an Enforcer down here and you |
| should wait until he is standing by the Herald before going down. Get |
| behind the stairs and shoot the Fusebox on the north wall to distract |
| him. You can either leave him or subdue him. Use the Mask to enter. You |
| will need to explore the room before you can officially leave the |
| mission (first time only). |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| The Wicker Man Run \
0===========================================================================>
This particular run focuses on one Challenge, [Wicker Man]. The Challenge,
as outlined in a video by MrFreeze2244 (and which he also credits another
gamer, Vultan, for showing the way) involves shooting four Bells, located
outside of the Compound Perimeter, in a specific order with a Sniper Rifle
while wearing the Scarecrow Disguise.
This in and of itself doesn't sound so special. But, if you perform this
task properly, you will not only get this Challenge but you will also gain
a special power for the Scarecrow Disguise. This power is that if anybody
gets within 20 feet of you, in any direction including above and below,
they will instantly burst into flames!
**NOTE: This only affects those who are conscious. Those who are subdued
and out in the open are *NOT* affected - you can walk up to a
pile of unconscious bodies and nothing will happen.
But, this power is only for the Scarecrow Disguise - this doesn't carry
over to any other outfit (however, you won't lose it if you change
clothes). In addition, even though you can easily kill Guards, this power
doesn't make you invincible so you should try to stay out of Combat.
This feature makes [Wicker Man] one of the best, if not the best,
Challenges of the entire game. And, since this is so cool, you certainly
would want to play around with it.
So, the plan is to cram a lot of other Challenges, along with this one,
into a single run that starts at Mastery Level 1. This run will also be the
first run-through and be used to obtain a bunch of other Challenges to
quickly go up Mastery Levels and go through The Tornado Shelter to open up
the remaining exit points. This run will also be used for the [Chameleon]
Challenge.
Killing your Targets with the Scarecrow Disguise will also count as an
accident and thus you will automatically get [The Perfect Alibi] Challenge.
However, I will kill Maya another way that will also count as an accident.
I will also be dumping all four bodies in the Slurry Pit for the [Swamp
Thing] Challenge.
Obviously, because you are killing a bunch of other Guards, this will not
be a Silent Assassin run.
When planning bring the Silverballer (not the Krugermeier), Fiber Wire,
place the Sieger 300 Ghost into the Southern Farm Perimeter Pickup, and
start at the Southern Farm Perimeter. When you start then go through
Southeast Farm Shed and into the Junkyard.
Go to the Generator and turn it off to lure a Guard to it and hide behind
the stack of junk nearby. When he turns it back on again then garrote him
and change into his Disguise - leave the body. Make your way to the
Barracks while picking up Apricots. Enter the Barracks through the Restroom
window. Turn on the Sink, take cover to the right of the door, and open it.
This should attract the attention of one of the Spec Ops people be it the
regular guy or the Point Man. When he reaches the Sink then garrote him
after he turns it off. Change into his Disguise, pick up his weapon, and
use your Instinct to look at the rooftop. One of the Guards likes to stand
the top of the stairs. When he leaves then dump the body out the window and
dump it into the Container.
After this then go into the North Orchard to pick up some more Apricots
then go to the Red Barn and go up to the top floor. Drop the Rifle near the
middle bunk and walk to the other side of the room. One of the Guards will
take it and leave. One of the bunks has the Mannequin Arm that is required
for a Challenge.
That Challenge is to knock out ten people with it - preferably without
getting spotted. Once the first Guard leaves then pick up the Arm, knock
out the remaining Guard, and dump him in the Container. Take his Rifle and
drop it near the Container. When the other Guard comes up then knock him
out when he goes for the weapon and dump him. That's two down.
From here then go down to Ezra's Shed. You should see the two Guards here -
one outside and one inside. It is best to wait for Ezra to come by and
distract the interior Guard before doing anything. Knock out the exterior
Guard (that's three), dump him in the Container, and take his Disguise.
Drop the Arm near the Shed door so you don't risk being spotted by the
Enforcing Guard in the Shed later.
Go to the Backyard and behind the commander overseeing the three exercising
Soldiers. Crouch down and toss an Apricot at the back of his head then run
to the Radio just north of the Soldiers and turn it on. If everything goes
right then they should start dancing.
Leave the Backyard, pick up the Arm, and go back to the Barracks. The plan
now is to clear a safe path from where you get the Scarecrow Disguise to
the Barracks rooftop.
Go into the Restroom and use the Sink again to lure the other Spec Ops
person. Wait for him to turn it off then knock him out with the Arm (that's
four). Go out, drop the Arm near the Weapons Box, go back to the Restroom,
change into the Spec Ops or Point Man Disguise, and pick up the Rifle he
dropped.
Go out to the truck just outside and drop the Rifle at the top of the
stairs near the front of it. This should eventually attract the attention
of one of the nearby patrolling Guards who should take it to the Weapons
Box.
As he drops it off then knock him out with the Arm (that's five) and
carefully drag him to the Restroom for hiding while keeping an eye open for
the remaining patrolling Guard and Penelope and her entourage. Repeat the
same process for the other patrolling Guard (that's six).
Go up to the rooftop and drop the Rifle near the top of the stairs to lure
down one of the Guards to the Weapons Box for pacifying (that's seven).
Drop the Rifle in the same spot on the rooftop to lure down the other one
(that's eight).
Go back up, drop the Rifle in the same spot, and shoot the Fusebox to lure
a Technician to the weapon. After you knock him out for number nine then
pick up the Interpol Badge he drops for another Challenge. Switch into and
out of his Disguise and drag him to the Restroom to hide him with the
others.
Go out into the Communications Center and drop the Rifle in the middle of
the equipment cluster at the south side to lure another Technician for
number ten and the Challenge. Go to the Southeast Small Shed to acquire the
Sniper Rifle then go to the top of the Water Tower to drop it off. Go down
and to the north end of the Communications Center to find the Scarecrow
Disguise.
When it is safe to do so then change into it and stay on the Cross for a
few seconds. When the coast is clear then sneak run to the top of the Water
Tower. Now it is time to activate the special power for the Disguise. Pick
up the Rifle and follow the directions below to find the Bells so you can
shoot them:
>>Bell #1
*******
Go to the south side of the Tower. Look at the river to the south to
find a bridge. Follow the bridge left until you see a telephone pole.
The Bell is near the top of this pole.
>>Bell #2
*******
Go to the north end of the Tower and look northeast towards the East
Entrance and to the Courtyard area. Zoom in and find the Taco Van
that is on the flatbed. Put the crosshair at the right side of the
Van and pull back slightly. Just above the Perimeter fence is another
building in the background. Zoom in more and you should find the Bell
which is to the right of a stack of round hay bales.
>>Bell #3
*******
From where you're standing look northwest towards the West Bridge.
Near the center is another telephone pole. The Bell should be near
the top of this one.
>>Bell #4
*******
Go to the south side of the Tower and look southwest. You should see
a truck and a white fence just before it on the other side of the
river. Follow the fence left until you find a large rock and another
telephone pole. The Bell should be near the top of this one.
If you've done everything correctly then you should hear a special jingle.
Bring out your Silverballer, crouch down, and make your way to the Field
Kitchen within the North Orchard. You should be killing everybody on the
way there. Stay concealed inside some bushes as Guards approach those you
have killed so they can be killed themselves.
Once you've killed everybody there then quickly switch into and out of the
Militia Cook Disguise. If you happen to kill Penelope as you are doing this
then hide her somewhere until you clear out enough of the Guards to safely
take her to the Slurry Pit for disposal.
After this then go over to Demolitions Control and kill the Guards there.
Don't get too close to the Courtyard when Maya is out there as you don't
want to kill her just yet. When she is in the Red Barn then kill everybody
in the Courtyard and take an Explosives Specialist Disguise. When she
leaves the Barn then she should see one of the bodies. Knock her out there
then quickly run back to the Scarecrow Disguise.
Drag Maya's body out to the front of the Barn - any approaching Guards
should be killed as you do so. Shoot down the Hay Bale above to kill her
and drag her body to the Pit for disposal. Go around the Pit area to kill
the remaining Guards.
Go to the East Entrance and drag one of the dead Guards to the Hay Baler to
the south. As you do so then you will kill the two Guards near it. Dump him
in the Baler and Bale him. Do the same to remaining Guard at the East
Entrance plus the two others to complete another Challenge.
Go around the entire Compound to kill everybody else and to find all
Unexplored Areas. After this then use the remaining Crosses in the Old
Orchard, Slurry Pit, Shooting Range, North Orchard, and Junkyard. Find the
remaining Targets and drag them to the Slurry Pit for disposal - take the
Basement Key from Ezra and Rose's Room Key from Sean.
Go back to the Shooting Range and acquire a Shotgun. Go into the Shooting
Range to find the Moose Head with the Bottles on top. It is best to make a
save before doing anything else.
Another Challenge requires that you shoot off the green Bottles off the
Head in five seconds or less. But not all of the Bottles are green. The
ones on the right side are brown but it is hard to see because of the
angles.
Go behind the Moose, stand by the fence post to the left of it, and aim
southwest towards the top of the moose. The sun should be right in your
face. Sidestep slightly until the sun is just out of view. Rotate the
Camera slightly right to get the first group of bottles in the aiming
circle.
Fire several quick shots at the bottles, going from this point right, to
get them all. If you fail to get the Challenge then reload and continue
until the Challenge pops up.
Drop the Shotgun and go into Ezra's Shed to obtain the Nitroglycerin and
the Hallucinogenic Drugs. Go into the Mansion and go upstairs into Rose's
Room to acquire the Explosive Watch Battery. Go into the Hacker Room and
get the Sean Rose Face Mask.
Go into the Play Room to find the bodies of both the Militia Elite and the
Hacker. Dump both bodies in the Closet and take the Hacker Disguise. Sit on
the couch for another Challenge. After this then go into the Basement and
to The Tornado Shelter to finish out the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Take Point [1,000 XP]
*********************
For this you need to acquire the Point Man Disguise.
>>Assume Position [1,000 XP]
**************************
For this you need to acquire the Militia Elite Disguise.
>>Howdy, Partner [2,000 XP]
*************************
For this you need to get the Soldiers in the Backyard to dance to the
Radio nearby. You need to toss an Apricot at the back of the head of
the commander prior to turning on the Radio in order for this to
work. The Soldiers also need to be exercising prior to the throw.
>>Badge of Dishonor [1,000 XP]
****************************
For this you need to acquire the Interpol Badge.
>>Quite Technical [1,000 XP]
**************************
For this you need to acquire the Militia Technician Disguise.
>>Lending a Hand [2,000 XP]
*************************
For this you need to knock out ten people with the Mannequin Arm that
is found on the top floor of the Red Barn.
>>Wicker Man [4,000 XP]
*********************
For this you need to activate the special power for the Scarecrow
Disguise by shooting four special Bells outside of the Compound
Perimeter.
>>The Instructor [4,000 XP]
*************************
For this you need to kill Maya Parvati.
>>Scare Tactics [4,000 XP]
************************
For this you need to drop the Hay Bale that is hanging over the Red
Barn entrance on a Target while wearing the Scarecrow Disguise.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Hay There! [2,000 XP]
*********************
For this you need to Bale four bodies in the Hay Baler.
>>The Interrogator [4,000 XP]
***************************
For this you need to kill Ezra Berg.
>>The Commander [4,000 XP]
************************
For this you need to kill Sean Rose.
>>The Analyst [4,000 XP]
**********************
For this you need to kill Penelope Graves.
>>The Perfect Alibi [4,000 XP]
****************************
For this you need to kill all four Targets in accidents.
>>Discover Colorado [1,000 XP]
****************************
For this you need to find all 21 Unexplored Areas on the Colorado
map.
>>No Birds Here [2,000 XP]
************************
For this you need to use all six Scarecrow Crosses while wearing the
Scarecrow Disguise. The Crosses are located at the following:
++Communications Center ++North Orchard
++Junkyard ++Old Orchard
++Slurry Pit ++Shooting Range
>>Swamp Thing [2,000 XP]
**********************
For this you need to dump the bodies of all four Targets in the
Slurry Pit.
>>Gunslinger [2,000 XP]
*********************
For this you need to shoot all of the green Bottles off of the moose
antlers in the Shooting Range in five seconds or less. Credit for the
shooting strategy goes to MrFreeze2244.
>>Blasted [1,000 XP]
******************
For this you need to acquire the Nitroglycerin.
>>Pill Pusher [1,000 XP]
**********************
For this you need to acquire the Hallucinogenic Drugs.
>>Factory Recall [1,000 XP]
*************************
For this you need to acquire the Explosive Watch Battery.
>>Face Off [1,000 XP]
*******************
For this you need to acquire Sean Rose's Face Mask.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Scarecrow ++Hacker
++Militia Soldier ++Militia Cook
++Militia Technician ++Explosives Specialist
++Militia Spec Ops ++Point Man
++Militia Elite
>>Not Exactly Ulcer Pills [4,000 XP]
**********************************
For this you need to play the Video Game in the Play Room. To do this
you need to subdue or kill both the Militia Elite and the Hacker in
the Play Room and hide the Elite's body then take the Hacker Disguise
so you can sit on the couch. By the way, the game on the TV is "Kane
& Lynch 2: Dog Days", another IOI title.
>>The Long Way Out [1,000 XP]
***************************
For this you need to enter The Tornado Shelter.
>>Plot Twist [2,000 XP]
*********************
For this you need to leave the mission through The Tornado Shelter on
the first run-through.
0=================================0
| They Scream, They Cry [4,000 XP] \
0===========================================================================>
For this you need to throw kill a Target using an Axe but must be seen
doing it while wearing the Scarecrow Disguise then kill all witnesses
without changing Disguises. This is going to be another Non-Target kill
run-through. When planning place the TAC-4 S/A into the Southern Farm
Perimeter Pickup and start at the Garage.
When you start then run to the Slurry Pit to pick up the Axe then run to
the Barracks. Drop the Axe in the Restroom and use the Sink to lure and
ambush one of the Spec Ops. Dump him outside then into the Container. Lure
and ambush the other one but dump him in the Closet.
Pick up the Fusil then go and get the TAC-4 from the Pickup which insures
that you have max ammo. Go back to the Restroom and drop the TAC-4 here.
Go to the Scarecrow Disguise and put it on when no one is looking. Then
carefully navigate your way south to the Barracks building and climb in
through the Restroom window. Grab the Axe and go to the door next to the
Sink. Wait for Penelope to come by. She will send off her entourage so she
can talk to a lone Guard.
When she is alone with him then go out, aim at her head but wait for the
Guard to see you before throwing the Axe to kill her, then run back into
the Restroom. Grab the TAC-4, go out the window, and into the Container.
Wait for things to completely settle down before leaving.
From here then carefully find and pick off all orange people until you get
the Challenge. You will probably have to kill off other people to insure
that you don't get into additional Combat. After acquiring the Challenge
you can either continue to kill everybody and finish the mission or just
quit to the main menu.
0===============================0
| A Series of Unfortunate Events \
0===========================================================================>
This run-through is about killing your Targets in more traditional ways and
by regular accidents. When planning bring the Krugermeier and start at the
Garage. The first thing I will do is to set up the first accident which is
for Ezra.
Go to the workbench just north of the Greenhouse to pick up a Shotgun then
head to Ezra's Shed to find the two Militia Elite Guards talking. Drop the
weapon by the exterior Guard and go back near the Container. He should pick
up the Rifle and walk away. Subdue the remaining Guard, hide him, and take
his Disguise and weapon.
Grab the Wrench, grab the Basement Key, grab the Hallucinogenic Drugs, and
loosen the Valve. Leave the Shed and enter the Mansion.
Go down into the Basement and use your Instinct to find the Enforcer. When
it is safe then go down and get behind the stairs. Turn off the Fusebox on
the north wall to distract the Guard. Subdue him, hide him in the
Container, then go to the Herald and Administer Overdose.
Ezra will eventually come back and look over things. Then he will head back
to his Shed to use his Bunsen Burner which will ignite the gas and kill
him. As Ezra is doing his thing then head to the Barracks where we'll be
setting up an accident for Maya.
Go to the Restroom and turn on the Sink then take cover to the right of the
door and wait. This will attract one of the two Spec Ops people here. When
he turns off the Sink then subdue him and use your Instinct to look at the
rooftop.
One of the Guards likes to stand at the top of the stairs. When he is away
then dump your victim out the window. Dump him in the Container and drop
whatever Rifle you may have. Go back inside and grab the other Rifle that
was dropped.
Turn on the Sink again and repeat the process with the other guy. After
dumping him outside then take the Point Man Disguise. Go to the Southwest
Small Shed in the South Orchard to get the Quad Bike Keys then go into the
Orchards to pick up ten Apricots and run to the Red Barn, stand by the
Container at the southeast area of the Barn, and wait for Maya to be at the
Barn area.
When the patrolling Guard is away from the Container then drop the Rifle
here and go north a bit. When he sees the Rifle then he will walk to it.
Subdue him here and dump him in the Container. The reason for subduing him
is to make sure that he doesn't see you use the Ram on Maya later.
After this then go to Maya and talk to her. She will then instruct you to
go to the Briefing Area. Instead, go to the Ram and wait. Maya will make a
call to Sean then leave for the Area. De-activate the Safety Switch when
she and the other two trainees are out of sight. Then go to the Briefing
and grab the Pistol off of the table to add to your ammo afterwards. Go to
your position and wait for the run to start.
At this point Sean will have arrived and will watch the proceedings. Once
the run starts you have thirty seconds to complete it. Switch to your
Pistol and shoot the four dummies in the Limo and then use the Crowbar off
of the trunk to open the door and get the Documents. Go to the switch to
end the run and then go to the Ram Switch and crouch.
At this point Sean should be near the Limo. After a bit then Sean will get
up beside her. Use the Ram Switch to kill them both.
With Maya and Sean down it is time to to set up Penelope.
Go back to the Barracks area. To the north is a fence opening. Just inside
to the right is a sitting Technician. To his west are a couple of crates of
Apricots. Stand by these crates and wait. A Technician should come and
stand near here. Drop one of your Pistols by him then run to the Weapons
Box inside the Barracks.
As he drops off the weapon then subdue him and carefully drag him to the
Closet for hiding while keeping an eye on the patrolling Guards outside. Go
back to the Box to grab the Shotgun and Interpol Badge. This is the
Technician that has the Interpol Badge you need to get at Penelope and why
you lured him here. Take his Disguise before leaving.
Next, go to the Slurry Pit and get close enough to the two Guards to get
their conversation going. As they talk then drop the Shotgun in the area
just south of the Pit. After they finish and break up then one of them will
see the weapon, pick it up, and go to the Weapons Box at the Storage Room.
When he gets to the door to the Garage then subdue him here and dump him in
the small room.
Next, go to Penelope and talk to her. This will set up the meeting at the
Slurry Pit. Run to the shed there and wait for her. When she gets there
then talk to her again. After the talk then she will get her Guards to
leave. When she walks to the fence then get up behind her and wait.
Use your Instinct and look north at the Guards by the Gate. Wait for both
of them to have their backs to it and for both of Penelope's Guards to be
far enough away before pushing her into the Pit to kill her.
Go back to the Barracks to re-acquire the Militia Elite Disguise then go
back to the Mansion. Go into the Server Room, turn off the Server, and take
cover to the left of the door. This should lure down one of the Hackers.
When he enters then subdue him before he can turn the Server back on and
hide his body behind the coolers to the south. As you are doing so then the
other Hacker will come down. Take cover to the left of the door again and
subdue him when he turns the Server back on. Hide his body with the other.
Go upstairs and grab the Baseball while dodging the patrolling Enforcer and
hide in the Hacker Room. When it is safe to do so then walk up behind him
and knock him out with the Baseball - hide him in the Hacker Room. Go to
the Bathroom door and look towards the Play Room entrance. Toss the
Baseball at the floor near the beds at the left part of the entrance. This
will lure either the Hacker or Soldier in the Room.
When he stops then subdue him and drag him to the Bathroom door. Pick up
the Baseball and use it to throw stun the other. The reason for doing all
of this has to do with a unique exit Challenge and this is where the
Hallucinogenic Drugs and Apricots come into play.
To the right of the TV Set is a blue dinosaur toy. When you get close
enough then you should see a prompt: "Feed Mr. Raptor". It is important to
note that in order to get this prompt you need the Drugs. You need to feed
Mr. Raptor the ten Apricots in order to continue. You will also be
Suspicious when doing so which is why you need to clear the room first.
After feeding it the Apricots then it should disappear. It will re-appear
at the East Entrance and replace the Quad Bike. Since you should already
have the Quad Bike Keys then go there to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Tongue Tied [1,000 XP]
**************************************
For this you need to Administer the Overdose to the Herald in the
Basement.
>>Oh, Burn! [4,000 XP]
********************
For this you need to kill Ezra with a gas explosion.
>>Mission Story - Point Man [2,000 XP]
************************************
For this you need to acquire the Point Man Disguise, disable the
Ram's Safety System, participate in the training exercise, and listen
to the debriefing afterwards.
>>Just Pointless [4,000 XP]
*************************
For this you need to kill Maya with the Ram.
>>Watch Your Six [4,000 XP]
*************************
For this you need to kill both Maya and Sean at the same time with
the Ram.
>>Mission Story - The Audition [2,000 XP]
***************************************
For this you need to meet Penelope at the Slurry Pit.
>>Wild Rose [4,000 XP]
********************
For this you need to kill Penelope by pushing her into the Slurry
Pit.
>>Rep Tires [1,000 XP]
********************
For this you need to acquire the Quad Bike Keys, the Hallucinogenic
Drugs, and ten Apricots. Then you need to feed the Apricots to a
large toy in the Mansion's Play Room which will replace the Quad Bike
at the East Entrance and then you need to leave the mission with it.
Credit goes to a YouTube video by Joe9411.
**NOTE: You cannot get the [All Terrain Exit] Challenge at the same
time as this one.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus these other Challenges:
--Assume Position --Take Point
--Quite Technical --Badge of Dishonor
--The Interrogator --Someone Could Hurt Themselves
--The Instructor --The Commander
--The Analyst
0============================================0
| Oops! I Did It Again! (Wait, Wrong Mission) \
0===========================================================================>
For this run I am setting up four different accident kills: [Scorched
Earth], [Killing Time], [Mowed Down], and [Carpet Bombing].
When planning bring the Krugermeier, Coins, and start in the Garage. When
you start then go east into the small room but grab the Wrench along the
way. Place a Coin on the floor by the exterior door, toss the Wrench on the
floor just outside the interior door, then take cover to the left of the
interior door. The noise should lure the Technician by the car.
When he sees the Coin and walks inside then close the door, subdue him, and
pick up the Coin and Wrench (leave the body). Go to the Fuel Tank and wait.
At this point Sean should be heading to Demolitions Control. After he
safely passes then open the Faucet with the Wrench.
**NOTE: Unlike with Season One you can't shoot the Faucet from a
distance. You need to use a Wrench for it in Legacy.
Go into the Storage Room and wait. When Maya comes out of the Barn then she
will walk past the Tank. When she gets here then shoot the Gas Pool to set
it aflame and kill her.
After this then run out of the Storage Room and go west along the north
side of the Garage then run west along the entrance to the Red Barn and go
to Ezra's Shed.
At this point Ezra should be close by and walking to the Shed. When he
walks inside then he will distract the interior Guard. When the exterior
one turns his back to you then subdue him and dump him in the Container -
take his Disguise.
Run into the Mansion and into the War Room to get Sean's Room Key. Go
upstairs to the Hacker Room and grab the Hacker's Phone when they are away
from it.
Go into Sean's Room through the Bathroom, subdue the lone Guard here, and
dump him in the Closet - pick up his weapon. Get the Cowboy Bust, grab the
Explosive Watch Battery, and stand here. When Sean's Bodyguard comes up
then toss the Bust at the base of the Closet to lure him there. Subdue him,
dump him, and take his weapon.
When Sean comes up here then he will eventually go into the Bathroom. When
he does then replace the Watch Battery and stand near the door. When he
walks out then walk in and go to the Play Room while avoiding the
patrolling Enforcer. Go to the Closet, send the email with the Hacker's
Phone, and climb inside the Closet.
Sean will look at this watch which will trigger the Explosive Battery which
will kill him. If everything goes right then only the patrolling Enforcer
will come to investigate. If he is the only one then leave the Closet and
go to the Bathroom. As he stands over the body then run up behind him and
subdue him.
If more than one person comes up then wait in the Closet until everything
settles down then leave and re-enter the Room. Drop your weapon at a point
beyond the desk and in line with the door. When the Enforcer comes near
then open the door and toss the Bust near the desk to lure him in and hide
behind it. When he reaches the weapon then subdue him and drag him to the
Bedroom - pick up the weapons.
Go down and out the front door and to the Mower. Go to its south side and
cause the Fuel Leak when no one is looking then stand near and in front of
the Guard closest to it then look to the northwest.
After Ezra goes down to the Basement then he will come up to stand by the
Mower to smoke. The moment you see him then drop your Rifle in front of the
Guard and walk inside. He will take it and go inside. As he is dropping off
the weapon then Ezra will blow himself up. If you do not lure this Guard
away then he will be knocked out by the explosion and you will lose Silent
Assassin.
Go back upstairs, go on the balcony overlooking the Mower, and wait for
Penelope to come back. As she enters the Mansion then open the door, stand
near the left side of it, and aim at the chain to the Chandelier above the
Grandfather Clock with your Pistol. When she stops underneath the Clock
then shoot the chain to drop the Chandelier on her to kill her.
When things settle down then leave the Mansion and go to the Southwest
Small Shed in the South Orchard to get the Quad Bike Keys. After that then
use the Quad Bike at the East Entrance to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Scorched Earth [2,000 XP]
*************************
For this you need to kill Maya with a burning Fuel Tank.
>>Factory Recall [1,000 XP]
*************************
For this you need to acquire the Explosive Watch Battery.
>>Mission Story - Doomsday Watch [2,000 XP]
*****************************************
For this you need to put the Explosive Watch Battery in Sean's
Smartwatch.
>>Killing Time [4,000 XP]
***********************
For this you need to kill Sean with the exploding Smartwatch.
>>Mowed Down [2,000 XP]
*********************
For this you need to kill Ezra with a Lawn Mower.
>>Carpet Bombing [2,000 XP]
*************************
For this you need to kill Penelope with a Chandelier.
>>All Terrain Exit [1,000 XP]
***************************
For this you need to leave the mission with the Quad Bike at the East
Entrance.
Plus these other Challenges:
--Quite Technical --The Instructor
--Someone Could Hurt Themselves --Assume Position
--Factory Recall --The Commander
--The Interrogator --The Analyst
--Silent Assassin
0=================================0
| Where's OSHA When You Need Them? \
0===========================================================================>
For this run I am setting up three more accident kills: [Crushed It],
[Chemical Warfare], and [Cleaning Up].
For [Crushed It] you need to kill Maya with the Car Lift within the Garage.
For [Chemical Warfare] you need to kill Penelope with a gas explosion. The
picture indicates a Gas Canister near the Field Kitchen in the North
Orchard. You'll be killing other people in the explosion so there is no
need to play nice. For [Cleaning Up] you need to kill Sean inside the Small
Shed in the Backyard by drowning him in the Water Basin.
When planning bring the Krugermeier, ICA Explosive Phone, Coins, place the
Jaeger 7 into the Water Tower, and start at the Garage. When you start then
go east into the small room but pick up the Wrench along the way. Place the
Phone on the floor by the exterior door, activate it, then take cover to
the left of the interior door. The noise should lure the Technician by the
car.
When he walks inside then close the door, subdue him, and pick up the Phone
(leave the body).
Go outside and to the pallet stack near the door. Place the Phone on the
southeast corner of this stack and activate it when the Technician at the
Taco Van goes to the hood. Hide in the Storage Room as he approaches the
Phone. Subdue him when he gets there, pick up the Phone, and quickly hide
him in the nearby Container.
Take the Phone and place it on the workbench closest to the car. Stand by
the Lift Suspension Switch and wait. When Maya appears then wait a couple
of steps before activating the Phone to lure her to it. When she gets under
the car then push the Switch to drop the car on her and kill her. Pick up
the Phone and go to Ezra's Shed.
At this point Ezra should close and walking to his Shed. When he gets
inside and distracts the interior Guard then subdue and dump the other
Guard and pick up his weapon. Wait for Ezra to leave.
Stay near the window and wait for the interior Guard to go to the shelving
before going inside to subdue him. Grab the Hallucinogenic Drugs, sabotage
the Gas Canister, grab the Basement Keys, grab the dropped Rifle, and hide
the Guard in the Closet. Go to the Backyard and to the east side of the
Small Shed.
Wait for both the patrolling Guard to leave and for the Soldiers to start
doing push-ups before going to the round table where Sean's Cigarettes are
and lacing them with the Drugs. After that then enter the Mansion.
In order to get Sean down to the Water Basin for drowning you need to mess
with some things to trigger his OCD which will cause him to run down here
to smoke so he can calm down. But you still need to do more. You have to
spike his Cigarettes near the Small Shed and that is what the
Hallucinogenic Drugs are for. At this point you have already laced the
smokes - now you need to get him down here.
To trigger Sean's OCD you need to tamper with the Grandfather Clock on the
ground floor, the Pencils on the Desk in his Room, and turn off the Faucet
in the Bathroom. You don't need to do all three to trigger it as doing two
of them should be enough but try to do all three just to be safe.
Run into the Mansion and to the War Room to get Rose's Room Key, tamper
with the Grandfather Clock, then run upstairs. If your timing is right then
Sean should still be far from the building and the patrolling Enforcer
should be in the Play Room.
Run into the Bathroom from the back door then into the main room to subdue
the patrolling Guard when he is at the north window. Run to the Desk to
tamper with the Pencils then grab the Guard's Rifle and dump him in the
Closet. Take the Watch Battery then go back into the Bathroom to turn off
the Faucet. Run back downstairs and Ezra's Shed.
Stay near the window and wait for the interior Guard to go to the shelving
before going inside to subdue him. Grab the Hallucinogenic Drugs, use the
Wrench on the Gas Canister, grab the Basement Keys, grab the dropped Rifle,
and hide the Guard in the Closet. Go to the Backyard and to the round table
where Sean's Cigarettes are.
Wait for both the patrolling Guard to leave and for the Soldiers to start
doing push-ups before lacing the Cigarettes with the Drugs. After that then
wait in the Small Shed.
As Sean returns and finds his stuff out of order then he will grow more
agitated. At some point he will head downstairs and to the Backyard to
smoke. As he does then he will start to hallucinate as the Drugs kick in.
He will then run to the Basin to wash himself. Get up behind him and drown
him to kill him - leave the body and exit through the window.
Go back into the Mansion and to the Basement. If your timing is right then
Ezra should be heading down. Wait for him to leave before subduing the
Guard and hiding his body. Administer Overdose to the Herald and leave the
building - this will take care of Ezra who will blow himself up later.
Run to the Barracks, run up to the rooftop, climb up the Water Tower, and
get your Rifle. Find the red Gas Canister just west of the Field Kitchen.
Shoot at it once to cause it to leak. When Penelope gets near the Canister
then shoot it again to blow it up and kill her. Wait for the Guards to
stand down before going back down to ground level, going out the Gate to
the west, and to the Boat Pier to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Crushed It [2,000 XP]
*********************
For this you need to kill Maya with the Car Lift.
>>Unclean [2,000 XP]
******************
For this you need to trigger Sean Rose's OCD. You do this by
tampering with the Grandfather Clock, his Pencils on the desk, and by
turning off the Faucet in the Bathroom.
>>Cleaning Up [4,000 XP]
**********************
For this you need to drown Sean in the Small Shed's Water Basin.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Chemical Warfare [2,000 XP]
***************************
For this you need to kill Penelope with a gas explosion at the
Field Kitchen.
Plus these other Challenges:
--Quite Technical --The Instructor
--Someone Could Hurt Themselves --Assume Position
--Pill Pusher --Factory Recall
--The Commander --Tongue Tied
--The Interrogator --Oh, Burn!
--The Analyst
0============================0
| Name Your Poison [4,000 XP] \
0===========================================================================>
For this you need to kill all four Targets with lethal poison in one
run-through. When planning bring the Krugermeier, ICA Explosive Phone,
Modern Lethal Syringe, place the Lethal Poison Vial into the Orchard Road
Pickup, and start at the Garage.
When you start then run to the Pickup to get the Vial then to the workbench
just north of the Greenhouse to get a weapon. Enter the Greenhouse, drop
the weapon near the door, walk out, and stand nearby. The Guard inside
should pick it up and go to the nearby Weapons Box. Re-enter the Greenhouse
as he is picking it up and poison the Bottle to take care of Penelope.
After this then go to the Barracks, pick up the Lethal Poison Pill Glass
in the corner, and go into the Restroom. Turn on the Sink and take cover to
the right of the door. It should attract one of the Spec Ops people.
Subdue him when he turns off the Sink, take his Disguise, and run through
the main entrance of the Red Barn. Maya should be outside as you arrive. If
your timing is right then the Guard that patrols the east side of the Barn
should be near the entrance. Run to the Bottle near the Ram Switch and
poison it then run back out and run to Ezra's Shed.
At this point Ezra should close and walking to his Shed. When he gets
inside and distracts the interior Guard then subdue and hide the other
Guard. Pick up his weapon and wait for Ezra to leave.
After Ezra leaves then wait for the interior Guard to go to the shelving
before entering through the window and subduing him. Dump him in the
Closet, take his weapon and Disguise, grab the Basement Key, and wait
outside. As Ezra approaches the Shed again then bring out your Syringe and
follow him inside. As the door closes then stab him to kill him and hide
his body in the Closet.
At this point Sean should be inside the Mansion and it will take awhile to
get him into position. Enter the Mansion and go down into the Basement.
Subdue the Guard, pick up everything, and dump him in the Container at the
other end of the room.
Get the Modern Lethal Syringe from the Teddy Bear on the workbench at the
other end of the room, place the Phone on the floor near the Wastebasket by
Fusebox, and go to the top of the stairs. Activate the Phone and open the
door. This should lure down a nearby Hacker from the War Room.
Run behind the pillar near the Shelter door and wait for him to get to the
Phone before subduing him, picking up the Phone, and hiding him with the
Guard. This will keep him from being a problem later. Re-place the Phone in
the same spot on the floor, and go back to the top of the stairs.
When Sean comes back downstairs and looks at the Clock then activate the
Phone and open the door to lure him down. Run back down behind the pillar
and wait for him to get to the Phone before stabbing him with the Syringe
to kill him. After that then drag him to the Shelter door to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Body Double [4,000 XP]
**********************
For this you need to use Sean's body to open the door to the Tornado
Shelter.
Plus these other Challenges:
--Quite Technical --The Analyst
--Assume Position --The Instructor
--The Interrogator --The Commander
--The Long Way Out --Silent Assassin
0==========================0
| String Quartet [4,000 XP] \
0===========================================================================>
For this you need to kill all of your Targets with the Fiber Wire in one
run-through. When planning bring the Krugermeier, Fiber Wire, ICA Explosive
Phone, and start at the Garage.
When you start then go east into the small room but grab the Wrench along
the way. Place a Coin on the floor near the outside door and toss the
Wrench on the floor just outside the inner door to lure the nearby
Technician.
Take cover to the left of the door then subdue him when he goes for the
Coin. Go out the east door then to the Slurry Pit Shed. Go inside and toss
the Wrench at the south wall to lure one of the two Guards outside. The one
that investigates is the one that stays in the Pit. Knock him out when he
gets to the wall - the other Guard will go to the northeast corner of the
Perimeter and away from the area.
Go back to the Technician you knocked out, take his Shotgun, and carefully
drag and dump him in the Container outside. Go back to the small room and
place the Phone on the floor in the same spot.
When Maya heads to the Taco Van then toss the Wrench near the Button to the
Car Lift to lure her closer. Activate the Phone when she gets there and
take cover to the left of the door. Switch to your Fiber Wire and garrote
her when she walks in. Pick up the Phone and run to Ezra's Shed.
If your timing is right then Ezra should be heading inside and will
distract the interior Guard. When the exterior Guard is facing you then
quickly place a Coin near the corner of the Container to lure him away from
the window. Knock him out when he goes for the Coin. Dump him in the
Container, pick up his Rifle, and take his Disguise.
Drop the Rifle by the Fusebox, go to the east corner of the Shed, and shoot
the Fusebox. This should bring out the Guard. Run to the west corner and
wait - bring out the Fiber Wire. As the Guard exits then run inside and
garrote Ezra who should be at the shelving near the Closet - dump his body
in the Closet and take the Basement Key.
The Guard should be finding the weapon, picking it up, and taking it
inside. If you left the weapon on the ground where the Guard dropped it
then the other one will see you as you attack Ezra which is why you drop it
by the Fusebox.
Go into the Mansion and down into the Basement. Knock out the Guard there
then hide him in the Container. Place the Phone near the Wastebasket near
the bottom of the stairs, go up to the door at the top of the stairs,
activate the Phone, and open the door.
This should lure down one of the Hackers from the War Room. Go behind the
pillar near the Shelter door and wait for him to come down. Knock him out
at the Phone, pick up and re-place the Phone, and drag him behind the
stairs. This should keep him from being a potential problem. Go up to the
top of the stairs and wait.
At this point Sean should be upstairs in his Bedroom. When Sean goes down
to the Clock and looks at it then activate the Phone and open the door.
Even though Penelope should be entering the House at this time Sean should
go down to the Phone.
Hide behind the Pillar again then garrote him when he gets to the Phone and
drag him behind the stairs then pick up and re-place the Phone. Go up to
the top of the stairs and activate the Phone again. There are two things
that may happen here:
>>Scenario #1
***********
Penelope is at the Clock. Just open the door so she can be lured
down.
>>Scenario #2
***********
Penelope is at the War Room. Wait for her to come close to the door
before opening it to lure her down.
Run down behind the Pillar again. When she gets to the Phone then garrote
her and pick up the Phone. After this then take Sean's body to the Shelter
door and use it to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
By doing this run-through you should also complete the following Challenges
in the process:
--Quite Technical --The Instructor
--Assume Position --The Interrogator
--The Commander --The Analyst
--Body Double --The Long Way Out
--Silent Assassin
0==========================0
| Bouncing Betty [4,000 XP] \
0===========================================================================>
For this you need to kill Sean with the overpowered Explosive Gel at
Demolitions Control. You need to get some Nitroglycerin in order to do
this. For everybody else it is quicker to poison both Penelope and Maya and
shoot Ezra. When planning bring the Krugermeier, Lethal Poison Vial, and
start at Demolitions Control.
When you start then run to to the workbench just north of the Greenhouse to
get a weapon. Enter the Greenhouse, drop the weapon near the door, walk
out, and stand nearby. The Guard inside should pick it up and go to the
nearby Weapons Box. Re-enter the Greenhouse as he is picking it up and
poison the Bottle to take care of Penelope.
After this then go to the Barracks, pick up the Lethal Poison Pill Glass
in the corner, and go into the Restroom. Turn on the Sink and take cover to
the right of the door. It should attract one of the Spec Ops people.
Subdue him when he turns off the Sink, take his Disguise, and run through
the main entrance of the Red Barn. Maya should be outside as you arrive. If
your timing is right then the Guard that patrols the east side of the Barn
should be near the entrance. Run to the Bottle near the Ram Switch and
poison it then run back out and run to the Nitroglycerin Invoice (turn on
the [Overpowered] Mission Story to help locate it).
You'll be spotted if you're seen picking it up so stand to the south of it.
When the coast is clear then crouch down and grab it then run to Ezra's
Shed.
At this point Ezra should close and walking to his Shed. When he gets
inside and distracts the interior Guard then subdue and hide the other
Guard - leave his weapon. Shoot the Fusebox and wait behind the west corner
of the Shed. The Guard should come out and see the weapon which he will
pick up and take into the Mansion.
Just as he leaves then go to the window, crouch down, and look south
through the window. You should see Ezra hunched over his workbench. Shoot
him in the face then go inside. Dump him in the Closet, take the
Nitroglycerin, and leave. Run back to the Barracks to re-acquire the
Explosives Specialist Disguise then run to Demolitions Control and stand
close to the Makeshift Lab.
When the Specialist walks far enough away then overpower the Explosive Gel
and run to the Main Entrance. By the time you do this then both Penelope
and Maya should be dead. When Sean blows himself up then leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Hold My Hair
++Tasteless, Traceless ++Piano Man
>>Mission Story - Overpowered [2,000 XP]
**************************************
For this you need to use the Nitroglycerin in the Explosive Gel.
Plus these other Challenges:
--Point Man --The Interrogator
--Blasted --The Analyst
--Tasteless, Traceless --The Instructor
--The Commander --Someone Could Hurt Themselves
--Silent Assassin
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
This run is based off of what MrFreeze2244 did for Season One but I made
changes for Casual difficulty. When planning bring the Silverballer, ICA
Explosive Phone, Lockpick, place the Remote Breaching Charge into the
Southern Farm Perimeter Pickup, and start at the Southern Farm Perimeter.
When you start then quickly run to and pick up the Coin before entering the
Small Shed to pick up the Charge and the empty Briefcase then switch to
your Silverballer. Run north along the fence. Just before the Hay Shed you
should get to a stack of pallets. Angle right when you get past it then run
north and enter the Shed.
Climb up to the top but wait just a bit before jumping down. There is a
Specialist nearby. If your timing is right then he should be looking at his
phone.
At this point drop down and go the Hay Baler then run northwest towards the
building and run west along the wall until you get to the window into the
Planning Room. Jump through the window and then go back outside through the
opposite window. Run northeast past the back end of the Taco Van and then
into the Garage and out through the west door.
The moment you go through the door then immediately stop, sidestep right,
and step back against the wall. This should keep you from being seen. Wait
until Maya begins to leave the Red Barn then go forward to the boards and
aim your Pistol at the rope holding the Bale. As she comes through the door
then shoot the rope to make it come down and kill her.
After this then run east, going along the north side of the Garage, to the
fence and go north but stop at the Shed. Use your Instinct to find the
Guard at the Gate ahead of you. When he goes left then run through the Gate
and to the bale then run left. Continue running until you get to the next
bale which is just before the two Guards ahead of you.
One of them should be at the Gate to the Red Barn. When he walks away then
run up to the Gate and pick it to enter. Run west through the back of the
Shooting Range, jump the barriers, and stop behind the large square crate
at the end of the junk wall just southeast of Ezra's Shed.
If you did things right then Ezra should be just coming into the Shed. He
will distract the interior Guard and the exterior one will turn away from
the window. When he turns back around then run up to him, knock him out
with the Briefcase, and dump him in the Container - leave his weapon. Bring
out your Pistol, shoot the Fusebox, and run back behind the crate.
The Guard will come out to investigate the Fusebox. He will see the dropped
weapon and will take it inside the Mansion. The moment he turns around then
run to the window, stop at the right side, and crouch. Ezra should be
hunched over his workbench. Aim through the window and shoot him in the
face. Holster your Pistol, climb through the window, dump him in the
Closet, and take both the Keys he dropped.
Go out the window and run through the Gate north of the Shed. Sneak run
north towards the pair of Guards at the North Entrance but stop at a point
near a small opening in the fence but at a safe distance from the Guards up
ahead. Use your Instinct and you should see another Guard that has a patrol
on the Perimeter south of these Guards. He will stop near them for a bit
and then go back.
When he starts going back then look at the Guards ahead. When they have
their backs turned then run along the corner and south. Stay along the
fence and go past the now standing Guard. Sneak run the rest of the way
until you get to the Gate at the southwest side of the House.
If your timing is right then the Soldier that patrols the Backyard should
be heading north and a hacker will be coming out to the Grill area. Pick
open the Gate and run to the blue tarp that drapes the short white fence.
Turn to look at the south corner of the Mansion.
Aim your throw arc at the Mansion corner and just over the white fence then
toss the Briefcase. While it is in the air then switch to the Charge. When
it lands then wait for both Guards to look at it before tossing the Charge.
One will pick up the Briefcase and the other will pick up the Charge and
both will leave to go inside. The moment the second Guard has his back
turned then sneak down to the Basement door and use the Key to enter.
**NOTE: If neither Guard picks up the Briefcase then reload the save.
If your timing is right then the Basement Guard should be at the Herald.
Run up to him, subdue him, and dump him in the Container. Place the Phone
on the floor at the bottom of the stairs near the trashcan, activate it,
and go to the top of the stairs.
If your timing is right then Sean should be in the War Room and Penelope
should be coming to the Mansion. Sean should then start heading to the
stairs to his Bedroom. Open the door as he walks near the Basement to lure
him down. Go by the pillar near the Shelter, bring out your Pistol, and
wait.
When he gets to the Phone then run up to him, eliminate him, and drag him
behind the stairs. Quickly pick up the Phone and re-place it. Run up to the
top of the stairs and Penelope should be walking to the War Room. Activate
the Phone again.
After she walks past the Basement door then open it to lure her down. Go
back down and eliminate her at the Phone. Pick up the Phone, grab Sean's
body, and drag it to the Shelter door and use it to leave the mission.
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By doing this run-through you should also complete the following Challenges
in the process:
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--The Instructor --Someone Could Hurt Themselves
--The Interrogator --Straight Shot
--The Commander --The Analyst
--Body Double --The Long Way Out
--Silent Assassin
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
>>The Standard Method
*******************
For this bring the Krugermeier, place the Sieger 300 Ghost at the Water
Tower, and start at Demolitions Control. When you start then run up to
the Barracks rooftop then up the Water Tower and acquiring your Rifle.
Sean should be heading to Demolitions Control as you go to the Tower.
He should be the first Target to go after because he is heading to the
Control area and this is perhaps the one time where he stands in the
open long enough to get a clear shot at him. You can also get both
Penelope and Ezra at the same time but you have to be quick to pull it
off.
When he stops then kill him with a headshot, quickly look towards the
front of the Mansion, and use your Instinct to see through the trees.
You should see both Penelope and Ezra talking. Quickly zoom in on
Penelope's head and shoot her then quickly go left and kill Ezra. If
you're quick enough then you should be able to get away before the
Guards come running.
Slide down the ladder, go back down to ground level, and run and hide
in the Container under the stairs. Soldiers may run up to the Tower to
find the shooter. After awhile then they will stand down and leave.
**NOTE: It is possible that those near your dead Targets may spot you
on your way down the ladder but they are too far to
accurately identify you. By the time they arrive at the Tower
you should be safely inside the Container.
As they leave then leave the Container and go back up the Tower. Your
remaining Target should be Maya. You can get her when she is at the
Taco Van or standing at the west side of the Red Barn area near the
Ram. After killing her then go back down to ground level and go west
out the unguarded Gate. Leave the mission via the Boat Pier nearby.
>>The Cheap Method
****************
This works very similarly to the [String Quartet] Challenge done
earlier except that you knock out your Targets before shooting them
with the Rifle.
For this bring the Krugermeier, Coins, Phone, place the Sieger 300
Ghost at the Southeast Small Shed, and start at Demolitions Control.
When you start then run north to the Garage, grab the Wrench, and then
to the small room. Place a Coin on the floor near the outside door and
toss the Wrench on the floor just outside the inner door to lure the
nearby Technician.
Take cover to the left of the door then subdue him when he goes for the
Coin. Go out the east door then to the Slurry Pit Shed. Go inside and
toss the Wrench at the south wall to lure one of the two Guards
outside. The one that investigates is the one that stays in the Pit.
Knock him out when he gets to the wall - the other Guard will go to the
northeast corner of the Perimeter and away from the area.
Go back to the Technician you knocked out, take his Shotgun, and
carefully drag and dump him in the Container outside. Place the Phone
on the floor in the same spot.
When Maya heads to the Taco Van then toss the Wrench near the Button to
the Car Lift to lure her closer. Activate the Phone when she gets there
and take cover to the left of the door. Subdue her when she gets to the
Phone and pick it up - go back and pick up the Wrench. Head over to
Ezra's Shed.
If your timing is right then Ezra should be heading inside. When the
exterior Guard is facing you then quickly place a Coin near the corner
of the Container to lure him away from the window. Knock him out when
he goes for the Coin while the interior Guard is distracted. Dump him
in the Container and drop your Shotgun.
Wait for Ezra to leave then go inside and subdue the other Guard when
he is at the shelving. Dump him in the Closet, take his Disguise and
weapon, and hide.
Wait for Ezra to return then knock him out after he passes the Closet.
Take his keys and go out the window. Go into the Mansion and down into
the Basement. Drop the Rifle by the door next to the Vacuum Cleaner and
stand at the south end of the Server. The weapon should lure the
patrolling Guard when he sees it.
Knock out the Guard there then hide him in the Container. Place the
Phone near the Wastebasket near the bottom of the stairs, go up to the
door at the top of the stairs, activate the Phone, and open the door.
This should lure down one of the Hackers from the War Room. Go behind
the pillar near the Shelter door and wait for him to come down. Knock
him out at the Phone, pick up and re-place the Phone, and drag him
behind the stairs. This should keep him from being a potential problem.
Go up to the top of the stairs and wait.
At this point Sean should be upstairs in his Bedroom. When Sean goes
down to the Clock and looks at it then activate the Phone and open the
door. Even though Penelope should be entering the House at this time
Sean should go down to the Phone.
Hide behind the Pillar again then quickly knock him out with the Wrench
when he gets to the Phone and drag him behind the stairs then pick up
and re-place the Phone.
Go up to the top of the stairs and activate the Phone again. There are
two things that may happen here:
>>Scenario #1
***********
Penelope is at the Clock. Just open the door so she can be lured
down.
>>Scenario #2
***********
Penelope is at the War Room. Wait for her to come close to the
door before opening it to lure her down.
Run down behind the Pillar again. When she gets to the Phone then knock
her out and drag her to a point near Sean.
Leave the Mansion and acquire the Rifle. Go to Maya's position, shoot
her in the head, then go the Ezra's Shed and do the same to him. Go
into the Mansion Basement and shoot both Penelope and Sean to kill
them. After this then take Sean's body to the Shelter door and use it
to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--The Instructor --The Interrogator
--The Analyst --The Commander
--Straight Shot (Both Methods) --Assume Position (Cheap Method)
--Body Double (Cheap Method) --The Long Way Out (Cheap Method)
--Silent Assassin (Cheap Method)
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| B. The Colorado Challenge Run |##########################################\
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Like with the previous chapters this is a full Silent Assassin run that uses
the basic items you have at the beginning of the chapter to get as many
Challenges as possible including [Chameleon]. So you will be starting at the
Southern Farm Perimeter in your Tactical Gear.
However, you do have access to items you unlocked in the other chapters so I
recommend using the Krugermeier and replacing the Fiber Wire with the Phone.
Place the Sieger 300 Ghost in the Southeast Small Shed.
This Challenge Run will include the [Wicker Man], [No Birds Here], and
[Gunslinger] Challenges. But, in order to do them safely, you need to subdue
and hide a lot of people. Knocking out all of these people is necessary to
clear out a safe path to use all of the Scarecrow Crosses and remove people
from the Shooting Range so you don't risk getting spotted when going after
[Gunslinger].
Although luring and subduing a lot of people sounds hard to do it isn't that
difficult. There are only nine Civilians on the map - all five Hackers and
your four Targets. Everybody else is a Guard and you can easily lure them to
a Weapons Box for ambushing using the Weapon Dropping Technique. You may also
need to use an object to lure a Guard to the weapon so he can take it to the
correct Box for safe ambushing.
For the weapon I recommend use of either an Assault Rifle or the plain
Bartoli Pistol. For objects to toss it is best to use something large and
loud like a Crowbar or a Wrench.
As noted earlier the special power associated with the Scarecrow Disguise
doesn't work on subdued people so you're not going to lose Silent Assassin
unless you get near those who are conscious. It's a lot of work to be sure
but it is satisfying when you obtain Silent Assassin at the end.
As for the Targets themselves I will be using the [Oh, Burn!], [Bouncing
Betty], [Just Pointless], [Wild Rose] Challenges.
In regards to the Mission Stories there are six. Unlike with the previous
mission you can do all of them in one run - and none of them are timed in any
way.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
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When you start then go through the Shed and into the Junkyard. Proceed to the
Generator but wait before doing anything. Listen to the nearby conversation
to get the [Tongue Tied] Mission Story started. After starting it then look
north to find a patrolling Guard. He should be looking in your general
direction. When he goes west then turn off the Generator and hide behind the
nearby cover. This should lure one of the nearby Guards.
The moment he turns the Generator back on then subdue him and drag him back
to the Container near the Shed - leave his weapon on the ground. Dump him
then take the Militia Soldier Disguise, switch back to the Tactical Gear,
then back to the Soldier.
After this then go to the Barracks. Go into the Restroom, turn on the Sink,
and take cover to the right of the door. The noise should attract one of the
two Spec Ops people here. When he goes in to investigate then subdue him when
he turns it off. Dump him through the window when the Guard on the rooftop is
away from the stairs then into the nearby Container.
Do the same to the other Spec Ops person. After dumping then switch into the
regular Spec Ops Disguise then into the Point Man Disguise. Go through the
Orchards to pick up as many Apricots as possible then go to the
Communications Center to pick up the Perimeter Gate Key and go to the North
Orchard to pick up the Hammer.
Go to the Greenhouse to pick up Penelope Graves' Private Journal when the
Guard is not looking to get the [Unclean] Mission Story started. Go to the
Planning Room and pick up Rose's Watch Blueprint to get the [Doomsday Watch]
Mission Story started. Go near the Shooting Range and listen to the
conversation to get the [Point Man] Mission Story started.
Activate the [Overpowered] Mission Story to find the Nitroglycerin Invoice.
Crouch near it then pick it up when no one is looking to get the Mission
Story started. After that then go to Ezra's Shed.
If your timing is right then Ezra should be inside and distracting the
interior Guard. Subdue the other Guard, dump him in the Container, and take
his Rifle. When Ezra leaves then go in through the window when the Guard is
at the shelving then subdue him and dump him in the Closet.
Take the Nitroglycerin, the Hallucinogenic Drugs, the Wrench, and the
Basement Key. Use the Wrench on the Gas Canister and exit through the window.
Take the Militia Elite Disguise from the Container.
Go to the Backyard and put the Drugs in the Cigarette Pack when the
patrolling Guard is away and the Soldiers are exercising. Go behind the
Commander, crouch, toss an Apricot at his head, then run to the Radio. Turn
it on to get the Soldiers dancing then enter the Mansion.
**NOTE: If one of the Soldiers goes to turn off the Radio instead of
dancing then go back behind the Enforcer and try again when things
settle down and they start exercising. This is why you should pick
up multiple Apricots prior to coming here.
Go to the War Room to get Rose's Room Key. Tamper with the Grandfather Clock
then head upstairs and go into the Bathroom while avoiding the Enforcer. Sean
should still be in the building so go into the Hacker Room to grab the
Hacker's Phone. Go into the Bathroom when it is clear to turn off the Faucet
to complete the [Unclean] Mission Story. Go into the Room and grab the
Explosive Watch Battery.
Stay by the bed and wait for Sean. He should go to the Clock and get upset
then go to the War Room. He should then come up and then go into the
Bathroom. He should place his Smartwatch on the dresser. When he goes into
the Bathroom then put the Battery in the Smartwatch to complete the [Doomsday
Watch] Mission Story.
Sean will get upset at the Faucet which will trigger his OCD enough to run
out and downstairs to smoke. He will freak out when the Drugs kick in but it
will wear off after awhile and he will come back inside.
After he leaves then go through the Bathroom and go back downstairs. Enter
the Basement and hide behind the pillar at the bottom of the stairs. Ezra
should be heading to the Basement so wait until he leaves before doing
anything.
Subdue the Guard and dump him in the Container then Administer Overdose to
the Herald and wait behind the Boiler. When Ezra comes back down to
investigate then this should complete the [Tongue Tied] Mission Story. He
will then go to his Shed and blow himself up.
Go back upstairs to the Server Room, turn off the Server, and take cover to
the left of the door. This should lure down one of the Hackers from the top
floor. When he gets here then subdue him before he can turn it on and hide
him behind the coolers to the south. The other Hacker should then come down
to investigate. Subdue him when he turns it back on and hide him with the
other.
Go upstairs to the Hacker Room and subdue the patrolling Enforcer as he comes
by. Drag him to the Bathroom and wait for Sean to leave the building before
dragging him to the Closet in the Room for hiding - keep an eye on the
Enforcer as you do so. Go back into the Hacker Room and get the Sean Rose
Face Mask.
Get the Baseball and go back to the Bathroom door. Toss the Baseball in the
corner by the bunk just inside the entrance to the Play Room to lure one of
the two people nearby. Subdue him when he stops and pick the Baseball back
up.
Go into the Play Room and throw stun the other person. Dump both bodies in
the Closet, drop your Rifle, and take the Hacker Disguise. Sit on the couch
to get another Challenge then re-acquire the Militia Elite Disguise and
Rifle.
Go back to the Shed Container to re-acquire the Point Man Disguise. Go to the
Slurry Pit and listen to the Guards there to get [The Audition] Mission Story
started. Go inside the Red Barn and to the Briefing Area to acquire the
Crowbar and a Pistol. Go to the Container at the south side of the Barn and
drop your Rifle here.
When the patrolling Guard comes by and sees it then subdue him there and dump
him in the Container. Take the Rifle and go upstairs. There should be two
Guards here. Drop the Rifle by one of them and he should take it and leave.
One of the Challenges requires that you pacify ten people with a Mannequin
Arm which is laying on a bunk nearby. Take it and knock out the remaining
Guard (that's one). Take his Rifle and drop it near the Container. When the
other Guard comes up then knock him out and dump him in the Container (that's
two).
From here then go back to the Barracks and drop the Arm near the Weapons Box.
Pick up the dropped Rifle from the Restroom then go outside to the truck.
Drop the Rifle at the top of the stairs just west of the truck then go back
to grab the Arm. This should lure one of the nearby patrolling Guards. Knock
him out with the Arm as he drops off the weapon and hide him in the Restroom.
Do the same to the other. That's three and four knockouts with the Arm.
Go to the west side of Demolitions Control to find a couple of Guards. To the
south is a shelter with a couple of trucks. Drop the Rifle near the wall by
the back end of the southmost truck and pick up the Lead Pipe. Toss it at the
wall to lure one of them to it and the weapon.
**NOTE: The reason to lure him here is because if you drop it by him then
he will take it to the Box in the North Orchard instead. By luring
him here then he should take it to the Barracks instead.
Run back to the Barracks and grab the Arm. When he comes by to drop off the
weapon then knock him out with the Arm (that's five) then take his Disguise
and drag him the Restroom for hiding.
Run back to Demolitions Control and to the Makeshift Lab. When the Specialist
is walking away and not looking then overpower the Explosive Gel to complete
the [Overpowered] Mission Story and set up Sean's death. Go back to the
Barracks to re-acquire the Point Man Disguise.
Take a weapon and go up to the rooftop. Drop it near the top of the stairs to
lure down one of the Guards. Knock him out with the Arm (that's six) and hide
him in the Restroom. Do the same to the other rooftop Guard.
Take the Rifle, go back up, drop it near the top of the stairs, and climb up
the Water Tower, wait a few seconds, and climb back down. Shoot the Fusebox
to lure up a Technician (which is also the one with the Interpol Badge) and
run back downstairs. When he comes by then he should see the weapon and go
downstairs. Knock him out with the Arm (that's eight) and drop it.
While you're doing this then Sean should blow himself up. At this point it is
time to clear out the Slurry Pit area.
Go to the Garage and enter the small room. Place the Phone on the floor near
the exterior door and activate it when the Technician is under the Car Lift
to lure him there. Take cover to the left of the door and wait for him to
approach. When he gets to it then subdue him and leave him there - pick up
the Phone.
Pick up his Shotgun, go out into the Slurry Pit area, and drop the weapon
near the Scarecrow Cross. This should attract the attention of the patrolling
Guard who will then take it to the Weapons Box in the Storage Room. Follow
him and knock him out with the Wrench when he gets near the door to the small
room. Dump him inside the room and drop his weapon there too.
Go to the Gate at the north end of the Pit and drop a weapon near the Guards.
One of them should take it to the Weapons Box in the Storage Room and will
take the same route that the Pit Guard took. Knock him out by the small room
and hide him there. Do the same to the other one. Keep an eye on the
Perimeter and look out for the patrolling Guards as you do this.
After safely clearing out the area of Guards then go back to the Barracks to
acquire the Militia Technician Disguise then run to Penelope and talk to her
then run to the Pit. Talk to her when she comes by which should complete [The
Audition] Mission Story. She will shoo away her bodyguards and go to the
fence for the Pit. When they are far enough away then push her over to kill
her.
Go back to the Barracks to re-acquire the Point Man Disguise. Explore all
remaining Unexplored Areas before proceeding.
Go back to the Red Barn and talk to Maya. Go to the Ram and Disable it when
the two other Spec Ops people and Maya are out of view. Go to the Briefing
Area and listen to her then go and complete the training exercise. Go to the
Ram Switch and crouch down. As she talks then you should complete the [Point
Man] Mission Story. Use the Ram Switch to kill her then leave.
With all of your Targets dead it is time to clear out a safe path throughout
the Compound area for using the Scarecrow Disguise on the Crosses and making
it easier to do the [Gunslinger] Challenge.
Go to the Southeast Small Shed to acquire the Briefcase then drop it on the
Barracks Rooftop and go back down into the Barracks to get a large weapon. Go
to the southeast side of the Communications Center and use the weapon to lure
both of the Technicians to the Barracks so you can knock them out with the
Arm.
By knocking both of them out then you should have ten knockouts with the Arm
and you don't need to use it anymore. For quick knockouts you should use the
Hammer from this point on as you don't drop it when moving bodies.
Go to the equipment cluster at the south part of the Communications Center
and drop the weapon at the north side then toss an object at the dish just to
the north to lure the nearby Technician to the weapon so you can lure him to
the Barracks for knocking out. If you drop the weapon by him then he will
take it to the Mansion instead.
There are two Guards that patrol the path at the west side of the
Communications Center. Drop the weapon at the fence corner to lure one of
them to the Barracks for ambushing. Repeat the process for the other one.
This should clear a path from the Scarecrow Disguise to the Barracks but a
lot more needs to be done to clear a path to each Cross.
Drop a weapon just outside the Southwest Entrance to lure one of the Guards
to the Barracks for knocking out. Repeat for the other. Go into the Old
Orchard and drop a weapon on the path just south of the Cross to lure the
Guard there to the Barracks. This should clear a safe path to the Old Orchard
Cross.
After removing these three then drop the weapon at the Southwest Entrance and
wait. Your next targets are the two Guards that patrol the Perimeter. When
they come by then one of them should take the weapon to the Barracks where
you can safely get rid of him. Run to the Perimeter to find the other one who
should be near the Boat Pier. Knock him out and drag him to the inner fence
for hiding.
Drop the weapon by the Guard by the car by the Barracks to get him inside.
Drop the weapon by the wall to the right of the entrance to the Field
Kitchen. Toss an object at the wall to lure the Milita Cook to it. He should
then take it to the Barracks where you can safely get rid of him. Switch into
and out of the Militia Cook Disguise before dragging him to the Restroom for
hiding.
Go to the fire barrel just north of the Barracks truck and drop the weapon on
the path just north of it. Toss an object so it lands north of the weapon to
lure one of the Guards by the North Orchard Cross to it so you can lure him
to the Barracks for ambushing. Do the same to the other. This should be
enough to give you safe access later.
After that then go to the South Orchard area and lure the four Guards plus
the two patrolling path Guards to the Barracks for disposal. Go to the
Junkyard and turn off the Generator to lure the Guard to it and to the weapon
that was dropped when you subdued his friend at the beginning of the
run-through.
He should go to the Barracks to drop it off and you can knock him out safely
there. Go back to the Junkyard and drop the weapon near the remaining Guard
to lure him to the Barracks for disposal. This should clear a path to the
Junkyard Cross.
Go into the Planning Room, drop your weapon in the northeast corner, open the
door to the Break Room, and toss an object at the weapon to lure in one of
the Guards. When he comes by to pick up the weapon then knock him out and run
into the Break Room. The remaining Guard should be sitting down. He will then
get up to check up on his friend. Knock him out when he does. Hide both
bodies in the Container just to the north of the Break Room.
Go to the pallet stack just outside the small room for the Garage and place
your Phone on top of it. Activate it then stand near the Container. This
should lure the Technician working on the Taco Van. Subdue him when he gets
to the Phone and dump him in the Container.
Go back to the top floor of the Red Barn but go along the exterior walkway to
find a standing Spec Ops person. Drop the weapon in front of him, get far
enough away from him, then follow him as he goes to drop the weapon off.
Knock him out at the Weapons Box and dump him in the Container.
Go back out to the north side of the Red Barn and drop your weapon by one of
the Spec Ops to lure him to the Box. Follow him and knock him out just past
the Briefing Area and drag his body to the interior wall to hide him. Go back
out to subdue the remaining Guard and hide his body in the bushes at the Pit.
Go back up to the scaffolding and follow it to the Garage rooftop to find
another Guard. Drop your weapon at the northeast corner to lure him there.
Subdue him and leave his body. This should clear a path to both the Pit and
Range Crosses but I am going to continue getting rid of people around the
Range area.
Go into the Barn and drop the weapon by the interior Guards to lure them to
the Box for knockouts. Drag their bodies to the one near the Briefing Area
for hiding. All bodies from this point on should be dragged here.
Lure the Guards by the front door to the Box for disposal. Go to the Red Barn
Gate and lure one of the Guards to the Box for knocking out. Go out to the
remaining Gate Guard and knock him out - leave his body.
Go out into the Shooting Range and lure all of the Spec Ops there to the Box
for disposal. There are a couple of Guards that stand around the west side of
the Range that should be removed. Drop the weapon east of the standing Guard
and use an object to lure him to it. Knock him out at the Box then hide him
with the others. When the patrolling Guard stands by the fence then do the
same to him.
This should clear out everybody from around the Crosses and Range.
With this done then go to the Briefing Area and acquire a Shotgun. Go into
the Shooting Range to find the Moose Head with the Bottles on top. It is best
to make a save before doing anything else.
The [Gunslinger] Challenge requires that you shoot off the green Bottles off
the Head in five seconds or less. But not all of the Bottles are green. The
ones on the right side are brown but it is hard to see because of the angles.
Go behind the Moose, stand by the fence post to the left of it, and aim
southwest towards the top of the moose. The sun should be right in your face.
Sidestep slightly until the sun is just out of view. Rotate the Camera
slightly right to get the first group of bottles in the aiming circle.
Fire several quick shots at the bottles, going from this point right, to get
them all. If you fail to get the Challenge then reload and continue until the
Challenge pops up. Drop your Shotgun once you get the Challenge.
The noise should attract a few Guards from the moving vans nearby who will go
to investigate but will stand down quickly. As this happens then go around
the Barn then head to the Communications Center and to the Scarecrow
Disguise.
Wait a few seconds before coming off the Cross then sneak to the North
Orchard Cross. Use it then go around the Barracks building then through the
Southwest Entrance into the Old Orchard to use the Cross there. Go back
inside then to the Junkyard to use the Cross there.
Go north through the Hay Barn, cut through the Break Room and the Storage
Room, and into the Pit area. Use the Cross there then go behind the Range and
use the Cross there to complete [No Birds Here]. Retrace your path back to
the Barracks and go up to the rooftop. Grab the Ghost and go up the Water
Tower. From here then follow the directions below to find the Bells so you
can shoot them:
>>Bell #1
*******
Go to the south side of the Tower. Look at the river to the south to
find a bridge. Follow the bridge left until you see a telephone pole.
The Bell is near the top of this pole.
>>Bell #2
*******
Go to the north end of the Tower and look northeast towards the East
Entrance and to the Courtyard area. Zoom in and find the Taco Van that
is on the flatbed. Put the crosshair at the right side of the Van and
pull back slightly. Just above the Perimeter fence is another building
in the background. Zoom in more and you should find the Bell which is
to the right of a stack of round hay bales.
>>Bell #3
*******
From where you're standing look northwest towards the West Bridge. Near
the center is another telephone pole. The Bell should be near the top
of this one.
>>Bell #4
*******
Go to the south side of the Tower and look southwest. You should see a
truck and a white fence just before it on the other side of the river.
Follow the fence left until you find a large rock and another telephone
pole. The Bell should be near the top of this one.
If you've done everything correctly then you should hear a special jingle
which means that you have activated the special power and acquire the [Wicker
Man] Challenge. Slide down the ladder and take the Militia Soldier Disguise
from the Container. Go to the Container by Ezra's Shed to re-acquire the
Militia Elite Disguise. Go back into the Mansion, go down into the Basement,
and then to the Shelter door to enter the next phase of the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Take Point --Assume Position
--Pill Pusher --Blasted
--MS: Unclean --Howdy, Partner
--Factory Recall --MS: Doomsday Watch
--MS: Tongue Tied --The Interrogator
--Oh, Burn! --Someone Could Hurt Themselves
--Face Off --Not Exactly Ulcer Pills
--MS: Overpowered --The Commander
--Bouncing Betty --Badge of Dishonor
--Quite Technical --MS: The Audition
--The Analyst --Wild Rose
--Discover Colorado --MS: Point Man
--The Instructor --Just Pointless
--The Perfect Alibi --Lending a Hand
--Gunslinger --Chameleon
--No Birds Here --Wicker Man
--The Long Way Out --Plot Twist
--Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 35 in total, then you should earn a minimum of 84,000 XP which
translates into Mastery Level 14. You should also earn the {Guerrilla
Warfare} Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CDO8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Colorado chapter along with their respective strategies. It is highly
recommended that you complete Colorado Mastery Level 20 before doing any of
these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Farley Crescendo |################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Joshua Trumbo with any method while wearing the Hacker |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Joshua is in the War Room. He will hang around here for a bit then go |
| outside to the Cooking Grill. When planning bring the Krugermeier and |
| start in the Mansion. |
| |
| When you start then run out of the Hacker Room and go north to the hall |
| corner and stop. Look out the window to your left to find the Grill. To |
| the left of it is a Gas Heater. Quickly bring out your Pistol, shoot the |
| base of it, holster your weapon, and run downstairs. |
| |
| When you get to the ground floor then run into the Security Room then |
| jump out the window. Run out the Perimeter Gate behind the Cooking Grill |
| area and then to the West Bridge and wait. When Joshua comes out and sits |
| down then he will start smoking which will cause the Heater to detonate |
| and kill him. When he dies then leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Joshua Trumbo with any method while wearing the Hacker |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Greg Barnes with any method while wearing the Hacker Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Greg will be at the Security Room talking to the Guard there before going |
| to the War Room. When planning bring the Krugermeier and start in the |
| Mansion again. |
| |
| When you start run downstairs to the Server Room and turn on the Vacuum |
| Cleaner to stop the conversation and lure the Guard. Greg will stay in |
| place as long as the Guard is distracted. Go to the south end of the |
| Server and wait for the Guard to go to the Cleaner. |
| |
| When he turns it off then subdue him, pick up his weapon, and drag him |
| behind the large coolers at the south side of the room - drop his Rifle |
| there too. |
| |
| Turn on the Vacuum Cleaner and hide at the south side of the Server |
| again. This should lure Greg. When he gets into position then break his |
| neck and drag him to the coolers - leave the Cleaner on. |
| |
| At this point then Joshua should be outside but getting ready to come |
| back inside. Hide at the south side of the Server again. When Joshua |
| walks in then he should hear the Cleaner and go to it. Break his neck and |
| turn off the Cleaner - leave Joshua. After this then jump out the window |
| and run to the West Bridge to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Joshua Trumbo with any method while wearing the Hacker |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Greg Barnes with any method while wearing the Hacker Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Hack the Laptop in the Mansion. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The one thing that is different is that the Guard in the Security Room |
| will roam between the Server Room and his. Keep the same loadout and |
| start in the Mansion. |
| |
| When you start then run downstairs to the Server Room. Greg should be |
| standing in the Security Room. However, because of the wandering Guard, |
| his conversation never happens with him and he will stay in this room. |
| |
| When you arrive at the Room then the Guard should be going to the south |
| side of the Server. Follow him, subdue him when he stops, then pick up |
| his weapon and drag him behind the large coolers at the south side of the |
| room - drop his Rifle there too. |
| |
| From here then proceed to lure both Greg and Joshua with the Vacuum |
| Cleaner and kill them both. After killing Joshua then turn off the |
| Cleaner, turn off the Server, and hide his body behind the coolers. The |
| disabled Server should lure down one of the upstairs Hackers. Take cover |
| to the left of the door and wait. |
| |
| When he gets to the Server then subdue him before he can turn it on and |
| drag him to the others. The downed Server should lure down the other |
| Hacker. Take cover to the left of the door and, when he turns it on, then |
| subdue him and leave his body. |
| |
| If your timing is right then the patrolling Guard on the Top Floor should |
| be stopped at the south end of his route. Run up to the Hacker Room, do |
| the hack, then run back down to the Security Room, jump out the window, |
| and run to the West Bridge to leave the mission. |
| |
| **NOTE: If the patrolling Guard goes north while you are doing the hack |
| it is okay since he won't see you as he passes. Only if he is |
| going south is he able to look into the Room and see you. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Hack the Laptop in the Mansion. |
|---------------------------------------------------------------------------|
| Eliminate Joshua Trumbo with any method while wearing the Hacker |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Greg Barnes with any method while wearing the Hacker Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| More Enforcers of the Hacker Disguise are added to the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The patrolling Guard on the Top Floor and Penelope, who happens to be in |
| the Mansion at this point, are the additional Enforcers. As such, do the |
| same as in Level Three. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Joshua Trumbo with any method while wearing the Hacker |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Greg Barnes with any method while wearing the Hacker Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Hack the Laptop in Sean Rose's Room. |
|---------------------------------------------------------------------------|
| More Enforcers of the Hacker Disguise are added to the mission. |
|---------------------------------------------------------------------------|
| If the Militia Elite Disguise is equipped then you will immediately fail |
| the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The only other difference other than the Laptop being placed somewhere |
| else is that the Guard that patrolled the Server Room is back in his |
| regular place in the Security Room. When planning then bring the |
| Lockpick, Concealable Baton, and start in the Mansion again. |
| |
| The first part of this is just like Level Two up to killing Greg after he |
| turns off the Cleaner and hiding his body. However, one big change in |
| this Level is that Joshua will not be lured by the Vacuum Cleaner this |
| time - he will simply go into the War Room. The good news is that there |
| is no one else there at this point. |
| |
| Follow Joshua and he should go into one of the corners of the Room. |
| However, there is a Guard in the Kitchen looking in your direction. After |
| a few seconds then he will walk away. When his back is turned then break |
| Joshua's neck and drag him further into the corner so he isn't seen. |
| |
| Run upstairs and, if your timing is right, then the patrolling Guard |
| should be at the south end of his route and going onto the balcony. Go to |
| the Bedroom door and the Guard should be going to the window away from |
| the Laptop. |
| |
| Use the Lockpick to get inside then bring out the Baton and throw stun |
| the Guard. Do the hack and, while you are doing so, then the patrolling |
| Guard should go north. After finishing the hack then run down to the |
| Security Room, jump out the window, and run to the West Bridge to leave |
| the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CDO9. The Mercenary (The Sarajevo Six) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This special Target is Patrick Morgan, also known as The Mercenary. He is
paranoid due to the deaths of the other members of his outfit and is
surrounded by several members of the Militia. Patrick and his Guards are
Enforcers to all Disguises so it will be difficult to get at him safely.
When they did this for "Hitman 1" IOI was doing some experimentation on
something called Stalker AI which they did for two of the Escalation
Contracts in Colorado.
What the Stakler AI was is that if you got too close to certain Guards then
they would follow you around until you ran far enough away for them to break
off pursuit. They would also go in randomized patterns when you were far
enough away from them.
This forced randomization made these Contracts more difficult and annoying
than they had any right to be. Worse, they put it into this mission with your
Target and all four of his Super Enforcing Guards having this stupid AI.
After this mission then IOI stopped using it. One would think that after
abandoning it IOI would change this mission up for WoA.
Wrong.
They kept this Stalker AI for this mission in this version. As a result this
makes this mission one of the most annoying of all of World of Assassination
as most players probably never played Season One and had a taste of this
awful feature. This would also throw off players thinking that this would be
a simple mission.
You can still get all three Challenges but it will take some effort to do
because of this AI. However, you do have the advantage of additional
equipment that the "Hitman 1" version did not have which can make things
easier.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================0
| Haymaker [2,000 XP] \
0===========================================================================>
For this you need to eliminate Patrick with the Hay Bale. As you can
imagine this will take some doing because of the Stalker AI. When planning
bring the Remote Breaching Charge and start at the Greenhouse.
When you start then run to the Barracks. Go into the Restroom and turn on
the Sink to lure in the nearby Spec Ops person. Subdue him at the Sink,
dump him out the window, dump him in the Container, and take his Disguise.
Run to the Red Barn and climb up the ladder to the top floor.
The two Guards up here will engage in a conversation that you need to wait
for them to finish so you can deal with them. Grab the Dummy Arm while
you're waiting. When the one by the pillar goes to the table then knock him
out then the one by the window. Dump them both in the Container then place
the Charge on the Winch. Go back down to ground level, bring out the
detonator, and look for Patrick.
The key to all of this is to get close enough to him to get him to follow
you but also get him to lead the way by himself - none of his Guards should
lead him. If any of his Guards lead him then run far enough away to get
them to break off pursuit and try again.
Once you have him following you then lure him to the Red Barn's door. As
you do so you need to let him get closer to where he almost spots you by
the time you get inside the Barn. This should get him to try to enter the
Barn in which you can detonate the Charge and bring the Bale down upon him
to complete the Challenge.
**NOTE: If you manage to do this without getting spotted by his Guards
then you can run to the Main Entrance to leave the mission and
also acquire Silent Assassin. If you did get spotted then the
following run-through should help you acquire it.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>The Mercenary [2,000 XP]
************************
For this you need to kill Patrick Morgan.
0===========================0
| Silent Assassin [4,000 XP] \
0===========================================================================>
The plan here is to electrocute him in a puddle. When planning bring the
ICA Micro Remote Taser and start at the Greenhouse again.
When you start then run to the front of the Red Barn and place the Taser in
the large puddle in front of the building. Bring out the detonator and look
out for Patrick who should be nearby. As before you need to get him to
follow you and lead the way.
Lead him to the puddle and activate the Taser just before he gets there so
he will get electrocuted when he steps into it. Run to the Southeast Small
Shed to enter the Perimeter then to the Main Entrance to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
--The Mercenary
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Hokkaido \@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY6. Situs Inversus 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@\ Hokkaido /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
**NOTE: This chapter is considered a sequel to Patient Zero (Patient Zero).
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This mission takes 47 back to the GAMA Hospital in Hokkaido. Here he is to
take down two Targets. The first is a high end lawyer named Yuki Yamazaki.
And the other Target:
Former ICA Training Director and current board member Erich Soders.
During 47's mission in Colorado he failed to get the Shadow Client but found
a treasure trove of information. He discovered the existence of an
organization named Providence. Providence has been controlling the world in
secret through various agents placed in the highest ends of world governments
and corporations.
Some of 47's previous Targets, Silvio, Claus and others, were part of it.
Whoever the Shadow Client is he is attacking this organization using the ICA
to do most of the dirty work. This client is also very familiar with 47 and
has been tracking him for decades.
As part of his investigation 47 found evidence that Soders is an agent for
Providence. This greatly angers Diana and the Colorado mission now makes more
sense. Further investigation has tracked him to this facility. He is to
undergo a heart transplant operation here.
But not just any transplant. Soders has a condition called Situs Inversus
where the organs are reversed of what a normal person has so he needs a right
sided transplant. Of course, Providence is helping him with this and Soders
is going to give over all of ICA's agent information after the operation -
something that Diana doesn't want to happen.
So now the ICA Board has tasked their best agent to terminate Soders along
with Yuki who is there to oversee the operation and insure the transfer of
information upon successful completion of the procedure as she is also part
of Providence. Given that Soders tried to have 47 killed in training twenty
years ago there is a certain amount of irony in all of this.
This hospital is very high tech and run by a supercomputer named KAI which
also helps out during operations to make sure patients are kept alive during
procedures. Because of high security you won't be able to bring things in
but, as long as you are dressed as a patient, you should be able to move
freely throughout most of the facility to scope things out.
It is also important to note that your access is dependent on what clothes
you wear. The uniforms and robes people wear around the facility have RFID
chips implanted in them. Many doors will open automatically if you wear the
right clothing. Knowing which disguises to wear will allow you to roam around
the facility easier.
In addition, this is a high security facility and as such you cannot bring
any weapons and equipment with you but they can still be smuggled in.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HKD1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>A Long Time Coming
******************
Description: Complete Situs Inversus.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Sayonara
********
Description: Reach Hokkaido Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HKD2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed northeast. Therefore
you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
There are four main levels to this facility. Level 0 has the Guest and Staff
areas. Level 1 has the Garden, Spa, Morgue, and outdoor sections. Level 2 has
the first floor and main operating rooms of the Clinic plus the Helipad.
Level 3 has the Observation Rooms and office areas.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0======================================0
| Level 0 - Guest Rooms and Staff Floor \
0===========================================================================>
The south center platform is the Cable Car which is one of the ways to
leave the mission. 47's Room is the Guest Room to the west of the Cable
Car. Each Room has a balcony, bedroom, living room, and bathroom. The Guest
Room to the west of 47's is Amos Dexter's Room. The Room to the east of the
Cable Car is for Jason Portman. The Room to the east of his is Yuki's.
Starting from the entrance of Amos Dexter's Room go northeast to the base
of the stairs where you should find a pair of staff doors. Going through
the northwest door will lead you to the Kitchen and the Freezer. Northeast
of the Kitchen is the Canteen and Staff Sleeping Quarters area. At the
northeast part of this section is the Staff Wardrobe room (sometimes known
as the Changing Room).
Northwest of the Staff Sleeping Quarters is the Medical Staff Sleeping
Quarters. Northeast of it are passages that go up to the Morgue and will
also go outside. The outside Walkway going north will lead up to a small
Guard Room near the Helipad (Helipad Guard Room).
The outside path going south will lead to the Restaurant and Bar area. The
large room next door southwest of the Medical Staff Sleeping Quarters is
the Restaurant Restroom.
Going northwest from Yuki's Room will lead to another pair of staff doors
at the base of the stairs. Going northeast will lead you to the Laundry
Room, Garage, and Loading Bay.
From the Garage there is a set of stairs that lead up to the Springs. From
the Loading Bay there is another set that will lead up to the Morgue
Security Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| Cable Car |###############################|
0===========================================================================0
| Lead Pipe | On the wall under an electrical box at the northwest side of |
| | the platform. |
0===========================================================================0
|###############################| 47's Room |###############################|
0===========================================================================0
| Patient Journal | On the table in the west corner of the bedroom. |
|--------------------+------------------------------------------------------|
| GAMA Pamphlet | By the TV inside the living room. |
|--------------------+------------------------------------------------------|
| VIP Patient | ++[Casual and Pro]: On the bench by the toilet |
| Disguise | within the bathroom. |
|--------------------+------------------------------------------------------|
| Scissors | On the small shelving unit to the left of the sink |
| | inside the bathroom. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | Inside the Cabinet on the northeast side of the |
| Coin (x2) | bathroom. |
0===========================================================================0
|###########################| Amos Dexter's Room |##########################|
0===========================================================================0
| Patient Journal | On the counter near the west corner of the living |
| | room. |
|--------------------+------------------------------------------------------|
| Cowboy Bust | On the coffee table in the middle of the living |
| | room. |
|--------------------+------------------------------------------------------|
| Pack of Cigarettes | ++[Casual and Pro]: On the small table near the |
| | north corner of the living room. |
| | ++[Master]: Carried by Amos. |
|--------------------+------------------------------------------------------|
| Soda Can | By the bathtub within the bathroom. |
0===========================================================================0
|##########################| Jason Portman's Room |#########################|
0===========================================================================0
| Patient Journal | On the table in the west corner of the bedroom. |
|-----------------+---------------------------------------------------------|
| Bust | On the small table near the north corner of the living |
| | room. |
|-----------------+---------------------------------------------------------|
| Fire Poker | On the floor by the fireplace inside the living room. |
|-----------------+---------------------------------------------------------|
| Botulinum Toxin | Inside the Cabinet on the northwest wall within the |
| | bathroom for Jason's Room. |
0===========================================================================0
|##############################| Yuki's Room |##############################|
0===========================================================================0
| Erich Soders' | By the laptop in the east corner of the bedroom. |
| Kill List | |
|---------------+-----------------------------------------------------------|
| Coin | On the bed (x2). |
|---------------+-----------------------------------------------------------|
| Soda Can | On the coffee table in the middle of the living room. |
|---------------+-----------------------------------------------------------|
| HX-7 | Leaning against the coffee table in the middle of the |
| | living room. |
|---------------+-----------------------------------------------------------|
| Katana | On a stand at the northeast side of the living room. |
0===========================================================================0
|################################| Kitchen |################################|
0===========================================================================0
| Emetic Rat Poison | ++[Casual and Pro]: On the ground and hidden behind |
| | a pipe to the left of a large stainless steel |
| | storage unit at the north side of the Kitchen. |
|--------------------+------------------------------------------------------|
| Kitchen Knife | At the southwest end of the counter in the middle of |
| | the Kitchen. |
|--------------------+------------------------------------------------------|
| Fugu Fish | On the counter inside the Kitchen Freezer. |
0===========================================================================0
|########################| Staff Sleeping Quarters |########################|
0===========================================================================0
| Soda Can | On the floor by one of the bunks inside the north end of |
| | the Staff Sleeping Quarters. |
|--------------+------------------------------------------------------------|
| Resort Staff | ++[Casual and Pro]: On the floor within the showers at the |
| Disguise | at the northeast side of the Quarters area. |
0===========================================================================0
|####################| Medical Staff Sleeping Quarters |####################|
0===========================================================================0
| Neurochip Remote | On the lower center bunk within the Quarters. |
| Control | |
0===========================================================================0
|#########################| Garage and Loading Bay |########################|
0===========================================================================0
| Wrench | On the tool stand in the middle of the Garage. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the ground in the south |
| | corner behind the cart near the top of the ramp |
| | inside the Loading Bay. |
|--------------------+------------------------------------------------------|
| Hammer | On top of the large box in the center of the Loading |
| | Bay. |
0===========================================================================0
|##########################| Hallways and Walkway |#########################|
0===========================================================================0
| Wrench | ++[Casual and Pro]: Inside the Cabinet at the |
| | hallway corner northeast of the Medical Staff |
| | Sleeping Quarters. |
|--------------------+------------------------------------------------------|
| Fire Axe | On the wall in the middle of the hallway leading to |
| | the stairs going up to the Morgue Security Room from |
| | the Loading Bay. |
|--------------------+------------------------------------------------------|
| Pack of Cigarettes | Carried by the wandering Handyman near the Helipad. |
|--------------------+------------------------------------------------------|
| Crowbar | On the lower shelf inside the northwest corner of |
| | the Helipad Guard Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================================0
| Level 1 - Garden, Restaurant, Springs, and Morgue \
0===========================================================================>
The south center part of this floor at the top of the ramp leading to the
Cable Car is the Foyer. Just to the north of that is the main Garden. At
the west side of the Foyer is the Foyer Restroom. At the east side of the
Foyer is the Security Room. The smaller room inside the Security Room is
the Weapons Room.
Northwest of the Foyer is Sakura Sushi which is also called the Restaurant.
The south half of the Restaurant is the Bar. The north half is the Dining
Area. At the north corner is the Sushi Bar. Behind the Bar is the door that
leads back outside and down to Level 0.
From the east corner of the Security Room is the passage to the Onsen Hot
Springs which I will call the Spa. The exterior part of the Spa to the east
is the Springs themselves with the Spa Restrooms and Sauna at the north
corner.
At the northeast corner of the Springs is a passage that leads down to the
Clearing which is the open area at the northeast side of the facility. The
Clearing goes from the Loading Bay and up to Level 2 at the north side of
the building.
From the north corner of the Security Room is the covered passage that
leads to the GAMA Hospital itself (I will simply call it the Hospital). The
group of rooms at the north end of this floor is the Morgue area. The large
room in the center is the Morgue.
The large long room to the north is the Mortuary Coolers. The small room to
the southeast of Mortuary Coolers is the Morgue Security Room. The small
room to the northwest of Mortuary Coolers is Organ Storage. The medium
sized room to the west is the Incinerators. The small room to the west of
the Incinerators is Morgue Storage. The small room to the northwest of the
Incinerators is Stem Cell Supply.
The set of stairs northwest of Morgue Storage is the West Stairs. The set
of stairs at the south end of Mortuary Coolers is the East Stairs. Both of
these stairs lead up to the upper floors of the Hospital. Partway up the
East Stairs is a door that goes outside near the north part of the
Clearing.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#################################| Garden |################################|
0===========================================================================0
| Hammer | In the toolbox at the concrete platform next to the Restaurant |
| | at the west corner of the Garden. |
0===========================================================================0
|#############################| Foyer Restroom |############################|
0===========================================================================0
| Patient Disguise | ++[Casual and Pro]: By the Sink inside the occupied |
| | stall. |
0===========================================================================0
|#############################| Security Room |#############################|
0===========================================================================0
| Police Baton | At the south end of the table at the southwest |
| | side of the Room. |
|----------------------+----------------------------------------------------|
| KAI Surgical System | At the north end of the table at the northwest |
| Manual | side of the Room. |
|----------------------+----------------------------------------------------|
| Disposable Scrambler | Inside the Cabinet near the east corner of the |
| | Room. |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | On the southeast wall inside the Weapons Room. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | Leaning against the set of lockers inside the |
| | Weapons Room. |
0===========================================================================0
|###########################| Restaurant and Bar |##########################|
0===========================================================================0
| Kitchen Knife | On the back wall behind the Sushi Bar. |
| Cleaver | |
|---------------+-----------------------------------------------------------|
| Soda Can | On the blue tool box just outside the back door to the |
| | Sushi Bar. |
|---------------+-----------------------------------------------------------|
| Coin | On the small plate on the back counter behind the Bar. |
0===========================================================================0
|############################| Spa and Springs |############################|
0===========================================================================0
| Yoga Schedule | On the small table at the platform at the south end of |
| | the Springs. |
|---------------+-----------------------------------------------------------|
| Soda Can | At the edge of the pool next to the path down to the |
| | Clearing at the Springs. |
0===========================================================================0
|################################| Clearing |###############################|
0===========================================================================0
| Shovel | At the nook at the east side. |
|---------------+-----------------------------------------------------------|
| Crowbar | Carried by the non-shoveling Handyman. |
|---------------+-----------------------------------------------------------|
| Propane Flask | Under the Snowplow at the north end. |
|---------------+-----------------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: Under the Snowplow at the north end. |
0===========================================================================0
|##############################| Morgue Area |##############################|
0===========================================================================0
| Cleaver | On the operating table in the center of the |
| | Morgue. |
|-----------------------+---------------------------------------------------|
| Wrench | ++[Master]: On a small shelf at the north corner |
| | of the Morgue. This one is tricky to pick up |
| | due to the prompt disappearing when you get |
| | close enough to it. But it can be picked up if |
| | you crouch by it in a certain way. |
|-----------------------+---------------------------------------------------|
| Scalpel | On the small table at the north end of Mortuary |
| | Coolers. |
|-----------------------+---------------------------------------------------|
| Motorcyclist Disguise | On the body on the table near the center of |
| | Mortuary Coolers. |
|-----------------------+---------------------------------------------------|
| RFID Master Chip | Carried by Mr. Smith inside one of the coolers at |
| | the north end Mortuary Coolers. |
|-----------------------+---------------------------------------------------|
| Research Assistant's | On the desk by the microscope inside the Morgue |
| Notes | Security Room. |
|-----------------------+---------------------------------------------------|
| Fire Poker | Leaning against the Incinerator at the north side |
| | of the Incinerator room. |
|-----------------------+---------------------------------------------------|
| Screwdriver | On the floor by the Closet inside Morgue Storage. |
|-----------------------+---------------------------------------------------|
| Stem Cell Treatment | On the desk inside Stem Cell Supply. |
| Guide | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================================0
| Level 2 - Operating Theater and Intensive Care \
0===========================================================================>
The large room where Soders can be found is the Operating Theater. The room
to the east is Stem Cell Controls. Next to it is the stairs down to the
Morgue.
The room north of the Operating Theater is Robot Surgery Controls. The room
southwest of that is the Surgery Control Room. The room southwest of
Surgery is Surgery Life Support.
Next to the West Stairs is the walkway to the Helipad. The Helipad has
stairs the lead down to the Helipad Guard Room. Next to the Helipad is the
Dirt Path that goes up to the Mountain Path that will also lead you out of
the area. The Dirt Path will also go around the Hospital and to the north
end of the Clearing.
At the north end of the floor is Intensive Care Supervision. Southeast of
that is Intensive Care and the Waiting Area. Next door southeast of the
Waiting Area is the East Stairs. Southwest of Intensive Care Supervision is
the Restrooms.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Classified Patient | --On the counters inside Intensive Care Supervision |
| Journal | (x3). |
| | --At the northeast end of a counter inside the Robot |
| | Surgery Control room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================================================0
| Level 3 - Observation Rooms and Research Department \
0===========================================================================>
Northeast of the West Stairs is the Research Department. It has a door that
goes outside to the Dirt Path. The room at the north end of the floor is
Rehabilitation Supervisor. The room next door southeast of that is Physical
Research Center. The East Stairs is next door southeast of that.
In the center of the floor is the KAI Mainframe which is part of the
Secondary Control Room. The room southwest of this is the West Observation
Room. South of this room is Defibrillator Power. The room southeast of the
Secondary Control Room is the East Observation Room. The room south of it
is the Director's Office.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Scalpel | Inside the Cabinet on the wall near the east corner |
| Pack of Cigarettes | inside the Research Department. |
|---------------------+-----------------------------------------------------|
| Leather Briefcase | Under a desk at the north end inside the Research |
| | Department. |
|---------------------+-----------------------------------------------------|
| Botulinum Toxin | On the small table by the desk at the east corner |
| | of the Physical Research Center. |
|---------------------+-----------------------------------------------------|
| Nondescript Keycard | On the desk within the Director's Office. |
|---------------------+-----------------------------------------------------|
| Baseball Uniform | On the wall in the east corner of the Director's |
| | Office. |
|---------------------+-----------------------------------------------------|
| Baseball Bat | Leaning against the wall in the west corner of the |
| | Director's Office. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HKD3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You unlock the Shuriken for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn an Agency Pickup at the Mountain Path. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn a Hidden Stash at the Staff Wardrobe restroom. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the Custom 5mm for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You can now start at the Spa. |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start at the Mountain Path disguised as a Ninja |
| | and unlock the Okinawan Tonfa and Masamune for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You can now start at the Restaurant. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn a Hidden Stash at the Operating Theater Restroom. |
|----------+----------------------------------------------------------------|
| Level 10 | You can now start at the Staff Quarters disguised as Resort |
| | Staff. |
|----------+----------------------------------------------------------------|
| Level 11 | You earn an Agency Pickup at the Kitchen Food Storage room. |
|----------+----------------------------------------------------------------|
| Level 12 | You can now start at the Kitchen disguised as a Chef and |
| | unlock the Concealable Knife for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 13 | You earn an Agency Pickup at the Garage. |
|----------+----------------------------------------------------------------|
| Level 14 | You can now start at the Garden disguised as a Handyman. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the Explosive Compound for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn an Agency Pickup at Morgue Storage. |
|----------+----------------------------------------------------------------|
| Level 17 | You can now start at the Morgue. |
|----------+----------------------------------------------------------------|
| Level 18 | You earn a Hidden Stash at the Restaurant Restroom. |
|----------+----------------------------------------------------------------|
| Level 19 | You can now start at the Operating Theater disguised as a |
| | Surgeon. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock all of your regular Load-Out Slots for Hokkaido |
| | plus the HF Championship Bat and the Sieger 300 Advanced |
| | Sniper Rifle for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HKD4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0=============0
| Erich Soders \
0===========================================================================0
| He is one of your Targets and can be found immobilized in the Operating |
| Theater. Although he can't move and is in an open area there are many |
| ways to take him down. |
0===========================================================================0
0==============0
| Yuki Yamazaki \
0===========================================================================0
| She is your other Target and is a tough-as-nails lawyer who is working |
| for Providence and is overseeing the operation and information transfer. |
| At the beginning of the mission she will be greeted by the Hopsital |
| Director and go to her room. Then she will go to the Spa then to the |
| Restaurant before going back to her room. |
| |
| If you cause enough chaos then she will try to leave via the Cable Car. |
| If she is successful then you will fail the mission. |
0===========================================================================0
0==============0
| Jason Portman \
0===========================================================================0
| He is a former CEO of a tech company who is at the facility for plastic |
| surgery. Interestingly enough, he is trying to look like model Helmut |
| Kruger - who you dealt with in Paris. He is also the only patient that |
| gets called in to the Clinic. |
| |
| He will wander around the central area around the Restroom before he gets |
| called. When he goes inside then he will stay on the Top Floor and never |
| leave the Clinic. |
0===========================================================================0
0============0
| Amos Dexter \
0===========================================================================0
| He is another VIP and is there for a lung transplant. He generally |
| wanders the Restaurant and central areas of the ground floor before going |
| to his room for a bit before leaving again. |
0===========================================================================0
0============0
| Katashi Ito \
0===========================================================================0
| Also known as The Curator he is the lead Morgue Doctor and can be found |
| in the Mortuary Coolers. What's special about him is that he has an |
| experimental microchip implanted in his brain that can control his moods. |
| It can be remote controlled too and you can find the Remote in the |
| Medical Staff Sleeping Quarters in one of the bunks. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HKD5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0==================0
| Doors and Symbols \
0===========================================================================0
| As noted earlier certain clothing will open certain doors. Above most of |
| the electronic locks on most doors you should see symbols. These symbols |
| will tell you which outfit opens the door. These symbols will be |
| displayed either on the back of the uniform or on the sleeves. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| VIP Patient \
0===========================================================================0
| This is your standard Suit for this chapter. With this you have access to |
| whatever the other patients have which is the Restaurant, Springs, and |
| Garden areas. You can't have access to the Hospital unless you are |
| requested by staff. Unfortunately, you will not be called during the |
| mission so you will need other ways to get inside that part of the |
| facility. |
| |
| There are no Enforcers for this Suit at Casual and Professional |
| difficulties but there is one at Master difficulty and he is at the Cable |
| Car. |
0===========================================================================0
0======0
| Ninja \
0===========================================================================0
| This special Disguise cannot be found in the facility and can be unlocked |
| at Mastery Level 7. You can only wear this when you start at the Mountain |
| Path. However, this Disguise turns the entire map into a Hostile Area and |
| everyone becomes an Enforcer regardless of game difficulty. |
| |
| It is important to note that this Disguise does *NOT* count towards the |
| [Chameleon] Challenge. |
0===========================================================================0
0=============0
| Motorcyclist \
0===========================================================================0
| This Disguise can only be found in the Mortuary Coolers and has to be |
| taken off a dead body. And, just like with the Ninja outfit, everyone |
| becomes an Enforcer regardless of game difficulty. |
0===========================================================================0
0=================0
| Baseball Uniform \
0===========================================================================0
| This Disguise can only be found in the Director's Office and, just like |
| with the Ninja and Motorcyclist outfits, everyone becomes an Enforcer |
| regardless of game difficulty. |
0===========================================================================0
0========0
| Patient \
0===========================================================================0
| These are the regular white robes that the patients wear. It has the same |
| properties as the VIP robes. Although you can find one laying around in |
| the occupied stall within the Foyer Restrooms the best way to obtain this |
| Disguise is to ambush the lone person walking around inside. |
| |
| Just like with the Suit there is the one Enforcer at the Cable Car at |
| Master difficulty. In addition, you need to wait until the patrolling |
| Guard leaves the Restroom before subduing the Patient for his clothes. |
0===========================================================================0
0=====================0
| VIP Patient (Dexter) \
0===========================================================================0
| Amos Dexter is one of the two other VIP patients within the facility. He |
| wears a purple robe and a cowboy hat. This robe, just like with yours, |
| grants the same access and restrictions. |
| |
| One way to obtain this outfit is to either shimmy along a ledge outside |
| your room to get to his and wait for him to return or follow him inside |
| his room and ambush him. Since he walks near the Foyer Restrooms as part |
| of his route you can also lure him inside for ambushing. |
| |
| At Master difficulty and like with most of the other Patient Disguises |
| there is one Enforcer at the Cable Car. |
| |
| In addition, there are two Guards stationed in his Room so it is best to |
| lure him into the Foyer Restrooms, after you get rid of the other Patient |
| and the patrolling Guard of course, for ambushing. Another option is to |
| go in his Room as a Bodyguard and get rid of the Guards before Amos comes |
| back. |
0===========================================================================0
0======================0
| VIP Patient (Portman) \
0===========================================================================0
| The only other VIP patient is the former CEO of a tech company. He wears |
| a robe with reddish vertical stripes and has his head bandaged almost |
| completely. As already noted he is there to get plastic surgery to make |
| himself look like Helmut Kruger and, considering you look a lot like him, |
| this can be useful to you. |
| |
| This is because he is the only patient that gets called into the Hospital |
| and this can be a good way to get in. To get his Disguise you need to |
| ambush and hide the lone patient in the Foyer Restrooms. |
| |
| Find Jason who will get upset that he believes you stole his idea for the |
| Kruger look and will follow you around. Lead him into the Restroom where |
| you can subdue him safely for his robe and bandages. Like with the other |
| patient Disguises there are no Enforcers for both Casual and Professional |
| difficulties. |
| |
| And, like with the other patient Disguises, you have the same access and |
| restrictions outside of the Hospital and, once inside the building, you |
| are limited to the Rehabilitation Supervisor office, Research Department, |
| Physical Research Center, the Restrooms, and hallways. |
| |
| At Master difficulty you need to get rid of both the other Patient and |
| patrolling Guard so you can lure him to the Restroom for ambushing. |
| Interestingly enough, this Disguise has no Enforcers unlike with the |
| other Patient outfits. |
0===========================================================================0
0=============0
| Resort Staff \
0===========================================================================0
| This is the outfit that some of the staff wear. It consists of a dark red |
| robe with black pants. This Disguise will allow you access to most of the |
| Staff Floor except the Kitchen and behind the Sushi Bar. You also cannot |
| go into the Hospital areas, the Medical Staff Sleeping Quarters, and the |
| Patient Rooms. |
| |
| The easiest way to obtain this Disguise is to take it off the floor |
| inside the Showers by the Sleeping Quarters. |
| |
| As for Enforcers, there are four at Casual difficulty: one in the |
| Springs, one in the Laundry Room, one of the patrolling Guards in the |
| Clearing, and the Hospital Director. |
| |
| At Professional difficulty there are three additional Enforcers: one in |
| the Game Room, one in the Restaurant, and one in the Loading Bay. At |
| Master difficulty there are two additional Enforcers: one by the Cable |
| Car and one of the Guards on the Mountain Path. |
| |
| You can start at the Sleeping Quarters already disguised as Staff once |
| you've reached Mastery Level 10. |
0===========================================================================0
0=========0
| Handyman \
0===========================================================================0
| These are the people who do various maintenance tasks around the |
| facility. They wear a dark green jacket covering a light long sleeve |
| shirt with black pants and a large pointed hat. Like with most staff this |
| Disguise has the same access and restrictions. |
| |
| The best way to acquire this Disguise is to ambush the one that patrols |
| the Helipad area when he stops at the bottom part of his route near the |
| Helipad Guard Room. |
| |
| As for Enforcers, there are six at Casual difficulty: |
| |
| --One by the Laundry Room. |
| --One in the Garage. |
| --Both patrolling Guards in the Clearing. |
| --One Chef in the Kitchen. |
| --The Hospital Director. |
| |
| At Professional difficulty there are three additional Enforcers: one Chef |
| in the Kitchen, one in the Game Room, and one working in the Clearing. At |
| Master difficulty there are three additional Enforcers: one by the Cable |
| Car and both of the Guards on the Mountain Path. |
| |
| You can start at the Garden already disguised as a Handyman once you've |
| reached Mastery Level 14. |
0===========================================================================0
0=====0
| Chef \
0===========================================================================0
| These are the people who work in the Kitchen, Bar, and Sushi Bar. They |
| wear dark shirts with dark pants with a gray apron and with a white |
| headband. Like with most resort staff they are not allowed inside the |
| Morgue and Hospital areas, Patient Rooms, and the Foyer Security Room. |
| |
| There are two ways to obtain this Disguise: |
| |
| The first way is to go behind the Sushi Bar, subdue the patrolling Guard, |
| and hide him in the Closet just inside the Staff Floor at the bottom of |
| the stairs. Then turn off the Fusebox behind the Bar and stand near the |
| top of the stairs. This will lure one of the Chefs. When he turns it back |
| on then subdue him and take his clothes. |
| |
| The second way is to enter the Kitchen Freezer with a throwable object. |
| Keep the door open and toss it in a corner. The noise should lure one of |
| the nearby Chefs. When he enters then subdue him, dump him in the |
| Container, and take his Disguise. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --One at the Loading Bay. |
| --One of the patrolling Guards in the Clearing. |
| --One Chef in the Kitchen. |
| --One Chef behind the Bar. |
| --The Hospital Director. |
| |
| At Professional difficulty there is one additional Enforcer and he is a |
| Chef in the Kitchen. At Master difficulty there are two additional |
| Enforcers: one by the Cable Car and one of the Guards on the Mountain |
| Path. |
| |
| You can start at the Kitchen already disguised as a Chef once you've |
| reached Mastery Level 12. |
0===========================================================================0
0================0
| Yoga Instructor \
0===========================================================================0
| This guy can be found limping around the Garage, Laundry Room, and |
| Springs Maintenance Room areas. He wears a dark sleeveless top and goes |
| barefoot. Like with the Resort Staff outfit he has the same level of |
| access and restrictions. |
| |
| The best way to acquire this Disguise is to ambush him in the Springs |
| Maintenance Room when he is drinking his water. This is easiest when you |
| haven't killed Soders. The reason is when you kill him then a Doctor from |
| the Observation Room from the Top Floor of the Hospital will go back and |
| forth between this room and the Observation Room. |
| |
| As for Enforcers, there is one at Casual difficulty and he is one of the |
| patrolling Guards in the Clearing. There are no additional Enforcers at |
| Professional difficulty. |
| |
| At Master difficulty there are five additional Enforcers: |
| |
| --One patrolling by the Springs Maintenance Room. |
| --One patrolling by the Laundry Room. |
| --One of the Mountain Path Guards. |
| --One by the Cable Car. |
| --The Helicopter Pilot. |
0===========================================================================0
0=======0
| Doctor \
0===========================================================================0
| These are the people who wear the white doctor robes. They have access to |
| most of the Hospital but are not allowed in the Operating Theater, |
| Surgery Life Support, Defibrillator Power, Stem Cell Supply, KAI |
| Mainframe, and the Director's Office. Outside of the Hospital they are |
| not allowed in the Kitchen, behind the Sushi Bar, the Security Room, and |
| the Patient Rooms. |
| |
| The best way to obtain this Disguise is to go into Intensive Care and |
| turn on the Sink in the corner then walk into Intensive Care Supervision. |
| The noise will lure one of the Doctors to it. Get up behind him, wait for |
| him to turn it off and clean up the mess, then subdue him. Drag him |
| further into the corner and take his Disguise. You also need to keep an |
| eye out for the patrolling Guards in the hallway as you do this. |
| |
| It should be noted that, even though you are a Doctor, you will be |
| frisked at the guarded entrances. |
| |
| As for Enforcers, there are ten at Casual difficulty: |
| |
| --One in the Loading Bay. |
| --One in the Garage. |
| --The Hospital Director. |
| --One in Intensive Care Supervision at the Hospital. |
| --One in the hallway by the Helipad. |
| --Two in the Rehabilitation Supervisor office on the Top Floor. |
| --One inside the Research Department. |
| --One in the hallway. |
| --One in one of the Observation Rooms. |
| |
| At Professional difficulty there are two additional Enforcers and they |
| are both Morgue Doctors in the Morgue. At Master difficulty there is one |
| additional Enforcer and he is by the Cable Car. |
0===========================================================================0
0==============0
| Morgue Doctor \
0===========================================================================0
| These are the specialized Doctors that handle dead bodies and various |
| organs for the Hospital. They wear aprons and a white cap and mask and |
| can be found only in the Morgue. They have the same access and |
| restrictions as the regular Doctor Disguise. |
| |
| The best way to acquire this outfit is to shut off the Fusebox near the |
| stairs leading up to Stem Cell Supply which is next to the Morgue. This |
| will lure one of them to it. Depending on what your current Disguise is |
| you can either stand next to the base of the stairs or hide on the nearby |
| gurney when he passes by. When he turns it back on then subdue him and |
| take his clothes. |
| |
| As for Enforcers, there are eleven at Casual difficulty: |
| |
| --One in the Loading Bay. |
| --The Hospital Director. |
| --Two of the remaining three Morgue Doctors at the Morgue. |
| --One at the Helipad at the Hospital. |
| --One in the hallway. |
| --One in the Operating Theater. |
| --Two in the Rehabilitation Supervisor office on the Top Floor. |
| --One inside the Research Department. |
| --One in one of the Observation Rooms. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --One in the Garage. |
| --One in Intensive Care Supervision at the Hospital. |
| --One in the Physical Research Center on the Top Floor. |
| --One in the hallway. |
| --One in one of the Observation Rooms. |
| |
| At Master difficulty there are no new Enforcers for this Disguise but you |
| should destroy the Recorder to take down the extra Camera in the |
| stairwell before attempting to lure the Morgue Doctor to the Fusebox for |
| subduing. |
0===========================================================================0
0=================0
| Helicopter Pilot \
0===========================================================================0
| This person wears a red jumpsuit with a red hat and can only be found at |
| the Helipad. Surprisingly enough this Disguise will allow you significant |
| access to both the Staff and Hospital Floors including the Morgue. If you |
| go through the guarded entrances then you will need to be frisked so you |
| should go through the unguarded doorways instead. |
| |
| When inside the Hospital you can go inside everywhere except the |
| Operating Theater, Surgery Life Support, Defibrillator Power, KAI |
| Mainframe, Stem Cell Supply, and the Director's Office. Outside of the |
| Hospital the only places you cannot go is the Security Room, Patient |
| Rooms, behind the Sushi Bar, and the Kitchen. |
| |
| The only safe way to acquire this Disguise is to knock out and hide the |
| Guard inside the Helipad Guard Room then wait outside for the Pilot. |
| Follow him inside then ambush him for his clothes. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --A Morgue Doctor at the Morgue. |
| --One inside Intensive Care Supervision in the Hospital. |
| --One inside the Research Department on the Top Floor. |
| --One inside the Physical Research Center. |
| --One in the hallway. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --Two of the three remaining Morgue Doctors in the Morgue. |
| --One patrolling the hallway in the Hospital. |
| --One inside the Physical Research Center on the Top Floor. |
| --One in one of the Observation Rooms. |
| |
| At Master difficulty there is one additional Enforcer and he is at the |
| Cable Car. You still obtain this Disguise the same way but you will need |
| to get rid of the additional patrolling Guard near the Helipad Guard |
| Room first. |
0===========================================================================0
0========0
| Surgeon \
0===========================================================================0
| These are the people who wear the blue hospital clothing. They can go |
| everywhere inside the Hospital except the KAI Mainframe and the |
| Director's Office. Outside of the Hospital they cannot go in the Kitchen, |
| behind the Sushi Bar, and the Patient Rooms. |
| |
| The easiest one to get at is the one inside the Rehabilitation Supervisor |
| office. There are two ways to get at him depending on whether or not you |
| go up as Jason Portman because he is the one you meet up with. |
| |
| If you decide not to go as Jason you need to go up as a Bodyguard and |
| have at least one Pistol on you. Because of all of the Enforcers, |
| including the one inside the office, you need to enter it from the west. |
| Just after you enter then drop a Pistol and go out the outside door to |
| the Mountain Path. The Enforcer will pick up the Pistol and go out the |
| west door and downstairs to the Weapons Box in the Waiting Area. |
| |
| Go into the Office and drop the Phone in the west corner to the left of |
| the door, go behind the examination table, and activate it to bring the |
| Surgeon into the corner and out of view. Subdue him and, while keeping an |
| eye on the adjacent rooms, quickly and carefully dump him in the nearby |
| Closet and take his Disguise. |
| |
| If you go up as Jason then wait until the Surgeon goes to the desk after |
| he removes the bandages then subdue him, dump him in the Closet, and take |
| his Disguise. |
| |
| Another way to get one is to be dressed as the Chief Surgeon and bring a |
| throwable object. Go into Robot Surgery Controls. Wait for the Enforcer |
| to be at the east or north corner of the Robot Control room before |
| opening the door, tossing the object at the east wall, and taking cover |
| to the left of the door. This should lure one of them inside. |
| |
| When he stops then quickly subdue him then get behind and subdue the |
| Enforcer. Put both bodies in the Robot Surgery Control room and at the |
| base of the stairs to hide them. They won't be found regardless of what |
| you do to Soders. |
| |
| As for Enforcers, there are four at Casual difficulty: |
| |
| --The Hospital Director. |
| --A Morgue Doctor at the Morgue. |
| --Two in the Rehabilitation Supervisor office on the Top Floor of the |
| Hospital. |
| |
| At Professional difficulty there are six additional Enforcers: |
| |
| --One in the Garage. |
| --One in the Loading Bay. |
| --Two of the remaining three Morgue Doctors in the Morgue. |
| --One in the Operating Theater at the Hospital. |
| --One inside the Research Department on the Top Floor. |
| --One in the hallway. |
| |
| At Master difficulty regardless of whether or not you go up as Jason you |
| need to get rid of the Guard in the Rehabilitation Supervisor office |
| before you can get the Surgeon in position for subduing. There are no |
| additional Enforcers. |
| |
| You can start at the Operating Theater already disguised as a Surgeon |
| once you've reached Mastery Level 19. |
0===========================================================================0
0==============0
| Chief Surgeon \
0===========================================================================0
| He is the main surgeon for this operation. He looks a lot like the |
| regular Surgeons except that he wears glasses and a red doo-rag on his |
| head. Naturally he can go just about everywhere inside the Hospital |
| except the KAI Mainframe and Director's Office. Outside of the Hospital |
| he can go everywhere except the Kitchen, behind the Sushi Bar, the Foyer |
| Security Room, and Patient Rooms. |
| |
| The best way to acquire this Disguise is to knock out and hide the Guard |
| in the Helipad Guard Room then ambush the Pilot for his Disguise and hide |
| him in the same Closet. Meet with the Chief Surgeon on the Helipad then |
| lure him to the Pill Stash in the Guard Room for ambushing. |
| |
| As for Enforcers, there are twelve at Casual difficulty: |
| |
| --A patrolling Guard in the Clearing. |
| --One in the Loading Bay. |
| --One in the Garage. |
| --The Hospital Director. |
| --Three of the four Morgue Doctors in the Morgue. |
| --One on the Helipad at the Hospital. |
| --Three in the Operating Theater. |
| --One in the Rehabilitation Supervisor office on the Top Floor. |
| |
| At Professional difficulty there is one additional Enforcer and he is the |
| one patrolling the hallway at the Ground Floor of the Hospital. |
| |
| At Master difficulty there is one additional Enforcer and he is one of |
| the Guards on the Mountain Path. You still obtain this Disguise the same |
| way but you will need to get rid of the additional patrolling Guard near |
| the Helipad Guard Room first. |
| |
| However, because of the extra body, you will also need to ambush the |
| Handyman down on the Walkway so you can drag the Pilot's body down here |
| to clear the area so you can safely lead the Surgeon down to the Room. |
0===========================================================================0
0==================0
| Hospital Director \
0===========================================================================0
| This Disguise will allow you access to every part of the facility except |
| the Patient Rooms, the Operating Theater, and Stem Cell Supply. He |
| patrols the Restaurant and Garden areas after welcoming Yuki at the |
| beginning of the mission. He also wears a toupee which makes it easier to |
| blend in. |
| |
| To obtain his Disguise you should have a throwable object in your |
| inventory. Go to the Foyer Restroom to ambush and hide the wandering |
| patient. The Director will eventually stop and stand for a bit just |
| outside. |
| |
| Open the east door and toss the object at the wall to the left of the |
| bonsai tree. When he walks in then close the door, subdue him, and drag |
| him to the empty stall to take his clothes. |
| |
| As for Enforcers, there are eleven at Casual difficulty: |
| |
| --Two patrolling Guards in the Clearing. |
| --One inside the Garage. |
| --One in Mortuary Coolers at the Morgue. |
| --One at the Helipad at the Hospital. |
| --A nurse in the Operating Theater. |
| --A Doctor in the Research Department. |
| --Four Guards in the halls and Observation Rooms. |
| |
| At Professional difficulty there is one additional Enforcer and he is the |
| one behind the Bar. |
| |
| At Master difficulty there are four additional Enforcers: one by the |
| Cable Car, plus the Helicopter Pilot and both of the Mountain Path Guards |
| at the Hospital area. You can obtain this Disguise the same way as before |
| but you need to get rid of both the other Patient and patrolling Guard so |
| you can lure him to the Restroom for ambushing. |
0===========================================================================0
0================0
| Resort Security \
0===========================================================================0
| These are the main security for the facility. They wear white jackets |
| with black pants and a beret. Although they provide security for the area |
| they are not allowed in the Hospital portion of the facility. This also |
| includes the Morgue. They also have no access to the Patient Rooms. |
| |
| The easiest ways to acquire this Disguise is to either ambush the |
| patrolling Guard on the exterior Walkway behind the Sushi Bar or knock |
| out the sleeping Guard in the Helipad Guard Room. |
| |
| As for Enforcers, there are seven at Casual difficulty: |
| |
| --One in the Helipad Guard Room. |
| --One of the patrolling Guards in the Clearing. |
| --One patrolling the hallway between the Canteen and Garage. |
| --One in the Kitchen. |
| --One by the Foyer Security Room. |
| --One in the Garden. |
| --The Hospital Director. |
| |
| At Professional difficulty there are three additional Enforcers: one in |
| the Loading Bay, one by the Foyer Security Room, and one in the Garden. |
| At Master difficulty there are three additional Enforcers: one by the |
| Cable Car, the Helicopter Pilot, and one of the Guards on the Mountain |
| Path. |
0===========================================================================0
0==========0
| Bodyguard \
0===========================================================================0
| These are the Guards for Yuki and Soders. They wear a dark gray suit with |
| a black turtleneck shirt with no tie. In the Hospital they also wear red |
| gloves, red masks, and red covering on their shoes. They can go most |
| everywhere inside the Hospital except the Operating Theater, Surgery Life |
| Support, Defibrillator Power, Stem Cell Supply, KAI Mainframe, and the |
| Director's Office. |
| |
| Outside the Hospital they can go everywhere except the Medical Staff |
| Sleeping Quarters and most of the Patient Rooms (Yuki's Room is the lone |
| exception). |
| |
| The best way to acquire this Disguise is to ambush the one inside the |
| Morgue Security Room, dump him in the Closet, and take his clothes. |
| |
| Another way is to go up into the Observation Room near the West Stairs. |
| Toss an object into the corner next to the door to the Secondary Control |
| Room. This should lure the standing Bodyguard to it. Subdue him when he |
| gets there and take his clothes. Nobody can see him in this corner so his |
| body won't be found. |
| |
| As for Enforcers, there are thirteen at Casual difficulty: |
| |
| --One of Yuki's personal Bodyguards. |
| --Yuki. |
| --The Hospital Director. |
| --Two in Organ Storage at the Morgue. |
| --One of the Morgue Doctors. |
| --Two in the Waiting Area at the Hospital. |
| --One in the Operating Theater. |
| --One inside the Rehabilitation Supervisor office on the Top Floor. |
| --One in one of the Observation Rooms. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --One in the Kitchen. |
| --One in the Restaurant. |
| --Two of the remaining three Morgue Doctors at the Morgue. |
| --One in the hallway at the Hospital's Top Floor. |
| |
| At Master difficulty there are two additional Enforcers: one by the Cable |
| Car and the Helicopter Pilot at the Helipad. |
| |
| The best way to acquire this Disguise at this difficulty is to place a |
| Pistol on the floor just inside the Morgue (from the top of the stairs |
| from the Staff Area) which will attract one of the patrolling Morgue |
| Guards to it. He will then take it down to a Weapons Box at the bottom of |
| the stairs where you can safely ambush him for his clothes. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HKD6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of nine Cameras inside and outside the
facility. On the Staff Floor there are five:
0=======================================================================0
| One above the staff entrance at the west side of the Garden. |
|-----------------------------------------------------------------------|
| One on the wall just north of the Loading Bay entrance. |
|-----------------------------------------------------------------------|
| Two on the wall of the long hallway between the Garage and Canteen. |
|-----------------------------------------------------------------------|
| One on the northwest wall of the Canteen. |
0=======================================================================0
At the Hospital there are four:
0=======================================================================0
| One above the Hospital entrance at the east side of the Garden. |
|-----------------------------------------------------------------------|
| One just outside and above the Helipad door. |
|-----------------------------------------------------------------------|
| One outside each door to the Secondary Control Room for KAI. |
0=======================================================================0
There are two Recorders as there are two Security Rooms. The first Room is
at the east side of the Foyer and the second is located at the south end of
Mortuary Coolers on the Morgue floor.
The easiest one to deal with is the one at the Morgue as there is one
Bodyguard in the room and can be easily subdued and hidden. You can also
shoot the Recorder from the door for the stairs leading down to the Staff
Floor.
0=======0
| Master \
0========================================>
At this difficulty there are ten additional Cameras. At the Morgue area
there are seven:
0=======================================================================0
| One at the top of the stairwell by Stem Cell Controls. |
|-----------------------------------------------------------------------|
| One in the Incinerator room above the door to Stem Cell Supply. |
|-----------------------------------------------------------------------|
| One inside Mortuary Coolers near Organ Storage. |
|-----------------------------------------------------------------------|
| Four in the East and West Stairs - two in each with one at the top |
| and one at the bottom. |
0=======================================================================0
There is also an additional Camera outside the Loading Bay, outside the
East Stairs exterior door at the Clearing, and outside the Research
Department exterior door at the Top Floor of the Hospital.
Because of all the additional Cameras and Guards down in the Morgue area it
will take more effort to destroy the Recorder.
However, an easy way to do this is to shoot the Recorder through the
window. From the top of the stairs that go from the Staff Floor to the
Morgue step just inside but use the wall to your left to hide you. Use your
Instinct to find the Recorder in the Security Room. When the patrolling
Guard that normally stops behind the Morgue Doctors isn't around then shoot
the Recorder.
Because of your cover and the darkness no one will know where the bullet
came from so you are safe.
You can also go up and destroy the Recorder in the Foyer Security Room. Go
into the Weapons Room and wait for the patrolling Guard to stop inside.
Close the door, subdue him, and dump him in the Closet. Go back out and
drop a Pistol on the floor and go back into the Weapons Room. One of the
two remaining Guards will pick it up and go inside to drop it off. Subdue
him and dump him in the Closet.
Depending on which Guard remains then either subdue him at the console or
drop your weapon again to get him into the Weapons Room for subduing.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HKD7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Bye-Cicle] and [Cut Throat] Challenges are moved from the Feats tab |
| to the Assassination tab. The [Cottonmouth] Challenge, from The Art of |
| Revenge Challenge Pack, is now part of the Assassination tab. |
| |
| [The Watchman] Challenge has been re-named [The Herald] and [The Herald] |
| Challenge has been re-named [The Operative]. |
| |
| The [Ghost in the Machine], [No Smoking], [Makeover], and [Thrill |
| Seekers] Challenges have been prefixed with Mission Story. |
| |
| You can now unlock Masamune and the Concealable Knife at Mastery Levels 7 |
| and 12 respectively. There is now Mastery Levels 2 and 3 with the |
| Shuriken being unlocked at Level 2 instead of Level 10. |
| |
| In addition, the following Challenges have been removed: |
| |
| --[Young Hiro] |
| --[Hon-Rui Da] |
| --[Playing With Fire] |
| --[Crazy 8] |
| --[Tell-Tale Heart] (non-mission story) |
0===========================================================================0
0==============================0
| Master Difficulty Differences \
0===========================================================================0
| The biggest change here is that there are three additional Guards and two |
| more Cameras within the Morgue area. There are more Cameras in the |
| stairwells and several more Guards outside the Hospital including four in |
| the Clearing and Mountain Path areas. There are also several more Guards |
| doing short patrols throughout the Staff and general patient areas. |
0===========================================================================0
0=================0
| Safe Exploration \
0===========================================================================0
| If you wish to do some exploring of the map without resorting to |
| Rampaging then you should find the necessary Disguises to allow you to |
| safely learn the map. |
| |
| From your Room then grab the Scissors from the Bathroom and run up to the |
| Foyer Restroom. Subdue and hide the Patient here then use the Scissors to |
| lure in the Hospital Director and subdue him for his Disguise. |
| |
| Go to the Helipad Guard Room and throw stun the sleeping Guard then hide |
| him and wait for the Pilot to return. Subdue him, hide him, and take his |
| Disguise. Go up to the Helipad and talk to the Chief Surgeon. Lure him to |
| the Pill Stash and subdue him for his Disguise. |
0===========================================================================0
0======0
| Pipes \
0===========================================================================0
| There are a couple of useful Pipes around the facility that will allow |
| you to go between floors: |
| |
| ++The Garden Pipe |
| =============== |
| At the very west corner of the Garden is a concrete platform with a |
| Gasoline Drum. There is a break in the railing by the Restaurant |
| and that leads to a Pipe that can be used to quickly climb down to |
| the Medical Staff Sleeping Quarters. |
| |
| ++The Helipad Pipe |
| ================ |
| On the walkway to the Helipad just outside the doors into the |
| Clinic there is a small path that runs alongside the waterfall. |
| This path leads to the window for one of the stalls for the |
| Restrooms. In the corner just before the window is a Pipe that |
| leads up to the Top Floor and Research Department. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are really no Keys as everything is based off of RFID chips on |
| peoples clothing. One way to get around this is to use the Disposable |
| Scrambler. But, there are a couple of Keycards that can be useful too: |
| |
| ++Nondescript Keycard |
| =================== |
| This plain looking Keycard is found on the desk within the |
| Director's Office. It is only used to open a cooler at the north |
| end of Mortuary Coolers. And that leads to..... |
| |
| ++RFID Master Chip |
| ================ |
| Opening this cooler will reveal Mr. Smith, a recurring character |
| from the previous games that always needs to be rescued, usually by |
| 47. After he talks to you then he will give you this Keycard. This |
| special Keycard allows you to go into any room regardless of what |
| Disguise you are wearing. The ultimate Keycard and well worth the |
| detour to rescue Mr. Smith (again). |
| |
| If you don't want to use the Nondescript Keycard to open this |
| cooler you can always bring the Disposable Scrambler. |
0===========================================================================0
0=====================0
| Killing Soders Twice \
0===========================================================================0
| One of the ways to kill him is by destroying his replacement Heart in |
| Organ Storage. This will get you the [No Heart Feelings] Challenge. But, |
| since he isn't technically dead, is it possible to get a second |
| Assassination Challenge by going up and killing him with another method? |
| |
| The answer is no. By destroying his Heart it counts as an Assassination |
| and he is already considered dead by the game. If you go up and kill him |
| with another method then all you will get is the [I Think He is Dead Now] |
| Challenge. Conversely, if you destroy his Heart after killing him then |
| all you will get is the [Overkill] Challenge. |
| |
| One other interesting note. You cannot perform any of the Master Assassin |
| Feats on him. For example, if you shoot him in the head you won't get |
| [Straight Shot]. If you need to do those Challenges then you either need |
| to do them on Yuki or use Contracts Mode. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=================0
| No Loadout Slots \
0===========================================================================0
| As noted earlier you cannot bring in any weapons and items due to the |
| Hospital being a high security facility although they can still be |
| smuggled in. You won't be able to unlock your Loadout Slots until you |
| reach Mastery Level 20. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
**NOTE: Because you pretty much need to do all of the Challenges that do
not use Contracts Mode to unlock your Loadout Slots all of the
run-throughs listed only use your Agency Pickups and Hidden
Stashes.
Unless specifically noted these runs will start in your room and in
your VIP Patient Robes. If I start somewhere else it will be in an
unlocked area in the lower Mastery Levels.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================0
| Master of Old and New \
0===========================================================================>
Being that this is the initial run-through for this chapter I am adding
Non-Target kill Challenges, [Chameleon], and other Challenges including
additional Target kill Challenges. This run-through will use multiple
strategically placed game saves to acquire these Challenges.
When you start then immediately get out of the opening cutscene and run to
your bathroom to get the Scissors. Run up the main ramp to the Foyer and
bump into the Director to cause him to stop for a bit. Run into the
Restrooms, close the door, and subdue the lone person here. Drag him to the
empty stall and dump him in the Closet.
Wait for a bit and the Director should come back up and stand near the
Restrooms. Open the door closest to him and toss the Scissors at the wall
to the left of the bonsai tree to lure him inside. When he comes inside
then close the door, subdue him, and drag him to the empty stall.
Go out the Restrooms and south to find Jason talking to another patient.
Bump into him to interrupt the conversation. He should see you and get
upset. Lure him to the Restroom and stand by the door to the occupied
stall. Let him talk to you and, the moment he turns away, then subdue him
and drag him to the other stall.
Now to go after a particular Challenge. Go back to 47's Room and lie down
on the bed for a few seconds. Get back up then run up and go to the Garden.
Go north then to the west corner of the area to find The Garden Pipe. You
should see a Handyman standing here. Climb down the Pipe to the Ledge. Walk
along the Ledge and enter the Medical Staff Sleeping Quarters.
Grab the Neurochip Remote Control on one of the lower bunks then enter the
hallway. The Remote is used for the microchip that is implanted in The
Curator (Doctor Ito).
Go left and to the door that leads back outside to the path that goes to
the Helipad. A Guard should come down here and stand by the railing. Sneak
out, subdue him, then drag him inside and dump him in the Closet.
Go up the stairs to the Morgue and through the next door to find one of
four unoccupied Morgue Tables ahead of you. Lie on it for a few seconds
then get up and crouch behind the nearby small cabinet.
Ahead of you should be two Morgue Doctors. One of then should have his back
to you and the other should be facing you. Every so often the second Doctor
will come to the other side of the table and have his back to you.
When this happens then go into the stairwell leading up to the Operating
Room and turn off the Fusebox to lure in one of the Morgue Doctors. Subdue
him when he turns it off then go into the Morgue and subdue the other
Doctor.
Dump them both into a Closet then go into the Morgue Security Room and
subdue the Bodyguard here - take his weapon too. Drag him into the Morgue
and dump him into the other Closet but do not take his Disguise for now.
**NOTE: The reason for hiding him in the Morgue instead of the Closet in
the Security Room is because when Doctor Ito goes into Organ
Storage later then the Bodyguards there will go into the Security
Room and won't leave.
Go back to the stairwell to the Operating Room to find another Morgue
Table. Lie on it for a few seconds then go back into the main Morgue area
and lie down on another Morgue Table for a few seconds. Go into Morgue
Storage to acquire a Screwdriver. Go into Mortuary Coolers to find the last
of the four Tables just near the door to Organ Storage. Lie on it to
acquire a Challenge.
Get up then switch into and out of the Motorcyclist Disguise. Go back to
the Closet where you hid the Morgue Doctors and switch into the Morgue
Doctor Disguise. Go back into the stairwell for the Operating Room and make
a game save:
>>A Personal Goodbye
******************
Go to the door for Stem Cell Controls and wait for the Nurse to go
into the Operating Theater and get close to Soders. Go into the
doorway for the Theater, bring out your Pistol, and shoot the Nurse
since she is in the way.
When she is out of the way then shoot Soders in the head to kill him
and run back down to the Morgue. After the notifications pop up then
reload the save.
When you get back then run to the Closet where you hid the Guard then
switch into his Disguise. Run back up to the Foyer Restrooms and to the
unoccupied stall. Switch into the Patient Disguise then into the Hospital
Director Disguise.
From here then go down into the Loading Bay and Garage to pick up a Hammer
and Wrench then go back to the exterior railing where you subdued the Guard
earlier, crouch down, go to the railing corner, and wait. Look out
northwest towards the next set of stairs.
At some point a Handyman will come down to smoke. Sneak up on him and, when
he starts to walk away, then knock him out with the Hammer, pick up his
Pack of Cigarettes, and drag him to the Closet where you hid the Guard for
hiding. Take the Handyman Disguise then go into the Showers, knock out the
lone person here, dump him in the Container, and switch into and out of the
Resort Staff Disguise.
Go into the Staff Area and just outside the Game Room and make another game
save when the two people inside are sitting together:
>>Techman
*******
The two people inside the Room are a Resort Staff person and another
Handyman. Wait for the Handyman to start playing on the Dance Pad.
When he does then open the door to the Game Room and toss an object
towards the north door to lure in the Resort Staff person.
When he reaches it then knock him out and quickly drag him to the
Closet to the south while the Handyman is still on the Dance Pad.
Open the door again, and toss the Cleaver towards the Closet to lure
the Handyman from the Dance Pad to it.
**NOTE: You need to lure him while he is on the Pad in order to
make this work. If you wait until he sits back down again
then he won't go back on the Pad again no matter what you
do.
As he walks in then go into the Game Room, sabotage the Dance Pad,
and put the Console into Expert Mode. When he walks back in, then
walk back out, and wait. As he resumes dancing then he will sweat so
much from playing on the harder mode that it will cause to him to be
electrocuted.
Go back into the Game Room, drag the body into the Staff Room, go
back to repair the Dance Pad, and perform the Ritual. After the
notifications pop up then reload the save.
When you get back then go back to re-acquire the Hospital Director
Disguise. Go into the Helipad Guard Room, grab the Crowbar, and throw stun
the Guard. Dump him in the Closet, take the Crowbar and the Guard's weapon,
and leave.
Go up near the Helipad then into the Hospital via the Research Department
door when then Enforcer is away from it. Go to the corner near the
Director's Office and wait for the Enforcer to be away from it before going
inside. Pick up the Nondescript Keycard, go over to the Baseball Uniform
Disguise, switch into and out of it, and leave when the Enforcer is away
from the door.
Go back down to Mortuary Coolers and to the north Freezer. Use the Keycard
to open and talk to Mr. Smith to get the RFID Master Chip.
Go back to the Motorcyclist and crouch behind the table. Near you are two
Morgue Doctors. One of them is The Curator. As noted, the Remote is used to
control his moods. You have to be real close to him to use it and you are
just enough in range to do it. Use the Remote and he will start to trip out
and become elated.
You can't use the Remote again for a few seconds as he needs to adjust to
the medicine. After adjusting to the change then use the Remote again to
depress him. This will cause him to become suicidal and leave the Morgue
area. He will head to the Garden to jump off the railing.
Go up to the Garden but hang out near the bridge until The Curator heads up
to the archway at the north end. He will come up here and contemplate
suicide. Wait for him to say "a fitting end" before using the Remote again
to make him happy and he walks away.
Go back down into the Morgue then back up to the Top Floor of the Hospital
using the West Stairs and go into Defibrillator Power to put it on the map.
Go back downstairs and into Intensive Care. Turn on the Sink to lure in one
of the Doctors. Knock him out when he turns it off, drag him further into
the corner, and switch into and out of the Doctor Disguise.
Go down into the Morgue and put the Stem Cell Supply room on the map but
leave Organ Storage alone - that will be last. Go back down to the Staff
Floor and then out and up near the Helipad Guard Room. Wait for the
Helicopter Pilot to come down and enter. Follow him inside, knock him out,
dump him in the Closet, and take his Disguise. Go up to the Helipad and
wait for the Chief Surgeon to come out and talk to you.
The Pilot has been supplying stimulants to him and they wear off quickly.
When he talks to you then lead him down to the Guard Room where the Pills
are kept. When he stops at the desk then knock him out and switch into his
Disguise. Go back into the Hospital through the Research Department door
and put the remaining Operating Theater rooms on the map while dodging
Enforcers.
Go back to the Guard Room to re-acquire the Hospital Director Disguise.
Wait near Amos Dexter's Room then wait for him to come inside. Knock him
out when the door closes, dump him in the Closet, and switch into and out
of his Disguise. Go to Jason's Room to put it on the map.
Go into the Kitchen and into the Freezer. Toss an object into one of the
corners to lure in one of the Chefs when he is close to the door. Subdue
him and dump him in the Container. Subdue the other one and dump him in the
same Container. Cut the Fugu Fish to acquire the lethal poison.
Go up to the Bar to acquire the Coin then go into the Maintenance Room at
the Spa. Place the Coin near the Closet and wait. When the Yoga Instructor
limps in then knock him out at the Coin, dump him in the Closet, and switch
into and out of his Disguise. Go around all of the areas outside of the
Hospital and Yuki's Room to put them on the map before proceeding.
Go back into the Foyer Restrooms to acquire the Jason Portman Disguise then
go to the Hospital entrance. Here you should find a female Doctor waiting
for you. Follow her up to the Rehabilitation Supervisor office. Sit down
and let the Surgeon take off the bandages.
After he finishes then get up and knock him out. Switch into and out of the
Surgeon Disguise then, while keeping an eye on both the Research Department
and Physical Research rooms, carefully dump him in the Closet.
Sneak down to the Morgue and take the Bodyguard Disguise. Go up to the
Staff Floor and to the door closest to Yuki's Room. While she is still far
from her room then make another game save:
>>Up In Smoke
***********
Go to Yuki's Room to put it on the map and replace her Pack of
Cigarettes. Go onto the balcony and to the Gas Heater. When both
Guards aren't looking then sabotage it and run to Jason's Room. Yuki
will eventually go to her room and find the Pack of Cigarettes.
When she does then she will go onto the balcony and the Guards will
go inside. When she stands close to the Gas Heater then she blow it
up and kill herself when she starts smoking. The explosion will also
kill the two Guards just inside. After the notifications pop up then
reload the save.
>>Don't Look Down
***************
When you get back then go into Jason's Room and shoot one of the
Guards on her balcony. The idea is to start causing chaos so Yuki
will panic and make a run for the Cable Car. Stay just inside the
room and shoot any Guard that approaches until Yuki gets to the Car.
When she gets inside then shoot the large cable connector at the top
of the Car to destroy it and cause the Cable Car to plummet out of
control and kill Yuki. After the notifications pop up then reload the
save again.
When you get back then go back to the Foyer Restrooms to re-acquire the
Hospital Director Disguise and use the West Stairs to get up into the KAI
Mainframe.
When you get there then you can sabotage part of it. There are four
sections with each having a panel that can be pulled. They have to be
pulled in a specific order to take KAI offline. If you're lucky you may be
able to pull the panels in the right order if you decide to guess your way
through.
More often than not, though, you will more than likely pull a panel out of
order and KAI will reboot. Right under the eye you should see four
rectangular segments. These segments represent each section of KAI. They
indicate which order these parts are rebooted. Note the order.
You need to quickly sabotage these panels in the order they were rebooted.
If you pull a panel out of order then you will be hurt a bit and the attack
failed. KAI will then successfully reboot but the order will be changed.
If you successfully pull the four panels then you will cripple KAI. Go
outside to find a control panel. Use it to kill Soders with the robot arms.
Go back down the West Stairs into the Mortuary Coolers. Run into Organ
Storage, subdue The Curator, dump him in the Closet, and destroy the Heart.
By entering Organ Storage you should also expose the last remaining
Unexplored Area on the map.
Run to the Kitchen Freezer to get the Chef Disguise. Use the stairs by the
restrooms to safely get up to the Sushi Bar. Poison the Sushi, make some
Sushi, and wait. When Yuki comes by then offer it to her. As you finish the
conversation then run to the Cable Car to leave the mission - she will die
just before you get there.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Kick Back Kimono [2,000 XP]
***************************
For this you need to lie down on 47's bed then all four Morgue Tables
while wearing the VIP Patient Disguise. You should also earn the VIP
Patient Disguise.
>>Mood Alteration [1,000 XP]
**************************
For this you need to find the Neurochip Remote Control.
>>Under New Direction [1,000 XP]
******************************
For this you need to acquire the Hospital Director Disguise.
>>The Operative [4,000 XP]
************************
For this you need to kill Erich Soders.
>>A Personal Goodbye [2,000 XP]
*****************************
For this you need to kill Soders with a headshot.
>>Stacking Up [1,000 XP]
**********************
For this you need to acquire a Pack of Cigarettes.
**NOTE: There are four Packs that can be found but you only need to
get one for the Challenge.
>>Techman [2,000 XP]
******************
For this you need to sabotage the Dance Pad in the Game Room to get
rid of one player, kill the other with the Dance Pad, and play the
game when alone.
**NOTE: I originally acquired information on this from Thrison over
at Reddit but credit also goes to MrFreeze2244 for the
simple streamlined method in this run-through.
It should also be pointed out that you cannot get this when
wearing the Ninja Disguise. You can wear any Disguise but
that though you should wear the Resort Staff just to be
safe. When wearing the Ninja Disguise you gain the ability
to beat the high score on the game.
>>We Meet Again [2,000 XP]
************************
For this you need to find Mr. Smith at the Mortuary Coolers.
**NOTE: You need to let his conversation play out and for him to
present the RFID Master Chip in order to acquire it. If you
run away before he can give it to you then you won't get
it.
>>Guardian Angel [2,000 XP]
*************************
For this you need to use the Neurochip Remote to depress The Curator
and make him contemplate suicide but use the Remote again just before
he jumps to save him.
>>Mission Story - Tell-Tale Heart [2,000 XP]
******************************************
For this you need to make The Curator go into Organ Storage.
>>Turn on Auto Pilot [1,000 XP]
*****************************
For this you need to acquire the Helicopter Pilot Disguise.
>>Mission Story - Malpractice [2,000 XP]
**************************************
For this you need to escort the Chief Surgeon to the Pill Stash,
subdue him, and take his Disguise.
>>Smell Something Fishy? [1,000 XP]
*********************************
For this you need to cut the Fugu Fish and acquire the lethal poison.
>>What's Up-Dog? [1,000 XP]
*************************
For this you need to acquire the Yoga Instructor Disguise.
>>Fresh Faced [1,000 XP]
**********************
For this you need to be disguised as Jason Portman.
>>Armed and Dangerous [1,000 XP]
******************************
For this you need to smuggle a firearm past the Guards at the Clinic
entrance while dressed as a Patient.
>>Mission Story - Makeover [2,000 XP]
***********************************
For this you need to get up to the top floor of the Clinic for the
check-up as Jason Portman.
>>Mission Story - No Smoking [2,000 XP]
*************************************
For this you need to replace Yuki's empty Cigarette Pack with a new
one.
>>The Herald [4,000 XP]
*********************
For this you need to kill Yuki Yamazaki.
>>Up in Smoke [2,000 XP]
**********************
For this you need to kill Yuki in a Gas Heater explosion.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Don't Look Down [4,000 XP]
**************************
For this you need to kill Yuki by shooting down her Cable Car as she
tries to escape.
>>Mission Story - Ghost in the Machine [2,000 XP]
***********************************************
For this you need to sabotage the KAI Mainframe.
>>Nothing But Clear KAIs [4,000 XP]
*********************************
For this you need to sabotage the KAI Mainframe. You should also earn
the White Sunset Suit for your collection.
>>Daisy, Daisy [4,000 XP]
***********************
For this you need to kill Soders with the robotic operating arms.
>>Discover Hokkaido [1,000 XP]
****************************
For this you need to find all 31 Unexplored Areas on the Hokkaido
map.
>>Overkill [2,000 XP]
*******************
For this you need to destroy the Heart after you kill Soders.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Motorcyclist ++Baseball Uniform
++Patient ++VIP Patient (Dexter)
++VIP Patient (Portman) ++Resort Staff
++Handyman ++Chef
++Yoga Instructor ++Doctor
++Morgue Doctor ++Helicopter Pilot
++Surgeon ++Chief Surgeon
++Hospital Director ++Resort Security
++Bodyguard
**NOTE: The Ninja Outfit that you get by starting on the Mountain Path
does *NOT* count towards this.
>>Mission Story - Thrill Seekers [2,000 XP]
*****************************************
For this you need to prepare some Sushi.
>>Sushi, Honshu Style [4,000 XP]
******************************
For this you need to kill Yuki with Fugu poisoned Sushi.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0====================0
| The Doctor of Death \
0===========================================================================>
This run-through will involve killing Soders in a couple of ways and for
Yuki I will push her off her balcony. This run will involve a strategically
placed game save. When planning switch into your regular 47's Signature
Suit. One of the Target kill Challenges in this run-through requires that
you wear a regular Suit (Credit: MrFreeze2244).
When you start then go into the bathroom to grab the Scissors and run to
the Foyer Restrooms as before to subdue the lone Patient and dump him in
the empty stall. Wait for the Hospital Director to stand nearby before
opening the east door and tossing the Scissors to lure him in for
ambushing. Dump him in the Closet in the empty stall and switch into his
Disguise.
Go into the Kitchen to find and pick up the Emetic Rat Poison then go into
the Medical Staff Sleeping Quarters to acquire the Neurochip Remote. Go
outside and to the base of the stairs at the exterior Walkway. When the
patrolling Guard comes down then subdue him, drag him inside, and dump him
in the Closet.
Go into the Morgue and go up to the Top Floor of the Hospital using the
East Stairs and enter the Director's Office when it is safe to do so,
acquire the Nondescript Keycard, and leave.
Go back down to Mortuary Coolers and open Mr. Smith's Freezer to acquire
the RFID Master Chip. Go into the stairwell for Stem Cell Controls and use
the Fusebox to lure one of the Morgue Doctors. Subdue him then go into the
Morgue to subdue the other.
Hide both of them in one of the Closets then go into the Morgue Security
Room to subdue the Bodyguard. Pick up his weapon then drag him to the other
Closet in the Morgue to hide him. Take one of the Morgue Doctor Disguises
and go back to the Foyer Restrooms.
Switch into the Signature Suit and go out into the Garden. Go to the west
corner of the area to find The Garden Pipe. Climb down the Pipe to the
Ledge. Walk along the Ledge and enter the Medical Staff Sleeping Quarters.
Go into the hallway and back up to the Morgue. At this point make a game
save here:
>>One Last Time, Mr. Soders
*************************
Go up into the stairwell for Stem Cell Controls and subdue the Nurse
when she is at the panel. Next, run up to Soders' feet and reveal
yourself. When you do then he will die. After the notifications pop
up then reload the save.
>>No Heart Feelings
*****************
When you get back then switch back into the Hospital Director
Disguise and go behind the Motorcyclist's body. Use the Neurochip
Remote to trip out Doctor Ito and go inside the Incinerator Room.
When the Doctor goes into Organ Storage then he will get rid of the
Bodyguards who will then go to the Security Room. After they leave
then go inside, subdue Ito, and dump him in the Closet. Open the
storage unit then destroy the Heart to kill Soders. After the
notifications pop up then reload the save again.
When you get back then go into Stem Cell Supply and Ruin Stem Cells with
the Emetic Rat Poison. Although the emetic poison will make people sick
when ingested it is lethal when injected into the bloodstream.
Take one of the poisoned batches and go up to Stem Cell Controls. While the
Nurse is by Soders then drain the Stem Cell Pump and refill it with the new
batch which will kill Soders. Run back down to the Morgue before you are
spotted.
Acquire the Bodyguard Disguise and run up to Amos' Room. Get his Pack of
Cigarettes then run to Yuki's Suite. Replace her empty pack and run onto
the balcony.
One of the Guards will always be looking over the railing and the other
will go between the Gas Heater and the railing. When that Guard goes to the
Heater then climb over the railing at the west side of the balcony, shimmy
a little to the left to get behind the wall, and hang here. When Yuki
returns then she will see the new Pack and go outside to smoke.
She will tell the Guards to go inside and they will stand by the corner
next to the Gas Heater. She will then go to the Heater to smoke. As she
walks to the Heater then climb back over the railing and push her over to
kill her. Go back to the west side and climb over then shimmy your way to
Jason's Room. Climb over the railing and go to the Cable Car to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>One Last Time, Mr. Soders [4,000 XP]
************************************
For this you need to kill Soders by revealing yourself to him while
wearing your regular Suit.
>>No Heart Feelings [4,000 XP]
****************************
For this you need to kill Soders by destroying his new heart.
>>I Think He is Dead Now [4,000 XP]
*********************************
For this you need to kill Soders after you destroy his new Heart.
>>Kiss of Death [2,000 XP]
************************
For this you need to kill Soders by poisoning his stem cells
>>Smoking Kills [4,000 XP]
************************
For this you need to kill Yuki by pushing her over the balcony.
Plus these other Challenges:
--Under New Direction --Mood Alteration
--MS: Tell-Tale Heart --The Operative
--Tasteless, Traceless --Stacking Up
--MS: No Smoking --The Herald
--Someone Could Hurt Themselves --Silent Assassin
0============================================================0
| A Bit of a Stretch [4,000 XP], (Not) Human Error [4,000 XP] \
0===========================================================================>
For the first one you need to kill Yuki in a yoga accident and for the
second you need to kill Soders by performing the surgery.
Again, go to your bathroom to grab the Scissors then up to the Foyer
Restrooms to get rid of the Patient then lure in and ambush the Hospital
Director. Dump him in the Closet and take his Disguise.
Quickly run to the Maintenance Room by the Springs and you should get there
just before the Yoga Instructor. When he stops to sip from his Bottle then
subdue him and dump him in the Closet - don't take his Disguise yet.
Run down to the Garage to pick up a Wrench then go up to the Maintenance
Room by the Sauna. Go inside and use the Wrench on the Cold Water to the
Springs. This will get rid of all of the people there. Close all of the
doors but the center one and acquire the Yoga Instructor Disguise. If your
timing is good then you will only have to wait a short time before Yuki
comes to the Springs.
Talk to her and lead her to the Platform. Talk to her again to begin the
lesson. You will be prompted to do several yoga moves. As you do each one
then the both of you will move closer to the edge. The last move is called
Tree and, when she performs it, you should get the prompt to push her over
and kill her.
After this it is time to do a bonus Challenge. Go back to the Springs
Maintenance Room to re-acquire the Director Disguise. Go to the Sauna
Maintenance Room and use the Gauge to get rid of the two people inside the
Sauna. After they leave then activate the nearby Fire Alarm then hide in
the Container. After everything calms down then you should get the
Challenge.
Get out of the room and go back down to the Garage. From here, go to the
Helipad Guard Room, grab the Crowbar, and throw stun the Guard. Hide him in
the Closet and wait outside near the bottom of the stairs. When the Pilot
goes inside then follow him, subdue him, hide him in the Closet, and take
his Disguise. Go back up to the Helipad and wait for the Chief Surgeon to
come and talk to you.
As before, lead him down to the Guard Room where the Pills are kept. When
he stops at the desk then subdue him. Take his Disguise then re-enter the
building through the Research Department and go to the Operating Theater.
Avoid the Enforcers and get to the Robot Control room where you can control
the arms.
To your right is the Robotic Surgery Control panel. Here you can select the
three procedures in any order. Start with the Robotic Arm which is the
right procedure then do the center (Inject Cardiac Syringe) and then do the
final procedure (Extract Blood) to kill Soders. After this then run to the
Helicopter, while avoiding the Enforcer, to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Hot Springs [2,000 XP]
**************************************
For this you need to give Yuki a yoga lesson.
>>Namaste [2,000 XP]
******************
For this you need to disable the Cold Water for the Springs and use
the Gauge to get rid of the people in the Sauna then turn on the Fire
Alarm. Thanks to Thrison at Reedit for this information.
Plus these other Challenges:
--Under New Direction --What's Up-Dog?
--The Herald --Someone Could Hurt Themselves
--Turn on Auto Pilot --MS: Malpractice
--The Operative --Silent Assassin
0=========================================================0
| Watch Your Back [2,000 XP], (Not) Malpractice [4,000 XP] \
0===========================================================================>
For the first one you need to kill Yuki by pushing her off of the Cable Car
platform while disguised as the Hospital Director and for the second you
need to kill Soders by making the Chief Surgeon kill him on purpose. You'll
need a Surgeon Disguise and to do this at this point you need to go into
the Hospital as Jason Portman.
Again, go to your bathroom to grab the Scissors then up to the Foyer
Restrooms to get rid of the Patient then lure in and ambush the Hospital
Director and dump him in the Closet.
As before go out and find Jason who should be nearby. Lure him into the
Restrooms and subdue him when he turns around. Drag him to the empty stall
for hiding. Acquire the Hospital Director Disguise, walk out of the
Restrooms, and find Yuki.
Talk to her and she will lead you to the Cable Car platform. Talk to her
again and wait for her to turn her back before stopping the conversation.
Push her over to kill her then go back to the Restrooms to acquire the
Jason Portman Disguise.
At this point Jason should be requested to go to the Hospital. Go to the
door and follow the Doctor up to the Rehabilitation Supervisor office. Sit
down and let the Surgeon take off the bandages.
After he finishes then get up and subdue him. Switch into the Surgeon
Disguise then, while keeping an eye on both the Research Department and
Physical Research rooms, carefully dump him in the Closet.
Go down to the Morgue Security Room. Subdue the Bodyguard here, dump him in
the Closet, and take his Disguise.
One item you will need for the second Challenge is Erich Soders' Kill List
which is by the computer in Yuki's Room. As it turns out Soders killed the
Chief Surgeon's father years ago and this might be useful to 47. Run up to
Yuki's Room to retrieve the Kill List then go back down to the Security
Room to re-acquire the Surgeon Disguise.
Go to the Helipad Guard Room, grab the Crowbar, throw stun the sleeping
Guard with it, and hide him. Go outside to the bottom of the stairs and
wait for the Helicopter Pilot to enter the room. Subdue him when he gets to
the Pills and hide him in the Closet. Go back into the Hospital through the
East Stairs then into Robot Controls and find the main console where you
can download the List.
However, there are two other Surgeons and you need to make sure that you
aren't seen doing the deed. When both of them have their backs turned then
insert the drive into the computer. When the Chief Surgeon comes in then he
will see the list and find that Soders killed his father.
But, this is not enough to cause him to snap. You need to do something
more. Run back to the Guard Room and acquire the Helicopter Pilot Disguise.
Then run back up to the Helipad and wait. The Chief Surgeon will make a
phone call in the stairwell then come out to talk to you.
When he talks to you then lead him down to the Guard Room where the Pills
are kept. When he takes a large dose then he will get mad enough to finally
kill off Soders. Go back up to the Helicopter and wait. When Soders dies
then leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Under New Direction --The Herald
--Someone Could Hurt Themselves --Fresh Faced
--MS: Makeover --Turn on Auto Pilot
--The Operative --Silent Assassin
0================================0
| More Ways to Commit Malpractice \
0===========================================================================>
For Soders I will electrocute him and for Yuki I will do two of the
[Versatile Assassin] Challenges. This will use a strategically placed game
save to acquire them. When planning place the Fiber Wire at the Staff
Wardrobe Pickup and start in your room.
Again, go to your bathroom to grab the Scissors then up to the Foyer
Restrooms to get rid of the Patient then lure in and ambush the Hospital
Director. Dump him in the Closet and take his Disguise.
Go to the Staff Wardrobe to pick up the Fiber Wire then go up to the
Director's Office to acquire the Non-Descript Keycard. Go down to Mortuary
Coolers to open Mr. Smith's Freezer and acquire the RFID Master Chip. Go
into Morgue Storage to acquire a Screwdriver.
Go to the Helipad Guard Room, grab the Crowbar, throw stun the sleeping
Guard, and dump him in the Closet. Go to the bottom of the stairs and wait
for the pilot to enter the Room so you can go up and ambush him for his
Disguise. Go back to the Helipad and wait for the Chief Surgeon. Lead him
down to the Room so you can ambush him for his Disguise.
Go back inside through the Research Department. Run to the Defibrillator
Room and use the Screwdriver on the central tower to disable the safety
system.
Next, run down to Surgery Life Support and turn off the Respirator then run
back up to the Defibrillator Room and to the screen. You can turn up the
current to lethal levels but the console resets very quickly. Wait for KAI
to say "ready" before overcharging. This should kill Soders.
With Soders dead then go down to the Morgue Security Room to subdue the
lone Bodyguard, dump him in the Closet, and acquire his Disguise. Go down
to the Loading Bay to acquire the Emetic Rat Poison. Go to Yuki's Room and
poison her Bottle on the desk when Yuki is away. Go into the bathroom, get
behind the wall, and wait. As she gets close to her room then make a game
save:
>>Piano Man
*********
When she walks into her room then she will drink from the Bottle and
get sick. When she comes to the Toilet then get up behind her and
garrote her. After the notifications pop up then reload the save.
When you get back then wait for her to come inside the bathroom and to the
Toilet but his time drown her instead. Drag her behind the wall and make
sure she isn't seen. Carefully leave the bathroom and run to the Cable Car
to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Flatlined [4,000 XP]
********************
For this you need to kill Soders in an electrocution.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
Plus these other Challenges:
--The Operative --Someone Could Hurt Themselves
--The Herald --Silent Assassin
0========================0
| Silent Ninja [4,000 XP] \
0===========================================================================>
For this you need to complete the mission while you are wearing the Ninja
Disguise. This run-through is a variant of the [Silent Assassin, Suit Only]
Challenge. The idea is to kill Soders by destroying his Heart and Yuki by
trapping her in the Sauna.
When planning place the Disposable Scrambler into the Mountain Path Pickup
and start there. When you start then grab and holster your Katana then go
down the dirt path and to the Clearing. Go to the East Stairs door but
don't enter yet.
To the right of the door is a beam that can only be climbed when wearing
the Ninja Disguise (and won't show when using Instinct). Quickly climb up
to the rooftop then quickly climb back down to get an easy Challenge. Use
the Scrambler to open the door and sneak down to Mortuary Coolers.
Go to Mr. Smith's Freezer, open it with a Scrambler, and talk to him to
acquire the RFID Master Chip. Go through the Incinerator Room then
carefully cut through the Morgue and go down to the Staff Floor. Go into
the Medical Staff Sleeping Quarters and acquire the Neurochip Remote
Control.
Go back up to Mortuary Coolers, go behind the Motorcyclist's body to get
close to Doctor Ito, and use the Neurochip Control to trip him out and make
him go into Organ Storage. Go into the Incinerator Room and wait for him to
go inside and make the Bodyguards leave. Go up behind him, subdue him, and
dump him in the Closet. Then open the storage unit and destroy the Heart to
kill Soders.
After this then go back up the East Stairs and to the Ground Floor. The
Bodyguards, who should now be inside the Morgue Security Room, have their
backs to you so you are safe.
When you get up to the Ground Floor then wait to the left of the door. Use
your Instinct to find the two Bodyguards to your right. One should be
patrolling the hallway doing an L-pattern (going southwest to north to
southeast and back again) and the other will go between the Restrooms and
the Waiting Area.
When the patrolling Guard is far west and the other goes into the Waiting
Area or Restroom then go out the door and left down the hallway but stop
just before you get to the window that looks out towards the Garden. There
may be a Handyman just outside and he can see you if you're not careful.
Wait for him to walk away before proceeding down the rest of the incline.
When you get to the bottom then continue forward and into the Sauna
Maintenance Room. Find the controls for the Sauna which is to the right
of the large window. You won't be seen so don't worry. Use the Controls to
increase the temperature of the Sauna so the two men inside will leave.
Yuki wants to use the Sauna but can't because it is occupied. Your actions
will cause the Sauna to clear out so she will use it when she comes by
later. Open the door for the Maintenance Room and place the Katana on the
ground in the doorway to jam it open. Go back inside and crouch by the
Container.
When Yuki enters the Sauna and her Bodyguard leaves then go to the Sauna
and block the door so you can kill her. Go back to the Maintenance Room and
grab the Katana to close the door behind you.
Carefully go back to the East Stairs and hide under the bottom. Wait for
the exterior Guards to go from the north end of the Clearing to the south
end before running out. Run north and follow the dirt path back up to the
Mountain Path and to the exit.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Impossible Heights [2,000 XP]
*****************************
For this you need to climb up to the top of the main building. As
noted, you can only do this when dressed as a Ninja.
>>Jeg Sauna Hende Ikke [2,000 XP]
*******************************
For this you need to kill Yuki by trapping her inside the Sauna.
Plus these other Challenges:
--Mood Alteration --Mission Story - Tell-Tale Heart
--The Operative --No Heart Feelings
--The Herald --Someone Could Hurt Themselves
--Silent Assassin
0==================================================================0
| Ice Cold Cowboy [4,000 XP], Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
For this you need to kill Yuki while disguised as Amos Dexter, kill Soders
regardless of Disguise, and leave the mission via the Snowmobiles. By
successfully completing this run-through you should earn the Polar Survival
Suit for your collection.
This run-through has many similarities to the [Silent Ninja] Challenge but
you will be starting in your room instead. There will also be a
strategically placed game save used to acquire [Silent Assassin, Suit
Only]. When planning bring the Disposable Scrambler into the Staff Wardrobe
Pickup.
When you start then run out and go to the Garden. Go north then to the west
corner of the area to find The Garden Pipe. You should see a Handyman
standing here. Climb down the Pipe to the Ledge. Walk along the Ledge and
enter the Medical Staff Sleeping Quarters.
Find and grab the Neurochip Remote Control on one of the lower bunks then
enter the hallway. Go to the Staff Wardrobe Pickup to acquire the
Scrambler. Head north and up the stairs into the Morgue. Wait behind the
metal table until both of the Morgue Doctors ahead of you have their backs
turned to you. Next, sneak left and into the Incinerator Room then into
Mortuary Coolers.
Use a Scrambler to open Mr. Smith's Freezer so you can talk to him and
acquire the RFID Master Chip. After this then go behind the Motorcyclist's
body and use the Neurochip Remote to trip out the Doctor as before. Go into
the Incinerator Room and wait for him to go inside and make the Bodyguards
leave. Go up behind him, subdue him, and dump him in the Closet. Then open
the storage unit and destroy the Heart to kill Soders.
Re-trace your steps back through the Morgue and back to the Medical Staff
Sleeping Quarters. Go back to the Pipe and climb up when the patrolling
Guard is at either end of his route and back into the Garden. Run inside
and make the game save. After making the save then run to Amos' Room.
If your timing is right then Amos should be getting ready to go back to his
Room. Wait inside the Bathroom until he passes then get out and subdue him.
Dump him in the Closet and take his Disguise. Run to the Springs and into
the Sauna Maintenance Room. Find the controls for the Sauna and use them so
you can make the two men leave and then wait.
When Yuki comes by and enters the Sauna and her Bodyguard leaves then walk
back into the Springs and block the door so you can kill her. After that
then go down to the Snowmobiles to leave the mission.
>>Silent Assassin, Suit Only
**************************
After completing the mission then load the save. Instead of going to
Amos' Room then run to the Springs and do the rest as before.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--Mood Alteration --MS: Tell-Tale Heart
--The Operative --No Heart Feelings
--The Herald --Jeg Sauna Hende Ikke
--Someone Could Hurt Themselves
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
>>The Standard Method
*******************
When planning place the Sieger 300 Ghost at the Mountain Path Pickup
and start at the Staff Quarters. When you start then go up into the
Morgue area. Sneak to the stairway to Stem Cell Controls and use the
Fusebox to lure in one of the Morgue Doctors. Get onto the Gurney and
wait for him to pass. Get up then subdue him and take his Disguise.
Go back into the Morgue, subdue the other Morgue Doctor, and dump him
in a Closet. Drag the first one back into the Morgue and hide him too.
Go to the Medical Staff Sleeping Quarters and acquire the Neurochip
Remote Control then go up to Mortuary Coolers.
Go behind the Motorcyclist's body and use the Neurochip Remote to trip
out the Doctor as before. Go into the Incinerator Room and wait for him
to go inside and make the Bodyguards leave. Go up behind him, subdue
him, and dump him in the Closet. Then open the storage unit and destroy
the Heart to kill Soders.
Go up the East Stairs and outside then up the Mountain Path. Take the
Sniper Rifle and wait.
Just before six minutes into the mission Yuki should encounter the
Director and they will go into the Garden to talk. When they start
talking then shoot Yuki in the head to kill her and leave the mission
via the exit nearby.
>>The Cheap Method
****************
When planning place the Sieger 300 Ghost at the Mountain Path and start
at the Staff Quarters. Do everything the same as in the Standard Method
up to subduing the first Morgue Doctor.
Do not take his Disguise but instead sneaking back into the Morgue and
subduing the other Morgue Doctor. Dump them both into a Closet in the
Morgue. Sneak into the Security Room, subdue the Bodyguard, dump him in
the Closet, and take his Disguise.
Go back into the Morgue and take one of the Morgue Doctor Disguises to
place the Bodyguard Disguise here. Go to the Medical Staff Sleeping
Quarters to acquire the Neurochip Remote Control and go back to
Mortuary Coolers.
Go behind the Motorcyclist's body and use the Neurochip Remote to trip
out the Doctor as before. Go into the Incinerator Room and wait for him
to go inside and make the Bodyguards leave. Go up behind him, subdue
him, and dump him in the Closet. Then open the storage unit and destroy
the Heart to kill Soders.
Go back into the Morgue to re-acquire the Bodyguard Disguise. Go
outside through the East Stairs then up the Mountain Path to acquire
the Rifle. Go back down then into the Loading Bay to acquire some
Emetic Rat Poison.
Go to Yuki's Room when she isn't there and poison her Bottle on the
desk. Go into the bathroom, hide behind the wall, and wait.
When she comes back then she will drink from the Bottle and get sick.
When she is at the Toilet then subdue her, drag her behind the wall,
make sure she is completely out of view, shoot her in the head to kill
her, and drop the Rifle. Carefully leave the bathroom (as the Enforcer
is standing nearby) and run to the Snowmobiles to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Expert Marksman [4,000 XP] - Standard
*************************************
For this you need to kill Yuki by sniping her on the Garden Bridge.
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Tasteless, Traceless
++Piano Man ++Hold My Hair
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--Mood Alteration --MS: Tell-Tale Heart (Both)
--The Operative --No Heart Feelings (Both)
--The Herald --Straight Shot (Both)
--Silent Assassin (Cheap)
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Contracts Mode Challenges |###########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Listed below are Challenges that can only be done in Contracts Mode:
0=====================0
| Bye-Cicle [2,000 XP] \
0===========================================================================>
For this you need to kill a Target with an icicle.
0======================0
| Cut Throat [2,000 XP] \
0===========================================================================>
For this you need to kill a Target with a Shuriken while disguised as a
Ninja.
0=======================0
| Cottonmouth [4,000 XP] \
0===========================================================================>
For this you need to kill a Target with the Katana while disguised as the
Motorcyclist and cannot change your Disguise once you put it on.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Hokkaido Challenge Run |##########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon]. So you will be starting at
your Room wearing your VIP Patient outfit. What's different about this run
is that, at Mastery Level 1, you do not have access to any Pickups and you
can't bring in anything on your person until you reach Mastery Level 20. Even
so this is still not too hard to do.
Because some of the Challenges are Contracts Mode based you can't do as many
Challenges as you could in the previous Challenge Runs. But you can still get
halfway to Level 20 in this one run.
There are a total of seven Mission Stories for this chapter and they can all
be done easily. As for the Targets themselves I will be using [Daisy, Daisy]
on Soders and [Sushi, Honshu Style] on Yuki.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start then immediately get out of the cutscene and run to the
Bathroom to get the Scissors. Run out of your Room and to the ramp leading up
to the Foyer. Run north and bump into the Director to buy some time then go
into the Restroom. Close the door and subdue the Patient then drag and hide
him in the Closet in the empty stall.
Wait for the Director to stand at the window east of the Restroom. Open the
east door, toss the Scissors at the wall to the left of the bonsai tree
stand, and stand by the Sink. As he walks in then close the door, subdue him,
then drag and hide him in the Closet in the stall.
Go and find Jason Portman who should be talking to another person on the
phone south of the Restroom. You have to wait for his conversation to finish
before you can do anything so stand near him while you're waiting. This
should also start the [Makeover] Mission Story. After the conversation he
should get upset at you so lure him to the Restroom through the west door and
stand by the door to the occupied stall.
Wait for him to turn around to leave before subduing him. Drag and hide him
in the stall then go back near the bonsai tree. Open the west door and toss
the Scissors at the wall to the right of the tree to lure in the nearby
Guard. When he gets to it then close the door, subdue him, take his weapon
and the Scissors, and drag him to the empty stall.
At this point Amos Dexter should be talking on the phone south of the west
door of the Restrooms. When he finishes he should walk north. When he gets
close enough then open the door and toss the Scissors at the wall to the
right of the bonsai tree to lure him inside. When he gets to it then close
the door, subdue him, grab the Scissors, and drag him to the stall.
Go back to 47's Room and lie down on the bed for a few seconds. Get back up
then run up and go to the Garden. Go north then to the west corner of the
area to find The Garden Pipe. You should see a Handyman standing here. Climb
down the Pipe to the Ledge. Walk along the Ledge and enter the Medical Staff
Sleeping Quarters.
Grab the Neurochip Remote Control on one of the lower bunks then enter the
hallway. The Remote is used for the microchip that is implanted in The
Curator (Doctor Ito).
Go left and to the door that leads back outside to the path that goes to the
Helipad. A Guard should come down here and stand by the railing. Sneak out,
subdue him, then drag him inside and dump him in the Closet. Go up the stairs
to the Morgue and through the next door to find one of four unoccupied Morgue
Tables ahead of you. Lie on it for a few seconds then get up and crouch
behind the nearby small cabinet.
Ahead of you should be two Morgue Doctors. One of then should have his back
to you and the other should be facing you. Every so often the second Doctor
will come to the other side of the table and have his back to you.
When this happens then go into the stairwell leading up to the Operating
Room and turn off the Fusebox to lure in one of the Morgue Doctors. Subdue
him when he turns it off then go into the Morgue and subdue the other
Doctor.
Dump them both into a Closet then go back to the stairwell to the Operating
Room to find another Morgue Table. Lie on it for a few seconds then go back
into the main Morgue area and lie down on another Morgue Table for a few
seconds. Go into Morgue Storage to acquire a Screwdriver. Go into Mortuary
Coolers to find the last of the four Tables just near the door to Organ
Storage.
Lie down on it then get up and switch into and out of the Motorcyclist
Disguise. Go back to the Closet where you hid the Morgue Doctors and switch
into the Morgue Doctor Disguise.
Run back down to the Closet where you hid the Guard then switch into his
Disguise. Run back up to the Foyer Restrooms and to the unoccupied stall.
Switch into the Patient Disguise then into Amos' Disguise and then into the
Hospital Director Disguise.
Run through the Restaurant and behind the Sushi Bar to reach the exterior
stairway leading down to the Walkway. Go down to where you ambushed the Guard
earlier, crouch down and wait.
After awhile the patrolling Handyman should come down the Helipad stairs and
smoke near the bottom. Go up to and stand just behind him. When he walks away
then subdue him and grab his Pack of Cigarettes. Go up to the Helipad Guard
Room, grab the Crowbar, and throw stun the sleeping Guard.
Hide him in the Closet then go back to the Handyman. Wait for the Pilot to
enter the Guard Room before following him inside and subduing him. This
should also start the [Malpractice] Opportunity. Hide him in the Closet then
go back to the Handyman.
Drag his body to the Closet, dump him, and switch into and out of his
Disguise. Go to the Garage to pick up the Wrench. Go upstairs into the
Maintenance Room at the south side of the Springs and wait.
After a bit then the Yoga Instructor will come up. Subdue him when he drinks
from his Bottle and hide him in the Closet but don't take his Disguise yet.
This should also start the [Hot Springs] Opportunity. Run back to the Staff
Floor then go up into the Morgue area and into Mortuary Coolers.
Grab the Scalpel and stand behind The Curator to listen to the conversation
to start the [Tell-Tale Heart] Mission Story. Go into the Morgue Security
Room to subdue the lone Guard and hide him in the Closet.
Go up the East Stairs to the Top Floor of the Hospital and enter the
Director's Office while avoiding the Enforcers. Once inside then switch into
and out of the Baseball Player Disguise and grab the Nondescript Keycard
before leaving.
Go back down to Mortuary Coolers and open the north freezer to talk to Mr.
Smith and get the RFID Master Chip. Run to the Kitchen and enter the Freezer.
Toss an object in a corner to lure in one of the Chefs. Subdue him when he
enters and dump him in the Container. Go out, subdue the other Chef, and dump
him in the same Container. Cut the Fugu Fish to get the lethal poison.
Run to the Foyer Restroom and switch into Jason's outfit. Find the Doctor
just outside the Hospital and follow her to your appointment on the Top Floor
of the Clinic. When you get to the Surgeon then you should complete the
[Makeover] Mission Story.
Sit down with him and he will then remove your bandages. Get up while he is
talking then crouch down behind the examination table. Toss the Scissors into
the south corner to lure the Surgeon to it. Subdue him, grab his body, and
wait. When everybody in the Research Department aren't looking and the
Bodyguards in the Physical Research Center are busy with push-ups then
carefully drag him to the Closet to hide him and take his Disguise.
Go downstairs into the Morgue Security Room and take the Bodyguard Disguise
from the Closet. Run down to Yuki's Room and replace her empty Pack of
Cigarettes which should also complete the [No Smoking] Mission Story. Take
the Coins off the bed before leaving.
Enter the Showers, subdue the lone person here, and dump him in the nearby
Container. Use this opportunity to find all Unexplored Areas outside of the
Clinic before going back to Mortuary Coolers.
When you get back here then stand behind the Motorcyclist. Use the Remote on
The Curator to make him happy then hide in the Incinerator Room. He will go
to Organ Storage and the Enforcing Bodyguards will leave. This should also
complete the [Tell-Tale Heart] Mission Story.
As The Curator enters then go behind him and use the Remote again to depress
him. Run ahead to the Showers and acquire the Resort Staff Disguise then run
up to the large arch in the Garden and wait for The Curator to show up.
Here he will contemplate suicide. The moment he says "a fitting end" then use
the Remote again to make him happy and go back down to the door leading up to
the Morgue. Wait for him to walk by then subdue him, drag him to the Showers,
and dump him in the Container.
Once you get The Curator into the Showers then take his Disguise. Go up to
the Helipad Guard Room and take the Pilot Disguise then go up to the Helipad.
Wait for the Chief Surgeon to come out and talk to you then lead him to the
Pill Stash in the Guard Room. Subdue him and take his Disguise which should
complete the [Malpractice] Mission Story.
After you get the Disguise then go back down to the Staff Area floor then up
into the Morgue Security Room to re-acquire the Surgeon Disguise. Go
throughout the Operating Theater and Hospital area to put all of those rooms
on the map. This should uncover all Unexplored Areas if you found all the
others.
Go up to the KAI Mainframe and pull one of the panels. If KAI reboots then
look at the screen to determine what order to pull them to shut it down. If
it doesn't reboot then quickly pull the remaining panels to shut down KAI and
complete the [Ghost In The Machine] Mission Story. Use the Panel just outside
of the Mainframe and use the Arms to kill Soders.
Run down to Organ Storage and destroy the Heart then run to the Maintenance
Room by the Springs. Acquire the Yoga Instructor Disguise, run to the other
Maintenance Room by the Sauna, and use the Wrench to turn off the Cold Water
to make the people leave the Springs. Close all of the doors except the
center one and find and talk to Yuki.
Lead her to the platform which should complete the [Hot Springs] Mission
Story. Do the yoga exercises and, when you get to the Tree Pose, then leave
and run to the Chef you hid in the Freezer. Take his Disguise and go to the
Sushi Bar. Poison the Sushi then make it which should complete the [Thrill
Seeker] Mission Story. This should also complete the last Mission Story for
this chapter.
When Yuki comes by then offer it to her and run from her when you are allowed
to. The poisoned Sushi will kill her.
Go back and get the Yoga Instructor Disguise and go back to the Sauna
Maintenance Room. Turn up the Sauna to make the two guys leave then use the
nearby Fire Alarm and hide in the Container. After everything has settled
down then go back through the Spa and outside through the Springs. Go down to
the Snowmobiles to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Mood Alteration --Kick Back Kimono
--Under New Direction --Stacking Up
--We Meet Again --Smell Something Fishy?
--Fresh Faced --Armed and Dangerous
--MS: Makeover --MS: No Smoking
--MS: Tell-Tale Heart --Guardian Angel
--Turn on Auto Pilot --MS: Malpractice
--Discover Hokkaido --MS: Ghost in the Machine
--Nothing But Clear KAIs --The Operative
--Daisy, Daisy --Overkill
--What's Up-Dog? --MS: Hot Springs
--Chameleon --MS: Thrill Seekers
--The Herald --Sushi, Honshu Style
--Tasteless, Traceless --Namaste
--Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 29 in total, then you should earn a minimum of 62,000 XP which
translates into Mastery Level 10. You should also earn the {A Long Time
Coming} Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HKD8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Hokkaido chapter along with their respective strategies. It is highly
recommended that you complete Hokkaido Mastery Level 20 before doing any of
these as it will make things easier for you - this is especially necessary
here since you cannot bring any gear on your person until reach this point.
Each of the Escalations are worth 4,000 XP towards your Global XP plus the
Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Dexter Discordance |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This is a special three level Contract and upon successful completion you
will earn the Striker Pistol which you can use in any mission.
It is very important to point out that you have only one Starting Point and
that is in the Bar and you start out in the Cowboy Suit. This Escalation is
designed to use the new Suit and associated weapon.
I had originally written earlier abount not being able to acquire Silent
Assassin on the last two Levels but I had a reader named Thanatos provide
me with the following information:
"So your guide to Hitman 3 says you can't get silent assassin rating in
Hokkaido in The Dexter Discordance. Actually, you can drag Dexter and
any trespassers in the toilet room and safely shoot them in there. Since
you have 2 closed doors between you and any nearset NPC, gunshots will
not be heard. Just tested it myself, so it should work just fine."
However, I am going to leave things the way I have written since my overall
goal is to complete this Escalation as quickly and with as little trouble
as possible.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve the Striker. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Amos Dexter with any method while wearing the Cowboy Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then run to find Dexter who should be getting ready to |
| enter his Room. He is also an Enforcer so you need to be careful around |
| him. Get up behind him and enter the room with him then go into the |
| bathroom as there is a Resort Staff person by the TV. |
| |
| When she leaves then get the Striker and sneak up behind Dexter who |
| should be at the railing on the balcony outside. Push him over to kill |
| him then run to the Cable Car to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve the Striker. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Amos Dexter with any method while wearing the Cowboy Suit. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| When somebody enters 47's Room they will become Targets. All trespassers |
| must be eliminated before you can leave the mission. |
|---------------------------------------------------------------------------|
| Eliminate at least three trespassers. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| As you can see this can't be a Silent Assassin run. But the idea is to |
| try to make this as clean as possible. |
| |
| Bring the Silverballer then kill Dexter and retrieve the Striker as |
| before. Run into your Room but, just after you enter, turn around and |
| fire one round of the Striker into the large lighted panel in the passage |
| to alert the Guards. Stay near the Bed and use cover to pick them off |
| with the Silverballer. |
| |
| It is also important to point out that anybody that runs into the room |
| becomes a Target and remains one even if they run out and go to other |
| areas of the facility. This means that you would have to hunt them down. |
| If this happens then restart. |
| |
| In addition, if you kill three trespassers and then somebody runs in then |
| you will need to kill them too before you can leave the mission even if |
| they run in after you leave the room. Using a Silenced Pistol will help |
| keep things under control by preventing too many people from coming to |
| you. |
| |
| When you have killed three trespassers then run to the Cable Car to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve the Striker. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| When somebody enters 47's Room they will become Targets. All trespassers |
| must be eliminated before you can leave the mission. |
|---------------------------------------------------------------------------|
| Eliminate at least three trespassers. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Amos Dexter with the Striker while wearing the Cowboy Suit. |
|---------------------------------------------------------------------------|
| Eliminate two Targets with one bullet from the Striker. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Once again bring the Silverballer and eliminate Amos at the Balcony with |
| the Striker. Run into your Room but, just after you enter, turn around |
| and fire one round of the Striker into the large lighted panel in the |
| passage to alert the Guards. Run to your Bed and wait. You should see |
| that most of the nearby Civilians will run into the Room. |
| |
| Knock out as many as you can, at least three, then run behind cover and |
| use your Silverballer to take down the Guards. Pick up as much ammo as |
| you can and continue to clear out the Guards. It should be noted that any |
| Civilians that you weren't able to knock out have fled the room and you |
| will have to hunt them down later. |
| |
| When you have cleared out enough Guards then take one of the unconscious |
| Targets and put him/her on top of another. Bring out the Striker and fire |
| one shot to kill them both to complete another objective. |
| |
| With this done then hunt down the other Targets while picking off any |
| Guards that you encounter. When this is done that then run to the Springs |
| and down to the Snowmobiles to leave the mission. |
| |
| **NOTE: The reason for going to the Snowmobiles is that Yuki will more |
| than likely flee because of all of the commotion and the Cable |
| Car won't be available to you. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Meiko Incarnation |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Akira Nakamura with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Akira is the Hospital Director. He wanders around the Restaurant and |
| Garden areas. However, as you start, he'll go down towards the Cable Car |
| to greet Yuki before heading up near the Restrooms then start his usual |
| pattern. |
| |
| Start in your Room, run to your Bathroom to grab the Scissors, run to the |
| Foyer Restrooms, and subdue the person here. Drag him to the empty stall |
| and dump him in the Closet. Go near the east door and wait. When Akira |
| comes by then open the door, stand near the Sink, and toss the Scissors |
| near the west door. This should lure him. |
| |
| Run near the occupied stall and wait. As he walks in then close the door |
| and break his neck. Drag him to the unoccupied stall to hide him then run |
| to the Cable Car to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Akira Nakamura with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Break into the Safe and steal the contents. |
|---------------------------------------------------------------------------|
| Eliminate Akira within 60 seconds of picking up the Safe's contents. If |
| he is killed before picking up the contents or if his unconscious body is |
| dumped into a Container then you will fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Safe is inside the Medical Staff Sleeping Quarters near the Canteen. |
| You'll also notice that Akira won't appear as a target until you get the |
| contents. When planning bring the Lockpick and the Remote Breaching |
| Charge. |
| |
| Do the same as in Level One except that you subdue Akira instead of |
| killing him. Drag him to the empty stall and take his Disguise. Drop the |
| Charge on him then leave. Run through the Restaurant and out the door |
| behind the Sushi Bar. Run down the stairs then go through the door |
| leading to the Staff Area. Go into the Quarters and use the Lockpick on |
| the Safe to get the Bag of Diamonds. |
| |
| At this point you have one minute to kill Akira. Bring out the Detonator |
| and use it to kill Akira then run to the Helicopter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Break into the Safe and steal the contents. |
|---------------------------------------------------------------------------|
| Eliminate Akira Nakamura with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Akira within 60 seconds of picking up the Safe's contents. If |
| he is killed before picking up the contents or if his unconscious body is |
| dumped into a Container then you will fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If anybody is eliminated with anything but a Katana, Shuriken, or in an |
| accident then you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Shoudai Kurosawa with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Shoudai is one of the Morgue Doctors in the Morgue. When planning bring |
| the Krugermeier and the Shurikens with you in addition to the Lockpick. |
| Subdue Akira as before and take his Disguise. |
| |
| Run through the Restaurant, down the stairs, and back inside then go up |
| into the Morgue. Go into the stairwell leading up to the Stem Cell |
| Controls and find the Fusebox on the wall. Turn it off to lure Shoudai's |
| friend and wait behind Shoudai. When his friend is out of view then |
| subdue Shoudai then run and subdue his friend - leave the body. |
| |
| Go back into the Morgue, throw kill Shoudai with the Shuriken, dump him |
| in the nearby Closet, and shoot out the Recorder in the Security Room |
| from here. Run down to the Medical Staff Sleeping Quarters to pick open |
| the Safe to get the contents. |
| |
| After getting the Bag of Diamonds then cut through the break room and up |
| the stairs back up to the Restaurant then back to the Foyer Restroom. Go |
| to Akira and throw kill him with the Shuriken then run to the Cable Car |
| to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Break into the Safe and steal the contents. |
|---------------------------------------------------------------------------|
| If anybody is eliminated with anything but a Katana, Shuriken, or in an |
| accident then you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Akira Nakamura with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Akira within 60 seconds of picking up the Safe's contents. If |
| he is killed before picking up the contents or if his unconscious body is |
| dumped into a Container then you will fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Shoudai Kurosawa with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Two Guards have been added: one will stand in front of the door to the |
| Medical Staff Sleeping Quarters and in view of the Safe and one will |
| patrol the Morgue area. When you start then subdue Akira as before and |
| take his Disguise. |
| |
| Run through the Restaurant, down the stairs, and back inside then go up |
| into the Morgue. Go into the Incinerator Room and subdue the patrolling |
| Guard as he passes around the corner. Dump him in the Incinerator then go |
| to the Fusebox. |
| |
| Do the same routine as before in regards to subduing both of them and |
| killing Shoudai. Shoot out the Recorder as before and run down to the |
| Sleeping Quarters. |
| |
| Subdue the standing Guard but leave the body. Go inside, get the Bag of |
| Diamonds, then cut through the break room and up the stairs back up to |
| the Restaurant then back to the Foyer Restroom. Go to Akira and throw |
| kill him with the Shuriken then run to the Cable Car to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Break into the Safe and steal the contents. |
|---------------------------------------------------------------------------|
| If anybody is eliminated with anything but a Katana, Shuriken, or in an |
| accident then you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Akira Nakamura with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Akira within 60 seconds of picking up the Safe's contents. If |
| he is killed before picking up the contents or if his unconscious body is |
| dumped into a Container then you will fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Shoudai Kurosawa with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Some of the previous objectives have changed. |
|---------------------------------------------------------------------------|
| Eliminate all Targets while wearing either the Motorcyclist or Ninja |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| In order to do this correctly you need to kill Akira with an explosive |
| just like in Level Two. However, it still needs to be an accident and |
| this is going to use the Propane Flask - Breaching Charge combo. However, |
| there is only one Flask in Hokkaido and that is in the Clearing. |
| |
| When planning place the Shurikens into Morgue Storage and bring the |
| Remote Breaching Charge again. When you start then lure and subdue Akira |
| as before. Drag him to the stall and close to the Toilet. Take his |
| Disguise and go to the Hospital entrance. |
| |
| Go through the door leading to the Springs Maintenance Room then |
| downstairs to the Loading Bay. Go outside to the Clearing then pick up |
| the Flask which is under the Bulldozer. Retrace your steps back to the |
| Foyer Restroom. Place the Flask close to Akira and near the west corner. |
| Place the Charge near it and also at the west corner. |
| |
| Run through the Restaurant area to reach the stairs down to the Staff |
| Area. Go back up into the Morgue and into the Incinerator Room to subdue |
| and hide the patrolling Guard. Get the Shurikens and proceed to subdue |
| both Shoudai and his friend again. Go into Mortuary Coolers and acquire |
| the Motorcyclist Disguise. |
| |
| Go back to Shoudai, throw kill him, dump him in the Closet, and take his |
| Disguise - shoot the Recorder also. Go down to the Sleeping Quarters, |
| subdue the Guard, and get the Bag of Diamonds. |
| |
| Run back up to the Motorcyclist Disguise, put it back on, and detonate |
| the Charge to cause the Flask to explode and kill Akira in an accident. |
| Switch back into the Morgue Doctor Disguise, go up the East Stairs and |
| outside, then south to the Snowmobiles to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Yuuma Tenacity |##################################################\
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Nails with any method while wearing either the Surgeon or Chief |
| Surgeon Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is based on what MrFreeze2244 did for Season One. When planning |
| bring the Krugermeier, Coins, Modern Lethal Syringe, and start in the |
| Operating Theater. |
| |
| It is important to note that there is an Enforcer inside the Theater. |
| However, as the opening cinematic plays then he will walk past you. When |
| he does then get out of the cinematic and run out to the Helipad but step |
| right just after you go through the door and into the corner. Shoot the |
| Camera in the corner then run to the north side of the Helicopter. |
| |
| Look northwest to find a wide white line on the ground. To the right of |
| it, at the Helipad edge, is a small light. Toss a Coin in the direction |
| of this light so it lands a couple of feet from it. This should lure |
| Nails to it and out of sight of the Guards. |
| |
| When he gets to the Coin then stab him and head to the cockpit while he |
| is dying. After he dies then wait for the Unnoticed Kill notification to |
| appear and leave the mission via the Helicopter. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Nails with any method while wearing either the Surgeon or Chief |
| Surgeon Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| If recorded by a Camera then complete the mission within two minutes or |
| you will fail. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is an interesting complication. It should be pointed out the |
| destroying the Recorder will *NOT* stop the Timer. You need to complete |
| the mission within the limit regardless. |
| |
| If you get recorded then you should probably restart as you will either |
| not get a Silent Assassin score or not be able to complete the mission |
| cleanly as it will take time to destroy the Recorder in the Morgue |
| Security Room. |
| |
| With that explained, do the same as in Level One. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If recorded by a Camera then complete the mission within two minutes or |
| you will fail. |
|---------------------------------------------------------------------------|
| Eliminate Nails with any method while wearing either the Surgeon or Chief |
| Surgeon Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Additional Security Cameras are present. |
|---------------------------------------------------------------------------|
| Eliminate Nicolas Laurent with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Nicolas is the Chief Surgeon and goes between the Surgery area and |
| Helipad. When you start then wait for the Enforcer to pass you and get |
| out of the cinematic then quickly get behind Nicolas. Bring out the |
| Syringe, wait a couple of seconds, then stab him. The timing is a little |
| tight so it may take a few tries to get this down. |
| |
| There is a Camera to the left just outside the door and you need to let |
| it look away before proceeding. Go outside, destroy the Camera, and run |
| to the north side of the Helicopter and toss the Coin near the light to |
| lure Nails as before. When he gets into position then break his neck and |
| wait by the Helicopter door until you get the Unnoticed Kill notice |
| before leaving. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Four \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If recorded by a Camera then complete the mission within two minutes or |
| you will fail. |
|---------------------------------------------------------------------------|
| Additional Security Cameras are present. |
|---------------------------------------------------------------------------|
| Eliminate Nails with any method while wearing either the Surgeon or Chief |
| Surgeon Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Some of the previous objectives have changed. |
|---------------------------------------------------------------------------|
| The Helicopter Pilot Disguise can be worn once and for 60 seconds only. |
|---------------------------------------------------------------------------|
| Eliminate Nicolas Laurent with any method while wearing the Helicopter |
| Pilot Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is not a fast method but one that should you get through this with |
| minimum hassle. When planning bring the Modern Emetic Syringe and the ICA |
| Explosive Phone. |
| |
| When you start then stab Nicolas with the Syringe and he should go to the |
| Restroom. Wait for the Camera to turn away before running to the West |
| Stairs. Go down a bit and destroy the Camera above the entrance to Morgue |
| Storage. Run to Mortuary Coolers and near the door to Organ Storage. |
| Shoot out the Recorder in the Security Room from here then run back up |
| and to the Restrooms. |
| |
| Subdue Nicolas and go out the window. Go to the Guard Room, pick up the |
| Crowbar, and throw stun the Guard. Go out and to the stair platform just |
| above the one for the Guard Room. Drop the Phone here and activate it to |
| lure down the Handyman. Go up to the platform just before the Helipad and |
| wait for him to pass. |
| |
| As he nears the Phone then throw stun him and pick up everything. Drop |
| the Phone again in the same spot, drag the Handyman to the Guard Room, |
| and activate the Phone. |
| |
| This should lure one of the nearby Bodyguards. Walk up a bit and let him |
| pass then knock him out at the Phone. Pick up the Phone, the Guard's |
| weapon, and drag him to the Guard Room for hiding. Repeat the process |
| with the other two Bodyguards - the last one has an Rifle that you need |
| to drop in the Guard Room. |
| |
| After they are all gone and you use the Phone again then you will finally |
| lure Nails down. Throw stun him, drag him to the Guard Room, and kill |
| him. Take his Disguise and run to the open window since all of the |
| Bodyguards are gone. Shoot Nicolas through the window and run to the |
| Helicopter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Level Five \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If recorded by a Camera then complete the mission within two minutes or |
| you will fail. |
|---------------------------------------------------------------------------|
| Additional Security Cameras are present. |
|---------------------------------------------------------------------------|
| Eliminate Nails with any method while wearing either the Surgeon or Chief |
| Surgeon Disguise. |
|---------------------------------------------------------------------------|
| The Helicopter Pilot Disguise can be worn once and for 60 seconds only. |
|---------------------------------------------------------------------------|
| Eliminate Nicolas Laurent with any method while wearing the Helicopter |
| Pilot Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| All Targets must be eliminated with a non-silenced ballistic weapon. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Believe it or not you do almost the same thing as you did for Level Four. |
| When killing Nails you use the Pistol you acquired from the other Guards. |
| When you run up to Nicolas wait before killing him. |
| |
| There should be the female Doctor in the Restroom at this point. Run out, |
| subdue her, and drag her into the empty stall. Run back to Nicolas, kill |
| him, quickly switch into his Disguise, then run to the Helicopter to |
| leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HKD9. Hokkaido Snow Festival |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This is a special add-on mission that was a part of "Hitman 2" and was
released on January 3, 2022 for "Hitman 3".
This special mission sends 47 back to Hokkaido where he is to take down a
Russian patient named Dmitri Fedorov. He owns a chain of unsafe fireworks
factories in Russia. An accident at one of the buildings resulted in major
injuries to Dmitri and he has made an excellent recovery at the hospital.
Unfortunately, the accident also claimed the lives of 26 workers.
After his stay Dmitri plans to retire to the Bahamas due to the massive
insurance payout from the accident. However, a group of surviving workers and
their families have pooled their resources together and tasked the Agency to
retire Dmitri before he leaves the facility.
Dmitri will spend his time going around the hospital grounds enjoying the
festivities and may present different ways of eliminating him. However,
approaching him is made more difficult in that he is being shadowed by a
Guard that cannot be lured away.
Just like with Holiday Hoarders in Paris this is a re-skinned version of
Situs Inversus. There are bright colorful lights and snowflake decorations
throughout the hospital but everything else is the same. There are, however,
piles of snow and icicles in the Garden that can be used against Dmitri and
others.
Like with Holiday Hoarders you are limited to playing this at Professional
difficulty and cannot make any saves.
There are eight Challenges tied to this mission and they are easy to acquire,
especially since you should have all of your load-outs at this point. For
most of these I'll be starting in the same place and with the same items.
When planning bring the Krugermeier, Emetic Poison Syringe, Coins, and start
in the Kitchen as a Chef.
0=====================================================0
| Cold From Above [2,000 XP], In Your Face! [1,000 XP] \
0===========================================================================>
For [Cold From Above] you need to kill Dmitri with a hanging icicle and for
[In Your Face!] you need to knock out the three Handymen in the Garden with
Snowballs.
When you start then run out of the Kitchen using the door behind you and
run up to the Garden and to the platform by The Garden Pipe. Dmitri should
be in the Garden as you run there. Shortly after you get there then Dmitri
will head to the railing in the northwest corner of the Garden and stand
under a large hanging Icicle.
When the nearby Handyman walks away and gets out of view then bring out the
Krugermeier and quickly shoot the Icicle to bring it down on him before he
can leave. After Dmitri dies then head to the east side of the Garden to
find one of the Handymen.
Find a pile of Snow and make a Snowball. Get up behind him and knock him
out with it (you don't have to throw it). Make another Snowball and head to
the Handyman near the center while Dmitri's body is being dragged away.
When it is safe to do so then knock him out, make another Snowball, and
approach the last one.
Knock him out when it is safe then run to the Cable Car to leave the
mission (more than likely one of them may be found before you get there).
0=========================0
| Cold Surprise [2,000 XP] \
0===========================================================================>
For this you need to drown Dmitri in a Toilet. When you start then run up
to the Foyer Restrooms and subdue the Patient then hide him in the Closet
in the North Stall. Go into the South Stall and place a Coin on the floor
not far from the person sitting on the Toilet. Get close enough to him to
make him get up and he should see and go for the Coin.
Quickly get up behind him, subdue him, and dump him in the Closet. Go back
to the other stall and wait. Eventually Dmitri will come to the Restrooms
with his Guard staying outside. Sneak up behind him and stab him with the
Syringe. He should go into the South Stall where you can safely drown him
and dump him in the Closet. After this then run to the Cable Car to leave
the mission.
**NOTE: One of the more popular tactics is to poison the Snacks on the
Bar and have him come down to the Restrooms on the Staff Floor
where you can ambush him.
However, that is not recommended. This is because of a Civilian
that likes to come down to the same Restroom where Dmitri goes
to. To make matters worse his timing is always going to be random
on each run-through which means that you can't really ambush him
before Dmitri comes down.
If he comes down well before Dmitri does then you can take
advantage of it. However, most of the time he either comes just
before Dmitri gets sick, just after Dmitri gets sick, or comes
down along with him. Obviously this guy will ruin any attempt to
get at Dmitri here.
Although this takes longer it is best to get at Dmitri in the
Foyer Restrooms as nobody else comes in here and you can easily
get rid of those already there.
0==========================0
| Festival Shock [2,000 XP] \
0===========================================================================>
For this you need to electrocute Dmitri. Ambush him in the Restrooms as
before except that you grab the Car Battery that is found behind the Sushi
Bar before running to the Restrooms.
When Dmitri comes by then knock him out with the Battery and drag him a
little closer to the Sink. Turn on the Sink, get a safe distance, and throw
kill Dmitri with the Battery to electrocute him. Run into the North Stall
and wait. His Guard will come in and find the body. Wait for him to get to
it before leaving the Restrooms and running to the Cable Car to leave the
mission.
0=============================0
| N-Icicle Assassin [2,000 XP] \
0===========================================================================>
For this you need to stab Dmitri with a small Icicle. Once again ambush him
in the Restrooms as before but go into the Garden to grab a small Icicle
from the small bridge before going to the Restrooms and getting rid of both
Civlians there as before.
When Dmitri comes by then stab him with the Syringe so he will go into the
South Stall. This will allow you to safely kill Dmitri with the Icicle and
quickly hide his body before his Guard comes looking. Run to the Cable Car
to leave the mission.
0=============================0
| Blood in the Snow [1,000 XP] \
0===========================================================================>
For this you need to simply complete the mission regardless of how you kill
Dmitri or whether or not you complete any of the other Challenges. You
should also earn the Snow Festival Suit.
0=======================0
| Snow Master [4,000 XP] \
0===========================================================================>
For this you need to complete the following Challenges:
--Blood in the Snow --Cold From Above
--Cold Surprise --Festival Shock
--In Your Face! --N-Icicle Assassin
You should also earn the Ice Pick Melee Weapon.
0===========================0
| Ice to Meet You [2,000 XP] \
0===========================================================================>
For this you need to pacify Yuki Yamazaki, Amos Dexter, and Jason Portman
with Snowballs. You should also earn the ICA19 Iceballer. You can do this
easily but it will not be a Silent Assassin run.
When planning start in your room. When you start then run into the Garden
and acquire ten Snowballs from using up two of the snow piles. Go back into
the Foyer Restrooms and ambush the person there then dump him in the Closet
in the unoccupied stall.
Wait here for Dmitri then, when the coast is clear, knock him out with a
Snowball, drag him to the unoccupied stall, break his neck, and dump him in
the Closet. Wait in the Restroom until Jason comes by. Knock him out with a
Snowball and drag him into the unoccupied stall for hiding.
Go down to the door for Amos' Room and wait for him to come by. Follow him
into his Room then knock him out with a Snowball when the door closes. Dump
him in the Closet then leave the Room. Go up to the Restaurant, to the
Sushi Bar, and wait.
When Yuki comes by and stops at the Bar then knock her out with a Snowball
and quickly run out the door behind the Bar before anyone starts firing.
Run down the stairs and throw stun the Guard down here then take his
Disguise. Run into the staff area and make your way to the Kitchen. Go up
the stairs while avoiding Enforcers and run to the Cable Car to leave the
mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HKD10. The Controller (The Sarajevo Six) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This special Target is Taheji Koyama, also known as The Controller. He is
here at the hospital because of a rare genetic condition but has also refused
bone marrow transplants on ethical grounds. He also knows about the deaths of
his friends but has decided not to change any of his security arrangements.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Silent Assassin [4,000 XP] \
0===========================================================================>
Unlike with Patrick in Colorado this mission is very easy but it should be
pointed out that you should get to Mastery Level 20 before doing this. In
addition to killing Taheji you must acquire the Sigma files without being
spotted or they will be erased (this will also result in instant failure).
Even so it is still easy to do.
When planning bring the Disposable Scrambler and start at the Operating
Theater. When you start then wait for the Enforcing Surgeon to stop near
you and look away before leaving or you may end up with an insta-fail.
Once you have run out of the Theater then use the West Stairs to get down
to Morgue Storage to grab the Screwdriver there. Run to Mortuary Coolers
and use the Scrambler to open Mr. Smith's Refrigerator to talk to him and
get the RFID Master Chip.
Run up the East Stairs to reach the Director's Office. If your timing is
right then the Guard that is currently by the door and looking at his phone
should start to walk away just as you get there. Enter the Office, retrieve
the Files, and run back out. Run down to the Garage to grab a Wrench then
run up to the Springs using the stairway.
As for Taheji himself he is in the Springs on the Yoga Platform. He never
moves from that so you will need to get rid of everybody before dealing
with him.
Run to the Sauna and into the Maintenance Room then use the Wrench on the
Pipe to shut off the cold water so everybody will leave the Springs. After
all of the people are gone then close all of the doors to the Springs and
approach Taheji. He will turn around and talk to you. Get up behind him,
stab him with the Screwdriver, and dump him over the edge. After that then
leave the mission via the Snowmobiles.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>The Controller [2,000 XP]
*************************
For this you need to kill Taheji Koyama.
>>No Thanks, Captain Exposition [2,000 XP]
****************************************
For this you need to kill Taheji while he is talking to you.
0==================================0
/ Bonus Chapter \####################\
0==========================================================================\
| >BCP1. Patient Zero 0
0==========================================================================/
\###################/ Bonus Chapter /
0=================================0
In this chapter 47 is sent to take down the leaders of an apocalyptic cult
but ends up triggering a series of events that escalate things into something
very dangerous and may destroy all of humanity unless stopped. Based on
various dialogue this is presumed to be a prequel to the entire game, Bonus
Missions included.
Patient Zero is considered a Bonus Mission but in four parts. Like with all
of the other Bonus Missions you can earn Global XP but have no Mastery Levels
to go through and you can only play this at Professional Difficulty.
Even though this takes place before the Main Story it is recommended that you
have all weapons and items unlocked before doing them to make things easier
and faster for you.
As mentioned, there are four chapters to this story and it starts with.....
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Bangkok \@@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >PZR1. The Source 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@@\ Bangkok /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
This mission takes 47 to Bangkok, Thailand. Here he is to take down two
Targets: Oybek Nabazov and Sister Yulduz. Both of them are staying at the
high class Himmapan Hotel, one of the finest in the world.
Oybek and Yulduz head up a cult called Liberation, one that focuses and death
and rebirth. A reclusive billionaire code named Locksley has tasked The
Agency with eliminating them for reasons unknown. And 47 intends to teach
them a thing or two about death.....
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. General Layout and Information |######################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed slightly northwest.
However, it is not enough of a problem to leave the Mini-Map
North Indicator off.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This is really just a re-skinned version of the Club 27 mission. The Hotel
has the same building layout plus most of the people in the Hotel are exactly
the same as were used in Club 27 and use the same dialogue. Most of the items
found in Club 27 are still where they are.
Of course, there are some major differences other than the mission taking
place at night. At this point the Emperor's Suite isn't being used although
there are some people up there. Many of them are Recording Crew with Hotel
Staff mixed in. Most of the people on the floor below are gone with only a
handful remaining.
**NOTE: Since this is a prequel it is presumed that Jordan Cross' band, The
Class, is taking a break between recording sessions while Jordan
himself is away taking care of his legal matters concerning the
death of Hannah Highmoore.
With the Emperor's Suite unused the focus is on the Queen Suite which is
being used by the cult. Most of the people removed from the Emperor's Suite
are now Civilians and cult members within the Exhibition Hall and Garden
areas.
Another difference is that most of the Loading Area has been turned into a
Restricted Area where the cult's Militia have set up shop. This also means
that permissions on some of the Disguises have changed.
For this mission you have one Starting Point (Hotel Front Terrace) and one
Agency Pickup (47's Suite).
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0=====0
| Pier \
0===========================================================================>
There is a small pier and a large pier that also has a large shelter. The
Northern Cellar Entry is at the north end of this area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fire Extinguisher | On the north center pillar for the large shelter on |
| | the main pier. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================================================0
| Exterior - Terraces, Ground Level, and Restaurant Areas \
0===========================================================================>
The main Terrace is the large area that goes along the front of the Hotel
and is situated halfway up between the Pier and the Ground Level of the
Hotel. The north end of the Ground Level has The Golden Lotus Bar and the
south end has the outside portion of the Restaurant. There is a Staff Area
at the north end of the Bar.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fire Extinguisher | On a pillar for the sheltered area at the northwest |
| | area of the Bar. |
|-------------------+-------------------------------------------------------|
| Wrench | On a metal cart at the Front Terrace just west of the |
| | Bar. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Exterior - Patio and Delivery Area \
0===========================================================================>
The Patio, sometimes known as the Garden, runs along the south and
southeast sides of the Hotel. At the west end of the Patio is the
Maintenance Room which is also called the Garden Shed. About halfway east
is the stairs to the Cellar. Near the southeast corner is a Fountain.
The north half of the east side is the Delivery Area. A Storage Area is at
the southeast corner. The Guard Room, sometimes known as the Security Hut,
along with the Exterminator's Van plus additional stairs to the Basement is
near the center of this area.
As already noted, the southern half of the Delivery Area is the Restricted
Area where several members of the Cult's Militia have set up shop.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | On the ground southwest of the Fountain. |
|-------------------+-------------------------------------------------------|
| Hatchet | On a metal cart against the Hotel building just south |
| | and outside of the Delivery Area. |
|-------------------+-------------------------------------------------------|
| Hammer | --On the shelving unit inside the Garden Shed. |
| | --On a wooden pallet at the south entrance to the |
| | Storage Area. |
|-------------------+-------------------------------------------------------|
| Soda Can | --On a large cardboard box against the west side |
| | exterior of the Guard Room (x2). |
| | --On the desk at the west side inside the Guard Room. |
|-------------------+-------------------------------------------------------|
| Insecticide | Inside the Exterminator's Van. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the ground by the driver's side door of the |
| | Exterminator's Van. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | Hidden on the ground in the corner in the small alley |
| | on the north side of the Guard Room and just east of |
| | the entrance. |
|-------------------+-------------------------------------------------------|
| Fusil G2 | Inside the locker at the southwest corner of the |
| | Guard Room. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall near the cooler in the northeast corner |
| | inside the Guard Room. |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the ground by the trio of tall metal food carts at |
| | the southwest side of the Storage Area (x2). |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Cellar (Basement) \
0===========================================================================>
This floor has several stairs and entrances. The Northern Cellar Entry
leads to the Pier. Just east of that is the West Storage Room. East of the
Storage Room is the Staff Room. Next to it to the south is a set of stairs
leading up to the Ground Floor which I will call the Staff Room Stairs.
Next door east of the Staff Room is the Laundry Room. East of that is a
large room called the Linen Room. East of that are stairs that go up to the
Delivery Area.
**NOTE: On the map the Laundry Room notification is where the Linen Room
is. But I will still call it the Linen Room because that is what
the signs on the door say. The smaller room to the left will
still be called the Laundry Room.
South of the Linen Room is the Cellar Hall. South of that is a small
Luggage Room which is also called the South Wing Basement. Next door south
of that is the South Storage Room. South of this are two sets of stairs.
The east one goes up to the Ground Floor and the south one goes up to the
Garden through the Southern Cellar Entry.
**NOTE: The exit down here that you can leave the mission with is known
as the Basement Exit and will be called as such despite the floor
itself being called the Cellar.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###########################| West Storage Room |###########################|
0===========================================================================0
| Fire Extinguisher | On the west side of the west pillar. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the box near the east pillar. |
0===========================================================================0
|###############################| Staff Room |##############################|
0===========================================================================0
| Waiter Disguise | ++[Casual and Pro]: On the floor inside the open locker |
| | at southeast corner near the Restroom. |
|-----------------+---------------------------------------------------------|
| Manager Note | On the round table at the southwest corner of the Room. |
|-----------------+---------------------------------------------------------|
| Wrench | ++[Casual and Pro]: On the floor by the Toilet inside |
| | the Restroom. |
0===========================================================================0
|##############################| Laundry Room |#############################|
0===========================================================================0
| Wrench | On the floor by the sink at the north side of the Room. |
|----------------+----------------------------------------------------------|
| Coin | On the floor by the washers at the southwest area of the |
| | Room (x3). |
|----------------+----------------------------------------------------------|
| Master Keycard | On the counter at the northeast corner of the Room. |
|----------------+----------------------------------------------------------|
| Soda Can | On the washers at the east side of the Laundry Room. |
0===========================================================================0
|###############################| Linen Room |##############################|
0===========================================================================0
| Emetic Rat Poison | On the table, by the Sink, at the south side of Room. |
|-------------------+-------------------------------------------------------|
| Wrench | Inside the toolbox on the floor at the north central |
| | section of the Room. |
|-------------------+-------------------------------------------------------|
| Manager Note | On the long white table at the south side of the |
| | Room. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall extension at the west side of the Room. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the cooler at the north central side of the Room. |
|-------------------+-------------------------------------------------------|
| Kitchen Staff | ++[Casual and Pro]: On the floor under the long white |
| Disguise | table at the south side of the Room. |
0===========================================================================0
|##############################| Luggage Room |#############################|
0===========================================================================0
| Emetic Rat Poison | On the floor, under the shelving, at the east side of |
| | the Room. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the north end of the center wall divider. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On the shelving at the east side of the Luggage Room. |
0===========================================================================0
|###########################| South Storage Room |##########################|
0===========================================================================0
| Crowbar | On the crates by the south pillar. |
|--------------+------------------------------------------------------------|
| Sapper's Axe | Hidden inside a group of Ursa Vodka bottle crates at the |
| | east wall. |
0===========================================================================0
|############################| Cellar Hallways |############################|
0===========================================================================0
| Emetic Rat Poison | On the floor, by an emergency exit door (which is |
| | also the Basement Exit), at the north end of the |
| | north-south hallway just east of the Pier entrance |
| | and west of the West Storage Room. |
|-------------------+-------------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: On the small blue crate west of |
| | the Staff Room Stairs. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall at the base of the Staff Room Stairs. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall next to the Soda Machines under the Staff |
| | Room Stairs. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the floor by the Soda Machine under the Staff Room |
| | Stairs. |
|-------------------+-------------------------------------------------------|
| Crowbar | On a stack of pallets at the southeast corner of the |
| | room next to the Loading Area Stairs. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Ground Floor \
0===========================================================================>
This floor is divided into three sections.
The north half, which is known as the North Wing, has Rooms 001 to 003 but
they are shut down for fumigation. This area will be called the Fumigation
Area. At the southwest corner is the Director's Office. Across the hallway
east is the Stock Room which has the Staff Room Stairs. The Main Stairs
(North) and the exit to the Loading Area is to the east.
The central part of this floor is the Reception area. The Reception Desk is
to the west and the Reception Bar is to the east.
The south half, which is known as the South Wing, is the main Restaurant
and Kitchen areas. The Restaurant is the large room to the west. The
Serving Area, where Waiters pick up food, is next door to the east. At the
southeast corner of the Dining Area is the Restrooms. The large room in the
center is the Kitchen. At the southeast corner of the Kitchen is the Pantry
and Freezer rooms.
Next door east of the Pantry is the (Southeast) Staff Room and north of
that is the (East) Staff Room with the Main Stairs (South), stairs that go
to the Basement, and the exit that goes out to the east side of the Patio
and just south of the Loading Area. The small room that is sandwiched
between the (East) Staff Room and the Kitchen is the Kitchen Manager's
Office.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fire Extinguisher | --By the door just inside the west entrance of the |
| | Stock Room. |
| | --On the wall just south of the door to the Kitchen |
| | Manager's Office inside the (East) Staff Room. |
| | --On the wall at the northwest corner of the Serving |
| | Area. |
|-------------------+-------------------------------------------------------|
| Hammer | On the stack of wood at the northeast corner of the |
| | Basement Access room. |
|-------------------+-------------------------------------------------------|
| Fire Axe | --On the wall just west of the Main Stairs (North) in |
| | the Fumigation Area. |
| | --On the wall at the southwest corner of the |
| | (Southeast) Staff Room. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On the stack of wood just north of the west door to |
| | the Stock Room inside the Fumigation Area. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | --On the counter at the Reception Bar. |
| | --On the short counter at the south side of the |
| | Kitchen. |
| | --At the center of the long counter in the center of |
| | the Kitchen. |
|-------------------+-------------------------------------------------------|
| Vodka Bottle | At the southeast corner of the Serving Area. |
|-------------------+-------------------------------------------------------|
| Coconut | On the small counter at the northwest area of the |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Cleaver | On the short counter at the north side of the |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the center shelving inside the Pantry (x2). |
|-------------------+-------------------------------------------------------|
| Master Keycard | Carried by Mrs. Mookjai. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| 1st Floor \
0===========================================================================>
This floor is divided into two sections. The North Wing has suites (101 to
104) plus the Security Room. There is the Main Stairs (North) at the
southeast corner of the floor.
The South Wing has the upper floor of the Restaurant and three lounges. The
Beauty Camberwell Lounge is at the southeast part of the floor. The Meadow
Brown Lounge is the south central part of this floor. The Apollo Lounge is
the north central part of the floor. The Painted Lady Lounge is north of
the Beauty Camberwell Lounge.
The upper Restaurant floor is to the west. There is the Main Stairs (South)
at the northeast corner of the floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fire Axe | --On the wall at the top of Main Stairs (North). |
| | --On the wall by the north door inside the |
| | Security Room. |
|----------------------+----------------------------------------------------|
| Soda Can | --On the west desk by the Recorder inside the |
| | Security Room (x2). |
| | --On the north table inside the Security Room |
| | (x3). |
| | --On the south table inside the Security Room |
| | (x2). |
| | --On the east table inside the Security Room (x3). |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | --On the wall in the southwest corner of the |
| | Security Room. |
| | --By the doorway at the east side of the Apollo |
| | Lounge. |
|----------------------+----------------------------------------------------|
| Police Baton | On the south table inside the Security Room. |
|----------------------+----------------------------------------------------|
| Fusil G2 (x2) | On the counter at the west side of the Security |
| Tactical Bartoli 12G | Room. |
|----------------------+----------------------------------------------------|
| Master Keycard | --On the east table inside the Security Room. |
| | --On the round table at the north side of Room |
| | 102. |
|----------------------+----------------------------------------------------|
| Hotel Security | In the open locker at the northeast corner of the |
| Disguise | Security Room. |
| Bartoli 75R | |
|----------------------+----------------------------------------------------|
| Lethal Poison Pill | On the counter inside the bathroom for Room 104. |
| Jar | |
|----------------------+----------------------------------------------------|
| Kitchen Knife | Near the espresso machine on the L-shaped counter |
| | at the northwest corner of the Meadow Brown |
| | Lounge. |
|----------------------+----------------------------------------------------|
| Coconut | On the back counter behind the bar at the Apollo |
| | Lounge. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| 2nd Floor \
0===========================================================================>
This floor is divided into three sections.
The North Wing contains Rooms 201 through 204 and are being used by members
of Jordan's crew. This area is pretty thrashed because of them. This
section also has the Molly Blue Lounge where most of the crew have gathered
for Jordan's surprise birthday party (this is also called the Birthday
Reception room). The Main Stairs (North) is to the southeast.
The middle section is the Reception Roof and can be used to go between the
north and south sections of the floor.
The South Wing contains Rooms 205 through 208. 47's room is 205 and Jackie
Carrington's room is 207. The large room to the north is the Red Admiral
Lounge. The Main Stairs (South) is to the northeast.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fire Axe | --On the wall next to Main Stairs (North). |
| | --On the wall about fifteen feet south from Main |
| | Stairs (South). |
|-------------------+-------------------------------------------------------|
| Coin | --One Coin can be found on the floor about eight feet |
| | from Main Stairs (North) and three more can be |
| | found about five feet north from that. |
| | --By the round table at the southwest corner of the |
| | main area for Room 207 (x2). |
| | --On the desk inside the bedroom for Room 207 (x2). |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall just east of the center door for the |
| | Molly Blue Lounge. |
| | --At the wall corner just northwest of Room 205 and |
| | just south of the east Reception Roof door. |
| | --At the wall corner north of Room 207 and just south |
| | of the west Reception Roof door. |
|-------------------+-------------------------------------------------------|
| Pool Ball | On the table west of the central door to the Molly |
| | Blue Lounge and north of the west Reception Roof |
| | door. |
|-------------------+-------------------------------------------------------|
| Soda Can | --On the nightstand inside the bedroom for Room 201. |
| | --On the bookcase at the west side inside the Molly |
| | Blue Lounge. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | --Embedded in the fruitcake at the southwest corner |
| | of the main area for Room 201. |
| | --On the table by the birthday cake at the center of |
| | the Molly Blue Lounge. |
|-------------------+-------------------------------------------------------|
| Propane Flask | --Inside the globe at the southwest corner inside the |
| | Molly Blue Lounge. |
| | --On the floor behind a red couch and under a group |
| | of colorful balloons near the center of the Molly |
| | Blue Lounge. |
| | --On the equipment crate at the southeast area of the |
| | Molly Blue Lounge. |
|-------------------+-------------------------------------------------------|
| Letter Opener | On the desk inside the bedroom for Room 205. |
|-------------------+-------------------------------------------------------|
| Cult Initiate | At the end of the bed inside the bedroom for Room |
| Disguise | Room 206. |
|-------------------+-------------------------------------------------------|
| Recording Crew | On the floor by the bathtub inside the bathroom for |
| Disguise | Room 207. |
|-------------------+-------------------------------------------------------|
| Golf Club | On the couch inside the main area for Room 207. |
|-------------------+-------------------------------------------------------|
| Branson MD-2 | On the floor near the bed inside the bedroom for Room |
| Microphone | 207. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| 3rd Floor - Penthouses (Bottom Floor) \
0===========================================================================>
On this level are the bottom floors of the two Penthouses. The north
Penthouse is the Emperor's Suite and the south one is the Queen Suite. They
each have two stairs, north and south, that go to an upper floor. The
Emperor's Suite is soon to be used as a recording studio for Jordan Cross's
new record. The center section of the Emperor's Suite is the Recording
Area.
The Queen Suite is being used for Oybek's exhibition. The large main area
is the Exhibition Hall. The north stairs area is the North Staff Room and
the south stairs area is the South Staff Room.
Each Penthouse has a Kitchen which is located at the northeast corner
(Emperor's Suite) and the southeast corner (Queen Suite). Each Penthouse
also has an Office and Bathroom located at the opposite corners from the
Kitchen.
The Main Stairs (North) is located at the southeast corner of the Emperor's
Suite and Main Stairs (South) is located at the northeast corner of the
Queen Suite.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|############################| Emperor's Suite |############################|
0===========================================================================0
| Letter Opener | On the desk inside the Office. |
|-------------------+-------------------------------------------------------|
| Pool Ball | On the round table at the northeast corner inside |
| | the Office. |
|-------------------+-------------------------------------------------------|
| Baseball Bat | Leaning against the couch at the southwest corner |
| | inside the Office. |
|-------------------+-------------------------------------------------------|
| Hammer | --Next to the piano just southeast of the south |
| | stairs within the Suite. |
| | --In the center of the soundproofing wall just east |
| | of the north stairs within the Suite. |
|-------------------+-------------------------------------------------------|
| Screwdriver | --By the small potted plant at the base of the south |
| | stairs within the Suite. |
| | --Laying on a guitar case at the southwest corner of |
| | the Recording Studio. |
| | --On a round white table north of the north stairs |
| | within the Suite. |
|-------------------+-------------------------------------------------------|
| Crowbar | --Leaning against a cluster of equipment in the |
| | center of the south stairs room within the Suite. |
| | --On top of a stack of stuff west of the north |
| | stairs within the Suite. |
|-------------------+-------------------------------------------------------|
| Soda Can | --Under the stairs in the north stairs room within |
| | the Suite (x2). |
| | --On the floor next to a beige chair in the |
| | northwest corner of the south stairs room within |
| | the Suite (x2). |
| | --At the southwest corner of the center counter |
| | inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Wrench | On the equipment case west of the Sound Booth. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | At the northeast and southeast corners of the center |
| | counter inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Coconut | Near the center of the center counter inside the |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall next to the blocked off door to the |
| | Kitchen east of the Recording Studio. |
| | --On the wall by the door at the northwest corner |
| | inside the Office. |
|-------------------+-------------------------------------------------------|
| Fire Axe | At the top of the Main Stairs (North). |
0===========================================================================0
|##############################| Queen Suite |##############################|
0===========================================================================0
| Fire Extinguisher | --On the wall to your right just after you go |
| | through the door into the main Penthouse for the |
| | Suite. |
| | --On the wall near the divider at the southwest area |
| | of the main central room within the Suite. |
|--------------------+------------------------------------------------------|
| Coin | On the death shrine at the east end of the |
| | Exhibition Hall (x4). |
|--------------------+------------------------------------------------------|
| Amputation Knife | On the small table at the east end of the Exhibition |
| | Hall. |
|--------------------+------------------------------------------------------|
| Circumcision Knife | On the small table at the west end of the Exhibition |
| | Hall. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | Under the center table at the east side of the North |
| | Staff Room. |
|--------------------+------------------------------------------------------|
| Lethal Poison Pill | On the counter inside the Bathroom. |
| Jar | |
|--------------------+------------------------------------------------------|
| Room 206 Keycard | Carried by Jeff and his girlfriend. |
|--------------------+------------------------------------------------------|
| Leather Briefcase | In a chair at the northeast corner of the Queen |
| | Suite's Office. |
|--------------------+------------------------------------------------------|
| Fire Axe | On the wall about ten feet from the top of the Main |
| | Stairs (South). |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| 4th Floor - Penthouses (Top Floor) \
0===========================================================================>
Each Penthouse has a large central Roof Garden plus a Small Garden that can
be found to the west. The Small Garden is part of the Master Bedroom area.
The North and South Guest Bedrooms can be found to the east of each
Penthouse.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|############################| Emperor's Suite |############################|
0===========================================================================0
| Soda Can | --On the table and the mini fridge at the north side |
| | of the bed within the Master Bedroom (x2). |
| | --By the television west of the bed within the Master |
| | Bedroom. |
| | --On the equipment at the southwest corner of the |
| | Garden. |
| | --On the ground at the north side of the fountain in |
| | the center of the Garden. |
| | --On the small round table at the southeast corner of |
| | the South Guest Bedroom. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall between the Master Bathroom and the |
| | Small Garden west of the Garden. |
| | --On the wall east of the Garden. |
|-------------------+-------------------------------------------------------|
| Radio | On the round table at the northeast corner of the |
| | North Guest Bedroom. |
|-------------------+-------------------------------------------------------|
| Bartoli 75R | In the small safe by the television at the south side |
| | of the South Guest Bedroom. |
|-------------------+-------------------------------------------------------|
| Katana | On the bed within the South Guest Bedroom. |
0===========================================================================0
|##############################| Queen Suite |##############################|
0===========================================================================0
| Fire Extinguisher | --On the wall between the Master Bathroom and the |
| | Small Garden west of the Garden. |
| | --On the wall east of the Garden. |
| | --On the floor just north of the north door of the |
| | Garden (x2). |
| | --On the ground near the north door inside the Garden |
| | (x3). |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Cast of Characters |##################################################\
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0==============0
| Oybek Nabazov \
0===========================================================================0
| He is one of your two Targets found at the Exhibition Hall. He will go |
| around to each of the projection screens then meet with Sister Yulduz |
| before going up to the Garden for the Fire Seance. He will then come down |
| and go around the Hall again before going back up. |
0===========================================================================0
0==============0
| Sister Yulduz \
0===========================================================================0
| She is the second-in-command for the cult. She hangs around the South |
| Staff Room before meeting with Oybek and going up with him to the Garden. |
| She will then come down and hang about before going back up. |
| |
| One important thing to note: if she is spooked then she will flee to the |
| Meadow Brown Lounge and then to the Restricted Area. When she gets there |
| then she will not leave for any reason. |
0===========================================================================0
0=====0
| Jeff \
0===========================================================================0
| He is a member of the Cult and can be found in the Queen Suite's |
| Bathroom. However, he is having second thoughts about the Cult and has an |
| argument with his girlfriend there before leaving. Room 206 is the room |
| he is currently staying at. |
0===========================================================================0
0=============0
| Mrs. Mookjai \
0===========================================================================0
| She is the manager of the Hotel and can be found walking around the |
| Ground Floor inspecting certain areas of the Hotel. |
0===========================================================================0
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Disguises |###########################################################\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0============0
| Casual Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| As such you don't have access to the North Wing, Staff Only areas, |
| Delivery Area, Kitchen, Cellar, behind the Reception Bar, and both |
| Penthouses. |
| |
| In the Exhibition Hall you are not allowed in the staff areas and |
| upstairs on the Garden floor. |
0===========================================================================0
0==============0
| Cult Initiate \
0===========================================================================0
| This is the red pajama-like clothing worn by the lower members of the |
| cult. It has the same properties as the Suit but will allow you access to |
| the Garden but only through the North Staff Room as you cannot go into |
| the South Staff Room. You will be frisked before being allowed into the |
| Garden. As for Enforcers, there is one and she is in the Garden. |
| |
| Although you can easily lure and subdue one of the wandering cult members |
| in the Exhibition Hall into the Bathroom for this Disguise you can easily |
| find one in Room 206. |
0===========================================================================0
0=============0
| Exterminator \
0===========================================================================0
| There is one person tasked with killing the bugs that are plaguing the |
| North Wing on the Ground Floor. |
| |
| You are allowed in the Basement and most of the Ground Floor except the |
| Kitchen, Garden Shed, Restricted Area, and the Reception Bar. The only |
| places you can't go on the 1st Floor are the Meadow Brown and Beauty |
| Camberwell Lounges. The only places you can't go on the 2nd Floor are |
| the Security Room and the Reception Roof. You also cannot go up to either |
| Penthouse, not even the Exhibition Hall. |
| |
| To safely acquire this Disguise you need to start the conversation |
| between the Exterminator and his friend on the Ground Floor in the North |
| Wing then subdue them both. Go into the Stock Room and grab the Hammer in |
| the corner. Stand at the east end of the center shelving unit and wait. |
| |
| Eventually the both of them will come inside. Wait for the both of them |
| to stop before quickly knocking out the Staff person then running up |
| behind and quickly knocking out the Exterminator. Dump both bodies in the |
| Closet and take his clothes. In addition, this Disguise has no Enforcers. |
0===========================================================================0
0==============0
| Groundskeeper \
0===========================================================================0
| These are the people with the wide brimmed hats that are tasked with |
| keeping the Hotel exterior clean and tidy. This Disguise allows you |
| access to most areas of the Hotel. |
| |
| On the Ground Floor you are not allowed behind the Reception Bar and the |
| Kitchen Area including the Serving Area, and the Kitchen Manager's |
| Office. On the 1st Floor you are not allowed in the Meadow Brown and |
| Beauty Camberwell Lounges plus the Security Room. |
| |
| On the 2nd Floor you are not allowed in any of the rooms in the South |
| Wing - even your own. You are not allowed in the Penthouses, not even the |
| Exhibition Hall. You can go in the north half of the Delivery Area but |
| not in the Restricted Area. |
| |
| The easiest way to acquire this Disguise is to subdue the Groundskeeper |
| in the Linen Room. |
| |
| As for Enforcers, there are three: a Groundskeeper in the Cellar plus two |
| on the Ground Floor - one inside the Director's Office and Mrs. Mookjai. |
0===========================================================================0
0===============0
| Recording Crew \
0===========================================================================0
| These are the guys that are part of Jordan's entourage even though he is |
| not here at the Hotel. Although you can move freely around the North Wing |
| for the most part there are a lot of areas you can't enter. |
| |
| You are not allowed in the Cellar and other Staff areas (Garden Shed, |
| Kitchen, Delivery Area), Security Room, Reception Roof, the rooms on the |
| 2nd Floor of the South Wing (including your own), and the Exhibition |
| Hall. Although you are allowed on the Top Floor of the Emperor's Suite |
| you are not allowed in the bedrooms and Small Garden. |
| |
| As For Enforcers, there are five: |
| |
| --In the Director's Office on the Ground Floor. |
| --One by the Main Stairs at the Emperor's Suite. |
| --One in the Emperor's Suite Kitchen. |
| --Two in the north stairs room inside the Emperor's Room. |
| |
| If you need this Disguise you can grab one from the bathroom for Room |
| 207. |
0===========================================================================0
0==============0
| Kitchen Staff \
0===========================================================================0
| These are the Chefs that work inside the Kitchen and catering areas near |
| the Recording Area. This Disguise gives you some decent access inside the |
| Hotel but has some limitations. |
| |
| You are not allowed in the Guard Room and Security Room. In addition, you |
| you are not allowed in the Meadow Brown and Beauty Camberwell Lounges, |
| the Rooms on the 2nd Floor of the South Wing (including your own), and |
| the Reception Roof. You are also not allowed in the Exhibition Hall and, |
| even though you are allowed in the North Wing and the Emperor's Suite, |
| you are not allowed on the Top Floor. |
| |
| You can go in the north half of the Delivery Area but not in the |
| Restricted Area. |
| |
| One important thing to note about this Disguise is that you can poison |
| food and drink without suspicion. |
| |
| If you need this Disguise then you can grab one from the Linen Room |
| although it is easier to do it when wearing another Disguise. |
| |
| As for Enforcers, there are thirteen: |
| |
| --A wandering Guard in the Cellar. |
| --A Waiter in the Restaurant. |
| --Four Chefs in the Kitchen, Pantry, and Serving Areas. |
| --A female Hotel Staff person in the (East) Staff Room. |
| --A Waiter behind the Reception Bar. |
| --One inside the Director's Office. |
| --Mrs. Mookjai. |
| --A patrolling Bodyguard near Room 201 on the 2nd Floor. |
| --Two patrolling Bodyguards at the Emperor's Suite. |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| These are the people who man the Restaurant and Bar areas throughout the |
| Hotel. This Disguise gives you a lot of access to the Hotel but not all |
| areas. You are not allowed in the Restricted Area and Security Room. You |
| are also not allowed in the Hotel rooms in the South Wing 2nd Floor |
| (including your own), the Reception Roof, and the Emperor's Suite. |
| |
| At the Exhibition Hall the only place you cannot go is Oybek's Office and |
| the Garden. |
| |
| One important thing to note about this Disguise is that you can poison |
| food and drink without suspicion. The easiest way to get this Disguise is |
| to sneak down into the Staff Room and grab it from the locker near the |
| Toilet. |
| |
| As for Enforcers, there are fourteen: |
| |
| --A female Waiter at the south side of the Terrace area west of the |
| Restaurant. |
| --Two Waiters in the Restaurant. |
| --One Chef in the Kitchen. |
| --A Waiter behind the Reception Bar. |
| --One inside the Manager's Office. |
| --Mrs. Mookjai. |
| --The two Waiters for both the Apollo and Meadow Brown Lounges on the |
| 1st Floor. |
| --The Hotel Staff person inside the bedroom for Room 102 on the 1st |
| Floor. |
| --Two at the North Staff Room area at the Exhibition Hall. |
| --One in the Hall Kitchen. |
| --One in the Exhibition Hall itself. |
0===========================================================================0
0============0
| Hotel Staff \
0===========================================================================0
| This is the outfit that the main hotel employees wear and is one of the |
| better Disguises to use. It allows you access to most areas of the Hotel, |
| including the Hotel rooms, but not all. You're not allowed access to the |
| Security Room, the Meadow Brown Lounge, the Guard Room, and the |
| Reception Roof, and the Emperor's Suite. |
| |
| Unlike with most of the other Disguises you can go up into the Exhibition |
| Hall but you are limited to what the Civilians can access. You can go in |
| the north half of the Delivery Area but not in the Restricted Area. |
| |
| The best way to get this Disguise is to ambush the person who trails |
| after the Exterminator on the Ground Floor when they stop in the Stock |
| Room. |
| |
| As for Enforcers, there are nineteen: |
| |
| --Six in the Cellar. |
| --One in the Director's Office on the Ground Floor. |
| --One in the Restaurant. |
| --One in the Kitchen. |
| --One in the (East) Staff Room. |
| --Mrs. Mookjai. |
| --Two in Room 102 on the 1st Floor. |
| --One in Room 202 on the 2nd Floor. |
| --Four on the Bottom Floor of the Emperor's Suite. |
| --One on the Top Floor of the Emperor's Suite. |
0===========================================================================0
0===============0
| Cult Bodyguard \
0===========================================================================0
| These are the people who protect the cult and its members. They wear a |
| red suit jacket with white pants. With this you can go everywhere within |
| the Exhibition Hall and Garden areas but has the same properties as the |
| Suit otherwise even though you are a Bodyguard. |
| |
| The best way to get one is to go up as a Cult Initiate and run into the |
| Master Bathroom. Use the Phone or toss an object nearby to lure in the |
| nearby Bodyguard nearby so you can subdue him for his clothes. |
| |
| As for Enforcers, there are four: |
| |
| --One in the South Staff Room. |
| --One patrolling the Exhibition Hall. |
| --One at the northwest corner of the Garden. |
| --One of Oybek's Bodyguards. |
0===========================================================================0
0================0
| Militia Soldier \
0===========================================================================0
| This is the green camouflage clothing worn by the cult Militia. The |
| Militia can be found in the Restricted Area and the Lounges on the 1st |
| Floor. Even though you are considered a Guard this Disguise has the same |
| properties as the Suit with the exception in that you can hang around the |
| Restricted Area without any problems. |
| |
| Some of them will go with Yulduz to the Restricted Area when she is |
| spooked enough to flee. To acquire this Disguise you need to go to the |
| North Loading Area. |
| |
| Crouch behind the stack of wine crates near him and toss an object into |
| the corner east of him to lure him there so you can go behind him to |
| subdue him for his clothes. |
| |
| As for Enforcers, there are four and they can be found in the Lounges on |
| the 1st Floor. |
0===========================================================================0
0========================0
| Jordan Cross' Bodyguard \
0===========================================================================0
| These are the guys with black t-shirts that are Jordan's personal |
| security team. This is one of the better Disguises to use in regards to |
| Hotel access. The only areas you aren't allowed is the Guard Room, the |
| Security Room, and the Exhibition Hall. You can go in the north half of |
| the Delivery Area but not in the Restricted Area. |
| |
| The easiest way to acquire this Disguise is to go up to the Emperor's |
| Suite Office. Just outside in the corner is a sitting Bodyguard. Toss an |
| object on the floor near the desk to lure him inside. Close the doors |
| when he enters, subdue him, and take his Disguise. |
| |
| As for Enforcers, there are four: |
| |
| --One inside the Director's Office on the Ground Floor. |
| --Two at the top of the Main Stairs at the Emperor's Suite. |
| --One inside the Emperor's Suite Kitchen. |
0===========================================================================0
0===============0
| Hotel Security \
0===========================================================================0
| This is probably the best Disguise in this chapter. You are allowed to go |
| everywhere in the Hotel except the Restricted Area. You can go up to the |
| Exhibition Hall but you are limited to what Civilians can access. |
| |
| If you need to get this Disguise then grab an object, like an Wrench, |
| sneak into the Cellar, and to the Staff Room. Wait by the Closet then |
| toss the Wrench at the Toilet door. This should lure the nearby Guard. |
| When he gets into position then subdue him and drag him to the Closet, |
| dump him, and take his Disguise. |
| |
| Alternatively you can switch into the Waiter Disguise when he isn't |
| looking and place a Coin nearby. When he sees it and goes for it then |
| subdue him. |
| |
| As for Enforcers, there are eight: |
| |
| --Four Hotel Security in the Cellar. |
| --One Hotel Security by the door next to the Stock Room on the Ground |
| Floor. |
| --A Chef in the Kitchen. |
| --Mrs. Mookjai. |
| --One inside the Security Room. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. Security Cameras |####################################################\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
There are a total of thirteen Cameras located around the Hotel:
0=========================================================================0
| One in the Patio near the Delivery Area. |
|-------------------------------------------------------------------------|
| One in the Delivery Area south of the Guard Room. |
|-------------------------------------------------------------------------|
| One in the Cellar stairwell to the Patio. |
|-------------------------------------------------------------------------|
| Two in the Cellar. |
|-------------------------------------------------------------------------|
| Two in the Fumigation Area on the Ground Floor. |
|-------------------------------------------------------------------------|
| Two by the Security Room on the 1st Floor. |
|-------------------------------------------------------------------------|
| Two by the Molly Blue Lounge on the 2nd Floor. |
|-------------------------------------------------------------------------|
| Two on the Reception Roof above the doors for the South Wing. |
0=========================================================================0
The Recorder for them is in the Security Room on the 1st Floor. This one is
tricky to destroy because of the nearby Guards. You can safely enter the room
while wearing the Hotel Security Disguise but one of the Guards is an
Enforcer. Despite all the Guards there is an easy way to shoot out the
Recorder.
There are some Soda Cans on the east desk inside the Room. At the north end
of this desk are some boxes. Crouch behind them and, when the Enforcer is at
the Recorder, toss a Can so that it lands at the very northwest corner of the
Room. This should lure the Enforcer there.
As he is walking to that spot then sidestep left so you are behind the large
camouflage backpacks. Switch shoulders if necessary so that you can aim at
the Recorder but are not seen by the Guard on the right. When both of the
nearby Guards turn back towards their monitors and the Enforcer arrives at
the corner then shoot out the Recorder.
If you use a regular Silenced Pistol, like the Silverballer, then you will
attract attention of one of the Guards. However, it will take him a few
seconds to arrive at your position and you can easily and quickly leave the
Room through the east door before he gets there. If you use the Krugermeier
then you will not attract any attention at all.
**NOTE: There are people that can walk through the Security Room but it
doesn't happen with enough frequency to become a problem.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. Assassination Strategies |############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| Legacy Differences \
0===========================================================================0
| The [Divine Intervention] Challenge is now 4,000 XP instead of 2,000 XP |
| and the [Slam Dunk] Challenge has been removed. |
0===========================================================================0
0====================0
| The Order of Things \
0===========================================================================0
| The run-throughs listed are done in a certain order. This is to help in |
| acquiring Disguises for the [Chameleon] Challenge. As I go through each |
| one I will be acquiring Disguises in a certain way that doesn't take you |
| too far out of the way. The last run-through listed is to complete the |
| last of the [Versatile Assassin] Challenges and acquire the remaining |
| Disguises for [Chameleon]. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
This run-through will involve poisoning both Targets. When planning bring
the Modern Lethal Syringe and Coins. When you start then turn around and
grab the Wrench. Run upstairs to the Exhibition Hall and to the Bathroom to
acquire the Lethal Poison Pill Jar and get the conversation between Jeff
and his girlfriend started.
Jeff is the one that owns the Cult Initiate Disguise found in Room 206.
After the conversation then they will both leave the room and won't return.
Nobody else will go in here either.
At this point the plan is to clear out the North Staff Room of all
personnel so I can lure a Bodyguard here for disposal which will make it
easier to poison both Targets.
Place a Coin on the floor near the bathtub near the northeast corner and in
line with the open doors. Go out, crouch by the Piano, and wait. A Cult
Initiate will come near here as part of his routine. As he passes by then
toss the Wrench through the open doors, and just inside them, then go
around the Piano to get behind him.
When he goes through the doors then he should see the Coin and go for it.
Follow him, close the doors, subdue him at the Coin, and dump him in the
Closet.
Go to the edge of the staff area at the east end of the Room to find a
female Waiter and a male Waiter. The male will simply stand where he is at
and never moves and the female will stand at the open window for awhile, go
into the next room for a bit, then come back.
At this point, however, she should be walking to the window. So run up
behind her and knock her out with the Wrench. The other Waiter shouldn't
hear you so run up behind him, knock him out, then hide both bodies in the
nearby Container.
Under the stairs is the Sound System. Turn off the System to lure the
standing Bodyguard by the South Staff Room. Stand near the open window and
wait for him to turn it back on.
As he is doing so then get up behind him and knock him out when he does.
Pick up his weapon and drag him further under the stairs to hide him.
Although you can hide him in the Bathroom this is not recommended as you
may be seen through the opening in the curtained entrance.
Bring out the Wrench, go to the entrance to the South Staff Room, and wait.
The plan is to get inside the Office to ambush Yulduz but the door inside
the Hall is locked and there is too many people there that can see you pick
it open. So the plan is to go through the South Staff Room to get there but
there are a couple of Bodyguards you need to get rid of first.
If your timing is right both Oybek and Yulduz should be starting to go
upstairs. As they go up then look at the Bodyguards in the Room. One will
always stand and never move. The other one will go between an open window
and the table at the bottom of the stairs. At this point the patrolling
Bodyguard should be at the window.
As he goes back to the table then go inside and get up behind the standing
one. When the patrolling one gets out of view then knock out the standing
one and hide him further under the stairs. Keep an eye on the other. He
will drink from his Glass then look at the Laptop.
When he starts to look at the Laptop then quickly knock him out and hide
both bodies in the Container - pick up the weapons. After that then poison
the Glass and run into the Office. Bring out the Syringe, crouch to the
left of the doors, and wait.
When the both of them come down then Yulduz will stand near the doors at
some point. When she stops then open the doors, go left through them, and
get behind her. She should be too focused on her Phone to notice you.
Stab her with the Syringe to kill her and, the moment she drops to the
floor, drag her to the Office to hide her. Run out of the Office, back into
the Exhibition Hall, back down to the Pier, and wait. When Oybek drops dead
then leave the mission after the Unnoticed Kill notification comes up.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Purgatory [2,000 XP]
********************
For this you need to kill both Targets with lethal poison in the same
run-through.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0=======================================================0
| Deadly Incense [2,000 XP], Weapon of Choice [2,000 XP] \
0===========================================================================>
For [Deadly Incense] you need to kill Oybek with an explosion in the
Exhibition Hall. For [Weapon of Choice] you need to kill Yulduz with one of
the exhibition pieces.
The only way to kill Oybek in the Hall with an explosion and still acquire
Silent Assassin is to use a Propane Flask. On the Season One version of
this mission you could use a nearby Fire Extinguisher to kill Oybek. But
you can no longer use Extinguishers for accident explosion kills in this
game so you will need a Flask.
I will also be adding some additional Challenges with this run-through.
When planning bring the Krugermeier and the ICA Explosive Phone. When you
start then grab the Wrench behind you and enter the Cellar. Shoot out the
Camera and sneak run to the Staff Room. Use the Wrench to lure the Guard to
the Toilet door for subduing. Switch into his Disguise then drag the Guard
into the Laundry Room to dump him in the Closet and get the Master Keycard.
Go upstairs into the Stock Room, open the door to the Fumigation Area, and
toss an object near the top of the stairs to lure the Guard by the door.
Stay to the south side of the shelving while he gets into position. Run up
behind him, subdue him, and drag him downstairs to the Laundry Room to hide
him with the other Guard. Go back up to the Stock Room and grab the Hammer.
Stand at the south side of the shelving and wait for the Exterminator and
his friend to come inside. When they stop then quickly knock out the friend
and then the Exterminator with the Hammer. Dump them in the Closet then
switch into and out of the Hotel Staff Disguise.
Go up to the Security Room to shoot out the Recorder then run up to the
Molly Blue Lounge to get a Propane Flask. Cut across the Reception Roof to
reach the Exhibition Hall and place the Flask on the floor under the center
of the projection screen at the west end.
Open the door to the Bathroom to get the conversation between Jeff and his
girlfriend started, go to the nearby table, and grab the Circumcision
Knife. Run back down to the Stock Room to acquire the Exterminator
Disguise. The next part is to acquire the [At Ease Soldier] Challenge.
Go outside into the north side of the Delivery Area and crouch behind the
stack of crates. You should see the Guard standing near the No Entry sign
to your right as you enter the Area.
While crouched behind the crates then toss an object into the southwest
corner to lure him there. Subdue him when he arrives, pick up both the
object and Pistol, and drag him to the Container in the northeast corner
for hiding.
In the Restricted Area to the south are three Guards plus two at the south
entrance. Go to the door to the Security Hut, open the door, and toss an
object east to the end of the alley to lure the interior Guard. Go back out
and wait for him to leave then run up behind him, subdue him, and dump him
in the Closet inside the Hut.
Take the Pistol you got from him and drop it just north of the truck that
is south of the Bug Swat Van. Run out of the area then shoot the truck to
lure one of the nearby Guards to it. When he goes to investigate then he
should see the Pistol and take it to the Hut. Run up behind and subdue him
when he enters the alley then dump him in the Closet.
Lure the next Guard the same way when he is near the Tuk-Tuk. Hide him
inside and near the Closet. Go to the Storage Area and place the Pistol
near the Container. Vault over the stack of large bags then toss the Wrench
southwest and at the far wall to lure in one of the exterior Guards. Go to
the end of the wall near the white van and wait.
When he sees the Pistol then get up behind him, subdue him, and dump him in
the Container. Go back to the Stock Room and re-acquire the Security
Disguise.
Although Mrs. Mookjai and her assistant will come near the Restricted Area
as part of their routine, if your timing is right, then they should still
be far from here by the time you are finished. This should also thin out
the area of Guards for what you need to do later.
Go into Room 206 to acquire the Cult Initiate Disguise. Jeff should be too
busy on his computer to notice you. Go upstairs into the Exhibition Hall
then upstairs into the Garden area. Go into the Master Bathroom, turn left
to get out of view of the Bodyguards, and toss an object into the northeast
corner to lure the Bodyguard nearby. Take cover to the right of the door
and wait for him to enter.
Close the door when he enters, subdue him, and drag him to the southeast
corner for hiding. Go back out and enter the Garden from the north door and
go around the edge and get behind the Enforcer. Sit behind him, wait a few
seconds, and leave.
Go back into the Master Bathroom to acquire the Cult Bodyguard Disguise.
Run back down to the Bathroom, open the door into the Hall, and shoot the
Flask. It should now spew gas from the top. When Oybek returns later then
the incense he uses at the screen will ignite the gas which will kill him
in an accident. Its placement ensures that only he dies and nobody else.
After that then run down to Room 206 to re-acquire the Hotel Security
Disguise then run down to the Restricted Area and acquire the Cult Militia
Disguise.
When you change into the Militia Disguise then go back near the Container,
drop a Pistol on the ground, and toss an object near it to lure the
remaining Guard to it. Ambush him at the weapon and dump him in the
Container. Pick up the Pistol and place it on the ground in line with the
Container and just south of the pallet with the bags of potatoes.
When Oybek is killed and Yulduz runs down then she will stop at the Lounge
area. The four Militia personnel there will then escort her down to the
Restricted Area - and they are all Enforcers.
Take cover at the southeast end of the white van and wait. Yulduz will
stand at the north end of the Storage Area. Three of the Militia will
become standing Guards that never leave their position and have their backs
to her. The last one will do a patrol route through the area and will start
near the south end of the van.
After a bit then he will go near the north end. Toss an object so it lands
just before the Pistol then go to the south end of the van to hide from
him. This should lure him to the object and then to the Pistol. As he walks
to it then get up behind him and knock him out with the Wrench. From where
you ambush him he should not be seen by anybody.
Vault over the white bags and sneak up on Yulduz. Kill her with the Knife,
vault back over the bags, and leave the Restricted Area through the south
entrance. The remaining Guards never move so she shouldn't be found. Run to
the Pier to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>At Ease, Soldier [1,000 XP]
***************************
For this you need to pacify five members of the Cult Militia as the
Exterminator.
>>Inner Circle [1,000 XP]
***********************
For this you need to attend the Ceremony as a Cult Initiate.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
Plus this other Challenge:
--Silent Assassin
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
The thing about this run-through is that the Jaeger 7 Lancer is required
because you will need to shoot through objects and people to accomplish
this and obtain a couple of additional Challenges.
When planning bring the Krugermeier and place the Lancer into 47's Suite.
When you start then grab the Wrench behind you and enter the Cellar. Shoot
out the Camera and sneak run to the Staff Room. Again, use the Wrench to
lure the Guard to the Toilet door for subduing. Drag him to the Closet for
dumping and Disguise acquisition - don't forget to grab the Master Keycard
from the Laundry Room.
Run up the Staff Room Stairs and into the Reception area through the door
by the Manager's Office. Run up to the Exhibition Hall then go into the
North Staff Room.
The plan is to get rid of the female Waiter at the east end of the North
Staff Room. The reason is that you need to shoot your Targets from the
Emperor's Suite and she can spot you when you shoot so the plan is to get
rid of her.
When you enter the Room then close the Bathroom door and go to the east
end. The woman should be by the window at this point. Quickly knock her out
with the Wrench and dump her in the nearby Container.
After this then go to your Suite to get the Briefcase. Go back down to the
Reception area and then up to the Emperor's Suite. Because it is not going
to be a clean run I suggest not worrying about the Cameras.
When you get up to the Emperor's Suite then go into the Office and use the
Wrench to lure in the nearby sitting Bodyguard. Close the door and subdue
him so he doesn't become a problem. Switch into and out of his Disguise.
Near the open window you need to use to shoot at your Targets is a female
staff person. Knock her out with the Briefcase and carefully drag her to
the Container under the stairs for hiding. Bring out the Rifle and wait.
When both Oybek and Yulduz come together at the other side then use your
Instinct to find them and shoot Yulduz in the head to kill the both of
them. Immediately after killing them then drop your Rifle and run up into
the Top Floor to avoid potential Enforcers. When things calm down then run
back down to the Pier to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Penetrating Art [2,000 XP]
**************************
For this you need to kill Oybek by shooting him from the Emperor's
Suite.
>>Two Birds with One Sniper Rifle [2,000 XP]
******************************************
For this you need to kill both Targets from the Emperor's Suite by
shooting them with one bullet from a Sniper Rifle. As noted, only the
Lancer can do this.
0===============================0
| Divine Intervention [4,000 XP] \
0===========================================================================>
For [Divine Intervention] you need to kill Oybek during the Fire Seance
which is held in the Garden. The fastest way to kill Yulduz is by poisoning
her.
When planning bring the Krugermeier, ICA Explosive Phone, and the Lethal
Poison Vial. When you start then grab the Wrench behind you and enter the
Cellar. Shoot out the Camera and sneak run to the Stock Room. Use the
Wrench to lure the Guard to the Toilet door for subduing. Switch into the
Hotel Security Disguise, run to the Serving Area, and grab the Vodka
Bottle.
Go back down to the Staff Room to acquire the Waiter Disguise. Run up to
the Exhibition Hall and poison Yulduz's Wine Glass again to get rid of her.
Go to the Bathroom to make Jeff and his girlfriend leave. Place the Phone
on the floor a few feet from the open door and wait for the Cult Initiate
to come nearby. Use the Phone to lure him into the Bathroom for ambushing
to acquire his Disguise.
Go upstairs and into the Master Bathroom so you can lure in the Bodyguard
with the Phone again - don't take his Disguise after ambushing. Go to the
Bowl near the north side of the Garden door and sabotage it with the Vodka
Bottle. After that then run to the Pier and wait. Eventually Yulduz will
drink from her Glass and die. When Oybek sets himself aflame later then
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Tasteless, Traceless --Someone Could Hurt Themselves
--Silent Assassin
0==============================================0
| Hold My Hair [1,000 XP], Piano Man [1,000 XP] \
0===========================================================================>
In addition to the two kill Challenges I will use this run to complete the
[Chameleon] Challenge. If you've followed the order of this guide then
there should be three Disguises left.
When planning bring the Krugermeier, ICA Explosive Phone, and the Fiber
Wire. When you start then turn around to grab the Wrench and go down and
enter the Cellar. Shoot out the Camera, grab the Emetic Rat Poison by the
Basement Exit, and sneak run to the Stock Room.
When the Guard isn't looking then sneak to and switch into the Waiter
Disguise. Go into the Linen Room, knock out the Groundskeeper with the
Wrench, dump him in the Container, and switch into his Disguise. Go to the
long table and quickly switch into the Kitchen Staff Disguise. Go back to
and switch back into the Waiter Disguise.
Go to Room 207 and switch into and out of the Recording Crew Disguise. This
should finally complete the [Chameleon] Challenge.
Run up to the Exhibition Hall, grab a Coin from the display at the east
side of the area, and run to the Bathroom while avoiding the standing
Enforcer. Wait for Jeff and his girlfriend to leave then place the Coin on
the floor near the bathtub and wait near the open doors.
When the Cult Initiate walks nearby then toss the Wrench on the floor to
lure him inside. Close the doors, subdue him at the Coin, and dump him in
the Closet - don't take his Disguise yet. Go to the Wine Glass at the south
central side of the Exhibition Hall, poison it when Yulduz isn't around,
then go into the Bathroom and wait.
Yulduz will eventually drink from the Glass, get sick, and go to the
Bathroom. When she stands over the Toilet then drown her and dump her body
in the Closet.
Unfortunately, you can't lure Oybek to the Bathroom the same way. If you
poison his Glass near the bottom of the stairs then he will go into the
Kitchen to throw up. To get at him for the other Challenge this is where
the Cult Initiate Disguise comes in.
Switch into that Disguise, go upstairs, and into the Master Bathroom. Place
the Phone on the floor in the northeast corner and use it to lure in the
Bodyguard as before. Switch into his Disguise and stand near the north door
to the Garden. Eventually Oybek will come here to use the Bowl nearby. When
he stops to use it then garrote him and dump him in the nearby Container.
Run down to the Pier to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Cult Initiate ++Exterminator
++Groundskeeper ++Recording Crew
++Kitchen Staff ++Waiter
++Hotel Staff ++Cult Bodyguard
++Militia Soldier ++Jordan Cross' Bodyguard
++Hotel Security
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Hold My Hair], [Piano Man], and the following
Challenges done earlier:
++Tasteless, Traceless ++Someone Could Hurt Themselves
++Straight Shot
Plus this other Challenge:
--Silent Assassin
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Sapienza \@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >PZR2. The Author 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@\ Sapienza /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
The deaths of Oybek and Yulduz triggered a series of automated messages that
activated several sleeper agents around the world. The first of these agents
can be found in Sapienza, a sleepy little town on the Italian coast.
The first Target is Craig Black, the author of a series of books known as the
Cassandra Snow series which is inspired by the Twilight book series. But he
is also a cult member who is hateful of humanity and wants to help them in
their cause. He is hosting a book reading which is being held tonight at the
Church.
The second Target is Brother Akram, another cult member who may have a Viral
Weapon which contains a lethal virus intended to be used against humanity.
Akram intends to give Craig the Weapon who will then leave the area. 47
intends to make sure that this author has written his last chapter.....
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. General Layout and Information |######################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed at nearly 90 degrees
right. Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The layout is similar to what was used in the Landslide bonus mission. The
only differences is that there are far less people, the mission takes place
at night, and there are new item placements. The Cassandra Snow reading party
is being held at the Church with a special photoshoot taking place inside the
Crypt.
The Sewers and the Church are at the north end of the town. Next to it, to
the south, is the main Harbor with the Piers and the Beach. There are
shopping areas to the south of the Harbor. There are also Streets that
connect the Harbor with the Main Square to the south. The Main Square is also
home to multiple shops and the Town Hall.
Directly west of the Main Square is the Villa Caruso. However, you don't have
any access to it in this mission.
And, just like with the other missions in this story, you have one Starting
Point (Portico) and one Agency Pickup (Sewers).
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0=======0
| Sewers \
0===========================================================================>
The Main Path goes from the Beach at the south end to the Graveyard Sewer
Entrance at the north. The South Junction leads to the Well and to the
basement for Building 4. The Well Junction also leads to the Church
Restrooms.
The Middle Junction has a path that leads to the Catacombs and the Church
Basement (which has a Camera Recorder). The North junction leads to the
outside of the Morgue.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | At the bottom of the stairs for the Church Restrooms. |
|---------------+-----------------------------------------------------------|
| Insecticide | On the short wall by the boiler near the entrance to the |
| | Church Restroom stairs. |
|---------------+-----------------------------------------------------------|
| Brick | On the ground between the Beach entrance and the Gate. |
|---------------+-----------------------------------------------------------|
| Book Reading | Carried by the Super Fan and the Photographer. |
| Invitation | |
|---------------+-----------------------------------------------------------|
| Propane Flask | On the casket at the east corner of the Catacombs (x3). |
|---------------+-----------------------------------------------------------|
| Screwdriver | On a crate near the door to the Church Basement. |
|---------------+-----------------------------------------------------------|
| Soda Can | Behind the Container at one of the junctions. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Church \
0===========================================================================>
The Church has several sections. The Church itself is the large building to
the west. The Reading Area, where the boor reading is held, comprises most
of the main floor. There is a small door to the east which is the East
Entrance. There is also an Organ on the north side with a small Balcony
above it. This Balcony can be accessed by going up the Bell Tower.
The Small Storeroom is at the north side with the Bell Tower next door to
the southwest. To the west of the Bell Tower is the West Entrance. Right
up against the west side of the Church, and near the water, is the Church
Pier which also has an entrance to the Catacombs.
The building to the east of the Church is the Church Morgue that also has a
Funeral Parlor in the front and Mortuary in the back with the Morgue in the
middle. There are also stairs that lead to the Sewers just outside the east
side of the building.
To the east of that is the Church Restrooms (which also has stairs that
lead to the Sewers). The southeast area of the Church and Morgue is the
Church Parking Area that also has a Well. The large open area to the north
is the Graveyard that has a Crypt at the north side and a small Shed to the
west. The Graveyard Beach, that has an entrance to the Sewers, is also at
the north side. At the northwest end is another part of the Graveyard area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Wrench | On the desk inside the Church Shed. |
|---------------+-----------------------------------------------------------|
| Propane Flask | On the ground by the desk within the Church Shed (x3). |
|---------------+-----------------------------------------------------------|
| Bust | On a grave north of the Church Shed. |
|---------------+-----------------------------------------------------------|
| Crowbar | In the wheelbarrow at the northeast side of the Crypt at |
| | the north end of the Graveyard. |
|---------------+-----------------------------------------------------------|
| Brick | --On the ground and on the short wall at the north side |
| | of the Morgue (x2). |
| | --On the ground near the blue car north of the Funeral |
| | Parlor. |
| | --On the ground outside the south corner of the Church |
| | entrance. |
| | --On the mid-level platform at the north end of the |
| | Church Pier. |
|---------------+-----------------------------------------------------------|
| Coin | --On the round table at the north corner of the Mortuary |
| | (x3). |
| | --By the candle holders at the east corner of the Reading |
| | Area. |
| | --On the wooden box next to the Reading Area entrance |
| | (x2). |
|---------------+-----------------------------------------------------------|
| Church Key | Hanging on the wall at the north corner of the Reading |
| | Area. |
|---------------+-----------------------------------------------------------|
| Screwdriver | On the counter inside the Funeral Parlor. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Harbor \
0===========================================================================>
This area comprises the Beach, a large pier to the north (North Pier), the
Beach Square with some buildings to the east and northeast, a large pier
to the west (main Pier), and a shopping area at the south edge of the
Beach.
At the northeast corner, just south of the Church Restrooms, is Building 4.
You can enter the Sewers from this building. This building also has an
apartment at the top with a view of the Church. South of Building 4, at the
corner, is the Winery. Next door to the east of the Winery is the
Hairdresser.
Across the street south of the Winery is Building 5. This building is also
connected to Building 7 which is at the southeast corner of the Square near
the stairs. The apartment for Building 7 is where Akram is staying and will
be called Akram's Apartment.
This area also has a public restroom for the beach and passages that lead
to the west ends of the area. Stairs leading up to another area can be
located west of the restrooms and and southeast of the Square. A blocked
tunnel can be found at the tunnel corner just south of the Beach Restrooms.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================|
| Baseball Bat | Leaning against the bed for the Building 4 apartment. |
|-------------------+-------------------------------------------------------|
| Crowbar | --On the floor for the Building 4 apartment. |
| | --Under the tarp on the balcony for Akram's |
| | Apartment. |
| | --At the base of the short stairs at the north end of |
| | the short pier at the east end of the West Pier. |
| | --In a red plastic crate about halfway along the |
| | upper portion of the North Pier. |
|-------------------+-------------------------------------------------------|
| Waiter Disguise | On the chair inside the Building 4 apartment. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | --On the stove for the Building 5 apartment. |
| | --On the round table inside the kitchen for Akram's |
| | Apartment. |
|-------------------+-------------------------------------------------------|
| Toy Tank | On the ground just outside the back door of the |
| | Building 5 apartment. |
|-------------------+-------------------------------------------------------|
| Bust | Inside Akram's Apartment. |
|-------------------+-------------------------------------------------------|
| Akram's Apartment | Carried by one of the Bodyguards outside. |
| Key | |
|-------------------+-------------------------------------------------------|
| Brick | On the ground outside the east door for the kitchen |
| | inside Akram's Apartment. |
|-------------------+-------------------------------------------------------|
| Soda Can | --In the trash can by the Soda Machines just outside |
| | the Sanguine entrance. |
| | --By the group of beachgoers at the center of the |
| | beach (x2). |
| | --On the ground by the Soda Machines at the southwest |
| | corner of the Beach Restrooms. |
|-------------------+-------------------------------------------------------|
| Shovel | Laying against the fence at the end of the blocked |
| | off path south of the east end of the main Pier. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| Terrace Shops \
0===========================================================================>
This is the upper level shopping area at the south side of the Beach. It
can be accessed by stairs at the southeast corner of the Beach Square and
by stairs in the passageway to the west. The shops sit directly underneath
Villa Caruso.
There are two businesses at the Terraces: the Cafe (which is in the east
half) and Sanguine (which is the larger business to the west). There is
also a back passage that connect the two businesses. There is also a
Restroom in the west passage near the stairs.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Book Reading | Carried by Mike Vogt. |
| Invitation | |
|-------------------+-------------------------------------------------------|
| Pool Ball | On the counter at the west side of the Cafe. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the south counter inside the Cafe kitchen. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | In a cardboard crate at the southwest corner of the |
| | Cafe kitchen. |
|-------------------+-------------------------------------------------------|
| Scissors | On a table at the northeast corner of the Sanguine |
| | showroom. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the ground by the Soda Machine halfway down the |
| | stairs west of Sanguine. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========0
| Old Town \
0===========================================================================>
The Old Town is comprised of the small and large roads that connect the
Beach to the Town Hall Square.
The large road that runs from the Beach Square to the Town Hall Square is
called Paradiso. The road that runs east from the Church Restrooms is
Giulio Cesare. All of the other roads are also called Valle Del Sole.
At the north end of Paradiso is the Winery and Hairdresser. The road
right next to it I will call Valle Del Sole (A). It runs north, turns east,
connects with Giulio Cesare, continues east, curves south, and ends at a
junction with two other roads.
Halfway along Paradiso is a Flower Shop and another road which I will call
Valle Del Sole (B). It runs east then turns south and ends at the junction
with Valle Del Sole (A). There is a tunnel that connects the middle section
of Valle Del Sole (A) with the middle section of Valle Del Sole (B).
Valle Del Sole (C) is at the south end of the junction of Valle Del Sol (A)
and (B) and goes east then turns south and ends at the northeast corner of
the Town Hall Square.
At the junction of Giulio Cesare and Vale Del Sole (A) is a small Fish
Shop. At the junction of Valle Del Sole (A), (B), and (C) is a small
Pharmacy. West of the Pharmacy, in the west dead-end section of Valle Del
Sole (C), is the back entrance of the Ceramic Shop. At the south end of the
Valle Del Sole (C) is a Signless Shop.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Emetic Rat Poison | On the counter inside the Winery. |
|-------------------+-------------------------------------------------------|
| Insecticide | On the corner table inside the Flower Shop. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Town Hall Square \
0===========================================================================>
This is the large area at the south side of the town and sits next door
east of Villa Caruso. At the northwest corner is the Butcher Shop and
Building 3 where there are two apartments. Outside the back door to the
bathroom of the Building 3 apartment is the Patio. The other apartment in
Building 3 is Rocco's Apartment.
At the east side is the large Town Hall Building. There are public
Restrooms that run under the upper area near the Building. At the northeast
corner is the Signless Shop. At the south side near the entrance is an Art
Shop which can also be opened with the Shop Key. At the north side is the
Ceramic Shop. The Town Entrance is at the south side of this area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Kitchen Knife | Behind the counter inside the Butcher Shop. |
|---------------+-----------------------------------------------------------|
| Crowbar | --Inside the kitchen for the Building 3 apartment. |
| | --On the floor at the lower level of the Ceramic Shop. |
|---------------+-----------------------------------------------------------|
| Scissors | On the table east of the kiln within the Ceramic Shop. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Town Hall Square - Town Hall Building \
0===========================================================================>
This building has a Basement floor, a large Ice Cream Shop on the Ground
Floor, Salvatore's Office on the 1st Floor, a Secondary Office (with a
Camera Recorder) on the 2nd Floor, and the Hippie's Apartment on the 3rd
Floor.
The Town Hall can be reached by the stairs southeast of the main building.
But all of these areas can be reached by using the stairs that go up the
Town Hall Tower at the northwest and east sides of the building.
Salvatore's Office floor is split into three areas: the Reception Area,
Salvatore's Office, and the Back Office (next to the Town Hall Tower).
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Town Hall Key | Carried by the Kitchen Assistants. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | By the cake on the counter at the north side of the |
| | Ice Cream Shop kitchen. |
|-------------------+-------------------------------------------------------|
| Wrench | On the short table at the south side of Salvatore's |
| | Office. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On the dividing counter inside the Secondary Office. |
| Crowbar | |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the floor in a corner at the top of the Town Hall |
| | Tower. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Cast of Characters |##################################################\
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0============0
| Craig Black \
0===========================================================================0
| He is one of your Targets and will be at the Church. He will read book |
| passages for a bit then stop to drink some water. He will then go to the |
| back of the Reading Area to do some autographs and leave the building. He |
| will go to the north Graveyard area then come back to do another reading. |
| |
| When the bells ring then he will go back to this area to meet with |
| Brother Akram. Once he gets the Viral Weapon then he will leave the area |
| through the Town Gates. If he successfully leaves Sapienza then you will |
| fail the mission. |
0===========================================================================0
0==============0
| Brother Akram \
0===========================================================================0
| He is your second Target and he will be in the Building 7 apartment. He |
| will spend some time in the living room then go to the kitchen and back |
| again. When the bells ring then he will go down to the Graveyard and meet |
| with Craig. After the meeting then he will go back to his apartment. |
0===========================================================================0
0==========0
| Mike Vogt \
0===========================================================================0
| He is a major literary critic and can be found at the Terrace Shops Cafe. |
| No matter how long you wait he never seems to leave the area. |
0===========================================================================0
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Disguises |###########################################################\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=============0
| Italian Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| But there are multiple areas that you are not allowed in such as: |
| |
| --Sewers. |
| --The Church Basement. |
| --The back area behind the Reading Area. |
| --The Church Morgue building and Graveyard area. |
| --The apartments for Buildings 3, 4, 5, and 7. |
| --Rocco's Apartment. |
| --The Art Shop, Butcher Shop, Flower Shop, Winery, and Hairdresser. |
| --Sanguine and the back area behind the Terrace Shops Cafe. |
| --The Town Hall building with the exception of the front part of the |
| Ice Cream Shop. |
| |
| You can go to the Reading Area but you will need a Book Reading |
| Invitation first. |
0===========================================================================0
0=========0
| Bohemian \
0===========================================================================0
| This is worn by the singular occupant within the Hippie's Apartment. The |
| safest way to acquire it is by throw stunning him. This Disguise has the |
| same properties as the Suit except that you can go inside the Town Hall |
| Tower (but not the Offices, the Ice Cream Shop back area, or the |
| Basement). This Disguise also has no Enforcers. |
0===========================================================================0
0======================0
| Red and Green Plumber \
0===========================================================================0
| These are two people that work in the Sewers - one wears a red jumpsuit |
| and the other a green jumpsuit. The only difference between these |
| Disguises and the regular Suit is that you can go into the Sewers. There |
| are no Enforcers for either Disguise. They can be found near the Well and |
| can be easily split up for ambushing. |
0===========================================================================0
0=========0
| Gardener \
0===========================================================================0
| These are the people that tend to the Church Graveyard. They wear light |
| green pants, a dark green shirt with hat, black boots, and a tool belt. |
| This Disguise has the same properties as the Suit except that you can be |
| in the Graveyard area. In addition, this Disguise has no Enforcers. |
| |
| There is only one Gardener and he can be found at the north end of the |
| Graveyard. Go to the Crypt and toss an object inside to lure him there. |
| Subdue him then take his clothes. |
0===========================================================================0
0==================0
| Kitchen Assistant \
0===========================================================================0
| This outfit comprises gray or black sweatpants, a gray or yellow shirt, a |
| white apron, and a white hat. This Disguise has the same properties as |
| the Suit except that you can go into the Terrace Shops back area and |
| throughout the Town Hall building except Bravuomo's office, the Secondary |
| Office, and the Hippie's Apartment. |
| |
| One thing to point out is that you can poison food and drink without |
| suspicion. The easiest way is to lockpick your way into the Town Hall |
| Basement and subdue the lone Assistant here for his clothes. The only |
| Enforcer for this Disguise is the Chef in the Ice Cream Shop. |
0===========================================================================0
0=============0
| Mansion Chef \
0===========================================================================0
| There is only one Chef and he can be found in the Ice Cream Shop. He goes |
| to stand by some equipment then goes over to stand at a window then back |
| again. This Disguise has the same properties as the Suit except that you |
| can go inside the Town Hall Building Basement, Ice Cream Shop, and Tower |
| but not the Salvatore's Office area and the Hippie's Apartment. In |
| addition, this Disguise has no Enforcers. |
| |
| And, just like with the Kitchen Assistant Disguise, you can poison food |
| and drink without suspicion. |
| |
| To acquire this Disguise stand inside the Tower and outside the Shop |
| door. Wait for the Kitchen Assistant to leave before doing anything. Open |
| the door and toss an object on the floor and at the end of the table with |
| the three cakes then close the door. The Chef should come to investigate. |
| |
| When he finishes then open the door and toss another object west to the |
| corner at the bottom of the stair section. This should lure him into the |
| Tower. As he arrives then close the door, subdue him, and take his |
| clothes. |
| |
| An easier way to lure him is to use the Phone. Place it on the floor in |
| the corner inside the Tower and activate it to lure him directly to it. |
0===========================================================================0
0===================0
| Salvatore Bravuomo \
0===========================================================================0
| He is the lawyer that works in his office inside the Town Hall Building. |
| He wears a gray three-piece suit with glasses and a toupee. |
| |
| As for access, it has the same properties as the Suit except that you |
| have almost complete access to the Town Hall except the Basement, the Ice |
| Cream Shop kitchen, and the Hippie's Apartment. In addition, this |
| Disguise has no Enforcers. |
| |
| To get at him safely you should have a Bodyguard Disguise and go up to |
| the Back Office. When he is at his desk then open the doors to his office |
| and toss an object in the corner by the desk to lure him there. When he |
| gets there then subdue him and take his clothes. |
0===========================================================================0
0============0
| Housekeeper \
0===========================================================================0
| These are the people that tend to the Villa Caruso and the Sanguine Shop. |
| It consists of a black uniform which includes a black apron and white |
| gloves. |
| |
| This Disguise has the same properties as the Suit except that you can be |
| in the Sanguine Shop and the Terrace Shops Cafe. You can also go |
| throughout the Town Hall Building except the Salvatore's Office area and |
| the Hippie's Apartment. In addition, this Disguise has no Enforcers. |
| |
| There is only one Housekeeper and he can be found in the Sanguine Shop. |
| Go in through west entrance and subdue him for his clothes. |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| These are the workers with the black pants, black vests, and long white |
| aprons that work the Cafes. This Disguise has the same properties as the |
| Suit except that you can go into and throughout the Town Hall except the |
| Salvatore's Office area, the Secondary Office, and the Hippie's |
| Apartment. |
| |
| And, just like with the Mansion Chef and Kitchen Assistant Disguises, you |
| can poison food and drink without suspicion. The best way to acquire this |
| Disguise is to obtain it from the Building 4 apartment. |
| |
| As for Enforcers, there are three: two in the Ice Cream Shop and one at |
| the Terrace Shops Cafe. |
0===========================================================================0
0=========0
| SFX Crew \
0===========================================================================0
| These are the guys that work the photoshoot in the Catacombs and wear |
| bright red shirts. It has the same properties as the Suit except that you |
| have access to the Sewers and the Catacombs. You do not have access to |
| most of the Church grounds. |
| |
| The way to get this Disguise is to stab the lone person that leaves the |
| Catacombs with the Emetic Poison Syringe and subdue him when he stops so |
| you can get his clothes. As for Enforcers, there is one and he is in the |
| Catacombs. |
0===========================================================================0
0=============0
| Church Staff \
0===========================================================================0
| This is the clothing worn by the main Church workers. They wear white |
| shirts with a green vest and tan pants. With this you have access to the |
| Church grounds including the Security Room and the Catacombs (but not the |
| Morgue). |
| |
| To enter the Catacombs you will either need to be frisked or enter |
| through the Sewers. Outside of this it has the same properties as the |
| Suit. In addition, this Disguise has no Enforcers. |
| |
| The easiest way to acquire this Disguise is to enter the back section of |
| the Reading Area and subdue the Church Staff here then drag him to the |
| Container in the Tower area for dumping and Disguise acquisition. |
0===========================================================================0
0==========0
| Super Fan \
0===========================================================================0
| He can be found in the Catacombs and is part of the promotional |
| photoshoot. He wears a white raincoat with a hood and a white Scream-like |
| mask. |
| |
| This Disguise allows you access to most of the Church grounds. The |
| exceptions are the Graveyard area and the Morgue Building. Outside of |
| this area this Disguise has the same properties as the Suit. In addition, |
| this Disguise has no Enforcers. |
| |
| The way to get this Disguise is to go into the Sewers with a toss-able |
| object. At one of the junctions is a Container. The Super Fan will come |
| near here to talk on his Phone. Toss the object past the junction to lure |
| him there. Subdue him, dump him, and obtain his Disguise. |
0===========================================================================0
0==============0
| Brother Akram \
0===========================================================================0
| He wears a red suit jacket and white pants. The best way to get at him is |
| at his apartment. This Disguise allows you access everywhere on the |
| Church grounds except the Morgue Building and the Catacombs. Outside of |
| this area it has the same properties as the Suit. As for Enforcers, there |
| are four and they are his Bodyguards. |
0===========================================================================0
0============0
| Craig Black \
0===========================================================================0
| He wears a white shirt with red suspenders and a blue scarf plus a gray |
| hat and dark gray pants. This Disguise allows you access everywhere on |
| the Church grounds including the Morgue Building and the Catacombs. |
| Outside of this area it has the same properties as the Suit except that |
| you can go into the Sewers and Akram's Apartment. As for Enforcers, there |
| is one and he is his personal Bodyguard. |
0===========================================================================0
0==========0
| Bodyguard \
0===========================================================================0
| These black suited Guards are the main security force for the event and |
| for both Craig and Akram. This is probably the best Disguise in the |
| entire mission. This Disguise allows you access to almost everywhere. The |
| only exceptions are the Building 3, 4, and 5 apartments plus Rocco's |
| Apartment. |
| |
| There are several ways to acquire this Disguise: |
| |
| One is, after you subdue and get rid of the Church Staff in the Reading |
| Area is to place the Phone to the right of the Small Storeroom door and |
| activate it to lure Craig's Bodyguard. Subdue him and dump him in the |
| Container in the Bell Tower area and acquire his Disguise. |
| |
| Second, lure down the Bodyguard patrolling the Bell Tower for subduing |
| and Disguise acquisition. |
| |
| Third, run to the top of the Bell Tower and subdue the Bodyguard here for |
| his clothes. |
| |
| The fourth way is by subduing the the Bodyguard by the Catacombs door. |
| Use the Phone in the Church Basement to lure him inside for subduing so |
| you can get his clothes. |
| |
| As for Enforcers, there are eleven: |
| |
| --One at the north section of the Graveyard. |
| --The two patrolling Bodyguards in the Graveyard. |
| --Craig's personal Bodyguard. |
| --One at the front of the Church. |
| --One by the Catacombs door at the Church Pier. |
| --Two patrolling the Beach Square. |
| --One by the Terrace Shops Cafe. |
| --One outside Building 7. |
| --Two by Akram's Apartment: one outside and one in the kitchen. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. Security Cameras |####################################################\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
There are a total of nine Cameras located around the town. At the Church
there are four:
0=========================================================================0
| By the outside door at the northeast side of the building. |
|-------------------------------------------------------------------------|
| On the wall near the Pipe at the northwest wall. |
|-------------------------------------------------------------------------|
| At the northeast side of the Morgue Building. |
|-------------------------------------------------------------------------|
| Near the door inside the Sewer entrance by the Church Restrooms. |
0=========================================================================0
The second group of Cameras can be found at Building 3 - a total of two. The
first Camera is just inside the door and the second is inside the Hidden Room
behind the Building 7 apartment.
At the Town Hall Building there are three:
0=========================================================================0
| Outside the door at the northeast corner of the building. |
|-------------------------------------------------------------------------|
| Inside the Town Hall Tower stairs near the Back Office door. |
|-------------------------------------------------------------------------|
| On a roof beam inside the Receptionist Area. |
0=========================================================================0
The Recorders are located in the Church Basement, Rocco's Apartment, and the
Secondary Office inside the Town Hall Building. Just like in World of
Tomorrow if you destroy any of the Recorders you will render *ALL* Cameras
useless.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. Assassination Strategies |############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================0
| The Order of Things \
0===========================================================================0
| The run-throughs listed are done in a certain order. This is to help in |
| acquiring Disguises for the [Chameleon] Challenge. As I go through each |
| one I will be acquiring Disguises in a certain way that doesn't take you |
| too far out of the way. The last run-through listed is to complete the |
| last of the [Versatile Assassin] Challenges and acquire the remaining |
| Disguises for [Chameleon]. |
0===========================================================================0
0=================0
| The Church Bells \
0===========================================================================0
| When the Bell Tower Clock strikes midnight then both Craig and Akram will |
| have their meeting. From the start of the mission you have about ten |
| minutes before this happens. So you need to kill or subdue both Targets |
| beforehand. |
| |
| However, there are situations where you may want for them to get together |
| but you don't want to wait for the meeting to start. In that case there |
| is the Bell Tower Clockworks in the Church Basement that you can activate |
| to get the meeting started ahead of schedule. |
| |
| If you can't get both Targets before the bell stikes then at least take |
| down Craig first as he is the one that leaves the town with the weapon. |
| Akram will simply go back to his apartment after the meeting and you can |
| take him down at your leisure. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
When planning bring the Krugermeier, Lockpick, and the ICA Explosive Phone.
When you start then immediately get out of the cutscene and run to the
Wastebasket by the Sanguine entrance to grab a Soda Can then run to the
Beach to grab both of them there. Climb up to the Pier then run to the
Church Pier and climb up the mid-level platfrom to get the Brick then up to
ground level.
Once up there then sneak run to the West Entrance and pick your way inside.
The nearby Church Staff is cleaning one of the graves and is too focused on
that to notice you.
If your timing is right then the other Church Staff inside should be at the
north corner of the Reading Area. Run through the door ahead of you and
turn north to get at him. Quickly subdue him and drag him to the Bell Tower
area to dump him in the Container.
The plan here is to kill Craig with the Pen in the back part of the Reading
Area but you need to get rid of some people before you can do that safely.
Run back into the Reading Area and place the Phone on the floor to the
right of the Small Storeroom door. Go near the center of the dividing
screen and activate the Phone. This will interrupt the reading and Craig
will send his Bodyguard to investigate.
When he gets to it then subdue him, pick up the Phone and his weapon, and
drag him to the back and partway down the Basement stairs for hiding. The
interruption will also cause Craig to restart his reading and this will buy
you some extra time.
Go into the Tower area and place the Phone against the small stack of stuff
to the right of the Container and in line with the Tower stairs. Go back to
the Basement stairs and activate the Phone to lure a patrolling Bodyguard
down to it. When he gets there then quickly run up to him, subdue him, and
dump him into the nearby Container.
Go up to the Balcony then up to the next platform beyond that. Place your
Phone here and activate it. This should lure the Bodyguard on the Balcony
to it. Run down to the platform just below the Balcony so he doesn't see
you when he leaves to investigate. As he walks up then follow him just
enough and throw stun him with a Soda Can - pick up the Phone. Run back
down to the ground floor and through the west door.
At this point Craig should be drinking his Bottle and getting ready to go
to the back section to autograph some books. Stay at the corner of the
screening until he gets into position then sneak run up behind him and kill
him with the Pen. Drag him to the Basement stairs for hiding.
Now onto Brother Akram. Run into the public section of the Reading Area and
grab the two Coins before leaving. Run out the front door and to Building
5. Run up to the apartment door and unlock it with the Lockpick.
If your timing is right then the occupant should be in the kitchen. Run up
to her and subdue her. If your timing is off then she will go to do some
exercises near the door. Wait for her to walk past the door then open it,
toss a Coin near the Closet, and close the door. She will then go to it in
which case run up behind her and subdue her.
Next, unlock the back door with the Lockpick. On the upper level outside
there is a Bodyguard and he can easily spot you if you're not careful.
Open the door and quickly loop behind it to shield you from the Bodyguard.
Grab the Toy Tank and go back inside. If you do this right then he
shouldn't spot you. Toss the Tank at the flower pot near the base of the
stairs to lure him down. If you use the Coin then it may bounce around and
put him in a position to spot you as you attack him. The Tank won't do
that.
When he gets into position then throw stun him with a Soda Can then climb
partway up the stairs. Akram should be in the kitchen at this point and the
other Bodyguard should be in the kitchen as well. The Bodyguard has a short
patrol pattern around the Kitchen. Wait for Akram to leave and for the
Bodyguard to be at the stove before running up behind him and subduing him.
Go to the living room door.
Open it and toss a Coin into the corner to lure Akram into position. Bring
out your Pistol and shoot him in the head just before he bends down to pick
up the Coin. Grab the Viral Weapon and run back out the same way you came
in then run to the Speedboat to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>The Pen is Mightier than the Sword [2,000 XP]
*********************************************
For this you need to kill Craig with the Pen behind the Reading Area.
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets and leaving no evidence.
0==============================0
| Purify the Spirits [4,000 XP] \
0===========================================================================>
For this Challenge you need to drown both Targets while disguised as the
Super Fan. When planning bring the Lockpick and the Emetic Poison Vial.
When you start then go to the Wastebasket and Beach to pick up some Soda
Cans and run to the Sewers and pick up the Brick along the way to the Gate.
After going through the Gate then run to the junction and stop. Ahead of
you is a Container and the next junction. After a short bit then the Super
Fan will come nearby to talk on his phone.
As he gets closer to you then toss the Brick past the junction to lure him
to it. Stay in the nook to your left until he gets into position then run
up behind him and subdue him. Get the Book Reading Invitation, dump him in
the Container, and grab the Soda Can behind it. Do not take his Disguise
yet.
Run through the door going into Building 4. Run up the stairs and unlock
the door to enter the apartment. Switch into the Waiter Disguise, grab the
Crowbar, and leave. Run back down and outside. Go to the Church and show
the Invitation to go inside.
If your timing is right then Craig should have just finished a reading and
will be drinking from his Bottle. The moment he finishes then poison it and
grab all Coins before leaving. Run back into Building 4, down into the
Sewers, and acquire the Super Fan Disguise. Run back out to the Beach and
then to the south door of the Winery. Use the Lockpick to enter and grab
the Emetic Rat Poison.
Run into Building 5 and up to the apartment then unlock the door. If your
timing is right then the occupant should be by the door. Open the door,
toss a Coin at the Closet, and close the door. When she gets to it then
open the door and run in to subdue her.
Unlock the back door, open it, and run around the door. Grab and toss the
Toy Tank at the flower pot at the base of the stairs to lure down the
Bodyguard. Throw stun him with one of the Soda Cans or the Crowbar. Pick up
his Pistol.
Go up the stairs and subdue or knock out the other Bodyguard when Akram is
in the living room. Pick up his Pistol then drag his body outside and to
the corner to hide him. Run back down and outside and to the Church
Restrooms. When Craig gets sick then he will go to the south Toilet.
Unfortunately, there is a Civilian that stays inside this Toilet but comes
out to wash his hands before going back. If your timing is right then he
should be going back in. Go to the left side of the door, open it, toss a
Coin into the east corner to lure him there. As he goes there then go
inside, close the door, knock him out with the Crowbar, and dump him in the
Container.
Walk back out, stand nearby, and wait. At this point Craig should be
drinking from the Bottle and getting sick. When he comes by then follow
him, close the door, and drown him. Dump him in the Container and take his
Disguise.
Run back down to the Church and into the Basement while avoiding the lone
Enforcer. Destroy the Recorder then use the Bell Tower Clockworks to get
the meeting started ahead of time. Run to the Graveyard and to the north
wall. Akram is a slow walker and will take his time arriving.
When he gets here then he will place the Viral Weapon on the wall and
leave. Grab it then drop down onto the Graveyard Beach run back to the
Church Restrooms through the Sewers to re-acquire the Super Fan Disguise.
Run back into Building 5 and up into Akram's Apartment. Go to the Pot on
the Stove and poison it. He inhales the steam coming from it as part of his
rituals.
After poisoning the Pot then wait outside by the corner. When he comes back
then he will come here to do his thing. Go near the north door, bring out
one of your Pistols, and wait. When he gets sick and goes to the bathroom
then run into the living room, drop the Pistol, take a couple of steps, and
drop your other Pistol. Run into the bathroom and get in the corner by the
Sink so you can get the prompt to drown him.
As you kill him then his other Bodyguards will enter the living room and
kitchen. Sometimes, though, one of them may enter the bathroom and either
finds the body or sees you killing Akram. Dropping both Pistols in the
living room will distract them and keep them from entering the kitchen.
After killing Akram then run back out the same way you came and to the
Speedboat to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>...Will be the Last to Reach Your Dying Ear [2,000 XP]
******************************************************
For this you need to attend the meeting as Craig Black.
Plus this other Challenge:
--Silent Assassin
0===========================0
| The Gravedigger [4,000 XP] \
0===========================================================================>
For this Challenge you need to kill Craig in the Catacombs then dump him in
the open Grave in the Graveyard. The plan is to kill Akram first then bring
Craig down into the Catacombs. To bring him down you need to repair the
Lights used for the photoshoot so he can come down to observe.
When planning bring the Modern Emetic Syringe, Lockpick, and bring the ICA
Explosive Phone into the Agency Pickup. When you start then go to the
Wastebasket and Beach to get some Soda Cans and then up to the Crypt door.
One of the SFX Crew should be inside and will come out. Wait past the door
and for him to exit. Bring out your Syringe in the meantime.
When he leaves then follow him. Just as he gets to the stairs then stab him
to make him sick. He will go into either the Sewers or Building 5. It will
take him awhile to get to where he needs to go so run into the Sewers to
get your Phone. When you find him then subdue him when he starts to throw
up and either drag him further into the Sewers or up the stairs then take
his Disguise.
Enter the Building 5 apartment, subdue the woman, and grab the Kitchen
Knife. Proceed up into Akram's Apartment to get rid of both Bodyguards and
quickly kill Akram at the Pot with the Knife. Get the Viral Weapon and go
back down and outside. Go to the Flower Shop and enter it to get the
Insecticide. Run back to the Catacombs door and enter. Go near the Basement
door and get the Screwdriver.
When the Enforcer is at the far side of the Catacombs then go to the Lights
and repair them. Go back to the Smoke Machine and wait. Eventually both
Craig and his Bodyguard will enter. When they are both inside the main
Catacombs area then Pollute the Smoke Machine to knock them all out.
**NOTE: As the bodies fall you will get a Bodies Found notification and,
as a result, you will automatically lose Silent Assassin.
Wait for the mist to settle then go to Craig, break his neck to kill him,
and take the Disguise from his Bodyguard. Go into the Church Basement,
place the Phone on the floor at the far end, activate it to lure the
Bodyguard for subduing, and destroy the Recorder.
If your timing is right then the Church Staff upstairs should be at the
table inside the Tower area. You can't subdue him while he is working there
so sneak up on him and wait. The moment the subdue prompt comes up then
take him down and dump him in the Container. Place the Phone near the
Tower stairs and activate it to lure down the patrolling Bodyguard. Subdue
him and dump him in the Container.
Go to back side of the south door to the Reading Area and place the Phone a
foot from it. Activate it then open the exterior door and keep it open
until you lure the nearby Church Staff to the Phone. Go in the Tower area
then subdue him when he gets to the Phone, hide him in the Basement stairs,
and take his Disguise. After that then go outside.
You need to get rid of three people before you can get Craig up here
safely. Go into the Mortuary and place the Phone to the right of the Morgue
door. Go outside and wait for a pair of Bodyguards to stop nearby. Activate
the Phone then open the door to lure one of them inside.
Follow him, close the door, and subdue him at the Phone. Pick up the Phone,
the dropped weapon, and dump the Bodyguard in the Container inside the
Morgue. Repeat the process with the second Bodyguard.
Pick up the Phone and go to the Crypt at the north corner of the Graveyard.
Place the Phone on the ground just inside the north end and activate it to
lure the nearby Gardener. Subdue him, pick up the Phone, and take his
Disguise.
Go back to Craig and drag him up and outside. Stay close to the Church then
angle towards the open Grave. Dump him into it then run to the Speedboat to
leave the mission.
0=========================================0
| And the Footsteps You Hear... [2,000 XP] \
0===========================================================================>
For this Challenge you need to attend the meeting as Brother Akram. When
meeting with Craig he will know that you are not him after talking to you
for a bit. But you can still do this safely because you can make him follow
you to a safe area for elimination.
When planning bring the Krugermeier, Lockpick, and the ICA Explosive Phone.
When you start then run to the Wastebasket and Beach to get some Soda Cans.
Run into the Sewers, grab the Brick, and lure and subdue the Super Fan as
before. Dump him and take his Disguise then run into the Church Basement.
Drop the Phone at the far end, activate it, then open the door to lure the
Bodyguard for subduing. Destroy the Recorder and run up to the ground
floor. The Church Staff should be at the table inside the Tower area. Get
up behind him and wait for the subdue prompt to appear before taking him
down and dumping him in the Container.
Go and open the outside door at the west corner of the Tower to unlock it
then go through the door at the south corner to unlock it and enter the
Reading Area.
At this point Craig and his Bodyguard are just getting ready to go outside.
While you're waiting for them to come back then go out into the Reading
Area and pick up all Coins. When they return and Craig just starts to read
then place the Phone on the ground by the Storeroom door and activate it to
lure Craig's Bodyguard to it for subduing. Dump him in the Container in the
Tower area.
Place the Phone near the Container and activate it to lure down the
Bodyguard from above. Subdue him then drop off his body on the stair
section closest to the Church Basement.
Go up to the Reading Area and run out the Church. Run to Building 5 and up
to the apartment. Proceed to go through it, subdue the woman, get rid of
both Bodyguards, and kill Akram in the living room as before using a Coin
to lure him into the corner so you can shoot him. Get the Viral Weapon and
take his Disguise.
Run back down to the Church and enter through the side door. Go into the
Tower and place a Coin on the floor near the Container. The idea is to lure
Craig into the Tower, distract him with the Coin, then run up behind him
and kill him. By the time you get to this point it should be almost time
for the Bells to ring so go into the north part of the Graveyard and wait
near the south end.
When Craig comes then talk to him to start the meeting. Walk back to the
Church and Craig will follow. Go back through the west Tower door and then
to the Small Storeroom. When Craig goes into the Tower area then he should
see the Coin. Run out the nearby door, bring out your Pistol, run through
the south door, then run up behind him and eliminate him as he picks up the
Coin. After this then run to the Speedboat to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
--Silent Assassin
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
>>The Standard Method
*******************
When planning bring the Lockpick, ICA Explosive Phone, and place the
Sieger 300 Ghost into the Agency Pickup. When you start then go into
the Sewers and grab the Brick then get the Briefcase. Use the Brick to
lure and knock out the Super Fan with the Briefcase. Dump him, take his
Disguise, and run up to ground level.
Knock out the Church Staff when he enters the Tower and dump him in the
Container. Place the Phone on the ground near the end of the Tower
stairs and lure down the patrolling Bodyguard for knocking out. Dump
him in the Container, take the Church Staff Disguise and run up to the
top of the Tower. Knock out the Bodyguard up here and drop the
Briefcase.
Run back down to the Basement, destroy the Recorder, and use the Bell
Tower Clockworks to get the meeting started. Run to the top of the
Tower, grab the Rifle then go to the north side and wait for both
Targets to come close together.
You need to crouch and shoot them through the railing. If you are
standing and close to the railing then you will always be seen and you
will not get the Challenge.
When they are together then zoom in and quickly shoot them both then
drop the Rifle. Run down the stairs and outside. Go to and get the
Viral Weapon then drop down to the beach near the north end of the
Sewers. Run through it to reach the main Beach then up to the Pier and
to the Speedboat to leave the mission.
>>The Cheap Method
****************
The first part is to get the Super Fan Disguise and the Briefcase, lure
and subdue the Church Staff and the three Bodyguards in the Tower and
Reading Area. Use the Briefcase to quickly knock out and throw stun
people.
Knock out Craig when he is at the autograph table and drag him to the
Small Storeroom. Grab the Briefcase, go to Craig, bring out the Rifle,
and shoot him in the head to kill him. Put the Rifle back in the
Briefcase then run to Building 5.
Enter the apartment as before and subdue the woman and both Bodyguards.
Wait outside until Akram goes to the pot. Knock him out, bring out the
Rifle, and shoot him in the head to kill him. Drop the Rifle, grab the
Viral Weapon, and run to the Speedboat to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Straight Shot (Both) --Silent Assassin (Cheap)
0======================================================0
| Tasteless, Traceless [1,000 XP], Piano Man [1,000 XP] \
0===========================================================================>
In addition to the two kill Challenges I will use this run to complete the
[Chameleon] Challenge. If you've followed the order of this guide then
there should be seven Disguises left.
When planning bring the Krugermeier, Lethal Poison Vial, Lockpick, and
place the Fiber Wire into the Agency Pickup. When you start then grab the
Soda Cans from the Wastebasket and Beach then go into the Sewers to pick up
the Brick. Pick up the Briefcase then to the junction south of the
Container.
When the Super Fan comes close then toss the Brick to lure him into
ambushing position. After knocking him out then dump him in the Container,
take the Reading Invitation, and the Fiber Wire from the Briefcase - leave
the Briefcase. Use the Sewers to enter Building 4 and go up into the
apartment to get the Crowbar and change into the Waiter Disguise. Run down
to the Church and use the Invitation to enter.
Craig should be drinking from his Bottle at this point so poison it when he
walks away then grab all three Coins from the Reading Area before leaving.
Run up to the Terrace Shops Cafe where you should find literary critic Mike
Vogt. Go into the kitchen through the back door. Grab the Emetic Rat Poison
and hide behind the Stove to keep out of sight of the female Enforcer. Keep
an eye on Mike.
He will go to the counter and drink from his Glass. The moment he puts it
down then run to the Sink and turn it on to keep her occupied. Run to the
Glass and poison it then run into the Sanguine Shop from the back area.
subdue the Housekeeper, drag him into the storeroom, and take his Disguise.
Go outside to the Toilet at the west side of the Shop and wait.
When Mike drinks from his Glass and gets sick then he will go here to throw
up. When he enters then follow him, close the door, and subdue him. Take
his Reading Invitation and leave. Run back down to the Beach Square then up
to the Building 5 apartment. Craig should be dead before you get there.
If your timing is right then the woman should be in the kitchen. Subdue her
then lure down and throw stun the Bodyguard as before - take his Disguise.
Akram should be in his room at this point so go upstairs, knock out the
Enforcer with the Crowbar, then go into the bedroom and garrote Akram. Dump
him in the Closet, get the Viral Weapon, go out onto the balcony and grab
another Crowbar, and go back out the same way.
Go to the Church Restrooms and into the Sewer stairwell. Shoot out the
Camera and go down then pick up the Crowbar. Stand to the left of the door,
open it, then toss a Crowbar at the bottom of the stairs to lure in the Red
Plumber.
When he walks in then knock him out with another Crowbar and switch into
his Disguise. Go into the Sewers, go up behind and knock out the Green
Plumber, and take his Disguise. Go back to the Red Plumber and re-acquire
the Bodyguard Disguise then go and grab your Briefcase.
Go to the Church Basement and destroy the Recorder then use the Sewers to
go back up into Building 4 then outside to avoid Enforcers. Once outside
then go to the Town Hall Building. Go into the building through the Ice
Cream Shop then into the Tower.
If your timing is right then the Kitchen Assistant should be at the Sink.
Toss a Crowbar into the west corner by the stair section to lure him there
then close the door and knock him out. Drag him to the ground floor under
the stairs then switch into and out of his Disguise.
Grab the Briefcase, go back to the Shop door, open it, then toss an object
at the table with the three cakes to lure the Chef there. When he gets
there then open the door again and toss another object into the corner to
get him into ambushing position. Close the door, knock him out, then drag
him down to the Kitchen Assistant and switch into and out of his Disguise.
Grab the Briefcase and go into the Back Office. Open the doors to
Salvatore's Office and toss a Crowbar into the east corner to lure him
there. Knock him out, dump him in the Container, and switch into and out of
his Disguise. Grab the Briefcase then run up into the Secondary Office to
knock out the Enforcer to keep him from being a problem.
Run up to the Hippie's Apartment and throw stun him. Switch into and out of
his Disguise. Run back down and leave the building through the Ice Cream
Shop then to the White Car to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Papers, Please [1,000 XP]
*************************
For this you need to get the Book Reading Invitation from Mike Vogt.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Tasteless, Traceless], [Piano Man], and the following
Challenges done earlier:
++Straight Shot ++Hold My Hair
++Someone Could Hurt Themselves
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Bohemian ++Red Plumber
++Green Plumber ++Gardener
++Kitchen Assistant ++Mansion Chef
++Salvatore Bravoumo ++Housekeeper
++Waiter ++SFX Crew
++Church Staff ++Super Fan
++Brother Akram ++Craig Black
++Bodyguard
Plus this other Challenge:
--Silent Assassin
0===========================0
| Boom Beats Blah [2,000 XP] \
0===========================================================================>
For this you need to kill Craig in an explosion while he is doing a reading
and complete the mission. You should also earn the Explosive Pen. This can
be done as Silent Assassin when you use the Propane Flask. There are three
in the Church Shed that you can use.
When planning bring the Krugermeier, Lethal Poison Vial, and Lockpick. When
you start then run to the east side of the Town Hall Building and enter the
Basement. Run up to and subdue the Kitchen Assistant here then dump him in
a Container.
Go up the stairs and shoot the Camera by Salvatore's Office then go up to
the Secondary Office. Subdue the Bodyguard, destroy the Recorder, and dump
him in the Container. Take his Disguise then run down and out of the
Building. Run to the ICA Safe House then drop down into the bathroom area
of Akram's Apartment.
At this point Akram should be in the kitchen. His two Guards should be here
too and one of them is an Enforcer to the Bodyguard Disguise. Stand by the
Sink and wait.
When Akram goes back to the living room then turn on the Sink to lure in
the Enforcer. Stand to the right of the door and grab him as he comes
through. Turn off the Sink and drag him into the outside area. Pick up his
Pistol and poison the Pot.
Run down the stairs leading to Building 5 and use your Instinct to look
inside when you reach the door. There should be a woman inside. Wait for
her to be either exercising or in the kitchen before running through her
apartment and entering the staircase. Run down and out into Harbor Square.
At this point Akram should be dead from the poison you left behind.
Run to the north end of the Church Pier and climb up the platforms. Go
inside the Church Shed to grab a Propane Flask. Run through the West
Entrance and to the area behind the Reading Area.
At this point Craig should be in the middle of a reading. Place the Flask
on the floor behind him, go the doorway leading to the West Entrance, and
wait.
A few moments after placing yourself here then the nearby Church Staff
should leave the building. Quickly shoot the Flask twice to detonate it and
kill Craig. Re-trace your way back up to Akram's Apartment and grab the
Virus Sample. After that then climb back up to the ICA Safe House, go
through and down the stairs outside, and to the White Car to leave the
mission.
By doing this run-through you should also complete the following Challenges
in the process:
--Tasteless, Traceless --Someone Could Hurt Themselves
--Silent Assassin
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Colorado \@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >PZR3. The Vector 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@\ Colorado /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
After taking down Craig Black and Brother Arkam 47 is now sent to Colorado.
Here he is to be stationed on a tall cell tower overlooking a large apricot
farm that has now been turned into a military compound. From here he needs to
take down multiple Targets.
The main Target is Bradley Paine, another member of Liberation. He has some
of the Nabazov Virus and has been testing it on unsuspecting militia people.
These people must be eliminated to prevent further infection. To prevent
being infected himself 47 needs to be outside of the compound. He needs to
snipe all of the Targets in order to complete his objectives.
To this end he is provided with the best Sniper Rifle available, the Sieger
300 Ghost. With its four level zoom 47 can pick off any Target he chooses
from a safe distance.
However, although Paine is easily identified, you need to find the other
infected Targets. Diana doesn't have immediate information on each of them
but will provide information to you as she receives it.
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. General Information |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
This mission is similar to the Sniper Challenge released prior to
"Absolution" with a little bit of the St. Petersburg Stakeout mission from
"Hitman 2: Silent Assassin" mixed in. You sit in a safe spot and pick off
your Targets while acquiring various Challenges along the way. As a result
there is no Map and Disguises to go over, only the Challenges.
In addition to Bradley there are four other infected Targets. These Targets
are chosen at random each time you start the mission. Each time you restart
then the game will choose four different Targets.
Diana suggests that you kill the infected Targets before killing Bradley but
you can kill him first if the opportunity presents itself.
Although there is no map you are positioned southwest of the farm. The
Mansion is north and to your left. The Courtyard and Garage areas are in the
middle. The south end of the farm, including the Junkyard, is to your right.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Assassination Strategies |############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Game Saving \
0===========================================================================0
| To make things easier it is best to make a manual save when you start the |
| mission. When you make a mistake or you want to acquire a specific |
| Challenge then reload this save instead of restarting. This way the game |
| doesn't randomize Targets and allow you to keep the ones you have. |
| However, the order that the Targets are presented are randomized. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================================0
| Quicker than the Eye, Environmentalist, Brain Detail \
0===========================================================================>
For [Quicker than the Eye] you need to kill all infected Targets before
Diana gives you the last hint about him. She will provide three quick hints
on where to find him. If you don't do anything to him after awhile then she
will provide one last hint. You need to kill each Target before she gives
you the last hint on each.
For [Environmentalist] you need to kill all Targets with only five shots.
For [Brain Detail] you need to kill each Target with a headshot.
To get all three in one run-through you need to quickly locate the Target
and carefully aim at his head before shooting regardless of where he is in
his area.
0========================================================0
| Unsafe Work Environment, The One That (Almost) Got Away \
0===========================================================================>
For [Unsafe Work Environment] you need to kill all five Targets in
accidents. For [The One That (Almost) Got Away] you need to kill an
escaping Target.
If you use an explosion to kill a Target then you may end up with at least
one trying to escape which gives you a chance for the second Challenge. It
may take a few reloads to find the best order to kill your Targets and
prevent anyone trying to escape.
0=====================================0
| Silent Assassin, Where is Everybody? \
0===========================================================================>
For [Silent Assassin] you need to kill all five Targets without either the
bodies found or kill them in accidents. For [Where Is EveryBODY?] you must
hide all five bodies.
There are tons of bushes and other places where your Targets either go to
or can be lured to for easy disposal. Simply shoot near a bush or hiding
area or even a Generator to get them into position.
However, depending on who your Targets are and where they go you may get
the second Challenge but the body may still be found preventing Silent
Assassin. In that case you need to combine hiding with accident kills to
achieve this goal.
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Hokkaido \@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >PZR4. Patient Zero 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@\ Hokkaido /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
This mission takes 47 to the GAMA Hospital in Hokkaido, Japan. Here he is to
take down two Targets: Owen Cage and Klaus Liebleid.
Owen is another cult member and is actually the one that weaponized the
Nabazov Virus. He was supposed to be on a flight to Sydney, Australia but was
detained by authorities when he made travelers nervous by doing a religious
rite. When he showed signs of illness then he was transferred to this high
end facility.
Klaus works for the Ether Corporation and is researching the Virus. He is
trying to extract as much information as he can before Owen dies. Ether
cannot be allowed to profit from the Virus and Klaus must be eliminated
before he can complete his work here.
The GAMA Hospital itself is very high tech and run by a supercomputer named
KAI which also helps out during operations to make sure patients are kept
alive during procedures.
It is also important to note that your access is dependent on what clothes
you wear. The uniforms and robes people wear around the facility have RFID
chips implanted in them. Many doors will open automatically if you wear the
right clothing. Knowing which disguises to wear will allow you to roam around
the facility easier.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. General Layout and Information |######################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed northeast. Therefore
you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This is really just a re-skinned version of the Situs Inversus mission. The
Hospital and Restaurant areas have the same building layout plus most of the
people are exactly the same as were used in that mission and use most of the
same dialogue. Most of the items found in Situs Inversus are still where they
are.
There are four main levels to this facility. Level 0 has the Guest and Staff
areas. Level 1 has the Garden, Springs, Morgue and outdoor sections. Level 2
has the first floor and main operating rooms of the Hospital plus the
Helipad. Level 3 has the Observation Rooms and office areas.
Most of the Operating Theater has been turned into a Bio Lab so Klaus and his
crew can study the Owen and the Virus safely. Outside of this there are few
changes to the map other than most of the Patient Rooms not being used and
that there are more people in the Morgue.
And, just like with the other missions in this story, you have one Starting
Point (Helipad) and one Agency Pickup (Garage).
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0======================================0
| Level 0 - Guest Rooms and Staff Floor \
0===========================================================================>
There are four Patient Rooms on this Level. They are numbered One to Four
going from east to west (according to the signage by the doors). Rooms One
through Three are unoccupied but Four is being used by Amos Dexter and will
be called Amos Dexter's Room. Each Room has a balcony, bedroom, living
room, and bathroom.
Starting from the entrance of Amos Dexter's Room go northeast to the base
of the stairs where you should find a pair of staff doors. Going through
the northwest door will lead you to the Kitchen and the Freezer. Northeast
of the Kitchen is the Canteen and Staff Sleeping Quarters area. At the
northeast part of this section is the Staff Wardrobe room.
Northwest of the Staff Sleeping Quarters is the Medical Staff Sleeping
Quarters. Northeast of it are passages that go up to the Morgue and will
also go outside. The outside path going north will lead up to a small Guard
Room near the Helipad (Helipad Guard Room).
The outside path going south will lead to the Restaurant and Bar area. The
large room next door southwest of the Medical Staff Sleeping Quarters is
the Restaurant Restroom.
Going northwest from Room One will lead to another pair of staff doors at
the base of the stairs. Going northeast will lead you to the Laundry Room,
Garage, and Loading Bay.
From the Garage there is a set of stairs that lead up to the Springs. From
the Loading Bay there is another set that will lead up to the Morgue
Security Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| Cable Car |###############################|
0===========================================================================0
| Lead Pipe | On the wall under an electrical box at the northwest side of |
| | the platform. |
0===========================================================================0
|################################| Room One |###############################|
0===========================================================================0
| Katana | On a stand at the northeast side of the living room. |
0===========================================================================0
|################################| Room Two |###############################|
0===========================================================================0
| Fire Poker | On the floor by the fireplace inside the living room. |
|-----------------+---------------------------------------------------------|
| Bust | On the small table near the north corner of the living |
| | room. |
|-----------------+---------------------------------------------------------|
| Botulinum Toxin | Inside the Cabinet on the northwest wall within the |
| | bathroom. |
0===========================================================================0
|###############################| Room Three |##############################|
0===========================================================================0
| VIP Patient | On the bench by the toilet within the bathroom. |
|-------------------+-------------------------------------------------------|
| Scissors | On the small shelving unit to the left of the sink |
| | inside the bathroom. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | Inside the Cabinet on the northeast side of the |
| Coin (x2) | bathroom. |
0===========================================================================0
|###########################| Amos Dexter's Room |##########################|
0===========================================================================0
| Striker | Under the pillow on the bed. |
|-------------+-------------------------------------------------------------|
| Cowboy Bust | On the coffee table in the middle of the living room. |
|-------------+-------------------------------------------------------------|
| Soda Can | By the bathtub within the bathroom. |
0===========================================================================0
|##########################| Kitchen and Canteen |##########################|
0===========================================================================0
| Emetic Rat Poison | On the ground and hidden behind a pipe to the left of |
| | a large stainless steel storage unit at the north |
| | side of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | At the southwest end of the counter in the middle of |
| | the Kitchen. |
|-------------------+-------------------------------------------------------|
| Fugu Fish | On the counter inside the Kitchen Freezer. |
|-------------------+-------------------------------------------------------|
| Coin | On the table with the dishes at the south side (x2). |
0===========================================================================0
|########################| Staff Sleeping Quarters |########################|
0===========================================================================0
| Soda Can | On the floor by one of the bunks inside the north end of the |
| | Quarters. |
0===========================================================================0
|#########################| Garage and Loading Bay |########################|
0===========================================================================0
| Wrench | On the tool stand in the middle of the Garage. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the ground in the south corner behind the cart |
| | near the top of the ramp inside the Loading Bay. |
|-------------------+-------------------------------------------------------|
| Hammer | On top of the large box in the center of the Loading |
| | Bay. |
0===========================================================================0
|##########################| Hallways and Walkway |#########################|
0===========================================================================0
| Wrench | Inside the Cabinet at the hallway corner northeast of the |
| | Medical Staff Sleeping Quarters. |
|----------+----------------------------------------------------------------|
| Fire Axe | On the wall in the middle of the hallway leading to the stairs |
| | going up to the Morgue Security Room from the Loading Bay. |
|----------+----------------------------------------------------------------|
| Coin | On the desk inside the Helipad Guard Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================================0
| Level 1 - Garden, Restaurant, Springs, and Morgue \
0===========================================================================>
The south center part of this floor at the top of the ramp leading to the
Cable Car is the Foyer. Just to the north of that is the main Garden. At
the west side of the Foyer is the Foyer Restroom.
Northwest of the Foyer is Sakura Sushi which is also called the Restaurant.
The south half of the Restaurant is the Bar. The north half is the Dining
Area. At the north corner is the Sushi Bar. Behind the Bar is the door that
leads back outside and down to Level 0.
At the east side of the Foyer is the Security Room. The smaller room inside
the Security Room is the Weapons Room. From the east corner of the Security
Room is the passage to the Onsen Hot Springs which I will call the Spa. The
exterior part of the Spa to the east is the Springs themselves with the Spa
Restrooms and Sauna at the north corner.
At the northeast corner of the Springs is a passage that leads down to the
Clearing which is the open area at the northeast side of the facility. The
Clearing goes from the Loading Bay and up to Level 2 at the north side of
the building.
From the north corner of the Security Room is the covered passage that
leads to the GAMA Hospital itself (I will simply call it the Hospital). The
group of rooms at the north end of this floor is the Morgue area. The large
room in the center is the Morgue.
The large long room to the north is the Mortuary Coolers. The small room to
the southeast of Mortuary Coolers is the Morgue Security Room. The small
room to the northwest of Mortuary Coolers is Organ Storage. The medium
sized room to the west is the Incinerators. The small room to the west of
the Incinerators is Morgue Storage. The small room to the northwest of the
Incinerators is Stem Cell Supply.
The set of stairs northwest of Morgue Storage is the West Stairs. The set
of stairs at the south end of Mortuary Coolers is the East Stairs. Both of
these stairs lead up to the upper floors of the Hospital. Partway up the
East Stairs is a door that goes outside near the north part of the
Clearing.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#################################| Garden |################################|
0===========================================================================0
| Hammer | In the toolbox at the concrete platform next to the Restaurant |
| | at the west corner of the Garden. |
0===========================================================================0
|#############################| Security Room |#############################|
0===========================================================================0
| Police Baton | At the south end of the table at the southwest |
| | side of the Room. |
|----------------------+----------------------------------------------------|
| Disposable Scrambler | Inside the Cabinet near the east corner of the |
| | Room. |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | On the southeast wall inside the Weapons Room. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | Leaning against the set of lockers inside the |
| | Weapons Room. |
0===========================================================================0
|###########################| Restaurant and Bar |##########################|
0===========================================================================0
| Kitchen Knife | On the back wall behind the Sushi Bar. |
| Cleaver | |
|---------------+-----------------------------------------------------------|
| Coin | On the small plate on the back counter behind the Bar. |
0===========================================================================0
|############################| Spa and Springs |############################|
0===========================================================================0
| Soda Can | At the edge of the pool next to the path down to the Clearing |
| | at the Springs. |
0===========================================================================0
|################################| Clearing |###############################|
0===========================================================================0
| Shovel | At the nook at the east side. |
|---------------+-----------------------------------------------------------|
| Crowbar | Carried by the non-shoveling Handyman. |
|---------------+-----------------------------------------------------------|
| Propane Flask | Under the Snowplow at the north end. |
| Screwdriver | |
0===========================================================================0
|##############################| Morgue Area |##############################|
0===========================================================================0
| Cleaver | On a small table at the southwest side of the Morgue. |
|-------------------+-------------------------------------------------------|
| Scissors | On a desk at the south end of Mortuary Coolers. |
|-------------------+-------------------------------------------------------|
| Bio Suit Disguise | On the ground in the west corner of the Morgue |
| | Security Room. |
|-------------------+-------------------------------------------------------|
| Fire Poker | Leaning against the Incinerator at the north side of |
| | the Incinerator room. |
|-------------------+-------------------------------------------------------|
| Motorcyclist | At the south corner of the Incinerator room. |
| Disguise | |
|-------------------+-------------------------------------------------------|
| Screwdriver | On top of the large stepladder inside Morgue Storage. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================================0
| Level 2 - Operating Theater and Intensive Care \
0===========================================================================>
The large room at the center of the Bio Lab area is the Operating Theater.
The room to the east is Stem Cell Controls. Next to it is the stairs down
to the Morgue.
The room north of the Operating Theater is Robot Surgery Controls. The room
southwest of that is the Surgery Control Room. The room southwest of
Surgery is Surgery Life Support.
Next to the West Stairs is the walkway to the Helipad. The Helipad has
stairs the lead down to the Helipad Guard Room. Next to the Helipad is the
Dirt Path that goes up to the Mountain Path that will also lead you out of
the area. The Dirt Path will also go around the Hospital and to the north
end of the Clearing.
At the north end of the floor is Intensive Care Supervision. Southeast of
that is Intensive Care and the Waiting Area. Next door southeast of the
Waiting Area is the East Stairs. Southwest of Intensive Care Supervision is
the Restrooms.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Claw Hammer | On the ground by a vent at the north side of the |
| | Helipad. |
|-----------------------+---------------------------------------------------|
| Soda Can | --On a pallet of large bags behind the rock just |
| | north of the Helipad. |
| | --On a table just east of the West Stairs. |
|-----------------------+---------------------------------------------------|
| Examination Schedule | On a table just outside the Restrooms. |
|-----------------------+---------------------------------------------------|
| Scalpel | --On the small table by the bed inside Intensive |
| | Care. |
| | --On the large crate just outside the Waiting |
| | Area. |
| | --Inside the small container by the door to |
| | Surgery within Surgery Life Support. |
|-----------------------+---------------------------------------------------|
| A Weaponised Virus | On the large crate just west of the East Stairs. |
|-----------------------+---------------------------------------------------|
| Bio Suit Disguise | Hanging just outside Surgery. |
|-----------------------+---------------------------------------------------|
| Modern Lethal Syringe | In the Safe on the wall in the east corner of |
| | Stem Cell Controls. The Safe Key opens it. |
|-----------------------+---------------------------------------------------|
| Safe Key | Carried by Klaus. |
|-----------------------+---------------------------------------------------|
| Necrotic Die-Off | On the table inside the Surgery Control Room. |
|-----------------------+---------------------------------------------------|
| The Antidote | On the table just outside the southwest entrance |
| | to the Surgery Control Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================================================0
| Level 3 - Observation Rooms and Research Department \
0===========================================================================>
Northeast of the West Stairs is the Research Department. It has a door that
goes outside to the Dirt Path. The room at the north end of the floor is
Rehabilitation Supervisor. The room next door southeast of that is Physical
Research Center. The East Stairs is next door southeast of that.
In the center of the floor is the KAI Mainframe which is part of the
Secondary Control Room. The room southwest of this is the West Observation
Room. South of this room is Defibrillator Power. The room southeast of the
Secondary Control Room is the East Observation Room. The room south of it
is the Director's Office.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Scalpel | Inside the Cabinet on the wall near the east |
| | corner inside the Research Department. |
|-----------------------+---------------------------------------------------|
| Leather Briefcase | Under a desk at the north end inside the Research |
| | Department. |
|-----------------------+---------------------------------------------------|
| Botulinum Toxin | On the small table by the desk at the east corner |
| | of the Physical Research Center. |
|-----------------------+---------------------------------------------------|
| Scissors | --Carried by a Doctor inside the Rehabilitation |
| | Supervisor office. |
| | --On the desk inside the east corner of the |
| | Physical Research Center. |
|-----------------------+---------------------------------------------------|
| Coin | On the desk inside the Rehabilitation Supervisor |
| | office (x3). |
|-----------------------+---------------------------------------------------|
| Safe Key | --On the desk within the Director's Office. |
| | --Carried by the Hospital Director. |
|-----------------------+---------------------------------------------------|
| Modern Lethal Syringe | In the Safe on the wall in the east corner of the |
| | Director's Office. The Safe Key opens it. |
|-----------------------+---------------------------------------------------|
| Baseball Bat | Leaning against the wall in the west corner of |
| | the Director's Office. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Cast of Characters |##################################################\
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0==========0
| Owen Cage \
0===========================================================================0
| He is one of your Targets and is staying inside Intensive Care. When |
| Klaus calls for him then he will shuffle to Surgery where he will be |
| examined. After an examination session then he will shuffle back to |
| Intensive Care. |
| |
| It should be noted that, because he is in very bad shape, he may not |
| notice you knocking out anybody near him. But he will spot you if you try |
| to attack him from the front. |
0===========================================================================0
0===============0
| Klaus Leiblied \
0===========================================================================0
| He is your other Target and can be found in the Bio Lab. He only goes |
| between Surgery and the Surgery Control Room. |
0===========================================================================0
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Disguises |###########################################################\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==================0
| Doors and Symbols \
0===========================================================================0
| As noted earlier certain clothing will open certain doors. Above most of |
| the electronic locks on most doors you should see symbols. These symbols |
| will tell you which outfit opens the door. These symbols will be |
| displayed either on the back of the uniform or on the sleeves. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Recon Gear \
0===========================================================================0
| This is your standard Suit for this chapter. Unfortunately, this outfit |
| turns the entire facility into a Hostile Area and everyone becomes an |
| Enforcer. |
0===========================================================================0
0=============0
| Motorcyclist \
0===========================================================================0
| This Disguise can only be found in the Incinerator room. And, just like |
| with the Recon Gear, this Disguise turns the entire facility into a |
| Hostile Area and everyone becomes an Enforcer. |
0===========================================================================0
0========0
| Patient \
0===========================================================================0
| These are the regular white robes that the patients wear. With this you |
| have access to whatever the other patients have which is the Restaurant, |
| Springs, and Garden areas. The Staff and Hospital Floors are off-limits. |
| |
| The best way to obtain this Disguise is to ambush the lone person that |
| comes in and out of the Foyer Restrooms. This Disguise has no Enforcers. |
0===========================================================================0
0=====================0
| VIP Patient (Dexter) \
0===========================================================================0
| Amos Dexter is a VIP patient within the facility. He wears a purple robe |
| and a cowboy hat. This robe only allows you access to what the normal |
| Civilians can access which is the Foyer, Restaurant, and Garden areas. |
| The Staff and Hospital Floors are off-limits. |
| |
| The best way to obtain this outfit is to wait for him to return to his |
| room and follow him inside so you can ambush him. This Disguise has no |
| Enforcers. |
0===========================================================================0
0=============0
| Resort Staff \
0===========================================================================0
| This is the outfit that some of the staff wear. It consists of a dark red |
| robe with black pants. This Disguise will allow you access to most of the |
| Staff Floor except the Kitchen and behind the Sushi Bar. You also cannot |
| go into the Hospital areas, the Medical Staff Sleeping Quarters, and the |
| Patient Rooms. |
| |
| The best way to obtain this Disguise is to go to the Showers. Get rid of |
| the Helicopter Pilot and go near the south door. Open the door and toss |
| an object to the restroom door to lure the one inside the Sleeping |
| Quarters. Once inside then subdue him and take his clothes. |
| |
| As for Enforcers, there are five: |
| |
| --One of the patrolling Guards in the Clearing. |
| --One in the Loading Bay on the Staff Floor. |
| --One in the Laundry Room. |
| --One in the Restaurant. |
| --One in the Springs. |
0===========================================================================0
0=========0
| Handyman \
0===========================================================================0
| These are the people who do various maintenance tasks around the |
| facility. They wear a dark green jacket covering a light long sleeve |
| shirt with black pants and a large pointed hat. Like with most staff this |
| Disguise has the same access and restrictions. |
| |
| The best way to acquire this Disguise is to go to the Showers and lure |
| him inside the same way as you do for the Resort Staff Disguise. |
| |
| As for Enforcers, there are seven: |
| |
| --Both patrolling Guards and a Handyman in the Clearing. |
| --One by the Laundry Room on the Staff Floor. |
| --One in the Garage. |
| --Both Chefs in the Kitchen. |
0===========================================================================0
0=====0
| Chef \
0===========================================================================0
| These are the people who work in the Kitchen, Bar, and Sushi Bar. They |
| wear dark shirts with dark pants with a gray apron and with a white |
| headband. Like with most resort staff they are not allowed inside the |
| Morgue and Hospital areas, Patient Rooms, and the Foyer Security Room. |
| |
| The best way to obtain this Disguise is to enter the Kitchen Freezer with |
| a throwable object. Keep the door open and toss it in a corner. The noise |
| should lure one of the nearby Chefs. When he enters then subdue him, dump |
| him in the Container, and take his Disguise. |
| |
| As for Enforcers, there are three: On the Staff Floor there is one at the |
| Loading Bay, one of the patrolling Guards in the Clearing, and one Chef |
| in the Kitchen. |
0===========================================================================0
0================0
| Yoga Instructor \
0===========================================================================0
| This guy can be found meditating at the platform within the Springs. He |
| wears a dark sleeveless top and goes barefoot. Like with the Resort Staff |
| outfit he has the same level of access and restrictions. |
| |
| He will spend a very long time at the platform at the Springs then leave |
| for a bit to go to the Canteen and Restaurant areas and come back. So the |
| best place to get at him is the Springs. However, you need to do some |
| things to get safe access to his Disguise. |
| |
| Get a Wrench and enter the Sauna Maintenance Room. Use the Wrench on the |
| Cold Water Pipe to get the other people to leave the area. Close all of |
| the doors then throw stun him, drag him to the east wall, and take his |
| clothes. |
| |
| As for Enforcers, there is one and he is one of the patrolling Guards in |
| the Clearing. |
0===========================================================================0
0=======0
| Doctor \
0===========================================================================0
| These are the people who wear the white doctor robes. They have access to |
| to the Top Floor of the Hospital, except Defibrillator Power, KAI |
| Mainframe, and the Director's Office. For obvious reasons they are not |
| allowed on the Ground Floor. Outside of the Hospital they are not allowed |
| in the Kitchen, behind the Sushi Bar, the Security Room, and the Patient |
| Rooms. |
| |
| The best way to obtain this Disguise is to go into the Springs |
| Maintenance Room. There should be a Doctor leaning against a wall. Place |
| a Coin in front of him to get him away from it so you can subdue him, |
| dump him in the Closet, and take his Disguise. |
| |
| It should be noted that, even though you are a Doctor, you will be |
| frisked at the guarded entrances. |
| |
| As for Enforcers, there are twelve: |
| |
| --One in the Loading Bay. |
| --One in the Garage. |
| --One in the Morgue. |
| --One in Organ Storage. |
| --One inside the stairwell for Stem Cell Controls. |
| --One outside the door to the Helipad at the Hospital. |
| --Two in the Rehabilitation Supervisor office on the Top Floor. |
| --One inside the Research Department. |
| --One in the hallway. |
| --One outside the Director's Office. |
| --The Hospital Director. |
0===========================================================================0
0==============0
| Morgue Doctor \
0===========================================================================0
| These are the specialized Doctors that handle dead bodies and various |
| organs for the Hospital. They wear aprons and a white cap and mask and |
| can be found only in the Morgue. They have the same access and |
| restrictions as the regular Doctor Disguise. |
| |
| The best way to acquire this outfit is to go into Organ Storage. Keep an |
| eye on the Morgue Doctor inside Mortuary Coolers. When he is not looking |
| then knock out the one in front of you then dump him in the Closet and |
| take his Disguise. |
| |
| As for Enforcers, there are thirteen: |
| |
| --One in the Loading Bay. |
| --One in the Garage. |
| --Two of the remaining three Morgue Doctors at the Morgue. |
| --One inside the stairwell for Stem Cell Controls. |
| --One at Helipad at the Hospital. |
| --Two in the Rehabilitation Supervisor office on the Top Floor. |
| --One inside the Research Department. |
| --One in one of the Observation Rooms. |
| --One in the hallway. |
| --One outside the Director's Office. |
| --The Hospital Director. |
0===========================================================================0
0=================0
| Helicopter Pilot \
0===========================================================================0
| This person wears a red jumpsuit with a red hat and can only be found in |
| the Showers. This Disguise will allow you access to the Staff Floor but |
| you cannot go into the Hospital and Morgue areas. |
| |
| The only safe ways to acquire this Disguise is to stand against the wall |
| and throw stun him when he bends down or place a Coin in front of him so |
| he will stand up and allow you to subdue him. Dump him in the nearby |
| Container and take his Disguise. |
| |
| As for Enforcers, there are two: a Doctor inside the Springs Maintenance |
| Room and a Guard on the Walkway behind the Sushi Bar. |
0===========================================================================0
0========0
| Surgeon \
0===========================================================================0
| These are the people who wear the blue hospital clothing. They can go |
| everywhere inside the Hospital except the Ground Floor, the KAI |
| Mainframe, and the Director's Office. Outside of the Hospital they cannot |
| go in the Kitchen, behind the Sushi Bar, and the Patient Rooms. |
| |
| The only Surgeon is the one inside the Rehabilitation Supervisor office. |
| To safely acquire this Disguise it is best to go up there in the Bio |
| Suit. |
| |
| Go into the Physical Research Center and stand near the door to the |
| Office. Keep an eye on the patrolling Bodyguard in the hallway and, when |
| the Surgeon leaves the Office, then open the door, stand behind the water |
| cooler, and toss an object further into the room to lure the Bodyguard |
| in. |
| |
| Quickly knock him out with an object and quickly drag him to the south |
| corner of the room to hide him. Run into the Office and the Surgeon |
| should be just getting back inside. When he is in the corner then knock |
| him out with an object, which should drive him further into the corner |
| and hide him better, and take his clothes. |
| |
| As for Enforcers, there are nine: |
| |
| --One in the Loading Bay. |
| --One in the Garage. |
| --Three of the four Morgue Doctors at the Morgue. |
| --One inside the stairwell for Stem Cell Controls. |
| --One inside the Research Department. |
| --One in the hallway. |
| --The Hospital Director. |
0===========================================================================0
0==================0
| Hospital Director \
0===========================================================================0
| This Disguise will allow you access to every part of the facility except |
| Amos' Room and the Ground Floor of the Hospital. He stays in his Office |
| and never leaves it. He also wears a toupee which makes it easier to |
| blend in. |
| |
| To obtain his Disguise you should have a throwable object in your |
| inventory and a Disposable Scrambler. The main problem is that there is a |
| standing Doctor and a Bodyguard near the door and you have to get rid of |
| them so you can use the Scrambler safely. But you also have to get rid of |
| other people so you can get rid of them. |
| |
| Go into the Secondary Control Room and open the door by the standing |
| Guard then toss the object near the Mainframe door to lure him inside. |
| Subdue him when he gets there then drag his body to the west corner of |
| the room but put him as close as you can into the corner north of that. |
| |
| When the patrolling female Doctor comes into the Observation Room then |
| open the east door and toss the object at the wall for the Mainframe to |
| lure her inside. Subdue her and drag her to the Bodyguard. |
| |
| Look into the hallway for the patrolling Bodyguard and, when it is safe, |
| then go into the Observation Room and toss the object at the door to the |
| Control Room to lure the standing female Doctor to it. Loop around the |
| seating, subdue her, and drag her into the Room to hide her. |
| |
| When the patrolling Bodyguard comes back around then open the door and |
| toss the object behind the seating to lure him. Subdue him, pick up his |
| Rifle, dump him in the Control Room, and drop the Rifle. |
| |
| Go to the south door of the Observation Room, open it, and toss the |
| object behind the seating to lure in the Bodyguard. Loop around the |
| seating, subdue him, pick up his weapon, and drag him to the Room for |
| hiding. Do the same luring technique for the Doctor but you can leave his |
| body behind the seating. When the Director is standing at the window then |
| use the Scrambler to enter, subdue him, and take his clothing. |
| |
| As for Enforcers, there are six: |
| |
| --The two patrolling Guards in the Clearing. |
| --One inside the Garage. |
| --One inside the Morgue Security Room. |
| --One inside the Research Department on the Hospital's Top Floor. |
| --One in the hallway. |
0===========================================================================0
0=========0
| Bio Suit \
0===========================================================================0
| This is the standard white biosuit worn by most of the Bio Lab personnel. |
| This suit will protect you from getting infected. This suit will allow |
| you access to every part of the Hospital except the Director's Office. |
| You also have access to the Staff Floor, the Clearing, the Helipad, and |
| the Morgue. |
| |
| However, because of the secretive nature of what is going on, you are not |
| allowed in the public areas such as the Patient Rooms, Springs, |
| Restaurant, and the Garden. |
| |
| You can lure one of them into the Restroom using a Phone or tossed object |
| to get one quickly when you start the mission. Another one can be found |
| near the Surgery room door. |
| |
| As for Enforcers, there are three: one that generally hangs at a hallway |
| junction near the Restrooms, one by the West Stairs, and Klaus himself. |
0===========================================================================0
0================0
| Head Researcher \
0===========================================================================0
| This is the black Bio Suit that Klaus wears. It works exactly the same |
| way as the regular Bio Suit and has the same access and restrictions. |
| |
| To acquire this Disguise you need to go inside Robot Controls within the |
| Operating Theater and lure Klaus inside with an object when he is close |
| to the door. When he walks in then close the door and kill him, drag him |
| to the nearby Closet, and take his suit. This Disguise has no Enforcers. |
0===========================================================================0
0================0
| Resort Security \
0===========================================================================0
| These are the main security for the facility. They wear white jackets |
| with black pants and a beret. Although they provide security for the area |
| they are not allowed in the Hospital portion of the facility. This also |
| includes the Morgue. They also have no access to the Patient Rooms. |
| |
| The easiest way to acquire this Disguise is to lure the patrolling Guard |
| on the exterior Walkway inside the Staff Floor so you can ambush him for |
| his clothes. |
| |
| As for Enforcers, there are six: |
| |
| --One of the patrolling Guards in the Clearing. |
| --One patrolling the hallway between the Canteen and Garage. |
| --One in the Kitchen. |
| --Two by the Foyer Security Room. |
| --One on the walkway behind the Sushi Bar. |
0===========================================================================0
0==========0
| Bodyguard \
0===========================================================================0
| These are specialized Guards that roam around the facility. They wear a |
| dark gray suit with a black turtleneck shirt with no tie. In the Hospital |
| they also wear red gloves, red masks, and red covering on their shoes. |
| |
| They can go most everywhere inside the Hospital except the Operating |
| Theater, Surgery Life Support, Defibrillator Power, Stem Cell Supply, KAI |
| Mainframe, and the Director's Office. Outside the Hospital they can go |
| everywhere except Amos' Room. |
| |
| The best way to acquire this Disguise is to ambush the one that patrols |
| the Operating Theater hallway. He usually stands for a long time near the |
| West Stairs. Go through the plastic curtain and toss an object at the |
| gurney near the door. This should lure him to it. As he walks to it then |
| subdue him. Even though there is no Closet or Container nearby to hide |
| him it is okay since no one else goes through here. |
| |
| If you get to him early enough it will keep him from getting infected and |
| I will go more into that later. |
| |
| As for Enforcers, there are nine: |
| |
| --One in the Kitchen. |
| --Three Morgue Doctors and two Bodyguards at the Morgue area. |
| --Four Bodyguards on the Top Floor of the Hospital. |
| --The Hospital Director. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. Security Cameras |####################################################\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
There are a total of nine Cameras inside and outside the facility. On the
Staff Floor there are five:
0=========================================================================0
| One above the staff entrance at the west side of the Garden. |
|-------------------------------------------------------------------------|
| One on the wall just north of the Loading Bay entrance. |
|-------------------------------------------------------------------------|
| Two on the wall of the long hallway between the Garage and Canteen. |
|-------------------------------------------------------------------------|
| One on the northwest wall of the Canteen. |
0=========================================================================0
At the Hospital there are four:
0=========================================================================0
| One above the Hospital entrance at the east side of the Garden. |
|-------------------------------------------------------------------------|
| One just outside and above the Helipad door. |
|-------------------------------------------------------------------------|
| One outside each door to the Secondary Control Room for KAI. |
0=========================================================================0
There are two Recorders as there are two Security Rooms. The first Room is at
the east side of the Foyer and the second is located at the south end of
Mortuary Coolers on the Morgue floor.
The easiest one to deal with is the one at the Morgue as there is one
Bodyguard in the room and can be easily subdued and hidden. You can also
shoot the Recorder from the door for the stairs leading down to the Staff
Floor.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. Assassination Strategies |############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| The Nabazov Virus \
0===========================================================================0
| The Virus that Owen is infected with is highly contagious. As noted, |
| wearing the Bio Suit will protect you from it. Unfortunately, there are |
| three unprotected people that wander through the area and can get |
| infected when Owen is outside of either his room or Surgery. |
| |
| The first is a female Nurse that stands by the East Stairs. The second is |
| a patrolling Bodyguard. The third is a female Doctor that comes down from |
| the top floor to go into the Waiting Area. Safely getting rid of these |
| three will prevent the Virus from spreading. |
| |
| If any of them get infected then others near them will become infected |
| too. All infected people will become Targets and all must be eliminated |
| before you can leave the mission. The more people that become infected, |
| the harder the mission will become. So it is imperative that you limit |
| infections as much as possible. |
| |
| In addition, if you're not careful, you may become infected yourself. In |
| that case you need to find and use the Vaccine which is inside the Stem |
| Cell Supply room in the Morgue level. You have five minutes to go to and |
| use it or you will die and fail the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| You Know the Number [4,000 XP] \
0===========================================================================>
For this you need to let a minimum of 47 people get infected before killing
any of them. This is basically a Non-Target kill Challenge so there is no
need to worry about doing things the Hitman Way and obtaining Silent
Assassin.
It is important to point out that all Targets, including infected
Civilians, are eligible for the [Versatile Assassin] Challenges. So,
therefore, I will be using this run-through to acquire all of them. This
run-through will also be used to acquire the [Chameleon] Challenge since I
am killing multiple infected Civilian Targets.
However, to make things easier, I am going to do this quietly so I don't
have to deal with a lot of shooting Guards until it is time to "go loud"
and go through the Hospital killing everybody. There are a total of sixteen
Disguises and I will show you where to find them all.
In addition, at some point in your rampage, you are going to get infected
and there is a Challenge for using the Vaccine which is found in Stem Cell
Supply at the Incinerator room.
But, I am going to deliberately going to get infected and go around the
Hospital grounds to infect as many of the Civilians and Guards as possible
to rapidly get past the 47 infected necessary to complete the main
Challenge before using the Vaccine.
When planning bring the Silverballer, as it has more power than the other
Pistols other than the Striker, Disposable Scrambler, Fiber Wire, and place
the Modern Emetic Syringe into the Agency Pickup.
When you start then go inside the Helipad Guard Room and get the Coin then
run up to the Helipad to get the Claw Hammer. Run back down to the Walkway
but stay at the corner and look at the two Guards ahead.
One of them will go down, hang around, and go back up. As he is walking up
then sneak run to the Staff Floor. Sneak up to the Morgue area, drop your
Pistol not far from the door, and toss the Hammer at it to lure the Morgue
Doctor to it. He will then get a Bodyguard who will take it to the Weapons
Box in the Morgue stairwell. Run back down and stay just outside.
When the Bodyguard goes to the Box then run up behind him, subdue him, pick
up the Pistols, and dump him in the nearby Closet then take his Disguise.
This is probably the best overall Disguise to use for the remainder of this
run-through as it has the most access.
Go back up to the Morgue, carefully take back the Hammer and the nearby
Cleaver while avoiding the nearby Enforcer, and go back to the wall corner
near the door. Place the Coin on the floor near the gurney at the south
wall. Toss the Cleaver at the gurney to lure to Morgue Doctor to it then
leave and stand to the left of the door to stay out of his sight - bring
out the Hammer in the meantime.
After he finds and picks up the Coin then run up behind him as he leaves
and quickly knock him out with the Hammer. Drag him outside and to the left
of the door - don't switch into his Disguise yet.
Go back inside, use the corner as cover, and shoot the Recorder in the
Morgue Security Room then go back down. Go to the exterior door to the
Walkway and, when the patrolling Guard is standing just outside, then open
the door and toss the Hammer down the way to lure him inside. When he goes
inside then subdue him, switch into and out of the Resort Security
Disguise, and dump him in the Closet.
After all of this then run up to the Helipad then to the Clearing. Wait
near the north end of the Clearing and wait for the two patrolling Guards,
who should be infected at this point, to come up to you. When they get
close then you should get infected. You have about four minutes to get to
the Stem Cell Supply room in the Morgue in time to use the Vaccine so you
have to run everywhere you need to go to infect as many people as you can.
Go into the Hospital and to the Top Floor and carefully infect everybody
there including Enforcers. Run back down and outside then up to the
Springs. Infect as many people as you can there including the Yoga
Instructor who should be sitting on the platform.
Go to the Foyer and infect as many people as you can there then run into
the Restaurant and the Walkway area behind the Sushi Bar and do the same.
Run down to the Staff Floor and to the Canteen and Staff Quarters to infect
everybody there.
Run up the stairwell and to the unconscious Morgue Doctor. Switch into his
Disguise which will also infect him. Run into Mortuary Coolers and lay down
on the open Morgue Table for a few seconds then get back up. Run into Stem
Cell Supply, infect the standing Bodyguard, go inside, and wait for the
timer to be at 0:12 before using the Vaccine and complete another
Challenge.
Go back into the Incinerator room and place the Coin on the ground not far
from the Bodyguard to get him away from the wall. Knock him out with the
Hammer and shoot him in the head to get the [Straight Shot] Challenge. Dump
him in the Incinerator and use it to get rid of him. Switch into and out of
the Motorcyclist Disguise before leaving. Go back to the Morgue Doctor and
shoot him to kill him.
Go down to the Garage to get the Modern Emetic Syringe and a Wrench. Go up
to the Ground Floor of the Hospital and switch into the Bio Suit. Wait for
Owen to be in his room before going to Robot Controls while avoiding Klaus.
Once inside then stand to the left of the door and ready the Hammer. When
he moves close to your position then toss the Hammer further inside the
room to lure him inside and bring out the Fiber Wire. When he arrives at
the Hammer then garrote him to acquire the [Piano Man] Challenge. Dump him
in the nearby Closet and take his Disguise. Get the Safe Key and acquire
the Modern Lethal Syringe from the Safe inside Stem Cell Controls.
Now to acquire the Hospital Director, Doctor, and Surgeon Disguises. The
Director is inside his Office and never comes out so you need to use a
Scrambler to get inside. However, you need to get rid of several people to
do that safely. The good thing is that the Head Researcher Disguise has no
Enforcers up here.
Go up to the Top Floor and into the Secondary Control Room. Use one of the
Scramblers to open up the KAI Mainframe. There is the female Doctor walking
around and she will cut through this area (but only when she is infected).
Bring out the Syringe and, when she comes through, then stab her with it to
kill her and acquire the [Tasteless, Traceless] Challenge. Drag her to the
Mainframe to hide her.
Go to the other door, open it, and toss the Hammer near the Mainframe door
to lure in the standing Bodyguard. Bring out the Fiber Wire and garrote him
when he gets there then pick up his Pistol and dump him in the Mainframe.
Keep an eye open for the patrolling Bodyguard and toss the Hammer behind
the seating in the Observation Room to lure the standing female Doctor to
it.
Loop behind her and garrote her when she gets there then drag her to the
Mainframe. Stand near the hallway door and, when the patrolling Bodyguard
comes by then open the door and toss the Hammer behind the seating to lure
him inside. Garrote him, take his Rifle, and dump him in the Mainframe -
drop the Rifle here. Do the same to lure both the standing Bodyguard and
the male Doctor near the Hospital Director's Office.
After killing the Doctor and dragging him to the Mainframe then switch into
and out of his Disguise. Go to the Director's Office and use a Scrambler to
get inside when he is at the window. Run up behind him, knock him out with
the Hammer, and switch into and out of his Disguise.
Go to the Physical Research Center and wait at the door near the Bodyguard.
When the Surgeon leaves his Office the open the door, go behind the water
cooler, and toss the Hammer about fifteen feet from the door to lure the
Bodyguard inside. Garrote him when he enters and leave the body. Go inside
the Office and wait.
When the Surgeon comes back inside then he will go into the corner. Garrote
him, switch into and out of his Disguise, and dump him in the Center. Go
back down to Owen and wait for him to be alone before bringing out your
Pistol and shooting him to kill him. Go back to the Bodyguard Disguise and
switch back into it. Go down into the Morgue and to the Showers.
Now it is time to acquire the remaining [Versatile Assassin] Challenges. In
the Showers you should find the infected Helicopter Pilot sitting there. Go
to the south door and toss the Coin into the corner to the right of the
Restroom door to lure him there. Walk past the corner to get behind him and
switch to the Emetic Syringe.
As he picks up the Coin then stab him with it to make him sick and enter
the Restroom. Drown him in the Toilet to acquire both the [Hold My Hair]
and [Someone Could Hurt Themselves] Challenges which should also complete
the [Versatile Assassin] Challenge. Drag him to the Container, switch into
and out of the Helicopter Pilot Disguise, and dump him.
Go back to the south door, open it, and toss the Hammer at the Restroom
door to lure in the Resort Staff person in the Sleeping Quarters. As he
arrives then garrote him, drag him to the Container, and switch into and
out of his Disguise before dumping him. Repeat the process for the
Handyman.
Go to the Walkway area behind the Sushi Bar and use the Cleaver to quietly
kill the Handyman near the door then the standing Guard. Dump both bodies
over the railing and pick up the dropped weapon. Turn off the Fusebox to
lure out the Chef. Stay behind the wall corner by the top of the stairs
and, when he turns it back on, then kill the Chef with the Cleaver, switch
into and out of his Disguise, and dump him over the railing.
Go to the door for Amos' Room and wait. When Amos walks in then follow him
and garrote him when you hear the door close. Drag him out of sight and
switch into and out of his Disguise. Grab the Striker from his bed then
leave. Go up to the Foyer Restroom and wait.
There is a male Patient that comes inside. When he does and the door closes
then garrote him, drag him to the north stall, dump him in the Closet, and
switch into and out of his Disguise.
This leaves one Disguise left for [Chameleon] and that is the Yoga
Instructor who should be on the platform within the Springs. Go into the
Sauna Maintenance Room and use the Wrench on the Cold Water Pipe to make
all of the other people leave the area around him. Close all of the doors,
get up behind him, and shoot him in the head with your Silenced Pistol.
Switch into and out of his Disguise and dump him over the platform edge.
After acquiring the Yoga Instructor Disguise, and the [Chameleon]
Challenge, then switch to the Cleaver and start running up to and killing
everybody. This is the fastest way to get rid of Targets.
Naturally, you need to be careful when dealing with Guards. This is why I
recommended picking up the Striker so you have a very powerful weapon to
use against them if necessary. When you have killed all infected Targets
then leave the mission through any exit point.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Lucky Shot [2,000 XP]
*********************
For this you need to use the Vaccine with less than ten seconds on
the countdown timer.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Versatile Assassin [4,000 XP]
*****************************
For this you need to complete the following Challenges:
++Straight Shot ++Piano Man
++Tasteless, Traceless ++Hold My Hair
++Someone Could Hurt Themselves
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Motorcyclist ++Patient
++VIP Patient (Dexter) ++Resort Staff
++Handyman ++Chef
++Yoga Instructor ++Doctor
++Morgue Doctor ++Helicopter Pilot
++Surgeon ++Hospital Director
++Bio Suit ++Head Researcher
++Resort Security ++Bodyguard
**NOTE: Oddly enough, the VIP Patient Disguise that can be found in
Room Three, and the one you start the mission Situs Inversus
with, does not count towards this Challenge.
>>Patient 47 [2,000 XP]
*********************
For this you need to get infected then lay down on a Morgue Table and
complete the mission. You should also unlock the Subject 47 Disguise
for your collection.
0==========================0
| Operation Spring Cleaning \
0===========================================================================>
The addition of the Global XP system adds an interesting layer to this
mission. Because of the fact that each person infected becomes a sanctioned
Target you can get a lot of XP here outside of what you get by completing
Challenges. There are a total of 140 people on the map so you can get 7,000
XP just by doing Target Elimination. And that's not counting the other
bonuses.
If you do everything to maximize XP you can get in excess of 27,000 XP
which will allow you to jump up four Global XP levels. And still get Silent
Assassin on top of that.
The whole key to this is the Ice Machine inside the Waiting Area. This
device can be used to lure people inside the Hospital to it for safe
ambushing. But, here's the thing - it can lure *EVERYBODY* on the map, no
matter where they are. So you can safely get rid of everyone without even
leaving the Hospital area. It is a bit time consuming though as it takes
close to four hours but is still a neat thing to do.
When planning bring the Krugermeier, ICA Explosive Phone, and the Lockpick.
When you start then go into the Helipad Guard Room to get the Coin then up
to the Helipad to get the Claw Hammer. Go along the Walkway and sneak
inside the Staff Floor.
Go up to the Morgue, drop your Pistol just inside, and toss the Hammer at
it to lure the Morgue Doctor to it. He should get one of the Bodyguards to
take the weapon to the Weapons Box at the base of the stairs. Wait just
outside the stairs then subdue him when he gets to it and leave the body.
Go back up, grab the Hammer, and place the Coin on the floor near the
gurney. Toss the Hammer at it to lure the Morgue Doctor to it then go back
out and stay to the left of the door. After he picks up the Coin and starts
to walk away then run behind him, subdue him, and drag him to the
stairwell. Take his Disguise then run to the Clearing.
Normally, you would want to shoot the Recorder before leaving the Morgue
but, in order to maximize XP, it is best to shoot all of the Cameras before
shooting the Recorder and that will be done after everybody is eliminated.
At this point the two patrolling Guards are infected so get close enough to
get infected yourself and run throughout the civilian and staff areas to
infect as many people as you can before having to run to Stem Cell Supply
to use the Vaccine.
After doing that then get the Bodyguard Disguise and go up to the Restroom.
Use the Phone to lure in the nearby Bio Lab people for ambushing and hiding
their bodies in the east stall. When they are removed then take the
Disguise from one of them and go into Intensive Care Supervision.
Knock out Owen's escort when he enters the room. Go into Intensive Care,
get behind Owen, and throw stun him then drag him to Supervision. Go back
to get the Bodyguard Disguise then go to the Waiting Area and use the
Lockpick to unlock the door to the Intensive Care.
Activate the Ice Machine to lure somebody and crouch behind the white
chair. When the person turns it off then throw stun him/her with the Hammer
(which will get you the Silent Takedown bonus), take the weapon if one is
dropped, and drag them to Intensive Care Supervision. If they are not
infected they they will become infected and become Targets for elimination.
For all Bio Lab people then switch into and out of that Disguise to remove
their clothing from them then drag them to Supervision to get infected. If
that person has a Disguise you haven't worn yet then switch into and out of
it to get the Fresh Disguise bonus to further maximize XP.
In the case of the Hospital Director you also should pick up the Safe Key
to get the Key Obtained bonus - when you take his Disguise then run up to
his Office to pick up the Key on the desk before re-acquiring the Bodyguard
Disguise.
The two patrolling Guards in the Clearing are a special case - they will
come up as a pair. When you attract one of them then drop a Pistol in the
Waiting Area and wait outside the door to the East Stairs. Let the first
one pass you then go and bump into the second to delay him a bit. Just as
the first one goes into the Waiting Area then knock out the second.
Stay outside the Waiting Area until the first Guard puts the Pistol into
the Weapons Box and goes to the Machine. Run up behind him and throw stun
him when he turns it off. Drag them both to Supervision to get infected.
When you lure Klaus just throw stun him - do not kill him yet. When you
take his Disguise and drag him to Owen you can infect you even though he is
already a Target (nice bit of Karma there).
When you lure down and knock out the two Doctors in the Research Department
then stop luring and drag up both the Bodyguard and Morgue Doctor you
knocked out earlier and dump them in Supervision to infect them if you
didn't do so already.
In addition it is best to clean up the bodies you have amassed so far. Drag
each body through the Restroom then dump them outside. Then drag the body
to the edge of the pond for disposal. By killing them this way you will not
only acquire the Target Elimination bonus you will also get the accident
Kill, Melee Kill, Body Hidden, and the Unnoticed Kill bonuses. This will
provide the bulk of XP earned.
At this point there should still be two Bodyguards stationed by the door
but they can't see you. Get rid of everybody except Owen. When you finally
get rid of the two Bodyguards then shoot the Camera above the door. When
you get rid of the people inside the Garden then start dumping the bodies
over the railing so you can use the hallway instead of dragging them
through the Restroom.
Drag Owen to the gurney near the Helipad door so you can infect
non-infected people before disposing them. To further save time it is best
to keep the Machine running and knocking out people as they come up the
hallway or through the door to the East Stairs.
When you have lured and knocked out the last person the Machine will still
continue to lure. However, it will lure a person not even in the mission -
a Bio Lab person in a white and yellow suit and standing on a black
hexagon. When you see this notification then there are no more people on
the map.
Turn off the Machine and dispose of all remaining people including Owen. Go
around and shoot all remaining Cameras then the Recorder and finally leave
the mission.
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
The hardest part of this is to get to Owen before he infects anybody. The
main problem is that he leaves his room just after you reach it and one of
the people he meets near the Surgery door is the unprotected Nurse and you
have no way to get her out of the way before he gets there.
Another problem is that getting to him fast is also prone to randomness
such as the two people leaving Intensive Care Supervision later that you
would like. The good news is that after you deal with Owen then the rest
gets easier.
When planning bring the Krugermeier, Lockpick, and the Disposable
Scrambler. When you start then run up to the Helipad and grab the Claw
Hammer near the vent. Run up to the Dirt Path and grab the Soda Can. Sneak
run up to the large rock to find the two Doctors smoking. As they go back
inside then follow them and go to the Ledge. Go along the Ledge and climb
down the Pipe.
Run to and enter through the open window. Run through the doors and into
Intensive Care Supervision. Next, go up to the door to Intensive Care.
Inside is Owen and a Bio Lab person.
The problem is that you cannot enter the room while Owen is inside or you
will be immediately infected. Bring out the Claw Hammer and step to the
very left side of the door. What you need to do is to throw stun the Bio
Lab person.
Open the door, rotate quickly towards the Bio Lab person (which, hopefully,
will allow you to lock-on), and throw stun him. Quickly bring out your
Pistol, kill Owen with a headshot, and dump both bodies in the Closet in
Intensive Care Supervision.
The next part is to clear a path to Klaus. Go into Intensive Care, pick up
the Scalpel, and go to the door to the Waiting Area. The door is locked and
you need to Lockpick to enter.
Go to the Ice Machine, activate it to lure somebody, then take cover behind
the white chair. After the person turns it off then throw stun him/her and
drag them to Intensive Care to hide them. Keep doing this until you lure
Klaus. Bring out the Scalpel and, when he turns it off, then throw kill him
- leave the body. Go back outside through the window and use your Instinct
to look up at the Research Department.
When the two Doctors are inside then climb up the Pipe and run to the
Mountain Path. Go up and near the end you should see two Guards. Go to the
rock just before the large rock where they are at. Now sidestep left to the
rock wall and hide behind where it juts out to hide you. Toss the Scalpel
so it lands at the base of the rock and between the two small patches of
grass near the edge of the path. This should lure one of them to it.
Bring out the Claw Hammer and throw stun him when you get the lock-on. Run
up behind the other Guard that just stands on the edge and subdue him.
After that then go to the exit to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Containment [4,000 XP]
**********************
For this you need to kill both Targets without anybody else being
infected.
>>No Rubber [2,000 XP]
********************
For this you need to complete the mission without using a Bio Suit
Disguise.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets and leaving no evidence.
0=====================0
| Containing The Virus \
0===========================================================================>
As already noted there are three unprotected people that go through the
Ground Floor of the Hospital that can be become infected and spread the
Virus throughout the Hospital. The plan here is to safely get rid of them
and others to create a specific game save that will be used to acquire all
of the remaining Target Kill Challenges.
When planning bring the Lockpick, ICA Explosive Phone, and place the Sieger
300 Ghost into the Agency Pickup. When you start then run up to the Helipad
to grab the Claw Hammer then the Soda Can. Run up to the large rock where
the two Doctors are smoking.
When they go back inside then run up to the Ledge and quickly walk on it
and to the other end. Climb down and run to the window then enter the
Restroom. Run out when the two Bio Lab personnel have left Intensive Care
Supervision. Drop the Phone near the Sinks and run to the outer door while
activating the Phone. Open the door to lure the currently standing Bio Lab
person inside then run into the stall again.
When he reaches the Phone then run up behind him and knock him out with the
Hammer. Switch into the Bio Lab Disguise and run to the East Stairs.
If your timing is right then Owen should still be in his room but getting
ready to leave. When you enter the stairwell then the Nurse should be
coming down to her post.
Perhaps the biggest change between the Legacy and Season One versions of
this mission, other than the inclusion of certain Challenges, is how you
deal with the Nurse.
In the Season One version you could easily lure her to safety with the use
of the Soda Can. Unfortunately, in Legacy, this only works less than ten
percent of the time regardless of what you do or where you toss the Can.
Most of the time she will turn around without moving then turn back towards
Surgery which leads to her being infected. Sometimes your actions will
either lure the nearby Bio Lab person or Bodyguard.
So you need to do something else instead. When the Nurse reaches the floor
and when she gets about halfway between the stairs and the door then walk
into her to stop her then go in circles around her to keep her in place. It
should be noted that you can't do this in the Season One version because
she will immediately get suspicious.
Continue going in circles around her until Owen just goes through the
plastic sheeting just before the Surgery doors then run to the Waiting Area
and to the Ice Machine.
When she is at her post and Owen's escort goes into Surgery then turn it on
to lure her to it. Crouch behind the chair and wait for her to turn it off
before knocking her out. Unlock the door to Intensive Care and drag her to
the Closet in Intensive Care Supervision for hiding.
Run to the Enforcer near the West Stairs, knock him out, and drag the body
to the Surgery Control Room doors to hide him. Go back to the Restroom and
hide the body in the east stall. Drop the Phone near the Sinks, activate
it, and open the door to lure in the nearby Bio Lab person. Knock him out
at the Phone and drag him to the east stall for hiding. Drop the Phone in
the same place and wait.
As Owen goes back to his room then one of the Bio Lab personnel will return
to Intensive Care Supervision. Activate the Phone and open the Restroom
door when he reaches the door for Supervision to lure him inside. Knock him
out, pick up the Phone, and run to the plastic sheeting next to the door
for the West Stairs. As you go there then the patrolling Bodyguard should
be heading there as well.
When he stops nearby then toss the Hammer at the wall to the left of the
West Stairs door to lure him to it. Subdue him and leave the body. Drag the
unconscious Bio Lab person to him for hiding. Go back to the Restroom to
drag the body into the east stall then run to the Waiting Area and wait.
At about six minutes then the female Doctor from upstairs will come down.
She will enter the Area just after Owen leaves his room. Knock her out and
drag her to the Intensive Care door. When Owen's escort leaves Intensive
Care then drag her through the room and to the Closet inside Intensive Care
Supervision for hiding.
Go into the Surgery Control Room as both Owen and Klaus meet in Surgery. Go
into Robot Controls and toss the Hammer on the floor about ten feet from
the door before it closes to lure in the nearby Bio Lab person. Take cover
to the left of the door and wait for him to pass then subdue him and dump
him in the nearby Closet.
Pick up the Hammer, open the door to the small control room, and toss it at
the Closet to lure out the Bio Lab person. Subdue him when he comes out and
dump him. Pick up the Hammer and run back out of the Surgery area.
Go down the West Stairs to enter the Morgue area. Go to the door leading
down to the Staff Floor and use the wall corner as cover then shoot the
Recorder in the Morgue Security Room to destroy it. Go into Stem Cell
Supply and use the Vaccine.
Go down to the Garage to get the Briefcase then go back up to the east
stall of the Restroom. Drop the Briefcase in the corner and and wait. When
Owen is called and just gets to the Surgery room doors then save your game.
Now for the other Challenges:
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
From the game save pick up the Briefcase and run to the Surgery Control
Room doors. Run to Robot Controls then place the Phone on the floor about
ten feet from the door then take cover to the left of it.
When Klaus returns to Surgery Control then activate the Phone and open the
door to lure him inside. Knock him out with the Briefcase and bring out the
Rifle then shoot him in the head to kill him. Holster the Rifle then run to
the doors for Intensive Care Supervision.
When Owen's escort walks back inside then run inside and knock him out with
the Hammer. Bring out the Rifle and shoot Owen's head through the glass
door to kill him. After the notifications pop up then reload the save.
0=======================0
| Needle Work [2,000 XP] \
0===========================================================================>
For this you need to kill Owen in Surgery with a Lethal Poison Syringe
while disguised as Klaus. You need to kill Klaus first then take his
Disguise. You also need to kill him just after he makes the call to bring
Owen to Surgery otherwise you can't get Owen into Surgery and into position
to kill him to get this Challenge.
Because of what you need to bring there is no way to take your Syringe with
you. However, there are a couple on site that you can get at to use for
this.
Start from the game save and, while both Owen and Klaus are in Surgery,
then go into Robot Controls and drop the Phone on the floor about ten feet
from the door. After Klaus is finished with Owen then he will come back
into the Surgery Control Room. Open the door and take cover to the left of
it again to keep it open.
After Klaus makes the call to have Owen taken to Surgery again then
activate the Phone to lure him inside. When he arrives at the Phone then
bring out your Pistol and eliminate him to kill him then take the Safe Key
he dropped.
Run to Stem Cell Controls and open the Safe on the wall to get the Modern
Lethal Syringe. Go to the center of Surgery and wait. When Owen sits down
then get close to him to get the prompt to inject him. Use the Syringe on
him and leave the room. After he dies and the notifications pop up then
reload the save again.
0===================0
| Inferno [2,000 XP] \
0===========================================================================>
For this you need to kill both Owen and Klaus using the incineration
procedure without killing anybody else. This procedure is done in Surgery
as a last resort to remove any contagens.
Once again, start from the game save. Owen and Klaus should be meeting in
Surgery. Run to Robot Controls, go into the small control room, and press
the Incineration button to kill them both then leave the area. Run out the
East Stairs exterior door then to the Snowmobiles to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Containment --Silent Assassin
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >HTM4. The Story So Far |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
At the end of the Hokkaido mission Diana is travelling alone on a train. But
she is approached by a mysterious man in a blue suit who basically identifies
himself as The Constant, the controller of Providence. They have no intention
of punishing the ICA or Diana for the death of Soders.
In fact they want the ICA to help them in the elimination of the Shadow
Client who is wreaking havoc on them both. Diana doesn't want to help them
but The Constant gives her a picture of a young boy - 47. And this begins the
second half of the story.
However, before moving on, 47 needs to do a side mission for the ICA.....
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
/ Himmelstein \@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >SNP1. The Last Yardbird (Sniper Assassin) 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@\ Himmelstein /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
The first of the three Sniper Assassin missions takes 47 to Himmelstein,
Austria where he is to take down three Targets: Dorian Lang, Guillaume
Maison, and Doris Lee. All three were members of The Yardbirds, a famous
group of thieves. Their biggest hit was on the Shamal Casino in Las Vegas
many years ago.
Unfortunately, the money was owned by the Mob and they in turn started a
campaign of retribution to find who took the money. Realizing this the
members entered into a special agreement where the money was buried and that
the last surviving member would inherit the money. Then the group retired and
went out of sight.
One of their members, Calvin Ritter aka The Sparrow, would later be killed by
an ICA Agent. The other members stayed out of sight and rarely met together.
However, today is a special occasion as the daughter of Dorian Lang is
getting married and is doing so at Guillaume's mansion. Three of the
remaining members are meeting here to celebrate the occasion.
The contract was ordered by Aleksander Kovak, the leader of the group. He
wants to get at the money now and has ordered the elimination of the
remaining members along with their bodyguards.
Because of the number of Targets you need to take down it is not feasible to
go down to the wedding. 47 is to use his Sieger 300 Ghost from afar to crash
the wedding, eliminate the three special guests, and fulfill the contract.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >LYD1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section is the Accomplishment specific to this chapter of the
game.
>>Silent Sniper
*************
Description: Complete The Last Yardbird as Silent Assassin.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >LYD2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The front door of the Mansion can be considered north for this mission. The
area outside the front door is also the main Reception Area. The first floor
above the door is the Upper Reception Area. Beneath the Reception Area, and
to each side of the stairs, is the Kitchen area.
The Mansion has two wings: West and East. The West Wing is the area to the
west of the front doors and the East Wing is the area to the east of the
doors.
West of the end of the West Wing is the Courtyard which has a fountain and
four small ponds. At the north side of this area is the Photography Area
where the bride and groom will come later after the ceremony. South of the
Courtyard is the Garden Maze. East of the Maze is the Garden which also has
the Helipad.
At the west end of the map, and west of the Courtyard, is the Parking Area.
At the east side of the map is the Wedding Area where the ceremony will take
place and where all of the guests have gathered.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >LYD3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn the Extended Magazine I upgrade which extends the |
| | number of Body-Piercing ammo in your clip reducing the need |
| | for reloading. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn the Flared Magwell I upgrade which is a custom |
| | magazine that improves your reload time. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn the Straight Pull Bolt I upgrade which improves the |
| | bolt action of the Rifle and increases the fire rate. |
|----------+----------------------------------------------------------------|
| Level 5 | You earn the Rifle Precision I upgrade which increases the |
| | total slow down time when you use the Marksman feature. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn the Steady Scope I upgrade which increases the |
| | stability of the Rifle when looking through the scope. |
|----------+----------------------------------------------------------------|
| Level 7 | You earn the Wall-Piercing Ammo Pack which adds two titanium |
| | rounds to your clip. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn the Straight Pull Bolt II upgrade. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn the Extended Magazine II upgrade. |
|----------+----------------------------------------------------------------|
| Level 10 | You earn the Flared Magwell II upgrade. |
|----------+----------------------------------------------------------------|
| Level 11 | You earn the Straight Pull Bolt III upgrade. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn the Rifle Precision II upgrade. |
|----------+----------------------------------------------------------------|
| Level 13 | You earn the Padded Stock I upgrade which reduces recoil when |
| | shooting. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn the Extended Versatile Scope upgrade which adds a |
| | scope with four zoom levels. |
|----------+----------------------------------------------------------------|
| Level 15 | You earn the Extended Magazine III upgrade. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn the Flared Magwell III upgrade. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn the Shockwave Ammo Pack which adds two Shockwave |
| | rounds to your clip. |
|----------+----------------------------------------------------------------|
| Level 18 | You earn the Straight Pull Bolt IV upgrade. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn the Extended Magazine IV upgrade. |
|----------+----------------------------------------------------------------|
| Level 20 | You earn the Flared Magwell IV upgrade. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >LYD4. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===================0
| Legacy Differences \
0===========================================================================0
| Some of the Light Switches and Pigeons are easier to find and shoot. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Before going into the Challenges I will list the locations of all fifteen
Bodyguards going from west to east:
0===========================================================================0
| Guard #1 | He will be at the Parking Area. He will also follow Dorian |
| | wherever he goes. |
|-----------+---------------------------------------------------------------|
| Guard #2 | He will have a west-east pattern at the north side of the |
| | Courtyard. |
|-----------+---------------------------------------------------------------|
| Guard #3 | He is located at the south side of the Courtyard. |
|-----------+---------------------------------------------------------------|
| Guard #4 | He is located at the south side of the Courtyard close to |
| | Guard #3. |
|-----------+---------------------------------------------------------------|
| Guard #5 | He will be going from the West Wing south towards the Garden |
| | Maze. Once inside then he will get lost there. |
|-----------+---------------------------------------------------------------|
| Guard #6 | He will go from the Kitchen area to a railing at the far back |
| | of the Ground Floor walkway at the west side of the Mansion. |
|-----------+---------------------------------------------------------------|
| Guard #7 | He will have a west-east pattern on the 1st Floor walkway of |
| | the West Wing. |
|-----------+---------------------------------------------------------------|
| Guard #8 | He will be following Guillaume wherever he goes. |
|-----------+---------------------------------------------------------------|
| Guard #9 | He will have a west-east pattern on the 3rd Floor walkway of |
| | the West Wing. |
|-----------+---------------------------------------------------------------|
| Guard #10 | He will have a west-east pattern on the Rooftop of the West |
| | Wing. |
|-----------+---------------------------------------------------------------|
| Guard #11 | He will start out standing in the Garden and then go into the |
| | Wedding Area. |
|-----------+---------------------------------------------------------------|
| Guard #12 | He will be at the Helipad and will follow Doris wherever she |
| | goes. |
|-----------+---------------------------------------------------------------|
| Guard #13 | He will have a west-east pattern at the 3rd Floor walkway of |
| | the East Wing. |
|-----------+---------------------------------------------------------------|
| Guard #14 | He will start out sleeping at the Wedding Area but will |
| | eventually get up, go south along the west side of the Area, |
| | and head towards the Courtyard. |
|-----------+---------------------------------------------------------------|
| Guard #15 | He will go north-south from the Helipad and along the east |
| | side of the Wedding Area. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Silent Assassin |#####################################################\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
In this sub-chapter I will go over my strategy for Silent Assassin. Although
you can get Dorian in the Courtyard as he walks through it it will cause
problems later when you need to go after Guillaume. You can also kill
Guillaume and his Guard early while he is still in the Mansion but you won't
be able to hide the bodies and your score will suffer.
This strategy will allow you to obtain this rating with minimal risk and
allow you to hide all bodies. It is a little hard trying to do this at the
lower Mastery Levels but as you learn your way around it will get easier as
you know when to aim, zoom in and out, and when to reload plus acquiring the
upgrades.
In addition, it is assumed that all kills will be with headshots.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start then immediately get out of the cutscene and zoom in towards
the Parking Area and to the railing at the base of the stairs. Zoom in on the
north set of the railing and to the third pole right of Guard #1. Shoot it to
lure him to it then zoom out and quickly pan towards the Garden to find Guard
#11. Quickly shoot him to hide him in the bush then go back to Guard #1 who
should be by the railing. Shoot him to put him into the water.
Zoom back out and find Guard #2 who should be walking east past the
Photography Area at the Courtyard. Keep an eye on him and quickly zoom on him
and shoot him when he stops. Find Guard #5 who should be at the east end of
the Courtyard and heading down to the Garden Maze.
Look towards the base of the stairs then look slightly east to find a Gas
Lamp. Shoot the ground at the water's edge just west of the Lamp when he gets
close enough to lure him there.
Zoom out and west a little bit to find Guards #3 and #4 at one of the ponds
in the Courtyard. Zoom in on one of them and shoot him into the pond. This
will alert the other so shoot him into the pond too. Go back to Guard #4 who
should be by the water. Shoot him to put him into the water. He may end up
hanging over on the opposite side so you may need to shoot him again to knock
him into the water.
Look at the Rooftop at the west end to find Guard #10 who is currently
stopped there. Look behind him to find a Pigeon and shoot the railing beneath
it to lure him there. When he gets there then shoot him and put him over the
railing.
At this point Doris should have landed and is heading towards the Courtyard
with Guard #12. Aim towards where you killed Guard #5 and shoot one round at
the water's edge when she gets close enough to lure her there. As she goes
there then her Guard will follow. Shoot one shot behind him while he is in
line with the pond to make him stop when she gets to the edge.
Shoot her to put her in the water then shoot her Guard who may be in the
process of raising the alarm and put him into the pond.
After killing Doris then look towards the Ground Floor railing at the west
side of the Mansion. You should see Guard #6 going north into the far corner
to lean for awhile. Shoot him to knock him over the railing then look east
towards the Wedding Area to find two Guards.
One should be standing at the west side (Guard #14) and the other should be
going south along the east side and to the Helipad (Guard #15). Zoom in on
Guard #14 and wait for him to move. Shoot a round into the railing near him
to freeze him for a bit then zoom in on Guard #15 who should have just
stopped at the Helipad.
Keep an eye on the Pilot and when he is kneeling down then shoot the water's
edge by the stairs to lure Guard #15 to it and shoot him into the water when
he stops. Go back to Guard #14 who should be crossing a small bridge. Shoot
into the water to make him stop then shoot him to knock him over.
Go to the 3rd Floor walkway at the East Wing to find Guard #13 who should be
stopped at the railing corner. Look right to find a glass door. Shoot one of
the panes on the right side of this window to lure him there. When he stops
then shoot him to knock him through the door.
Zoom out a bit to find the two Guards patrolling the walkways at the West
Wing of the Mansion (Guards #7 and #9). Guard #7 is on the 1st Floor and
Guard #9 is on the 3rd Floor.
When Guard #7 has stopped then shoot the wall behind him to lure him towards
the far end then go up and shoot the wall behind Guard #9 to do the same when
he stops. Keep shooting the walls on both levels to bring them both to the
railing at the far end. When they are both there then shoot Guard #7 then
Guard #9 over the railings.
After this then zoom in on the Wedding Area and find the Priest who should be
standing at the pulpit after the wedding. There should be a Glass on the
stand. Zoom in and shoot it to make him leave the Wedding Area sooner (he
will go to the Reception Area then into the Mansion).
Locate Guillaume who should be on the Ground Floor at the East Wing. He
should be heading to the railing corner. When he is most of the way there
then shoot the wall behind his Guard to lure him there. Then shoot further
away to lure him further away from Guillaume. Eventually Guillaume will go to
the corner. As he does so then shoot one more round near the Guard to freeze
and lure him further.
When Guillaume stops then shoot him to put him over the railing. After
killing him then his Guard will go to the corner. Keep an eye on the Priest.
If he is coming up the steps as the Guard is in the corner then shoot the
railing by the Guard to keep him there until the Priest turns after climbing
the stairs. When it is safe then shoot the Guard to put him over.
After this then pan straight down to the west side of the Wedding Area and
look left to find a passage. To the right of the passage is a Fusebox. Shoot
it to lure Dorian there. When he stops then shoot him to put him over the
railing and finish the mission.
**NOTE: If you didn't shoot the Glass by the Priest then he will be walking
by just as you kill Dorian, see the body go over, and lose Silent
Assassin without any notification of it happening because the
mission will end the moment you kill him. By shooting the Glass
earlier then the Priest will already be in the Reception Area by
the time you kill Dorian.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Sleeping with the Fishes [1.08 Score Multiplier]
************************************************
For this you need to eliminate and hide five Targets in water.
>>Bodysnatcher [1.05 Score Multiplier]
************************************
For this you need to eliminate all of the Bodyguards.
>>Clean Slate [1.10 Score Multiplier]
***********************************
For this you need to eliminate all Targets.
>>A Head Off the Curve [1.12 Score Multiplier]
********************************************
For this you need to eliminate all Targets with headshots.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0===========================================0
| An Elabyrinth Plot [1.10 Score Multiplier] \
0===========================================================================>
For this you need to kill both Dorian and Doris with the Statue in the
Garden Maze. Inside the Maze, near the center, is a flagpole. Shoot the
Winch at the bottom of it to make a flag raise up. This is apparently a
signal of some sort which will make them meet up in the Maze later.
They will arrive about seven minutes into the mission. Then they will stand
near the center and in line with a Statue that is to their left. Shoot the
wooden planks at the bottom of the Statue to bring it down on top of them
to kill them.
0=============================================0
| Smokestack Lightnin' [1.10 Score Multiplier] \
0===========================================================================>
For this you need to kill three Targets by electrocution within thirty
seconds. This sounds tricky to do but is not too hard if done in the right
place. This strategy comes courtesy of Hitman Series (YouTube).
When you start then zoom in on the area between Guard #11 and the Helipad
area. You should see some sprinklers. Shoot the one closest to the Guard to
lure him east. Shoot a couple of the sprinklers just inside the Helipad
just south of the walkway leading out.
This will cause a large puddle to form and get both Guard #11 and Guard #12
into the puddle. Fire a shot near then every so often to keep them in the
puddle. You will also notice a small Lamp just inside the puddle.
Eventually Doris will land and leave the Helipad. When she gets into the
puddle then fire a shot to freeze her then fire one shot into the Lamp to
break it and electrocute her and the two Guards at once and acquire the
Challenge.
0======================================0
| No Loose Ends [1.10 Score Multiplier] \
0===========================================================================>
For this you need to kill all fifteen Bodyguards after the evacuation has
been triggered. You cannot kill some of them, trigger the evacuation, and
then kill the rest - you need to do all fifteen.
According to a video by Trophygamers (YouTube) if you kill the Main Targets
quickly then the Bodyguards will focus on shooting at you before trying to
make a run for it and only a few at a time which will make it easier to
acquire this Challenge.
When you start then find and kill Guillaume while he is still in the
Mansion. Then quickly pan towards the Parking Area and Dorian who should be
just arriving. The evacuation should begin just as he gets out. Kill him
before he can run.
As you're waiting for Doris to land then start picking off some of the
Guards. As she lands then she will try to flee. Kill her before she can get
too far - use a Shockwave if you need to. After that then finish off the
remaining Guards using the Shockwaves on those who try to run.
0====================================0
| Killer Shot [1.09 Score Multiplier] \
0===========================================================================>
For this you need to kill both Dorian and Guillaume with a Loudspeaker
outside of the Art Gallery. However, you need to do a couple of things to
get them both there. According to Hitman Series (YouTube) you need to shoot
the Winch on the flagpole in the Garden Maze and the lights at the
Photography Area to get your Targets to meet at the Art Gallery on the 1st
Floor of the West Wing.
They will meet there just after eleven minutes into the mission. After a
bit then they will go onto the walkway and stand under one of the
Loudspeakers. Shoot it to drop it onto them and kill them both.
0=====================================0
| Touch and Go [1.09 Score Multiplier] \
0===========================================================================>
For this you need to kill all three Main Targets as they are trying to
escape. Shoot someone to get the evacuation going then use the Shockwaves
on your Targets as they try to flee.
0=====================================0
| Got a Light? [1.14 Score Multiplier] \
0===========================================================================>
For this you need to kill all three Main Targets in the same explosion.
This method comes courtesy of Trophygamers (YouTube).
When you start then look at the Upper Reception Area then go up to the room
above that to find a Chandelier. Shoot the chain to bring it down. About
ten minutes into the mission they would meet here during the bridal waltz
but, with the Chandelier down, they will meet in another room instead. That
room would be on the 2nd Floor in the West Wing.
As they start to meet then zoom in on the west side of this room to find a
Cannon. When they are grouped together then shoot the Cannon to get it to
fire and kill them all at once.
0==================================0
| Boom Boom [1.09 Score Multiplier] \
0===========================================================================>
For this you need to kill five Targets in explosions within thirty seconds.
This one's a bit tricky but Hitman Series (YouTube) came up with a good way
to do this.
When you start then zoom in on the Helipad and Guard #12. He should be by
the edge. North of him, by the stairs, is a Gas Heater. Fire a couple of
shots towards it to lure him close to it. Pan left and find Guard #5 who
should be heading to the Garden Maze. There is a Gas Heater near him. Fire
one round near the base to lure him there.
Pan right to find Guard #6 who should be near the stairs to the Reception
Area. There is also a Gas Heater near there. Fire a round near the base to
lure him there. Go back to Guard #12, fire one round closer to the Heater
to bring him closer, then fire a round into the Heater to kill him. Go back
to Guard #6 and fire a round into the Heater there to kill him then go to
Guard #5 and do the same.
As you are doing this the bodies are being found and the evacuation will
soon begin.
After killing Guard #5 then pan left to find Guards #3 and #4. To the right
of them is another Gas Heater. Shoot it to kill them both to complete the
Challenge. You may need to kill the Main Targets, using Shockwaves, to keep
the mission alive just long enough for the notification to pop up.
0===========================================0
| A Waltz with Death [1.09 Score Multiplier] \
0===========================================================================>
For this you need to kill seven Targets during the bridal waltz. This is
perhaps the most annoying Challenge in the entire mission as you won't be
able to do this until over ten minutes in and you can't do game saves to
help acquire it if you fail - especially since the waltz is so short. I
recommend waiting until you have reached Mastery Level 17 to max out your
Shockwave ammo.
Just before the waltz all three Main Targets will meet in the room above
the Upper Reception Area and will stand under a Chandelier - their Guards
will then go out onto the walkway. Shoot the chain to drop the Chandelier
on the Main Targets for three instant kills. Then quickly switch to the
Shockwaves and kill the Guards on the walkway including the one on the East
Wing to complete the Challenge.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Heavy Burden [1.10 Score Multiplier]
************************************
For this you need to kill all three Main Targets with the same
suspended object.
0+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Feats |###############################################################\
0+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=================================0
| Agnomaly [1.07 Score Multiplier] \
0===========================================================================>
For this you need to find and shoot six Garden Gnomes which will appear one
at a time at different locations. Listed below are the six locations in
order of appearance (credit to MrFreeze2244):
0=======================================================================0
| Gnome #1 | Look west at the Parking Area which is by a large |
| | mountain. Pan most of the way up and to the west edge. You |
| | should see the ruins of a castle. The part that is on the |
| | side of the mountain is where you should find the Gnome. |
|----------+------------------------------------------------------------|
| Gnome #2 | At the west side of the Wedding Area is a large archway. |
| | When you look through the archway then you should see a |
| | Gas Heater. Right next to it is the corner of a pond. |
| | Inside this corner is the Gnome who is partially hidden by |
| | the foliage on the archway. |
|----------+------------------------------------------------------------|
| Gnome #3 | This Gnome is going to be laying face up in the water just |
| | west of the Photography Area. |
|----------+------------------------------------------------------------|
| Gnome #4 | Look far east and to the water. You should see three |
| | islands. Look in the water near the upper left corner of |
| | the large middle island to find the Gnome laying face up |
| | in the water. |
|----------+------------------------------------------------------------|
| Gnome #5 | Look at the east half of the Courtyard to find the group |
| | of four ponds there. The Gnome can be laying face up in |
| | the northeast pond of this group. |
|----------+------------------------------------------------------------|
| Gnome #6 | West of the Garden Maze is a small lake with a curved |
| | wall. The Gnome can be found laying face up near the |
| | center of this lake. |
0=======================================================================0
0=================================0
| Blackout [1.06 Score Multiplier] \
0===========================================================================>
For this you need to knock out the lighting inside the Mansion. However, it
is not a matter of shooting out the lamps - you need to shoot out the Light
Switches. They are pretty small so it is recommended that you reach Mastery
Level 14 before trying for this. I also recommend doing this when trying to
do the [A Waltz with Death] Challenge since it takes awhile to set things
up for that and you can do [Blackout] while waiting.
There are a total of eighteen Switches and this is where they can be found
(credit to MrFreeze2244):
0=======================================================================0
|#############################| West Wing |#############################|
0=======================================================================0
| Switch #1 | Go to the west room of the Ground Floor. Find the doors |
| | which are between two columns. Look at the right column |
| | then through the window to the right of it to find a |
| | couch. Look at the center pane at the right edge of the |
| | window. You should see the Switch which is still hard to |
| | find because it almost blends in with the wall. |
|-----------+-----------------------------------------------------------|
| Switch #2 | Go to the center room on the Ground Floor. Find the doors |
| | then look at the right column. Look through the center |
| | pane of glass to the right of the column to find a small |
| | clock on a counter. The Switch is just to the right of |
| | it. |
|-----------+-----------------------------------------------------------|
| Switch #3 | Go to the east room on the Ground Floor. Find the doors |
| | then look at the right column. Look through the center |
| | pane to the right of the column to find a wall corner. |
| | The Switch is near this corner. |
|-----------+-----------------------------------------------------------|
| Switch #4 | Go to the west room on the 1st Floor. Find the doors and |
| | you should see the Loudspeaker at the top. The Switch can |
| | be found in the pane of glass directly beneath it. |
|-----------+-----------------------------------------------------------|
| Switch #5 | Go to the center room on the 1st Floor which is also the |
| | Art Gallery. Find the doors then look at the left column. |
| | You should see an open window to the left of it. Look |
| | through it and you should see a wall end. The Switch is |
| | at this end. |
|-----------+-----------------------------------------------------------|
| Switch #6 | Go to the east room on the 1st Floor. Find the doors then |
| | look at the right column. Look through the center pane to |
| | find a wall corner. The Switch is near this corner. This |
| | one is difficult to see because of the darkened room even |
| | with the improved scope. |
|-----------+-----------------------------------------------------------|
| Switch #7 | Go to the west room on the 2nd Floor. Find the doors and |
| | look through them to find a wall end. The Switch is at |
| | this end just above the black railing. |
|-----------+-----------------------------------------------------------|
| Switch #8 | Go to the center room on the 2nd Floor. Find the doors |
| | then look at the left column. Look through the windows |
| | here to find another wall end. The Switch can be found at |
| | the end just above the black railing. |
|-----------+-----------------------------------------------------------|
| Switch #9 | Go to the east room on the 2nd Floor. Find the doors then |
| | look at the left column. Look through the window by it to |
| | find a Fire Extinguisher at the left side. The Switch can |
| | be found near it. |
0=======================================================================0
|#####################| Kitchen and Reception Area |####################|
0=======================================================================0
| Switch #10 | Look at the base of the stairs going up to the Reception |
| | Area and front door. Look to the left of them to find |
| | the west side of the Kitchen area. You should see three |
| | windows. Look at the center window and to the right side |
| | of it. Here you should find a bag of potatoes. The |
| | Switch can be found on the pole next to the bag. |
|------------+----------------------------------------------------------|
| Switch #11 | Look at the base of the stairs going up to the Reception |
| | Area and front door. Look to the right of them to find |
| | the window of the east side of the Kitchen area. You |
| | should see a Fire Extinguisher on a pole. The Switch is |
| | right below it. |
|------------+----------------------------------------------------------|
| Switch #12 | Look at the front door of the Mansion. The Switch can be |
| | found just to the right of it. |
|------------+----------------------------------------------------------|
| Switch #13 | Look up at the Upper Reception Area. On the left side is |
| | a group of guests. The Switch can be found on the wall |
| | behind them. |
|------------+----------------------------------------------------------|
| Switch #14 | Look at the 3rd floor room above the Upper Reception |
| | Area and where you can find the Chandelier. The Switch |
| | can be found to the left of it. |
0=======================================================================0
|#############################| East Wing |#############################|
0=======================================================================0
| Switch #15 | Go to the west room on the Ground Floor. Find the open |
| | doors and look through it to find a table with a lamp. |
| | The Switch can be found next to it and is hard to see |
| | because of the darkened room. |
|------------+----------------------------------------------------------|
| Switch #16 | Go to the east room on the Ground Floor which is the |
| | room at the back end of the Mansion. You should see a |
| | Gas Heater at the corner. Look to the left to find a |
| | window. Look through it to find what looks like a gold |
| | railing. In the lower right set of panes and just above |
| | the railing is the Switch. |
|------------+----------------------------------------------------------|
| Switch #17 | Go to the room on the 1st Floor. Find the Loudspeaker |
| | then look below to find the doors. The Switch can be |
| | found in the upper panes. |
|------------+----------------------------------------------------------|
| Switch #18 | Go to the room on the 2nd Floor. Find the Loudspeaker |
| | then look above it to find a table. The Switch can be |
| | found above the table. |
0=======================================================================0
0==================================0
| Kiln Time [1.06 Score Multiplier] \
0===========================================================================>
For this you need to destroy 47 Potted Plants found all around the map.
They are large and easy to spot. They are found on the railings and stair
posts. In the Wedding Area some of them can be partially hidden by trees
and other things so, if you're missing any, you should go through here more
throughly to find them. There are also two in the Reception Area and two in
the Photography Area - those could also be missed.
0===================================0
| Prometheus [1.04 Score Multiplier] \
0===========================================================================>
If you use your Instinct and look at the area to the right of the Helipad
you may see a hidden person. Look a little further right to find the
entrance of a cave and a pile of wood. Shoot the wood to set it aflame,
bring this person forward, and acquire the Challenge.
0=============================================0
| The Higher You Climb [1.08 Score Multiplier] \
0===========================================================================>
Look at the mountain at the west side of the map and find the waterfall.
Pan up to the top of the waterfall then go east until you find a man at the
cliffside.
In order to acquire this Challenge you need to kill him in mid-air after he
jumps. The thing here is that instead of jumping he will get nervous then
go to his Bottle, go to the edge, get nervous, and go back.
To make him jump you have to shoot the Bottle. The best way to kill him is
by use of the Shockwave. After shooting the Bottle then switch to the
Shockwave and aim at the cliff just beneath him. The moment he starts to
jump then fire a round to kill him just as he leaves the cliff.
However, because of the travel time of the bullet, this is a tricky
Challenge due to the very small window between the time he jumps and the
time he leaves the Shockwave's range. As such this Challenge is best to do
at the very beginning of the mission. If you fail then just reload and time
things a little differently next time. If you succeed you may want to
reload anyway as to not have a Civilian kill on your score.
0====================================0
| Take a Hike [1.04 Score Multiplier] \
0===========================================================================>
Go to the mountain at the west side of the map and pan about halfway up to
find a large white fence with a Keep Out sign. To the left is a hiker who
is frustrated that he can't go any further. Shoot the fence to let him
through and acquire the Challenge.
0==============================================================0
| Are You Pondering What I'm Pondering? [1.09 Score Multiplier] \
0===========================================================================>
Beneath Light Switch #11 in the east side of the Kitchen area you should
find two small white mice on the floor. Shoot them both to acquire the
Challenge.
0===================================0
| Art Critic [1.05 Score Multiplier] \
0===========================================================================>
When looking at the West Wing of the Mansion you should see three
Loudspeakers. The room under the second one is the Art Gallery, where you
did [Killer Shot] earlier. Inside the room is a painting. Shoot it and a
Butler will go and replace it. When the replacement comes up then shoot it
to acquire the Challenge.
0=======================================0
| Psycho Daisies [1.04 Score Multiplier] \
0===========================================================================>
For this you need to shoot the Flower Bouquet from the bride's hands. The
best way to do this is to find her as she is walking through the Courtyard
with Dorian. Fire a round into the ground about thirty feet behind them to
make Dorian go and investigate. While she is looking back at him then shoot
the Bouquet from her hands.
0==================================0
| Faithless [1.04 Score Multiplier] \
0===========================================================================>
For this you need to shoot the Glass by the Priest to make him leave before
the start of the wedding.
0========================================0
| How Do You Due? [1.07 Score Multiplier] \
0===========================================================================>
For this you need to find and shoot ten Pigeons scattered around the map.
Listed below is where they can be found west to east (credit to
MrFreeze2244):
0=======================================================================0
| Pigeon #1 | Go all the way to the west side of the map and look at |
| | the Parking Area. At the north side are a pair of cars |
| | parked next to each other. The one to the right is |
| | mostly hidden by a tree. Just northeast of this car is a |
| | pair of small rocks. The Pigeon can be found between |
| | these rocks. |
|------------+----------------------------------------------------------|
| Pigeon #2 | Look at the mountain at the west side of the map and |
| | find the waterfall. Pan up to the top of the waterfall |
| | then go east until you find a man at the cliffside. |
| | Slowly pan down the side of the mountain until you find |
| | the Pigeon which is on a small cliff. |
|------------+----------------------------------------------------------|
| Pigeon #3 | Find the south gate for the Garden Maze. Look slightly |
| | down to find a small tree. Just beneath that, and just |
| | beyond the edge of the grounds, is a larger tree. The |
| | Pigeon can be found to the left of this tree. |
|------------+----------------------------------------------------------|
| Pigeon #4 | Go to the Ground Floor walkway of the West Wing. Follow |
| | the railing all the way to the back west corner where |
| | you should find the Pigeon. This is also the west end of |
| | Guard #6's route. |
|------------+----------------------------------------------------------|
| Pigeon #5 | Go to the west end of the Rooftop of the West Wing. On |
| | the railing of the upper area is the Pigeon. This is |
| | also the west end of Guard #10's route. |
|------------+----------------------------------------------------------|
| Pigeon #6 | Look at the large dome at the top of the Mansion. Just |
| | to the right of the small spire is the Pigeon. |
|------------+----------------------------------------------------------|
| Pigeon #7 | Find Guard #13 at the 3rd Floor walkway of the East |
| | Wing. Go to the railing corner at the east end then look |
| | down a bit to find a small ledge between the 1st and 2nd |
| | Floors. At the corner is the Pigeon. |
|------------+----------------------------------------------------------|
| Pigeon #8 | Look up slightly from where you shot Pigeon #8 to find |
| | the rooftop of the back end of the Mansion. You should |
| | find several cages and some bags of rice. Shoot the one |
| | on the right to reveal the Pigeon then shoot it. |
|------------+----------------------------------------------------------|
| Pigeon #9 | At the northwest corner of the Wedding Area is a statue |
| | of a priest that is sitting on top of the wall. Follow |
| | the wall southwest until you get to the column at the |
| | end. Inside the large square opening next to it is a |
| | Potted Plant. Shoot the Plant to reveal the Pigeon. |
|------------+----------------------------------------------------------|
| Pigeon #10 | At the east corner of the Wedding Area is a large |
| | statue which is on top of the wall. The Pigeon can be |
| | found on the top of its head. |
0=======================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this you should also complete the following Challenge in the
process:
>>And He Shall Rice [1.04 Score Multiplier]
*****************************************
For this you need to make the Monk appear on the rooftop of the
Mansion. This is acquired when you shoot Pigeon #8.
0=============================================0
| Quacker than the Eye [1.07 Score Multiplier] \
0===========================================================================>
For this you need to find and shoot ten Rubber Ducks scattered around the
map. Listed below is where they can be found west to east (credit to
MrFreeze2244):
0=======================================================================0
| Duck #1 | Look at the columns to the right of the Limo at the |
| | Parking Area. To the north of them is a curved archway |
| | wall with an aquaduct on the top. About halfway along this |
| | aquaduct is the Duck. |
|----------+------------------------------------------------------------|
| Duck #2 | To the west of the Garden Maze is a small lake. The Duck |
| | can be found to the left of the large patch of water |
| | lilies. |
|----------+------------------------------------------------------------|
| Duck #3 | Look at the mountain and find the waterfall. Go to the |
| | very top then look a little to the right to find the Duck. |
|----------+------------------------------------------------------------|
| Duck #4 | Outside the northwest corner of the Garden Maze is a Gas |
| | Heater. The Duck can be found on the ground next to it. |
|----------+------------------------------------------------------------|
| Duck #5 | Look towards the Photography Area. Pan right to find a |
| | tall lamppost. Look down towards the base and behind it to |
| | find a small body of water. The Duck can be found in the |
| | water to the right of the lamppost. |
|----------+------------------------------------------------------------|
| Duck #6 | Go to the west half of the Reception Area. Pan further |
| | west to find the stairs going down to the Kitchen level. |
| | Pan a little further west to find some bushes near the top |
| | of the stairs. The Duck can be found between two bushes. |
|----------+------------------------------------------------------------|
| Duck #7 | Find the rightmost Loudspeaker on the 2nd Floor of the |
| | West Wing. Look straight up to the 3rd Floor and you |
| | should find a round window. Pan slightly left and up to |
| | find a small window exactly like that. The Duck can be |
| | found tucked to the right of it. |
|----------+------------------------------------------------------------|
| Duck #8 | Go up to the 3rd Floor room above the Upper Reception Area |
| | then find the Chandelier. Look to the right of it to find |
| | a column. Pan further right to find another column. The |
| | Duck can be found at the base of this column. |
|----------+------------------------------------------------------------|
| Duck #9 | Find the stairs to the Reception Area then pan right to |
| | find the doors to the east side of the Kitchen area. On |
| | the shelving at the left side of the doors is the Duck. |
|----------+------------------------------------------------------------|
| Duck #10 | At the northwest corner of the Wedding Area is a statue of |
| | a priest that is sitting on top of the wall. The Duck can |
| | be found sitting on its head. |
0=======================================================================0
0================================0
| Hawkeye [1.06 Score Multiplier] \
0===========================================================================>
For this you need to shoot three birds flying in circular patterns high
above the map. Use of the Marksman feature is essential here.
0==================0
| Faster Than Rocco \
0===========================================================================>
For this you need to complete this mission, and by completion I mean
killing
all Targets and their Guards, in less than 1:47. This will also unlock the
Sniper Challenge Suit for your collection. This requires a lot of speed and
precision and knowing which Targets to go after first. At this time I am
not
able to pull this off but hopefully I can get this done later in the year.
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ New Zealand \@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY7. Nightcall 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@\ New Zealand /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
Agent 47 is sent to Hawke's Bay, New Zealand where he is to infiltrate a
Beach House owned by Alma Reynard, the former girlfriend of the now deceased
Sean Rose. There he is to seek out information on the Shadow Client on behalf
of The Constant. Nobody is at home when he lands on the Beach so it should be
easy enough to look around without any kind of interference.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NZL1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Infiltrator
***********
Description: Complete Nightcall.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Local Knowledge
***************
Description: Reach Hawke's Bay Mastery Level 5.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NZL2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed east. Therefore you
should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This is a small map with a large Beach House near the center and with a
sizable beach area surrounding it. The House itself has three levels and
includes a Pool, Garage, and a Panic Room on the 1st Floor.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0======0
| Beach \
0===========================================================================>
This is the main area of the map with the House near the center. There are
plenty of patches of tall Grass strewn throughout the area, shown in gray
on the map, that you can hide in. There is a small Boat House at the
southeast corner of the area. There is also a small Beach Shack which is
south of the House.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Driftwood Log | --On the ground at the south side of the Beach Shack. |
| | --On the ground in a large patch of Grass just southwest |
| | of the Boat House. **NOTE: This appears only after Alma |
| | and Orson return home. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| House - Ground Floor \
0===========================================================================>
There are multiple rooms on this floor. The Garage is at the north side of
the floor. The room at the southwest corner of the Garage is the Storage
Room. The large central room is the Living Area. At the northwest side of
the floor is the Lower Bathroom and the Study which is next door east of
it. The Pool is at the south end.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Lead Pipe | On the ground at the northeast corner of the Garage. |
|--------------------+------------------------------------------------------|
| Chloroform Flask | Inside the Van parked inside the Garage. |
|--------------------+------------------------------------------------------|
| Car Battery | On the tool stand at the west side of the Garage. |
|--------------------+------------------------------------------------------|
| Wrench | On the tool stand by the Closet at the south side of |
| | the Garage. |
|--------------------+------------------------------------------------------|
| Folding Knife | Inside the Cabinet near the outside door inside the |
| | Storage Room. |
|--------------------+------------------------------------------------------|
| Expired Can of | On the shelves at the west side of the Storage Room |
| Spaghetti Sauce | (x3). |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | --On the shelves at the west side of the Storage |
| | Room. |
| | --On a shelf above the washing machines at the |
| | southeast corner of the Lower Bathroom. |
|--------------------+------------------------------------------------------|
| Militia Operations | On a table at the north side of the Living Area. |
| Reports | |
|--------------------+------------------------------------------------------|
| Kitchen Knife | On the wall by the Sink at the southwest corner of |
| Cleaver | the Living Area. |
|--------------------+------------------------------------------------------|
| Scissors | On a shelf at the southwest corner of the Lower |
| | Bathroom. |
|--------------------+------------------------------------------------------|
| Apple | On a small round table near the center of the Study. |
|--------------------+------------------------------------------------------|
| Screwdriver | On the ground at the north edge of the Pool. |
|--------------------+------------------------------------------------------|
| Pool Entrance Key | Inside a small Vase on the ground at the northwest |
| | corner of the Pool. You need to shoot the Vase to |
| | get the Key. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| House - 1st Floor \
0===========================================================================>
Alma's Office is at the north side of this floor. The Panic Room is at the
southwest corner of the Office. Alma's Bedroom, with a Walk-In Closet and
Bathroom, is at the east side of the floor. There is a Terrace that
overlooks the Living Area near the center. The large southern area is the
Outdoor Patio.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Bust | On the dresser at the west side of the Office |
| | near the exercise equipment. |
|-------------------------+-------------------------------------------------|
| Tactical Bartoli 12G | ++[Casual and Pro]: On the wall at the south |
| HX-7 | side of the Panic Room. |
|-------------------------+-------------------------------------------------|
| Bartoli 75S | On the wall at the south side of the Panic |
| Kalmer 1 - Tranquilizer | Room. |
| Shuriken (x3) | |
| Hackl 9S Covert | |
| Fragmentation Grenade | |
| Katana | |
|-------------------------+-------------------------------------------------|
| Lockpick | ++[Casual and Pro]: On the table at the east |
| | side of the Panic Room. |
|-------------------------+-------------------------------------------------|
| Password Dongle | On the table at the east side of the Panic |
| | Room. |
|-------------------------+-------------------------------------------------|
| Maori Paddle | On the wall next to the Walk-In Closet inside |
| | Alma's Bedroom (x2). |
|-------------------------+-------------------------------------------------|
| Squeaky Toy | --On the floor at the south side of the bed |
| | inside Alma's Bedroom. |
| | --On the floor at the northwest corner of the |
| | Bathroom. |
|-------------------------+-------------------------------------------------|
| File on Dynasty Global | On the nightstand at the southwest corner of |
| | the bed inside Alma's Bedroom. |
|-------------------------+-------------------------------------------------|
| Lethal Poison Pill Jar | Inside the Cabinet at the west side of the |
| Cannibis Joint | Bathroom. |
|-------------------------+-------------------------------------------------|
| Fire Poker | By the fireplace at the northwest corner of the |
| | Outdoor Patio. |
|-------------------------+-------------------------------------------------|
| Coin | ++[Casual]: On a corner of the desk within |
| | Alma's Office (x2). |
| | --On a small table at the northeast corner of |
| | the Outdoor Patio. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NZL3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn a Hidden Stash at the Garbage Container and unlock the |
| | ICA Proximity Explosive Mk II for use in all missions. |
|---------+-----------------------------------------------------------------|
| Level 3 | You can now start at the Beach. |
|---------+-----------------------------------------------------------------|
| Level 4 | You earn an Agency Pickup at the Beach Shack. |
|---------+-----------------------------------------------------------------|
| Level 5 | You can now start at the Office and unlock the Flash Grenade |
| | and the Tanto for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NZL4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0=============0
| Alma Reynard \
0===========================================================================0
| She becomes your main Target when she arrives back at the House. She will |
| spend time inside the Living Area making a phone call then will come up |
| to the Bathroom to brush her teeth. After that then she will spend some |
| time on the balcony then go to bed. If you frighten her enough then she |
| will make a run for the Panic Room. |
0===========================================================================0
0============0
| Orson Mills \
0===========================================================================0
| He is Alma's current companion but doesn't become a Target. He will also |
| spend time in the Living Area before joining Alma in the Bathroom. He |
| will take a shower before joining her on the balcony then come back |
| inside to take a drink before going to bed. He will join Alma in the |
| Panic Room if you create enough chaos and make them flee for safety. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NZL5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=================0
| Tactical Wetsuit \
0===========================================================================0
| This is your standard Suit for this chapter. Unfortunately, this outfit |
| turns the entire map into a Hostile Area and everyone becomes an |
| Enforcer. |
0===========================================================================0
0==========0
| Bodyguard \
0===========================================================================0
| This is the outfit that is worn by all of the Guards. The easiest way to |
| obtain one is to ambush the one just outside the Garage door, drag him to |
| the Closet inside, dump him, and take his Disguise. |
| |
| Even though this is a Guard Disguise there are multiple Enforcers for it |
| at Casual difficulty. |
| |
| Inside the House there is one on the Roof, one that patrols the House and |
| eventually stops outside at the front door, Alma, her personal Bodyguard, |
| and Orson. On the Beach there are twelve. |
| |
| At Professional difficulty there are four additional Enforcers - one at |
| the perimeter at the southeast corner of the House and three on the |
| Beach. |
| |
| At Master difficulty there are four additional Enforcers - two by the |
| west door, one at the perimeter at the southeast corner of the House, and |
| one on the Beach. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NZL6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
There are three Cameras outside of the House. There is one at the southeast
corner of the House, one near the northeast corner just under the overhang,
and one near the northeast corner close to the west door. The Recorder for
them is inside the Panic Room and can be easily accessed.
In addition, because there is nobody home at the early part of the mission
you don't need to worry about being seen by them and you can just ignore
them. But you should destroy the Recorder before Alma and Orson return
home.
0=======0
| Master \
0========================================>
At this difficulty there are three additional Cameras. There is one above
the Pool Entrance door, one above and outside the door to the Outdoor
Patio, and one at the base of the stairs inside the Living Area. The
Recorder for them is still inside the Panic Room and can be easily
accessed.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NZL7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===================0
| Legacy Differences \
0===========================================================================0
| The following Challenges, from the Thriller Night Challenge Pack, are now |
| part of the Assassination tab: |
| |
| --[Hitman with a Shotgun] |
| --[Vertigo] |
| --[The Scissor Man] |
| |
| The following Challenges, from the Shinobi Challenge Pack, are now part |
| of the Assassination tab: |
| |
| --[Deadly Ninja] |
| --[Deadly Shadow] |
| --[Contained Explosion] |
| --[Waterbender] |
| |
| You can now unlock the Tanto at Mastery Level 5. The Red-Tie Kiwi is now |
| unlocked by completing the [Featured Contracts - Track 1, Tier 3] |
| Challenge. The Mills Reverie Escalation Contract has been removed along |
| with the Tactical Wetsuit and the Bat Shurikens. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Silent and Deadly \
0===========================================================================>
This run-through is going to acquire all of the Discovery Challenges and
some Non-Target kill Challenges. This run will use multiple strategically
placed game saves. One of the Non-Target kill Challenges requires that you
kill ten people with the Katana and Shurikens and that's going to be the
main one.
When planning bring the Krugermeier, Fiber Wire, and the Remote Breaching
Charge. When you start then head west to find the Beach Shack and pick up
and drop the Driftwood Log near there. Head up to the House and into the
Pool. Find the small white Vase on the ground in the corner and shoot it to
reveal the Pool Entrance Key.
**NOTE: As you do this you may notice that there is no Mini-Map. That
will appear later.
Enter through the nearby door and explore all the levels of the House to
put all of the Unexplored Areas, except the Panic Room, on the map. Since
there is nobody home you have complete freedom to explore the House as long
as you wish.
As you explore the House you may notice control panels on the walls. These
control the Window Blinds. As you go into each room then use them to close
them. This will make things a lot easier on you later.
Go into the Storage Room to pick up at least one Can of Expired Spaghetti
Sauce. Go into the Kitchen to acquire the Kitchen Knife then into the
Ground Floor Bathroom to pick up the Scissors. Go into Alma's Bedroom and
pick up the Squeaky Toy near the bed.
Go into her Office and find a large painting on the wall near the exercise
equipment. Use it to open up the Panic Room. Go left to find the Password
Dongle and the Lockpick. Go to the south wall and pick up the Katana,
Shurikens, and the Kalmer 1. Go to the desk with the Computer, grab the
Coins, and use the Computer.
**NOTE: When you open the Panic Room then the Mini-Map should appear.
During the cutscene that follows Alma and her group arrive back at the
House. Afterwards you will be near the stairs just as they enter. At this
point the House will be crawling with Bodyguards. The Beach will also be
crawling with them too. It should be noted that they can see you through
the open windows and this is why you need to close the shades inside the
House.
At this point of the mission Alma will now become a Target and you must
eliminate her before you can leave.
From where you start then go into the Walk-In Closet and hide inside the
Closet there - bring out the Katana. There will be a Guard that patrols the
Bedroom and goes through the Walk-In Closet.
When he stops in the Bathroom then go out, kill him, and dump him in the
Walk-In Closet (#1). Take the Shotgun and, when the Guard out on the
Terrace goes outside, then drop it just outside the door for the Patio
walkway. Bring out the Kalmer 1 and hide in the Closet again.
You will be waiting awhile as Alma will make a phone call before coming up.
When both Alma and Orson come up then they will change clothes in front
of you and go into the Bathroom. Exit the Closet and wait by the Bathroom
door.
When they enter the Bathroom then come out, wait at the door, and make a
game save:
>>The Scissor Man
***************
Alma will ask Orson when he is shipping out again. As she asks the
question then sneak up behind her. The moment he starts talking then
throw kill her with the Scissors. Go up behind Orson and throw kill
him with the Kitchen Knife. After the notifications pop up then
reload the save.
>>Vertigo
*******
When you get back then shoot both Alma and Orson with the Kalmer 1 to
knock them out. Drag her to the open window and dump her onto the
walkway. Go out and dump her over the railing to kill her. After the
notifications pop up then reload the save again.
>>Piano Man
*********
When you get back then garrote Alma. After the notifications pop up
then reload the save again.
>>Contained Explosion
*******************
When you get back then shoot both Alma and Orson to knock them out.
Drop the Remote Breaching Charge on Alma, back away, and detonate it
to kill her. After the notifications pop up then reload the save
again.
When you get back then shoot both Alma and Orson to knock them out and
throw kill them both with the Katana (#2, #3). Dump both bodies in the
Closet to hide them. At this point make another game save:
>>Hitman with a Shotgun
*********************
Go back out onto the walkway and acquire the Shotgun. You need to
shoot five Guards with a non-silenced Shotgun without being spotted.
If you are spotted then the counter resets and you need to start the
process over.
From the walkway then shoot the Guard below to get things started
then go back in the Walk-In Closet to hide. Keep an eye on the Guards
as they come up. Use the Bathroom and Closet areas to help keep
hidden as you pick off any solitary Guard that comes near. Once you
have killed five Guards then reload the save after the notifications
pop up.
When you get back then go out to the Terrace and kill the Bodyguard there
with the Katana (#4). Go down to the Pool Entrance and take cover to the
left of the door. There is a Guard that goes to the Pool and stops nearby.
When he is away then make a game save:
>>No Running on the Tiles!
************************
Go inside and place a Coin on the edge between the Screwdriver and
the corner and go back inside. When the Bodyguard returns he should
see the Coin. As he stops there then go back inside and get behind
him to get the prompt to push. This should dump him into the Pool.
After the notifications pop up then reload the save.
When you get back then wait for him to come back to the Pool. When he does
then open the door and toss a Coin at the floor at the right side of the
Aquarium to lure him inside. Switch to the Krugermeier and, when he gets to
the Coin, then shoot the Aquarium to let out the water and knock him out.
Throw kill him with the Katana (#5).
Go upstairs and onto the Outdoor Patio. There is a Guard at the corner.
Throw kill him with a Shuriken (#6). Go back down and to the Garage. Throw
kill him with a Shuriken (#7). There is another Guard standing at the
northwest corner of the House. Carefully sneak up behind him and throw kill
him with a Shuriken (#8).
There is a Guard standing just outside the Pool area. Throw kill him with a
Shuriken (#9). There is a Guard standing just outside the front door. Throw
kill him with a Shuriken for number ten then take his Disguise.
After this then head southeast towards the Boat House. Here you should see
a large Truck with some of the Guards digging nearby. Head east just past
them and turn southeast towards a small patch of Grass for hiding.
One of the reasons the Guards are all over the Beach is that they have
found your Boat and you need to get them away from it. Inside the back of
the truck are some Kerosene Canisters and some Flares. Shoot them to make
them explode.
This should lure any nearby Guards, including the ones by your Boat, to the
Truck. Head southeast while keeping an eye on any Guards running northwest.
When you have safely arrived at your Boat then leave the mission.
**NOTE: This process of going to the Beach, luring the Guards, and
running to the Boat will be shorthanded to "run to the Beach to
leave the mission" to eliminate redundancy in the following
run-throughs.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Wood You Believe It? [2,000 XP]
*******************************
For this you need to find the Driftwood Log.
>>Under the Mat [1,000 XP]
************************
For this you need to find the Pool Entrance Key.
>>Don't Tread on Me! [1,000 XP]
**************************
For this you need to find a Squeaky Toy.
>>Discover Hawke's Bay [1,000 XP]
*******************************
For this you need to find all six Unexplored Areas on the New Zealand
map.
>>The Mastermind [4,000 XP]
*************************
For this you need to kill Alma Reynard.
>>The Scissor Man [1,000 XP]
**************************
For this you need to kill a Target with Scissors.
>>Clean Kill [2,000 XP]
*********************
For this you need to kill Alma while Orson is in the shower.
>>Orson Bathes [1,000 XP]
***********************
For this you need to kill Orson in the Shower with a Kitchen Knife.
>>Vertigo [1,000 XP]
******************
For this you need to kill a Target by tossing them over a railing.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Contained Explosion [2,000 XP]
******************************
For this you need to kill a Target with an explosion without killing
or pacifying anybody else with it.
>>Deadly Shadow [2,000 XP]
************************
For this you need to kill a Target with a Katana while wearing your
Suit and without the body being found.
>>Hitman with a Shotgun [2,000 XP]
********************************
For this you need to kill five Guards with a non-silenced Shotgun
without being spotted. Being spotted will reset the counter.
>>No Running on the Tiles! [1,000 XP]
***********************************
For this you need to push somebody into the Pool.
>>Waterbender [1,000 XP]
***********************
For this you need to knock out someone using the Aquarium.
>>Deadly Ninja [1,000 XP]
***********************
For this you need to kill ten people with the Katana and Shurikens.
>>Chameleon [1,000 XP]
********************
For this you need to acquire the Bodyguard Disguise.
0=================================0
| Like Fish in a Barrel [4,000 XP] \
0===========================================================================>
For this you need to kill Alma from the Roof while she is in the Panic
Room. I will also do another Orson Kill Challenge so there is no need to
play nice with the Guards if you want to. For this run I will use a
strategically placed game save for another Challenge. When planning bring
the Krugermeier, Lethal Poison Vial, Modern Emetic Syringe, and start at
the Beach.
Go to the Pool, get the Key, and enter the House. Go into the Panic Room to
get the Pistols for ammo, the Kalmer 1, the Password Dongle, and the
Lockpick. Go into the Bedroom and find the Glass of Whisky at the southeast
corner of the room and poison it. Go into the Bathroom and open the Cabinet
to acquire the Lethal Poison Pill Jar and pick up the Squeaky Toy.
Go into the Bedroom and pick up the Squeaky Toy there. Close all of the
Window Blinds in the House before using the Computer to bring Alma and
Orson home.
Go to the door for the Outdoor Patio and wait for the Guards to go on ahead
before sneaking up to the Roof and stay near the top of the stairs. While
the Guards are talking to each other then quickly kill them with headshots
- leave the bodies.
Go back down and inside then carefully go to the walkway outside the
Bathroom and wait by the open window. After the patrolling Guard goes
through and leaves then go through the window and hide in the Walk-In
Closet.
Hide there until both Alma and Orson go into the Bathroom. Go out, stay by
the door, and make a game save:
>>Hold My Hair
************
As they start talking then stab Alma with the Syringe to make her
sick then shoot Orson with the Kalmer 1 to knock him out. Then go and
drown Alma at the toilet. After the notifications pop up then reload
the save.
>>Sleep Tight
***********
When you get back then stay by the door. When Alma leaves then run up
behind and shoot Orson with the Kalmer 1 then dump him in the Closet.
Wait inside the Bathroom until Alma goes to bed and completely
settles down. When she does then sneak out to her and get the prompt
to smother her. After the notifications pop up then reload the save.
When you get back, and while they are talking, then go out the Bathroom
window, go back inside the House, and sneak back up to the Roof. Drag the
dead Guards behind the ducting just north of them to hide them. Go to the
Skylight above Alma's Bedroom and wait.
After they use the Bathroom then they will come to the Bedroom to watch the
TV. They will go to the balcony outside and then Orson comes back in to
drink his Whisky. This will kill him.
When Alma finds his body then shoot her in the leg to get her frightened
enough to run to the Panic Room. After shooting her then run to the north
side of the Roof to find the Panic Room Ventilation. When she goes inside
then use the lethal poison on it to kill her. Grab a Disguise from one of
the dead Guards then run down to the Beach to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Death of a Statesman [1,000 XP]
*******************************
For this you need to kill Orson with poisoned Whisky.
>>Smells Like Nail Polish [1,000 XP]
**********************************
For this you need to kill Alma by poisoning the Ventilation System.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
Plus these other Challenges:
--Under the Mat --The Mastermind
--Chameleon
0===============================0
| Sugar, Honey, Honey [2,000 XP] \
0===========================================================================>
For this you need to kill Alma by poisoning her tea. When planning bring
the Lethal Poison Vial and start in the Office. As before, go into the
Panic Room to get the Password Dongle, the Lockpick, and the Pistols. Go
into the Bathroom and open the Cabinet to get the Lethal Poison Pill Jar.
Close all of the Window Blinds in the House and go to the Kitchen Counter.
Here you should find a jar of Honey and a bowl of Sugar. During the phone
call that Alma makes Orson will make her some tea and asks her if she wants
Honey or Sugar. The problem is that she will choose one at random with each
run-through so the best thing to do is to poison both. But there is only
one Lethal Poison Pill Jar in the House and this is why you need to bring
the Vial.
After poisoning them both then go up to the Computer and use it to bring
both Alma and Orson home. Go back into the Panic Room then go down the
Garage, subdue the Guard, dump him in the Closet, and take his Disguise.
Run to the Beach and get behind the Truck then wait. When Alma drops dead
then shoot the Canisters to distract the Guards and run to the Boat to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus these other Challenges:
--The Mastermind --Tasteless, Traceless
--Chameleon
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
When planning bring the Lockpick, place the Sieger 300 Ghost into the Beach
Shack, and start at the Beach. When you start then run to the Shack to get
the Rifle but leave the Briefcase. Enter the House through the front door
then close all Window Blinds in the House. Go into the Storage Room to pick
up at least one Can of Spaghetti Sauce.
Run up the stairs then go into the Panic Room to get all of the Pistols
(including the Kalmer-1), the Password Dongle, and the Lockpick. Use the
Computer to bring Alma and Orson home then hide inside the Walk-In Closet.
Wait for the both of them to use the Bathroom before exiting.
Stay by the door and when Alma leaves then knock out Orson with the Can and
hide his body in the Bathroom Closet. Pick up the Squeaky Toy, go out the
window, re-enter the House, go past the Office, then up the stairs to the
Roof. Stay at the top and wait.
Both of the Guards will stop together to have a conversation. When they
finish and break up then sneak up and drop one of the regular Pistols
between the large skylights then sneak to the Panic Room Ventilation unit.
The Guard that patrols the center of the Roof should find the Pistol and
take it down to the Weapons Box in the Garage.
Bring out the Kalmer 1 and get behind the other Guard when the first one
goes down. Shoot him to knock him out and leave the body. Go back to the
Panic Room Ventilation unit and wait for the other Guard to come back. When
he starts his patrol again then get up behind him and shoot him with the
Kalmer 1 - leave his body.
By the time you are finished then Alma should be in bed. Go to the east
side of the Skylight, bring out the Rifle, aim through it, creep forward
until you see her head, then shoot her to kill her - keep the Rifle. Sneak
down the stairs to the Storage Room and then to the Garage. Knock out the
standing Guard and dump him in the Garage Closet.
Go northeast out of the Garage and stay along the edge of the area. Go all
the way to the large patch of Grass just north of the Boat. There is a
Guard that stops inside the west edge of this patch. When he turns around
then bring out the Rifle, zoom in on the Truck, and move just forward
enough to see the Canisters. Shoot them then run to the Boat after the
Guards run from it to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mr. Sandman [1,000 XP]
**********************
For this you need to kill Alma by shooting her through the Bedroom
Skylight while she is sleeping.
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [2,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Piano Man
++Hold My Hair ++Tasteless, Traceless
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus this other Challenge:
--The Mastermind
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NZL8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
New Zealand chapter along with their respective strategies. Each of the
Escalations are worth 4,000 XP towards your Global XP plus the Challenge for
completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters.
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Mills Reverie |###################################################\
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This is a special Halloween themed Escalation. The entire Beach area
becomes becomes a spooky Graveyard with the House becoming somberly
decorated. The entire area is patrolled by numerous Guards. Orson has a
patrol area on the Beach and near the House.
For this you wear a special Jack-O-Lantern Suit with a pumpkin head and use
a Spooky Bat. The exit points are Closets that can be found on the Beach.
You will also start in a Bed on the Beach.
Because of how the Escalation is structured it is not made to do speedruns.
Just take your time and you should get Silent Assassin on all three Levels.
When you play through the first Level then you should acquire the Tactical
Wetsuit for your collection. By completing the Escalation you should also
acquire the Bat Shuriken Melee Weapon.
In October 2022 a new Challenge was implemented for this Escalation, [The
Sandman]. For this you need to knock out five Guards using the Spooky Bat
while maintaining a Silent Assassin rating and without the bodies found and
being spotted. This is best done at Level Three since you need to go around
and knock out all of the Guards before doing anything else to Orson.
Successfully completing this Challenge should net you 4,000 XP and unlock
The Sandman Suit for your collection.
In October 2023 another Challenge was added to this Escalation, [A
Nightmare in Hawke's Bay]. For this you need to kill five Guards with the
Bat Shuriken without being spotted and in one session. Like with [The
Sandman] this should be done at Level Three.
Bring the Bat Shuriken along and carefully eliminate the first five Guards
to complete the Challenge. After that then you can proceed with the rest of
the Level any way you please.
Successfully completing this Challenge should net you 4,000 XP and unlock
The Jack-o'Lantern Suit for your collection.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify Orson with the Spooky Bat. |
|---------------------------------------------------------------------------|
| Don't Eliminate Orson (Everybody knows you can't die in your own dream). |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Get up from the Bed and grab the Spooky Bat nearby. Use the Grass to hide |
| from the roaming Guards and use the Bat to knock some of them out as you |
| approach Orson. Knock him out and run to a Closet to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify Orson with the Spooky Bat. |
|---------------------------------------------------------------------------|
| Don't Eliminate Orson (Everybody knows you can't die in your own dream). |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Push Orson off of the Roof. |
|---------------------------------------------------------------------------|
| Sacrifice Orson to the Circle of Weeping Angels. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| At first the objectives are exactly the same except that the Spooky Bat |
| has been moved to a tree and situated behind a Guard. You may also want |
| to bring both the Lockpick and a non-lethal Melee weapon, such as a Claw |
| Hammer, with you. |
| |
| When you start then sneak over to the Bat, while knocking out various |
| Guards (grab a weapon from them too), grab the Bat, and carefully stalk |
| and knock out Orson. |
| |
| When you knock him out then he will disappear and re-appear on the Roof |
| of the Beach House. Sneak on over and knock out the Guard on the ground |
| floor then sneak up to the Roof. You'll have to wait for the Guards to |
| talk and break up before doing anything. |
| |
| Drop the weapon near the ventilation ducts so one of the Guards can find |
| it then go back just inside the Office. When the Guard finds it and goes |
| down the stairs to the ground floor then run up and throw stun him with |
| your Melee weapon. |
| |
| Grab your weapon then go back up and knock out the remaining Roof Guard. |
| Drop the Bat, if you haven't already done so, and run up to and push over |
| Orson. When you do that then you will need to Sacrifice him. |
| |
| Go down to Orson and find the Circle. There is a Guard there plus another |
| Guard that comes on over from time to time. When the standing Guard is |
| alone then knock him out, pick up his weapon, and drag him to some nearby |
| Grass to hide him. Do the same to the other Guard when he comes back. |
| Drag Orson to the Circle then run to the exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify Orson with the Spooky Bat. |
|---------------------------------------------------------------------------|
| Don't Eliminate Orson (Everybody knows you can't die in your own dream). |
|---------------------------------------------------------------------------|
| Push Orson off of the Roof. |
|---------------------------------------------------------------------------|
| Sacrifice Orson to the Circle of Weeping Angels. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Pacify or Eliminate all Guards. |
|---------------------------------------------------------------------------|
| Bring Orson with you into the Closet. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is a time consuming Level if you want Silent Assassin. There are a |
| total of 24 Guards that need to be knocked out or killed. However, |
| killing them will cause you to lose Silent Assassin so you will need to |
| knock them out instead. |
| |
| One of the faster ways is to go west from your starting point and knock |
| out Guards with your melee weapon and hiding. The plan is to go to the |
| House and knock out everybody there before going back to the Beach and |
| taking down the remaining Guards. |
| |
| Take down the ones on the edges of the Beach and work back towards Orson. |
| When you get to about ten Guards left then they should show on the |
| Mini-Map to find them easier. There are also plenty of Small Pumpkins and |
| Red Tie Kiwis to use as distractions if needed. |
| |
| When you get close to Orson (and about six Guards) then grab the Bat and |
| stalk and knock him out. Knock out all of the remaining Guards then go to |
| the Panic Room inside the House to grab the Kalmer 1. Go up to the Roof |
| and push Orson over then drag him to the Circle. |
| |
| When you do that then he will re-appear in a pit not far from a Closet |
| and you need to drag him to it before you can leave the mission. As you |
| approach him then you should see that he is groggy but conscious. Get |
| behind him and shoot him to knock him out safely. Drag him to the Closet, |
| put him inside, then leave the mission. |
0===========================================================================0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Miami \@@@@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY8. The Finish Line 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@@@@\ Miami /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
47's next assignment takes him to Miami, Florida. Here he is to infiltrate
the Global Innovation Race and eliminate two Targets: Robert Knox and his
daughter Sierra. Robert is the head of Kronstadt Industries and is also a
member of Providence.
His company makes a wide range of electronic products from consumer to
military. Kronstadt is also the maker of the KAI medical supercomputer used
at the GAMA Hospital in Hokkaido. But the company also makes military drones
which include the ones used by dictator Jin Po against innocent protesters in
what is known as the Tungan Valley Incident.
However, that is not the reason for his elimination. According to the data
found in New Zealand Robert is planning to turn against Providence and help
out the Shadow Client so he doesn't end up dead like the other members.
Thus The Constant wants him killed off before this can do any damage to
Providence. In addition, Sierra, who is second behind Robert in regards to
the company, is also to be eliminated to ensure the threat to the
organization is ended.
She is a fiercely competitive woman with a nasty temper and is also one of
the main stars of the Race. At the time of 47's arrival she is on the track
and is trying to beat her main competitor, Moses Lee of Kowoon Heavy
Industries.
Robert is doing his work on the top levels of the Bayside Center which he
bought out just for the Race and has turned it into a exposition area for his
long line of products including the race vehicles that Sierra is currently
driving. As such he shouldn't be too hard to get rid of quietly.
The elimination of Sierra, given all of the spectators, may present some
problems though. But the pit areas should provide some interesting
opportunities for disposal. After all, 47 is good with tools.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MIA1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Damage Control
**************
Description: Complete The Finish Line.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Miami Wise
**********
Description: Reach Miami Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MIA2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed straight south.
Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
On the west side of the map there is the Dolphin Fountain (to the south),
Bayside Center (north of that), the Marina Park area, and the Podium
Building.
The east side of the map has the Hotel (north side), the Pit Building (east
side), the Main Stands (west section), and the VIP Street (center). The
Merchandise Booths and Event Entrance are at the south part of this side of
the map.
The two sections area connected by both the Bayside Tunnel (south), the
Podium Tunnel (north), the race Overpasses (north and south), and the Parking
Garage (under the Bayside Center).
This was a bit of a pain to map out due to the reversal of north-south
directions in regards to place naming. The Main Stands are split into two
areas, north and south. But the South Stands are near the top of the screen
and the North Stands are near the bottom - reverse of what they should be. As
a result the Overpasses, and VIP Entrances are named the same way (north -
bottom, south - top).
However, I will still use the "north is the top of the screen" in regards to
directing you where to go in regards to finding items and doing run-throughs.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0============================================================0
| Event Entrance, Bayside Tunnel, and Bayside Center Entrance \
0===========================================================================>
The Event Entrance area goes from the actual entrance itself to the large
area south of it. At the west side of the Entrance area is the east
entrance to the Bayside Tunnel. The Tunnel goes under the Race Track and
exits at the Bayside Center Entrance area.
At the northeast corner of this area is the gate that leads to the Bayside
Alley that goes to the west end of the North Overpass. Next to the Alley is
the main entrance into the Parking Garage. At the southwest corner of this
section of the map is a small Maintenance Area. The north end of the stairs
for the actual entrance is the north boundary for this area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coconut | --On the ground near a bench at the east end of the |
| | Bayside Tunnel. |
| | --At the base of the tree just north of the west end of |
| | the Bayside Tunnel entrance (x2). |
| | --On the ground just outside the west gate for the |
| | Maintenance Area. |
|---------------+-----------------------------------------------------------|
| Soda Can | On the table at the west side of the entrance area behind |
| | the Bag Check. |
|---------------+-----------------------------------------------------------|
| Shovel | Inside the wheelbarrow behind the Thor sign at the |
| | southeast corner of the Event Entrance area. |
|---------------+-----------------------------------------------------------|
| Coin | Inside the hat in front of the Musician inside the |
| | Bayside Tunnel. |
|---------------+-----------------------------------------------------------|
| Didgeridoo | Behind the Musician inside the Bayside Tunnel. |
|---------------+-----------------------------------------------------------|
| Propane Flask | Under the stairs at the west end of the North Overpass. |
| Lead Pipe | |
|---------------+-----------------------------------------------------------|
| Crowbar | Leaning against a wooden crate behind the van parked just |
| | outside the Parking Garage entrance. |
|---------------+-----------------------------------------------------------|
| Shovel | Leaning against the wall at the south side of the |
| | Maintenance Area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Marina Park SE \
0===========================================================================>
This is the park that is at the west side of the Miami Bayside Center Expo
building and north of Bayside Center Entrance area. The north boundary of
this park is the south side of the Podium Building.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Lead Pipe | On the black crates behind the PRX Van west of the north |
| | entrance to the Parking Garage. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================0
| Podium Building \
0===========================================================================>
The Food Prep Room is at the west side of the building. The Photography
Area is at the north end. The Lounge Area is at the south end. The
Reception Area is in the center of the floor along with the stairs leading
up to the Podium itself. A Storeroom is at the southeast side of the
building. A Tool Room is at the northeast side.
Just south of the building is the Race Marshal Area (Marina) area that also
leads into the Bayside Center Loading Bay.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Emetic Rat Poison | On the shelf near ground level at the north end of |
| | the Food Prep Room. |
|-------------------+-------------------------------------------------------|
| Wrench | On a keg at the south end of the Food Prep Room. |
|-------------------+-------------------------------------------------------|
| Scissors | On a table at the southwest corner of the Lounge |
| | Area. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On the floor inside the Tool Room. |
| Crowbar | |
| Hammer | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================0
| Marina Park (South) \
0===========================================================================>
The North Pier and the Anchor Monument is at the northwest side. The South
Overpass is at the northeast side. The Pier and Boat Rental Building is at
the west side. The entrance to the Podium Tunnel is at the east side. The
Park Food Stands is west of the Podium Building.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | On the coolers at the top of the west end of the |
| | South Overpass. |
|-------------------+-------------------------------------------------------|
| Hammer | Under the stairs at the bottom of the west end of the |
| | South Overpass. |
|-------------------+-------------------------------------------------------|
| Boat Rental Key | Carried by the Guard that patrols around the Boat |
| | Rental Building. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | Just inside the east door of the Boat Rental |
| Baseball Bat | Building. |
| Baseball | |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | --On the crate at the southeast corner of the Boat |
| | Rental Building. |
| | --On the ground southeast of the car at the south end |
| | inside the Park Food Stands area. |
|-------------------+-------------------------------------------------------|
| Speedboat Key | On the table at the west side inside the Boat Rental |
| | Building. |
|-------------------+-------------------------------------------------------|
| Food Vendor Key | Carried by Florida Man. |
|-------------------+-------------------------------------------------------|
| Shovel | In the hedge southwest of the car at the south end |
| | inside the park food stands area. |
|-------------------+-------------------------------------------------------|
| Bag of Sugar | On the table of the south food booth inside the Park |
| Cleaver | Food Stands area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Parking Garage \
0===========================================================================>
The main Parking Area is in the center along with the Garage Security Area.
The Garage Security Area has a Locker Room at the northeast corner, the
main Monitor Room at the southeast section, the North Bayside Center Stairs
in the center, and the Main Desk at the southwest corner.
The north side of the Garage has the North Restrooms, the North Storage
Room, and the Podium Tunnel. The east side of the Garage has the East
Restrooms, the East Storage Room, and the Stands Tunnel. The south side has
the Southeast Garage Entrance that leads to the North Overpass, the South
Elevator, and the South Entrance. The West Stairs and southwest Garage
Entrance is at the southwest corner.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Soda Can | --On the ground at the south end of the corridor |
| | between the North Restrooms and Podium Tunnel. |
| | --On the ground in front of the Soda Machines near |
| | the door to the West Stairs. |
|----------------------+----------------------------------------------------|
| Event Crew Disguise | ++[Casual]: On the counter at the west side of the |
| | East Restrooms. |
| | --On the shelving near the center of the North |
| | Storage Room. |
|----------------------+----------------------------------------------------|
| Electronic Car Key | On the ground at the north end of the corridor |
| | just outside the south entrances for the North |
| | Restrooms / Storage Room area. |
|----------------------+----------------------------------------------------|
| Parking Ticket | Carried by the Blackmailer Mascot. |
|----------------------+----------------------------------------------------|
| Podium Club Pass | On the counter inside the northeast Toilet inside |
| | the East Restrooms. |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | --On the wall near the southeast Toilet inside the |
| | East Restrooms. |
| | --On the north side of the Red 07 Pillar at the |
| | southwest corner of the Parking Area. |
| | --On the south side of the Red 11 Pillar at the |
| | northwest corner of the Parking Area. |
| | --On the south side of the Blue 07 Pillar at the |
| | northeast corner of the Parking Area. |
| | --On the south side of the Blue 01 Pillar at the |
| | southeast corner of the Parking Area. |
| | --On the east side of the Red 02 Pillar at the |
| | south side of the Parking Area. |
|----------------------+----------------------------------------------------|
| Fire Axe | On the wall at the north side of the East |
| | Restrooms. |
|----------------------+----------------------------------------------------|
| Race Marshal | On the shelving at the east side of the East |
| Disguise | Storage room. |
|----------------------+----------------------------------------------------|
| Crowbar | --On the shelving at the east side of the East |
| | Storage Room. |
| | --On the counter inside the Main Desk section of |
| | the Garage Security Area. |
|----------------------+----------------------------------------------------|
| Event Area Key | On a metal cart at the west side of the East |
| | Storage Room. |
|----------------------+----------------------------------------------------|
| Lead Pipe | Leaning against the wall inside the corridor |
| | between the South Elevator and Southeast Garage |
| | Entrance. |
|----------------------+----------------------------------------------------|
| Florida Man Article | On the bench at the north end of the South |
| | Elevator area. |
|----------------------+----------------------------------------------------|
| Screwdriver | On a crate at the south end of the South Elevator |
| | area. |
|----------------------+----------------------------------------------------|
| Incriminating | Inside the gray van at the southwest corner of the |
| Evidence | Parking Area. Use the Electronic Car Key to open. |
|----------------------+----------------------------------------------------|
| Brick | On the ground just northwest of the gray van at |
| | the southwest corner of the Parking Area. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | At the east side of the Garage Security Area |
| Event Security | Locker Room. |
| Disguise | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============================0
| Bayside Center - Ground Floor \
0===========================================================================>
The Reception Desk is just inside the Main Entrance at the south side of
the building. The Coat Check room is at the west side and the entrance to
the Expo Room, Aquarium, and stairs to the Executive Floor is at the east
side. The Aquarium and West Stairs is at the west side of the floor. Also
at the west side is the West Maintenance Room with stairs that lead to a
Small Locker Room.
The Expo Room is at the east side of the floor. The Small Maintenance Room
sits between the Aquarium and Expo Room. The north and east side of the
Expo Room is the Backstage Area. North of the Expo Room is the North Stairs
and the Loading Bay. Southeast of the Expo Room is the Southeast
Maintenance Room with the Elevator Shaft and stairs that lead outside to
the west end of the North Overpass.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Ted Mendez ID Card | Behind the Reception Desk at the south end. |
|--------------------------+------------------------------------------------|
| Kronstadt Engineer | ++[Casual]: Inside the West Restrooms. |
| Disguise | ++[Casual and Pro]: At the northeast section |
| | inside the Coat Check room. |
|--------------------------+------------------------------------------------|
| Crowbar | Leaning against the shelving near the south |
| | door inside the West Maintenance Room. |
|--------------------------+------------------------------------------------|
| McInnis' Notebook on | On top of a locker at the southeast corner of |
| Robert Knox | the Small Locker Room. |
|--------------------------+------------------------------------------------|
| Kronstadt Bayside Center | --Inside a locker at the west side of the |
| Keycard | Small Locker Room. |
| | --Carried by one of the Guards at the |
| | Aquarium. |
| | --On a table at the north side of the |
| | Backstage Area. |
|--------------------------+------------------------------------------------|
| Android Arm | On the black tool stands at the west side of |
| | the Backstage Area. |
|--------------------------+------------------------------------------------|
| Fish | Inside Tanks 6, 7, and 14 at the Aquarium. |
|--------------------------+------------------------------------------------|
| Starfish | Inside Tank 12 at the Aquarium. |
|--------------------------+------------------------------------------------|
| Hammer | --On a table at the southeast corner of the |
| | Aquarium area near the entrance. |
| | --On a desk under the stairs at the lower |
| | level at the southeast corner of the Loading |
| | Bay. |
|--------------------------+------------------------------------------------|
| Screwdriver | --On a counter at the north end inside the |
| | Small Maintenance Room. |
| | --On a shelf at the south side of the |
| | Southeast Maintenance Room. |
|--------------------------+------------------------------------------------|
| Soda Can | --On a table at the east side of the Backstage |
| | Area. |
| | --On a table at the upper level at the |
| | southeast corner of the Loading Bay (x2). |
|--------------------------+------------------------------------------------|
| Coin (x3) | On a table at the east side of the Backstage |
| | Area (x3). |
|--------------------------+------------------------------------------------|
| Kronstadt Octane Booster | ++[Casual and Pro]: On a shelf at the upper |
| | level at the northwest corner of the |
| | Loading Bay. |
| | ++[Master]: On a desk under the stairs at the |
| | lower level at the southeast corner of the |
| | Loading Bay. |
|--------------------------+------------------------------------------------|
| Emetic Rat Poison | On a barrel at the lower level at the |
| | northwest corner of the Loading Bay. |
|--------------------------+------------------------------------------------|
| Propane Flask | On the ground just south of the van at the |
| | lower level of the Loading Bay (x3). |
|--------------------------+------------------------------------------------|
| Wrench | --On a shelf just southeast of the van at the |
| | lower level of the Loading Bay. |
| | --On a desk at the south wall of the Elevator |
| | Shaft inside the Southeast Maintenance Room. |
|--------------------------+------------------------------------------------|
| Photo of Robert Knox | On the magazine stand partway up the stairs to |
| | the 1st Floor. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Bayside Center - 1st Floor \
0===========================================================================>
The Android Lab is at the north side of the floor along with a small Server
Room to the north and Office 1D to the east. South of the Lab is the East
2nd Floor Stairs. South of that is the Southeast Maintenance Room that also
has the Elevator Shaft and a door that leads out to the top of the North
Overpass.
West of this room is the Reception Desk. West of that is Office 1A. West of
that is the Conference Room. North of that is the West Bayside Stairs and
the West Maintenance Room that also has the West 2nd Floor Stairs.
Northeast of this room is the Android Showroom. To the east of that is the
North Stairs.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Android Arm | --On a black crate at east side inside the |
| | Server Room. |
| | --On the center tables inside the Android Lab |
| | (x3). |
| | --In a box behind the wall at the west corner |
| | of the Android Showroom. |
|--------------------------+------------------------------------------------|
| Derek McInnis ID Card | On the desk at the east side inside the Server |
| McInnis' Notebook on | Room. |
| Robotics | |
|--------------------------+------------------------------------------------|
| Screwdriver | --On the tool stand at the west side of the |
| | Android Lab. |
| | --On the desk inside the Southeast Maintenance |
| | Room. |
| | --On a desk near the center of Office 1A. |
|--------------------------+------------------------------------------------|
| Photo of Robert Knox | ++[Casual]: On the desk at the east side of |
| | the Android Lab. |
| | ++[Casual]: On a small table east of the |
| | Reception Desk. |
| | --By the photocopier just outside Office 1D. |
| | --At the north end of the large table at the |
| | north end of the Conference Room. |
|--------------------------+------------------------------------------------|
| Scissors | On the desk inside the Office 1D. |
|--------------------------+------------------------------------------------|
| Kitchen Knife | --On the table just north of the Southeast |
| | Maintenance Room. |
| | --On a table at the south end of the |
| | Conference Room. |
|--------------------------+------------------------------------------------|
| Emetic Rat Poison | On the desk inside the Southeast Maintenance |
| | Room. |
|--------------------------+------------------------------------------------|
| Apricots | On a small table east of the Reception Desk |
| | (x3). |
|--------------------------+------------------------------------------------|
| Kronstadt Bayside Center | On a desk inside the Reception Desk Room. |
| Keycard | |
|--------------------------+------------------------------------------------|
| Kronstadt Researcher | ++[Casual]: On the desk inside the West |
| Disguise | Maintenance Room. |
|--------------------------+------------------------------------------------|
| Picture of Target Dummy | On the table at the north side of the Android |
| A, B, C | Showroom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Bayside Center - 2nd Floor \
0===========================================================================>
Robert's Office is at the north side of the floor. A small Server Room is
west of it and with the small North Storage Room to the north of that that
has a Pipe that goes down to the Server Room on the 1st Floor. South of
Robert's Office is Office 2A. South of that is the 2nd Floor Stairs. South
of that is the Southeast Storage Room that also has the Roof Access area.
South of that is the Security Room and South Restrooms.
West of that is the Helipad and the Exercise Room. West of that is the
Patio and north of this is the West Maintenance Room and the Assistant
Office. East of the Office is the Lounge Area. The center of the floor is
the Garden.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Wrench | On a shelf inside the North Storage Room. |
|--------------------------+------------------------------------------------|
| Golf Club | Leaning against south side of the desk at the |
| | east side of Robert's Office. |
|--------------------------+------------------------------------------------|
| Electronic Access Dongle | On the desk at the east side of Robert's |
| | Office. |
|--------------------------+------------------------------------------------|
| Scissors | --On the desk at the east side inside Office |
| | 2A. |
| | --On the shelving at the north corner of the |
| | Assistant Office. |
|--------------------------+------------------------------------------------|
| Tactical Bartoli 12G | On the table at the north end of the Security |
| | Room. |
|--------------------------+------------------------------------------------|
| Kronstadt Security | ++[Casual]: On a bench at the northeast corner |
| Disguise | of the Exercise Room. |
|--------------------------+------------------------------------------------|
| Battle Axe | Behind the shelving at the southwest corner of |
| | the Exercise Room. |
|--------------------------+------------------------------------------------|
| Emetic Rat Poison | On the ground by the Container inside the West |
| | Maintenance Room. |
|--------------------------+------------------------------------------------|
| McInnis' Notebook on | On the counter inside the Assistant Office's |
| Philosophy | Restroom. |
|--------------------------+------------------------------------------------|
| Photo of Robert Knox | On the main desk inside the Assistant Office. |
| Sierra Knox Magazine | |
| Florida Man Article | |
|--------------------------+------------------------------------------------|
| Bust | Near the Water Cooler at the south side of the |
| | Lounge Area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================================0
| Race Marshal Area, Hotel, and Emergency Bay \
0===========================================================================>
This section of the map is at the northeast corner. The Race Marshal Area
comprises the west and southwest portions of this section of the map. The
east end of the South Overpass is at the west side of this area. At the
southwest corner of this area is the east entrance for the Podium Tunnel.
The Emergency Bay is the set of temporary buildings east of the Race
Marshal Area. Inside the Bay are three areas: the Reception Desk (west),
Storage Room (southwest), and Treatment Area (east).
The large building at the northeast part of this map section is the Hotel.
The Hotel also has stairs to access the Hotel Roof on the north side of the
building. On the west side of the building in the Hotel Garden.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###########################| Race Marshal Area |###########################|
0===========================================================================0
| Race Marshal Disguise | ++[Casual]: On a table near the east end of the |
| | South Overpass. |
|-----------------------+---------------------------------------------------|
| Hammer | On a table near the east end of the South |
| | Overpass. |
|-----------------------+---------------------------------------------------|
| Soda Can | On the corner of a large concrete planter just |
| | southeast of the east end of the South Overpass |
| | (x2). |
|-----------------------+---------------------------------------------------|
| Coconut | On the ground at the base of the tree just east |
| | of the entrance to the Podium Tunnel (x2). |
|-----------------------+---------------------------------------------------|
| Wrench | On the ground by some orange safety cones just |
| | northeast of the entrance to the Podium Tunnel. |
0===========================================================================0
|#############################| Emergency Bay |#############################|
0===========================================================================0
| Medical Cabinet Key | On the desk at the south side of the Reception |
| | Desk area inside the Bay. |
|------------------------+--------------------------------------------------|
| Lethal Poison Pill Jar | On the table at the south side of the Bay's |
| | Storage Room. |
|------------------------+--------------------------------------------------|
| Medic Disguise | ++[Casual]: On the gurney outside the Bay near |
| | the southeast corner. |
| | --On the table at the south side of the Bay's |
| | Storage Room. |
|------------------------+--------------------------------------------------|
| Modern Lethal Syringe | Inside the cabinet inside the Bay's Storage |
| | Room. |
|------------------------+--------------------------------------------------|
| Amputation Knife | At the north side of the Treatment Area inside |
| | the Bay. |
|------------------------+--------------------------------------------------|
| Baseball Bat | Near the Container in the center and outside the |
| Baseball | Bay building. |
0===========================================================================0
|#################################| Hotel |#################################|
0===========================================================================0
| Baseball Bat | Leaning against a garbage can behind the north side |
| | of the building. |
|-------------------+-------------------------------------------------------|
| Shovel | --Inside the white van behind the north side of the |
| | building. |
| | --Leaning up against a wheelbarrow at the southeast |
| | corner of the Garden. |
|-------------------+-------------------------------------------------------|
| Old Axe | Hidden behind a blue pillar against the pink wall at |
| | the east side of the building just south of the |
| | northeast corner. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On a stack of wood at the southwest corner of the |
| | building. |
|-------------------+-------------------------------------------------------|
| Crowbar | On a concrete railing just north of the Ambulance at |
| | the south central side of the building. |
|-------------------+-------------------------------------------------------|
| Brick | On the ground at the northwest corner of the Garden |
| | (x2). |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the ground near the northwest stairs halfway up to |
| | the Roof. |
|-------------------+-------------------------------------------------------|
| Hammer | On the ground near the air conditioning units at the |
| | southeast corner section of the Hotel's Roof. |
|-------------------+-------------------------------------------------------|
| Soda Can | --On the ground just north of the sleeping guard at |
| | the southeast corner section of the Roof. |
| | --On the railing at the very southwest corner of the |
| | Roof. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Main Stands and Merchandise Booths \
0===========================================================================>
These are the main spectator areas that are outside the VIP areas of the
map. This section goes from the south wall for the Race Marshal Area to the
back of the Event Entrance area.
The Main Stands are the North and South Stands. The Stands have two levels:
Ground and Press. The Finish Line separates the two halves of the Stands at
Ground Level and the Control Booth and Press Level Lounge separate the two
halves at the Press Level.
At the north end of the area is the Porta-Potties and Medical Tent. The
South VIP Access Entrance is just east of the South Stands. At the south
end of this area is the Merchandise Booths and North VIP Access Entrance.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###########################| South Stands Area |###########################|
0===========================================================================0
| Soda Can | --On a control panel at the southwest corner of |
| | the Porta-Potties area. |
| | --On the counter behind the coolers of the Food |
| | Stand under the south half of the South Stands. |
| | --On a desk at the east side of the Control |
| | Booth. |
|-----------------------+---------------------------------------------------|
| Modern Lethal Syringe | Inside the Cabinet inside the Storage Room at the |
| | north side of the Medical Tent. |
|-----------------------+---------------------------------------------------|
| Medic Disguise | ++[Casual]: On a wastebasket by the Sink inside |
| | the Storage Room at the north side of the |
| | Medical Tent. |
|-----------------------+---------------------------------------------------|
| Medical Cabinet Key | On the red bag under the Medical Tent. |
|-----------------------+---------------------------------------------------|
| Coin | --On the ground at the first level of stands at |
| | the South Stands and just northeast of the |
| | Finish Line (x3). |
| | --On the ground at the first level of stands at |
| | the South Stands just north of the north |
| | corridor. |
| | --On the ground at the ground level of stands at |
| | the South Stands just north of the north |
| | corridor. |
|-----------------------+---------------------------------------------------|
| Food Vendor Disguise | Inside the Storage Room under the south half of |
| | the South Stands. |
|-----------------------+---------------------------------------------------|
| Screwdriver | Inside a blue crate at the south end of the Press |
| | Level of the South Stands. |
|-----------------------+---------------------------------------------------|
| Event Area Key | On a bookcase at the south end of the Press Level |
| | Lounge. |
0===========================================================================0
|###########################| North Stands Area |###########################|
0===========================================================================0
| Soda Can | --On the counter behind the coolers of the Food |
| | Stand under the north half of the North |
| | Stands. |
| | --On the south end of the tables at the front of |
| | the Fitter Tent at the Merchandise Booth area. |
| | --On the table at the front of the Thwack Tent |
| | at the Merchandise Booth area. |
|------------------------+--------------------------------------------------|
| Coin | --On the ground at the first level of stands at |
| | the North Stands and just southeast of the |
| | Finish Line itself. |
| | --On the ground at the second level of stands at |
| | the south half of the North Stands (x3). |
| | --At the pay phone just west of the North VIP |
| | Access Entrance (x3). |
|------------------------+--------------------------------------------------|
| Screwdriver | Inside a blue crate at the south end of the |
| | Press Level of the North Stands. |
|------------------------+--------------------------------------------------|
| Food Vendor Disguise | ++[Casual]: Inside the south Toilet under the |
| | south half of the North Stands. |
|------------------------+--------------------------------------------------|
| Emetic Rat Poison | At the south side inside the Storage Room under |
| | the north half of the North Stands. |
|------------------------+--------------------------------------------------|
| Kitchen Knife | On the table at the Food Stand just east of the |
| | North Stands. |
|------------------------+--------------------------------------------------|
| Sierra Knox Magazine | On the center table of the Fitter Tent at the |
| | Merchandise Booths area. |
|------------------------+--------------------------------------------------|
| Moses Lee Polaroid | On the south table of the Fitter Tent at the |
| Picture | Merchandise Booths area. |
| Scissors | |
|------------------------+--------------------------------------------------|
| Picture of Robert Knox | At the southwest corner of the Thwack Tent at |
| | the Merchandise Booths area. |
|------------------------+--------------------------------------------------|
| Picture of a Flamingo | On the table at the front of the Thwack Tent at |
| | the Merchandise Booths area. |
|------------------------+--------------------------------------------------|
| Podium Club Pass | On the table at the north end of the back area |
| | behind the west side of the Merchandise Booths |
| | area. |
|------------------------+--------------------------------------------------|
| Wrench | On the table at the south end of the back area |
| | behind the west side of the Merchandise Booths |
| | area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========0
| VIP Area \
0===========================================================================>
This is the area that sits between the Main Stands and the Pit Building.
This area runs from the south wall of the Race Marshal Area to the South
VIP Access Entrance. It is split into two areas: the VIP Area Square
(north) and the VIP Area Street (south). However, it will simply be called
the VIP Street area.
Three of the major racing teams have their own buildings called paddocks:
Kronstadt (north), Kowoon (center), and Thwack (south). Just south of the
South VIP Access Entrance are the Food Stands.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###########################| Kronstadt Paddock |###########################|
0===========================================================================0
| Waiter Disguise | At the northwest corner of the Storage Room at |
| | the northwest corner of the Ground Floor of the |
| | Paddock. |
|------------------------+--------------------------------------------------|
| Bag of Sugar | On a crate at the west side of the Storage Room |
| | at the northwest corner of the Ground Floor of |
| | the Paddock. |
|------------------------+--------------------------------------------------|
| Bust | On a small bookcase at the northeast corner of |
| | the 1st Floor of the Paddock. |
|------------------------+--------------------------------------------------|
| Picture of Robert Knox | On the table at the south side of the 1st Floor |
| | of the Paddock. |
|------------------------+--------------------------------------------------|
| Screwdriver | On the white box by the forklift in the back |
| | area north of the Paddock. |
|------------------------+--------------------------------------------------|
| Crowbar | Leaning against a crate at the south half of the |
| | back area at the west side of the Paddock. |
0===========================================================================0
|##############################| Food Stands |##############################|
0===========================================================================0
| Propane Flask | --On the ground by the grill at the north end of the |
| | area. |
| | --On the shelf at the southeast corner of the area (x3). |
|---------------+-----------------------------------------------------------|
| Cleaver | On the box at the southeast corner of the area. |
0===========================================================================0
|#############################| Kowoon Paddock |############################|
0===========================================================================0
| Pit Building Keycard | On a table at the south side of the Storage Room |
| | at the southwest corner of the Ground Floor of the |
| | Paddock. |
|----------------------+----------------------------------------------------|
| The Big One | On the table at the northeast corner just inside |
| | the 1st Floor of the Paddock. |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | On the floor at the north end of the outside area |
| | at the northeast corner of the 1st Floor of the |
| | Paddock. |
|----------------------+----------------------------------------------------|
| Lead Pipe | Leaning against a trash can just west of the |
| | Kowoon tractor trailer at the south side outside |
| | the Paddock. |
|----------------------+----------------------------------------------------|
| Hammer | On the box by the Kowoon tractor trailer at the |
| | south side outside the Paddock. |
|----------------------+----------------------------------------------------|
| Crowbar | Inside the east side of the tractor trailer at the |
| | south side outside the Paddock. |
0===========================================================================0
|#############################| Thwack Paddock |############################|
0===========================================================================0
| Emetic Rat Poison | On the shelf at the north side of the Storage Room at |
| | the northwest corner of the Ground Floor of the |
| | Paddock. |
|-------------------+-------------------------------------------------------|
| Cocaine Brick | Carried by Hector Delgado on the 1st Floor of the |
| | Paddock. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On the box at the base of the stairs at the west side |
| | outside the Paddock. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Security and Trucks Area \
0===========================================================================>
This is the area south of the VIP Street area. The west building is the
Security Area and the Trucks Area is the east and southwest portions of
this area. The Security Area has multiple rooms. The large room to the west
is the Monitor Room. The room to the northeast is the Evidence Room, the
room to the southeast is the Locker Room, and the room between them is the
Interrogation Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Evidence Locker | On the L-shaped desk at the north side of the |
| Combination | Monitor Room. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | On the table at the east side of the Monitor Room. |
| Bartoli 75R | |
|----------------------+----------------------------------------------------|
| Fire Axe | On the west wall at the south end of the hallway |
| | between the Monitor Room and the Locker Room. |
|----------------------+----------------------------------------------------|
| Police Baton | On the shelf at the east side of the Evidence |
| | Room. |
|----------------------+----------------------------------------------------|
| Note From Security | Inside the safe within the Evidence Room. |
| Locker | |
| Car Bomb | |
|----------------------+----------------------------------------------------|
| Event Area Key | On the basket of laundry inside the Locker Room. |
|----------------------+----------------------------------------------------|
| Coin | --On the ground at the south side of the large |
| | tree planter just outside the southeast door to |
| | the Security Area. |
| | --Near the northeast corner of the flatbed next to |
| | the red Kronstadt Van at the east side of the |
| | Trucks Area. |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | On the ground near the container between the large |
| | tree planters just outside the southeast door to |
| | the Security Area. |
|----------------------+----------------------------------------------------|
| Crowbar | On the red gurney next to the Miami International |
| | Van just east of the north entrance of the Trucks |
| | Area. |
|----------------------+----------------------------------------------------|
| Event Crew Disguise | ++[Casual]: Next to the southeast corner of the |
| | Miami International Van at the southwest |
| | section of the Trucks Area. |
|----------------------+----------------------------------------------------|
| Hammer | On the crate at the south end of the southwest |
| | section of the Trucks Area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================================0
| Pit Building - Locker Room and Ground Floor \
0===========================================================================>
This is the large multi-level building at the east side of the map. The
Locker Room is in the basement. The Ground Floor of the building is split
up into five sections (from north to south): Kronstadt Garage, Kowoon
Garage, Aeon Garage, Thwack Garage, and Sotteraneo Garage.
The Kronstadt Garage area has several sections: Exterior Storage which is
outside to the west, the North Pit Area, the Center Pit Area to the south
of that, a small Storage Room to the west of that, and the South Pit Area
to the south of that. Each of the other garages have a Main Pit Area and a
Storage Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Locker Room |##############################|
0===========================================================================0
| Pale Rider Disguise | On a bench at the north side of the showers at |
| | the northwest corner of the Room. |
|--------------------------+------------------------------------------------|
| Pit Building Keycard | On the stack of towels near the center of the |
| | Room. |
|--------------------------+------------------------------------------------|
| Kowoon Mechanic Disguise | On the bench at the east side of the Room. |
0===========================================================================0
|############################| Kronstadt Garage |###########################|
0===========================================================================0
| Wrench | --On the tool stand at the south end of the |
| | Exterior Storage area. |
| | --On the table at the south side of the east |
| | section of the North Pit Area. |
| | --On the large black crate at the west section |
| | of the South Pit Area. |
|--------------------------+------------------------------------------------|
| Screwdriver | On the tool stand at the northwest section of |
| | the Garage. |
|--------------------------+------------------------------------------------|
| Pit Building Keycard | On the red stand at the north end of the North |
| | Pit Area. |
|--------------------------+------------------------------------------------|
| Pneumatic Wrench | On the tool stand near the center of the east |
| | section of the North Pit Area (x2). |
|--------------------------+------------------------------------------------|
| Kronstadt Pit Security | On the wall near the door to the Center Pit |
| Memo | Area. |
|--------------------------+------------------------------------------------|
| Hammer | On the tool stand at the south side of the |
| | Center Pit Area. |
|--------------------------+------------------------------------------------|
| Propane Flask | On the table at the west side of the Storage |
| | Room. |
|--------------------------+------------------------------------------------|
| Fire Extinguisher | --On the wall just south of the interior door |
| | for the Storage Room. |
| | --In the southeast corner of the South Pit |
| | Area. |
|--------------------------+------------------------------------------------|
| Kronstadt Octane Booster | On the table at the west section of the South |
| | Pit Area. |
0===========================================================================0
|#############################| Kowoon Garage |#############################|
0===========================================================================0
| Wrench | On the table at the northwest corner of the |
| | Garage. |
|--------------------------+------------------------------------------------|
| Pit Building Keycard | On the yellow tool stand just inside the open |
| | door at the west center part of the Garage. |
|--------------------------+------------------------------------------------|
| Soda Can | By the engine block near the center of the |
| | Garage. |
|--------------------------+------------------------------------------------|
| Fire Extinguisher | On the wall by the door for the Storage Room. |
|--------------------------+------------------------------------------------|
| Kronstadt Octane Booster | On the stand by the north wall of the Storage |
| | Room. |
|--------------------------+------------------------------------------------|
| Crowbar | On the tool stand inside the Storage Room. |
0===========================================================================0
|##############################| Aeon Garage |##############################|
0===========================================================================0
| Pit Building Keycard | On the tool stand at the south wall for the |
| | Storage Room. |
|--------------------------+------------------------------------------------|
| Propane Flask | On the floor at the south side of the Storage |
| | Room. |
|--------------------------+------------------------------------------------|
| Fire Extinguisher | On the wall next to the door for the Storage |
| | Room. |
|--------------------------+------------------------------------------------|
| Screwdriver | On the table at the east side of the large |
| | room at the northeast corner. |
|--------------------------+------------------------------------------------|
| Crowbar | Leaning against the north side of the monitor |
| | stand at the north side of the Main Pit Area. |
|--------------------------+------------------------------------------------|
| Kronstadt Octane Booster | On the tool stand at the south side of the |
| | Main Pit Area. |
0===========================================================================0
|#############################| Thwack Garage |#############################|
0===========================================================================0
| Pit Building Keycard | On the table in the center of the Garage. |
|--------------------------+------------------------------------------------|
| Kronstadt Octane Booster | On the tool stand at the west side of the Main |
| | Pit Area. |
|--------------------------+------------------------------------------------|
| Pneumatic Wrench | On the table at the east side of the Main Pit |
| | Area. |
|--------------------------+------------------------------------------------|
| Fire Extinguisher | On the wall next to the door to the Storage |
| | Room. |
|--------------------------+------------------------------------------------|
| Propane Flask | On the floor in the northeast corner of the |
| | Storage Room. |
|--------------------------+------------------------------------------------|
| Wrench | On the tool stand in the open room at the |
| | southeast side of the Garage. |
0===========================================================================0
|###########################| Sotteraneo Garage |###########################|
0===========================================================================0
| Fire Extinguisher | On the wall next to the door to the Storage |
| | Room. |
|--------------------------+------------------------------------------------|
| Sotteraneo Mechanic | ++[Casual]: Inside the Storage Room. |
| Disguise | |
|--------------------------+------------------------------------------------|
| Screwdriver | On the tool stand at the west side of the |
| | large room at the northeast corner of the |
| | Garage. |
|--------------------------+------------------------------------------------|
| Hammer | On the tool stand at the southwest section of |
| | the Main Pit Area. |
|--------------------------+------------------------------------------------|
| Pneumatic Wrench | On the table at the south wall of the east |
| | side of the Main Pit Area. |
|--------------------------+------------------------------------------------|
| Kronstadt Octane Booster | On the tool stand at the south wall of the |
| | east side of the Main Pit Area for the Garage. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Pit Building - 1st Floor \
0===========================================================================>
This is the top level of the Pit Building and has multiple rooms. The north
third of the floor is the Media and Security Areas. The North Stairs is at
the very northwest corner of this floor. The Security Area is the very
north room of the floor. It has a Storage Room to the north and a Server
Room to the south.
South of this room is the Media Suite. West of the Media Suite is the North
Restrooms. South of the Media Suite is the North Central Stairs.
The center third of this floor has the Kitchen, which also has a Storeroom
to the north, and the VIP Lounge. South of these room is the South Central
Stairs. Just southwest of the South Central Stairs is the South Restrooms.
East of that is the Executive Lounge. South of the Lounge is Maxwell
Rutter's Office. The South Stairs is at the very southwest corner of this
floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|########################| Media and Security Areas |#######################|
0===========================================================================0
| Fire Extinguisher | --On the shelf at the north side of the Security |
| | Area's Storage Room. |
| | --On the wall within the narrow hallway at the |
| | west side of the North Restrooms. |
|----------------------+----------------------------------------------------|
| Pit Building Keycard | On the counter at the north side of the Security |
| | Area. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | On the counter at the south side of the Security |
| | Area. |
|----------------------+----------------------------------------------------|
| Soda Can | --On the counter at the south side of the Security |
| | Area (x3). |
| | --On the long table in the center of the Media |
| | Suite (x2). |
|----------------------+----------------------------------------------------|
| Journalist Disguise | ++[Casual]: On the table at the west side of the |
| | Media Suite. |
|----------------------+----------------------------------------------------|
| Scissors | On the table at the east side of the Media Suite. |
0===========================================================================0
|##########################| Kitchen and Lounges |##########################|
0===========================================================================0
| Event Area Key | Carried by a wandering Civilian that goes between the |
| | VIP Lounge and the Kronstadt Paddock. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the shelf at the northwest corner of the Kitchen |
| | Storeroom. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | --Embedded in the pumpkin on the table in the middle |
| | of the Kitchen Storeroom. |
| | --On the counter at the east side of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Cleaver | On the table at the north half of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Frying Pan | On the Stove inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Bag of Sugar | --On the counter at the east side of the Kitchen. |
| | --Behind the bar at the VIP Lounge. |
|-------------------+-------------------------------------------------------|
| Fish | On the counter at the south half of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the main counter inside the South Restrooms. |
|-------------------+-------------------------------------------------------|
| Cannibis Joint | Carried by one of the women inside a stall at the |
| | South Restrooms. |
0===========================================================================0
|########################| Maxwell Rutter's Office |########################|
0===========================================================================0
| Golf Club | Leaning against the short counter at the |
| | northwest side of the Office (x2). |
|-------------------------+-------------------------------------------------|
| Leather Briefcase | On the couch at the southwest corner of the |
| | Office. |
|-------------------------+-------------------------------------------------|
| Race Computer Security | Carried by Maxwell Rutter. |
| Dongle | |
|-------------------------+-------------------------------------------------|
| Pit Building Keycard | On the small table within the bathroom for the |
| | Office. |
|-------------------------+-------------------------------------------------|
| Event Security Disguise | ++[Casual]: On the counter at the west side of |
| | the bathroom for the Office. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MIA3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You can now start at the Dolphin Fountain, unlock the Lockpick |
| | Mk II for use in all missions, and unlock all of your Loadout |
| | Slots. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn a Hidden Stash at Kronstadt Reception. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start at the Marina and unlock the Fish Melee |
| | Weapon for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 5 | You earn a Hidden Stash at the Stands Toilet and unlock the |
| | Jaeger 7 Mk II Sniper Rifle for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You can now start at the Stands disguised as a Flamingo |
| | Mascot. |
|----------+----------------------------------------------------------------|
| Level 7 | You earn an Agency Pickup at the Boat Rental Hut and unlock |
| | the HWK 21 Mk II Pistol for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You can now start at the Food Stand disguised as a Food Vendor |
| | and earn a Hidden Stash at the Podium Storage area. |
|----------+----------------------------------------------------------------|
| Level 9 | You can now start at the Overpass disguised as a Race Marshal. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the ICA Proximity Taser and the ICA Briefcase for |
| | use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You earn an Agency Pickup at the Backstage Truck. |
|----------+----------------------------------------------------------------|
| Level 12 | You can now start at the Drivers' Lounge disguised as a |
| | Bartender. |
|----------+----------------------------------------------------------------|
| Level 13 | You earn an Agency Pickup at the Parkside Food Stands and |
| | unlock the Proximity Explosive Duck Mk II for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 14 | You can now start at the Podium disguised as Event Crew. |
|----------+----------------------------------------------------------------|
| Level 15 | You earn an Agency Pickup at the Kronstadt Storage Area and |
| | unlock the Concept 5 Pistol for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now start at the Medical Area disguised as a Medic and |
| | unlock the Fishing Line for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn an Agency Pickup at the Thwack Paddock. |
|----------+----------------------------------------------------------------|
| Level 18 | You can now start at the Kronstadt Bayside Center disguised as |
| | an Engineer and unlock the ICA Remote Distraction Mk II Device |
| | for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn an Agency Pickup at the Pit Building Locker Room. |
|----------+----------------------------------------------------------------|
| Level 20 | You can now start at the Kowoon Pit disguised as a Mechanic |
| | and unlock the Concussion Grenade for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MIA4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0============0
| Robert Knox \
0===========================================================================0
| He is one of your Targets and can be found at the upper levels of the |
| Bayside Center. He will go to the Android Showroom then to the Lab and |
| goes upstairs. He will then go to the Assistant Office and then to his |
| own before going back downstairs. He won't deviate from this pattern |
| unless certain circumstances arise. |
0===========================================================================0
0============0
| Sierra Knox \
0===========================================================================0
| She is your other Target and will be driving her Race Car when you start |
| the mission. If you end the Race without killing her then she will go to |
| either the Podium Building (if she wins) or the Kronstadt Paddock (if she |
| loses). |
| |
| When she goes to the Paddock then she will go upstairs for a bit then go |
| to the Pit Building. She will go to the Garage then upstairs to the VIP |
| Lounge to look for her rival, Moses Lee, before going back to the |
| Paddock. She won't deviate from this pattern unless certain circumstances |
| arise. |
0===========================================================================0
0=========0
| Brigitte \
0===========================================================================0
| She is Sierra's personal lawyer and friend (and possibly more) who |
| follows her wherever she goes. She is also an Enforcer to many of the |
| Disguises below. |
0===========================================================================0
0==========0
| Moses Lee \
0===========================================================================0
| He is the CEO of Kowoon Heavy Industries and is a big rival of Sierra. He |
| often gets into drinking games with her whenever they race at the same |
| venue. |
0===========================================================================0
0===============0
| Maxwell Rutter \
0===========================================================================0
| He is the person who runs the Global Innovation Race and can be found in |
| his Office on the 1st Floor of the Pit Building. He holds a strong grudge |
| against Robert Knox because of a deliberate accident that he was involved |
| in years ago that injured him out of racing. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MIA5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0======================0
| The VIP Street Guards \
0===========================================================================0
| There are a total of 29 Disguises to acquire in this chapter. All but |
| seven of them have four specific Enforcers. At the VIP Street area at |
| Casual difficulty there are three Guards that patrol the crowds and they |
| are there to help force you to use the "hiding in crowds" mechanic. |
| |
| At Professional difficulty there is an additional Guard at the VIP Street |
| area that stands in front of the Aeon Garage section. |
| |
| To shorthand things I may refer to them as "the patrolling Guards" and |
| the "standing Guard". |
| |
| Listed below are the seven Disguises that do not have the patrolling and |
| standing Guards: |
| |
| --Street Musician |
| --Sheik |
| --Florida Man |
| --Pale Rider |
| --Mascot |
| --Moses Lee |
| |
| The Medic Disguise is the only one that has the patrolling Guards but not |
| the standing Guard. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Florida Fit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| It is important to point out that you will be frisked before you are |
| allowed to go through the Event Entrance but there are other ways inside. |
| |
| At the west side of the map you do not have access to the Maintenance |
| Area, Tour Building, Podium Building, Park Food Stands, and both the |
| North and South Overpasses. |
| |
| Inside the Parking Garage you do not have access to the North Storage |
| Room, Podium Tunnel, Security Area, East Storage Room, Southeast Garage |
| Entrance, South Bayside Center Elevator, and the West Bayside Center |
| Stairs. |
| |
| On the Ground Floor of the Bayside Center you have access to the |
| Reception Desk and Expo Hall but not the Coat Check, Aquarium, West |
| Bayside Center Stairs, West Maintenance Room, Backstage Area, North |
| Bayside Center Stairs, Loading Bay, and Southeast Maintenance Room. The |
| entirety of the upper floors are also off-limits. |
| |
| On the east side of the map the north part, which consists of the Race |
| Marshal Area, Hotel, and Emergency Bay areas, are off-limits. At the Main |
| Stands and Merchandise Booths areas you do not have access to the storage |
| room for the Medical Tent, the Press Level, the back areas for the Food |
| Stands, and the back areas for the Merchandise Booths. |
| |
| In the VIP Area you do not have access to the Podium Path near the |
| Kronstadt Paddock, the open areas in front of the Garages except the Aeon |
| Garage, the back areas behind the Paddocks, and the 1st Floor of all |
| three Paddocks. The Security and Trucks Area are also off-limits. |
| |
| Inside the Pit Building the Locker Room and the Garages are off-limits. |
| On the 1st Floor you are not allowed on the north third of the floor, the |
| Kitchen, the Executive Lounge, and Maxwell Rutter's Office. |
0===========================================================================0
0================0
| Street Musician \
0===========================================================================0
| This is the guy playing his drums inside the Bayside Tunnel. This is a |
| Civilian Disguise and has the same properties as the Suit. One difference |
| between this Disguise and the Suit that the Guards won't let you in the |
| VIP Areas even if you have the Podium Club Pass. But, once you sneak |
| inside, then you should be okay. |
| |
| To acquire this Disguise safely you need to get rid of at least four of |
| the five people that go through the Tunnel. Go behind the sign over the |
| west end of the Tunnel and use an object to lure a person as they come up |
| or down the stairs. When they go behind the sign then knock them out and |
| drag them to the Containers inside the Bayside Alley. |
| |
| After they are all gone then go and knock out the Musician and drag him |
| up the stairs. When you reach the top then go around the left side to |
| avoid being seen by the crowd by the entrance to the Bayside Center. Drag |
| the Musician under the North Overpass stairs to hide him and get his |
| Disguise. |
| |
| There are no Enforcers for this Disguise at any difficulty. |
0===========================================================================0
0======0
| Sheik \
0===========================================================================0
| This un-named Sheik can be found on the 1st Floor of the Thwack Paddock. |
| Even though he is supposed to be a VIP he is anything but. He has the |
| same access and restrictions as the Suit with the only exception being |
| that he can go on the top level of the Thwack Paddock. |
| |
| Interestingly enough, if you leave the VIP Area and try to go back in, |
| the Guards won't let you so you have to sneak back in. |
| |
| Acquiring this Disguise is tricky and requires two emetic poisons, a |
| throwable object, a Coin, and the Kitchen Staff Disguise. Go to the back |
| area outside of the Paddock dressed as Kronstadt Security and wait for |
| the Waiter to come outside. There is also a patrolling Guard that comes |
| back here too. |
| |
| When the Guard is away then knock out the Waiter and drag him inside the |
| Storage Room for hiding. When the Guard comes back then knock him out and |
| drag him to the Room for hiding. |
| |
| When you go upstairs you should see the Sheik, a female Waiter, and a |
| shady looking man who happens to be Hector Delgado, a minor character who |
| you'll be dealing with in the next chapter of the game. There are also |
| two people on the balcony but they won't move. |
| |
| There are two Glasses that you can Poison: one on the bar and one on the |
| balcony. Poison the one on the bar and stand just outside the exterior |
| door. A Thwack Mechanic will come up and drink from it. He should then go |
| to the Restroom using the exterior stairs. When he gets down near the |
| bottom then throw stun him and drag him into the Storage Room to hide |
| him. |
| |
| Go back up and poison the one on the balcony. Go down into the Restroom |
| and wait. The seedy looking man will drink from it then go down here. |
| When he starts throwing up then knock him out and leave the body. Go back |
| up and stand out of view by the Ice Machine. |
| |
| When the Sheik goes outside to the balcony then toss the Coin on the |
| floor and close to the Glass on the bar to lure the Waiter into position. |
| Knock her out then quickly drag her outside and down into the Storage |
| Room. Go back upstairs and, when the Sheik is sitting down in the corner, |
| then turn on the Ice Machine to lure him. Go outside and loop behind him. |
| Knock him out when he turns it off and take his clothes. |
| |
| There are no Enforcers for this Disguise at any difficulty. |
0===========================================================================0
0============0
| Florida Man \
0===========================================================================0
| This guy can be found on the Pier near the Tour Building on the west |
| side. He wears a black sleveless tank top with a gray apron, a gray hat |
| with a long animal tail, and bright pink tights with a leopard print. |
| Can't miss him really. This is a Civilian Disguise and has the exact same |
| properties as the Suit and also has no Enforcers at any difficulty. |
| |
| To acquire this Disguise you need to go to the Pier and to the far end. |
| There will be a Guard that patrols this area so you need to watch out for |
| him. There will also be a Container at the far end here. When Florida Man |
| goes to the end, and the Guard is out of view, then subdue him, dump him |
| in the Container, and take his Disguise. |
0===========================================================================0
0===========0
| Ted Mendez \
0===========================================================================0
| He is the bigwig military man hanging around the Dolphin Fountain at the |
| Bayside Center Entrance. Being that he is expected at the Center he has |
| quite a lot of access inside. He has complete access to not only the |
| Ground Floor of the building but also the 1st Floor. However, he does not |
| have access to the 2nd Floor. |
| |
| The only way to acquire this Disguise is to go into the Maintenance Area |
| at the Bayside Center Entrance and turn on the Generator when he is close |
| to you. Take cover to the right of the Gate and sneak up behind him when |
| he goes to turn it off. After he turns it off then subdue him and dump |
| him in the Shredder to hide him. |
| |
| At Master difficulty this becomes a little more difficult. When you enter |
| the Area and turn on the Generator this will attract a nearby Civilian |
| that is standing nearby. He never leaves his spot so you need to get rid |
| of him before going after Ted. Once you subdue and hide him then wait for |
| the patrolling Guard to stand near the Gate and leave. |
| |
| Turn on the Generator, go outside, and grab the nearby Coconut. When Ted |
| comes closest to you he won't be close enough to hear the Generator. Toss |
| the Coconut near your feet to lure him close enough so he can hear the |
| Generator. Ambush him as before but hide him in the corner near the Gate |
| and Faucet so the patrolling Guard can't see him. |
| |
| Outside of the patrolling Guards there are no Enforcers for this |
| Disguise at Casual difficulty. At Professional difficulty, and outside of |
| the standing Guard, there are no additional Enforcers. |
| |
| At Master difficulty there are seven additional Enforcers, all inside the |
| Bayside Center: |
| |
| --One on the Ground Floor by the main stairs. |
| --Two at the Loading Bay. |
| --One at the Reception Desk on the 1st Floor. |
| --Two at the Conference Room. |
| --One in front of the Android Lab. |
0===========================================================================0
0===================0
| Kronstadt Engineer \
0===========================================================================0
| These are the engineers that work on designing the vehicle and other |
| equipment. This outfit consists of a gray shirt with the Kronstadt logo, |
| a striped tie, and dark gray pants. This Disguise allows you access to |
| most areas of the Bayside Center. You have access to the entire Ground |
| Floor and most of the 1st Floor except the Android Showroom. However, you |
| don't have access to the 2nd Floor. |
| |
| Outside of the Center it has the exact same properties as the Suit and |
| requires the Podium Club Pass to gain access to the VIP Street area. |
| |
| The easiest way to obtain this Disguise is to get it from the Coat Check |
| Room on the Ground Floor of the Center. At Master difficulty you need to |
| take it from somebody. There are three ways to go about it. |
| |
| The first is to go up into the Southeast Maintenance Room on the 1st |
| Floor and use the Sink to lure in one of them when he is close enough. |
| Stay outside on the North Overpass until he start cleaning up the mess |
| then go up behind him and subdue him. Dump him in the Closet and take his |
| clothes. |
| |
| The second is to go into the small Restroom by the Conference Room and |
| wait for one of them to stand by it. Turn on the Sink to lure him in then |
| subdue him after he cleans up the mess to get his clothes. |
| |
| The last method is to go down to the east side of the Backstage Area on |
| the Ground Floor. Two Engineers in the Expo will talk then split up. One |
| of them will come your way. Knock him out with an object, dump him in the |
| nearby Container, and take his clothes. |
| |
| At Casual difficulty and outside of the patrolling Guards there is one |
| Enforcer and he is inside the Android Showroom. |
| |
| At Professional difficulty, and outside of the standing Guard, there are |
| five additional Enforcers: |
| |
| --One patrolling the 1st Floor of the Center. |
| --One that goes between the Restroom by the Conference Room and the |
| Soda Machines near the 2nd Floor Stairs. |
| --One at the Aquarium on the Ground Floor. |
| --One inside the Loading Bay at the Center. |
| --One patrolling the Merchandise Booths area. |
| |
| At Master difficulty there are five additional Enforcers, all inside the |
| Center: |
| |
| --One at the Reception Desk on the 1st Floor. |
| --One in front of the Android Lab. |
| --One at the Conference Room. |
| --One at the Southeast Maintenance Room on the Ground Floor. |
| --One at the base of the main stairs on the Ground Floor. |
| |
| You can start at the Conference Room already disguised as an Engineer |
| once you reach Mastery Level 18. |
0===========================================================================0
0=====================0
| Kronstadt Researcher \
0===========================================================================0
| These are the people that wear the standard white lab coats that work the |
| 1st Floor of the Bayside Center. Inside the Bayside Center this Disguise |
| will allow you access to every room in the building on all floors - |
| including the Security Area. |
| |
| Outside of the Center it has the exact same properties as the Suit and |
| requires the use of the Podium Pass to enter the VIP Street area. |
| |
| The easiest way to acquire this Disguise is to go to the West Maintenance |
| Room to find it on a desk. On Professional and Master difficulties you |
| will need to take it from somebody. |
| |
| When disguised as either Kronstadt Engineer or Security then go into the |
| Server Room at the Android Lab. Take the Android Arm, open the door to |
| the Lab, and toss the Arm at the door to the small room to the west. This |
| should lure in one of the nearby Researchers. When he walks in then close |
| the door, subdue him, dump him in the Closet in the small room, and take |
| his clothes. |
| |
| As for Enforcers, inside the Center there are two at Casual difficulty: |
| one in the Android Lab on the 1st Floor and one inside Robert's Office on |
| the 2nd Floor. Outside of the Center there are no additional Enforcers |
| beyond the patrolling Guards. |
| |
| At Professional difficulty, and outside of the standing Guard, there are |
| two additional Enforcers: one at the 1st Floor of the Bayside Center and |
| one patrolling the Merchandise Booths area. At Master difficulty there |
| are no additional Enforcers. |
0===========================================================================0
0======0
| Medic \
0===========================================================================0
| These are the people that assist in first aid for the racers and |
| spectators. They wear a white jumpsuit with a bright red vest with the |
| word MEDIC on it. |
| |
| This Disguise has the same properties as the Suit except that you can go |
| around the Emergency Bay, Race Marshal, Podium Tunnel, the back area |
| around the Kronstadt Paddock, and the area around the front of the Podium |
| Building (but not inside). |
| |
| At Casual difficulty you can easily acquire this Disguise by going into |
| the Medical Tent Storage Room in the Main Stands section of the map. |
| However, at all difficulties, you can find the Disguise inside the |
| Emergency Bay Storage Room. |
| |
| Outside of the patrolling Guards there are no Enforcers at Casual |
| difficulty. At Professional difficulty there is one additional Enforcer |
| and he is the Doctor inside the Treatment Area at the Emergency Bay. At |
| Master difficulty there is one additional Enforcer and she is outside the |
| Emergency Bay. |
0===========================================================================0
0============0
| Food Vendor \
0===========================================================================0
| These are the people that work the various Food Stands around the area. |
| This outfit consists of a white shirt with a red apron, white hat, and |
| khaki pants. This Disguise also allows you to poison food and drinks |
| without suspicion. |
| |
| At the west side of the map, including the Bayside Center, you can go |
| into the Podium Tunnel and the Park Food Stands but otherwise this |
| Disguise has the same access as the Suit. On the east side you can go |
| into the Race Marshal Area and inside the Emergency Bay but not the |
| Treatment Area and the outside around it. |
| |
| You can go around the back areas around the Merchandise Booths and |
| Paddocks except for Kronstadt's. You also cannot go onto the 1st Floor of |
| any of the Paddocks. Inside the Pit Building it has the same properties |
| as the Suit. |
| |
| The easiest way to acquire the Disguise is to go inside the Storage Room |
| under the south half of the South Stands. |
| |
| At Casual difficulty and outside of the patrolling Guards there is one |
| Enforcer and she is at one of the Food Stands under the Main Stands. At |
| Professional difficulty, and outside of the standing Guard, there is one |
| additional Enforcer and he is patrolling the Merchandise Booths area. |
| There are no additional Enforcers at Master difficulty. |
| |
| You can start at the Food Stands by the Paddocks already disguised as a |
| Vendor once you reach Mastery Level 8. |
0===========================================================================0
0==============0
| Kitchen Staff \
0===========================================================================0
| This is the person who works inside the Kitchen at the Pit Building's 1st |
| Floor. This outfit consists of a white shirt with a white hat, black |
| apron, and black pants. This Disguise also allows you to poison food and |
| drinks without suspicion. |
| |
| At the Pit Building's 1st Floor you can't go into the north third of the |
| Floor and Maxwell Rutter's Office but can go into the Executive Suite. On |
| the lower floors you can't go into the Locker Room and Garages. At the |
| VIP Street area you can go around the back areas around the Paddocks. You |
| can also go onto the 1st Floor of both the Thwack and Kowoon Paddocks but |
| not Kronstadt's. |
| |
| At the Main Stands you can go into the Food Stands and Storage Areas |
| under the Stands and back areas around the Merchandise Booths but not up |
| to the Press Level. On the north side of the map you can go through the |
| Race Marshal Area but not the area around the outside of the Emergency |
| Bay and the Hotel. You can go through the Podium Tunnel but not into the |
| Building itself. |
| |
| At the west side of the map, including the Bayside Center, this has the |
| same properties as the Suit but you can go into the Park Food Stands. |
| |
| There is only one of him so, in order to acquire this Disguise, you need |
| to get rid of the Waiter inside the Kitchen. Go into the Storeroom and |
| turn on the Radio then walk out. Follow the Waiter inside and stand |
| behind him. When he turns off the Radio then subdue him and dump him in |
| the Container. Go back into the Kitchen and subdue the Staff, dump him in |
| the Container, and take his clothes. |
| |
| At Casual difficulty and outside of the patrolling Guards there are no |
| Enforcers. At Professional difficulty, and outside of the standing Guard, |
| there are two additional Enforcers: one at the 1st Floor of the Kowoon |
| Paddock, and one patrolling the Merchandise Booths area. At Master |
| difficulty there are no additional Enforcers. |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| These are the people that work the bars and other food areas throughout |
| the Race area. This outfit consists of a white shirt, burgundy vest, |
| white apron, and black pants. This Disguise also allows you to poison |
| food and drinks without suspicion. |
| |
| Inside the 1st Floor of the Pit Building you aren't allowed on the north |
| third of the floor and Maxwell Rutter's Office but you can go into the |
| Executive Suite. On the lower floors you cannot go in the Garages and the |
| Locker Room. At the VIP Street area you can go around the back areas of |
| the Paddocks and can up onto the 1st Floors of all three Paddocks. |
| |
| At the north side of the map you can go into the Emergency Bay but not |
| the Treatment Area and the area outside of it. You also cannot go to the |
| Hotel either. You can go into all of the Food Stands area and the back |
| areas around the Merchandise Booths and downstairs inside the Parking |
| Garage. |
| |
| At the west side of the map you can go into the Podium Tunnel but not the |
| Building itself. Outside of that it has the same properties as the Suit. |
| |
| The easiest way to acquire this Disguise is to sneak into the Storage |
| Room at the Ground Floor of the Kronstadt Paddock where you can find one |
| on a shelf. Another way is to go to the 1st Floor of the Pit Building's |
| Kitchen and use the Radio to lure the Waiter into the Storeroom where you |
| can safely ambush him for his clothes. |
| |
| As for Enforcers, there are three beyond the patrolling Guards at Casual |
| difficulty: one at the VIP Lounge, one at the 1st Floor of the Kowoon |
| Paddock, and one at the 1st Floor of the Thwack Paddock. |
| |
| At Professional difficulty, and outside of the standing Guard, there are |
| three additional Enforcers: one patrolling the north third of the Pit |
| Building's 1st Floor, one at the Ground Floor of the Kronstadt Paddock, |
| and a patrolling Guard at the Merchandise Booths area. At Master |
| difficulty there are no additional Enforcers. |
| |
| You can start at the VIP Lounge already disguised as a Waiter once you |
| reach Mastery Level 12. |
0===========================================================================0
0===========0
| Event Crew \
0===========================================================================0
| These are the people that work the Race. They wear a black tank top with |
| a red visor, red shorts, and black leggings. Being that they are Race |
| employees they do have some degrees of free access. You have access to |
| the entire ground floor of the Bayside Center but not the upper floors. |
| |
| You also have access to the Podium Building, Race Marshal Area (Marina), |
| and the Loading Bay but not the Park Food Stands, Boat Rental Building, |
| and the Maintenance Area. |
| |
| On the east side of the map you have access to the Trucks Area and back |
| areas around the Paddocks but, outside of that, you have the same |
| restrictions as the Suit for the VIP Street area. In the Pit Building it |
| has the same properties as the Suit but you can go in the north third of |
| the 1st Floor. However, you need to access it from the North Central |
| Stairs because of the Guard by the VIP Lounge. |
| |
| You can go inside the Emergency Bay but not in the Treatment Area and the |
| area outside. You also don't have access to the Hotel, both Overpasses, |
| and all Security Areas. |
| |
| The easiest way to obtain this Disguise is to get the one inside the |
| North Storage Room inside the Parking Garage floor. |
| |
| Outside of the patrolling Guards there are no Enforcers at Casual |
| difficulty. |
| |
| At Professional difficulty, and outside of the standing Guard, there are |
| three Enforcers: one patrolling the Merchandise Booths area, one |
| patrolling the north third of the Pit Building's 1st Floor, and one at |
| the Race Marshal Area. At Master difficulty there are two additional |
| Enforcers and they are inside the Podium Building. |
| |
| You can also start at the Podium Building already disguised as a member |
| of the Crew once you reach Mastery Level 14. |
0===========================================================================0
0===========0
| Journalist \
0===========================================================================0
| These are the people that cover the Race for various news outlets. This |
| Disguise consists of khaki pants, a wide brim hat, a white shirt, and a |
| blue vest with the words PRESS on the back. On the west side of the map, |
| including the Bayside Center, it has the same properties as the Suit with |
| the exception of being able to enter the Podium Building. |
| |
| However, you need to enter the area from the Bayside Tunnel because of |
| the standing Guards. Inside the building you can't enter the west and |
| east rooms. You can't go onto the Overpasses, the Medical Tent area, and |
| the Storage Rooms under the Main Stands but you can go up to the Press |
| Level. You can go through the back areas of the Parking Garage floor. |
| |
| At the VIP Street area you can't go around the back area of the Paddocks |
| as well as their 1st Floors but you can go onto the red carpet. At the |
| north side of the map you can go through the Race Marshal Area but not |
| the Hotel or the outside area around the Emergency Bay. You can go inside |
| the Bay but not into the Treatment Area. |
| |
| At the Pit Building you can't go into the Garages or the Locker Room. On |
| the 1st Floor you can't go into Maxwell Rutter's Office or the Kitchen. |
| You also can't go into any Security Area. If you need to leave the VIP |
| Street area you will need the Podium Club Pass to re-enter as you are not |
| considered an employee of the Race. |
| |
| The easiest way to acquire this Disguise is to sneak into the Media Suite |
| and acquire the one sitting on the table. At Professional and Master |
| difficulties you need to take it from somebody and the easiest way to do |
| that is to ambush the one that goes into the North Restrooms. |
| |
| Outside of the patrolling Guards there are no Enforcers at Casual |
| difficulty. At Professional difficulty, and outside of the standing |
| Guard, there are two: a patrolling Guard on the north third of the Pit |
| Building's 1st Floor and a patrolling Guard at the Merchandise Booths |
| area. At Master difficulty there is one additional Enforcer and he is |
| inside the Podium Building. |
0===========================================================================0
0=======0
| Mascot \
0===========================================================================0
| This is a goofy looking flamingo suit which is the mascot for the Race. |
| On the west side of the map you have access to the Podium Building but |
| outside of that you have the same access as the Suit. On the east side of |
| the map and at the VIP Street area you have access to most of the back |
| areas around the Paddocks except Kronstadt's. |
| |
| You also don't have access to the 1st Floor of any of the Paddocks. You |
| can go into the Emergency Bay but not the Treatment Area and the outside |
| area around it. You can go on the Hotel grounds and both Overpasses. |
| |
| Inside the Pit Building you have the same access as the Suit but you can |
| go on the north third of the 1st Floor. However, you need to access that |
| through the North Central Stairs because of the Guard by the VIP Lounge. |
| |
| The easiest way to get this Disguise is to ambush the Blackmailer Mascot |
| in the Parking Garage floor and hide him in the Security Area (you'll |
| need either the Kronstadt Bayside Center Keycard or a Scrambler to |
| enter). |
| |
| As for Enforcers, there is one at Casual difficulty and he is the injured |
| Civilian by the North Storage Room/Restrooms area. At Professional |
| difficulty there are no additional Enforcers. At Master difficulty there |
| is one additional Enforcer and he is the other Mascot patrolling the VIP |
| Street and Main Stands area. |
| |
| You can start at the Main Stands already disguised as a Mascot once you |
| reach Mastery Level 6. |
0===========================================================================0
0===========0
| Pale Rider \
0===========================================================================0
| This is an all white driving outfit that can only be found inside the Pit |
| Building's Locker Room. Although this Disguise has some access there are |
| multiple areas you can't go in. |
| |
| On the west side of the map it has the same properties as the Suit but |
| you can go into the Podium Building area but not inside the east rooms, |
| or the outside area to the south and east of the building. Inside the |
| Bayside Center it has the same properties as the Suit. |
| |
| On the east side, at the Main Stands, you can't go on the Press Level, |
| the back area west of the Merchandise Booths, and the back areas of the |
| Food Stands. In the VIP Area you can't go on the 1st Floor of any of the |
| Paddocks. At the north section of the map you can't go to the Hotel and |
| Emergency Bay. |
| |
| On the Ground Floor of the Pit Building you can't go into any of the |
| Garages. On the 1st Floor you can't go into the Kitchen, Media Suite, and |
| Maxwell Rutter's Office. You also can't go into any of the Security Areas |
| on the map. |
| |
| There are no Enforcers for this Disguise at any difficulty. |
0===========================================================================0
0=========================0
| Crashed Driver Kronstadt \
0===========================================================================0
| This is the person that is trying to give Doctor Sorensen a urine sample |
| within the Emergency Bay. With this Disguise you have access to the |
| Emergency Bay, Race Marshal, Kronstadt Garage, the back area around the |
| Kronstadt Paddock, Pit Building Locker Room, the 1st Floor of the Pit |
| Building except the Security Area, Media Suite, Kitchen, and Maxwell |
| Rutter's Office. |
| |
| You can also go into the Podium Tunnel and Building (but not into the |
| east and west rooms). Outside of this it has the same properties as the |
| Suit. |
| |
| There are two ways to acquire this Disguise: |
| |
| The fastest way is to get rid of the Doctor inside the Treatment Area. Go |
| outside and turn off the Generator to lure him outside. Knock him out |
| when he turns it back on then go inside and knock out the Driver, drag |
| him to the Restroom, and take his clothes. |
| |
| The nice way is to get him to leave the Emergency Bay. You need to lure |
| away the Doctor without knocking him out. At the northeast corner of the |
| Treatment Area is a Sink. When the Driver goes into the Restroom then |
| turn on the Sink to lure the Doctor to it. When the Driver leaves then go |
| into the Restroom to turn on the Sink there. |
| |
| When the Driver goes back inside then he should fill up the cup with what |
| the Doctor needs then he will leave. He will eventually end up at the |
| Ground Floor of the Kronstadt Paddock. He will then go between the |
| sitting area near Brigitte and the counter near the Storage Room. |
| |
| The best way to get at him is before he gets there. Prior to dealing with |
| him get a bunch of Coins then go and knock out the Waiter outside of the |
| Kronstadt Paddock and hide him in the Storage Room. Place a chain of |
| Coins from near the door to the base of the 1st Floor stairs. |
| |
| When he comes by later then he should see and follow the Coins to the end |
| where you can safely knock him out, drag him to the Storage Room, and |
| take his Disguise. |
| |
| At Master difficulty it is best to get all of the Coins on the map and |
| make a chain that goes to the Medical Tent Storage Room where you can |
| lure and safely ambush him. |
| |
| As for Enforcers, and outside of the patrolling Guards, there are three |
| at Casual difficulty: the Doctor inside the Emergency Bay, Sierra, and |
| Brigitte. At Professional difficulty, and outside of the standing Guard, |
| there are no additional Enforcers. At Master difficulty there are no |
| additional Enforcers. |
0===========================================================================0
0=================0
| Blue Seed Driver \
0===========================================================================0
| He is the driver doing autographs at the Fitter tent at the Merchandise |
| Booths area. This Disguise has the same properties as the Crashed Driver |
| Kronstadt but you can't go into most of the Emergency Bay area, the back |
| area around the Kronstadt Paddock, and the Kronstadt Garage. |
| |
| Although he is out in the open this Disguise isn't hard to acquire. Just |
| like with the Sheik Disguise go to the back area for the Thwack Paddock |
| and get rid of the patrolling Guard and the Waiter. Go to the Container |
| and toss an object at the boxes behind the Fitter tent to lure the Driver |
| there. When he stops then knock him out, dump him in the Container, and |
| take his clothes. |
| |
| At Casual difficulty and outside of the patrolling Guards there is one |
| Enforcer and she is Brigitte. At Professional difficulty, and outside of |
| the standing Guard, there is one additional Enforcer and he is a |
| patrolling Guard at the north third of the 1st Floor of the Pit Building. |
| There are no additional Enforcers at Master difficulty. |
0===========================================================================0
0==============0
| Thwack Driver \
0===========================================================================0
| This is the driver for the Thwack team that is being interviewed on the |
| South Central Stairs inside the Pit Building. This Disguise has the same |
| properties as the Blue Seed Driver Disguise except that you can go inside |
| the Thwack Garage and the 1st Floor of the Thwack Paddock. |
| |
| This is one of the harder Disguises to acquire safely. For this you need |
| a bunch of Coins and some emetic poison. While wearing the Kronstadt |
| Security Disguise go up to the Pit Building's 1st Floor and into the |
| Kitchen Storeroom. Turn on the Radio to lure the Waiter inside so you can |
| ambush him for his clothes. |
| |
| After acquiring the Waiter Disguise and the Emetic Rat Poison inside the |
| Storeroom then go and poison the Bottle of Beer at the southeast corner |
| of the Thwack Paddock's Ground Floor. |
| |
| Re-acquire the Security Disguise and go into the Pit Building's Locker |
| Room to get the Pit Building Keycard. Go into the Aeon Garage and subdue |
| the lone Mechanic there. Place a Coin on the floor by the wire about ten |
| feet from the door and place another Coin on the dotted line just a |
| couple of feet from the door. Go out and place another Coin just in front |
| of the door. |
| |
| There are two people that come in and out using the stairs: a woman and a |
| Sotteraneo Mechanic. They will come down together and both of them will |
| see the Coin but only one of them will go to it. Open the door when one |
| of them picks up the Coin. That person will see the Coin just inside and |
| go for it. When he/she sees the last Coin and goes for it then go up |
| behind him/her, wait for the door to close, and subdue him/her. |
| |
| Grab the Coins and hide the body in one of the smaller rooms. Re-place |
| the Coins and do the same for the second person. Re-place the Coins but |
| this time make a chain going up the stairs. When you place a Coin near |
| the two of them then the female Journalist will go for it and will start |
| picking up the Coins. |
| |
| When you finally get her inside the Garage and knock her out then quickly |
| pick up the Coins and run out after the Driver who will then leave for |
| the Thwack Paddock. Run past him and go into the Restroom. He will then |
| drink from the Bottle and get sick. When he enters then close the door, |
| subdue him, and take his clothes. |
| |
| At Casual difficulty and outside of the patrolling Guards there are two |
| Enforcers: one inside the Thwack Garage and Brigitte. At Professional |
| difficulty, and outside of the standing Guard, there are two additional |
| Enforcers: one in the Thwack Garage and one patrolling Guard at the north |
| third of the 1st Floor of the Pit Building. There are no additional |
| Enforcers at Master difficulty. |
0===========================================================================0
0============0
| Aeon Driver \
0===========================================================================0
| This guy can be found in the VIP Lounge. He stands by the window |
| overlooking the track and never moves from his spot. The only thing he |
| does is drink from his Glass of Wine from time to time. This Disguise has |
| the same properties as the other Driver Disguises but you can go inside |
| the Aeon Garage. |
| |
| In order to obtain this Disguise safely you need some emetic poison and a |
| Coin and be dressed as Kitchen Staff since this is safer than the Waiter |
| Disguise. |
| |
| Go to the Driver and observe him. If he is drinking from his Glass then |
| you need to wait before doing anything else. When he has stopped then he |
| will turn to look outside. Place a Coin a few feet behind him then run |
| into the back of him then run away a few feet to get him to turn around. |
| He should see the Coin and go to pick it up. As he is doing so then |
| quickly poison his Glass and run back to the South Restrooms. |
| |
| The reason for doing this is that you can't poison his Glass while he is |
| standing next to it and he never moves from his spot so you need to make |
| him move. In addition, if you place a Coin on the ground while he |
| drinking then he will drop the Glass, which will destroy it, and you |
| won't be able to poison it. |
| |
| When he finally drinks from the Glass then he should get sick and head to |
| the empty stall withtin the South Restrooms. When he gets to the Toilet |
| then knock him out and change into his Disguise. |
| |
| At Casual difficulty and outside of the patrolling Guards there is one |
| Enforcer and she is Brigitte. At Professional difficulty and outside of |
| the standing Guard, there is one additional Enforcer and he is the |
| patrolling Guard at the north third of the 1st Floor of the Pit Building. |
| At Master difficulty there are no additional Enforcers. |
0===========================================================================0
0==============0
| Kowoon Driver \
0===========================================================================0
| This guy goes in and out of the Executive Lounge on the 1st Floor of the |
| Pit Building. This Disguise has the same properties of the other Driver |
| Disguises but you can go into the Kowoon Garage and the 1st Floor of the |
| Kowoon Paddock. |
| |
| There are two ways to acquire this Disguise. There is only one other |
| person that goes into and out of the room and he is a Kronstadt Mechanic. |
| |
| You can wait for the Driver to be the only one in the room before closing |
| the door and subduing him then dumping him in the Closet and take his |
| Disguise. |
| |
| Another way is to use emetic poison on the food tray he goes to. When he |
| gets sick then he should go to the South Restrooms to throw up. However, |
| the stall he goes into has two women already inside and they don't leave |
| on their own. |
| |
| So, before you try this method, you need to get rid of them. Turn on the |
| Sink to lure one of them out. When she turns it off then subdue her and |
| drag her to the other stall. Go and subdue the other one and take her to |
| the other stall. When he comes here later then subdue him and take his |
| clothes. |
| |
| At Casual difficulty and outside of the patrolling Guards there is one |
| Enforcer and she is Brigitte. At Professional difficulty, and outside of |
| the standing Guard, there is one additional Enforcer and he is a |
| patrolling Guard at the north third of the 1st Floor of the Pit Building. |
| There are no additional Enforcers at Master difficulty. |
0===========================================================================0
0====================0
| Sotteraneo Mechanic \
0===========================================================================0
| These are the people that work on the Sotteraneo vehicles and wear a |
| green and white jumpsuit with the word MECHANIC on the back. This |
| Disguise, and all of the other Mechanic Disguises listed below, have the |
| same properties as the Blue Seed Driver Disguise with the exception of |
| having safe access to your own Garage such as the Sotteraneo Garage in |
| this case. |
| |
| The easiest way to acquire this Disguise is to sneak into the Garage and |
| into the Storage Room where you can find one sitting there. At |
| Professional and Master difficulties the Disguise is not going to be in |
| the Storage Room so you need to take it from somebody. There are two ways |
| to go about it. |
| |
| The first way is to go to the Garage and lure the patrolling Mechanic |
| into the large room with some Coins and knock him out for his clothes. |
| The second way is to lure in the wandering Mechanic that goes up and down |
| the South Central Stairs into the Aeon Garage for subduing. |
| |
| At Casual difficulty and outside of the patrolling Guards there are no |
| additional Enforcers. At Professional difficulty, and outside of the |
| standing Guard, there are two additional Enforcers: a patrolling Guard at |
| the north third of the Pit Building's 1st Floor, and a patrolling Guard |
| at the Merchandise Booths area. There are no additional Enforcers at |
| Master difficulty. |
0===========================================================================0
0==============0
| Aeon Mechanic \
0===========================================================================0
| These are the people that work on the Aeon vehicles and wear a pink and |
| blue jumpsuit. The easiest way to acquire this Disguise is to sneak into |
| the Garage and ambush the lone Mechanic there for his clothes. |
| |
| At Casual difficulty and outside of the patrolling Guards there is one |
| Enforcer for this Disguise and he is the Mechanic inside the VIP Lounge. |
| At Professional difficulty, and outside of the standing Guard, there are |
| two additional Enforcers: a patrolling Guard at the north third of the |
| Pit Building's 1st Floor, and a patrolling Guard at the Merchandise |
| Booths area. |
| |
| At Master difficulty there is one additional Enforcer and he is a Thwack |
| Mechanic that goes between the front area of his Garage and the Thwack |
| Paddock. |
0===========================================================================0
0================0
| Thwack Mechanic \
0===========================================================================0
| These are the people that work on the Thwack vehicles and wear an orange, |
| blue, and black jumpsuit. In addition to safe access to the Thwack Garage |
| you also have access to the 1st Floor of the Thwack Paddock. |
| |
| There are two ways to acquire this Disguise. The first way is to go up to |
| the 1st Floor of the Paddock as a Waiter and poison the Glass on the bar |
| so the wandering Mechanic can drink it and you can safely ambush him in |
| the Restroom below. |
| |
| The second way is to knock out the standing Mechanic just inside the |
| Garage and carefully drag him to the Storage Room for hiding and Disguise |
| acquisition. |
| |
| As for Enforcers, there are two at Casual difficulty: the Aeon Driver in |
| the VIP Lounge and a Thwack Mechanic in the Garage. |
| |
| At Professional difficulty, and outside of the standing Guard, there are |
| two additional Enforcers: a patrolling Guard at the north third of the |
| Pit Building's 1st Floor, and a patrolling Guard at the Merchandise |
| Booths area. At Master difficulty there are no additional Enforcers. |
0===========================================================================0
0================0
| Kowoon Mechanic \
0===========================================================================0
| These are the people that work on the Kowoon vehicles and wear a bright |
| yellow and black jumpsuit. In addition to safe access to the Kowoon |
| Garage you also have access to the 1st Floor of the Kowoon Paddock. The |
| easiest way to acquire this Disguise is to go down to the Pit Building |
| Locker Room to find it laying on a bench. |
| |
| As for Enforcers, there is one at Casual difficulty and he is the Kowoon |
| Driver in the Executive Lounge. |
| |
| At Professional difficulty, and outside of the standing Guard, there are |
| four additional Enforcers: a patrolling Guard at the north third of the |
| Pit Building's 1st Floor, a patrolling Guard at the Merchandise Booths |
| area, a Mechanic in the Garage, and a Mechanic at the 1st Floor of the |
| Kowoon Paddock. |
| |
| At Master difficulty there is one additional Enforcer and he is inside |
| the Garage. |
| |
| You can also start at the Garage already disguised as a Kowoon Mechanic |
| once you reach Mastery Level 20. |
0===========================================================================0
0===================0
| Kronstadt Mechanic \
0===========================================================================0
| These are the people that work on the Kronstadt vehicles and wear a red |
| and black jumpsuit. Even though you have safe access to the Garage you |
| are not allowed on the 1st Floor of the Paddock but you do have access to |
| the back areas around it. |
| |
| Being that this Disguise makes you an employee you do have access to the |
| entire Ground Floor of the Bayside Center but you cannot go up to the |
| other floors above. |
| |
| There are two ways to acquire this Disguise. The first is to sneak into |
| the Garage and find the Generator in the center. Turn it off the lure one |
| to it so you can ambush him, dump him in the nearby Container, and take |
| his clothes. The second way is to ambush the one inside the Executive |
| Lounge at the Pit Building while the Kowoon Driver is outside. Close the |
| door, subdue him, dump him in the Closet, and take his clothes. |
| |
| As for Enforcers, there is one at Casual difficulty and she is Brigitte. |
| At Professional difficulty, and outside of the standing Guard, there are |
| two additional Enforcers: a patrolling Guard at the north third of the |
| Pit Building's 1st Floor, and a patrolling Guard at the Merchandise |
| Booths area. |
| |
| At Master difficulty there are four additional Enforcers for this |
| Disguise: two inside the Garage and one just outside of it, one on the |
| 1st Floor of the Paddock, and one inside the Loading Bay at the Bayside |
| Center. |
0===========================================================================0
0==========0
| Moses Lee \
0===========================================================================0
| He is one of the star racers and Sierra's rival. Like with the other |
| Driver Disguises he has the same access and restrictions but, being a |
| star, he has a little more access than those. |
| |
| In addition to being able to go up onto the 1st Floor of the Kowoon |
| Paddock he has access to the Kitchen and Storeroom on the Pit Building's |
| 1st Floor. |
| |
| The only way to take this Disguise is after the race. There are two ways |
| to obtain it - before the Trophy presentation (if he wins) and afterwards |
| (if he loses). To get the Disguise before the presentation go and get a |
| Kronstadt Security Disguise then go through the Main Stands to get some |
| Coins then go to the Podium Tunnel and into the hallway that goes to the |
| North Storage Room. |
| |
| Subdue the Event Crew here and dump him in the Container nearby. Place a |
| few Coins from the Tunnel door and to the Container. Go to the Pit |
| Building's Kitchen to get a Bag of Sugar then down to the Locker Room to |
| acquire the Kowoon Mechanic Disguise and the Pit Building Keycard. Go to |
| the Garage and find the Generator near the center. |
| |
| Turn it off to lure one of the nearby Mechanics. Subdue him when he turns |
| it on then dump him in the Closet. Turn off the Generator again to lure |
| another one and do the same to him. The reason for getting rid of them is |
| that they will accompany Moses to the ceremony and they may end up |
| ruining the luring attempt. Even better is that one of them is the lone |
| Enforcer and you can get rid of him safely this way. |
| |
| After this then re-acquire the Security Disguise and go into the Garage. |
| Go to the Generator near the center and turn it off to lure one of the |
| Mechanics (as outlined above). Subdue him when he turns it on, dump him |
| in the Container, and take his clothes. |
| |
| Go to the Pit and choose to put the Sugar in the Gas Tank which will |
| cause Sierra to lose the race. Run back to the Tunnel and to the door. |
| When Moses gets close to you then place a Coin near the door to lure him |
| there. Open the door as he picks it up to find the others. Once he is |
| inside then close the door, subdue him, dump him in the Container, and |
| take his outfit. |
| |
| You can also get at him at the Paddock regardless of whether or not he |
| wins the Race. Go up to the 1st Floor of the Paddock as Kitchen Staff and |
| use an emetic poison on the Bottle at the north side of the floor. When |
| he comes up here then he will eventually drink from it. When he gets sick |
| then he should go down to the Restrooms on the Ground Floor where you can |
| safely knock him out for his Clothes. |
| |
| At Master difficulty when ambushing him in the Tunnel it is best to |
| destroy the Recorder in any Security Area first to knock out the Cameras. |
| |
| If you want to make him lose the Race you have to disqualify him since |
| there are too many Enforcers in the Garage for you to do anything safely |
| when disguised as a Mechanic. In addition, one of the patrolling Guards |
| in the back area behind the Paddock is now stationary but the both of |
| them are still not too hard to deal with. |
| |
| As for Enforcers, there is one at at Casual difficulty and he is one of |
| the Mechanics at the Kowoon Garage. There are no additional Enforcers at |
| Professional and Master difficulties. |
0===========================================================================0
0=================0
| Race Coordinator \
0===========================================================================0
| These are the people that help monitor the Race. They wear a dark blue |
| jacket with beige pants. There are several of them you can choose from in |
| regards to Disguise acquisition. |
| |
| Being that the Coordinator is an employee of the Race he has more access |
| than most people. With this Disguise you have access to multiple back |
| areas around the Paddocks with the exception of Kronstadt's. You also |
| have access to the Overpasses, the Podium Building, Race Marshal Area |
| (Marina), the Trucks Area, and the Press Level of the Main Stands. |
| |
| However, there are multiple areas you don't have access to. This includes |
| the 1st Floor of all three Paddocks, all of the Garages, all of the |
| Security Areas, Emergency Bay, the Hotel, and Maxwell Rutter's Office. |
| Inside the Bayside Center it has the same properties as the Suit. |
| |
| The easiest person to get is at the east side of the Podium Building |
| where you can safely ambush the lone Coordinator there. You can dump him |
| in the Container just outside near the Gas Valves to hide him. |
| |
| At Casual difficulty and outside of the patrolling Guards there are no |
| Enforcers. At Professional difficulty, and outside of the standing Guard, |
| there are two additional Enforcers: a patrolling guard at the Merchandise |
| Booths area and one patrolling the north third of the Pit Building's 1st |
| Floor. At Master difficulty there are no additional Enforcers. |
0===========================================================================0
0=============0
| Race Marshal \
0===========================================================================0
| These are the people that oversee the Race and make sure that everyone is |
| racing within the rules. They wear a black outfit with a bright orange |
| vest with the words RACE MARSHAL on the back and an orange hat. |
| |
| As for access, on the west side, you can go into the Race Marshal Area |
| (Marina) and Podium Building (and all rooms within). Inside the Bayside |
| Center, and all other areas, it has the same properties as the Suit. In |
| the Parking Garage you can go into the North and South Storage Rooms and |
| back areas. |
| |
| On the east side, and at the Main Stands area, you can go around the back |
| areas but not in the Storage Rooms, Press Level, and the Medical Tent |
| area. At the VIP Street you can go around the backs areas except for |
| Kronstadt's, the Food Stands, and the 1st Floor for all three Paddocks. |
| |
| At the north side you can go around the Race Marshal Area but not the |
| Hotel and most of the Emergency Bay area. Inside the Pit Building you can |
| go into the Locker Room and all of the Garages - the only Disguise that |
| will allow this type of access. |
| |
| On the 1st Floor of the Pit Building you can't go into the Media Suite, |
| Security Area, Kitchen, Storeroom, Executive Suite, and Maxwell Rutter's |
| Office. |
| |
| The easiest way to obtain this Disguise is to get it from the East |
| Storage Room inside the Parking Garage area where you can find it on a |
| shelf. |
| |
| At Casual difficulty there are five Enforcers for this Disguise beyond |
| the patrolling Guards: |
| |
| --One on the South Overpass. |
| --One at the Kronstadt Garage. |
| --One at the Sotteraneo Garage. |
| --One at the Race Marshal Area (Marina). |
| --One inside the Podium Building. |
| |
| At Professional difficulty, and outside of the standing Guard, there are |
| seven additional Enforcers: |
| |
| --A patrolling Guard at the Merchandise Booths area. |
| --A patrolling Guard at the Trucks Area. |
| --One at the Thwack Garage. |
| --One at the Kowoon Garage. |
| --One at the back area of the Kronstadt Paddock. |
| --One patrolling the north third of the Pit Building's 1st Floor. |
| --One at the Race Marshal Area. |
| |
| At Master difficulty there are three additional Enforcers: one inside the |
| Podium Building, one at the Race Marshal Area (Marina), and one at the |
| Trucks Area. |
| |
| You can start at the South Overpass already disguised as a Marshal once |
| you reach Mastery Level 9. |
0===========================================================================0
0===============0
| Event Security \
0===========================================================================0
| These are the security people that help protect the Race area. The outfit |
| consists of a black short sleeve shirt with the word SECURITY on the |
| back, a black hat, and black shorts. Being that this is a Guard Disguise |
| you have way more access than most other outfits. |
| |
| For starters you have access to the Security Areas outside of the Bayside |
| Center. At the Pit Building lower floors you have access to the Locker |
| Room but not the Garages. At the 1st Floor you have access to all rooms |
| including Maxwell Rutter's Office - the only Disguise that will allow you |
| to go here. |
| |
| At the VIP Street area the only place you can't go is the 1st Floor of |
| the Kronstadt Paddock. At the north section the only place you can't go |
| is the Hotel - you have complete access inside and out of the Emergency |
| Bay area. At the Main Stands area you have complete access to everything |
| including the Press Level. You also have access to both Overpasses. |
| |
| At the west side of the map, and outside of the Bayside Center, you have |
| access to everywhere except the Park Food Stands. Inside the Bayside |
| Center you have complete access to the entire Ground Floor but not the |
| upper floors. |
| |
| The easiest way to acquire this Disguise is to sneak into the Storage |
| Room for the Parking Garage Security Area to find it there. |
| |
| As for Enforcers, there are six at Casual difficulty: |
| |
| --One at the Race Marshal Area. |
| --One at the Event Entrance Security Area. |
| --One patrolling the Merchandise Booths area. |
| --One at the Trucks Area. |
| --One inside the Monitor Room at the Parking Garage Security Area. |
| --Brigitte. |
| |
| At Professional difficulty, and outside of the standing Guard, there are |
| three additional Enforcers: |
| |
| --One in front of the Parking Security Booth at the Parking Garage. |
| --One at the Aquarium at the Bayside Center's Ground Floor. |
| --One patrolling the north third of the Pit Building's 1st Floor. |
| |
| At Master difficulty there are six additional Enforcers: |
| |
| --Two at the Loading Bay at the Bayside Center. |
| --One inside the Southeast Maintenance Room at the Ground Floor of the |
| Center. |
| --One patrolling just outside the same Maintenance Room. |
| --One inside the Podium Building. |
| --One at the Event Entrance Security Area. |
0===========================================================================0
0===================0
| Kronstadt Security \
0===========================================================================0
| This is the outfit worn by security personnel working for Kronstadt |
| Industries. It consists of a brown three piece suit with a walkie |
| attached to the collar. This is a close to a master Disguise as there is |
| for this chapter. You can pretty much go everywhere except for a few |
| areas. |
| |
| On the west side of the map you can't go into the Park Food Stands. On |
| the east side of the map you can't go up to the 1st Floor of either the |
| Kowoon or Thwack Paddocks. On the Ground Floor of the Pit Building you |
| can't go in any of the Garages outside of Kronstadt's. On the 1st Floor |
| of the Pit Building you can't go into Maxwell Rutter's Office. |
| |
| The best way to obtain this Disguise is to go to the west side of the map |
| and go up the west end of the North Overpass but take a throwable object, |
| like a Crowbar, to take with you first. Go through the door to the |
| Southeast Maintenance Room on the 1st Floor and you should see a Sink. |
| |
| Turn on the Sink then go to the door leading inside. Stay to the right of |
| the door, open it, then toss the object onto the floor to the right of |
| the door and pick it up. This usually attracts the attention of one of |
| the nearby Guards and he will investigate. Go back outside and wait. Once |
| he finishes investigating then he will go to the Sink. Run back in, knock |
| him out, dump him in the Closet, and take his Disguise. |
| |
| Another optio is to wait for Robert and his personal Guard to come down |
| and stand nearby. The Guard will stand close enough to the room to hear |
| the Sink when you turn it on and this will lure him inside. When he turns |
| off the Sink then sneak up behind him, subdue him, dump him in the nearby |
| Closet, and take his clothes. And by getting rid of this Guard you will |
| also make things easier in regards to getting close to Robert. |
| |
| As for Enforcers, and outside of the patrolling Guards, there are seven |
| at Casual difficulty: |
| |
| --One at the base of the stairs at the Reception Desk area at the |
| Bayside Center. |
| --One patrolling the 1st Floor. |
| --One standing Guard at the top of the 2nd Floor Stairs. |
| --One patrolling the Merchandise Booths area at the east side of the |
| map. |
| --One inside the Kronstadt Garage at the Pit Building. |
| --One on the 1st Floor of the Kronstadt Paddock. |
| --Brigitte. |
| |
| At Professional difficulty, and outside of the standing Guard, there are |
| three additional Enforcers: |
| |
| --One patrolling the Garden at the 2nd Floor of the Bayside Center. |
| --One inside the Assistant Office on the 2nd Floor of the Center. |
| --One at the Hotel Garden. |
| |
| At Master difficulty there are four additional Enforcers: |
| |
| --Two at the Loading Bay at the Bayside Center. |
| --One at the 1st Floor of the Kronstadt Paddock. |
| --One inside the Kronstadt Garage. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MIA6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of fifteen Cameras located around the
map. Inside the Bayside Center there are five:
0=======================================================================0
| Above the bottom of the main stairs at the Ground Floor. |
|-----------------------------------------------------------------------|
| Above the north door of the Southeast Maintenance Room door at the |
| Backstage Area. |
|-----------------------------------------------------------------------|
| On the ceiling looking down above the North Stairs on the 1st Floor. |
|-----------------------------------------------------------------------|
| On the ceiling above the walkway at the top of the West Stairs on the |
| 1st Floor. |
|-----------------------------------------------------------------------|
| At the top of the East 2nd Floor Stairs. |
0=======================================================================0
Outside of the Center and on the west side of the map there are four:
0=======================================================================0
| Above the main entrance driveway to the Parking Garage. |
|-----------------------------------------------------------------------|
| At the top of the west concrete fence post between the Podium |
| Building and the Race Marshal (Marina) area. |
|-----------------------------------------------------------------------|
| Above the door to the West Stairs at the Parking Garage. |
|-----------------------------------------------------------------------|
| At the west wall of the room for the Southeast Garage Entrance at the |
| Parking Garage. |
0=======================================================================0
On the east side of the map are the remaining six Cameras:
0=======================================================================0
| Above the south door of the Event Entrance Security Area. |
|-----------------------------------------------------------------------|
| On the wall partway up the stairs going up to the Press Level at the |
| north side of the South Stands. |
|-----------------------------------------------------------------------|
| Above the north door of the Pit Building going into the Kronstadt |
| Garage. |
|-----------------------------------------------------------------------|
| Above the north door of the Kowoon Garage at the Ground Floor of the |
| Pit Building. |
|-----------------------------------------------------------------------|
| Above the south door going into the Sotteraneo Garage at the Pit |
| Building. |
|-----------------------------------------------------------------------|
| Above the west door of Maxwell Rutter's Office on the 1st Floor of |
| the Pit Building. |
0=======================================================================0
The Recorders for the Cameras can be found at all three Security Areas on
the map. The easiest ones to destroy at either difficulty are the ones at
the Parking Garage and Pit Building.
At the Parking Garage you can easily shoot it with a Silenced Pistol from
the door to the North Stairs. At the Pit Building you can easily sneak into
the Storage Room and shoot the Recorder from there and hide in the Closet
if you need to.
0=======0
| Master \
0========================================>
At this difficulty there are a total of twenty additional Cameras. Inside
the Bayside Center there are five:
0=======================================================================0
| On the wall between the doors to the Aquarium and Backstage Area at |
| the south end of the hallway for the North Stairs at the Ground |
| Floor. |
|-----------------------------------------------------------------------|
| Above the east door to the Loading Bay at the Backstage Area on the |
| Ground Floor. |
|-----------------------------------------------------------------------|
| At the southwest corner of the balcony outside of the Conference |
| Room. |
|-----------------------------------------------------------------------|
| At the west corner of the balcony outside of the Android Showroom. |
|-----------------------------------------------------------------------|
| Outside and above the West Maintenance Room on the 2nd Floor. |
0=======================================================================0
Outside of the Center and on the west side of the map there are seven:
0=======================================================================0
| In the Bayside Alley near the stairs to the North Overpass. |
|-----------------------------------------------------------------------|
| Above the door of the Small Locker Room at the north side of the |
| Center building. |
|-----------------------------------------------------------------------|
| Just west of the Florida Man's Food Stand at the north part of Marina |
| Park SE. |
|-----------------------------------------------------------------------|
| On the track wall overlooking the west entrance to the South |
| Overpass. |
|-----------------------------------------------------------------------|
| Inside the Podium Tunnel above the door that goes into the hallway to |
| the North Storage Room. |
|-----------------------------------------------------------------------|
| At the top of the Red 12 Pillar at the northwest corner of the |
| Parking Garage. |
|-----------------------------------------------------------------------|
| On the north wall inside the Bayside Tunnel. |
0=======================================================================0
On the east side of the map are the remaining eight Cameras:
0=======================================================================0
| On the south wall looking over the Porta-Potties area north of the |
| Main Stands. |
|-----------------------------------------------------------------------|
| Above the north entrance to the South Stands and overlooking the |
| South VIP Area Entrance. |
|-----------------------------------------------------------------------|
| Above the Event Entrance itself. |
|-----------------------------------------------------------------------|
| On the east wall above a dumpster at the southwest section of the |
| Trucks Area. |
|-----------------------------------------------------------------------|
| Above the west gate at the back of the Hotel. |
|-----------------------------------------------------------------------|
| Above and looking down at the exterior section of the Kronstadt |
| Garage. |
|-----------------------------------------------------------------------|
| Halfway up the east wall of the back area of the Kronstadt Paddock. |
|-----------------------------------------------------------------------|
| West of the Security Area door at the 1st Floor of the Pit Building. |
0=======================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MIA7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Bigger Fish] Challenge, from the Fishy Business Challenge Pack, is |
| now part of the Assassination tab. The [Shredding The Evidence] |
| Challenge, from the Spring Breaker Challenge Pack, is now part of the |
| Assassination tab. |
| |
| The following Feats Challenges are moved to the Assassination tab: |
| |
| --[Shafted] |
| --[Fish Slapping Dance] |
| --[Thorough Demonstration] |
| |
| The following Feats Challenges are moved to the Discovery tab: |
| |
| --[You Got A Fast Car] |
| --[Tintamarresque] |
| --[Free Fishie] |
| --[Mr. Tambourine Man] |
| |
| Three new Mission Story Challenges are added to the Feats tab and are |
| 1,000 XP each: |
| |
| --[Mission Story - Intravenous] |
| --[Mission Story - The Munchies] |
| --[Mission Story - Turbo Charged] |
| |
| The [Communication Breakdown] Challenge is moved from the Discovery tab |
| to the Feats tab. The [Safety First] Challenge has been renamed the |
| [Mission Story - The Triumph] Challenge. |
| |
| You can now unlock the ICA Briefcase and the Fishing Line at Mastery |
| Levels 10 and 16 respectively. The ICA Micro Remote Explosive is now |
| unlocked by completing the [Escalations - Track 2, Tier 8] Challenge. The |
| Blue Flamingo Suit is now unlocked by completing the [Featured Contracts |
| - Track 1, Tier 9] Challenge. |
0===========================================================================0
0=================0
| No Loadout Slots \
0===========================================================================0
| Like with the Hokkaido mission there are no Loadout Slots for you to use |
| at the onset. Unlike that mission, though, you don't have to get the |
| Mastery Level 20 to get them back - only to Level 2. The first |
| run-through is designed to get you to this point quickly. |
0===========================================================================0
0=========0
| The Race \
0===========================================================================0
| As already stated Sierra will be in her Race Car when you start the |
| mission. At Casual difficulty she will remain in the Race indefinitely |
| until you do certain things to make it end early such as the following: |
| |
| --Sabotaging either her car (with a Bag of Sugar) or Moses' vehicle |
| (any method). |
| |
| --Disqualifying either Sierra or Moses. |
| |
| --Getting rid of the Crashed Driver Kronstadt within the Emergency Bay. |
| |
| --Sabotaging the Race with the Race Computer Security Dongle that is |
| carried by Maxwell Rutter. When you have this device then go into the |
| Server Room on the 1st Floor of the Pit Building and use the Computer |
| there to end the Race early. |
| |
| --Have the Incriminating Evidence and dressed as the Mascot at the same |
| time. |
| |
| --Cause multiple wrecks that don't involve Sierra. |
| |
| At both Professional and Master difficulties the Race will end on its own |
| after about fifteen minutes with Moses Lee being declared the winner. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| The Tree Falls on the Apple [4,000 XP] \
0===========================================================================>
For this you need to kill both Robert and Sierra by dropping him onto her
car during the Race. This run-through can be done quickly enough and with
more than enough XP to get to Mastery Level 2 and unlock all of your
Loadout Slots.
Being that this is the first one you will be starting at the Event
Entrance. When the opening cutscene starts then immediately skip it, run
left, and go down the Bayside Tunnel. When you come out the other side then
go to the Parking Garage Entrance to pick up the Crowbar and use it to open
the gate into the Bayside Alley.
Run up the stairs to the North Overpass and enter the Southeast Maintenance
Room for the 1st Floor of the Center. Stand by the Sink and wait. When
Robert and his personal Guard walk by then turn on the Sink and walk back
out. This should lure in his Guard. When he turns it off then sneak up
behind him and knock him out with the Crowbar. Dump him in the Closet and
take his Disguise.
The Disguise will not only allow you to get close to Robert you will also
be removing his personal Guard that follows him around and thus making the
Challenge easier. After acquiring the Disguise then go behind the Reception
Desk area to acquire the Kronstadt Bayside Center Keycard. From here then
you need to go up to the 2nd Floor but you can't use the East 2nd Floor
Stairs because of the Enforcer. There are two ways to go up.
At the west side of the floor go through the Android Showroom and onto the
balcony then south into the West Maintenance Room. Here you can go up the
stairs to the 2nd Floor. The second way is by using a Pipe that is outside
an open window just north of the Southeast Maintenance Room. Make sure that
nobody is around before going outside.
Once you get to the 2nd Floor then go to Robert's Office. While avoiding
the Enforcer then go to the desk to find and grab the Electronic Access
Dongle which is used by the Satellite Dish at the southeast corner of this
Floor. Go to the Dish and use the Dongle to sabotage it and shut it down.
This should lure Robert to it.
He will then fiddle with the laptop then go and fix the Dish. Get close to
him but not too close - just close enough to get the Push prompt. At some
point he will see Sierra and straighten up so he can see things better.
Push him over when he does to kill the both of them.
Climb down the nearby Pipe to get back to the 1st Floor. Because of the
Enforcer at the bottom of the main stairs at the Ground Floor you need to
leave through the Maintenance Room which is why you need the Keycard. Go
back into the Room, outside and down the stairs, then to the Event Entrance
exit point to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Day at the Aquarium [1,000 XP]
******************************
For this you need to acquire the Kronstadt Bayside Center Keycard.
>>Communication Breakdown [2,000 XP]
**********************************
For this you need to sabotage the Satellite Dish.
>>The Inventor [4,000 XP]
***********************
For this you need to kill Robert Knox.
>>The Daredevil [4,000 XP]
************************
For this you need to kill Sierra Knox.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>The Message [2,000 XP]
**********************
For this you need to push Robert over the edge of the rooftop and
onto the Track.
>>The Briefcase [1,000 XP]
************************
For this you need to successfully complete the mission to unlock the
ICA Briefcase for use in all missions.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0================0
| An Unclean Race \
0===========================================================================>
With your Loadout Slots open this is going to be the initial run-through
for this chapter. As with the other initial run-throughs in the other
chapters this is going to be used to acquire some of the Non-Target kill
Challenges, [Chameleon], and other smaller, and tricker, Challenges.
Because of the large number of Disguises this run-through is going to be
much longer than the others but this will make most of the others here a
bit small and faster. This run-through will also use a couple of
strategically placed game saves to quickly acquire some additional
Challenges.
Although I have listed safe ways to acquire the Disguises I will kill some
of the people for this run as it is the easiest and fastest way to get at
them since this is not going to be a clean run.
As for the Targets themselves, I am going to kill Robert with the Wood
Chipper in the Maintenance Area and for Sierra I am going to blow her up at
the Podium Building.
When planning bring the Krugermeier, Lockpick, Coins, and start at the
Dolphin Fountain. When you start then run towards the Parking Garage
Entrance to grab the Crowbar then go behind the sign above the Bayside
Tunnel entrance. The first thing to do here is to go after the Street
Musician Disguise.
As listed in the Disguise section in order to safely acquire it you need to
remove at least four of the people that go through the Tunnel. When you see
someone go down or up the stairs then toss the Crowbar on the ground to
lure that person to that spot. Go near the nearby van and wait for them to
get there then sneak up, knock them out, and drag them to the Bayside Alley
for hiding.
When you knock out the fourth person then just leave them by the sign. Go
down into the Tunnel, get behind the Musician, and throw stun him with the
Crowbar. Drag him a short distance away, take his Disguise, and then play
the Drums for a Challenge. Since this is not going to be a clean run I am
not going to try to hide his body.
Switch back into the Florida Fit Disguise then go into Bayside Alley, up
the North Overpass stairs, and into the Southeast Maintenance Room. Again,
use the Sink to lure in Robert's Guard when he is nearby, knock him out,
then dump him in the Closet and take his Disguise.
Pick up the Emetic Rat Poison, go back onto the Overpass, knock out the
Race Marshal, switch into and out of the Race Marshal Disguise, and drag
him partway down the stairs to hide him.
Go back to the Dolphin Fountain area then go to the east gate for the
nearby Maintenance Area and use the Lockpick to enter. The next Disguise to
acquire is the Ted Mendez Disguise and he will do a short pattern around
the Fountain area.
When he is closest to you and the patrolling Guard is not nearby then turn
on the Generator by the other gate to lure him there. Take cover to the
right of the gate and wait for Ted to pass. When he turns it off then
subdue him, dump him in the nearby Wood Chipper to hide him, switch into
and out of his his Disguise, and shred the body.
Go back onto the Overpass and down into the Merchandise Booths back area,
grab the Wrench and Podium Club Pass, and go into the Main Stands. Go
through the area and grab as many, if not all, of the Coins here then go
back to the back area.
Go back over the Overpass then to the front of the Bayside Center. Go
through the main entrance into the Center and into the Aquarium. There are
two Guards that patrol the area and will stop at several spots.
There are also multiple numbered Tanks. They will stop in front of Tank 11.
From a hidden position then shoot it to knock them out. Switch into and out
of the Event Security Disguise then drag both bodies to the nearby Floor
Aquarium and dump them into it.
Pick up their Pistols and their Keycards. Shoot the glass for Tanks 6, 7,
12, and 14 to break them so you can get three Fishes and a Starfish. Go
into the Loading Bay and grab the Emetic Rat Poison there.
Go into the Expo Hall and to the east side of the Backstage Area. Here you
should find a Container and a table. Grab the Coins off of the table and
wait. Two Engineers should be talking but will then split up. One of them
will walk past you. Knock him out and dump him in the Container. Find the
other one at the north side, knock him out, and dump him in the same
Container. Switch into and out of the Kronstadt Engineer Disguise.
Go into the Southeast Maintenance Room to find a standing Guard playing
with his phone. Knock him out and dump him in the nearby Container.
At this point it is time to clear a safe path between the Android Showroom
and ground level near the North Overpass so I can drag Robert outside and
to the Wood Chipper for elimination. But there is one Challenge I will do
before that.
Go into the Server Room and pick up Dennis McInnis' ID Card, go into the
Android Showroom, and make a game save:
>>Thorough Demonstration
**********************
Go up to PALLAS which is the robot. PALLAS is supposed to know what
are targets and what is not. It is given necessary info on the field
so it can do its job.
However, it is still in the prototype stage so you need to feed it
the info by hand. The info are pictures of people and you may have
noticed several different pictures of people, including both Robert
and Sierra, on the map.
When Robert is not around and Dennis, the Researcher with the bowl
haircut, is close to PALLAS then scan in Dennis' ID which will cause
the robot to target him and kill him. After the notifications pop up
then reload the save.
When you get back then go onto the balcony then create a chain of Coins
into the West Maintenance Room. When Robert goes out here to look over the
Florida Man's food stand then he should see the Coins and will lead him
into the Room for ambushing.
Pick up the Coins and go back out onto the balcony. Open the door near the
Guard and toss the Crowbar at the base of the umbrella to lure him outside.
Subdue him, pick up his weapon, and dump him inside the Maintenance Room to
hide him.
Grab an Android Arm from the back of the Showroom and go back to the
balcony. Open the door, toss the Arm at the base of the umbrella, and pick
it back up.
This should attract one of the Researchers inside, McInnis, to this spot.
Knock him out with the Arm and drag him to the Room for hiding. Switch into
and out of the Kronstadt Researcher Disguise either from McInnis or off of
the desk. Go up the stairs into the 2nd Floor Maintenance Room to grab
another Emetic Rat Poison.
Go back into the Showroom and place a Coin on the floor under the monitor
to the left of PALLAS. This should lure the remaining Researcher away from
the open door so you can safely knock him out. Drag him to the Room through
the south balcony door.
To ensure that you are not seen dragging Robert downstairs it is best to
remove the standing Guard outside the Android Lab. Go into Room 1D and
place about three Coins from the door to the desk. Wait for the patrolling
Guards to walk past the Room before going out to place another Coin in
front then tossing the Wrench on the floor and toward the door on your left
to lure the standing Guard here.
Stand to the right of the door and keep it open. He should come close
enough to the Coin to see it and pick it up. He should see the others and
come inside. Close the door, knock him out, and dump him in the Container.
Drop your Rifle, pick up the Wrench, and go back to the West Maintenance
Room.
Before proceeding go around and put all Unexplored Areas within the Bayside
Center on the map.
Grab Robert and, when the patrolling Guards go past the Showroom, then drag
him down the North Stairs back to the Ground Floor. Drag Robert to the
Backstage Area and use your Instinct to look out onto the Expo Room. The
north and east entrances to the Area have enough of a gap so you could be
seen by the patrolling Guard that goes between the Show Car and the east
entrance.
When it is safe then drag Robert to the Southeast Maintenance Room and
outside. Drag him south through the Alley and out. Stay along the perimeter
wall and use your Instinct to keep an eye for anybody that could possibly
see you as you drag him to the Maintenance Area. You should be far enough
away from the crowd but there may still be people coming out of the Bayside
Tunnel that you may need to keep an eye out for.
When you get to the Area then pick open the door, dump Robert into the
Chipper, and shred him to kill him. After this then go into the Parking
Garage. Go to the north side to find another Mascot.
However, this one is different. He is going to try to blackmail Sierra
later after the Race. As such I am going to call him the Blackmailer Mascot
for the purpose of this mission. Knock him out and drag him to the Security
Area. Go inside and dump him in the Closet inside the Monitor Room. Then
switch into and out of his Disguise.
Go back to where he was and go north. Here you should see an injured person
and a Medic. The Blackmailer attacked this person for the outfit but
dropped his Keys during the scuffle. Pick up the Electronic Car Keys near
the injured Civilian then go to the gray Van at the southwest corner of the
Garage. Use the Keys to disable the alarm then open the Van to acquire the
Incriminating Evidence.
From here then go east towards the South Elevator then take the corridor to
the Southeast Garage Entrance but turn north towards the East Restrooms. Go
into the East Storage Room to find and acquire the Event Area Key. Go north
into the Restrooms then head back west towards the Garage through a set of
double doors. These doors are locked and need to be picked from the other
side but you can unlock them by going through them from the other side.
Before proceeding go around the Parking Garage floor and put all Unexplored
Areas on the map. While doing that then go into the North Storage Room and
switch into and out of the Event Crew Disguise.
After that then go into the Podium Tunnel, west and up the stairs, and
outside to enter Marina Park (South). Head south toward the Park Food
Stands then go inside and carefully grab the Bag of Sugar off of the nearby
table.
Go around to the front of the Stands to find a plywood stand with some
cartoonish art and a notch on top where one can place their head for a cute
photo-op. Blend In here for an easy Challenge.
Go to the northeast corner of the Boat Rental Building and, when there is
no one around, then pick open the door and go inside. Pick up the Baseball,
go to the southwest door, place a couple of Coins on the floor leading
from the door, and take cover to the right of it. When the patrolling Guard
stands nearby then open the door and toss the Baseball at the nearest Coin
to lure him inside.
When he is safely inside then knock him out and dump him in the nearby
Container. There is also going to be a male Civilian that will also stand
by the water's edge from time to time. Do the same to him.
There is also a female Jogger that goes around the area and in front of the
building. Place the two Coins inside as before but place one on the ground
just outside the door. Take cover to the right of the door and wait. When
she comes by then she should see the Coin and go for it. Open the door and
wait for her to come inside. Knock her out and leave her there - nobody
else comes around there and she shouldn't be found.
Removing these people will make it easier in regards to what I am going to
do next. Grab the Emetic Rat Poison inside the building then go out and
onto the Pier. At this point make a game save:
>>Bigger Fish
***********
At the other end of the Pier is Florida Man. Near the center of the
Pier is a large Trophy Fish. It is held in place by two Hinges - one
at each end. There is also a Container at the end of the Pier. Go and
place a Coin on the ground in front of the bench nearest to the
Container and in line with the Fish. Go to the other side, bring out
the Krugermeier, and wait.
Florida Man should eventually see the Coin and go for it. When you
hear him exclaim about it then shoot the Hinge in front of you to
make the Fish swing down, hit him, and send him into the ocean. After
the notifications pop up then reload the save.
When you get back then go onto the Pier and to Florida Man. When he is
closest to the Container then knock him out, dump him into it, and switch
into and out of the Florida Man Disguise. After this then go down to the
North Pier to find the Speedboat.
Here you should find a Civilian wearing a black tanktop and a white hat. He
will stand at the water's edge for awhile then go and sit on a bench before
repeating the pattern. When he is at the edge, and when there is nobody
else around, then smack him with the Fish which should make him fall into
the ocean. Toss one of your Fish into the ocean before leaving.
After this then go into the Podium Building and to the east rooms. Knock
out the Race Coordinator and dump him in the Container outside near the Gas
Valves. Switch into and out of the Race Coordinator Disguise and go over to
the Valves.
With the Wrench in hand then override the Pressure Lock and adjust the Gas
Pressure on all three Valves. Before proceeding go and find all Unexplored
Areas on the west side of the map. If you've done everything right then
there should be no Unexplored Areas left on the west side of the map,
Bayside Center, and the Garage.
Go into the Podium Tunnel then proceed east then south to the Kronstadt
Paddock. Go around the back side to find a Waiter. Knock him out then drag
him into the Storage Room then switch into and out of the Waiter Disguise.
Knocking out the Waiter will make things easier later in regards to the
Crashed Driver Kronstadt Disguise.
Go inside the Emergency Bay and into the Storage Room. Switch into and out
of the Medic Disguise and grab the Lethal Poison Pill Jar. Go down to the
Locker Room inside the Pit Building to pick up the Pit Building Keycard.
Switch into and out of the Pale Rider Disguise.
Go to the South Central Stairs but stay near the bottom. Halfway up is the
Thwack Driver being interviewed by a Journalist. Above them should be a
mirrored ball. When there is no one around then shoot it down to kill the
both of them. Go back down to the Locker Room then go up the North Central
Stairs. Go into the Kitchen then into the Storeroom
Turn on the Radio to lure in the Waiter. Knock him out and dump him in the
Container - grab the Emetic Rat Poison. Go back out, knock out the Kitchen
Staff, and dump him in the Container. Take his Disguise and go into the VIP
Lounge.
Find the Aeon Driver and, if he is not drinking from his Glass, then place
a Coin on the floor a short distance from him then run into him to get him
to turn around. As he is picking up the Coin then use the Emetic Rat Poison
on his Glass and go into the South Restrooms.
When the Aeon Driver drinks from his Glass then he should get sick and head
here. He should go into the empty stall where you can safely ambush him and
switch into and out of his Disguise. Go back out and use the Sink to lure
out one of the women inside the other stall.
When she turns off the Sink then knock her out and drag her to the Driver.
Go into the other stall, knock out the other woman, and drag her to the
Driver. Go into the Executive Suite and use another Emetic Rat Poison on
the Food Tray then go back to the South Restrooms.
When the Kowoon Driver eats from it then he should get sick and head to the
now unoccupied stall. Knock him out and switch into and out of his
Disguise. Go back to the Suite and, when the Kronstadt Mechanic enters,
then close the door, knock him out, dump him in the Closet, and switch into
and out of his Disguise.
Go down the stairs and behind the Kowoon Paddock. There is a Guard that
goes north-south behind the Paddock and another one that patrols between
the trucks to the south. Place a Coin on the ground by the manhole cover
next to the stairs for the Paddock. When the Guard comes by then he should
see it and go for it. Knock him out there and dump him in the Container
near the north door. This is necessary for going after Moses Lee later.
As a precaution it is best to get rid of the other Guard and dump him in
the Container closest to him. However, there is a large gap between the
panels and you can be seen if you drag him to it. Place a Pistol on the
ground by the Container and, when the Guard is at the west end of his route
then toss an object at the weapon to lure him to it. When he gets there
then knock him out and dump him into the Container.
After this then go behind the Thwack Paddock and wait. There is a Waiter
that likes to come out here and a patrolling Guard that comes here too.
When the Waiter is outside and the Guard is at the north end of his route
then knock out the Waiter and drag him into the Storage Room for hiding.
When the Guard comes by then wait for him to stop, knock him out, then drag
him to the Container south of here to hide him.
Toss the Crowbar at the boxes just north of here to lure the Blue Seed
Driver to your position. When he stops then knock him out, switch into and
out of the Blue Seed Driver Disguise, and hide him in the Container. Cut
through the small Food Stand near the Paddock then go to the Storage Room
under the South Stands to find and switch into and out of the Food Vendor
Disguise.
After this then go up onto the 1st Floor of the Paddock. Up here you should
see the Sheik and Hector Delgado who is part of the Delgado Drug Cartel.
One of the trickier Challenges to acquire is the [One Kilo Brick]
Challenge. Hector is carrying around a Cocaine Brick. If you attack him in
any way, including lethal poison, the Brick will drop straight to the
ground and disintegrate which will prevent you from acquiring it. You need
to attack him in a very specific way to get it.
Go out onto the balcony to find a Glass. Use one of the Emetic Rat Poisons
on it when he is away then go down to the Restroom below. Stand near the
Wastebasket and wait. When he gets sick then he will come here to throw up.
The moment he starts puking then close the door and shoot him in the ankle
to gently make him fall to the floor and pump several more shots into into
his torso or a single head shot to kill him. The Brick should roll out
safely and you can then pick it up. It should be noted that if you try to
knock him out while he is down then you will also destroy the Brick. You
must kill him this way to get it.
Go back up to the 1st Floor and to the Bar. You should see a Glass here.
Use another Emetic Rat Poison on it then wait at the top of the exterior
stairs.
A patrolling Thwack Mechanic will come to drink from it and will head down
to the Restrooms. When he reaches the bottom of the stairs then throw stun
him with the Crowbar. Drag him to the Storage Room and switch into and out
of the Thwack Mechanic Disguise. Go back up to the 1st Floor and wait.
When the Sheik just goes out onto the balcony then quickly knock out the
female Waiter and drag her down to the Storage Room outside for hiding. Go
back upstairs and, when the Sheik is in the corner, then turn on the Ice
Machine and run onto the balcony. When he gets to it then get up behind
him, wait for him to turn it off, then knock him out and switch into and
out of the Sheik Disguise.
Run back down then re-enter the Pit Building. Go back up to the Storeroom
and re-acquire the Kronstadt Security Disguise. Go into the North Restrooms
and wait for the Journalist to enter one of the stalls. Knock him out then
switch into and out of the Journalist Disguise. Explore all Unexplored
Areas on this floor before going back downstairs.
Go to the Locker Room Floor and to the North Central Stairs. You should
find two body bags which are the Thwack Driver and the female Journalist.
Switch into the Thwack Driver Disguise then back into the Security
Disguise. Go into the Kronstadt Garage to put it on the map then go back
out and down through the Locker Room then up the other stairs.
Go into the Aeon Garage, knock out the Mechanic here, switch into and out
of his Disguise, and hide him in one of the Storage Rooms. Go south through
the Thwack Garage and into the Sotteraneo Garage. Go into the small Storage
Room to switch into and out of the Sotteraneo Mechanic Disguise then go
outside through the south door.
This should place all Unexplored Areas inside the Pit Building, with the
exception of the Kowoon Garage, on the map. With the exception of the Hotel
and Emergency Bay areas find all Unexplored Areas before proceeding.
Go back inside the Pit Building and into the Locker Room. Switch into the
Kowoon Mechanic Disguise and go into the Kowoon Garage. Go to the Station
and choose to Pour Sugar in the Fuel Supply. This will cause Moses to lose
the Race to Sierra. Go back to the Locker Room to re-acquire the Security
Disguise.
Go back to behind the Kowoon Paddock, place a Coin near the manhole cover
again, and wait by the north door. Eventually Moses Lee will come through
the door to head upstairs. He should see the Coin and go for it. Knock him
out, dump him in the Container, and switch into and out of his Disguise.
From here then go into the Emergency Bay and into the Treatment Area. As
noted earlier, there is a Doctor and the Crashed Driver Kronstadt.
To safely get at the Crashed Driver Disguise you need to distract the Medic
and use the Sink inside the Restroom to get the Driver to give the Medic
what he wants. Go to the northeast section of the Area to find a Sink. When
the Driver goes into the Restroom then turn it on and go to the other
corner by the outside door.
The Doctor will be distracted by it and go there. When the Driver leaves
the Restroom then go inside and turn on the Sink there. When the Driver
goes back inside then he will give the Doctor what he needs then leave the
Bay.
It should be noted that if you just turn on the Sink inside the
Restroom then the Doctor will turn it off before the Driver goes back
inside. Therefore you need to distract him first and long enough to get
things done.
As this is going on then go back behind the Kronstadt Paddock. Place
several Coins on the ground from the north door to the base of the stairs.
When the Driver comes by then he should see the Coins.
When he stops at the stairs then knock him out, drag him to the Storage
Room, and switch into and out of the Driver Disguise. This should also be
the last Disguise for the [Chameleon] Challenge. While this is going on
then Sierra should be blown up at the Podium Building.
After all of this then go to the Hotel area. Explore just enough to put
both the Hotel and the Hotel Garden in the map, which should reveal all of
them, then leave the mission through the nearby Sewer which is made
possible because of the Crowbar in your inventory.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mr. Tamborine Man [1,000 XP]
****************************
For this you need to play the Drums inside the Bayside Tunnel while
disguised as the Street Musician.
>>The Military Man [2,000 XP]
***************************
For this you need to acquire the Ted Mendez Disguise.
>>Very Important Person [1,000 XP]
********************************
For this you need to acquire the Podium Club Pass.
>>Tanked [1,000 XP]
*****************
For this you need to knock out the Aquarium Guards by shooting one of
the Tanks.
>>Sleeping with the Fishes [1,000 XP]
***********************************
For this you need to dump a body into a Floor Aquarium.
>>Frutti di Mare [2,000 XP]
*************************
For this you need to acquire all aquatic weapons which is a Fish and
a Starfish.
>>Thorough Demonstration [2,000 XP]
*********************************
For this you need to use the PALLAS robot in the Android Showroom to
kill someone other than Robert Knox.
>>Arms Dealer [1,000 XP]
**********************
For this you need to knock out a Kronstadt Researcher with an Android
Arm.
>>Shredding the Evidence [4,000 XP]
*********************************
For this you need to kill a Target with the Wood Chipper at the
Dolphin Fountain Maintenance Area.
>>The Flamingo [1,000 XP]
***********************
For this you need to acquire the Mascot Disguise.
>>Blackmail [2,000 XP]
********************
For this you need to acquire the Incriminating Evidence from the grey
van at the Parking Garage.
>>Backdoor Engineering [1,000 XP]
*******************************
For this you need to acquire the Event Area Key.
>>Tintamarresque [1,000 XP]
*************************
For this you need to use the Photo-Op Stand by the Park Food Stands
at Marina Park (South).
>>Bigger Fish [1,000 XP]
**********************
For this you need to kill Florida Man with the Trophy Fish at the
Pier.
>>Coconut Balls [2,000 XP]
************************
For this you need to acquire the Florida Man Disguise.
>>Fish Slapping Dance [4,000 XP]
******************************
For this you need to knock somebody into the ocean with a Fish.
>>Free Fishie [1,000 XP]
**********************
For this you need to toss a Fish back into the ocean.
>>Mission Story - The Triumph [2,000 XP]
**************************************
For this you need to tamper with the Gas Valves at the Podium
Building.
>>One Kilo Brick [4,000 XP]
*************************
For this you need to acquire the Cocaine Brick from the shady looking
man at the 1st Floor of the Thwack Paddock.
>>Sheik Zanzibar, I Presume? [2,000 XP]
*************************************
For this you need to acquire the Sheik Disguise.
>>Sweet Victory [2,000 XP]
************************
For this you need to sabotage either Sierra's or Moses' car with a
Bag of Sugar.
>>The Rival [2,000 XP]
********************
For this you need to acquire the Moses Lee Disguise.
>>Potty Training [1,000 XP]
*************************
For this you need to make the Crashed Kronstadt Driver leave the
Emergency Bay without killing or knocking him out.
>>Better Burn Up than Fade Away [2,000 XP]
****************************************
For this you need to kill Sierra by using the Podium Building
pyrotechnics.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Street Musician ++Sheik
++Florida Man ++Ted Mendez
++Kronstadt Engineer ++Kronstadt Researcher
++Medic ++Food Vendor
++Kitchen Staff ++Waiter
++Event Crew ++Journalist
++Mascot ++Pale Rider
++Crashed Driver Kronstadt ++Blue Seed Driver
++Thwack Driver ++Aeon Driver
++Kowoon Driver ++Sotteraneo Mechanic
++Aeon Mechanic ++Thwack Mechanic
++Kowoon Mechanic ++Kronstadt Mechanic
++Moses Lee ++Race Coordinator
++Race Marshal ++Event Security
++Kronstadt Security
>>Discover Miami [1,000 XP]
*************************
For this you need to reveal all 48 Undiscovered Areas in Miami.
>>The Sewer Beyond [1,000 XP]
***************************
For this you need to leave the mission through the Sewers.
Plus these other Challenges:
--Day at the Aquarium --The Inventor
--Someone Could Hurt Themselves --The Daredevil
0========================0
| More Racing Shenanigans \
0===========================================================================>
This run-through will also involve killing of Non-Targets, this time the
racers on the track. This run won't be as complex as the last one due to
fewer Challenges and will be the last one involving Non-Target kills. For
Robert I am going to kill him with the Trophy Fish on the pier and for
Sierra I am going to kill her at the Emergency Bay by letting the Doctor do
it.
When planning bring the Lockpick, place the Sieger 300 Ghost into the
Parking Garage, and start at the Dolphin Fountain. Run to the white van to
get the Crowbar then go through the Bayside Alley and up to the 1st Floor
Southeast Maintenance Room to acquire the Kronstadt Security Disguise as
before - go behind the Reception Desk to acquire the Kronstadt Bayside
Center Keycard.
Go back to the Overpass and subdue the Race Marshal - leave his body. Go to
your Pickup to acquire the Briefcase then go out into the Marina Park area.
Go to the South Overpass, pick open the door, and climb up the stairs.
Knock out both Race Marshals here then go to the west end of the Overpass.
According to Nate Hohl at vgr.com it is here that you can get the [Deja
Due] Challenge which involves Pigeons. Bring out the Rifle and look south
towards the Bayside Center. Near the top you should see a large triangular
opening which are the windows for Robert's Office. Zoom in on this and you
should see a lone Pigeon sitting there. Shoot it to complete the Challenge.
After that then holster the Rifle - leave the Briefcase - and go back down
and to the North Overpass. Drop the Rifle at the west end and make your way
down to Marina Park (South). Get rid of the patrolling Guard, Civilian and
Jogger at the Boat Rental Building as before - grab the Speedboat Keys
while at the Building.
Go behind the Park Food Stands to get a Bag of Sugar then go to the south
end to turn off the Generator to lure one of the Food Vendors to it. Stay
out of sight behind the car and knock him out when he turns it back on.
Dump him in the Container and take his clothes. Go to the Pier and to
Florida Man.
He is needing something for his Stand which is currently closed down as a
result. This ingredient, which is Sugar, is needed to re-open his Stand.
However, even though you have the Bag of Sugar, you need to be a Food
Vendor to give it to him as it is who he is looking for in regards to it.
Go up to him and give him the Bag of Sugar which will cause him to go back
to his Stand and open it.
As it turns out his Stand is very popular and even Robert comes down to eat
from there. As Florida Man goes to his Stand then go back and re-acquire
your Security Disguise and go back to the Pier. Once Robert sees that the
Stand has re-opened then he will come down to eat. After he samples from
the Stand then he will go down to the Pier to sit and talk on his phone.
Just like with the last run-through shoot the Hinge closest to you to kill
Robert. Because he is sitting down he shouldn't fly off into the ocean.
Dump his body in the nearby Container and go back to the North Overpass.
Pick up the Rifle and shoot at the other race cars to create accidents.
They tend to be clustered so it isn't going to be too hard to hit at least
one in each group.
Do not shoot at the yellow (Moses) and red (Sierra) cars. After you create
three accidents then the race will be aborted and Moses will be declared
the winner.
However, because the Race was aborted and did not end properly, there is
no Podium Ceremony. Maxwell Rutter, who leads the Ceremony, will go to a
couple of areas outside of the Pit Building then go back inside and to his
Office where he will stay for the duration of the mission.
Even if you acquire the Moses Lee Disguise and wait at the Building he will
never come and you cannot get one of the Ceremony Challenges as a result
thus I will do that in a later run-through.
After causing the Race to end then run to the Emergency Bay. Go into the
Storage Room to switch into the Medic Disguise and pick open the Cabinet to
get the Modern Lethal Syringe. Go into the Treatment Area and turn on the
Sink at the northeast corner to lure the Doctor and then the Sink inside
the Restroom after the Driver leaves. After that then poison the IV Drip,
leave the Bay, and run to the Speedboat.
Sierra has a vitamin and dehydration session with the Doctor but can't do
it until the Driver leaves regardless of method. Once he leaves then she
can go to the Doctor. He will place the IV into her to revitalize her but,
because you poisoned the Drip, she will die instead. Once she drops dead
then you can leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Deja Due [4,000 XP]
*******************
For this you need to shoot a Pigeon at Robert's Office from the South
Overpass.
>>The Man and the Sea [2,000 XP]
******************************
For this you need to kill Robert with the Trophy Fish at the Pier.
>>Red Flag [2,000 XP]
*******************
For this you need to force the Race to be aborted by creating
multiple crashes.
>>Vitamin Overdose [4,000 XP]
***************************
For this you need to make the Doctor kill Sierra with the poisoned IV
Drip.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Slice of Vice [2,000 XP]
************************
For this you need to use the Speedboat to leave the mission.
Plus these other Challenges:
--Day at the Aquarium --The Inventor
--Someone Could Hurt Themselves --Potty Training
--The Daredevil
0===================================================================0
| Ocular Administration [2,000 XP], Don't Drive and Drink [4,000 XP] \
0===========================================================================>
For [Ocular Administration] you need to kill Robert by poisoning his Eye
Drops on the 1st Floor of the Bayside Center and for [Don't Drive and
Drink] you need to kill Sierra by poisoning the Trophy at the Podium
Building. This will also use a strategically placed game save to acquire
additional Challenges involving Robert.
When planning bring the Lethal Poison Vial, Lockpick, place the Fiber Wire
into the Parking Garage, and start at the Dolphin Fountain. Again, grab the
Crowbar and go up to the 1st Floor Maintenance Room to acquire the
Kronstadt Security Disguise, Emetic Rat Poison, and the Bayside Center
Keycard.
Go down to the Parking Garage to grab the Fiber Wire then go up to the 1st
Floor and to the Restroom by the Security Area.
Here you should find Robert's Eye Drops. Before doing anything to it you
should go to his Office and, while avoiding the Enforcer, find the Air
Conditioning Controls on the wall just west of the desk. Set it to Dry Mode
then go back to the Restroom.
Robert has an eye condition caused by the accident that ended his career.
The Office is kept at high humidity as a result. Tampering with the Air
Conditioning will dry it out and irritate his eyes. So he will go to the
Restroom to use his Eye Drops.
When you return to the Restroom then make a game save:
>>Hold My Hair
************
Use the Emetic Rat Poison on the Drops and wait just inside the
toilet. When he uses them then he will get sick and come here. Drown
him then reload the save after the notifications pop up.
>>Piano Man
*********
When you get back then use the emetic poison on the drops again then
garrote him when he comes to the toilet. After the notifications pop
up then reload the save again.
When you get back then use the Lethal Poison Vial on the Drops then leave
the building. When he uses them then he will drop dead.
After leaving the building then run to the Emergency Bay's Storage Room to
find the Lethal Poison Pill Jar. Run to the Podium Building and go up to
where the Trophy is being kept. Poison the Trophy then go to the Race
Marshal Area.
You need to end the Race and one of the easiest ways is to disqualify
someone. Carefully switch into the Race Marshal Disguise that is on the
table and go over to the platform next to the South Overpass. Grab the Flag
and wait.
When both Sierra and Moses come into view then Disqualify Moses Lee to end
the Race with Sierra as the winner. Head over to the Sewers and wait. When
Sierra eventually drinks from the Trophy during the Ceremony then she will
drop dead and you can leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Hold My Hair [2,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>The Odd One Out [1,000 XP]
**************************
For this you need to disqualify Moses Lee.
Plus these other Challenges:
--Day at the Aquarium --The Inventor
--Tasteless, Traceless --The Daredevil
--The Sewers Beyond --Silent Assassin
0==============================================0
| Under the Sea [4,000 XP], Hot Shot [4,000 XP] \
0===========================================================================>
For [Under the Sea] you need to kill Robert by dropping the Overhead Shark
onto him at the Bayside Center's Aquarium and for [Hot Shot] you need to
kill Sierra at the Chili Shot Drinking Game inside the VIP Lounge by
poisoning the Chili Shot with the Kronstadt Octane Booster.
I will also use a strategically placed game save to get additional
Challenges. When planning bring the Krugermeier, Lockpick, Coins, and start
at the Dolphin Fountain.
As before, grab the Crowbar, go through the Bayside Alley and up to the 1st
Floor Maintenance Room to acquire the Kronstadt Security Disguise. Go down
to the Aquarium and observe the Guards. As before they will stop by Tank
11.
Shoot the Tank to cause it to break and knock out the Guards. Take their
weapons and Keycards then hide their bodies in the Closet inside the West
Maintenance Room. Shoot one of the Tanks (6, 7, 14) to get a Fish.
Go outside to the Park Food Stands to get a Bag of Sugar and the Food
Vendor Disguise as before. Go to Florida Man to give him the Bag of Sugar,
re-acquire the Security Disguise, and go back inside and to the West
Stairs. When Robert sees Florida Man then he will go down the Stairs. Just
before he reaches the bottom switch to your Fish.
When he gets to the bottom then knock him out, drag him into the Aquarium,
and place him under the Overhead Shark. Shoot down the Shark to kill him.
Dump him into one of the Floor Aquariums to hide him.
Go into the Loading Bay to acquire the Kronstadt Octane Booster. Go to the
Main Stands to acquire several Coins then go to the corridor between the
Podium Tunnel and the North Storage Room at the Garage floor. Subdue the
lone Event Crew and dump him in the nearby Container. Place about four
Coins from the Tunnel door towards the Container then go to the Pit
Building.
Go down into the Locker Room to acquire the Pit Building Keycard and then
up to the Kitchen to pick up a Bag of Sugar. Use the Radio inside the
Storeroom to lure the Waiter so you can ambush him. Go into the Kitchen to
knock out the Kitchen Staff and put both bodies into the Container. Go into
the Executive Suite to knock out the Kronstadt Mechanic either with the
Kowoon Driver outside or after you knock him out.
Go down to the Locker Room to switch into the Kowoon Mechanic Disguise. Go
up to the Kowoon Garage and find the Generator on one side of the center
wall. Turn it off the lure one of the nearby Mechanics to it. Stay outside
the door until he gets there. Knock him out and dump him in the Closet.
Repeat to get rid of another one. This will make it easier in regards to
acquiring the Moses Lee Disguise later.
Go back to re-acquire the Mechanic Disguise and go up to the Kronstadt
Garage. Go over to the Station and choose to put the Sugar in the Fuel
Supply to cause Sierra to lose the Race. Run back to the Podium Tunnel and
to the door. When Moses shows up then he should be alone instead of being
flocked with two of his Mechanics.
When he gets to you then place a Coin on the ground by the door to distract
him. Open the door so he can see the others. When he goes inside then knock
him out, dump him in the Container, and take his Disguise. Go up to the
Podium Building and talk to Maxwell Rutter who will instruct you on what to
do for the Ceremony. When you get your cue then go up to the Trophy and
Celebrate. Stay for a few seconds then go down and to the Pit Building.
Go up to the Kitchen Storeroom and wait. When Sierra comes up to the 1st
Floor and starts talking to the nearby Journalist then save your game:
>>Milky Way
*********
Go into the Lounge and wait. When she sees you then she will
challenge you to the Chili Shot Drinking Game. On one of the tables
is a rotating plate with six shot glasses.
All of them have liquor in them but she will spike one with hot Chili
Sauce and rotate the plate so this becomes a game of Russian
Roulette. The plate is rotated slow enough so it isn't hard to follow
the Glasses around.
When either of you take a drink then it is lit with a lighter before
ingesting. This comes into play later.
Move the plate around to avoid the Chili Shot until she has no choice
but to drink it. When she runs for the Kitchen then wait for the
notifications to pop up then reload the save.
>>47 on the Scoville Scale
************************
This time go and drink the Chili Shot yourself. After the
notifications pop up then reload the save again.
When you get back then go and switch into the Kitchen Staff Disguise. Run
to the table and use the Octane Booster on the Chili Sauce then run back to
re-acquire the Moses Lee Disguise. Play the game as before and avoid the
Shot. When she gets to drinking it then she will set herself on fire
because of the Octane Booster. With the Crowbar in hand then go to the
Hotel to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>The Thunder Thief [4,000 XP]
****************************
For this you need to celebrate the victory at the Podium disguised as
Moses Lee.
>>Milky Way [2,000 XP]
********************
For this you need to make Sierra drink the Chili Shot.
>>47 on the Scoville Scale [2,000 XP]
***********************************
For this you need to drink the Chili Shot yourself.
Plus these other Challenges:
--Tanked --The Inventor
--Someone Could Hurt Themselves --The Rival
--The Daredevil --The Sewer Beyond
--Silent Assassin
0==============================0
| Explosive Liaisons [4,000 XP] \
0===========================================================================>
For this you need to blow up Sierra's car using the Explosive from the
Evidence Locker at the Event Entrance Security Area but with Robert using
the Detonator so he is basically killing his daughter for you.
When planning bring the Lockpick and start at the Dolphin Fountain. Again,
grab the Crowbar then go up to the 1st Floor Maintenance Room to acquire
the Kronstadt Security Disguise.
Go back out onto the Overpass, knock out the Race Marshal at the east end,
and drag him partway down the nearby stairs to hide him. Go down the east
stairs and then to the Event Entrance Security Area.
Go into the Monitor Room to find the Evidence Locker Combination on one of
the long desks then go into the Evidence Room. Open the Evidence Locker to
acquire the Car Bomb and the Note.
Go into the Pit Building and to the Locker Room to acquire the Pit Building
Keycard then go up to the Kronstadt Garage. Go to the center area just
north of the Pit Crew and find the Generator. Turn it off and wait just
outside the nearby door. One of the Mechanics will go to investigate.
As he stops at it then go up behind him and knock him out with the Crowbar.
Drag him to the nearby Container, dump him, and take his Disguise.
Go to the Pit Station and choose to put the Car Bomb on Sierra's Car.
Afterwards then re-acquire the Security Disguise and go to the Main Stands
area. Go to the Pay Phone near the South VIP Area Entrance to find three
Coins. Pick one of them up and use it to call Robert who wants you to meet
him on the North Overpass.
Go there to talk to him and hand him the Detonator. After that then pick up
the Didgeridoo and stand behind him. When Moses comes into view then he
will use the Detonator and blow up Sierra who is right behind him. At this
point he realizes that Providence knows what he is up to and will flee to
his helicopter on the Helipad. If he manages to get to it then you will
fail the mission.
However, since you are behind him, then knock him out with the Crowbar and
drag him back inside. Dump him down the Elevator Shaft then go back out,
cross the Overpass, and down the stairs back to the east side and to the
Event Entrance exit point to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>What's In This Thing [2,000 XP]
*******************************
For this you need to open the Evidence Locker at the Event Entrance
Security Area.
>>Days of Thunder [2,000 XP]
**************************
For this you need to kill Sierra by blowing up her car during the
Race.
>>Shafted [1,000 XP]
******************
For this you need to dump a Target down the Elevator Shaft.
Plus these other Challenges:
--The Daredevil --Someone Could Hurt Themselves
--The Inventor --Silent Assassin
0==============================================================0
| External Combustion Engine [2,000 XP], Pink Menace [2,000 XP] \
0===========================================================================>
For [External Combustion Engine] you need to kill Robert with the Expo Car
inside the Expo Hall at the Bayside Center and for [Pink Menace] you need
to kill Sierra at the Hotel while disguised as the Flamingo.
For this run-through start at the Conference Room as an Engineer. When you
start then go into Room 1A to grab the Screwdriver, which is used to
sabotage the Expo Car, then go into the Reception Area room to get the
Bayside Center Keycard. Go down the stairs then into the Expo Hall. Go into
the Loading Bay to grab the Kronstadt Octane Booster then go back into the
Hall and to the Expo Car.
Go behind it to sabotage it with the Screwdriver then use the Octane
Booster on it. Get a short distance away from the Car and wait. One of the
Engineers will call Robert down. When he gets there then he will instruct
you to sit in the Car as he tries to fix it. Follow his instructions until
he fixes the Car and kills himself.
Run to the North Stairs then down into the Parking Garage Security Area.
Run into the Storage Room to acquire the Event Security Disguise. Run to
the Main Desk to get the Crowbar then go to the Blackmailer Mascot. Go
north to get the Electronic Car Key then to the Van. Use the Key to disable
the Alarm then open the vehicle to find and retrieve the Incriminating
Evidence.
Go to the Mascot, knock him out, then drag him to the Container at the
northwest corner of the Garage for hiding. Even though the Closet inside
the Monitor Room is closer Robert's body is being dragged down there at
this point so the Container is safer.
Switch into the Mascot Disguise and run to the Hotel. Acquiring the
documents beforehand will end the Race early. Wait near the Hotel until the
Race ends then go to the Guard and show him the Documents so you can be let
in. Sit down in the Garden to have an amusing conversation with another
Guard.
When Sierra arrives then follow her to the back of the building. She will
then call off the Guards and the two of you will be alone. Give her the
Documents and she will go over to the nearby Open Shaft to burn them. Push
her over to kill her then go to the nearby Sewers to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Turbo Charged [1,000 XP]
****************************************
For this you need to sabotage the Expo Car at the Bayside Center's
Expo Hall.
>>You Got a Fast Car [1,000 XP]
*****************************
For this you need to sit inside the Expo Car at the Expo Hall.
>>Mission Story - Pretty in Pink [2,000 XP]
*****************************************
For this you need to acquire the Incriminating Evidence and go to the
meeting with Sierra at the Hotel while disguised as the Mascot.
Plus these other Challenges:
--Day at the Aquarium --The Inventor
--Someone Could Hurt Themselves --Blackmail
--The Flamingo --The Daredevil
--Shafted --The Sewers Beyond
--Silent Assassin
0===================0
| More Mascot Mayhem \
0===========================================================================>
This run-through will involve acquiring the remaining Challenges that
involve the Mascot. As for Robert I will deal with him as the Florida Man.
This will also use a couple of strategically place game saves to acquire
these Challenges.
When planning bring the Lethal Poison Vial, Lockpick, and start at the
Conference Room. When you start then go behind the Reception Area to grab
the Bayside Center Keycard then go into the 1st Floor Maintenance Room to
acquire the Kronstadt Security Disguise.
Go over the North Overpass to reach the east side and grab the Wrench
behind the Merchandise Booths area when you reach the bottom. Go to the
Main Stands to grab some Coins then run to the Boat Rental Building.
Use the Coins to lure in and get rid of the Guard, Civilian, and Jogger as
before. Go to Florida Man and knock him out, dump him in the Container, and
take his Disguise and Food Vendor Key. Go to his Food Stand, open it up,
and Serve the Food. When you start serving then poison the Food. After some
time then Robert should see you then come down. When he gets there then
serve to him so he will eat the Food and drop dead.
Run back to the Pier to re-acquire the Security Disguise and go to the Pit
Building. Go to the Locker Room to acquire the Pit Building Keycard then go
up to the Kronstadt Garage. Go to the north bay to get a Pneumatic Wrench
and to the Generator near the center of the Garage. Use it to lure a nearby
Mechanic so you can knock him out, dump him in the Container, and take his
Disguise. At this point then make a game save:
>>Wheel of Misfortune
*******************
Talk to Miller then wait for her to finish and go to the Pit Station
and Loosen the Tire to kill Sierra. After the notifications pop up
then reload the save.
When you get back then switch back into the Security Disguise. Run down to
the Parking Garage and pick up the Electronic Car Key. Go to the
Blackmailer Mascot and give it to him then run to the Race Marshal Area.
Switch into the Race Marshal Disguise then go to the platform and
disqualify Sierra. Switch back into the Security Disguise then go behind
the Emergency Bay building to find and switch into the Medic Disguise.
Go behind the Hotel through the east gate and stand near the front of the
dirty car in the middle of this alley. When Sierra comes to the Hotel then
save your game here:
>>Last Words
**********
Place the Guard's Pistol on the ground near this car which will
distract the first Guard that comes into the alley and will leave for
the Security Area in the Pit Building to drop it off. This should
give you enough time to do what you need to do.
According to a video from 2 Losers 1 Channel at YouTube you need to
die in a specific way to acquire this. Before the Guards walk in then
go to the Open Shaft and hang from the ledge.
As Sierra and the Mascot talk she will then threaten him by the
Shaft. She will then push him over to kill him. After a few seconds
then she will see you and stomp on your fingers which will cause you
to fall to your death. After the notifications pop up then reload the
save.
**NOTE: Two things to note here: if you are wearing the Security
Disguise she will not attack you and the Guard you got rid
of will see you as he goes to his standing position near
the Van and will ruin things which is why you need to get
rid of him first.
When you get back then place the Pistol on the ground as before and go to
the east end of the white van and and crouch behind the tire stacks then
bring out the Krugermeier. As she threatens the Mascot then shoot her in
the head and run to the Ambulance to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - The Munchies [1,000 XP]
***************************************
For this you need to acquire the Florida Man Disguise and open his
Food Stand.
>>The Florida Diet [2,000 XP]
***************************
For this you need to kill Robert by dressing up as Florida Man and
poisoning the food at the Food Stand.
>>Wheel of Misfortune [2,000 XP]
******************************
For this you need to kill Sierra by sabotaging the Tires on her Car
during the Race.
>>Last Words [2,000 XP]
*********************
For this you need to die in the Open Shaft behind the Motel during
the meeting between the Blackmailer Mascot and Sierra.
>>Sympathy for the Bird [4,000 XP]
********************************
For this you need to save the Blackmailer Mascot from Sierra just
before he gets pushed down the Open Shaft.
>>Mission Story - A Perfect Machine [2,000 XP]
********************************************
For this you need to sabotage the Tires on Sierra's Car during the
Race. It should be noted that you cannot get this Challenge by
sabotaging the Fuel Supply or by planting the Car Bomb.
Plus these other Challenges:
--Day at the Aquarium --Coconut Balls
--The Inventor --Tasteless, Traceless
--The Daredevil --Someone Coud Hurt Themselves
0==================================================0
| Paranoid Android [2,000 XP], Doctor 47 [2,000 XP] \
0===========================================================================>
For [Paranoid Android] you need to kill Robert with the PALLAS Robot inside
the Android Showroom and for [Doctor 47] you need to kill Sierra with a
poisoned IV Drip while disguised as a Medic.
When planning bring the Modern Lethal Syringe, Lockpick, and start at the
Dolphin Fountain. When you start then go to the east gate for the nearby
Maintenance Area and use the Lockpick to enter. To get at Robert you need
to get the Ted Mendez Disguise and he will do a short pattern around the
Fountain area.
When he is closest to you and the patrolling Guard is not nearby then turn
on the Generator by the other gate to lure him there. Take cover to the
right of the gate and wait for Ted to pass. When he turns it off then
subdue him and dump him in the nearby Wood Chipper to hide him then take
his Disguise. If you've followed the order of run-throughs to this point
this should be the last Disguise for the [Chameleon] Challenge.
Go to the Bayside Center through the front door, go to the Reception Desk,
and go up the main stairs. There should be a small stand partway up the
stairs with a Photo of Robert Knox on it. Grab it and proceed up to the 1st
Floor Reception Area where someone will lead you to the Android Showroom.
Robert should be there waiting for you.
He will go on about PALLAS and how it is foolproof. As a demonstration he
will stand in front of PALLAS and wants you to use the pictures of the
Robots on the table nearby to scan in. Instead, use the Photo of Robert
Knox to make PALLAS target and kill him.
After that then leave, go down the North Stairs, and enter the Parking
Garage via the Security Area. Go to the East Restrooms and to the Main
Stands area. Go north and enter the Medical Tent Storage Room then switch
into the Medic Disguise. Go into the Emergency Bay's Storage Room then
outside.
Find the Generator and turn it off to lure out the Doctor. Subdue him when
he turns it on and dump him in the Container nearby. Go inside the
Treatment Area, wait for the Driver to go into the Restroom, subdue him,
and close the door. This should also end the Race early. Poison the IV Drip
then go near the Intercom and wait for the Race to end.
When she gets out of her Car then call for Sierra and wait. She will then
come to the Waiting Area. Talk to her and lead her to the Treatment Area.
When she sits down then attach the IV Drip to her and wait for her to get
back up. As she walks away and dies then go to the Ambulance nearby to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - The New Army [2,000 XP]
***************************************
For this you need to attend the meeting with Robert while disguised
as Ted Mendez.
>>Mission Story - Intravenous [1,000 XP]
**************************************
For this you need to get rid of the Crashed Driver at the Emergency
Bay and call Sierra after the Race ends.
Plus these other Challenges:
--The Military Man --The Inventor
--Someone Could Hurt Themselves --The Daredevil
--Tasteless, Traceless --Silent Assassin
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
Believe it or not, with the right items, you can do all of the Classics in
a single run-through and it is not that hard to do. This run-though is a
combination of both the Standard Method (for Sierra) and the Cheap Method
(for Robert) in regards to Sniper Assassin.
When planning bring the Krugermeier, Coins, a Briefcase with the Sieger 300
Sniper Rifle, and start at the Dolphin Fountain.
Run towards the North Overpass and to the south entrance to the Parking
Garage. Grab the Crowbar, run to the gate and open it with it, then run up
the stairs and enter the 1st Floor Maintenance Room to lure in and knock
out Robert's Guard then dump him in the Closet - pick up his weapon.
Go back out onto the North Overpass and knock out the Race Marshal just to
be safe. Go back to the west end where you should see a blue tarp over the
railing and just past the wall. Go here and bring out the Rifle.
Zoom in all the way on the track. As you see the cars zoom by then aim at
their cockpits as they are all pretty much in a straight line. Then gently
pull back on the stick until you see the red and white barriers at the
curve. Put the left end of the barrier wall on the 3 at the left side of
your scope.
When Sierra comes into view then you should see that Moses is in front of
her. Because of where you put the crosshair all you have to do is shoot at
Moses when he crosses it. Because of your angle and the speed of the cars
you should hit Sierra instead and kill her. However, if you shoot just a
little too soon, you may hit Moses and kill him instead.
After that then holster the Rifle, pick up the Briefcase (and drop it near
the door back inside) and go back into the Room. Make a chain using your
Coins from the north door and to the center of the Room. Go to the north
door and wait.
When Robert comes near the door after coming down from the 2nd Floor then
open the door, toss the Crowbar towards the closest Coin, and run back
outside. This should lure Robert who should see the Coins and start picking
them up.
Pick up the Briefcase and, when Robert picks up the last Coin and starts to
leave, then run back inside and knock him out. Bring out the Rifle, shoot
him in the head to kill him, dump him in the Closet, and drop the weapon.
Run out and down into the Bayside Tunnel and then to the Event Entrance to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Moving Target [2,000 XP]
************************
For this you need to shoot Sierra's Car while she is in the Race.
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Tasteless, Traceless
++Hold My Hair ++Piano Man
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--The Daredevil --Someone Could Hurt Themselves
--The Inventor
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Miami Challenge Run |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon]. So you will be starting at
the Event Entrance. What's different about this run is that, at Mastery Level
1, you do not have access to any Pickups and you can't bring in anything on
your person until you reach Mastery Level 2.
As for the Targets I will be using [Shredding the Evidence] on Robert and
[Vitamin Overdose] on Sierra.
There are a total of seven Mission Stories but you can only do six in any
given run. The reason has to do with the [A Perfect Machine] Story. In order
to complete this you need to kill Sierra by sabotaging the Tires on her Car.
If you do this then you won't be able to do both the [Pretty in Pink] and
[Intravenous] Stories. So, therefore, I will have to skip that particular
Story.
And, speaking of [Intravenous], in order to do this one and the [Vitamin
Overdose] Challenge you need to do things in a specific way. I'll explain in
detail as you get to that part.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start then run to the Bayside Tunnel and grab the Coin from the
Street Musician's hat then run up the west stairs. Go to the van at the
entrance to the Parking Garage and grab the Crowbar. Go behind the sign above
the Tunnel entrance and toss the Crowbar at the base of the sign post to lure
one of the people that go through the Tunnel to your position.
Go back near the van and wait for that person to get behind the sign then
knock them out and drag them to Bayside Alley to dump them into the Container
there - use the Crowbar to open the gate. There are a total of five people
that go through the Tunnel and you should get rid of at least four of them
before going after the Street Musician.
Once you get rid of them then go into the Tunnel and throw stun the Musician.
Drag him along the left side of the stairs then go around the back of the
sign as you take him to Bayside Alley for hiding. Switch into his Disguise
then go down to the Tunnel and play his Drums for a bit.
Grab the Crowbar, go inside the Bayside Center then go inside the West
Restroom to acquire the Kronstadt Engineer Disguise and run to the Expo Hall.
Go behind the Backstage Area to grab the Coins off of the table and wait by
the Container.
When one of the Engineers comes by then knock him out and dump him in the
Container. Go to the north end, subdue the other Engineer, grab the Kronstadt
Bayside Center Keycard, and drag him to the same Container. Go to the
Southeast Maintenance Room, grab the Wrench and Screwdriver, subdue the
standing Guard, and dump him in the Container - switch into and out of the
Event Security Disguise.
Go to the Small Maintenance Room to grab the Screwdriver then go to the Expo
Car. Sit in the Car for a moment then sabotage it to complete the [Turbo
Charged] Mission Story.
Run upstairs to the 1st Floor Maintenance Room to grab the Emetic Rat Poison
and wait for Robert and his personal Guard to come by. Turn on the Sink and
go outside until the Guard comes in and turns it off. Sneak up to him, knock
him out, dump him in the Closet, and take his Disguise and weapon.
Go to the Android Lab and into the Server Room. While keeping the door open
then toss the Crowbar at the door to the small room to lure one of the
Researchers inside and grab and Android Arm. When he gets to the door then
close the other one, knock him out, dump him in the Closet in the small room,
and switch into and out of his Disguise.
Use the Pipe here in this small room to get up to the 2nd Floor. Go to
Robert's Office to pick up the Electronic Access Dongle then go the Satellite
Dish at the southeast corner of this floor. Sabotage it then climb down the
Pipe nearby to re-enter the 1st Floor.
Go down the West Stairs to enter the Aquarium. Stand by Tank 9 and wait for
the patrolling Guards to stop by Tank 11. Stay out of view and shoot their
Tank to cause it to rupture and knock them out. Drag both bodies to the West
Maintenance Room then dump them in the Closet for hiding.
Go back inside and shoot Tanks 6, 7, 12, and 14 to get three Fishes and a
Starfish. Even though you are using a regular Pistol and making noise no one
will investigate.
Go to the Dolphin Fountain and find the patrolling Guard. Drop one of the
Pistols you obtained near him and he should take it to the Storage Room of
the Parking Garage Security Area. Follow him and, when he enters it, then
close the door and knock him out as he is dropping off the weapon. Drag him
to the Monitor Room and hide him in the Closet there - never mind the
sleeping Guard.
Go back to the Fountain and enter the Maintenance Area from the east side.
Since you need to use the Crowbar you will make noise that may attract the
attention of a nearby Civilian. Wait for her to come and leave before doing
anything else.
Go to the Generator and wait. When Ted Mendez comes close then turn it on and
take cover to the right of the gate. Wait for him to enter and turn it off
before knocking him out, drag him east a bit, then take his Disguise - do
*NOT* put him in the Wood Chipper. Since you knocked out the patrolling Guard
no one else should find him here.
Go into the Bayside Center and to the 1st Floor Reception Area. Let the woman
take you to the Android Showroom to complete [The New Army] Mission Story.
Take one of the Pictures on the table and use it when he asks you do
demonstrate PALLAS. Follow him to the Android Lab then go back to the
Maintenance Area to re-acquire the Security Disguise.
Go to the Park Food Stands and go behind it to get a Bag of Sugar and some
Emetic Rat Poison. Go to the Photo-Op in front. Blend In for a bit then go to
the southwest corner of the Boat Rental Building. When the patrolling Guard
stops there then drop the Pistol in front of him and walk away.
He should take it to the Parking Garage Security Area just like with the last
one. Follow him and ambush him in the Storage Room then dump him in the
Closet in the Monitor Room - take the Boat Rental Key he drops. Go to the
Blackmailer Mascot and knock him out then drag him to the Storage Room for
hiding - do not take his Disguise.
Go back to where he was then go north to find the Electronic Car Key. Pick it
up then go north to the corridor to the Podium Tunnel. Subdue the Event Crew
here, dump him in the Container, and switch into and out of his Disguise. Go
back south into the Garage and to the southwest corner to find the gray Van.
Use the Electronic Car Key to disable the alarm then open it to acquire the
Incriminating Documents.
Go to the Southeast Garage Entrance and go up. At the table to the north is a
Podium Club Pass. Pick it up, place a Coin on the ground by the table, and
wait. One of the Mascots comes through here as part of his route. He may find
bodies you leave out later so you should wait here so you can get rid of him.
When he goes for the Coin then knock him out and dump him in the nearby
Container.
Go back down to the Garage floor and to the East Storage Room. Switch into
and out of the Race Marshal Disguise then grab the Event Area Key before
going back north and then west to unlock the doors back to the west side. Go
back up to the Boat Rental Building and enter through the southeast door.
Grab the Emetic Rat Poison and the Speedboat Key.
Place a couple of Coins from the door inside then place one on the ground
just outside. When the male Civilian stands at the water's edge nearby then
open the door and toss the Crowbar on the floor to make him see the Coin.
Take cover to the right of the door so he can see the others. When he is
inside then close the door, knock him out, and dump him in the Container.
Place the Coins again and wait.
When the female Jogger runs by then she should see the first Coin. Open the
door again to lure her inside so you can knock her out and dump her in the
Container.
Run to the Podium Building and go to the east side to find a Race
Coordinator. Subdue him, drag him to the Container by the Gas Valves, dump
him, then switch into and out of his Disguise. Go to the Gas Valves and
Override the Pressure Lock to complete [The Triumph] Mission Story.
Go back to the Pier to find and knock out Florida Man. Take his Food Vendor
Key, dump him in the Container, and take his Disguise. Run to his Food Stand
at Marina Park SE, open it, and serve food to complete [The Munchies] Mission
Story. Use one of the Emetic Rat Poisons on the food while you're waiting for
Robert to come down.
When he arrives then serve the poisoned food to him which should keep him
busy for awhile as you run back to the Pier to re-acquire the Security
Disguise. Go back to the Small Locker Room and wait.
When Robert comes back inside then knock him out with the Crowbar and drag
him up, through the Aquarium, and into the Backstage Area. Use your Instinct
to keep an eye on the patrolling Guard in the Hall. When he is at the Expo
Car or at the east side then drag Robert around and to the Southeast
Maintenance Room.
Drag him outside into Bayside Alley and then south along the wall and
perimeter to the Maintenance Area. Dump him into the Wood Chipper and use it
to kill him.
Go to the east side and to the Main Stands area to find and acquire all of
the Coins including the ones at the Phone Booth. Go into one of the Storage
Rooms underneath to find the Food Vendor Disguise then switch into and out of
it.
Go to the Trucks Area to find another Coin then to the Event Entrance
Security Area but stay outside to find the Coin and Emetic Rat Poison. Go
inside through the open window at the southeast corner and to the Monitor
Room to find the Evidence Locker Combination. Go into the Evidence Room to
open the Locker to acquire the Car Bomb and Letter.
Go into the Pit Building and to the Locker Room. Switch into and out of the
Pale Rider Disguise and grab the Pit Building Keycard before leaving. Go up
to the 1st Floor North Restrooms and wait for the Journalist to arrive at one
of the stalls. Knock him out then switch into and out of the Journalist
Disguise.
Go into the Kitchen Storeroom, grab the Emetic Rat Poison, and turn on the
Radio to lure in the Waiter. Knock him out and dump him in the Container. Go
into the Kitchen, knock out the Kitchen Staff, drag him to the Container, and
switch into the Waiter then into the Kitchen Staff Disguise.
Go into the VIP Lounge and find the Aeon Driver. When he is not drinking from
his Glass then place a Coin on the floor behind him then bump into him to
make him turn around. As he goes to the Coin then run to his Glass and Poison
it then run into the South Restrooms. When he gets sick then he should go to
the empty stall here where you can safely knock him out. Afterwards then
switch into and out of his Disguise.
Go out and turn on the Sink to lure out one of the women in the other stall.
When she turns it off then knock her out and drag her to the Aeon Driver. Go
into the stall, knock out the other woman, and drag her to the other stall.
Go into the Executive Suite, poison the food tray, then go back to the South
Restrooms.
When the Kowoon Driver samples from it and gets sick then he should go to
then now unoccupied stall. Knock him out then switch into and out of his
Disguise.
Go back to the Executive Suite and wait for the Kronstadt Mechanic to enter.
Close the doors, knock him out, and dump him in the Closet. Do not take his
Disguise yet.
Go down and outside and to the Thwack Paddock. Poison the Bottle of Beer at
the southeast corner of the Ground Floor then go back to the South Central
Stairs. Enter the Aeon Garage then sneak up to the Mechanic, knock him out,
drag him to one of the Storage Rooms, then switch into and out of the Aeon
Mechanic Disguise.
Place a couple of Coins just inside the Garage then go out and place a Coin
by the door. When the Sotteraneo Mechanic and female Civilian come by then
one of them should see the Coin and go for it. Open the door so the person
can see the others and go inside. Knock him/her out then drag them to a room
for hiding. Repeat for the other person. Switch into and out of the
Sotteraneo Mechanic Disguise.
**NOTE: Sometimes the Civilian and Sotteraneo Mechanic stay outside the Pit
Building and never go back inside. In this case then sneak to the
Sotteraneo Garage and into the Storage Room to switch into and out
of the Mechanic Disguise.
Re-place the Coins inside the Garage then make a chain that goes up the
stairs. Place a Coin near the top of the stairs to lure the female Journalist
down to the Garage for ambushing. Pick up all Coins and drag her to a room
for hiding then run to the Thwack Paddock.
Go into the Restroom and wait for the Thwack Driver, who goes to the Paddock
after you ambushed the Journalist, to enter after he drinks from the Bottle
and gets sick. Knock him out and switch into and out of his Disguise.
Go behind the Paddock and knock out the Waiter that comes out here when the
patrolling Guard is away then drag him in the Storage Room for hiding. Knock
out the Guards when he stops at the south end of his route and hide him in
the Container. Toss the Crowbar at the boxes nearby to lure the Blue Seed
Driver at the Fitter Booth to your position. Knock him out when he gets here,
switch into and out of his Disguise, and dump him in the Container.
Go up to the 1st Floor of the Thwack Paddock and poison the Glass on the bar.
A Thwack Mechanic will come up here to drink from it. Stand at the top of the
exterior stairs and wait for him to drink from it and get sick. When he goes
down the stairs then wait for him to be near the bottom before throw stunning
him. Drag him to the Storage Room then switch into and out of his Disguise.
Go back up and poison the Glass on the table on the balcony which is for the
shady looking man (Hector Delgado). Throw stun him the same way when he goes
down the stairs and hide him in the Storage Room. Go back up and knock out
the female Waiter when the Sheik just steps outside onto the balcony and
quickly drag her outside and down to the Storage Room.
When the Sheik goes to sit in the corner then turn on the Ice Machine to lure
then go onto the balcony and loop behind him. When he turns it off then knock
him out and switch into and out of his Disguise.
Run to the corridor between the North Storage Room and the Podium Tunnel.
Place about four Coins from the door and towards the Container. Go back to
the Pit Building and down into the Locker Room to switch into the Kowoon
Mechanic Disguise.
Go up to the Kowoon Garage and find the Generator on one side of the center
wall. Turn it off to lure one of the nearby Mechanics. Stay outside the door
and wait for him to get to it. Knock him out when he turns it on and hide him
in the nearby Closet. Do the same to get rid of another one. These are the
two Mechanics that go with Moses to the Podium Building and getting rid of
them will make it easier to acquire his Disguise.
Go up to the Executive Suite to acquire the Kronstadt Mechanic Disguise then
go down to the Kronstadt Garage. Go to the Pit Station and use a Bag of Sugar
on the Fuel Supply to cause Sierra to lose the Race.
Run out and behind the Kronstadt Paddock. Knock out the Waiter and drag him
inside the Storage Room for hiding. Run into the Podium Tunnel and wait by
the door to the corridor.
When Moses comes by then place a Coin on the ground by the door to lure him
there. Open the door so he can see the other Coins and go inside. Knock him
out, dump him in the Container, and switch into his Disguise. Go to the
Podium Building and talk to Maxwell Rutter. Follow his instructions and
celebrate with the Trophy then go back to the east side and to the Pit
Building.
Go up to the VIP Lounge and wait for Sierra to come by and be challenged to
the Chili Shot Drinking Game. Make her lose the Game then go down to the
Parking Garage floor.
Go into the Storage Room to acquire the Mascot Disguise then go to the Hotel.
Talk to the Guard and go to the Garden. Run north out of the Garden and to
the table west of it to find and switch into the Race Marshal Disguise. Go
back and re-acquire the Security Disguise.
Go and find all Unexplored Areas before doing anything else. After this then
run back to the west side and to the water's edge. Throw a Fish into the
ocean and run run back to the east side.
Go behind the Kronstadt Paddock and place some Coins from inside the Medical
Tent Storage Room to the stairs for the Paddock. Run inside the Emergency Bay
and get the Medical Cabinet Key. Go inside the Storage Room, switch into the
Medic Disguise, and open the Cabinet to get the Modern Lethal Syringe.
In order to successfully complete the [Intravenous] Mission Story in this
run-through you need to time things in a certain way. You must call Sierra
over the Intercom to complete the Story. However, if the Doctor is around and
not knocked out before the Driver can safely leave then you won't get the
prompt to use the Intercom when he leaves and you won't be able to complete
it.
In order to get maximum XP you need to get the Doctor to kill her. But you
can still get that plus the Story if you do things in a certain way. There is
a small window that you have to use the Intercom which is why you have to
time things a specific way. It is recommended to go to the Mission Stories
tab and activate the Story so you can see the prompts.
Go into the Treatment Area and poison the IV Drip. Go to the Sink at the
northeast corner and turn it on when the Driver just gets to the Restroom
door. Go behind the Doctor and wait. If you did things right then the Driver
should turn around just after the Doctor goes to investigate.
Go into the Restroom and turn on the Sink there when the Driver stops to
drink. Go to the Intercom and wait. The Driver should leave just as the
Doctor goes in to turn off the Sink and clean up. At the upper left of the
screen you should see the prompt to get rid of the current patient. The
instant you see the message to call Sierra then use the Intercom to complete
the Mission Story.
If the message changes as the Doctor finishes then the prompt is lost and so
is the Story. If you wait too long then you will lose the Story too. The
message must change while the Doctor is still cleaning up to successfully
complete the Story but still allow him to kill Sierra for you.
Leave the Bay and go back behind the Paddock. Place some more Coins from near
the north door to near the stairs to complete the chain of Coins.
When the Driver comes back here then he should see the Coins and start
picking them up. When he gets near the Storage Room door then open it so he
can see the last Coin. When he gets to it then close the door, knock him out,
dump him in the Closet, and switch into his Disguise. By the time this is
done Sierra should be dead so run back to the west side and to the Speedboat
to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Mr. Tambourine Man --Day at the Aquarium
--You Got a Fast Car --MS: Turbo Charged
--Arms Dealer --Communication Breakdown
--Tanked --Frutti di Mare
--The Military Man --MS: The New Army
--Tintamarresque --Blackmail
--Very Important Person --Backdoor Engineering
--MS: The Triumph --Coconut Balls
--MS: The Munchies --The Inventor
--Someone Could Hurt Themselves --Shredding the Evidence
--What's In This Thing --Sheik Zanzibar, I Presume?
--Sweet Victory --The Rival
--The Thunder Thief --Milky Way
--The Flamingo --MS: Pretty In Pink
--Discover Miami --Free Fishie
--Potty Training --MS: Intravenous
--Chameleon --The Daredevil
--Tasteless, Traceless --Vitamin Overdose
--Slice of Vice --The Briefcase
--Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 39 in total, then you should earn a minimum of 76,000 XP which
translates into Mastery Level 12. You should also earn the {Damage Control}
Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MIA8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Miami chapter along with their respective strategies. It is highly
recommended that you complete Miami Mastery Level 20 before doing any of
these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Bigmooney Flamboyancy |###########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Once you are disguised as the Mascot you cannot change Disguises again or |
| you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Levi Akerman with a Battle Axe while wearing the Mascot |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Levi is in the Garden on the 2nd Floor of the Bayside Center. When |
| planning bring the Lockpick and start at the Main Stands as a Mascot. |
| |
| When you start then run south to the back area of the Merchandise Booths |
| and to the North Overpass but grab the Wrench along the way. Go on the |
| Overpass and to the 1st Floor Maintenance Room. Go inside, grab the |
| Screwdriver, and stand at the north door. |
| |
| Just outside is an Engineer and, when he starts to move away, then run |
| out to the open window and climb the Pipe to the 2nd Floor and where the |
| Satellite Dish is. Go inside the storeroom then run into the Restroom and |
| jump out the window. Run into the Exercise Room and grab the Battle Axe |
| in the southwest corner. Sneak outside to where Levi is and stay behind |
| the large planter then drop the Axe. |
| |
| The nearby Guards will have a conversation then split up. When one of |
| them leaves then look to the west to find a set of short stairs and a |
| dividing wall. |
| |
| The plan is to toss the Screwdriver behind this wall to lure the nearby |
| Guard. But, back away from the planter and aim the Screwdriver so it |
| lands where the white wall meets the floor so, when the Guard goes to it, |
| then he will go in all the way to the wall and well out of view. |
| |
| After tossing the Screwdriver then go back to the planter and wait for |
| Levi to look forward again before going after the Guard. Knock out the |
| Guard with the Wrench then run to Levi, throw stun him, and drag him to |
| where the Axe is and put him up against the planter. Grab the Axe and |
| throw kill him then run back into the Exercise Room. Go to the other door |
| and wait. |
| |
| At this point a Guard should be sitting outside to your right and near |
| the Helipad. When he leaves then run out, go to the Helipad gate, unlock |
| it, and then run up to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Once you are disguised as the Mascot you cannot change Disguises again or |
| you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Levi Akerman with a Battle Axe while wearing the Mascot |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Gustav Gerber with a Battle Axe while wearing the Mascot |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Antoine Mack with either an explosion or with a non-silenced |
| Shotgun while wearing the Mascot Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Gustav is inside Robert's Office and Antoine is the Assistant inside the |
| Assistant Office. When planning bring the Lockpick, Remote Breaching |
| Charge, and start at the Main Stands. |
| |
| Do everything as before up to knocking out Levi and dragging him behind |
| the planter. Do not kill him but instead run into the West Maintenance |
| Room, turn on the Sink, and hide in the Container. The Sink should lure |
| in the patrolling Guard. |
| |
| As he turns it off then get out, sneak up behind him, and knock him out. |
| Go back to Levi and throw kill him with the Axe. Pick it up then go into |
| the Restroom for the Assistant Office through the window. Drop the Axe, |
| turn on the Sink, and hide in the Toilet. The Sink should lure Antoine |
| inside. |
| |
| When he turns it off then throw stun him with the Wrench. Drop the Charge |
| on him and detonate it to kill him. Drag his body near the Toilet, pick |
| up the Axe, and wait. |
| |
| At this point the patrolling Guard plus Robert and his Guard should be in |
| the Office. Wait for them to leave before sneaking to the Server Room and |
| to the North Storage Room. Here you should find a Fusebox. Turn it off to |
| lure one of the Researchers. |
| |
| Take cover to the right of the door and grab him as he enters (this |
| should cause you to drop the Axe here). Drag him to the balcony and turn |
| left to hide him in the corner and wait. |
| |
| At this point the dead Fusebox should lure Gustav so run back inside the |
| North Storage Room and take cover again. Grab Gustav to subdue him, turn |
| the Fusebox back on, and throw kill him with the Axe. Go back to the |
| Garden through the Assistant Office and back to the Exercise Room. |
| |
| When you get to the door then you should see the patrolling Guard just |
| coming outside. To speed things up open the door and toss the Screwdriver |
| to your left to get him there and past the door. When he arrives then |
| knock him out and run to the Helipad to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Once you are disguised as the Mascot you cannot change Disguises again or |
| you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Levi Akerman with a Battle Axe while wearing the Mascot |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Gustav Gerber with a Battle Axe while wearing the Mascot |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Antoine Mack with either an explosion or with a non-silenced |
| Shotgun while wearing the Mascot Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| When you eliminate your first Target you must eliminate another Target |
| within 30 seconds or you will fail the mission. The countdown will stop |
| when all Targets are eliminated. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| After you knock out Levi and hide him then take the Axe with you to the |
| Maintenance Room and drop it by the Container before turning on the Sink. |
| After knocking out the Guard then pick up the Axe and take it with you to |
| the Restroom. |
| |
| After knocking out Antoine then drag him away from the door and drop the |
| Charge on him. When dealing with Gustav then grab him as before, turn on |
| the Fusebox, and pick up the Axe. Use your Instinct to keep an eye on the |
| patrolling Guard near the Assistant Office. |
| |
| At this point he should be there. The moment he turns and walks away then |
| throw kill Gustav then run to Levi and throw kill him then switch to the |
| Detonator and use it to kill Antoine to stop the Timer. From there then |
| proceed to deal with the last Guard and leave the mission via the |
| Helipad. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Treasonous Mimicry |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Wu Yang in an accident while wearing the Kronstadt Mechanic |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Wu is one of the Mechanics inside the Kowoon Garage. There is a large Gas |
| Cylinder that can be used to kill him by the Generator but the explosion |
| will also kill one of the other Mechanics in the process and thus no |
| Silent Assassin. So you have to kill him another way. |
| |
| When planning bring the Krugermeier, Remote Breaching Charge, and start |
| in the Kowoon Pit. Go to the Generator and turn it off then stand near Wu |
| but not too close since he is an Enforcer. The moment he turns to go |
| behind the wall then run to grab the Propane Flask then run the other |
| way, go through the door, and get behind him. |
| |
| When he turns it back on then knock him out and drag him to the small |
| room inside the Aeon Garage. Go back to get the Flask and place it a few |
| feet away from him then place the Charge by it. Go to the door for the |
| North Central Stairs, open it, and wait. |
| |
| Look out for the laser grid of the Camera just outside and wait for it to |
| look away before going around the door and down the stairs to the Locker |
| Room - do not bump into the Guard. When you get down to the floor then |
| use the corner as cover and shoot the Camera with your Pistol. Run into |
| the Locker Room to grab the Pit Building Keycard and run back up. |
| |
| Use the Keycard to unlock the door to the Kronstadt Garage and run inside |
| but close the doors as you go through them to prevent the Guard from |
| getting enough attention on you to follow you. Go to the Generator in the |
| center part of the Pit area, grab the Hammer nearby, and turn off the |
| Generator. Go outside the door and wait for the Mechanic to investigate. |
| |
| When he turns it back on then knock him out and take his Disguise. Go out |
| the north door and to the Emergency Bay area. However, you need to shoot |
| out the Camera above the doorway before running into the Storage Room |
| where the Medic Disguise is kept. Use the Detonator to blow up the Flask |
| to kill Wu, switch into the Medic Disguise, and run to the nearby |
| Ambulance to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Wu Yang in an accident while wearing the Kronstadt Mechanic |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Alonso Ricardo Villareba in an explosion accident while wearing |
| the Kronstadt Mechanic Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Alonso is the lone Mechanic inside the Aeon Garage. When you knock out Wu |
| then drag him to the Aeon Garage but just outside the small room. Subdue |
| and drag Alonso to Wu and place both the Flask and Charge near them. |
| |
| After that then proceed to get the Kronstadt Mechanic Disguise, wait by |
| the Medic Disguise, use the Detonator to kill them both, then switch |
| Disguises and leave the mission via the Ambulance. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Wu Yang in an accident while wearing the Kronstadt Mechanic |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Alonso Ricardo Villareba in an explosion accident while wearing |
| the Kronstadt Mechanic Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Dexter Drake in a falling object accident while wearing the |
| Kronstadt Mechanic Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Dexter is working under a car at the Thwack Garage. After setting up Wu |
| and Alanso then go and get the Kronstadt Mechanic Disguise. However, go |
| south, down, and cut through the Locker Room to get to the Thwack Garage. |
| |
| When you get there then sneak run to the other side of the wall near |
| Dexter. Grab the Wrench, go back to the doorway, and toss it so it lands |
| in front of the Closet to lure the Mechanic near him. He will investigate |
| then turn to walk away. |
| |
| When he turns around then run up, knock him out with the Hammer, and hide |
| him in the Closet. Go to the Lift Button and use it to kill Dexter then |
| run back out the same way. |
| |
| Retrace your steps back to the Kronstadt Garage and to the Emergency Bay |
| Storage Room. Use the Detonator to kill Wu and Alanso, switch into the |
| Medic Disguise, and use the Ambulance to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Sweeney Scrupulousness |##########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Irene Bronson with the Amputation Knife while wearing the Medic |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Irene is the Medic behind the Reception Desk within the Emergency Bay. |
| When planning bring the Krugermeier, Coins, and start inside the |
| Emergency Bay. |
| |
| Run to the Treatment Area to get the Knife, holster it, and run to the |
| Storage Room. Go outside to the nearby Container and pick up the |
| Baseball, shoot out the nearby Camera, and go back into the Room. Place a |
| Coin on the floor in front of the lockers by the door. Take cover to the |
| left of the door to the front area, open it, and toss the Baseball on the |
| floor to lure in the nearby Medic. |
| |
| When she goes for the Coin then close the door, subdue her, and dump her |
| in the Container outside. Repeat the process for Irene but bring out the |
| Knife as she goes for the Coin, kill her, dump her in the Container, and |
| run to the Ambulance to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Irene Bronson with the Amputation Knife while wearing the Medic |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| The mission cannot be completed before all dead and unconscious bodies |
| are hidden. |
|---------------------------------------------------------------------------|
| Eliminate Jeff Castle with the Amputation Knife while wearing the Medic |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jeff is out front talking to another Medic. Start at the Bay again and |
| run to get the Knife. After acquiring it then run out the nearby door. |
| There should be another Medic just north of the building. Quickly subdue |
| him then run close to Jeff so the conversation between the two of them |
| can start and he can begin his patrol routine. |
| |
| Run back to the body and drag it to the Container south of the Ambulance. |
| Dump him, shoot out the Camera, grab the Baseball, and run into the |
| Storage Room. Use a Coin to lure in the nearby Medic for ambushing and |
| hide her in the outside Container. Run back around the building and to |
| near where you took down the first Medic. |
| |
| Jeff should be getting ready to sit down at the north side of the |
| building. Throw kill him with the Knife then drag his body to the |
| Container south of the Ambulance. Go back into the Storage Room and use |
| the Baseball to lure in Irene. Kill her with the Knife, dump her in the |
| outside Container, and leave the mission via the Ambulance. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The mission cannot be completed before all dead and unconscious bodies |
| are hidden. |
|---------------------------------------------------------------------------|
| Eliminate Irene Bronson with the Amputation Knife while wearing the Medic |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Jeff Castle with the Amputation Knife while wearing the Medic |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Eliminate Tobias Cropper with the Amputation Knife while wearing the |
| Medic Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Tobias is a Guard inside the Race Marshal Area. The Container that was |
| south of the Ambulance has been removed. When planning bring the Lockpick |
| in addition to the Krugermeier and Coins. |
| |
| When you start then run to get the Knife and subdue the Medic as before. |
| After getting Jeff's conversation started then take the body northeast |
| towards the back of the Hotel. There is a Container by the stairs just |
| inside the gate and you need the Lockpick to open the other gate. |
| |
| After dumping him then run back and you should see Jeff heading to the |
| east end of his route. As he is sitting down then throw kill him and drag |
| him to the Container behind the Hotel for hiding. Run west behind the |
| Hotel and into the Race Marshal Area. Grab the Hammer and go to the |
| stairs for the Podium Tunnel. Place two Coins near the top of the stairs |
| including one at the edge and one a few steps down. |
| |
| When Tobias is close to the Race Marshal then toss the Hammer at the |
| street and close to the Coins. This should lure Tobias. When he sees the |
| Coins then he should pick them up. As he goes down the stairs then throw |
| kill him, pick up the Knife and Coins, and drag his body to the corridor |
| near the west set of stairs. |
| |
| Just before you get to the door then drop his body and go inside. Subdue |
| the Event Crew and dump him in the Container. Drag Tobias' body to the |
| same Container and dump him. |
| |
| After this then run back to the Emergency Bay and proceed to get rid of |
| the Medic and kill Irene as before, shoot out the Camera, and leave the |
| mission via the Ambulance. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. The Unpalatable Termination |#########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
The first two Levels of this aren't too bad but the third one is much
harder. Credit goes to MrFreeze2244 for allowing me to better understand
how that works.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| All Targets must be eliminated with a non-silenced ballistic weapon. |
|---------------------------------------------------------------------------|
| Eliminate Dennis Delaney with a Shotgun while wearing the Food Vendor |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Benjamin Smith with a Shotgun while wearing the Food Vendor |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Dennis is one of the Vendors under the Main Stands and Benjamin is at the |
| Porta-Potties near the Medical Tent. When planning bring the Lockpick, |
| place any non-silenced Shotgun into Kronstadt Storage, and start at the |
| Food Stands. |
| |
| When you start then run north and out the South VIP Entrance then to the |
| Medical Tent Storage Room. Go out the other door and pick up the |
| Briefcase then run to the Porta-Potties area. Go to the northwest corner |
| and go through the door there. There is a Container just behind Benjamin. |
| Toss the Briefcase near the Container to lure Benjamin there. |
| |
| Knock him out with the Briefcase when he stops and pick up the Event Area |
| Key. Take out the Shotgun and shoot him to kill him. Quickly dump him, |
| put the Shotgun back in the Briefcase, and run towards Dennis. |
| |
| Go through the nearby door, use the stairs to avoid Guards running |
| towards the noise, and enter Dennis' Food Stand through the front door. |
| Go in the back room and turn off the Fusebox to lure him there. |
| |
| When he gets there then knock him out and drag him to the Container. |
| Bring out the Shotgun, shoot him, dump him, and drop the Shotgun. Run |
| south out the door and use the stairs to quickly avoid any approaching |
| Guards. Run to the Event Entrance exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| All Targets must be eliminated with a non-silenced ballistic weapon. |
|---------------------------------------------------------------------------|
| Eliminate Dennis Delaney with a Shotgun while wearing the Food Vendor |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Benjamin Smith with a Shotgun while wearing the Food Vendor |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Once you equip the Food Vendor Disguise you cannot change Disguises again |
| or you immediately will fail the mission. |
|---------------------------------------------------------------------------|
| If any dead or unconscious bodies are found then you will immediately |
| fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Kanye Belmonte with a Shotgun while wearing the Food Vendor |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Kanye is inside the Control Room at the Press Level. After killing |
| Benjamin then run to the Control Room area. Go to the Lounge behind it |
| and turn off the Fusebox to lure Kanye to it. Take cover to the right of |
| the door and grab him when he gets there, pick up the Briefcase, and run |
| to knock out the other guy before he gets distracted. |
| |
| Drop the Briefcase, pick up the Shotgun, and drag him to the Container in |
| the Lounge and dump him into it. Drag Kanye to it, shoot him, dump him, |
| and run back to the Control Room before the nearby Guards come running. |
| Put the Shotgun back in the Briefcase and run to Dennis but go through |
| the back door instead. Kill him as before and run to the Event Entrance |
| to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| All Targets must be eliminated with a non-silenced ballistic weapon. |
|---------------------------------------------------------------------------|
| Once you equip the Food Vendor Disguise you cannot change Disguises again |
| or you immediately will fail the mission. |
|---------------------------------------------------------------------------|
| If any dead or unconscious bodies are found then you will immediately |
| fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Dennis Delaney with a Shotgun while wearing the Food Vendor |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Benjamin Smith with a Shotgun while wearing the Food Vendor |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Kanye Belmonte with a Shotgun while wearing the Food Vendor |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you pacify or subdue anyone then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| Eliminate Richard Nimeth with a Shotgun while wearing the Food Vendor |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Richard is at the Press Level at the Main Stands. He has no patrol |
| pattern and will just stand there. There is also no Container near him. |
| The combination of his position, no pacification, the game's penchant for |
| randomness, and you must hide bodies makes this a difficult Escalation |
| Level. |
| |
| This is not a fast strategy but it is designed to get you through this |
| annoying Level with as little hassle as possible. When planning bring the |
| Modern Emetic Syringe in addition to the Krugermeier and Lockpick. |
| |
| When you go after Benjamin then toss the Briefcase near the Container, |
| pick it back up, run around the east end of the Porta-Potties, and stop |
| at the west end. As he walks to the Container then drop the Briefcase, |
| take out the Shotgun, kill him, take his weapon and Key, and dump him as |
| before. |
| |
| After taking care of Benjamin then run to Dennis. When you go inside the |
| storage room then drop the Briefcase by the Container, take out the |
| Shotgun, and stand near the east door after you turn off the Fusebox. |
| |
| When Dennis walks in then he should see the Briefcase and go for it. |
| Shoot him there, dump him, put the Shotgun back in the Briefcase, and run |
| up to the Control Room and Lounge. |
| |
| Near Richard's position is a patrolling Guard. If your timing is right |
| then he should be near him. After smoking for a bit then he should go to |
| a position at the south end of the seats, stand for a bit, and then come |
| back. |
| |
| Place Ben's Pistol at the south end then sneak up near Richard but grab |
| the Screwdriver along the way. When the Guard walks back south then he |
| should see the Pistol, pick it up, and go south and down the Control Room |
| stairs to the Event Entrance Security Area to drop it off. |
| |
| As he goes to the Pistol then toss the Screwdriver as far as you can |
| towards the north door to lure Richard there. As he goes there then sneak |
| up behind him and stab him with the Syringe when he stops. Go back south |
| and hide until he gets sick and leaves. |
| |
| Why not just stab him at his standing position? Because if you do then he |
| will get sick but never move so this is why you need to get him away from |
| that spot first. |
| |
| As he goes down the stairs then switch to the Krugermeier and follow him. |
| Go partway down the stairs so you can see the Camera and then shoot it |
| when Richard leaves the stairs and turns to the Porta-Potties. If you |
| shoot it too soon then Richard will go to investigate it and will no |
| longer be sick. |
| |
| As he is throwing up then go back to the Container where you dumped |
| Benjamin earlier. Place your Pistol on the ground a couple of feet south |
| of the southwest corner. Across from the Container is an open Potty. Go |
| to the one to the right of it, stand a couple of feet back while looking |
| south, and wait. |
| |
| Use your Instinct to keep an eye on Richard and, when he turns around to |
| go back after vomiting, then toss the Briefcase at the Potty and pick it |
| back up. This should lure Richard to it and make him go around the west |
| end of the Potties. |
| |
| When he sees and gets to the Pistol and he starts to pick it up then |
| bring out the Shotgun. Kill him, pick up all Pistols, dump him, put the |
| Shotgun back in the Briefcase, and run back up to the Control Room Lounge |
| while avoiding any Guards that come to investigate. When you get back up |
| here then bring out the Shotgun and holster it so the Briefcase is empty. |
| |
| Since you can't knock out Kanye's friend you should get rid of the two |
| Guards on the ends of the Press Level before going after Kanye himself. |
| |
| At the north side of the Press Level is the patrolling Guard you dealt |
| with earlier. What you need to do is to place a Pistol on the floor but |
| this time at the north end of his route. What should happen is that he |
| will pick up the Pistol and take it to the Event Entrance Security Area |
| but go through the north door instead. This forces him to take a much |
| longer route and gets him out of the way for a longer period of time. |
| |
| After placing the Pistol then run back to the Lounge and stand by the |
| south door thenbring out the Shotgun. At this point the patrolling Guard |
| should be heading back to the north end of his route. After he stands for |
| a bit and walks south then leave the Lounge, drop the Briefcase by the |
| large metal support structure, then go back inside and stay by the door |
| again. |
| |
| The Guard will find the Briefcase and leave through the south door. When |
| he goes out then turn off the Fusebox to lure Kanye and go into the |
| corner by the Container. When he gets to the Fusebox then sneak up on |
| him, shoot him, drop the Shotgun, drag him and dump him in the Container, |
| and leave the Level through the north doors. |
| |
| The reason for going this way instead of the south doors is because of a |
| patrolling Journalist that goes up and down the stairs and you may be |
| caught Trespassing and lose Silent Assassin. Because of this route the |
| Sewers become the closest exit. |
| |
| When you get back down to ground level then sneak run through the |
| Kronstadt back area then run to the north side of the Emergency Bay area |
| to grab the Crowbar and run to the Sewers to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. The Aquatic Retribution |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve a Fish from the display tanks. |
|---------------------------------------------------------------------------|
| Dump all Targets into the Aquarium. |
|---------------------------------------------------------------------------|
| Pacify Johnny Himenez with a Fish. |
|---------------------------------------------------------------------------|
| Pacify Antonio Suarez with a Fish. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Both Targets are the patrolling Guards within the Aquarium. When planning |
| bring the Krugermeier, Remote Breaching Charge, Fish, and start at the |
| Conference Room. |
| |
| When you start then run out the north door and to the West Stairs but |
| quickly shoot the Camera before running down. When you get down to the |
| Ground Floor then run north into the West Maintenance Room and switch to |
| the Charge. |
| |
| As you are running into the Room then both Targets should be moving from |
| the southeast section to the north end. Open the door to the Aquarium and |
| toss the Charge past the Outlet on the floor so the Charge will end up |
| near the Floor Aquarium. This will lure one of them to it and he will go |
| on ahead and leave the other behind. Bring out the Fish and wait. |
| |
| One of the Targets is an Enforcer so he will determine when you can |
| leave. When you exit then run behind the trailing Target, smack him with |
| the Fish, run up behind and throw stun the other one, then dump both |
| bodies into the Floor Aquarium. Shoot Tank 14 to grab another Fish to |
| complete the last objective and run to the Event Entrance exit to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve a Fish from the display tanks. |
|---------------------------------------------------------------------------|
| Dump all Targets into the Aquarium. |
|---------------------------------------------------------------------------|
| Pacify Johnny Himenez with a Fish. |
|---------------------------------------------------------------------------|
| Pacify Antonio Suarez with a Fish. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Pacify Kraig Hevitt with a Fish. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Kraig is the patrolling Guard in the Expo Hall. After disposing of both |
| Johnny and Antonio (and acquiring a Fish from Tank 14) then run to the |
| Backstage Area. Kraig should be away from the Expo Car when you get |
| there. |
| |
| Quickly drop either a Pistol or the Charge at the top of the stairs |
| behind the Car then run to the North Stairs and wait by the door to the |
| Loading Bay. Bring out the Fish and wait. |
| |
| When Kraig finds the weapon then he will take it down to the Parking |
| Garage Security Area. When he enters the North Stairs through the Loading |
| Bay then throw stun him, drag him to the Floor Aquarium, dump him to kill |
| him, and run to the Event Entrance exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Retrieve a Fish from the display tanks. |
|---------------------------------------------------------------------------|
| Dump all Targets into the Aquarium. |
|---------------------------------------------------------------------------|
| Pacify Johnny Himenez with a Fish. |
|---------------------------------------------------------------------------|
| Pacify Antonio Suarez with a Fish. |
|---------------------------------------------------------------------------|
| Pacify Kraig Hevitt with a Fish. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Additional Security Cameras are present. If recorded by them then delete |
| the evidence within two minutes. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| There are two changes to the above strategy. The first is that you don't |
| need to shoot the Camera at the West Stairs - just let it see you. |
| |
| The second is that, after you dump both Johnny and Antonio and acquire |
| the Fish, you go down the North Stairs to the door for the Parking Garage |
| Security Area and shoot the Recorder from there to kill the Cameras |
| before going up to the Backstage Area to drop off a weapon for Kraig to |
| find. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. The Simmons Concussion |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify Larry Tracey with a Soda Can. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Larry is one of the Joggers at Marina Park (South). The hard part to this |
| is acquiring a Soda Can quickly as there are none near him. When planning |
| bring the Lockpick, Coins, and start at the Dolphin Fountain. |
| |
| When you start then run into the Bayside Center and to the Expo Hall. Go |
| east into the Backstage Area to grab a Soda Can then to the north side to |
| grab the Bayside Center Keycard and run to the door to the Aquarium. |
| |
| At this point the patrolling Guards should be just reaching the north end |
| and have their backs turned. Run out the door and then to the door to the |
| West Maintenance Room. Go outside through the Small Locker Room and then |
| run to the southwest corner of the Boat Rental Building. |
| |
| At this point a male Civilian should be at the water's edge near the |
| door. A few seconds after you arrive then he should leave. Pick open the |
| door to enter, grab the Speedboat Keys, and place a Coin a few feet in |
| line with the other door. Grab the Baseball, take cover to the right of |
| the door, and wait but look out towards the Piers. |
| |
| Larry should do some exercises to the east of the Building then run over |
| to admire himself in the window. As he is doing so a Guard will also be |
| on the Piers and will then pass by the front window to get to the other |
| side of the Building. |
| |
| As he is passing by the window then open the door and quickly toss the |
| Baseball on the floor to lure in Larry. When he sees the Coin and goes |
| for it then smack him with the Can, dump him in the Container, and run to |
| the Speedboat to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify Larry Tracey with a Soda Can. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| The Running Coach can see through all Disguises and Suits. Getting |
| spotted by him will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Pacify Kate Switzer with a Soda Can. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Kate is another one of the Joggers at Marina Park (South). She is also |
| the one that runs past the Boat Rental Building. The Running Coach is |
| going to be near the Podium Building and won't move so he should be easy |
| to avoid. The problem here is that you're going to need two Soda Cans not |
| just one. |
| |
| As you grab the Soda Can from the Backstage Area then grab the three |
| Coins on the table to add to the ones you have. After this then run down |
| the North Stairs into the Parking Garage Security Area. Manually destroy |
| the Recorder then run north and out of the Area. Go to the Soda Machines |
| by the Blackmailer Mascot to buy another Can then run outside. |
| |
| Run to the door at the southwest corner of the Boat Rental Building. |
| Although the patrolling Guard should be standing nearby at this point he |
| shouldn't see you open the door. Go inside to grab the Speedboat Keys and |
| deal with Larry as before. |
| |
| Place a couple of Coins just inside the southwest door then stand outside |
| and wait for her to come by. When she gets very close then place another |
| Coin on the ground by the door to lure her. If you place it too soon then |
| the patrolling Guard, who should be just coming off the Pier, may see it |
| instead. |
| |
| Once she is lured then go back inside, take cover to the right of the |
| door, and bring out a Can. Keep the door open so she can see the Coins |
| and, when she is safely inside, then knock her out and dump her in the |
| Container. After this then run to the Speedboat to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Running Coach can see through all Disguises and Suits. Getting |
| spotted by him will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Pacify Larry Tracey with a Soda Can. |
|---------------------------------------------------------------------------|
| Pacify Kate Switzer with a Soda Can. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| The Running Coach will now escort one of the Joggers. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| He will be going along with Kate and will follow her, even when she is |
| being lured with the Coins. Therefore, you need to get rid of him first. |
| When planning place the Modern Emetic Syringe into the Boat Rental |
| Building. |
| |
| After dumping Larry and placing the Coins near the southwest door then |
| grab the Syringe, go out the other door, and stand near the northwest |
| corner of the Building. Kate and the Coach will run north past your |
| position and to the northwest corner of the Park. |
| |
| When they run past then run behind them. Keep up with them until they |
| stop at the corner. The moment he stops then stab the Coach with the |
| Syringe. Kate will continue north, go along the curved edge of the Anchor |
| Memorial, and run south past the Building. The Coach will go south to the |
| Piers to throw up. |
| |
| After stabbing him then run back to the door. Place the Coin on the |
| ground a couple of inches from the door and under the doorknob. This will |
| help insure then when Kate goes for it, and you open the door which opens |
| inward, she can see the other Coins and go inside. Close the door, knock |
| her out, dump her, and run to the Speedboat to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| G. The Riviera Restoration |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you are spotted doing anything illegal or suspicious while disguised |
| as a Medic then you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Ernesto Nedina with any method while wearing the Medic |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Ernesto is the Waiter behind the Kronstadt Paddock. When planning bring |
| the Fiber Wire and start in the Emergency Bay. Run out the front door, go |
| behind the Paddock, and garrote Ernesto. Run back to the Bay, go through |
| the Treatment Area to go back outside, and leave the mission via the |
| Ambulance. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you are spotted doing anything illegal or suspicious while disguised |
| as a Medic then you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Ernesto Nedina with any method while wearing the Medic |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate John Petrock with any method while wearing the Medic Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| John is the patrolling Guard that goes behind the Kowoon and Thwack |
| Paddocks. When planning bring any Pistol in addition to the Fiber Wire. |
| After killing Ernesto then run into the Kowoon Paddock and into the |
| Storage Room. John should be at the south end of his route at this point. |
| |
| Go to the Container by the door to the Food Stands and drop the Pistol |
| here then go back into the Storage Room. When he comes back then he |
| should see the Pistol and go for it. Garrote him there and dump him in |
| the Container. Run north and out of the Food Stands then to the Ambulance |
| to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you are spotted doing anything illegal or suspicious while disguised |
| as a Medic then you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Ernesto Nedina with any method while wearing the Medic |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate John Petrock with any method while wearing the Medic Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Additional Civilians and Guards can see through the Medic Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Fishy Joe with any method while wearing the Medic Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Fishy Joe is the scalper near the north end of the Main Stands. When |
| planning bring the Modern Lethal Syringe in addition to the Pistol and |
| Fiber Wire. |
| |
| Before killing Ernesto open the door to the Medical Tent Storage Room to |
| unlock it. After killing him then run south towards the Kowoon Paddock |
| but go to the back area through the Food Stands to avoid the extra |
| Enforcers. |
| |
| After killing John then bring out the Syringe and go out the South VIP |
| Entrance. If your timing is right there should be a female Enforcer that |
| should be walking away from the Entrance as you try to leave. Run past |
| her then go into the Restroom near Fishy Joe. Turn on the Sink and take |
| cover to the left of the door. The Sink should lure him in. |
| |
| When he turns off the Sink then stab him and run through the Medical Tent |
| Storage Room to get back to the Bay area to leave the mission via the |
| Ambulance. Stabbing Joe with the Syringe should ensure that you can keep |
| Silent Assassin in the off chance his body is found. |
0===========================================================================0
0==================================0
/ Special Assignment \###############\
0==========================================================================\
| >SPG1. A Silver Tongue 0
0==========================================================================/
\##############/ Special Assignment /
0=================================0
For this mission, which takes place during the Global Innovation Race, 47 is
tasked to eliminate Ajit "AJ" Krish, the head of a company called Atlantide.
The company sells de-mineralized salt water that has many unsubstantiated
medical claims. But the company is really just a front for a multi-level
marketing (aka pyramid) scheme that AJ controls and makes money from.
AJ is at the Race to not only continue recruiting for his scheme but to also
get one of the race drivers there to be the new face for the Atlantide
product. The client, who has been burned by AJ, wants to put an end to his
scheming ways.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Unlike the Bonus Missions from Season One this mission takes place during the
Miami Main Mission. Therefore, everything, including people and item
placement, are exactly the same as in the Main Mission. The only change to
the map layout is that the Trucks Area has been converted to be used by AJ
and Atlantide.
As a result this write-up is concentrated on the east side of the map and
only uses Disguises that are used in the run-throughs in this mission. In
addition, there are no changes to the number of Enforcers for any Disguise at
higher difficulty levels. For example, if there are two Enforcers for a given
Disguise at Casual then those will also be the Enforcers for Pro and Master
difficulties.
It is also recommended that you complete Miami Mastery Level 20 to open up
all Pickups, Stashes, and Starting Locations before doing this Assignment.
Finally, you can earn Global XP but there are no Mastery Levels to move
through.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AST1. General Layout and Detailed Map |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed straight south.
Therefore you should turn it off to prevent confusion.
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0================================================0
| Atlantide Booth, Security Area, and Trucks Area \
0===========================================================================>
This is the area south of the VIP Street area. The west building is the
Security Area and the Trucks Area is the east and southwest portions of
this area. The Atlantide Booth is at the entrance to the Trucks Area.
Inside the Trucks Area are several points of interest. There are two
Trailers parked at the east side: the North Trailer and South Trailer.
There is also a Forklift parked between the two. In the center is AJ's
Sports Car. At the west side is the Generator.
The Security Area has multiple rooms. The large room to the west is the
Monitor Room. The room to the northeast is the Evidence Room, the room to
the southeast is the Locker Room, and the room between them is the
Interrogation Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Evidence Locker | On the L-shaped desk at the north side of the |
| Combination | Monitor Room. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | On the table at the east side of the Monitor Room. |
| Bartoli 75R | |
|----------------------+----------------------------------------------------|
| Fire Axe | On the west wall at the south end of the hallway |
| | between the Monitor Room and the Locker Room. |
|----------------------+----------------------------------------------------|
| Police Baton | On the shelf at the east side of the Evidence |
| | Room. |
|----------------------+----------------------------------------------------|
| Note From Security | Inside the safe within the Evidence Room. |
| Locker | |
| Car Bomb | |
|----------------------+----------------------------------------------------|
| Event Area Key | --Behind a pallet stack at the west side of the |
| | Atlantide Booth area. |
| | --On the basket of laundry inside the Locker Room. |
|----------------------+----------------------------------------------------|
| Coin | Just inside the South Trailer. |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | On the ground next to the Container at the east |
| | side of the South Trailer. |
|----------------------+----------------------------------------------------|
| Coconut | --In the tree planter at the east side of the |
| | Atlantide Booth. |
| | --In the tree planter southwest of the Generator. |
|----------------------+----------------------------------------------------|
| Hammer | On the crate at the south end of the southwest |
| | section of the Trucks Area. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AST2. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0================0
| Ajit "AJ" Krish \
0===========================================================================0
| He is your primary Target and can be found at the Atlantide Booth and |
| Trucks Area. He will start at the Booth and talk for awhile before going |
| over to the Trailers for a bit then go to his Sports Car. After looking |
| it over for awhile then he will go back to the Booth and repeat his |
| patrol pattern. He won't deviate from this unless certain circumstances |
| arise. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AST3. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
For this mission only four Disguises are used. There are no changes in
regards to permissions so only what Enforcers you have to look out for are
listed. The listing of Enforcers are for all three difficulty levels and only
for the east side of the map (excluding the Hotel and Emergency Bay).
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Food Vendor \
0===========================================================================0
| --All three patrolling VIP Street Guards and the standing Guard in front |
| of the Aeon Garage area. |
| --One patrolling the Merchandise Booths area. |
| --One at one of the Food Stands under the Main Stands. |
| --The Food Vendor at the Atlantide Booth. |
| --One at the east side of the Trucks area near the Trailers. |
| --One at the south side of the Trucks Area. |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| --All three patrolling VIP Street Guards and the standing Guard in front |
| of the Aeon Garage area. |
| --One patrolling the Merchandise Booths area. |
| --One at the VIP Lounge. |
| --One at the 1st Floor of both the Thwack and Kowoon Paddocks. |
| --One at the Ground Floor of the Kronstadt Paddock. |
0===========================================================================0
0==============0
| Thwack Driver \
0===========================================================================0
| --Two of the three patrolling VIP Street Guards and the standing Guard |
| in front of the Aeon Garage area. The one that is not an Enforcer is |
| the one at the south end of the VIP Street and closest to the |
| Atlantide Booth. |
| --One outside of the Thwack Garage. |
| --One at the 1st Floor of the Thwack Paddock. |
| --Brigitte (Kronstadt Paddock). |
| --One at the north third of the 1st Floor of the Pit Building. |
0===========================================================================0
0===================0
| Kronstadt Security \
0===========================================================================0
| --All three patrolling VIP Street Guards and the standing Guard in |
| front of the Aeon Garage area. |
| --One patrolling the Merchandise Booths area. |
| --Brigitte (Kronstadt Paddock). |
| --One at the 1st Floor of the Kronstadt Paddock. |
| --One inside the Kronstadt Garage. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AST4. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
For this mission there are only six Cameras to worry about on the east side
of the map at both difficulties:
0=========================================================================0
| Above the south door of the Event Entrance Security Area. |
|-------------------------------------------------------------------------|
| On the wall partway up the stairs going up to the Press Level at the |
| north side of the South Stands. |
|-------------------------------------------------------------------------|
| Above the north door of the Pit Building going into the Kronstadt |
| Garage. |
|-------------------------------------------------------------------------|
| Above the north door of the Kowoon Garage at the Ground Floor of the |
| Pit Building. |
|-------------------------------------------------------------------------|
| Above the south door going into the Sotteraneo Garage at the Pit |
| Building. |
|-------------------------------------------------------------------------|
| Above the west door of Maxwell Rutter's Office on the 1st Floor of the |
| Pit Building. |
0=========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AST5. Assassination Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
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0======================0
| Employee of the Month \
0===========================================================================>
This run-through involves the use of the Food Vendor Disguise and will use
a strategically placed game save. When planning bring the Krugermeier,
Lethal Poison Vial, Fiber Wire, and start at the Food Stand. When you
start then run south behind the Kowoon Paddock then turn left at the
tractor trailers. Grab the Hammer before going into the VIP Street then
continue south towards the Atlantide Booth.
However, because of the Enforcer there, turn east to go through the North
VIP Entrance. Go south out the Event Entrance and go into the Trucks Area
from the southwest entrance. The first thing to do when you get here is to
get rid of the Enforcer so you can do certain things.
Go to the west side and to the Generator. Turn it off and stand north of
it. The Enforcer will come to investigate. Subdue him and dump him in the
Container.
Next, go near the north end of the North Trailer and look south to find
AJ's Car. When he is away from it then aim your Pistol at the black section
under the back end of the Car and shoot it. If you aimed correctly then you
should hit the gas tank and cause it to leak. You should also activate the
car alarm and lure a Guard to it.
When he walks away and AJ is still away from the Car then shoot the gas
pool to destroy it. As he is looking over the remains then go to the north
end of the North Trailer and you should see a small Faucet in the corner.
Turn it on, wait a few seconds, then turn it off.
Go to the southeast end of the South Trailer. To do some the Challenges you
need to get rid of the Guard that follows him around. At the end of the
trailer is a cart full of boxes. Next to it, to the south, is the door.
When AJ is by the now ruined car then toss the Crowbar at the door. One of
three things will happen.
The first is the female Event Crew will be lured. If this happens then take
cover at the Guardian crate next to the Container. Grab her when she comes
by and dump her. Then go back to the door and try to lure the Guard again.
The second is that AJ will be lured. Stand near the Container and wait for
AJ and his Guard to leave. Go back to the end and toss the Crowbar again
and you should lure the Guard. Knock him out and dump him in the Container.
The third is that the Guard alone is lured. Ambush him and dump him.
After getting rid of the Guard then pick up the Emetic Rat Poison by the
Container go near the Booth. Make the game save here:
>>Hold My Hair
************
Go to the Booth and man it. Use the Emetic Rat Poison on the Glass
and wait for AJ to come by. Serve him and he should get sick. West of
the North Trailer is Porta-Potty. He will go here to throw up. When
he does then drown him. After the notifications pop up then reload
the save.
>>Piano Man
*********
When you get back then go back to the Booth and use the Emetic Rat
Poison again. When he goes to the Porta-Potty then garrote him. After
the notifications pop up then reload the save again.
When you get back then go to the Booth but use the Lethal Poison Vial this
time. When he drinks from the cup and drops dead then run to the Event
Entrance exit point to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Here to Serve [2,000 XP]
************************
For this you need to acquire the Food Vendor Disguise.
>>Brokenhearted [2,000 XP]
************************
For this you need to destroy AJ's Sports Car without killing him.
>>In Case of Shortage... [2,000 XP]
*********************************
For this you need to turn on the Faucet behind the North Trailer.
>>Repping Atlantide [2,000 XP]
****************************
For this you need to man the Atlantide Booth.
>>The Marketeer [4,000 XP]
************************
For this you need to kill Ajit "AJ" Krish.
>>Unquenchable Thirst [2,000 XP]
******************************
For this you need to kill AJ by drowning him.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>It's Only Water! [4,000 XP]
*****************************
For this you need to kill AJ with a poisoned cup of Alantide.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0=============================0
| Against the Rules [2,000 XP] \
0===========================================================================>
For this you need to kill AJ in an explosion with his Sports Car. When
planning bring the Krugermeier, Lockpick, and start in the VIP Lounge. Run
down and outside and enter the Trucks Area through the north door. Unless
you are the Thwack Driver or a Food Vendor you are going to be frisked when
trying to enter the Area through the Atlantide Booth.
Just like with the [Brokenhearted] Challenge go near the North Trailer and
shoot the gas tank of the Car to cause a leak. After AJ talks with the
female employee then he should go to his Car. His Guard will follow but not
too close behind. Shoot the gas pool just as AJ reaches it to kill him but
at the same time spare his Guard. Leave the mission via the Event Entrance
exit point.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--The Marketeer --Someone Could Hurt Themselves
--Silent Assassin
0===========================0
| Shockingly Pure [2,000 XP] \
0===========================================================================>
For this you need to kill AJ with an electrified puddle of Atlantide. You
have to sabotage the Water Cooler at the Atlantide Booth but it is in an
open area. Still, this isn't hard to do.
When planning bring the Krugermeier, Lockpick, and start at the VIP Lounge.
Run down and enter the Trucks Area through the north door. Go to the
Generator at the west side and turn it off.
You need to have it off so you can time when to eliminate AJ. This, of
course, will lure the Food Vendor. Subdue and dump him to get him safely
out of the way.
From here you can see the Water Cooler. On the ground is an Outlet. Shoot
it when AJ is far away and you should see the nearby Guard go to
investigate. After he finishes and goes back then shoot the Cooler to cause
the Atlantide to leak. This should also cause a Target Lockdown but won't
last long.
After everybody goes back to their routines then stand by the Generator.
When AJ gets to the puddle then turn it on to electrocute him. Run to the
Event Entrance exit point to leave the mission.
**NOTE: If you wait too long to leave then a female Food Vendor will come
to turn the Generator back on and may kill anybody that crosses
the puddle.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--The Marketeer --Someone Could Hurt Themselves
--Silent Assassin
0==========================0
| Crushed Dreams [4,000 XP] \
0===========================================================================>
For this you need to kill AJ by dropping the Thwack Race Car on him. You
also need to acquire the Thwack Driver Disguise but it is much easier to
acquire here than in the Main Mission. When planning bring the Emetic
Poison Vial and start at the VIP Lounge.
Run down and outside then into the Thwack Paddock. Go upstairs and, while
avoiding then Enforcer, go to the balcony and poison the Driver's Glass. Go
to the Restroom and ambush him for his Disguise and Pit Building Keycard
when he comes down to throw up.
Run to the Trucks Area to meet with AJ who, along with his Guard, will go
to the Thwack Garage. Run to the Garage, while avoiding the Enforcer, and
go to the Button for the Car Lift. AJ will eventually catch up and go under
the Car. Wait for him to look at you and talk about Atlantide before doing
anything.
When his Guard is turned away then press the Button to drop the Car on AJ
to kill him. After that then run to the Event Entrance exit point to leave
the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Driving Business [2,000 XP]
***************************
For this you need to acquire the Thwack Driver Disguise.
>>Aggressive Advertising [2,000 XP]
*********************************
For this you need to meet with AJ inside the Thwack Garage. You
actually get this when he makes his pitch while under the Race Car.
Plus these other Challenges:
--The Marketeer --Someone Could Hurt Themselves
--Silent Assassin
0============================================0
| Oil and Water [2,000 XP], Nutjob [2,000 XP] \
0===========================================================================>
For [Oil and Water] you need to kill AJ by setting him on fire with a
Gasoline Drum and for [Nutjob] you need to kill him by dropping a Coconut
on him. Both of these take place in the same area so I will use a
strategically placed game save after setting things up. When planning bring
the Krugermeier, Lockpick, Coins, and start at the VIP Lounge.
Run into the Kitchen to pick up a Cleaver, run down down and outside, and
enter the Trucks Area through the north door. For this I am going to get
rid of AJ's Guard and all three people at the Trailers. Go into the North
Trailer and place a Coin on the floor by the Container to lure the male
Event Crew to it. Subdue him and dump him.
While near the Container then toss the Cleaver on the floor between the
small stack of bottles and the wall. This should lure the outside Guard. Go
out the open side door, loop behind him, and subdue him. Dump him in the
Container and go back outside.
Go to the south end of the South Trailer and use the Cleaver to lure AJ's
Guard. Subdue him and dump him in the Container. When the female Event Crew
goes in the Trailer then use the Cleaver at the door again to lure her out.
Subdue her by the Container and dump her. After this then save your game.
Go to the Gasoline Drum by the Forklift and shoot the bottom to cause it to
leak. Near the Drum is a metal plate. Drop a Coin here (you can't place it
in a gas pool so you have to drop it) then place another Coin on the ground
near the ramp to the South Trailer. Go north of the Drum and wait.
When AJ finds the first Coin then he should start to pick them up. When he
gets to the second Coin then shoot the gas pool to send him aflame to kill
him. After this then reload the save.
Just north of the Container is a palm tree with some Coconuts. On the
ground under the tree is a small yellow reflective marker. Place a Coin on
this then place another Coin by the ramp for the South Trailer then place a
Coin between these two. Go to the south end of the South Trailer and wait.
When AJ sees the Coins then he should pick them up. When he gets to the one
under the tree then shoot the Coconuts to drop them on him and kill him.
After this then run to the Event Entrance exit point to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--The Marketeer --Someone Could Hurt Themselves
--Silent Assassin
0===================================0
| Atlantide Space Program [4,000 XP] \
0===========================================================================>
This is a tricky Challenge and requires shooting Water Bottles in hard to
reach areas of the map. a YouTube video by DANNYonPC outlined how to do
this. When planning bring the Lockpick, a briefcase with the Sieger
300 Ghost, and start at the Dolphin Fountain.
When you start then run to the Bayside Alley and go up the stairs to the
1st Floor Maintenance Room. Use the Sink to lure in Robert's Guard as
before so you can acquire his Disguise. Take out the Rifle and holster it
on your back.
Go out the north door, out the open window and climb up to the Satellite
Dish. Go to the southeast corner, bring out the Rifle, and look southeast
towards the large red and gray building that borders the Trucks Area. Zoom
in and you should find a satellite dish on top of this building. Next to it
is a green gas can. To the left of that is a Water Bottle.
To complete this Challenge you need to find and shoot three of these
Bottles. This is the first one. Shoot it then pan straight left until you
find a red gas can on top of an air conditioning unit.
Next to it, and almost hidden by the can, is the second Water Bottle. Shoot
it then climb back down. Go to the east side of the map and to the
Atlantide Booth area. You may notice a metal Cylinder has appeared in the
pathway but you cannot do anything with it yet.
Go inside the Pit Building and to the 1st Floor. Go to the north door for
Maxwell Rutter's Office and sneak inside. Go into the Restroom and bring
out the Rifle. Look out the window and towards the Security Area building.
On the roof are a couple of air conditioning units. Zoom between them and
you should see a blue toolbox.
You should also see the last Water Bottle. Shoot it, drop the Rifle, and
run back to the Cylinder. You should see that the top is now open and you
can press the big red button. Doing so should complete the Challenge.
After this then run to the Event Entrance exit point and wait. After the
"rocket" has been launched then a series of explosions will rock the Trucks
Area which will kill AJ and the other people working within. After AJ dies
then leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--The Marketeer --Someone Could Hurt Themselves
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
This run-through will allow you to obtain all of the Classic Challenges at
one time and it is easy to do even though I am doing the Cheap Method for
Sniper Assassin. When planning bring the Sieger 300 Ghost into the Parking
Garage and start at the Dolphin Fountain.
When you start then run down to the Parking Garage Pickup to acquire the
Briefcase. Go to and up the Southeast Garage Entrance to enter the back
area for the Merchandise Booths. Grab the Wrench and the Podium Club Pass
before leaving.
Go to the North VIP Entrance and show the Invitation to enter. Go to the
front area for the Alantide Booth and go west to enter the open window for
the Security Area's Evidence Room.
Sneak run to the Locker Room and go out the door. Carefully go around the
two nearby Guards and go behind the railings and to the southeast corner of
the Trucks Area. Go to the end of the South Trailer and wait.
You will notice that one of the doors is open and the door is swung out to
the southeast corner of the Trailer. Right by the door is a cart of boxes.
AJ and his Guard will go to the Forklift to the north and talk to one of
the workers. He will then go to his Car and she will go into the Trailer.
When he stops then toss the Wrench at the door of the Trailer and pick it
back up. The noise should alert the female Event Crew who will then come to
investigate.
Go to the Container and take cover against the Guardian crate. As she comes
by then grab her and dump her in the Container. This will also cause you to
drop your Briefcase but leave it there. Go back to the door of the Trailer
and toss the Wrench at it again. This should lure AJ's Guard.
Go into the Trailer through the side door and hide behind the crates near
the south opening. When the Guard goes past then go out the south opening
and knock him out as he goes for the Briefcase. Dump him, pick up his
weapon, but leave the Briefcase.
When AJ comes back to his Car then toss the Wrench at the Trailer's door
again to lure him. Go back inside through the side door and hide behind the
crates until he passes by the south opening.
As he goes for the Briefcase then get up behind him, knock him out, and
drag him closer to the Trailer to hide him. Bring out the Rifle, shoot him
in the head to kill him, and drop the weapon. From here then retrace your
steps back through the Security Area, out into the Atlantide Booth, and to
the Event Entrance exit point to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Hold My Hair ++Someone Could Hurt Themselves
++Piano Man ++Tasteless, Traceless
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus this other Challenge:
--The Marketeer
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Santa Fortuna \@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY9. Three-Headed Serpent 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@\ Santa Fortuna /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
47's next assignment takes him to a remote village in Columbia where he is to
take down three Targets: Rico Delgado, Andrea Martinez, and Jorge Franco.
Rico is the leader of the Delgado Cartel, one of the biggest illegal drug
manufacturers in the world. Andrea is a public relations person for the
Cartel using her position to influence people within various governments.
Jorge is the chief chemist and is working on a form of "super cocaine" that
can give the Cartel a much bigger edge over its rivals.
However, the reason for this assignment has more to do with the Shadow Client
than with Rico. Prior to coming to Columbia The Constant finally figured out
the identity of the Shadow Client. He is Lucas Grey, the former head of
security for banker Eugene Cobb who was also an operative for Providence and
one of the first to be killed off. Lucas is also a former mercenary that has
a dark past.
The ICA discovered that Lucas and Rico have partnered up and allowing the
militia to travel around the world undetected using the shipping and
transportation routes that the Cartel uses. Killing Rico and his lieutenants
will most certainly cripple the Cartel and severely hinder the movements of
the militia.
Considering the viciousness of the Cartel this makes for a very dangerous
assignment. But, considering all that 47 has dealt with so far, he is more
than up to the task at hand.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >STN1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Dark Tourist
************
Description: Reach Santa Fortuna Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Tactical Strike
***************
Description: Complete Three-Headed Serpent.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >STN2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. Unlike the other maps the north indicator is
actually pointed north so you may want to turn on the Mini-Map
North Indicator to help with finding things.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The map has several areas of interest. The Village is the largest and takes
up the northwest side of the map. It has Martinez' Compound, the Cartel
Hangout building, the Hostel, the Town Plaza, the Fishing Shanty, and the
Bar. Other areas inside the Village include the Drummer's Apartment, the Gas
Station, and the Warehouse.
East of the Village is the Construction Site which has an Office, Storage
Container, and the Burial Site. There are tunnels from there to the Altar
Cavern and Hippo Enclosure where you can find Rico's pet hippo.
Southwest of that is the Mansion area which has multiple exterior areas such
as the Garage, Security Hut, Patio, Outdoor Kitchen, Spa, Dock, and Cinema.
The building itself had three floors with multiple rooms such as the
Vanisher's Office, Cartel Hangout, Lobby, Entertainment Room, Rico's Office,
and Rico's Bedroom.
Under the Mansion area is a series of tunnels that lead to two large caves,
the Smuggling Cave and Submarine Dock complete with Crew Quarters. South of
the Mansion is the Coca Fields where the cocaine is manufactured. It has
multiple fields and buildings such as the Botany Lab, Production Shed, and
Franco's Hut.
West of the Coca Fields is the Jungle with paths that lead to the fields and
back to the Village. It also has the Shaman's Hut and Plane Crash area.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0========0
| Village \
0===========================================================================>
The Village comprises the northwest section of the map. It goes from the
Construction Site bridge at the northeast side all the way to the bridge to
the Jungle at the south end.
At the east side is a large Warehouse. To the west of that is the Fishing
Shanty. There are three places of note here. The first is a Food Stand
which is at the east side and is a green building. On the upper level just
to the northwest is the Butcher's House which is a blue building and is
home to the Meat Enthusiast. To the west of here is the Submarine
Engineer's House.
Across the street to the south is the Bar which has a large open air
seating area on its west side. The Bar also has a basement. To the
southwest of the Shanty is the Drummer's Apartment which is a light blue
building. Just to the east of it is the Shop Owner's House which is a small
orange house.
At the northwest corner of the Village is Martinez' Compound. This building
has the Gardens on the east side, the Meeting Room on the Ground Floor, and
the Office on the 1st Floor.
In the center of the Village is the Town Plaza and where you can find
Rico's Statue. Behind the Statue area is a path that goes from the Bar to
the road to the Mansion that is also the Shrine area.
A small Barber Shop can be found just south of Martinez's Compound. To the
west of that is a pink house that belong to a Gardener and is called the
Gardener's House. Just south of the House is the Cartel Armory and Cartel
Hangout which can be found at the upper floor of this building.
The Hostel, where tourists come to stay while vacationing here, is located
at the south edge of the Town Plaza. There are three small rooms at the
west side of the area: 1A, 1B, and 1C. The main building has a Reception
Area and Kitchen. On the top floor of this building is the large Premium
Suite where the Hippie is staying.
On the south side of the road that goes to the Mansion is the Doctor's
Office and Pharmacy. Across the street west of that is the Gas Station and
Auto Repair area. The west and north edge of the Village is the Waterside
which goes along the river.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#######################| Construction Site Exterior |######################|
0===========================================================================0
| Mansion Guard | On the body at the water's edge south of the |
| Disguise | Construction Site bridge. |
|------------------+--------------------------------------------------------|
| Poisonous Flower | By a large rock just south of the large tractor that |
| (Lethal) | is just west of the Construction Site bridge. |
0===========================================================================0
|###############################| Warehouse |###############################|
0===========================================================================0
| Emetic Rat Poison | ++[Casual and Pro]: On the shelving near the middle |
| | inside of the Warehouse. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the scaffolding outside the west side of the |
| | building. |
|-------------------+-------------------------------------------------------|
| Brick | On the ground near the northeast corner of the open |
| | air room at the south part of the building. |
|-------------------+-------------------------------------------------------|
| Driftwood Log | On the shore just to the right of the small fishing |
| | boat just east of the Warehouse. |
0===========================================================================0
|#############################| Fishing Shanty |############################|
0===========================================================================0
| Emetic Rat Poison | ++[Casual and Pro]: On the shelving at the |
| | southwest corner of the small kitchen inside |
| | the Food Stand. |
|----------------------+----------------------------------------------------|
| Submarine Engineer's | Carried by the Submarine Engineer's wife who can |
| Key | be found by the Food Stand. |
|----------------------+----------------------------------------------------|
| Kitchen Knife | On the counter inside the Butcher's House. |
| Meaty Bone | |
|----------------------+----------------------------------------------------|
| Soda Can | --At the railing corner just outside northeast of |
| | the Butcher's House. |
| | --In the corner by the door of the house just |
| | south of the Submarine Engineer's House. |
|----------------------+----------------------------------------------------|
| Frying Pan | By the stove inside the Submarine Engineer's |
| | House. |
|----------------------+----------------------------------------------------|
| Caves Keycard | ++[Casual and Pro]: Near the outhouse for the |
| | Submarine Engineer's House. |
|----------------------+----------------------------------------------------|
| Submarine Engineer's | Near the outhouse for the Submarine Engineer's |
| Disguise | House. |
|----------------------+----------------------------------------------------|
| Coin | --On the nightstand of the house just south of the |
| | Submarine Engineer's House (x2). |
| | --On the table inside the workshop at the |
| | southwest corner of the Shanty. |
0===========================================================================0
|################################| Bar Area |###############################|
0===========================================================================0
| Coin | --On the counter (x3). |
| | --Inside the Jukebox (x2). You'll need to shoot the |
| | Jukebox to acquire them. |
|-------------------+-------------------------------------------------------|
| Bar Basement Key | ++[Casual]: On the shelving behind the counter. |
| | --Carried by the Barman. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On a small crate just outside the |
| | restroom window. |
| | --On the shelving by the large barrels near the |
| | bottom of the stairs within the Bar's Basement. |
|-------------------+-------------------------------------------------------|
| Scooter Key | Carried by a Bar patron standing at the center of the |
| | seating area. |
|-------------------+-------------------------------------------------------|
| Shop Key | Carried by the Shop Owner who should be at the west |
| | end of the seating area. |
0===========================================================================0
|############| Drummer's Apartment and Shop Owners' House Areas |###########|
0===========================================================================0
| Kitchen Knife | --Embedded in the dartboard at the north side of |
| | the living room inside the Drummer's Apartment. |
| | --On the table at the west side inside the house |
| | directly south of the Drummer's Apartment. |
|---------------------+-----------------------------------------------------|
| Drummer's House Key | --Carried by the occupant inside the Drummer's |
| | Apartment. |
| | --Carried by the woman standing outside the west |
| | side of the Drummer's Apartment. |
|---------------------+-----------------------------------------------------|
| Coin | On the table at the northwest corner of the bedroom |
| | for the Drummer's Apartment. |
|---------------------+-----------------------------------------------------|
| Screwdriver | On some black crates in the center of the under |
| | construction upper level of the large building |
| | southwest of the Drummer's Apartment. |
|---------------------+-----------------------------------------------------|
| Brick | On the wall at the south side of the under |
| | construction upper level of the building southwest |
| | of the Drummer's Apartment. |
|---------------------+-----------------------------------------------------|
| Crowbar | On a stack of concrete bags at the under |
| | construction upper level of the large building |
| | southwest of the Drummer's Apartment. |
|---------------------+-----------------------------------------------------|
| Baseball | On the bed inside the Shop Owner's House. |
|---------------------+-----------------------------------------------------|
| Gold Idol | On the table inside the Shop Owner's House. |
| | |
| | **NOTE: This can only be picked up when entering |
| | the House using only the Shop Key. |
|---------------------+-----------------------------------------------------|
| Soda Can | --On a box in a small corner just south of the door |
| | for the Shop Owner's House. |
| | --On the ground by the Container just north of the |
| | small gray shack, with the large green truck by |
| | it, just southeast of the Shop Owner's House. |
|---------------------+-----------------------------------------------------|
| Meaty Bone | At the northwest corner inside the small gray |
| | shack, with the large green truck by it, just |
| | southeast of the Shop Owner's House. |
|---------------------+-----------------------------------------------------|
| Cleaver | At the south side inside the small gray shack, with |
| | the large green truck by it, just southeast of the |
| | Shop Owner's House. |
|---------------------+-----------------------------------------------------|
| Apricot | At the east end of the unfinished add-on at the |
| | east side of the small gray shack, with the large |
| | green truck, just southeast of the Shop Owner's |
| | House. |
0===========================================================================0
|########################| Martinez' Compound Area |########################|
0===========================================================================0
| Letter Opener | On the desk at the east side of the Office at the |
| | upper level of the building. |
|-------------------+-------------------------------------------------------|
| Soda Can | --On a round table at the north corner of the balcony |
| | just outside of the Office. |
| | --On the bench at the Waterside directly west of the |
| | Compound. |
| | --On the table near the outhouse just east of the |
| | Compound. |
|-------------------+-------------------------------------------------------|
| Wrench | On the ground by the scooter at the southwest corner |
| | of the building. |
|-------------------+-------------------------------------------------------|
| Shovel | Leaning against the wheelbarrow inside the Gardens. |
|-------------------+-------------------------------------------------------|
| Baseball Bat | Leaning against the couch inside the small house |
| | directly east of the Compound. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the bottom shelf of the |
| | shelving at the south side inside the lavender |
| | house southeast of the Compound. |
|-------------------+-------------------------------------------------------|
| Scissors | On the counter of the small shop at the upper level |
| | of the building southeast of the Compound. |
0===========================================================================0
|#######################| Main Plaza and Shrine Area |######################|
0===========================================================================0
| Apricot | Just inside and outside of the small fruit stand at the north |
| | side of the Town Plaza (x2). |
|----------+----------------------------------------------------------------|
| Soda Can | --On the table at the west side of the Town Plaza. |
| | --On the ground at the top of the stairs just behind Delgado's |
| | Statue in the Shrine area. |
|----------+----------------------------------------------------------------|
| Brick | On the ground by a small grave just south of the stairs to |
| | Rico's Statue in the Shrine area. |
|----------+----------------------------------------------------------------|
| Coin | --On the ground by a small grave just east of the stairs to |
| | Rico's Statue in the Shrine area. |
| | --Inside the main Shrine in the Shrine area. |
0===========================================================================0
|#################| Barber Shop and Gardener's House Areas |################|
0===========================================================================0
| Scissors | On the counter inside the Barber Shop. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the bench outside the south side of the Barber |
| | Shop. |
|-------------------+-------------------------------------------------------|
| Apricot | On the table for the small food stand just south of |
| | the Barber Shop. |
|-------------------+-------------------------------------------------------|
| Frying Pan | Inside the small kitchen just south of the Barber |
| | Shop. |
|-------------------+-------------------------------------------------------|
| Screwdriver | In a small room above the small kitchen just south of |
| | the Barber Shop. |
|-------------------+-------------------------------------------------------|
| Gardener Disguise | ++[Casual and Pro]: Inside the Gardener's House. |
|-------------------+-------------------------------------------------------|
| Poisonous Flower | Just outside the Gardener's House. |
| (Emetic) | |
0===========================================================================0
|#####################| Cartel Armory and Hangout Area |####################|
0===========================================================================0
| Remote Explosive | On the shelving at the west side inside the Cartel |
| Shashka A33 | Armory. |
|-------------------+-------------------------------------------------------|
| Folding Knife | At the southeast corner inside the Cartel Armory. |
| Bartoli 12G | |
| Frying Pan | |
| Soda Can | |
|-------------------+-------------------------------------------------------|
| Cartel Lockup Key | At the northeast corner of the L-shaped desk at the |
| | north side inside the Cartel Hangout. |
|-------------------+-------------------------------------------------------|
| Cocaine Brick | Carried by the Mansion Guard inside the Cartel |
| | Hangout. |
|-------------------+-------------------------------------------------------|
| Screwdriver | At the northeast corner of the under construction |
| | section directly above the Cartel Armory. |
|-------------------+-------------------------------------------------------|
| Hammer | On a stack of bricks inside the under construction |
| | section directly south of the Cartel Hangout. |
|-------------------+-------------------------------------------------------|
| Brick | --On the ground near the stairs at the north end of |
| | the Cartel Hangout building. |
| | --On the ground near the stairs at the south end of |
| | the Cartel Hangout building. |
|-------------------+-------------------------------------------------------|
| Crowbar | --On a stack of concrete bags at the north side of |
| | the Cartel Hangout building. |
| | --On the shelving in the middle inside the Garage |
| | directly south of the Cartel Hangout building. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | On the shelving at the north side inside the Garage |
| | directly south of the Cartel Hangout building. |
|-------------------+-------------------------------------------------------|
| Wrench | On the table at the south side inside the Garage |
| | directly south of the Cartel Hangout building. |
0===========================================================================0
|##############################| Hostel Area |##############################|
0===========================================================================0
| Hostel Master Key | --Just behind the main counter inside the |
| | Hostel's Reception Area. |
| | --Carried by the Hippie. |
| | --Carried by a man sitting at the table just |
| | outside the south end of the Hostel. |
| | --Carried by a man sitting just outside Room 1C. |
| | --Carried by a woman standing in Room 1B. |
|------------------------+--------------------------------------------------|
| Accommodation Check-In | On the main desk inside the Hostel's Reception |
| Details | Area. |
|------------------------+--------------------------------------------------|
| Soda Can | --On the table inside Hostel Room 1A. |
| | --On a small table just outside the north side |
| | of the Premium Suite at the Hostel. |
|------------------------+--------------------------------------------------|
| Drug Smuggling Memo | On the bed within the Premium Suite at the |
| | Hostel. |
|------------------------+--------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the floor of the small |
| | Laundry Room at the upper level of the |
| | building just south of Hostel Room 1C. |
| | --On the shelving inside the Hostel's Kitchen. |
|------------------------+--------------------------------------------------|
| Coin | In the washer inside the small Laundry Room at |
| | the upper level of the building just south of |
| | Hostel Room 1C (x2). |
|------------------------+--------------------------------------------------|
| Lead Pipe | On the ground inside the small ruined building |
| | just south of the Hostel area. |
0===========================================================================0
|#####################| Pharmacy and Gas Station Areas |####################|
0===========================================================================0
| Lethal Poison Pill Jar | On the desk inside the Doctor's Office. |
|------------------------+--------------------------------------------------|
| Scissors | On the shelving at the northeast corner inside |
| | the Pharmacy. |
|------------------------+--------------------------------------------------|
| Coin | --By the register inside the Pharmacy. |
| | --On the counter inside the Gas Station. |
| | --On the ground by the Soda Machine outside the |
| | Gas Station. |
|------------------------+--------------------------------------------------|
| Brick | On the ground at the bottom of a pole just south |
| | of the southeast corner of the Pharmacy |
| | building. |
|------------------------+--------------------------------------------------|
| Caves Keycard | Carried by one of the Guards outside of the |
| | Caves Entrance behind the Pharmacy building. |
|------------------------+--------------------------------------------------|
| Coconut | At the northeast corner inside the Gas Station. |
|------------------------+--------------------------------------------------|
| Expired Can of | --On the shelf behind the counter inside the Gas |
| Spaghetti Sauce | Station. |
| | --On the south shelf inside the Gas Station. |
|------------------------+--------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the south shelf inside |
| | the Gas Station. |
|------------------------+--------------------------------------------------|
| Glue | Carried by the man working at the Auto Repair |
| | area. |
|------------------------+--------------------------------------------------|
| Car Battery | ++[Casual and Pro]: On the ground at the west |
| | side of the Auto Repair area. |
|------------------------+--------------------------------------------------|
| Soda Can | On some tires at the southeast corner of the |
| Wrench | Auto Repair area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Jungle \
0===========================================================================>
This area comprises the southwest part of the map. At the south side is the
Shaman's Hut. At the north side is the Plane Crash area. There are several
paths that cut through the Jungle.
The first is a gated path at the east side that leads to the Coca Fields
which I will call the Coca Fields Path. The Plane Crash Path is the path
that runs parallel to the Coca Fields Path and goes from the Hut area to
the Plane Crash area. The North Path is the path that goes from the road
northeast to the Plane Crash area. The Hut Path goes from the road
southeast to the Shaman's Hut area.
The Center Path is the path that starts at the halfway point of the North
Path and goes south to the halfway point of the Hut Path. There is a short
connecting path that links the Center Path to the Plane Crash Path.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Shaman's Notes | On a table inside the Shaman's Hut. |
| On Flowers | |
|------------------+--------------------------------------------------------|
| Poisonous Frog | --By a small pond just northeast of the Shaman's Hut. |
| | --On the path just before the north bridge going into |
| | the Coca Field. |
|------------------+--------------------------------------------------------|
| Crowbar | ++[Casual and Pro]: Leaning against the outhouse door |
| | just northeast of the Shaman's Hut. |
|------------------+--------------------------------------------------------|
| Poisonous Flower | --By a small tree just to the left of the |
| (Emetic) | beginning of the Idol Altar Path and north of the |
| | Shaman's Hut. |
| | --By the rock between the Plane Crash and Coca Fields |
| | Paths. |
| | --On the Center Path just north of the north end of |
| | the connecting path to the Plane Crash Path (to your |
| | right). |
|------------------+--------------------------------------------------------|
| Poisonous Flower | --At the south end of the connecting path between the |
| (Lethal) | Plane Crash Path and the Center Path. |
| | --On the Coca Fields Path and just before the stairs |
| | going down to the Fields there is a path that goes |
| | north to a ledge that overlooks the Mansion. Go |
| | along this path and you should see it to your right |
| | about halfway through. |
|------------------+--------------------------------------------------------|
| Soda Can | At the base of the wreckage at the Plane Crash area |
| | (x2). |
|------------------+--------------------------------------------------------|
| Apricot | --On the lower ledge at the east side of the Plane |
| | Crash area. |
| | --On the ground at the top of the Plane Crash area and |
| | along the Coca Fields Path (x4). |
|------------------+--------------------------------------------------------|
| Circuit Board | Inside the red box at the top of the Plane Crash area. |
| | You'll need to shoot it down before you can acquire |
| | it. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Coca Fields \
0===========================================================================>
This area is at the south side of the map and is split into several areas
and buildings. The West Field is the part of the fields that covers the
west section and goes to the southwest corner of the Fields. The south
bridge goes into the center of the West Field and the north bridge goes
into the north end of this field.
The South Field goes east from the southwest corner to the water's edge to
the east side. The Center Field is in the middle and has the Botany Lab.
The North Field is north of the Center Field.
The Production Shed is the large building near the middle. The Sorting Area
is to the south of the Production Shed and the Helipad is to the east of
the Sorting Area. At the northeast corner of the Fields is Franco's Hut.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| West Field |##############################|
0===========================================================================0
| Apricot | On a post for the south bridge going into the West Field. |
|---------------+-----------------------------------------------------------|
| Driftwood Log | At the water's edge just west of the north bridge going |
| | into the West Field. |
0===========================================================================0
|##############################| South Field |##############################|
0===========================================================================0
| Shovel | On some crates along the dirt path between the Center and |
| | South Fields. |
|----------+----------------------------------------------------------------|
| Soda Can | On a blue barrel by a large tree at the east corner of the |
| | dirt path between the Center and South Fields. |
0===========================================================================0
|##############################| Center Field |#############################|
0===========================================================================0
| Franco's Drug | On the center table within the Botany Lab. |
| Notes | |
|------------------+--------------------------------------------------------|
| Franco's Hut Key | --On a table at the northwest corner of the Botany |
| | Lab. |
| | --Carried by one of Jorge's Guards. |
|------------------+--------------------------------------------------------|
| Poisonous Flower | At the east side inside the Botany Lab. |
| (Emetic) | |
|------------------+--------------------------------------------------------|
| Botany Lab | Carried by both of the drug lab workers inside the |
| Keycard | Botany Lab. |
0===========================================================================0
|##############################| North Field |##############################|
0===========================================================================0
| Machete | Embedded in a large tree inside the Field. |
|---------------+-----------------------------------------------------------|
| Soda Can | On a barrel at the northwest corner of the open air |
| | sheltered area at the east side of the Field. |
|---------------+-----------------------------------------------------------|
| Cocaine Brick | On a table at the southeast corner of the open air |
| | sheltered area at the east side of the Field. |
0===========================================================================0
|############################| Production Shed |############################|
0===========================================================================0
| Cocaine Brick | --On a storage container at the northwest corner |
| | inside the Shed. |
| | --On a table at the southwest corner inside the |
| | the Shed (x2). |
|----------------------+----------------------------------------------------|
| Propane Flask | In a nook at the west side inside the Shed. |
|----------------------+----------------------------------------------------|
| Martinez' Office Key | ++[Casual]: Hanging on the wall to the left of the |
| | northwest door inside the Shed. |
|----------------------+----------------------------------------------------|
| Mansion Gate Key | Hanging on the wall to the left of the northwest |
| | door inside the Shed. |
|----------------------+----------------------------------------------------|
| Hammer | On the large table in the center inside the Shed. |
|----------------------+----------------------------------------------------|
| Shovel | --Leaning against the wall just outside the south |
| | door of the Shed. |
| | --Leaning against the east side of the small shed |
| | north of the Production Shed. |
| | --Inside the small shed north of the Production |
| | Shed. |
|----------------------+----------------------------------------------------|
| Soda Can | On a small crate just west of Franco's Hut and |
| Coin (x2) | near the northeast corner of the Shed. |
|----------------------+----------------------------------------------------|
| Screwdriver | Inside the small shed north of the Production |
| | Shed. |
0===========================================================================0
|##############################| Sorting Area |#############################|
0===========================================================================0
| Propane Flask | At a table at the northeast corner inside the Area. |
| Scissors | |
|---------------+-----------------------------------------------------------|
| Apricot | On a crate just west of the Area (x2). |
0===========================================================================0
|################################| Helipad |################################|
0===========================================================================0
| Wrench | In a toolbox at the northeast side of the Helipad. |
|------------------+--------------------------------------------------------|
| Helicopter Cargo | On a barrel at the northwest side of the Helipad. |
| Manifest | |
0===========================================================================0
|##############################| Franco's Hut |#############################|
0===========================================================================0
| Cocaine Machine | On the table at the northwest corner inside the Hut. |
| Blueprint | |
|------------------+--------------------------------------------------------|
| Botany Lab | On the table in the center of the Hut. |
| Keycard | |
|------------------+--------------------------------------------------------|
| Franco's Hut Key | Carried by the helicopter pilot inside the Hut. |
|------------------+--------------------------------------------------------|
| Screwdriver | On a blue barrel near the southwest corner outside of |
| | the Hut. |
|------------------+--------------------------------------------------------|
| Soda Can | On a crate outside the east side of the Hut. |
|------------------+--------------------------------------------------------|
| Poisonous Frog | On the ground just east of the Hut. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Construction Site \
0===========================================================================>
This area comprises the northeast section of the map. At the north side is
the Beach. On the west side is the Office building. The north center
portion of the building is the Burial Site. The Storage Container is at the
south side of the area. The path that goes to the Altar Cavern and Hippo
Enclosure is at the southeast corner of the area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Poisonous Frog | On the ground at the end of the bridge. |
|------------------------+--------------------------------------------------|
| Shovel | --Near some large pipes just northeast of the |
| | bridge. |
| | --In the open near the center of the Beach. |
|------------------------+--------------------------------------------------|
| Claw Hammer | On the south side of the flatbed that is just |
| | past the bridge. |
|------------------------+--------------------------------------------------|
| Driftwood Log | At the water's edge at the northeast side of the |
| | Beach. |
|------------------------+--------------------------------------------------|
| Brick | --On a pallet at the east side of the Beach. |
| | --On a pallet on the upper level at the |
| | southeast corner of the Burial Site. |
|------------------------+--------------------------------------------------|
| Fire Extinguisher | On the north wall inside the Office. |
|------------------------+--------------------------------------------------|
| Construction Equipment | On the table at the north side of the Office. |
| Brochure | |
|------------------------+--------------------------------------------------|
| Soda Can | --On the table at the north side of the Office. |
| | --By a pillar near the southwest corner of the |
| | Burial Site. |
| | --On a table at the southeast corner of the |
| | Construction Site. |
|------------------------+--------------------------------------------------|
| Construction Storage | ++[Casual]: On the table at the south side of |
| Key | the Office. |
| | --Carried by the Foreman. |
|------------------------+--------------------------------------------------|
| Lethal Poison Pill Jar | Inside the Cabinet at the south side of the |
| | Office. |
|------------------------+--------------------------------------------------|
| Crowbar | At a pillar just east of the Burial Site. |
|------------------------+--------------------------------------------------|
| Screwdriver | --On the ground by some small lights at the |
| | northeast corner of the Burial Site. |
| | --At the south side of the upper level at the |
| | southeast corner of the Burial Site. |
|------------------------+--------------------------------------------------|
| Wrench | ++[Casual and Pro]: On a round worktable just |
| | west of the Storage Container. |
|------------------------+--------------------------------------------------|
| Scooter Key | On the table inside the Storage Container. |
|------------------------+--------------------------------------------------|
| Bag of Gunpowder | On the red container inside the Storage |
| | Container. |
|------------------------+--------------------------------------------------|
| Propane Flask | Leaning against the red container inside the |
| | Storage Container. |
|------------------------+--------------------------------------------------|
| Hammer | On the wall just east of the Storage Container. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================0
| Altar Cavern and Hippo Enclosure \
0===========================================================================>
This area is located south of the Construction Site and can be accessed
through a tunnel at the southeast corner of the Site and through tunnels
from the Submarine Dock. The two main rooms of this area are the Altar
Cavern and the Hippo Enclosure where you can find Rico's pet hippo known
as El Mijo. Stairs leading up to the Mansion is at the north part of the
Enclosure area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Poisonous Flower | On the path between the Construction Site and the |
| (Emetic) | tunnel to the Cavern. |
|----------------------+----------------------------------------------------|
| Sacrificial Knife | In a secret room east of the Altar Cavern. |
| | |
| | **NOTE: This room doesn't show up on the map and |
| | can only be accessed using the Gold Idol |
| | found inside the Shop Owner's House. |
|----------------------+----------------------------------------------------|
| Caves Keycard | Carried by both of the patrolling Guards in the |
| | tunnel east of the Cavern. |
|----------------------+----------------------------------------------------|
| Wrench | ++[Casual and Pro]: On the scaffold at the west |
| | side of the Cavern. |
|----------------------+----------------------------------------------------|
| Remote Explosive | Attached to the pillar at the southwest corner of |
| | the Cavern. |
|----------------------+----------------------------------------------------|
| Shovel | Leaning against a short wall at the southeast |
| | corner of the Cavern. |
|----------------------+----------------------------------------------------|
| Meaty Bone | ++[Casual and Pro]: On the shelf at the south |
| | corner of the Enclosure area. |
|----------------------+----------------------------------------------------|
| Apricot | On the wall at the west side of the Enclosure. |
| Coconut | |
|----------------------+----------------------------------------------------|
| Hippo Behavior Notes | On the table at the west corner of the Enclosure. |
| Kitchen Knife | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======0
| Caves \
0===========================================================================>
There are three main rooms in this underground section of the map. The
first is the Smuggling Cave which is to the south. The tunnel to the north
lead back to the Village while the tunnel to the south leads to the Coca
Fields. There is also a door that leads up to the Mansion Basement.
To the northeast of the Cave is the Crew Quarters and Submarine Dock. The
tunnel to the northwest leads to the Bar Basement and the tunnels to the
northeast lead to the Construction Site and Altar Cavern.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Smuggling Cave |############################|
0===========================================================================0
| Scissors | On a large table near the northwest section of the |
| | Cave. |
|-------------------+-------------------------------------------------------|
| Cocaine Brick | --On a table near the center of the Cave. |
| | --On a container near the Coca Fields tunnel |
| | entrance. |
|-------------------+-------------------------------------------------------|
| Glue | On the lower shelf of a table near the center of the |
| | Cave. |
|-------------------+-------------------------------------------------------|
| Cocaine Souvenir | On a table at the southeast wall. |
| Recipe | |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On a shelf at the east side of |
| | the Cave and near the door to the Mansion |
| | Basement. |
0===========================================================================0
|####################| Crew Quarters and Submarine Dock |###################|
0===========================================================================0
| Kitchen Knife | On the counter at the east corner of the Crew |
| | Quarters. |
|---------------------+-----------------------------------------------------|
| Fire Extinguisher | On the wall next to the east door inside the Crew |
| | Quarters. |
|---------------------+-----------------------------------------------------|
| Soda Can | --On the bench near the west corner inside the Crew |
| | Quarters. |
| | --Dropped by the patrolling Guard inside the Crew |
| | Quarters. |
| | --On a small box by the wall at the southwest side |
| | of the Submarine Dock. |
|---------------------+-----------------------------------------------------|
| Coin | --On the foot locker near the north corner inside |
| | the Crew Quarters. |
| | --On the crate at the very north side of the |
| | Submarine Dock and near the tunnels that go |
| | to the Construction Site and Altar Cavern. |
|---------------------+-----------------------------------------------------|
| Caves Keycard | --By the television at the north corner inside the |
| | Crew Quarters. |
| | --On a red table at the work area east of the |
| | Submarine at the Dock. |
|---------------------+-----------------------------------------------------|
| Flash Grenade | Dropped by the patrolling Guard inside the Crew |
| | Quarters. |
|---------------------+-----------------------------------------------------|
| Submarine Safety | On the table just west of the Submarine at the |
| Procedure Documents | Dock. |
|---------------------+-----------------------------------------------------|
| Cocaine Brick | --On a table just east of the Submarine at the |
| | Dock. |
| | --On various tables at the work area southeast of |
| | the Submarine at the Dock (x3). |
| | --On a container between the door to the Crew |
| | Quarters and the Submarine at the Dock. |
|---------------------+-----------------------------------------------------|
| Car Battery | On a shelf at the work area east of the Submarine |
| | at the Dock. |
|---------------------+-----------------------------------------------------|
| Propane Flask | On a shelf at the east wall at the Submarine Dock. |
|---------------------+-----------------------------------------------------|
| Screwdriver | --On a wooden table at the work area east of the |
| | Submarine at the Dock. |
| | --On a wooden table at the work area southwest of |
| | the Submarine at the Dock. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| Mansion - Basement \
0===========================================================================>
This floor of the Mansion has multiple rooms. Near the northwest corner is
the Laundry Room. Next door east is the Kitchen which also has a Freezer to
the north. Next door east of the Kitchen is the Wine Cellar which also has
the Food Pantry. In the center is the Vanisher's Office.
Near the southwest corner is the Money Room. Next door east is the Cartel
Hangout along with the stairs that go down to the Smuggling Cave. At the
east side is the Torture Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Chef Disguise | ++[Casual and Pro]: On the bench near the west |
| | corner of the Laundry Room. |
|------------------------+--------------------------------------------------|
| Coconut | --On the counter near the north corner of the |
| | Kitchen. |
| | --On the shelf near the center of the Food |
| | Pantry. |
|------------------------+--------------------------------------------------|
| Fire Extinguisher | --At the north corner of the center counter |
| | within the Kitchen. |
| | --On the wall near the east corner inside the |
| | Money Room. |
| | --At the wall corner just east of the Money |
| | Room. |
|------------------------+--------------------------------------------------|
| Kitchen Knife | --Near the north corner of the center counter |
| | within the Kitchen. |
| | --Embedded in the dartboard near the center of |
| | the Cartel Hangout. |
|------------------------+--------------------------------------------------|
| Propane Flask | --On the floor near the chute at the south |
| | corner within the Kitchen. |
| | --Near the Container just outside the south door |
| | of the Cartel Hangout. |
|------------------------+--------------------------------------------------|
| Meaty Bone | On the counter at the center part of the Kitchen |
| | Freezer. |
|------------------------+--------------------------------------------------|
| Cleaver | Embedded in a side of beef near the east corner |
| | of the Kitchen Freezer. |
|------------------------+--------------------------------------------------|
| Emetic Rat Poison | At the east corner inside the Food Pantry. |
|------------------------+--------------------------------------------------|
| Crowbar | Leaning against some small barrels near the |
| | Container within the Wine Cellar. |
|------------------------+--------------------------------------------------|
| Safe Combination | ++[Casual and Pro]: On the desk near at the |
| | north corner inside the Vanisher's Office. |
| | ++[Master]: Carried by the Vanisher. |
|------------------------+--------------------------------------------------|
| Letterbomb Parcel | Inside the small safe near the north corner |
| | inside the Vanisher's Office. |
|------------------------+--------------------------------------------------|
| Screwdriver | On the table near the center of the Torture |
| Pool Ball | Room. |
|------------------------+--------------------------------------------------|
| Lethal Poison Pill Jar | On the large L-shaped table at the west corner |
| Accident Report | of the Money Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| Mansion - Exterior \
0===========================================================================>
This area has several sections. The Mansion Grounds is the large area
between the Main Door and the front doors of the Mansion itself.
At the north side of the Grounds is the Garage. The Garage has a hidden
passage that leads to a tunnel that goes to the Bar Basement and can be
opened by a button under a desk at the east side of the Garage. The small
building to the south is the Security Hut.
The area to the north of the Mansion is the Gardens. The area to the south
of the Mansion is the Spa. To the east is the Dock. The bridge to the north
goes to the Hippo Enclosure. The passage to the south leads to the Coca
Fields. The area between the Dock and the Mansion is the Patio. At the
north side is the Outdoor Kitchen and at the south side is the Cinema area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|############################| Mansion Grounds |############################|
0===========================================================================0
| Shovel | To the right of the Main Door outside of the |
| | Mansion Grounds. |
|----------------------+----------------------------------------------------|
| Soda Can | --On a short wall just inside the Main Door. |
| | --On the desk in the center of the Security Hut. |
|----------------------+----------------------------------------------------|
| Bartoli 12G | --On the wall halfway down the secret passage |
| | behind the Garage wall (x2). |
| | --On the desk in the center of the Security Hut. |
|----------------------+----------------------------------------------------|
| Hackl 9S Covert (x2) | On the wall halfway down the secret passage behind |
| Shashka A33 Gold | the Garage wall. |
| Shashka A33 (x2) | |
| Bartoli 75S | |
|----------------------+----------------------------------------------------|
| Caves Keycard | On the ground near the door at the bottom of the |
| | secret passage behind the Garage wall. |
|----------------------+----------------------------------------------------|
| Car Battery | ++[Casual and Pro]: On the shelving and tool stand |
| Wrench | along the east wall of the Garage. |
|----------------------+----------------------------------------------------|
| DAK X2 | On the desk at the west side inside the Security |
| | Hut. |
|----------------------+----------------------------------------------------|
| Mansion Gate Key | On the filing cabinet near the north door inside |
| | the Security Hut. |
0===========================================================================0
|################################| Mansion |################################|
0===========================================================================0
| Soda Can | In a green crate on the ground at a stack of food at the |
| | very north corner of the Mansion. |
|----------------+----------------------------------------------------------|
| Poisonous Frog | On the ground at the east end of the Hippo Enclosure |
| | bridge. |
|----------------+----------------------------------------------------------|
| Crowbar | On a crate just beyond the east end of the Hippo |
| | Enclosure bridge. |
|----------------+----------------------------------------------------------|
| Apricot | On a crate by a tree just beyond the east end of the |
| | Hippo Enclosure bridge. |
|----------------+----------------------------------------------------------|
| Kitchen Knife | On the counter at the north part of the Outdoor Kitchen. |
|----------------+----------------------------------------------------------|
| Meaty Bone | On the center counter inside the Outdoor Kitchen. |
|----------------+----------------------------------------------------------|
| Propane Flask | Hidden under a container of corn at the southwest corner |
| | of the Outdoor Kitchen. |
|----------------+----------------------------------------------------------|
| Bartoli 12G | On the table in the center of the Cinema pit. |
| Bartoli 75S | |
| Shashka A33 | |
|----------------+----------------------------------------------------------|
| Baseball | Behind the main screen in the Cinema area. |
|----------------+----------------------------------------------------------|
| Shovel | East of the passage to the Coca Fields. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================0
| Mansion - Ground Floor \
0===========================================================================>
There are several rooms on this floor of the building. The large room to
the north is the Entertainment Room. The room to the east is the Dining
Room. South of the Entertainment Room is the Lobby. South of the Lobby is
the Museum of Rico. To the east of that is the Living Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Kitchen Knife | On the bar within the Entertainment Room. |
|---------------+-----------------------------------------------------------|
| Pool Ball | On the pool table within the Entertainment Room. |
|---------------+-----------------------------------------------------------|
| Baseball Bat | In a display case within the Museum of Rico. |
|---------------+-----------------------------------------------------------|
| Apricot | On the glass table at the north half of the Living Room |
| | area. |
|---------------+-----------------------------------------------------------|
| Bartoli 75S | On the coffee table at the south half of the Living Room |
| | area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================0
| Mansion - 1st Floor \
0===========================================================================>
At the north side of this floor is the Guest Room. To the east of that is
Hector's Room. To the south of the upper Lobby floor is Rico's Office. To
the east of that is Rico's Bedroom. To the south of that is Catalina's
Wardrobe.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Soda Can | On the makeshift scaffold at the east side of |
| | the Guest Room. |
|---------------------------+-----------------------------------------------|
| Hammer | On the counter at the south side of the Guest |
| | Room. |
|---------------------------+-----------------------------------------------|
| Picture of Hector Delgado | On the bed within Hector's Room. |
| and Andrea Martinez | |
|---------------------------+-----------------------------------------------|
| Martinez' Office Key | On the counter at the south side of Hector's |
| | Room. |
|---------------------------+-----------------------------------------------|
| Barber Razor | By the Sink within the bathroom for Hector's |
| | Room. |
|---------------------------+-----------------------------------------------|
| Submarine Blueprint | On the desk within Rico's Office. |
|---------------------------+-----------------------------------------------|
| El Matador | Inside the Safe within Rico's Office. |
|---------------------------+-----------------------------------------------|
| Speedboat Key | On the east nightstand within Rico's Bedroom. |
|---------------------------+-----------------------------------------------|
| Cowboy Bust | On the east side of the entertainment stand |
| | near the center of Rico's Bedroom. |
|---------------------------+-----------------------------------------------|
| Drug Experiment Report | On the counter at the south side of Rico's |
| | Bedroom. |
|---------------------------+-----------------------------------------------|
| Scissors | On the counter at the west side of the |
| | bathroom for Rico's Bedroom. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >STN3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn an Agency Pickup at the Village Construction |
| | Building and unlock the Sedative Pills for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You can now start at the Hostel. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn a Hidden Stash at the Hostel and unlock the Meaty |
| | Bone for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the Fragmentation Grenade for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You can now start at the Village Bar. |
|----------+----------------------------------------------------------------|
| Level 7 | You earn a Hidden Stash at the Fishing Shanty and unlock the |
| | Emetic Pills for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You can now start at the Shaman's Hut and unlock the Violin |
| | for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn a Hidden Stash in the Jungle. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the Shashka A33H Assault Rifle for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the Construction Site disguised as a |
| | Construction Worker. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn an Agency Pickup at the Construction Site. |
|----------+----------------------------------------------------------------|
| Level 13 | You can now start at the Coca Fields disguised as a Coca Field |
| | Worker and unlock the TAC-SMG Mk II Machine Gun for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn an Agency Pickup at the Coca Fields. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the RFID Triggered Explosive for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now start at the Submarine Dock disguised as one of |
| | the Submarine Crew and unlock the Sacrificial Knife for use in |
| | all missions. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn a Hidden Stash at the Toilets within the Caves and |
| | unlock the ICA Remote Taser for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 18 | You can now start at the Mansion Basement disguised as Mansion |
| | Staff and unlock the Proximity CX Demo Block Mk II for use in |
| | all missions. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn an Agency Pickup at the Wine Cellar in the Mansion |
| | Basement. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the ICA Remote Micro Audio Distraction Device and |
| | the Shaman Powder for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >STN4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0=============0
| Rico Delgado \
0===========================================================================0
| He is one of your Targets and can be found at the Mansion. He will go |
| around the interior and exterior of the building including making a stop |
| at his Office. He will also stop at the north end of the Patio area |
| awaiting word on the condition of his pet hippo, El Mijo, before |
| continuing his route. He won't deviate from this pattern unless certain |
| circumstances arise. |
0===========================================================================0
0=============0
| Jorge Franco \
0===========================================================================0
| He is another one of your Targets and can be found exclusively inside the |
| Coca Fields. He will go between his Hut, Production Shed, and Botany Lab. |
| He won't deviate from this pattern unless certain circumstances arise. |
0===========================================================================0
0================0
| Andrea Martinez \
0===========================================================================0
| She is the last of your Targets and can be found at her Compound inside |
| the Village. She will go to her Office then down to the Meeting Room |
| before leaving for the Main Plaza before coming back to repeat the |
| pattern. She won't deviate from this unless certain circumstances arise. |
0===========================================================================0
0===============0
| Hector Delgado \
0===========================================================================0
| He is Rico's brother and is also someone you dealt with in Miami. At this |
| time he is back in Columbia and is inside his room at the Mansion. He is |
| also upset and looking for a letter he wrote. |
0===========================================================================0
0=================0
| Catalina Delgado \
0===========================================================================0
| She is Rico's wife and can be found wandering around the Mansion grounds |
| in her skimpy outfit. She also has a fondness for certain reality |
| television stars. |
0===========================================================================0
0===========0
| The Shaman \
0===========================================================================0
| He is a combination of medicine man and spiritual healer and can be found |
| in the Jungle. Andrea needs him to cleanse the Construction Site but he |
| feels that he has better things to do such as helping paying tourists on |
| their spiritual journeys (which is really a fancy way of getting them |
| stoned). |
0===========================================================================0
0===========0
| The Hippie \
0===========================================================================0
| He is the Bohemian you encountered in Sapienza and is now working with |
| Jorge helping to test out new ways of smuggling items. The method he is |
| testing involves molding cocaine into various souvenirs which can then be |
| broken back down into powder. Because of his involvement he has pretty |
| good access to the Caves area and beyond. |
0===========================================================================0
0======================0
| Paul Powers (P-Power) \
0===========================================================================0
| He is a major reality television star and is here to do ink on Rico. |
| However, he has serious reservations and is hanging out at the Bar trying |
| to find a way out of his situation. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >STN5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===============0
| Casual Tourist \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| As such you are only allowed in the Village and the lower area of the |
| Jungle. You do not have access to the Construction Site, Caves, the |
| Mansion, Altar Chamber, Hippo Enclosure, and Coca Field areas. |
| |
| In the Village you do not have access to the following: |
| |
| --Behind the Bar counter and Bar Basement. |
| --The Submarine Engineer's House and its back area at the Fishing |
| Shanty. |
| --The Drummer's Apartment. |
| --Martinez' Compound. |
| --The under construction area on the 1st Floor of the building at the |
| north side of the Main Plaza. |
| --Both the musician and main stages at the Main Plaza. |
| --The Cartel Armory. |
| --The Cartel Hangout and most of the building including the |
| construction areas on the 1st Floor. |
| --Behind the counter inside the Hostel's Reception Area. |
| --The Premium Suite above the Reception Area. |
| --The Doctor's Office and the Pharmacy. |
| --Behind the counter at the Gas Station. |
| |
| At the Jungle you are not allowed in the Shaman's Hut and on the Coca |
| Field Path. |
0===========================================================================0
0=======0
| Barman \
0===========================================================================0
| This is the guy that tends to the Village Bar. He wears a dirty light |
| blue shirt (with dishrag) and dark pants. This Disguise has the same |
| properties as the Suit but you can be behind the Bar counter and in the |
| Basement. You can also poison food and drinks without suspicion. In |
| addition, this Disguise has no Enforcers at any difficulty. |
| |
| To acquire this Disguise safely you need to get him into ambushing |
| position. Outside the east door of the Bar is a Fusebox. Turn it off, |
| hide in the foliage, and wait for him to come to it. |
| |
| It is important to note that there is a Civilian that uses the fan inside |
| the Bar and will come to the open window for a bit as the Barman works on |
| the Fusebox. Wait for him to walk away before knocking out the Barman, |
| dumping him into the nearby Container, and taking his Disguise. |
0===========================================================================0
0======================0
| Band Member (Drummer) \
0===========================================================================0
| He is a member of the local band who plays the drums and is presumed dead |
| after a night of heavy partying. It consists of a white shirt, white |
| pants, a blue cloth belt, a red bandana, and a fancy hat. This is |
| basically a Civilian outfit and therefore you are limited to the Village |
| area. However, you can go inside the Drummer's Apartment and onto the |
| musician stage at the Main Plaza. |
| |
| Obtaining this Disguise is easy enough. Go into the alley at the east |
| side of the Drummer's Apartment to find a Fusebox. Wait for any |
| patrolling Guards to pass by the alley before turning it off to lure the |
| person inside to it. Walk out of the back of the alley and wait for him |
| to get to it. Sneak up behind him, subdue him, and dump him in the |
| Container behind the Apartment. |
| |
| Pick up the Key he dropped then go inside through the front door. Go into |
| the bedroom and take the Disguise off of the dead body. |
| |
| You can also lure the woman that sits by the side door into ambushing |
| position so you can get her Key. Simply toss an object to the left of the |
| Container to lure her, dump her when you are finished knocking her out, |
| pick up the Key, and enter through the side door. |
| |
| As for Enforcers, there are none at Casual difficulty. At Professional |
| difficulty there are four: |
| |
| --The Barman. |
| --One at the house west of the Bar. |
| --Maldita, the occupant inside the Drummer's Apartment. |
| --The Hostel Manager. |
| |
| At Master difficulty there is one additional Enforcer and she is the |
| woman that sits at the side door of the Drummers' Apartment. |
0===========================================================================0
0====================0
| Tattooist (P-Power) \
0===========================================================================0
| This is the person who has come to the Village to do some tattoo work on |
| Rico. He wears a white shirt with a denim vest, dark pants, and a yellow |
| hat. With this Disguise you can go onto the Mansion Grounds but not into |
| the Security Hut and Garage. |
| |
| Inside the Mansion you can be on the Ground Floor. On the 1st Floor you |
| can be in the upper Lobby and Rico's Office but nowhere else. You are |
| also not allowed in the Basement. Outside of the Mansion area this |
| Disguise has the same properties as the Suit. |
| |
| To safely acquire this Disguise you need to get him into a safe area for |
| ambushing. On the way to the Bar you should grab some emetic poison. |
| Acquire the Barman Disguise then go inside and poison his Bottle. Wait in |
| the Restroom and, when he comes inside to get sick, then knock him out, |
| dump him out the window and into the Container, and take his Disguise. |
| |
| As for Enforcers, there are three at Casual difficulty: one at the north |
| side of the Mansion Garden and two at the Cinema area. |
| |
| At Professional Difficulty there are sixteen additional Enforcers: |
| |
| --Two northwest of the Security Hut. |
| --One inside the Security Hut. |
| --Three in the Garden including two patrolling Guards. |
| --One in the Outdoor Kitchen. |
| --One at the Living Room entrance. |
| --Two at the Cinema. |
| --One patrolling the Spa. |
| --One patrolling near the entrance to the Coca Fields. |
| --The Vanisher in the Basement. |
| --Three on the 1st Floor overlooking the Patio. |
| |
| At Master difficulty there is one additional Enforcer and he is a |
| standing Guard inside the Village Bar. The Enforcers at the northwest |
| side of the Security Hut have been moved to an area southeast of the Hut. |
0===========================================================================0
0=======0
| Shaman \
0===========================================================================0
| This is the person who lives in the Jungle and handles spiritual healing |
| and cleansing rituals. He wears a white outfit with a bag, flutes, and a |
| weird hat/mask combo. With this you can go into the Shaman Hut in the |
| Jungle and the Construction Site. Outside of this it has the same |
| properties as the Suit except that you can go into Martinez' Compound. |
| |
| The best way to obtain this Disguise is to go inside the Hut and turn off |
| the Radio on the shelf to lure him in. Hide behind the dividing wall |
| until he gets there and subdue him when he turns it on. Dump him in the |
| Container and take his Disguise. At Professional and Master difficulties |
| the door to the Hut is locked so you will need to wait for him and the |
| Tourist to walk away to pick leaves before lockpicking the door. |
| |
| One aspect to this Disguise is that if you go through the Village some of |
| the Civilians may follow you so it is best to take back ways or quickly |
| hide in a Container to get rid of them before doing any mischief. |
| |
| As for Enforcers, there are none at Casual difficulty. At Professional |
| there are two: one inside Room 1B at the Hostel and one at the south end |
| of the Waterside. At Master difficulty there are two additional |
| Enforcers: one at the northeast side of the Construction Site by the |
| Crane and one at the south section of the Construction Site. |
0===========================================================================0
0==================0
| Coca Field Worker \
0===========================================================================0
| These are the people with a beige uniform and dark hats that work the |
| Fields. They can go everywhere in the Fields except the Botany Lab, |
| Production Shed, and Franco's Hut. Outside of the Field this has the same |
| properties as the Suit except that you can go on the Coca Fields Path in |
| the Jungle. |
| |
| The easiest way to acquire this Disguise is to go to the Toilet at the |
| east side of the South Field. Toss an object into the open Toilet to lure |
| a nearby Worker. Knock him out and obtain the Disguise. |
| |
| As for Enforcers, there are eight at Casual difficulty, all in the |
| Fields: |
| |
| --Two north of the Botany Lab. |
| --One south of the Botany Lab. |
| --One at the open air shelter west of the Production Shed. |
| --One at the South Field. |
| --Two in the Production Shed. |
| --One in the Sorting Area. |
| |
| At Professional difficulty there are an additional seven Enforcers: |
| |
| --One at the north bridge. |
| --One at the south bridge. |
| --One patrolling the west path. |
| --One inside the Botany Lab. |
| --One patrolling the North and Center Fields. |
| --One at the south side of the Production Shed. |
| --One patrolling east of Production Shed. |
| --One south of Franco's Hut. |
| |
| It should be noted that the one south of the Botany Lab is no longer an |
| Enforcer. At Master difficulty there are no additional Enforcers. |
| |
| You can start at the Coca Fields already disguised as a Worker once |
| you've reached Mastery Level 13. |
0===========================================================================0
0================0
| Drug Lab Worker \
0===========================================================================0
| This outfit consists of a short sleeve shirt, shorts, gloves, a yellow |
| apron, and a hair net. With this you can go everywhere in the Fields |
| including the Production Shed and Botany Lab but you can't go into |
| Franco's Hut. Outside of the Fields this has the same properties as the |
| Suit except that you can go on the Coca Field Path in the Jungle. |
| |
| There are two ways to acquire this Disguise. The first way involves the |
| Fusebox at the east side of the Botany Lab. Turn it off to lure the one |
| that stands outside of the Lab. Knock him out when he turns it back on |
| then take his Disguise. |
| |
| The second involves turning off the Generator at the north side of the |
| Production Shed to lure one of them out. Stay hidden in the foliage until |
| he gets to it, knock him out, dump him in the nearby Container, and take |
| his clothes. |
| |
| At Master difficulty you will need to get it from the Production Shed |
| area as the Worker outside of the Lab is not longer there and the Fusebox |
| won't lure any of those in the Lab outside. |
| |
| As for Enforcers, there are two at Casual difficulty: one at the Botany |
| Lab, and one west of the Production Shed. At Professional difficulty |
| there are eight additional Enforcers: |
| |
| --One at the north bridge. |
| --One north of the Botany Lab. |
| --One standing outside of the Botany Lab. |
| --One south of the Botany Lab. |
| --One patrolling the North and Center Fields. |
| --One in the South Field. |
| --One inside the Production Shed. |
| --One south of Franco's Hut. |
| |
| At Master difficulty the one outside of the Botany Lab is no longer there |
| but there is a new Enforcer inside the Production Shed. |
0===========================================================================0
0====================0
| Construction Worker \
0===========================================================================0
| These are the people that work the Construction Site. They wear a white |
| protective suit with gloves plus a hart hat with orange sunscreen. |
| Outside of the Site it has the same properties as the Suit with the |
| exception that you can go onto all of the under construction areas inside |
| the Village. |
| |
| Acquiring this Disguise is easy enough. Go into the green room at the |
| south end of the Cartel Hangout building and turn off the Radio to lure |
| the one above you down. Knock him out when he gets there and take his |
| Disguise. |
| |
| As for Enforcers, there are four at Casual difficulty: three at the Site |
| and one at the Cartel Hangout building. At Professional difficulty there |
| are three additional Enforcers: one inside the blue house at the south |
| central part of the Fishing Shanty, one at the house west of the Bar, and |
| the Construction Foreman. At Master difficulty there are no additional |
| Enforcers. |
| |
| You can start at the Construction Site already disguised as a Worker once |
| you've reached Mastery Level 11. |
0===========================================================================0
0=================0
| Coca Field Guard \
0===========================================================================0
| These are the Guards that patrol the hidden coca fields and wear a bright |
| purple poncho. Inside the Fields they can go into all of the buildings |
| there. Outside of the Fields this Disguise has the same properties as the |
| Suit except that you can go on the upper path in the Jungle and you can |
| go into the Cartel Hangout building. |
| |
| The easiest way to acquire this Disguise is to ambush one of Franco's |
| Guards when he stops by the Hut. Place a Coin on the ground between the |
| left side of the Air Conditioner and the window. When the Guards take |
| their positions then toss a Shovel close to the corner near the one |
| stationed at the west side. This should lure him there. |
| |
| When he turns the corner then he should see the Coin and go further out |
| of view. Knock him out, take his Disguise, and drag him to the foliage to |
| hide him. |
| |
| As for Enforcers, there are eight at Casual difficulty, all of them in |
| the Fields: |
| |
| --One at the north bridge. |
| --One at the south bridge. |
| --One in front of the Caves Entrance. |
| --Two west of the Production Shed including a Guard. |
| --One patrolling the North and Center Fields. |
| --One patrolling the south path. |
| --One at the east door to the Production Shed. |
| |
| At Professional difficulty the following are no longer Enforcers: |
| |
| --The one at the south bridge. |
| --The Worker west of the Production Shed. |
| --The one patrolling the south path. |
| --The one at the east door of the Production Shed. |
| |
| They are replaced by the following: |
| |
| --One inside the Botany Lab. |
| --One at the south door to the Production Shed. |
| --One patrolling east of the Production Shed. |
| --The helicopter pilot inside Franco's Hut. |
| |
| Outside of the Fields there are four Enforcers: one at the Engineer's |
| House at the Fishing Shanty, two at the house west of the Bar, and one |
| inside the Cartel Hangout. |
| |
| At Master difficulty there are no additional Enforcers. |
0===========================================================================0
0===============0
| Submarine Crew \
0===========================================================================0
| These are the people that work and maintain the Submarine. They wear a |
| blue jumpsuit with a red cap. With this you can be in the entire Caves |
| area but not the Altar Chamber and Hippo Enclosure area. Outside of the |
| Caves it has the same properties as the Suit except that you can go into |
| the Bar Basement. |
| |
| To obtain this Disguise you need to go down to the Caves as an Elite |
| Guard. Go down to the southwest section of the Dock area and to the |
| entrance of the passage to the Smuggling Cave. You should find a |
| Generator by the dividing wall. |
| |
| Turn it off to lure the nearby Crew and hide behind the large storage |
| containers. Knock him out when he turns it on and, while keeping an eye |
| in the patrolling Guard near the Submarine, drag him to the nearby |
| Container, dump him, and take his Disguise. |
| |
| As for Enforcers, there are three at Casual difficulty: one at the south |
| side of the Dock, one at the west side of the Smuggling Cave, and the |
| Submarine Engineer at the Fishing Shanty. |
| |
| At Professional difficulty there are seven additional Enforcers: |
| |
| --One at the north side of the Dock. |
| --One just east of the Submarine. |
| --One patrolling the tunnel southeast of the Dock area. |
| --One in the Crew Quarters. |
| --One patrolling the Smuggling Cave. |
| --Inside the Village there is one at the Warehouse. |
| --One at the Food Stand at the Fishing Shanty. |
| |
| At Master difficulty there are no additional Enforcers. You can start at |
| the Submarine Dock already disguised as a member of the Crew once you've |
| reached Mastery Level 16. |
0===========================================================================0
0===================0
| Submarine Engineer \
0===========================================================================0
| This is the person who is the main engineer for the Submarine. This |
| Disguise consists of blue denim overalls, a gray shirt, gloves, and a |
| camouflage hat. This has the same properties as the Submarine Crew |
| Disguise but you can go behind the Bar's counter. |
| |
| There is only one of this Disguise and it is behind the Submarine |
| Engineer's House at the Fishing Shanty. Go near his wife at the Food |
| Stand and get the conversation between her and the owner started. Go over |
| to the pier next door to his house and wait. |
| |
| He should be by the outhouse avoiding the sicarios that are trying to |
| make him go back to the Caves. When she comes back and goes inside then |
| he should go inside too. Climb the ledge then acquire the Disguise. You |
| can also pick the lock of the gate but climbing the ledge is faster. |
| |
| As for Enforcers, there are two at Casual difficulty and they are the |
| Engineer and his wife. At Professional difficulty there are six |
| additional Enforcers: |
| |
| --One at the Warehouse. |
| --One at the Garage south of the Cartel Hangout building. |
| --One at the Gas Station. |
| --In the Caves there is one in the tunnel between the Crew Quarters and |
| the Bar Basement. |
| --One patrolling the tunnel southeast of the Dock area. |
| --One at the south side of the Dock area. |
| |
| At Master difficulty there are two additional Enforcers and they are a |
| patrolling Guard at the Fishing Shanty and a Guard in the Bar Basement. |
0===========================================================================0
0================0
| Hippo Whisperer \
0===========================================================================0
| This is the person brought in by Rico to help with his pet hippo, El |
| Mijo, and can be found at the Hippo Enclosure. He wears a green shirt |
| with a light green vest, blue jeans with black waders, and a brown hat. |
| |
| With this Disguise you have access to the Mansion Grounds but not the |
| Garage and the Security Hut. You also have access to the Ground Floor of |
| the Mansion itself but not the Basement and the 1st Floor. Outside of the |
| Mansion area it has the same properties as the Suit. |
| |
| When acquiring the Disguise it is best to get rid of the two Guards in |
| the nearby Tunnel before proceeding. After that then get rid of the Guard |
| at the Enclosure when the Whisperer goes upstairs to use the Internet. |
| When he comes back down then ambush him, hide him in the foliage, and |
| take his Disguise. |
| |
| As for Enforcers, there are very few to worry about and they are all in |
| the Mansion area - there are none inside the Village at any difficulty. |
| |
| At Casual difficulty there is one at the Museum of Rico. At Professional |
| difficulty there are three additional Enforcers: the Vanisher in the |
| Basement, one at the front door, and one at the Garden. At Master |
| difficulty there are no additional Enforcers. |
0===========================================================================0
0=========0
| Gardener \
0===========================================================================0
| These are the people that work the Mansion exterior and wear green pants, |
| a dark brown shirt, and a wide brim hat. In addition to the exterior they |
| can go into the Garage but not the Security Hut. However, they are not |
| allowed in the Mansion itself. Outside of the Mansion this has the same |
| properties as the Suit. |
| |
| There are two ways to obtain this Disguise. The first is to take it from |
| the Gardener's House. Get an object, like a Can of Sauce, and go behind |
| the Gardener's House. He will have an argument with his wife and leave. |
| She will then go and sit in a chair. Sneak in, throw stun her, and dump |
| her in the nearby Container. Put on the Disguise and leave. |
| |
| At Master difficulty you need to take it from somebody. Go onto the |
| Mansion Grounds as a Mansion Guard, get an object, and go to the east |
| side of the Garage. When one of the standing Guards goes inside to snort |
| some cocaine in the corner then sneak inside, knock him out, and dump him |
| in the Closet - take his weapon. |
| |
| Go outside into the Garden and take the stairs down to the lower level at |
| the north side where you can find a solitary Gardener. However, there is |
| a Guard standing at the stairs near him and you need to get rid of him |
| before you can go after the Gardener. |
| |
| Drop the weapon near him and he should take it to the Weapons Box in the |
| Garage. Wait for him there, knock him out, and dump him in the Closet. Go |
| back to the Gardener, knock him out, drag him closer to the wall to hide |
| him, and take his Disguise. |
| |
| As for Enforcers, there are six at Casual difficulty: |
| |
| --In the Village there is the Gardener. |
| --On the Mansion Grounds there is one northwest of the Security Hut. |
| --One in the Gardens. |
| --The Maid and patrolling Guard at the Spa. |
| --One at the Cinema. |
| |
| At Professional difficulty there are sixteen additional Enforcers: |
| |
| --In the Village there are two with one at the house west of the Bar |
| and the Gardener's wife. |
| --On the Mansion Grounds there is one just inside the Main Door. |
| --One northwest of the Security Hut. |
| --One inside the Security Hut. |
| --One patrolling the east side of the Grounds. |
| --Two at the Garage. |
| --Two patrolling the Gardens. |
| --One patrolling the Patio. |
| --One by the Living Room entrance. |
| --Three at the Cinema area. |
| --One on the 1st Floor by Rico's Office. |
| --One on the 1st Floor overlooking the Patio area. |
| |
| In addition, the Maid at the Spa no longer is an Enforcer. |
| |
| At Master difficulty there are no new Enforcers but the two Enforcers |
| that were stationed just northwest of the Security Hut have been moved to |
| just southeast of it. |
0===========================================================================0
0==============0
| Mansion Staff \
0===========================================================================0
| These are the people that work inside the Mansion. With this Disguise you |
| have access to all rooms and floors inside the building. Outside of the |
| building you have access to the entire exterior except the Garage and |
| Security Hut. Outside of the Mansion area it has the same properties as |
| the Suit. In addition, you can poison food and drinks without suspicion. |
| |
| The best way to obtain this Disguise is to go to the Wine Cellar and pick |
| up the Crowbar. Here in this room is a male Staff person and a Maid. Go |
| into the smaller room and wait for the Maid to come in. Close the door, |
| knock her out, and leave when the Staff is looking away from the door. |
| |
| Go to the large cart to hide you and toss the Crowbar on the floor by the |
| Container to lure him here. Loop around the cart as he walks to it. |
| Subdue him, dump him, and take his Disguise. It should be noted that you |
| need to look out for Javier, the Guard that goes through this room on his |
| patrol route and has Hector's Love Letter. |
| |
| As for Enforcers, there are seven at Casual difficulty: |
| |
| --One in the Living Room. |
| --One at the Guest Room bathroom. |
| --One in Rico's Bedroom. |
| --One near the center of the Mansion Grounds. |
| --One at the Outdoor Kitchen. |
| --Two at the Cinema area. |
| |
| At Professional difficulty there are eleven additional Enforcers: |
| |
| --One at the Mansion's Cartel Hangout. |
| --One patrolling the Basement hallway. |
| --One at the Museum of Rico. |
| --One standing inside Rico's Office. |
| --One standing outside Rico's Office. |
| --Two on the 1st Floor overlooking the Patio. |
| --Catalina Delgado. |
| --One at the Garage. |
| --One at the Security Hut. |
| --In the Village there is one at the House west of the Bar. |
| |
| At Master difficulty there is one additional Enforcer and he is Javier. |
| |
| You can start at the Mansion Basement already disguised as Mansion Staff |
| once you've reached Mastery Level 18. |
0===========================================================================0
0=====0
| Chef \
0===========================================================================0
| These are the guys that work the Mansion Kitchen in the Basement and the |
| Outdoor Kitchen at the Patio. It consists of a white shirt and hat and |
| dark pants. With this you can be in the Basement and Ground Floor of the |
| Mansion but not on the 1st Floor except the area above the Lobby. With |
| this Disguise you can also poison food and drinks without suspicion. |
| |
| Outside of the building you can't be in the Garage and Security Hut. |
| Outside of the Mansion area it has the same properties as the Suit. |
| |
| There are two ways to acquire this Disguise. The first is to take it from |
| the Laundry Room. Get an object and enter the bathroom at the Laundry |
| Room. Turn on the Sink to lure in one of the nearby Maids. When she |
| enters then close the door, throw stun the other Maid, and dump her in |
| the Container. Take the Disguise and leave. |
| |
| The second way is to lure a Chef into the Freezer. Turn on the Ice |
| Machine to bring him in, close the door, knock him out, dump him in the |
| Container, and take his Disguise. At Master difficulty you will need to |
| lure one in to get the Disguise. In addition, it is best to lure in the |
| other Chef before leaving the Freezer so you can get out of the Kitchen |
| safely since he is an Enforcer. |
| |
| As for Enforcers, there is one at Casual difficulty and he is one of the |
| Chefs in the Kitchen. |
| |
| At Professional difficulty there are fourteen additional Enforcers: |
| |
| --A Maid in the Laundry Room. |
| --A stationary Guard in the Basement. |
| --Three in the Cartel Hangout. |
| --One inside the Security Hut. |
| --One at the Garage. |
| --One in the Outdoor Kitchen. |
| --One at the Cinema area. |
| --Catalina Delgado herself. |
| --One inside the Guest Room's bathroom. |
| --One standing inside Rico's Office. |
| --One standing outside Rico's Office. |
| --In the Village there is one at the house west of the Bar. |
| |
| At Master difficulty there is one additional Enforcer and he is Javier. |
0===========================================================================0
0=======0
| Hippie \
0===========================================================================0
| He is the Bohemian that lives in Sapienza. He is currently travelling the |
| world smuggling a special item for Jorge. Because he is working alongside |
| the Cartel he has more access than the standard Civilian Disguise. |
| |
| He can go throughout the entire Caves portion of the map but not into the |
| Altar Chamber and Hippo Enclosure. He can also go into the Coca Fields |
| but not into the Botany Lab and Production Shed. Outside of these areas |
| this Disguise has the same properties as the Suit. |
| |
| He can be found by the Premium Suite at the top floor of the Hostel. To |
| obtain his Disguise enter the south door of his room with the Lockpick or |
| Master Key. On the nearby desk is a Clock Radio. Turn it on to lure him |
| in then take cover to the left of the north door. When he enters then |
| sneak up behind him, subdue him when he turns off the Clock, dump him in |
| the Closet, and take his Disguise. |
| |
| As for Enforcers, there are two at Casual difficulty and both of them are |
| at the Coca Fields: one patrolling the east side of the Production Shed |
| and one west of it. |
| |
| At Professional difficulty there are twenty two additional Enforcers: |
| |
| --At the Village there is the Hostel Manager. |
| --At the Coca Fields there is one at the north bridge and one at the |
| south bridge. |
| --Two near the Caves Entrance. |
| --One in the Center Field south of the Botany Lab. |
| --Two patrolling the south path. |
| --One in the South Field. |
| --One patrolling the North and Center Fields. |
| --Two west of the Production Shed. |
| --One by the south door of the Production Shed. |
| --One at the Sorting Area. |
| --One south of Franco's Hut. |
| --In the Caves there are two in the Crew Quarters. |
| --There are six around the Submarine including one patrolling the south |
| and west sides of it. |
| |
| At Master difficulty there is one additional Enforcer and he is at the |
| Smuggling Cave. |
0===========================================================================0
0===============0
| Street Soldier \
0===========================================================================0
| These are the camouflage wearing soldiers that patrol the Village |
| streets. In the Village they can go into Martinez' Compound, the Cartel |
| Hangout building, both stages at the Main Plaza, and all under |
| construction areas. In the Jungle they can go into the Shaman's Hut and |
| upper paths. They can go into the Construction Site but not the Caves, |
| Coca Fields, and Mansion areas. |
| |
| The easiest way to acquire this Disguise is to go into the Shrine area. |
| Get an object and go near the two Soldiers at the stairs to Rico's |
| Statue. They will then talk and one of them will go to take a piss in the |
| nearby foliage. Knock him out there and take his Disguise. |
| |
| At Master difficulty they will not talk so you will need to lure one of |
| them there. Go into the foliage and toss an object at the wall to get one |
| of them to move. Get out of the foliage, wait for him to enter, then |
| knock him out for his Disguise. |
| |
| As for Enforcers, there are seven at Casual difficulty: |
| |
| --One at the Cartel Hangout. |
| --Three at the Martinez' Compound building including one inside the |
| the Office. |
| --One patrolling the Jungle. |
| --Two at the Construction Site: one east of the Burial Site and one at |
| the south side. |
| |
| At Professional difficulty there are two additional Enforcers: a Civilian |
| in the back area east of Martinez' Compound and one at the northeast |
| section of the Construction Site near the crane. |
| |
| At Master difficulty there are two additional Enforcers: one at the |
| Office inside Martinez' Compound and the Shaman in the Jungle. |
0===========================================================================0
0============0
| Elite Guard \
0===========================================================================0
| These are the special Guards that wear cowboy style hats and can be found |
| in and around the Caves area. With this Disguise you can be in the Caves, |
| Altar Cavern, Hippo Enclosure, Construction Site, and Coca Fields but not |
| at the Mansion. |
| |
| In the Village this has the same properties as the Suit except that you |
| can go into the Cartel Hangout building, Martinez' Compound, and the Bar |
| Basement. In the Jungle you can't go into the Shaman's Hut. At the Coca |
| Fields you can go into the Botany Lab, Production Shed, and Franco's Hut. |
| |
| The best way to obtain this Disguise is to get it from one of the Guards |
| at the Caves Entrance near the Pharmacy building. It is best to start at |
| the Bus Stop then immediately run to the Gas Station to pick up a Can of |
| Spaghetti Sauce. After that then run south to the tunnel to the Jungle. |
| |
| You should see a woman walk north through it to the Village. Just before |
| she exits then knock her out. She should drop the Pharmacy Key. Go to the |
| south door of the Pharmacy and enter it. Grab the Scissors then turn on |
| the Sink. Open the door, toss the Scissors to the right of the door to |
| lure in one of the nearby Guards, then run north into the Doctor's Office |
| and run outside. |
| |
| Loop around to the south door and the Guard should be inside |
| investigating the noise. He should then go for the Sink. Walk in behind |
| him, wait for him to turn it off, and knock him out. Take his Disguise |
| but leave the body. |
| |
| Another way is to acquire the Hippie Disguise and enter the tunnel after |
| being frisked. Either knock out the escort before he gets to the bridge |
| or knock out the other one after you finish your business in the Caves. |
| At Professional and Master difficulties you need to shoot out the Camera |
| that looks toward the Entrance to destroy the Recorder beforehand. |
| |
| As for Enforcers, there are seven at Casual difficulty: |
| |
| --One near the Engineer's House at the Fishing Shanty. |
| --One in the room below the Cartel Hangout. |
| --One patrolling the Smuggling Cave at the Caves. |
| --One inside the Crew Quarters. |
| --One at the north side of the Submarine Dock. |
| --One standing east of the Submarine. |
| --One patrolling the west and south side of the Submarine. |
| |
| At Professional difficulty there are twenty two additional Enforcers. At |
| the Village there are five: |
| |
| --One at the house east of the Bar. |
| --One standing at the Main Plaza. |
| --Two inside the Office at the Martinez' Compound Office. |
| --One standing just east of Martinez' Compound. |
| |
| At the Construction Site there are three: one just east of the Burial |
| Site, one at the northeast side near the Crane, and one at the south |
| side. There is also one at the Hippo Enclosure. At the Caves there are |
| two: one patrolling the tunnel east of the Submarine Dock and one inside |
| the Crew Quarters. |
| |
| At the Coca Fields there are eleven: |
| |
| --One at the north bridge. |
| --One at the south bridge. |
| --One just outside the Caves Entrance. |
| --One by the west Botany Lab door. |
| --One patrolling the south path. |
| --One at the south door to the Production Shed. |
| --One standing at the path west of the Production Shed. |
| --One patrolling the North and Center Fields. |
| --The helicopter pilot inside Franco's Hut. |
| --One patrolling just east of Franco's Hut. |
| --Jorge Franco. |
| |
| At Master difficulty there are no additional Enforcers. |
0===========================================================================0
0==============0
| Mansion Guard \
0===========================================================================0
| This is about as close to a master disguise as there is in this chapter. |
| With this you can go in all major areas of the map except the Caves and |
| Bar Basement. The easiest way to obtain this Disguise at any difficulty |
| is to take it from the dead body washed ashore near the Construction |
| Site. |
| |
| In the Village it has the same properties as the Suit but you can go into |
| the Cartel Hangout building and Martinez' Compound. In the Jungle you |
| can't go into the Shaman's Hut. In the Coca Fields you can't go into the |
| Botany Lab, Production Shed, and Franco's Hut. At the Mansion you can go |
| everywhere except the secret passage behind the Garage. |
| |
| As for Enforcers, there are twenty at Casual difficulty: |
| |
| At the Village there are two: one inside the Cartel Hangout and one in |
| the room below it. At the Altar Caverns and Hippo Enclosure there are |
| three: two in the tunnel and one at the Enclosure. At the Mansion there |
| are fifteen: |
| |
| --Two in the Security Hut. |
| --One at the Garage. |
| --One near the center of the Mansion Grounds. |
| --Two patrolling the Gardens. |
| --One near the Hippo Enclosure. |
| --One at the front door. |
| --One standing west of the Spa. |
| --Two at the Spa including a patrolling Guard and a Maid. |
| --One standing at the door to the Living Room area. |
| --One patrolling the Patio. |
| --One at the Cinema. |
| --One inside the Cartel Hangout at the Basement Floor. |
| --One on the 1st Floor just outside Hector's Room. |
| |
| At Professional difficulty there are thirty additional Enforcers. At the |
| Village there are six: |
| |
| --One near the Engineer's House at the Fishing Shanty. |
| --Two at the house west of the Bar. |
| --One just east of Martinez' Compound. |
| --One inside the Office at the Martinez' Compound building. |
| --One inside the Cartel Hangout. |
| |
| At the Construction Site there are four: |
| |
| --One at the bridge to the Site. |
| --One at the south side of the Site. |
| --One just east of the Burial Site. |
| --One at the northeast side near the Crane. |
| |
| At the Coca Fields there are seventeen: |
| |
| --One at the north bridge. |
| --Two at the south bridge. |
| --Two near the Caves Entrance. |
| --One by the west door to the Botany Lab. |
| --Two working in the south Center Field. |
| --Two patrolling the North and Center Fields. |
| --One standing on the path west of the Production Shed. |
| --One patrolling the south path. |
| --Two working in the South Fields. |
| --Two in the Sorting Shed. |
| --One near the front of Franco's Hut. |
| |
| At the Mansion there are five: |
| |
| --One patrolling the east side of the Mansion Grounds. |
| --The Vanisher at the Basement Floor. |
| --One patrolling the center hall in the Basement. |
| --One standing near Rico's Office. |
| --A Maid in Rico's Bedroom. |
| |
| In addition, the Maid at the Spa and the Guard at the Cinema are no |
| longer Enforcers. |
| |
| At Master difficulty there are no additional Enforcers but you are no |
| longer allowed inside Martinez' Compound. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >STN6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of eighteen Cameras located around the
Village, Coca Fields, Caves, and Mansion areas. At the Village there are
three:
0=======================================================================0
| At the southwest corner of the Martinez' Compound building. |
|-----------------------------------------------------------------------|
| Near the southeast of the Martinez' Compound building. |
|-----------------------------------------------------------------------|
| At the southeast corner of the Pharmacy building looking towards the |
| Caves Entrance. |
0=======================================================================0
At the Coca Fields there are five:
0=======================================================================0
| By the door to the Botany Lab. |
|-----------------------------------------------------------------------|
| Near the west door of the Production Shed. |
|-----------------------------------------------------------------------|
| By the south door of the Production Shed. |
|-----------------------------------------------------------------------|
| Near the east door of the Production Shed. |
|-----------------------------------------------------------------------|
| Above the west door to Franco's Hut. |
0=======================================================================0
Inside the Caves there are two:
0=======================================================================0
| Just inside the Construction Site entrance. |
|-----------------------------------------------------------------------|
| Just inside the Coca Fields entrance. |
0=======================================================================0
At the Mansion are the remaining eight Cameras:
0=======================================================================0
| Two outside the Main Door to the Mansion Grounds. |
|-----------------------------------------------------------------------|
| Above the south gate outside of the Mansion Grounds. |
|-----------------------------------------------------------------------|
| At the southeast corner of the Security Hut. |
|-----------------------------------------------------------------------|
| Inside the Garage secret passage looking over the weapons stash. |
|-----------------------------------------------------------------------|
| At the northwest corner of Mansion (ground level). |
|-----------------------------------------------------------------------|
| Above the front door of the Mansion. |
|-----------------------------------------------------------------------|
| Above and outside the back door to the Patio. |
|-----------------------------------------------------------------------|
| Just outside the south door of the Cartel Hangout at the Basement |
| floor. |
0=======================================================================0
The Recorders for the Cameras can be found at the Office inside Martinez'
Compound, the Vanisher's Office in the Mansion Basement, and the Crew
Quarters next to the Submarine Dock. The easiest one to destroy at either
difficulty is the one at Martinez' Compound.
At the east side of the Compound is a Civilian that just stands against a
cart. Place a Coin a few feet away from him to lure him just enough so you
can subdue him. Jump over the wall into the Compound when the Camera is
looking left. Depending on Disguise you can simply walk into the Compound.
Sneak up to the balcony and look inside the Office through the open window.
You should see part of the Recorder at the southwest corner. When Martinez
is away then shoot the Recorder with your Krugermeier to destroy it.
0=======0
| Master \
0========================================>
At this difficulty there are a total of fifteen additional Cameras. At the
Village there is one:
0=======================================================================0
| At the northwest section of the Martinez' Compound building. |
0=======================================================================0
At the Coca Fields there are five:
0=======================================================================0
| Near the bottom of the stairs looking over the west end of the north |
| bridge going into the Fields. |
|-----------------------------------------------------------------------|
| At the west side of the Botany Lab. |
|-----------------------------------------------------------------------|
| At the south side of the Botany Lab. |
|-----------------------------------------------------------------------|
| At the southeast corner of Franco's Hut. |
|-----------------------------------------------------------------------|
| Above the northeast entrance to the Mansion. |
0=======================================================================0
Inside the Caves there are four:
0=======================================================================0
| By the door to the Mansion Basement at the Smuggling Cave. |
|-----------------------------------------------------------------------|
| At the corner just northwest of the Submarine at the Dock. |
|-----------------------------------------------------------------------|
| On the wall at the southeast side of the Submarine Dock. |
|-----------------------------------------------------------------------|
| At the path junction north of the Submarine Dock. |
0=======================================================================0
At the Mansion are the remaining five Cameras:
0=======================================================================0
| Outside the southwest corner of the Spa. |
|-----------------------------------------------------------------------|
| Just outside the northeast door to the Cartel Hangout at the Basement |
| floor. |
|-----------------------------------------------------------------------|
| Inside the Lobby and above the door to the Patio. |
|-----------------------------------------------------------------------|
| At the corner near the top of the stairs at the northeast corner of |
| the Mansion (1st Floor). |
|-----------------------------------------------------------------------|
| Just outside the south edge of the outside door to Rico's Bedroom. |
0=======================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >STN7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| [The Healing] and [The Hallowed Ground] Challenges, from the Shaman |
| Shenanigans Challenge Pack, are now part of the Assassination tab. The |
| [Feel Good Hit of the Stunner] Challenge, from the I'm With The Band |
| Challenge Pack, is now part of the Feats tab. |
| |
| The following Feats Challenges are moved to the Assassination tab: |
| |
| --[Blowing Bubbles] |
| --[We Meat Again] |
| --[Authentic Local Cuisine] |
| --[Off The Wagon] |
| |
| The following Discovery Challenges are moved to the Feats tab: |
| |
| --[It Looks Nothing Like Her] |
| --[Feedin' Time] |
| --[Got Any ID?] |
| --[Who Ya Gonna Call?] |
| --[Cog In The Machine] |
| --[20,000 Leagues Under The Ground] |
| --[Salt The Earth] |
| --[On A Pedestal] |
| --[Don't Shoot The Messenger] |
| |
| Four new Mission Story Challenges are added to the Feats tab and are |
| 1,000 XP each: |
| |
| --[Mission Story - Submerged] |
| --[Mission Story - Undying Love] |
| --[Mission Story - Half Baked] |
| --[Mission Story - Backpacker] |
| |
| The following weapons are now unlocked at the following Mastery Levels: |
| |
| 0=============================0 |
| | Meaty Bone | Level 4 | |
| |------------------+----------| |
| | Violin | Level 8 | |
| |------------------+----------| |
| | ICA Remote Taser | Level 17 | |
| |------------------+----------| |
| | Shaman Powder | Level 20 | |
| 0=============================0 |
| |
| The following items are now unlocked by completing the following |
| Escalations Challenges: |
| |
| 0======================================0 |
| | Emetic Grenade | Track 2, Tier 5 | |
| |-------------------+------------------| |
| | Summer Suave Suit | Track 2, Tier 9 | |
| |-------------------+------------------| |
| | "El Matador" | Track 2, Tier 10 | |
| 0======================================0 |
| |
| Finally, the [Hero of Santa Fortuna] Challenge has been removed. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are a lot of keys that you will find in this mission: |
0===========================================================================0
| Caves Keycard | This allows you through the locked doors |
| | within the Caves. |
|--------------------------+------------------------------------------------|
| Drummer's House Key | Carried by the two people inside and outside |
| | of the Drummer's Apartment this key will allow |
| | you inside the building. |
|--------------------------+------------------------------------------------|
| Shop Key | This is carried by the Shop Owner who can be |
| | found in the Bar. This opens his House which |
| | is next door to the Drummer's Apartment. |
|--------------------------+------------------------------------------------|
| Scooter Key | This key allows you use the Scooter at the Bar |
| | to leave the mission. It is carried by one of |
| | the patrons and found inside the Storage |
| | Container at the Construction Site. |
|--------------------------+------------------------------------------------|
| Car Key | This is carried by one of the Guards at the |
| | road at the west side of the Jungle area. This |
| | key allows you to use the truck there to leave |
| | the mission. |
|--------------------------+------------------------------------------------|
| Speedboat Key | Found in Rico's Bedroom at the Mansion this |
| | will allow you to leave the mission via the |
| | Speedboat at the Mansion's Dock. |
|--------------------------+------------------------------------------------|
| Sports Car Key | This is carried by Rico Delgado and will allow |
| | you to leave the mission via his red Sports |
| | Car in the Garage. |
|--------------------------+------------------------------------------------|
| Pharmacy Key | This is carried by a female Civilian coming |
| | into the Village from the south side and |
| | allows you access to that building. |
|--------------------------+------------------------------------------------|
| Mansion Gate Key | Found at the Security Hut and at the Coca |
| | Fields this unlocks the gate at the south side |
| | of the Mansion Grounds. |
|--------------------------+------------------------------------------------|
| Martinez' Office Key | Found in Hector's Room and at the Coca Fields |
| | this unlocks the gate at the west side of |
| | Martinez' Compound. |
|--------------------------+------------------------------------------------|
| Franco's Hut Key | This can be found inside the Botany Lab at the |
| | Coca Fields and carried by a couple of people |
| | there. This key allows you inside Franco's |
| | Hut. |
|--------------------------+------------------------------------------------|
| Hostel Master Key | Found behind the counter and carried by |
| | multiple people nearby this key will allow you |
| | inside all of the Hostel rooms. |
|--------------------------+------------------------------------------------|
| Cartel Lockup Key | Found only inside the Cartel Hangout building |
| | inside the Village this key opens up the |
| | Cartel Armory at the north side of the |
| | building. |
|--------------------------+------------------------------------------------|
| Construction Storage Key | Carried by the Foreman inside the Construction |
| | Site and also found inside the Office there |
| | this key opens up the Storage Container. |
|--------------------------+------------------------------------------------|
| Submarine Engineer's Key | Carried by the Engineer's wife this key will |
| | open up the gate going into the back area of |
| | their house at the Fishing Shanty. |
|--------------------------+------------------------------------------------|
| Bar Basement Key | Carried by the Barman and found behind the |
| | counter this will allow you to go down into |
| | the Bar Basement. |
0===========================================================================0
0=============0
| Locked Doors \
0===========================================================================0
| There are multiple doors that are unlocked at Casual but will be locked |
| at Professional and Master difficulties: |
| |
| --The Shaman's Hut. |
| --East door of the Mansion Garage. |
| --Hector's Room at the Mansion. |
| --The door at the north corner of the Mansion's ground floor. |
| --The door at the south side of the Mansion's ground floor that leads |
| to the Spa. |
0===========================================================================0
0==========0
| Shortcuts \
0===========================================================================0
| There are three useful shortcuts that will allow you easy access to |
| certain areas: |
| |
| >>The Corner Scaffold |
| ******************* |
| Go up to the Main Door of the Mansion area but turn right to find a |
| path along the wall. This will lead you to the west corner of the |
| wall. You should find a vine that you can use to climb up and onto |
| a scaffold inside the compound. You can climb down using the ladder |
| nearby. |
| |
| >>The Log Bridge |
| ************** |
| Go to the Mansion Guard's body on the rivershore just south of the |
| Construction Site bridge. Across the river east is a Timber Log |
| that is tied to shore. You can shoot the rope from the other side |
| to release it and the Log will extend to your side so you can cross |
| the river without having to go through the Site. You can also untie |
| it from the other side. |
| |
| >>The Plane Crash Ledge |
| ********************* |
| At the east side of the Plane Crash area inside the Jungle is a |
| ledge that you can climb up. Once you climb up then you should see |
| a vine that you can climb to reach the top and access the Coca |
| Field Path without needing to go to go through the Gate north of |
| the Shaman's Hut. |
0===========================================================================0
0===============================0
| Expired Can of Spaghetti Sauce \
0===========================================================================0
| As noted earlier this is a form of emetic poison in that if used with |
| food it will cause the victim to find a place to vomit. But it also makes |
| for an excellent, fast, and fun melee weapon and is a personal favorite |
| of mine to use. Most of the run-throughs start by going to the Gas |
| Station to acquire a Can for melee use. |
0===========================================================================0
0=======================0
| Invincible Snorter Bug \
0===========================================================================0
| At the Mansion Garage there are a pair of Guards stationed out front. One |
| of them will go inside the office to snort some Cocaine then go back out. |
| Using any kind of poison on the Cocaine will have no effect on him when |
| he snorts it. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| Three Course Dinner [4,000 XP] \
0===========================================================================>
For this you need to kill all three Targets by feeding them to El Mijo.
Rico is easy enough since there is another Challenge tied to killing him
with his pet hippo but the other two Targets never get close enough to
safely lure them there. Therefore you will need to rampage your way through
in order to knock them out and drag them to El Mijo.
As before this initial run-through will be used to acquire most of the
Non-Target kill Challenges, [Chameleon], and other smaller Challenges.
When planning bring your Silverballer, Lockpick, and the Fiber Wire. Since
this is the first run-through this will begin at the Village Bus Stop. When
you start then run to the laundry room at the Hostel to pick up the two
Coins there then run to the Fishing Shanty.
Get close enough to the Submarine Engineer's wife to get her conversation
started then run up to the Butcher's House. Grab the Meaty Bone and leave
but stay nearby. Wait for the Meat Enthusiast to leave for the railing.
Knock him out when he stops and dump him over and into the river to
complete a Challenge.
Go down to the Warehouse to grab the Crowbar then to the Bar to grab the
three Coins on the counter and then outside to turn off the Fusebox. Wait
in the foliage for the Barman to finish working on it before knocking him
out, dumping him in the Container, and taking his Disguise. Go inside and
tend to the counter.
Listen to P-Power talk to you and walk away before going back out and
re-acquiring the Casual Tourist Disguise. Go south through the Shrine area
and pick up the two Coins along the way. Continue to the Auto Repair area.
There should be a man working in a Tuk-Tuk and a woman near him. She should
then go to the railing by the river. When she stops and the man isn't
looking her way then knock her out and drop her in the foliage to hide her.
Go back to the Tuk-Tuk and to the west side of the area. You should see a
red Gas Canister.
Place a Coin on the ground near it to lure the man to it. Loop around,
knock him out, and dump him in the Container. He should also drop some Glue
which you should pick up along with the Wrench before leaving the area.
One of the Challenges I am going to do is [Fly Tipping] which requires that
you toss each type of Guard into the piranha infested river and without
being spotted. Run south through the tunnel and to a truck that has a
couple of Guards standing by it. Get close enough to them to start their
conversation.
One of them should go and try to get the Shaman from the Jungle but will
give up and go back. Then they will leave for the Village but not together
- one will go ahead of the other. When the second one starts to move then
place a Coin on the ground to make him stop. As he picks up the Coin then
knock him out and drag him to the guard railing.
Switch into and out of his Disguise and dump him over the railing and into
the river. Grab the Car Keys, Coin, and his weapon. After awhile the first
Soldier will stop at the bridge and turn around. He should then stop inside
the tunnel. Knock him out, drag him back to the truck, and drop him in the
foliage.
Next, run over to the alley next to the Drummer's Apartment. Turn off the
Fusebox to lure out the occupant. Knock him out and dump him in the
Container. Grab his Key and go through the front door. Go into the bedroom
to switch into and out of the Drummer Disguise.
Head to the Jungle and to the Plane Crash area then shoot the large Red Box
at the top above the wing to bring it down and acquire the Circuit Board.
Go into the Jungle and acquire all of the Emetic Flowers.
Go to the Shaman's Hut and turn off the Radio to lure him inside. Stay
behind the dividing wall until he turns it on then knock him out, drag him
to and dump him in the Container.
After this then go out towards the Outhouse and you should see a Lethal
Poisonous Frog. You need to collect all five Frogs on the map for another
Challenge. But you can't just walk up to them and pick them up. If you do
then they will jump into the water before you can grab them. If this
happens then walk away and they should re-spawn in a few seconds. To
acquire one you need to crouch down and sneak up on them.
Go back to the Village, go up to the south door of the Premium Suite at the
Hostel, and pick open the door. Turn on the Clock Radio to lure in the
Hippie and take cover to the left of the north door. When he goes to turn
off the Clock then get up behind him, knock him out, drag him to and dump
him in the Closet, and take his Disguise. Drop all pistols and anything
that might look like an obvious weapon.
Repair the Cocaine Souvenir and pick it up. Go down to the Caves Entrance
by the Pharmacy and get frisked. Follow the Guard down to the Smuggling
Cave and wait for Jorge.
Place the Cocaine Souvenir on the counter then follow him around until he
decides to leave then grab the two Cocaine Bricks here. Run to the
Submarine Dock to grab the three Cocaine Bricks here. Go to the east door
for the Crew Quarters and use your Instinct to keep an eye on the
patrolling Guard inside.
When he is at either the Sink or Recorder area then go inside, knock him
out, dump him in the Closet, and switch into and out of his Disguise.Go
back to the Smuggling Cave and head up to the Coca Fields.
Go to the north side of the open air shelter and place the Pistol on the
ground just north of it. There will be a pair of patrolling Guards that go
through this area. Stand at a point east of the weapon and wait for them.
One of the should see it and stop while his partner will go on ahead. Knock
him out and quickly drag him north to the rock wall to hide him.
Wait for the other to come by and knock him out when he finds the weapons -
leave his body. Go to the south path and pick up the Shovel there. Go to
the Toilets at the east end of the South Field and toss it on the ground in
front of the open Toilet to lure one of the Workers there. Knock him out
and drag him north to hide him. Do the same to lure the other Worker. After
knocking him out then switch into and out of his Disguise.
Go to the large tree near where they were and toss the Shovel at the stack
of bags when the patrolling Guards are close to it to lure one of them to
it. Knock him out and drag him to the water's edge. Switch into and out of
his Disguise then dump him into the water to kill him.
Go back to the tree and use the Shovel again to lure the other patrolling
Guard to the dropped weapon. Knock him out when he stops and drag the body
to the Toilets to hide him - don't put him in the Container. Wait for
Franco and his Guards to come by. Use the Shovel again to lure one of
Guards into the Field. Knock him out when he gets to the dropped weapons.
This should complete another Challenge.
Go to the east side of Franco's Hut to pick up another Frog then go to the
north bridge and pick up another one. Go and acquire the Shaman Disguise
then go back to the Premium Suite to pick all weapons and items you
dropped. Go to the Shrine area then up to Rico's Statue and sabotage it for
another Challenge.
After this then go back to the Jungle to acquire the Shaman Disguise. Run
back to the Bar and re-acquire the Barman Disguise. Go to the west end of
the area to find a single person drinking a beer who sometimes gets up to
take a piss before going back to continuing drinking. He is the Shop Owner
and he has a Key you need to help open the last secret door. Use one of the
Emetic Flowers on his Bottle when he gets up.
Go into the Restroom and wait. He will get sick and come here to throw up.
Knock him out, pick up his Shop Key, dump him outside and then into the
Container. Go back behind the Bar and use another Emetic Flower on
P-Power's Bottle. He will then drink from it, get sick, and go into the
bathroom. Ambush him the same way, dump him into the Container, and switch
into and out of his Disguise.
Go back to re-acquire the Shaman Disguise then go to the Shop Owner's House
which is just east of the Drummer's Apartment. Go inside to find a Gold
Idol on the table. Pick it up and leave.
It is important to note that you must use the Key to enter the house. If
you use the Lockpick then the prompt to pick up the Idol won't appear and
you can't acquire it.
Go to the Construction Site and pick up another Frog. Go into the Site and
to the tunnel leading to the Altar Cavern. There should be a small nook
with a Container to the right as you enter. Go there and stop.
Here you should find a couple of Guards ahead. When they split up then
knock out the one by the wall then the other one before he turns around.
Drag one to and dump him in the Container. Do the same to the other.
After you dump the second Guard then look north towards the wall. You
should find what looks like a decorative part of the wall. There should
also be a small nook to the left of it. This is the last secret door. Use
the Idol in the nook to open it. Once you open the door then proceed
inside.
**NOTE: Although you can pick up the Gold Idol in any Disguise you must
be wearing the Shaman Disguise to enter this secret room.
Here you should find a large room with a bunch of tiles and a Sacrificial
Knife at the other end. However, you can't just walk through. There are
five tiles in each row. Four of them are switches.
If you press a switch then you will be barraged by a bunch of darts which
will kill you very quickly. So this is basically a maze that you must go
through to reach the Knife. The pattern is as follows:
0=========0
| End |
|=========|
|-|-|#|-|-|
|-|-|#|#|-|
|-|-|-|#|-|
|-|#|#|#|-|
|-|#|-|-|-|
|-|#|#|#|-|
|-|-|-|#|#|
|-|-|-|-|#|
|-|#|#|#|#|
|-|#|-|-|-|
|-|#|-|-|-|
|=========|
| Start |
0=========0
Make your way through and acquire the Knife which will also disable the
switches so you can go back out safely. Go back to the Container and switch
into the Mansion Guard Disguise.
Go to the Hippo Enclosure and you should find the Hippo Whisperer talking
to El Mijo. As he is doing so then sneak up to the Enforcer, crouch behind
the rock he is standing against, then grab him to subdue him and hide him
further in the foliage. Go to the Whisperer, knock him out, drag him to the
foliage, and take his Disguise. Toss the Meaty Bone into the Enclosure to
bring out El Mijo.
Go up to the bridge and pick up the last Frog to complete another
Challenge. Go up to the Outdoor Kitchen area at the Mansion and wait for
Rico to come down so you can talk to him. Lead him to El Mijo. When he
tells you to leave then walk a short distance, go back, and push him over
to kill him. Go and re-acquire the Mansion Guard Disguise then go back to
the Mansion.
Go to the Garage and you should find a desk. There is a button under it.
Pushing it will open a secret door in the Garage. There are three such
doors to open for another Challenge and this is one of them.
Go down the passage to find the stash of weapons. Grab a Hackl 9S Covert
and one of the Shashkas then go down and into a cave passage. Go north and
you should find the second secret door that opens into the Bar Basement.
Open it then go back up to the Garage.
Go to the gate at the south end of the compound and go through. You should
see a couple of Guards talking. Drop the assault rifle a short distance
down the path to the Coca Fields. When they walk then one of them should
see it and leave with it. Follow the other and push him into the stream to
finally complete [Fly Tipping].
Now it's time to go after Catalina Delgado. Head over to the west side of
the Spa area and get around and behind the Enforcing Guard by the short
wall. Crouch, take cover against it, then pull him over to subdue him -
take his weapon.
The Maid goes between the east and west ends of the Spa. There is a large
dividing wall at the west end of the Spa. Place a Coin in the shadow
between the north end of the wall and the building. When the Maid comes by
then knock her out and quickly drag her to the Guard in the foliage - the
patrolling Guard should be away at this point. Keep an eye out for
Catalina as you proceed.
Drop the Shashka by the open window that goes into the bathroom. Crouch and
hide at the small corner at the north end of the dividing wall at the east
side of the Spa.
When the Guard comes by then he should see the weapon. Knock him out as he
gets there and dump him into the bathroom. Take both weapons and go inside
to dump the Guard in the Closet. Go back out, turn on the Jacuzzi, and
stand near where you knocked out the Maid.
When Catalina comes by then she should be distracted by the Jacuzzi. When
she gets there then drown her and dump her in the nearby Container. Go back
to the Altar Tunnel area and re-acquire the Shaman Disguise. Go back to the
Construction Site and to the Burial Site. On the opposite side of the wall
on the east side is a Container. Note this location.
When the Foreman comes to the Site then push him in and immediately run to
and hide in the Container. Wait for everything to completely die down and
for everybody to go back to their positions before going back out and
pushing one of the Workers sitting at the edge into the pit. Run back to
the Container then repeat the process with the last Worker there to
complete another Challenge.
From here then go back to the Jungle. It is time to start going after
Jorge. Go to the Coca Fields and bring out the Silverballer.
Run across the north bridge and let the Guards there see you and run south
to the large tree west of the Botany Lab. Another Challenge requires that
you kill ten Coca Field Guards while they are in the Fields - not on a path
or building. You need to make sure that the Guards are inside before
picking them off. The tree should help provide cover and being near the
water's edge should keep them from flanking you.
Pick off the Guards as they enter and you should get most of what you need.
The remaining Guards should also run with Jorge to provide protection for
him and more than likely they won't be lured into the Fields. However, you
should have four Guards laying unconscious in the Fields that you knocked
out earlier. Kill them and you should get the Challenge.
After this then go and kill the remaining Coca Field Guards protecting
Jorge and knock him out - leave him for now. Knock out the remaining
Workers and Drug Lab Workers - switch into and out of Drug Lab Worker
Disguise. Pick up the Botany Lab Keycard and enter the Lab to destroy the
Flower. Any Guards from the Mansion that come by then knock them out.
Once the area has been cleared, and you have explored it entirely to put
the locations on the map, then go inside the Production Shed. Use the
Circuit Board you acquire earlier and use it on the Cocaine Machine to
activate it. Drag a body, preferably any Guard you have knocked out, and
dump them in one end of the Machine.
This will kill him and produce a Bloodstained Cocaine Brick. You need to
collect three of these for another Challenge. Grab two more bodies and
complete this task. Collect all of the regular Cocaine Bricks before
leaving.
At this point I'm going to clear out the Caves and Mansion areas to acquire
some more Challenges and make it easier to drag Jorge's body to El Mijo
later.
Go through the Smuggling Cave and Submarine Dock killing Guards and
knocking out the Crew. When you have cleared out the areas then switch into
and out of the Submarine Crew Disguise. Go up to the Mansion Basement and
start killing the Guards. Keep an eye open for Javier since he has Hector's
Love Letter. When you kill him and drops it then pick it up.
Go into the Hangout to knock out the Mansion Staff. Switch into and out of
his Disguise. Go into the Kitchen and knock out the Chefs there. Switch
into and out of one of the Disguises. Continue going through the Mansion
area picking off the Guards and knocking out the Civilians until it is
cleared. Switch into and out of the Gardener Disguise before proceeding.
Go into the Museum of Rico then play all four Voiceovers before going back
to the Coca Fields and find Jorge. Drag him over to El Mijo and dump him
into the Enclosure to kill him.
Go back into the Caves and to the Bar Basement. Kill the two Guards there
then go up and re-acquire the Drummer Disguise. Run back to the Bar and to
the three Band Members. Switch to your regular Cocaine Bricks and quickly
attack them to knock them out and acquire another Challenge.
The nearby Guards will start shooting at you as you finish so jump into the
Restroom and use it as cover to pick off any Guard that comes by. As you
thin them out then go towards Martinez' Compound and finish them off and
knock out any Civilian along the way. By the time you knock out Andrea then
the Guards in this part of the Village should be cleared out.
Run to the Construction Site to get rid of the last of the Guards on the
map. Knock out some of the Workers and switch into and out of the Disguise.
Drag Andrea's body through the Village, Site, and to the Hippo Enclosure to
finally kill her off and acquire [Three Course Dinner].
Go back to the Fishing Shanty and to the Submarine Engineer's House. Find
and switch into and out of the Submarine Engineer's Disguise. This should
also complete [Chameleon]. Find all remaining Unexplored Areas on the map
then leave the mission via the Truck by the Jungle.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>We Meat Again [1,000 XP]
************************
For this you need to knock out the Meat Enthusiast with a Meaty Bone
then dump him into the river.
>>Drown Your Sorrows [1,000 XP]
*****************************
For this you need to be disguised as the Barman and listen to P-Power
talk to you about his problems.
>>Cog in the Machine [1,000 XP]
*****************************
For this you need to find Jorge's missing Circuit Board.
>>Got Any ID? [2,000 XP]
**********************
For this you need to access the Caves as the Hippie.
>>Mission Story - Backpacker [1,000 XP]
*************************************
For this you need to go down to the Smuggling Caves as the Hippie and
place the Cocaine Souvenir on the counter.
>>Nature Finds a Way [2,000 XP]
*****************************
For this you need to pacify five Coca Field Guards while they are in
the Fields.
>>On a Pedestal [2,000 XP]
************************
For this you need to loosen Rico's Statue.
>>Secret Tunnel [2,000 XP]
************************
For this you must acquire the Sacrificial Knife within the secret
room inside the Altar Cavern area.
>>Feedin' Time [2,000 XP]
***********************
For this you need to feed the Hippo either a Meaty Bone or a person.
>>How Ribbiting [2,000 XP]
************************
For this you need to collect all five Frogs on the map.
>>The Boss [4,000 XP]
*******************
For this you need to kill Rico Delgado.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>A Bite Out of Crime [4,000 XP]
******************************
For this you need to kill Rico Delgado by pushing him into the Hippo
Enclosure.
>>Fly Tipping [2,000 XP]
**********************
For this you need to dump a Street Soldier, a Mansion Guard, a Coca
Field Guard, and an Elite Guard into the river and without being
spotted.
>>Blowing Bubbles [1,000 XP]
**************************
For this you need to kill Catalina Delgado by drowning her in the
Jacuzzi.
>>Key Master [4,000 XP]
*********************
For this you must find and open all three secret doors on the map.
>>The Hallowed Ground [2,000 XP]
******************************
For this you need to push three people into the Burial Site within
the Construction Site while disguised as the Shaman.
>>The Healing [4,000 XP]
**********************
For this you need to kill ten different Coca Field Guards while they
are in the Fields and while you are disguised as the Shaman.
>>Salt the Earth [2,000 XP]
*************************
For this you need to destroy the Flower Sample inside the Botany Lab.
>>Brick and Mortar [2,000 XP]
***************************
For this you need to collect three Bloodstained Cocaine Bricks from
the Cocaine Machine inside the Production Shed.
>>Don't Shoot the Messenger [1,000 XP]
************************************
For this you need to acquire Hector's Love Letter from Javier in the
Mansion Basement.
>>A Brief History of Rico Delgado [2,000 XP]
******************************************
For this you need to play all four of the Voiceovers inside the
Museum of Rico.
>>The Cook [4,000 XP]
*******************
For this you need to kill Jorge Franco.
>>Feel Good Hit of the Stunner [4,000 XP]
***************************************
For this you need to knock out the three remaining Band Members with
Cocaine Bricks while disguised as a Musician.
>>The Face [4,000 XP]
*******************
For this you need to kill Andrea Martinez.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Barman ++Band Member (Drummer)
++Tattooist (P-Power) ++Shaman
++Coca Field Worker ++Drug Lab Worker
++Construction Worker ++Coca Field Guard
++Submarine Crew ++Submarine Engineer
++Hippo Whisperer ++Gardener
++Mansion Staff ++Chef
++Hippie ++Street Soldier
++Elite Guard ++Mansion Guard
>>Discover Santa Fortuna [1,000 XP]
*********************************
For this you need to reveal all 56 Undiscovered Areas in Santa
Fortuna.
>>Low Mileage [1,000 XP]
**********************
For this you need to leave the mission via the Truck by the Jungle.
0==========================0
| The Hero of Santa Fortuna \
0===========================================================================>
Although this Challenge is no longer listed for Hitman 3 this run-through
will allow you to acquire more Challenges by doing the requirements for
this particular one which you needed to do in one run-through:
--Demonstrate the repaired Submarine to Rico.
--Complete the Statue unveiling ceremony.
--Fix Rico's tattoo.
--Feed El Mijo.
--Return the lost Love Letter to Hector Delgado.
--Cleanse the Construction Site.
--Repair the Hippie's Cocaine Souvenir.
--Repair the Cocaine Machine.
In addition, this run-through will also incorporate the last Non-Target
kill Challenge. When planning bring the Krugermeier, Lockpick, Coins, and
start at the Village Bus Stop.
Run to the Gas Station to pick up a Can of Sauce then run to the Auto
Repair area. As before wait for the woman to go to the railing before
knocking her out and dragging her to the foliage to hide her. Go to the Gas
Canister and wait but look towards the bridge.
There is a woman crossing it on her way to the Pharmacy. Wait for her to
get out of view before placing a Coin on the ground by the Canister to lure
the man there for ambushing. Dump him in the Container and pick up both the
Coin and Glue.
Go back into the Gas Station to pick up the Emetic Rat Poison and run to
the alley beside the Drummer's Apartment. Use the Fusebox to lure out the
occupant and knock him out, dump him in the Container, and grab his Key so
you can go inside and acquire the Drummer Disguise.
At this point I'm going to do the Statue unveiling ceremony first since
this takes the longest to do. Wake up the three other band members and go
to the band stage. Go through the entire ceremony then leave when it is
done.
Go to the Jungle, pick up an Emetic Flower and a Lethal Flower, and go to
the Plane Crash site. Shoot down the Red Box to acquire the Circuit Board
then go into the Shaman's Hut. Turn off the Radio to lure in the Shaman.
Knock him out, dump him in the Container, and take his Disguise.
Go to Martinez' Compound and talk to Andrea then run to the Construction
Site. Go to the Storage Container and enter it. Get the Scooter Key then
find the Foreman and talk to him. Go to the Burial Site and wait. When you
are prompted to do so then perform the ritual and head to the tunnel to the
Altar Chamber.
Knock out the two Guards when they split up and dump them into the
Container. Take the Mansion Guard Disguise and go near the Hippo Enclosure.
When the Hippo Whisperer leaves then you can either knock out the Guard or,
since this is not going to be a clean run, toss him into the Enclosure to
bring out El Mijo. When the Whisperer comes back then he will see the hippo
and go and get Rico.
Once you have dealt with the Guard then go up and into the Mansion. Go into
the Entertainment Room to find a pool table. On one side is some Cocaine.
When no one is looking then use lethal poison on it.
The reason is that Hector Delgado will use it later when you kill Andrea in
a certain way and the last Non-Target kill Challenge requires that you kill
him with poisoned Cocaine and this is where he will do it.
Go down into the Basement and to the Money Room. Drop a weapon near the
door then go inside and wait. Javier, the Guard with Hector's Love Letter,
will limp around the Basement. He will go from the Hangout to the Wine
Cellar and Kitchen then go back to the Hangout.
When he walks near your position then he should see the weapon and pick it
up to take it to the Weapons Box in the Money Room. As he comes inside then
walk behind him, knock him out at the Box, dump him in the Container behind
you, and take the Love Letter he drops.
Go up to Hector's Room and give the Love Letter back to him. In return he
will give you a Safe Combination to Rico's Safe which has the El Matador
Pistol.
After this then run to Martinez' Compound. Go up to the balcony and wait.
It will take awhile but Hector will go and give the Letter to Andrea. She
will come up here and read it.
But do not push her over the railing right away. You need to use your
Instinct to find Hector, who'll be walking along the Waterside, and wait
for him to be below you before pushing her over. As she falls then he will
see her die and this will push him over the edge. He will then go back to
the Mansion but will go into the Entertainment Room, snort from the
poisoned Cocaine, and die.
After killing Andrea then go to the south door of the Premium Suite at the
Hostel and enter it. Lure in the Hippie with the Clock Radio, knock him
out, dump him in the Closet, and take his Disguise. Dump all weapons,
repair the Cocaine Souvenir, pick it up, and go to the Caves Entrance by
the Pharmacy. Get frisked then go down to the Smuggling Cave.
Place the Souvenir on the counter and wait for Jorge to come down. Follow
him around then leave for the Submarine Dock when he is finished. Go into
the Crew Quarters and knock out the patrolling Guard when he is at the
console at the southeast corner of the room and dump him in the Closet
nearby - the other two people in the corner are too occupied to notice.
Pick up the DAK X2 and go back to the Dock.
When the patrolling Guard is at the east end of his route then drop the
weapon by the large green containers between the Quarters and the
Submarine. Go back into the Quarters and wait. The patrolling Guard should
find it and take it to the Weapons Box inside the Quarters. Knock him out
when he gets there, dump him in the Closet, and go to the Generator
southeast of the Quarters.
Turn it off to lure the nearby Crew, go behind the large containers nearby,
and wait for him. When he turns it on then knock him out, dump him in the
Container nearby, then switch into and out of his clothes. There is a
reason for doing this and I will explain later.
Go back to the Smuggling Cave and then up to the Coca Fields. Go to the
north side of the Production Shed and wait for Franco to be away from it
before turning off the Generator to lure a Drug Lab Worker from outside.
Hide in the foliage until he gets there. Knock him out when he turns it on
and dump him in the nearby Container. Repeat the process for the second
Worker and take his clothes.
Jump inside through the window and use the Circuit Board on the Cocaine
Machine then hide in the interior Container. Jorge will come to the now
running machine and chase off the Workers and Guards. When he is totally
alone then exit the Container and push him into the Machine to kill him.
Jump back out the window and re-acquire the Hippie Disguise. Re-trace your
steps back to the Village and to the Fishing Shanty. Get close enough to
the Engineer's Wife to get her conversation started then go to the Fusebox
by the Bar. Turn it off so you can lure out the Barman for ambushing then
take his Disguise and Bar Basement Key afterwards.
Go into the Bar when P-Power is away from his Bottle and use an emetic
poison on it then wait in the restroom (stand to the right of the door).
When he gets sick and goes in here then knock him out, dump him outside,
and into the Container. Take his Disguise and head to the Mansion's Main
Door.
However, instead of going through the Main Door, turn right and go to the
Corner Scaffold to enter the Mansion Grounds. This will also allow you to
avoid dealing with Catalina who would be waiting for you if you went
through the Door.
Go to the Mansion and up to Rico's Office. Go up to the chair and wait for
him to come up and sit down. Proceed to do the tattoo session. You need to
tell him to sit still before his Guard leaves the room and you can proceed.
After the session then he should go into the bathroom. Stay put until he
comes back and says that you should see your way out.
Leave the Mansion area and go back to the Shanty. Go up to the Engineer's
House and enter the back area through the gate - both the wife and Engineer
should be inside. Acquire both the Engineer's Disguise and the Keycard then
go down to the Bar. Go into the Basement and then to the Dock area. Grab a
Screwdriver then go up to the Submarine.
On one end is the Engine Limiter. Disable it then go to the nearby Elite
Guard and talk to him to get Rico down here. Go to the Control Panel at the
north end and turn on the engine. This should be the last "good deed".
Part of the Control Panel has a screen. It should have the number 1 on it.
Leave it this way until Rico comes up then rev it up to 3. He will get
antsy after talking to you. When he says to give it more power then rev it
up to 4 and wait. The Submarine will break from its mooring and kill Rico.
The moment you regain control then make a mad run for the Crew Disguise you
set up earlier. If you remain in the Engineer Disguise then everyone will
become an Enforcer after a short time. Switching into the Crew Disguise
should allow you to leave the area safely. Leave the Caves then go to the
Bar and use the Scooter to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Who Ya Gonna Call? [2,000 XP]
*****************************
For this you need to talk to Andrea while disguised as the Shaman.
>>Mission Story - Hallowed Grounds [2,000 XP]
*******************************************
For this you need to do the cleansing ritual as the Shaman.
>>Cupid [1,000 XP]
****************
For this you need to give the Love Letter back to Hector Delgado.
>>Mission Story - Undying Love [1,000 XP]
***************************************
For this you need to acquire the Love Letter and either take it to
Martinez' Compound or give it to Hector who will take it there
himself.
>>Bait and Switch [4,000 XP]
**************************
For this you need to kill Andrea by pushing her off the balcony.
>>Off the Wagon [2,000 XP]
************************
For this you need to kill Hector Delgado with poisoned Cocaine.
>>Mission Story - Half Baked [1,000 XP]
*************************************
For this you need to find the Circuit Board and repair Jorge's
Cocaine Machine.
>>Caution: Heavy Machinery [4,000 XP]
***********************************
For this you need to kill Jorge by pushing him into the Cocaine
Machine.
>>It Looks Nothing Like Her [2,000 XP]
************************************
For this you need to gain access to the Mansion as P-Power.
>>Mission Story - Deadly Art [2,000 XP]
*************************************
For this you need to go up to Rico's Office as P-Power and start the
tattoo session.
>>20,000 Leagues Under the Ground [2,000 XP]
******************************************
For this you need to enter the Submarine Dock as the Submarine
Engineer.
>>Mission Story - Submerged [1,000 XP]
************************************
For this you need disguise yourself as the Submarine Engineer,
disable the Engine Limiter on the Submarine, call Rico Delgado to the
Sub, and start the engine.
>>Splash Landing [4,000 XP]
*************************
For this you need to kill Rico in a Submarine accident.
>>Pop a Wheelie [1,000 XP]
************************
For this you need to leave the mission with the Scooter at the Bar.
Plus these other Challenges:
--Cog in the Machine --Feedin' Time
--Don't Shoot the Messenger --The Face
--Someone Could Hurt Themselves --Got Any ID?
--The Cook --The Boss
0============================0
| Exit, Stage Left [2,000 XP] \
0===========================================================================>
For this you need to kill both Rico and Andrea with Rico's Statue. In
addition, I'm going to use the Fiber Wire on Jorge. When planning bring the
Fiber Wire, Coins, place the Lockpick into the Hostel Stash, and start at
the Village Bus Stop.
Go to the Gas Station to get some Emetic Rat Poison and a Can of Sauce. Go
to the Auto Repair area to grab the Wrench. Ambush both the woman and man
there as before and grab the Glue. Go to the Drummer's Apartment to lure
out the occupant to knock him out for his Key then go inside for the
Drummer's Disguise.
Go to the Shrine area and wait by the stairs leading up to the Statue. One
of the Guards will go to take a piss in the bushes so knock him out there.
Go up to the archway leading to the Statue. Go to the right side and look
at the left side to find a Bottle. Toss a Coin at the small pile of rocks
to the left of it to lure the second Guard forward enough so you can knock
him out.
Run to the Civilian nearby, knock him out, and drag both him and the other
Guard to the first one to hide them all. Go up to the Statue and sabotage
it. Gather the other Band Members and play the drums as before. Wait for
Rico to start talking before running back up to the Statue. Crouch behind
it and look down at both Rico and Andrea.
She is far away from him enough so if the Statue came crashing down it will
only hit him. You will have to make her move in order to kill them both. At
some point in Rico's speech he will call for a drumroll. But, since you are
the drummer and you are away from the drums, he will not get one. He will
get increasingly agitated. The moment he says "drumroll, damnit" then look
at Andrea.
The very moment she shifts to move then push the Statue. It takes a few
seconds for the Statue to fall and this should time it so it will fall on
the both of them as Andrea walks behind him to get to the band stage.
You'll be seen so immediately run down to the Soldiers you knocked out
earlier and take one of their Disguises to get the Guards off your scent.
Go to the Hostel to get your Lockpick and wait for the Hippie and his
friend to settle down before entering the Suite and luring and knocking out
the Hippie as before. Drop all weapons you may have then use the Emetic Rat
Poison on the Souvenir before repairing it. Go down to the Caves as before
and wait for Jorge to come down.
When he samples the product then he will get sick and go to a reasonably
secluded open shaft to throw up. Keep an eye on the patrolling Guard and
garrote Jorge when it is safe. Dump him in the shaft to hide him. Run out
of the Caves and to the Village Bus Stop to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Heart Of Stone [4,000 XP]
*****************************************
For this you need to sabotage the Statue unveiling ceremony, play
with the band, and wait for Rico to arrive.
>>Still as a Statue [4,000 XP]
****************************
For this you need to kill Rico with his Statue.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
Plus these other Challenges:
--On a Pedestal --The Boss
--The Face --Someone Could Hurt Themselves
--Got Any ID? --The Cook
0====================0
| Wrecking the Cartel \
0===========================================================================>
This run-through will involve drowning Andrea, pushing Jorge off a cliff,
and killing Rico with the Tattoo Gun. This run will also use a
strategically placed game save to acquire another Target kill Challenge.
When planning bring the Krugermeier, Lockpick, and start at the Village Bus
Stop. When you start then run into the Gas Station and pick up a Can of
Sauce and some Emetic Rat Poison then run to the Hostel main building to
pick up some more poison.
Run to the Bar and use the Fusebox to lure out the Barman. Knock him out
when it is safe to do so, dump him in the Container, and take his Disguise.
Go back in and use the Emetic Rat Poison on P-Power's Bottle and wait in
the restroom so you can ambush him as before and dump him in the Container.
After this then head to the Jungle by the Construction Site, go to the
body, and switch into the Mansion Guard Disguise. Go to the Mansion and
into the Entertainment Room to pick up a Pool Ball. Go down to the
Vanisher's Office and drop the Pistol then go to the Money Room.
This should get the Guard inside to pick up the weapon and take it to the
Weapons Box inside the Money Room. Close the door when he enters, knock him
out, and dump him in the Container. Go back to the Vanisher's Office, knock
out the Vanisher, and dump him in the Closet. Take the Safe Combination off
of the desk and open the small safe to acquire the Parcel.
Go back to the Village and to Martinez' Compound and upstairs to the
balcony. At some point Andrea and her assistant will go downstairs to the
Meeting Room. This will leave just the two Guards in the Office. When she
leaves then make a game save:
>>Special Delivery
****************
The Guard at the stairs should go to a computer and have his
back to Andrea's desk. When this happens then place the Parcel in the
In-Tray and go downstairs to the toilet. Use your Instinct to track
Andrea. When she picks up the Parcel then detonate it to kill her.
After the notifications pop up then reload the save.
When you get back you should see a Bottle on the center table. This is the
Bottle that Andrea drinks from.
When both Guards have their backs turned to the table then poison the
Bottle and go to the bathroom downstairs. It will take some time waiting
since she will go to the Main Plaza after the Meeting Room but she will
eventually go back up and drink from the Bottle and get sick. When she gets
to the toilet then drown her and dump her in the Container.
From here then go to the Coca Fields through the Jungle area and to the
Botany Lab. Go to the east side of the building to find a Fusebox. Turn it
off to lure the Drug Lab Worker by the door to it. Knock him out when he
turns it on, grab his Keycard, and take his Disguise.
Go into the Lab when Jorge is away, quickly knock out the two Workers here,
and dump them in the Closet. Tamper with the Flower to destroy it then go
outside and re-acquire the Mansion Guard Disguise. Go back to the Coca
Field Path.
There is another path here, where there is another Lethal Flower, that goes
north to a cliff that overlooks the Mansion. When you destroy the Flower
then Franco will come here to get another one. There is some foliage near
the edge. Hide here until he comes by. This will also turn this area into a
Trespassing area.
When he starts picking then push him over to kill him. Go back into the
foliage and wait. After awhile his personal Guards should come up to look
for him. When they stop at the edge then go back down to the Village and to
the Bar. Acquire P-Power's Disguise and go to the Mansion's Main Door then
enter through the Corner Scaffold.
As before, go up to Rico's Office and wait for him. Begin the tattoo
session and, when you are finally alone, then kill him with the Tattoo Gun.
Pick up the Sports Car Key and quickly drag him to the bathroom and take
cover to the left of the door leading out to the Lobby.
When one of his Guards comes in to investigate then knock him out and drag
him to the bathroom. After this then go down to the Garage and use the red
sports car to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Special Delivery [2,000 XP]
***************************
For this you need to place the Letterbomb Parcel in the In-Tray
within Andrea's Office and kill her with it.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Mind the Step [4,000 XP]
************************
For this you need to kill Jorge by pushing him off a cliff while he
is looking for rare flowers.
>>It Looks Just Like Her [4,000 XP]
*********************************
For this you need to kill Rico with the Tattoo Gun.
>>The Wind in Your Hair [1,000 XP]
********************************
For this you need to leave the mission using one of Rico's sports
cars in the Garage.
Plus these other Challenges:
--The Face --Someone Could Hurt Themselves
--Salt the Earth --The Cook
--It Looks Nothing Like Her --Mission Story - Deadly Art
0===========================0
| Wrecking the Cartel, Again \
0===========================================================================>
This run-through will complete the last of the Target kill Challenges. For
this I will kill Andrea at the Construction Site, poison Jorge with the
Cocaine Souvenir, and kill Rico in an accident. This run will also use a
strategically placed game save to acquire another Target kill Challenge.
When planning bring the Krugermeier, Lockpick, Coins, and start at the
Village Bus Stop.
As before, go to the Gas Station to get a Can of Sauce then go to the Auto
Repair area to knock out both the woman and man as before so you can get
the Glue. Go to the Bar to grab the Coins there then go to the river south
of the Construction Site bridge and find the body so you can switch into
the Mansion Guard Disguise.
Go into the Site and to the southwest corner to find the Wrench. Go inside
the Office, find the Cabinet, and crouch down. One of the Workers will go
inside for a bit. Toss the Wrench at the wall to the right of the Cabinet
and pick it back up. Walk to the door and wait for the Worker to come to
where you lured him. Knock him out, drag him outside, and dump him in the
Container.
Run to the Jungle, grab a Lethal Flower, and go into the Shaman's Hut. Turn
off the Radio so you can lure him inside for ambushing. After dumping him
and acquiring his Disguise then run to Martinez' Compound to talk to Andrea
then run to the Construction Site. Talk to the Foreman then go to the
Burial Site. Just before Andrea arrives at the Site then make a game save:
>>Hard Hat Area
*************
When Andrea prompts you to then do the ritual and go over to the
crane. There is a Guard standing at the button you need to press to
kill Andrea. Stand a few feet away from him and wait.
At this point Andrea is addressing the Workers. When she moves then
place a Coin on the ground to lure the Guard just far enough away so
you can go and press the button to drop the large crate onto her and
kill her. After the notifications pop up then reload the save.
When you get back then do the ritual again and run to the inside of the
corner structure directly south of the Cement Mixer.
On the north wall is a window. The south half of the west wall is a shorter
wall that has wood bracing. Quickly place four Coins on the ground at the
base of the west wall and just north of the shorter wall. Run to the
Container and switch into the Worker Disguise. Stay some distance from the
Cement Mixer and wait.
After the ritual then Andrea will tour the Site. The Workers will split up
and go back to work. One of them will go to the window for the corner
structure and lean against it - and he is an Enforcer for the Worker
Disguise and will make it unsafe for you to get at the button to activate
the Mixer.
However, as he goes to the window he should see the Coins and go to them
instead. This should buy you enough time for Andrea to get into position in
front of the pipe from the Mixer and for you to push the button to kill her
and complete the Challenge.
Go back to the Container to re-acquire the Shaman Disguise and leave the
Site. Go to the Premium Suite so you can lure in and ambush the Hippie as
before. Switch into the Hippie Disguise, drop all weapons, then use the
Lethal Flower on the Souvenir before repairing it. Go down to the Caves
Entrance to be frisked and follow the Guard to the Smuggling Cave. Place
the Souvenir on the counter and wait.
When Jorge comes down and samples the product then he will drop dead. Go
back to the Suite to re-acquire your weapons and the Mansion Guard
Disguise. Go to the Mansion through the Main Door then into the building
and into the Lobby. Place a Coin on the floor directly underneath the art
piece. Go into the Guest Room, stand at the right of the door, and wait.
Rico will patrol around the Mansion then go upstairs. As he approaches the
stairs then he should see the Coin and go under the piece. Because there is
a Guard patrolling the upper Lobby you need to use the wall as cover so you
can shoot the chain holding the piece up.
Open the door as Rico gets into position, shoot the chain to kill him, and
run to Rico's Bedroom. Grab the Speedboat Keys, run outside and down the
stairs to the Dock, and to the Speedboat to leave the mission.
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By doing this run-through you should also complete the following Challenges
in the process:
>>Hard Hat Area [2,000 XP]
************************
For this you need to kill Andrea by dropping an object onto her from
the crane at the Construction Site.
>>A Strong Foundation [4,000 XP]
******************************
For this you need to kill Andrea in a Cement Mixer accident at the
Construction Site.
>>The Secret Ingredient [4,000 XP]
********************************
For this you need to kill Jorge by poisoning the Cocaine Souvenir.
>>Deadlier Art [2,000 XP]
***********************
For this you need to kill Rico with the art piece suspended in the
Lobby of his Mansion.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Plain Sailing [2,000 XP]
************************
For this you need to leave the mission using the Speedboat at the
Mansion.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus these other Challenges:
--Who Ya Gonna Call? --MS: Hallowed Ground
--The Face --Someone Could Hurt Themselves
--Got Any ID? --The Cook
--The Boss
0=======================================================0
| Codename 47 - Say Hello to My Little Friend [2,000 XP] \
0===========================================================================>
This is the second of the special "Codename 47" Challenges and you must do
[The Red Dragon] Challenge in Chongqing before you can do this one.
For this particular Challenge you need to acquire the Gold Idol and knock
out the Shaman with it. When planning you don't need to bring anything and
start at the Village Bar.
When you start then immediately get out of the opening cutscene and make a
run to the Shop Owner's House. The Shop Owner should still be there closing
up things. Just before you get there then he will leave and you can meet
him by the telephone pole. Quickly knock him out and take the Shop Key.
You will also alert the nearby Guards so run to the Shop, enter it and
acquire the Gold Idol, then run out and loop behind the back of the House
and run to the stairs leading down to the Waterside. Run down and turn
left. Follow along the shore all the way to the end and climb up the stairs
to put you near the Gas Station.
From here then run to the Jungle, find the Shaman, and knock him out with
the Idol to complete the Challenge. After the notifications pop up then
quit the mission and go up to Bangkok for the next of the "Codename 47"
Challenges.
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
Although this isn't as easy to do as it was in Miami you can do both of
these Challenges in one run. For this bring the Krugermeier, Coins, place
the Sieger 300 Ghost into the Village Construction Building, and start at
the Village Bus Stop.
When you start then run to the Gas Station to pick up the Coin there and a
Can of Sauce. Go throughout the Village and pick up all of the Coins, a
Crowbar from the Cartel Building and a Crowbar from the Warehouse. Pick up
the Briefcase and head to the back area east of Martinez' Compound.
Place a Coin on the ground a few feet away from the person standing there
so you can get him forward just far enough for you to knock him out with
the Briefcase. Drag him into the outhouse, bring out your Rifle, and
holster it.
Climb the wall and enter the Meeting Room when Andrea isn't there. Go out
the west window and climb into the bathroom. Turn on the Sink and hide in
the Container.
This should lure in an exterior Guard. Climb out when he turns it off,
knock him out, and dump him in the Container. Turn it on again and wait.
The only other person it should lure is Andrea's assistant when she comes
near - you may have to briefly open the door so she can hear the Sink. Hide
in the Container again, come out when she turns off the Sink, knock her
out, and dump her in the Container.
Go out the window and re-enter the Meeting Room when it is empty. Place a
couple of Coins in the south corner, go out the east window, and wait. When
Andrea comes by then she should see the Coins. Re-enter the Room, knock her
out, drag her to the window, shoot her in the head with the Rifle to kill
her, and dump her out the window to hide her.
Pick up the Coins, go back out the east window, climb the wall, and put the
Rifle back in the Briefcase. Run to the jungle south of the Construction
Site bridge and shoot the rope post to extend the Log Bridge. Cross it then
go south along the passage at the south edge of the Site and into the Altar
Cavern tunnel. Go to the nook with the Container and stop there to avoid
the two Guards ahead who are stopped.
When they split up then quickly knock out the one by the wall then the
other. Drag both of them to the Container to hide them. Sneak close to the
Hippo Enclosure and wait for the Hippo Whisperer to go up and for the Guard
to come to the Enclosure. Knock him out and drag him to the foliage - pick
up his weapon.
Go to the shelving to pick up the Meaty Bone and toss it into the Enclosure
to bring out El Mijo then go into the tunnel leading to the Altar Cavern
but stay close to the Enclosure, bring out the Rifle, and wait.
When Rico comes down then he should send off the Whisperer and he will not
come back down thus leaving Rico alone. Shoot him in the head to kill him
and the impact should send him over the wall and into the Enclosure.
Go to the top of the stairs to find a couple of standing Guards with their
backs to you. You need to get rid of them for safe passage to the Coca
Fields.
Place the DAK X2 on the top of the stairs, hide in the nearby foliage, and
toss a Crowbar at your feet. The noise should lure one of them close enough
to see the weapon. Knock him out when he gets there then drag him down into
the Enclosure and to where you hid one of the Guards earlier - leave his
weapon. Go back up into the foliage and repeat the process to get rid of
the second Guard to create a safe passage to the Mansion area.
Pick up the DAK X2 and make your way up. Go to the west end of the bridge
and wait. Look south towards the Patio/Outdoor Kitchen area and you should
see a Guard with a north-south pattern. Wait for him to be at the north end
and, when he starts to move south, then head towards the stairs.
Stay close to the wall on your right but stay behind the patrolling Guard
and stop when you reach the stairs. The patrolling Guard will stop for a
bit then go back north when he goes north far enough then stop just before
you get to the next set and look south.
There is a Guard that stands on the Dock looking east then goes back south
past the south end, looks north, plays with his phone, then goes back on
the Dock. If you've done things correctly then he should be on the Dock.
Carefully get close to him and stop.
When he turns south then carefully follow him, staying in his blind spot
and going past the set of stairs, until you reach the tunnel leading to the
Coca Fields.
When you get inside the tunnel then stay behind the Container until he goes
back north then go out towards the water's edge and drop the DAK X2 here.
Go south into the Coca Fields area and go into the foliage to your left
just as you enter that is also behind the small shed.
When the Guard comes back down then he should see the weapon and take it to
a Weapons Box. However, the nearest one for him is inside the Production
Shed at the Coca Fields. Stay hidden until he drops it off and goes back in
the tunnel. Follow him then knock him out when he reaches the Container and
dump him in it. This will make things easier on you when leaving the
Mansion area later.
Go to the foliage behind Franco's Hut and wait for him to be away from both
the Hut and Production Shed. Turn off the Air Conditioner to lure out the
Pilot then go back to hide in the foliage. When he arrives at the
Conditioner then knock him out and dump him in the Container.
Wait for Jorge to arrive and he should go in alone while his personal
Guards will stand at the front door and at the southwest corner of the Hut.
Go to the Container, crouch down, bring out an object, and wait. At some
point he will go to the center table and have his back to the open window.
Throw stun him then enter the Hut. Drag him to the Container, shoot him in
the head with the Rifle, dump him, and drop the Rifle.
Sneak back to the Mansion area and stick close the the wall on your left
and stop near the second set of stairs until you see the patrolling Guard
going south. Wait for him to stop and go back north again before going
north along the wall again and stop at the last set of stairs. When the
Guard goes south far enough then sneak run to the Enclosure.
Once you reach this point then you are safe and can go back across the Log
Bridge into the Village and to the Warehouse to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Hold My Hair
++Piano Man ++Tasteless, Traceless
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--The Face --Feedin' Time
--The Boss --The Cook
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| B. The Santa Fortuna Challenge Run |#####################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon]. So you will be starting at
the Village Bus Stop.
For the Targets I will be doing [The Secret Ingredient] on Jorge, [Still As A
Statue] on Rico, and [Bait and Switch] on Andrea.
There are a total of seven Mission Stories and you can do all of them in a
single run. However, you need to do [Deadly Art] and [Submerged] with Rico
before you do [Heart Of Stone]. The reason is because you need to sabotage
the Statue in order to complete it and this will kill Rico and hence it needs
to be done last.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
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When planning bring the Krugermeier, Lockpick, and the Sedative Poison Vial.
Run to the Gas Station to pick up the Coin then go to the Auto Repair area
and pick up the Wrench. Here you should see a man and a woman.
After they talk then wait for her to go to the railing overlooking the river
then knock her out and drag her to the foliage to hide her. Go behind the
Tuk-Tuk to find a red Gas Canister. Turn around to look back towards the main
bridge.
A female Civilian will be walking to the Pharmacy and you need to let her
almost get there before placing a Coin on the ground near the Canister. When
the man goes behind the vehicle then he should see the Coin. Loop around and
knock him out when he gets there then dump the body in the Container. He
should drop some Glue that you should pick up.
After this then go to the Bar and to the Fusebox. Turn it off to lure out the
Barman. Knock him out when he turns it back on and the Civilian nearby walks
away. Drag him to and dump him in the Container then take his Disguise and
Bar Basement Key. Go to the west end of the outdoor part of the Bar to find a
man sitting down and drinking beer.
This is the Shop Owner and you need to safely get the Shop Key from him. When
he gets up to take a piss then use the Sedative Vial on his Bottle. Go back
inside, take the Coins from the Counter, and tend the Bar. Listen to P-Power
talk and, while this is going on, then the Shop Owner should fall asleep.
As everybody is freaking out then go back to the Container to re-acquire the
Casual Tourist Disguise. Go to the Fishing Shanty and to the Food Stand to
find the Engineer's Wife. Get close enough to her to start the [Submerged]
Mission Story. After she finishes up here then she will go up to her house
and will make it easier for you to acquire the Engineer Disguise later.
Go back to the Bar and to the Shop Owner who should be now be awake and
drinking his beer again. When he gets up then go and grab the Shop Key from
under the chair. Go to the Shop Owner's House, enter it using the Key, and
acquire the Gold Idol. As noted earlier, you cannot acquire the Idol if you
use the Lockpick to enter the House.
Go into the alley between this House and the Drummer's Apartment. Turn off
the Fusebox to lure out the occupant. Go back out of the alley then go back
in when he gets to it. Knock him out then drag him to the Container behind
the Apartment for dumping. Go back to get the Drummer's House Key.
Go to the green house at the south end of the Cartel Hangout building and
turn off the Radio to lure in the Construction Worker above. Knock him out
when he gets there then switch into and out of his Disguise.
Go to the Jungle area but get close enough to the two Guards by the Truck to
get the [Hallowed Grounds] Mission Story started. Go into the Jungle and to
the Plane Crash area. Shoot down the Red Box to acquire the Circuit Board. Go
to the Shaman's Hut and turn off the Radio to lure him in. Knock him out,
drag him to and dump him in the Container, and take his Disguise.
Go out to the outhouse then sneak up to and grab the Lethal Poisonous Frog.
Run to the Gas Station area to grab a Can of Expired Spaghetti Sauce and some
Emetic Rat Poison. Wait for Andrea to be at her Compound before running
inside and talking to her.
Run to the Construction Site, grab the Lethal Poisonous Frog there, and talk
to the Foreman. Go to the Burial Site and wait for Andrea to come by. Do the
ritual then go inside the Office to grab the Storage Container Key. By
completing the ritual you should also complete the [Hallowed Grounds] Mission
Story. Go to the Storage Container and grab the Scooter Key.
Go to the southeast corner of the Site and into the tunnels leading to the
Altar Cavern. Go to the nook with the Container and stop. You should see a
couple of Guards ahead of you. When they split up then knock out the one
closest to you then go and knock out the other. Pick up the Keycards and
weapons then drag each one to the Container at the tunnel entrance and dump
them - drop the Assault Rifle you picked up.
From the Container look southeast and you should find what looks like a
decorative part of the wall. There should also be a small nook to the left of
it. This part of the wall is one of three secret doors on the map. You need
to open them to acquire a Challenge. Use the Idol in the nook to open this
door. Once you open it then proceed inside.
**NOTE: Although you can pick up the Gold Idol in any Disguise you must
be wearing the Shaman Disguise to enter this secret room.
Here you should find a large room with a bunch of tiles and a Sacrificial
Knife at the other end. However, you can't just walk through. There are five
tiles in each row. Four of them are switches.
If you press a switch then you will be barraged by a bunch of darts which
will kill you very quickly. So this is basically a maze that you must go
through to reach the Knife. The pattern is as follows:
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| Start |
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Make your way through and acquire the Knife which will also disable the
switches so you can go back out safely.
Go near the Hippo Enclosure area and wait for the Hippo Whisperer to go up to
use the internet. When he goes up then the Guard will go to the Enclosure
wall. Sneak up on him, knock him out, pick up his weapon, and hide him in the
foliage nearby. Go to grab the Meaty Bone from the shelving and toss it into
the Enclosure to bring out El Mijo. Hide in the north tunnel and wait for the
Whisperer to come down.
When he gets to the Enclosure wall then knock him out, hide him with the
Guard, and take his Disguise. Go to the Altar Cavern and acquire the Remote
Explosive before leaving the area. Go up to the bridge to collect another
Lethal Poisonous Frog then go near the Outdoor Kitchen area.
When Rico comes down then talk to him and lead him to the Hippo. When he asks
you to leave then go up to the Garage. Go into the Office through the east
door when no one is inside and press the Button under the desk to open the
secret door within the main Garage area.
Go to the Corner Scaffold at the west corner of the Mansion Grounds. There
should be a hedge wall and a Gardener working in the corner. At the end of
the hedge wall is a pallet of bricks with a blue toolbox. Toss the Wrench on
the ground at the west side of this pallet to lure the Gardener here. Knock
him out when he stops, drag him to and dump him in the Container, and switch
into and out of his Disguise.
In order to put the Security Hut on the map you need to get rid of the two
Guards inside since they are Enforcers to the Mansion Guard Disguise. At the
back of the building is an Air Conditioner. Turn it off to lure one of them
outside then wait nearby.
When he turns it back on then knock him out, dump him in the Container, and
pick up his weapon. Turn it back off to lure out the other one and knock him
out but leave the body. Go into the Hut to put it on the map.
Go into the Mansion and play all four Voiceovers in the Museum. Explore all
ground floor and exterior areas of the Mansion to put them on the map before
going back out into the Village through the Main door.
After leaving then go to the Shrine area. Stop near the archway that leads up
to Rico's Statue and you should see a pair of Guards. Get close enough to
them so they will start talking. After the conversation then one of them will
go down into the nearby foliage to take a piss. Knock him out, drag him into
the corner, and take his Disguise. Go up to the Statue and sabotage it then
go back down and re-acquire the Whisperer Disguise.
Go back to the Bar and re-acquire the Barman Disguise then go back inside.
When P-Power walks away from the counter then go and use the Emetic Rat
Poison on his Bottle then wait in the restroom. When P-Power gets sick then
he will go here. Close the door when he enters, knock him out, dump him
outside then into the Container, and take his Disguise.
Run up to the Main Door of the Mansion but turn right and go along the path
south to the Corner Scaffold. Go through the Scaffold to enter the Mansion
area. This will also allow you to avoid Catalina even though she is knocked
out at this point. Go up to Rico's Office, stand at the chair, and proceed to
go through the entire tattoo session. This should also complete the [Deadly
Art] Mission Story.
Stay at the chair until he comes back from the bathroom and tells you to
leave. Go downstairs and leave the Mansion area through the Main Door. Go to
the Fishing Shanty and to the Engineer's House at the northwest side. Crouch
and enter the back area via the gate and acquire the Engineer Disguise.
Go down to the Bar and enter the Bar Basement. Open the secret door that
leads to the Dock and go there. This is also the last of the three secret
doors.
In order to successfully and safely complete the [Submerged] Mission Story
without killing Rico you need to clear out the Dock and Quarters of all but
one Guard plus one Crew who is an Enforcer to the Engineer Disguise.
Go to the Generator at the southwest side of the Dock area and wait. There is
a patrolling Guard that goes from north to south then east and back again.
When he at the north end of his pattern then, when he goes south, turn off
the Generator to lure the nearby Crew to it and hide behind the green
containers.
When he gets there then wait for him to turn it off before knocking him out
then drag him to and dump him in the Container to the east. Switch into and
out of his Disguise before going inside the Crew Quarters.
There is a Guard that goes between the Sink and Console at the east side.
Wait for him to be at the Console before knocking him out and dragging him to
the Closet for hiding. Take his Disguise, pick up his weapons, then go to
north corner and drop one of the weapons to lure the Guard to the Weapons Box
by the Closet. When he gets close then knock him out and hide him.
Go back to the north corner and drop a weapon by the Crew. He won't notice it
but go and toss a Coin behind the bunk that is behind him. He will get up,
find the weapon, and get the Guard standing just east of the Quarters to pick
it up. He is also an Enforcer to the Elite Guard Disguise so, when the Crew
leaves, then re-acquire the Engineer Disguise.
When the Guard picks up the weapon and gets close to the Weapons Box then
knock him out and hide him in the passage at the west side of the Quarters.
Toss a Coin behind the bunk again to lure the Crew to it. Knock him out and
hide him in the passage.
Re-acquire the Guard Disguise and go to the south side of the Dock while
avoiding the Enforcer then drop a weapon here. Go back to the Quarters,
re-acquire the Engineer Disguise, and wait for him to come by when he finds
and picks up the weapon. Close the door, knock him out, pick up the weapons,
and drag him to the others.
Re-acquire the Guard Disguise and go back to the south side of the Submarine.
There are a pair of Guards including an Enforcer. Toss the Remote Explosive
so that it lands between the Guards then go back to the Quarters and switch
back into the Engineer Disguise. Knock out the Guard that comes back with the
Explosive and hide him with the others. Repeat the process with the second
Guard.
Go to the stairs at the southeast corner of the Dock and drop a weapon there
to lure a patrolling Guard to the Quarters for subduing. After dealing with
him then go to the west side of the Submarine.
There is one Guard that stands by the Sub and one to the north. the one Guard
you need is the one by the Sub. The one you need to remove is an Enforcer to
the Guard Disguise. Stay behind him but drop a weapon close enough to him but
allows it to be seen by the Crew who will get the Guard to take it to the
Quarters. Go back to switch into the Engineer Disguise, knock him out when he
enters, and hide him with the others.
Go back to the Dock, acquire a Screwdriver, go up to the Sub to disable the
Engine Limiter, and talk to the Guard to bring Rico down here. Go to the
Control Panel and crank up the engine to 3 and wait for him. When Rico comes
down then you should complete the [Submerged] Mission Story
When Rico goes to the front of the Sub then leave the Panel, go east, go
north down the stairs, crouch, and head to the tunnel junction north and to
the passage leading to the Construction Site.
If you did this when all of the Guards were still around then your Disguise
will immediately become compromised to the point that everybody on the map
will become an Enforcer and you will be seen by the Guards and lose Silent
Assassin. By removing the Guards then this does not happen and you can safely
leave the Sub.
When you reach the passage then crouch behind the pallets there and look back
at the Sub. Rico will stand around for awhile waiting for you to come back.
However, at some point, he will get mad and leave but not before he proclaims
"you're dead".
At that point your Disguise will be compromised to the point that everybody
will become an Enforcer to it. But it is only for whatever Disguise you are
wearing when he makes that threat. If you switch into, say the Construction
Worker Disguise, and he makes that threat then that Disguise will become
compromised instead of the Engineer Disguise.
So wait for him to make the threat before sneaking north and outside. Sneak
back to the river and to the Log Bridge. Extend it, carefully sneak across,
then go to the body and switch into the Mansion Guard Disguise.
Go to the Jungle area and explore it completely to put all locations there on
the map. Go to the north bridge leading into the Coca Fields and grab the
Lethal Poisonous Frog there. Go back to the Village through the Jungle and
explore all remaining areas there to put them on the map. Go into the
Construction Site and do the same.
Go up to the Mansion grounds via the Hippo Enclosure since there are no
Enforcers left down there but you will have to go around the one at the
bridge.
Once on the Mansion grounds then go to the Coca Fields. Grab the last Lethal
Poisonous Frog near Franco's Hut. One of the Challenges requires that you
knock out five Coca Field Guards while they are in the Fields.
For starters go to the area north of the open air shelter west of the
Production Shed. Drop a weapon here, go east for a bit, and wait. There will
be a pair of Guards that go through this part of the Fields and one of the
should see the weapon while his partner goes on ahead.
Knock out the distracted Guard and drag him to the rock wall to the north and
switch into and out of his Disguise - leave the weapons. When the other one
comes by then knock him out.
Go to the South Fields to find a pair of Coca Field Workers. To the east of
them are the Toilets. Go to the Toilets and toss an object at the open door
of one of them to lure one of the Workers to it. Knock him out and drag him
north to hide him. Lure the other one here the same way, knock him out, drag
him north, and switch into and out of his Disguise.
Go back to where they were. There is a wheelbarrow and a large bag. Stand by
the large bag, look north and, when the pair of patrolling Guards reach the
large tree, then toss an object at the stack of bags by the large tree to
lure one of them inside the Field. Go around behind him and knock him out
when he stops. Drag him to the Container by the Toilets to hide him - leave
his weapon. Repeat with the other Guard.
When Franco and his Guards come by them use the same luring technique to lure
one of them inside for ambushing - make sure that Franco and his remaining
Guard are not looking your way before knocking out the Guard. Drag his body
to the Toilets to hide him - grab all dropped Shashkas and drop them here as
well.
Go to the east side of the Botany Lab and turn off the Fusebox to lure the
Drug Lab Worker by the door to it. Knock him out when he turns it on, grab
his Keycard, drag him away from the building, and switch into his Disguise.
Turn off the Fusebox again to lure out another Worker. Knock him out when he
gets there and leave the body. Go into the Lab, knock out the last Worker and
dump him in the Closet. This will clear the way to obtain another Challenge
later.
Go to the Production Shed when Franco is not here and use the Circuit Board
in the Cocaine Machine to complete the [Half Baked] Mission Story.
After all of this then go back to the Mansion and enter the Basement. Go to
the Money Room and drop a weapon by the door then wait inside. Javier, the
Guard with a limp and possessing the Love Letter, should come by and see the
weapon. He will take it to the Weapons Box inside the Money Room to drop it
off. Knock him out when he gets there, dump him in the Container, and pick up
the Love Letter.
Go to the Wine Cellar and into the small room. When the Maid comes in then
close the door and knock her out. Go back in when the Mansion Staff is not
looking towards the door. Toss an object at the Container to lure him to it,
knock him out there, dump him into it, and switch into and out of his
Disguise.
Go into the Laundry Room and into the bathroom. Turn on the Sink to lure in
one of the Maids. When she gose inside then knock out the other one, dump her
in the Container, and switch into and out of the Chef Disguise on the bench.
Explore all remaining areas in the Basement before going back up.
Go back into the Village and up to the Premium Suite of the Hostel. Turn on
the Clock Radio to lure in the nearby Hippie. Take cover to the left of the
north door and wait for him to enter. When he turns off the Radio then knock
him out, dump him in the Closet, and take his Disguise. Drop all weapons
before proceeding.
Go to the Cocaine Souvenir, use one of the Frogs on it, and repair it. Grab
it then leave the Hostel and go to the Caves Entrance by the Pharmacy. Allow
yourself to be frisked and follow the Guard to the Smuggling Cave. Place the
Souvenir on the counter and wait for Franco. At some point he will sample the
product and drop dead.
After this then go up to the Coca Fields and enter the Botany Lab through the
west door when no one is looking. Tamper with the Plant Sample to destroy the
Flower and leave. Go back into the Village through the Jungle and back to the
Suite to re-acquire all of your weapons and the Mansion Guard Disguise.
Go to the Drummer's Apartment and acquire the Drummer Disguise. This should
also be the last Disguise for the [Chameleon] Challenge.
Go to the house west of the Bar to find one of the band members. Turn on the
Generator to wake him up. Go to the Barber Shop to find another one and read
the poster to wake him up. The last one should be found at the east side of
the building south of the Cartel Hangout building. Turn on the Faucet to wake
him up.
Go to the band stage at the Main Plaza, sit down, and play the Drums when you
are prompted to. After a bit then Rico should come down and make his speech.
This should also complete the [Heart of Stone] Mission Story. When he pulls
the canopy then the Statue should come down on him and kill him.
Leave the Main Plaza and go back to re-acquire the Mansion Guard Disguise. Go
back to the Mansion then go up to the 1st Floor and explore all remaining
areas to put them on the map before going into Hector's Room to complete
another Challenge.
Give the Love Letter to Hector and he should give you the Safe Combination to
Rico's Safe in his Office. Run down and out of the Mansion area through the
Main Door and go to Martinez' Compound. Go up to the balcony and wait.
After a bit then Hector should give the Love Letter to Andrea and she should
come up to the balcony to read it. This should also complete the last Mission
Story, [Undying Love]. The moment she stops then push her over to kill her.
With this done then go to the Scooter at the Bar to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Drown Your Sorrows --Cog in the Machine
--Who Ya Gonna Call? --MS: Hallowed Grounds
--Secret Tunnel --Feedin' Time
--A Brief History of Rico Delgado --On a Pedestal
--It Looks Nothing Like Her --MS: Deadly Art
--Key Master --20,000 Leagues Under the Ground
--MS: Submerged --How Ribbiting
--Nature Finds a Way --MS: Half Baked
--Don't Shoot the Messenger --Got Any ID?
--MS: Backpacker --The Cook
--The Secret Ingredient --Tasteless, Traceless
--Salt the Earth --Chameleon
--MS: Heart Of Stone --The Boss
--Still as a Statue --Someone Could Hurt Themselves
--Discover Santa Fortuna --Cupid
--MS: Undying Love --The Face
--Bait and Switch --Pop a Wheelie
--Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 35 in total, then you should earn a minimum of 76,000 XP which
translates into Mastery Level 12. You should also earn the {Tactical Strike}
Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >STN8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Santa Fortuna chapter along with their respective strategies. It is highly
recommended that you complete Santa Fortuna Mastery Level 20 before doing any
of these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Macmillan Surreptition |##########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
Because of one of the conditions of the Escalation you will start out in
the Coca Fields and have no choice to start anywhere else.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Do not leave the foliage for longer than fifteen seconds. |
|---------------------------------------------------------------------------|
| Eliminate Floreal Cordova Melgar with the Machete while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| It is important to point out that standing up counts as leaving the |
| foliage so you will need to be crouched when inside. |
| |
| Floreal is one of the patrolling Guards that go into the North Field. |
| When you start then immediately go north into the Field then run west to |
| the large tree where the Machete is located and take the weapon. Go back |
| near the open air shelter where you started then stop at a point north of |
| the northeast corner. Drop the Machete and wait. |
| |
| When Floreal and his partner come close then run in a tight circle while |
| crouched in the foliage to make him stop. This will also allow his |
| partner to continue forward without him. |
| |
| Wait for Floreal to move forward before picking up the Machete, getting |
| up behind him, and throw killing him. Drag Floreal north to the rock wall |
| to hide him, grab his Disguise, then run through the other Fields going |
| southeast to the Helicopter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Do not leave the foliage for longer than fifteen seconds. |
|---------------------------------------------------------------------------|
| Eliminate Floreal Cordova Melgar with the Machete while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Lucio Dominquez Camarillo with a Pistol while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Lucio is one of the patrolling Guards along the west path near the Botany |
| Lab. When planning bring the Krugermeier and the Coins. |
| |
| Do everything the same in regards to killing Floreal. After killing him |
| then grab his Disguise and go to the east side of the Botany Lab then |
| turn off the Fusebox to lure the Drug Lab Worker by the door to come by. |
| Subdue him and turn the Fusebox back on. |
| |
| Go to the north side of the Lab then run straight west into the Field |
| then go southwest towards the large tree. Continue past it and to the |
| water's edge and stop where there is a sheet metal panel sticking out of |
| the river. Shoot out the Camera above the Lab door then look northeast |
| towards a blue tarp hanging on the air conditioning unit for the Lab. |
| |
| When Lucio comes near it then toss a Coin so that it lands a few feet |
| from you then bring out your Pistol. When he goes inside the Field and to |
| the Coin then sneak up behind him, eliminate him, then cut through the |
| Fields to the Helicopter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Do not leave the foliage for longer than fifteen seconds. |
|---------------------------------------------------------------------------|
| Eliminate Floreal Cordova Melgar with the Machete while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Lucio Dominquez Camarillo with a Pistol while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| The Helicopter exit is unavailable. |
|---------------------------------------------------------------------------|
| Eliminate Ciril Adame Cabrera in a melee attack while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Ciril is one of the Guards that patrol the Coca Field Path in the Jungle. |
| When planning bring the Modern Sedative Syringe in addition to the |
| Krugermeier and Coins. |
| |
| One important change is that rustling the leaves will no longer make |
| Floreal and his partner stop. So toss the Machete on the ground at your |
| feet to make them stop. Most of the time Floreal will investigate so |
| carefully sneak up on him, subdue him, and drag him to the red plants. |
| Grab the Machete, throw kill him, and take his Disguise and weapon. |
| Proceed to kill Lucio as before. |
| |
| After killing Lucio then run up to the Coca Field Path and stay in the |
| foliage. Depending on where he is you can either toss a Coin into another |
| area of foliage or rustle the leaves to get him and his partner to stop. |
| One of them will eventually investigate the noise and the other will |
| continue ahead. Subdue both of them and break Ciril's neck. |
| |
| After this then run to the Truck at the road, approach it from the north, |
| and quickly get into the foliage by the vehicle. There are two Guards |
| here - the one with the billed hat has the Car Keys for the Truck. Toss a |
| Coin to lure one of them and get up behind them. |
| |
| If the lured person is not the billed cap Guard then get up behind the |
| other, stab him with the Syringe, grab the Keys, and use the vehicle to |
| leave the mission before the first Guard can find the body. If the body |
| is found before you can leave it is okay since you sedated him and you |
| won't lose Silent Assassin. |
| |
| If it is the billed cap Guard then get up behind him, stab him in the |
| foliage, take the Key, and leave the mission. You'll run over the other |
| Guard in the cutscene but won't lose Silent Assassin. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Turms Infatuation |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve the Letterbomb Parcel. |
|---------------------------------------------------------------------------|
| Eliminate Hector Delgado with the Letterbomb Parcel while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning bring the Krugermeier, Lockpick, Coins, and start in the |
| Mansion Basement. When you start then go out the west door and close to |
| the hall junction. Drop your Pistol here, grab the Fire Extinguisher, and |
| toss it at the weapon. This should lure the Enforcing Guard to it. |
| |
| Go inside the Money Room, grab the Extinguisher, and hide in the corner |
| by the door. When the Guard comes in with the Pistol then run up behind |
| him, knock him out, dump him in the Container, take his Disguise, and |
| take the weapons - bring out the Rifle. Go to the Vanisher's Office door |
| and wait for him to go into the corner nearby since he is an Enforcer to |
| the Guard Disguise. |
| |
| Walk in, close the door, drop the weapon, and hide in the Closet. It |
| should be noted that the Guard won't get the weapon unless the Vanisher |
| tells him about it - even of you drop it in front of him. |
| |
| When the Vanisher goes to the Guard then get out and wait by the |
| Photocopier. As the Guard walks away then close the door the moment he |
| gets clear of it. Run to the Vanisher, subdue him, take the Safe |
| Combination, open the Safe, and acquire the Letterbomb Parcel. Dump the |
| Vanisher in the Closet and shoot the Recorder to disable the Cameras. |
| |
| Run out the door, go right, and go up the stairs. Run up to Hector's Room |
| and pick open the door. If your timing is right then Hector should be by |
| the window. |
| |
| Run into the bathroom and toss a Coin in the corner by the shower to lure |
| him inside. Subdue him and drop the Parcel by him. Run back down into the |
| Lobby then out onto the Patio and up the stairs to get up to Rico's |
| Bedroom to get the Speedboat Keys. |
| |
| Run down to the Speedboat and detonate the explosive just before you get |
| there to kill Hector which should bring up the exit prompt when you |
| arrive so you can leave the mission before the body is found. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve the Letterbomb Parcel. |
|---------------------------------------------------------------------------|
| Eliminate Hector Delgado with the Letterbomb Parcel while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Guard standing outside the Vanisher's Office will be an Enforcer to |
| both the Mansion Staff and Mansion Guard Disguises. There will also be an |
| Enforcing Guard inside Hector's Room and another one patrolling the |
| balcony outside. |
| |
| After knocking out the first Guard at the start then repeat the process |
| for the second Guard and hide his body in the Container - pick up a |
| Rifle. When you get to the Vanisher's Office then he should be at this |
| desk and the Guard will come to him and start a conversation. |
| |
| When you go through the door then turn left, take a few steps towards the |
| green screen roll on the floor, and drop the Rifle. Go to the |
| Photocopier, get up close to the whiteboard by it, and shoot the |
| Recorder. The noise should lure the Guard to the Rifle so he can take it |
| away. Subdue the Vanisher as before, acquire the Parcel, and hide the |
| body. |
| |
| When you get upstairs then go east through the Living Room and out onto |
| the Patio then up the stairs to Rico's Bedroom to get the Speedboat Keys. |
| Go back down the same way, go into the Lobby, and up the stairs to |
| Hector's Room. |
| |
| When you reach the Room, if your timing is right, then Hector should be |
| at the couch. To avoid the Enforcer you need to crouch and run to the |
| bathroom. Wait for Hector to be close to the door and behind the desk |
| before turning on the Sink to lure him in. |
| |
| If he is not in position then you will lure the Guard instead and you |
| can't have that since there is no Closet in the bathroom to hide him in. |
| |
| After Hector comes in and you subdue him then drag him into the north |
| corner of the bathroom. Drop the Parcel on him then go out the window. |
| Quickly move past the window then drop down to ground level. Run to the |
| Speedboat, detonate the explosive, and leave before the body is found. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Some things have been moved, removed, or added to the mission. |
|---------------------------------------------------------------------------|
| Retrieve the Letterbomb Parcel. |
|---------------------------------------------------------------------------|
| Eliminate Hector Delgado with the Letterbomb Parcel while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you are spotted doing anything suspicious or illegal then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Only the Mansion exits are available. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Two. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Delgado Larceny |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is different than the others in that you have no ability to
choose your loadout, Disguise, or location. You will start out inside the
Torture Room within the Mansion Basement and with nothing in your
inventory.
The strategies here involve destroying the Recorder to eliminate the
Cameras for better freedom of movement as well as using the Helicopter at
the Coca Fields to prevent any problems with the Guards that will come
running your way.
Credit goes to MrFreeze2244 for pointing out that there is another Safe
Combination at the Cinema, the use of the Letterbomb Parcel, and a couple
of tips that I worked into my strategies.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Retrieve the Safe Combination. |
|---------------------------------------------------------------------------|
| Retrieve "El Matador". |
|---------------------------------------------------------------------------|
| Eliminate Dalmazio Coronado Banuelos with El Matador while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Dalmazio is the Guard on the Dock. When you start then you should see |
| Javier walk out of the Room. The moment the door closes then immediately |
| get up and run over to turn off the Sound System. This should lure Javier |
| back before he can leave the hallway. Go and grab the Pool Ball and take |
| cover to the right of the doors just in case they open out instead of in. |
| |
| When he walks in then close the doors, knock him out, and turn the Sound |
| System back on. Drag him behind the Sound System, take his Disguise, his |
| weapon, the Love Letter, and the Hostage Room Key. |
| |
| The patrolling Enforcer in the hallway should be at the west end of his |
| route so run to the Vanisher's Office and stand in the southwest corner |
| to avoid the Vanisher. When he goes in the southeast corner then knock |
| him out, dump him in the Closet, and destroy the Recorder. |
| |
| The Enforcing Guard should be back at the west end so turn left when you |
| leave and turn right to run through the Cartel Hangout. Go outside, up |
| the stairs, and run to Dalmazio. He should heading back to the south end |
| of his route. |
| |
| Drop the Pistol behind him and run into him to get him to turn around and |
| find the weapon then immediately run up to and behind the large TV. Turn |
| it off to lure the Enforcing Guard away from the Safe Combination then |
| run back to Dalmazio. He will take the Pistol to the Weapons Box at the |
| Production Shed at the Coca Fields. |
| |
| **NOTE: If the Enforcing Guard is not lured to the TV then restart. |
| |
| Stand by the Container at the entrance of the tunnel to the Fields then |
| knock him out when he gets to it. Run up to the Cinema to get the Safe |
| Combination off of the table then run up to Rico's Bedroom using the |
| stairs near the center of the Patio area. Run to Rico's Office and stand |
| in line with the Guard. |
| |
| When his head is turned away then throw stun him with the Pool Ball and |
| open the Safe to acquire El Matador. Run back to Dalmazio, shoot him, |
| dump him in the Container, and run to the Helicopter to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Retrieve the Safe Combination. |
|---------------------------------------------------------------------------|
| Retrieve "El Matador". |
|---------------------------------------------------------------------------|
| Eliminate Dalmazio Coronado Banuelos with El Matador while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| The Torture Room is now locked. |
|---------------------------------------------------------------------------|
| Eliminate Javier Valenzuela Pedroza in an electrocution accident while |
| wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Javier has the Hostage Room Key so you have no problems getting out. In |
| addition, there is nothing in the room that you could sabotage to create |
| an electrocution accident although there is a Faucet you can use. The |
| only way to do this is with a Car Battery. |
| |
| The only one that is usually found at the Mansion is inside the Garage. |
| However, for this Escalation, there is one in the Wine Cellar by the |
| Container. |
| |
| After destroying the Recorder then the patrolling Guard should be heading |
| to the west end of his route. Run to the Wine Cellar to acquire the Car |
| Battery and run back before the patrolling Guard returns to the east end |
| of his route. |
| |
| Drag Javier to behind the chair, turn on the Faucet, and throw kill him |
| with the Battery. Turn off the Faucet and drag him back behind the Sound |
| System before leaving the Room. When you run up the stairs from the |
| Basement you will need to crouch and angle right to run behind the TV |
| because of the patrolling Enforcer near the top. After that then proceed |
| the same as before. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| The Torture Room is now locked. |
|---------------------------------------------------------------------------|
| Retrieve the Safe Combination. |
|---------------------------------------------------------------------------|
| Retrieve "El Matador". |
|---------------------------------------------------------------------------|
| Eliminate Javier Valenzuela Pedroza in an electrocution accident while |
| wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Enrique Rosas Garay with an explosion while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Dalmazio Coronado Banuelos with El Matador within 80 seconds of |
| picking it up. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Enrique is the standing Guard inside Rico's Office. When you leave the |
| Torture Room then sidestep left a couple of steps and drop the Pistol so |
| the standing Guard does not see it. Run into the Vanisher's Office and |
| knock him out when he goes in the corner - leave the body. Quickly throw |
| stun the Guard, pick up his weapon and Pool Ball, and hide him in the |
| Closet. |
| |
| At this point the patrolling Guard should see the dropped weapon and is |
| in the process of taking it to the Weapons Box in the Money Room. Destroy |
| the Recorder before leaving and run up behind the Guard. You should catch |
| up to him as he reaches the Money Room. Quickly knock him out and leave |
| him. |
| |
| Go back to the Office, grab the Safe Combination, and open the Safe to |
| get the Letterbomb Parcel. Run to the Wine Cellar to grab the Car Battery |
| then go and kill Javier as before. Go up to Dalmazio, who should be at |
| the south end of his route if your timing is right, then proceed in |
| knocking him out and obtaining the other Safe Combination as before. |
| |
| When you get up to Rico's Office then run into the bathroom to turn on |
| the Sink to lure Enrique inside. Run up to the Safe as he is being lured |
| and open it. Run up and knock out Enrique when he turns off the Sink and |
| drop the Parcel on him. Grab El Matador and run to Dalmazio. |
| |
| **NOTE: If Rico happens to enter the Office as you're luring Enrique |
| then throw stun him after knocking out Enrique and leave him in |
| his chair before opening the Safe. |
| |
| Kill and hide him as before then switch to the Detonator as you are |
| running to the Helicopter. Detonate the Parcel to kill Enrique just as |
| you get there and leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. The Calvino Cacophony |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Ananias Ayala Centeno with any method while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Ananias is inside the house next door to the Barber Shop. When planning |
| bring the Modern Lethal Syringe and start at the Hostel. When you start |
| then switch to the Syringe and run downstairs. As you do so then the |
| Statue unveiling ceremony will begin. |
| |
| Run towards the Shop but go through the window for Ananias' House |
| instead. He should be near the Stove. Stab him to kill him, jump back out |
| the window, and run the Village Bus Stop to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Ananias Ayala Centeno with an explosion while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Liberto Velasquez Linares with any method while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Liberto is in the under construction area near Ananias. When planning |
| bring the Krugermeier, ICA Remote Micro Audio Distraction Device, and |
| start at the Village Bus Stop. To create the explosion you need to |
| sabotage the Stove and you need the Wrench for that. |
| |
| When you start then run to the Auto Repair area and run to the front door |
| of Ananias' House. When you arrive there is a Guard that will be inside |
| for the duration of the ceremony and you need to lure him out. |
| |
| To the right of the door is a round table and a bench. Crouch and place |
| the Device as far as you can under the table. Go to the right of the door |
| and open it. At this point the Guard should be sitting down and will be a |
| little too far to hear the Device. |
| |
| So, activate the Device and toss the Wrench at the wall to lure him |
| outside to hear the noise and go to the Device. If you placed it |
| correctly then he should stay in place when he gets there. |
| |
| By the time he comes out then Ananias should be at the Stove which will |
| make it easy for you to knock him out with the Wrench. Sabotage the |
| Stove, get far enough away, bring out the Pistol, shoot the bottom of the |
| Stove to blow it up and kill Ananias, holster the Pistol, and run out the |
| front door. |
| |
| Run up the stairs to the small shop above and climb out the window at the |
| southeast corner. Liberto should be near you and close to the Gas |
| Canister. Shoot it twice to blow it up to kill Liberto, holster the |
| Pistol, climb back in, and run downstairs. From here then run to the |
| Village Bus Stop to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Ananias Ayala Centeno with an explosion while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Raul Covas Ibarra with an explosion while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Pablo Benitez Farias with an explosion while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Whoukr Serre with an explosion while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Liberto Velasquez Linares with an explosion while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Raul, Pablo, and Whoukr are the three band members playing on stage. The |
| explosions will cause everybody to run about randomly so it may take a |
| couple of tries to get this thing down properly. |
| |
| When planning bring the Krugermeier, Coins, Lockpick, place the Sieger |
| 300 Ghost into the Village Construction Building, and start at the |
| Village Bus Stop. When you start then run to to get the Wrench, holster |
| it, and run to the Building to get the Briefcase. |
| |
| Go behind the Drummer's Apartment and toss the Briefcase to the left of |
| the Container to get the nearby woman to it. Pick up the Briefcase, get |
| up behind her, then knock her out. Dump her, get the Key, and bring out |
| the Rifle. Go near the top of the nearby stairs and aim south towards |
| Liberto's position. You should be able to see the top of the Gas Canister |
| from here. |
| |
| Zoom in and wait for him to pass in front of the scope. When he does then |
| shoot the Canister once to lure him closer then again to blow it up and |
| kill him. This will cause a panic. |
| |
| As this is going on then drop the Rifle, go into the Apartment, acquire |
| the Drummer Disguise, and go to the front door of Ananias' House. When he |
| calms down then open the door and toss a Coin in the corner near the |
| window. As he walks to it then go to the Stove and sabotage it then run |
| up into the small shop above. |
| |
| When it is clear then climb out the window, grab the Propane Flask nearby |
| on the floor, and run down the stairs in front of you going into the Main |
| Plaza. Run up to the band stage and move the camera so you are looking |
| down on yourself. Go to the red stool in the middle of the group and |
| place the Flask to the left of the guitar rack at the front of the stool. |
| |
| **NOTE: The reason for not putting it on the stool is that you run the |
| risk of shooting it off on the first shot. |
| |
| Run back to your Rifle and Ananias should be investigating the Stove as |
| you do so and blow himself up causing another panic. When the band |
| members are back together then zoom in and shoot the Flask twice to blow |
| it up and kill them all. Drop the Rifle and run to the Village Bus Stop |
| to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. The Merle Revelation |################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Gregory M. Yaeger with any method while wearing the Shaman |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Gregory is the only non-stoned person by the Shaman's Hut. When planning |
| start at the Shaman's Hut. |
| |
| When you start then immediately get up and subdue the Shaman. Gregory |
| will stand in place as you attack him. After subduing the Shaman then run |
| over and subdue Gregory - do not punch him as this will alert the |
| stoners. |
| |
| Run back to the Shaman and take his Disguise then run to and break |
| Gregory's neck to kill him. Run to the road using the wall break inside |
| the tunnel and run to the Village Bus Stop to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Gregory M. Yaeger with any method while wearing the Shaman |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Ezer Avila Villanueva with any method while wearing the Shaman |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Ezer is the person working on the Scooter within Martinez' Compound. When |
| planning bring the Modern Lethal Syringe and the Coins. Ambush the Shaman |
| and kill Gregory then run to the road as before. |
| |
| Run all the way to the main entrance to the Compound and, if your timing |
| is right, then you should be able to run all the way to the front door |
| before the Camera pans enough right and spots you. Run to the bathroom |
| and turn on the Sink to lure in the Guard near Ezer. Go out the door and |
| stand near it. |
| |
| The moment the Guard goes through it then close it, get some distance |
| from it, and toss a Coin several feet to the left of the door to lure |
| Ezer there. Bring out the Syringe and get behind him as he walks there |
| and stab him to kill him. Go out the Gate leading down to the Waterside |
| and run to the first set of stairs leading back up then to the Village |
| Bus Stop to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Gregory M. Yaeger with any method while wearing the Shaman |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Ezer Avila Villanueva with any method while wearing the Shaman |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Antigono Henrique Rosas with consumed poison while wearing the |
| Shaman Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Ezer and Antigono while being followed by at least three |
| villagers. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Antigono is inside a house at the north part of the Main Plaza. When |
| planning bring the Lethal Poison Vial into the Village Construction |
| Building in addition to your Syringe and Coins. |
| |
| When you get back into the Village after killing Gregory then run past |
| the Gas Station but get close to it to get the guy there to follow you. |
| Run to and grab the Poison Vial then run to the front gate of Martinez' |
| Compound and stop. |
| |
| Because of the extra time to get the Vial you will need the Camera to pan |
| back left before moving forward but this is okay since this allows you to |
| acquire more followers - you should have at least four by the time you |
| can move again. It should be noted that the followers will not go inside |
| the Compound or any house you enter. |
| |
| Go into the Compound and kill Ezer as before, go down the Waterside, and |
| go back up. Run to Antigono's House, enter, and close the door. |
| |
| At this point Antigono should have his back to the Pot and his wife |
| should be facing you and complaining. Get behind her and quickly place a |
| Coin on the floor in the northwest corner of the House to lure her there. |
| Quickly poison the Pot and run to the Village Bus Stop. Shortly after you |
| arrive then Antigono should sample the food and die thus allowing you to |
| leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. The Montague Audacity |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Uberto Navarrette Casares with any method while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Heber Griego Sepulveda with any method while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Uberto is going to be standing by a Guard at the east side of the Dock |
| area. Heber is going to be standing at the north end of the tunnel and |
| will be northeast of Uberto's position. When planning bring the |
| Krugermeier, Coins, and start at the Submarine Dock. |
| |
| When you start then go northeast and into the tunnel where Heber is at. |
| The patrolling Guard there is an Enforcer and he will go to the north end |
| of his route as you arrive in the tunnel. As he walks away then follow |
| him and take cover by the metal pillar near Heber. When the Guard goes |
| down the second set of stairs then shoot Heber in the head to kill him, |
| dump him in the Container, and take his weapon. |
| |
| Climb down the Pipe behind the Container to reach Uberto's position. Near |
| the Pipe is a Container. Bring out the Coins and toss one at the ground |
| in front of the Container to lure the Guard by Umberto. When he gets to |
| the Coin then subdue him and dump him in the Container. |
| |
| On the shelving at the rock wall nearby is a Propane Flask. Grab it and |
| place it by the torpedo on the workbench by him. Go to the end of the |
| shelving by Uberto, crouch down, and move so you can see the Flask. Shoot |
| the Flask twice to destroy it and kill Uberto. |
| |
| After the explosion then run south, jump over the counter, and run west |
| towards the Crew Quarters cutting across the raised area as you do so. |
| |
| If your timing is right when you run inside then the Enforcing Guard |
| should be by the Sink. Run to the west door, stop, turn around, and shoot |
| the Recorder before leaving. Run out the door then up through the Caves |
| Entrance by the Pharmacy and to the Village Bus Stop to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Uberto Navarrette Casares with any method while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Heber Griego Sepulveda with any method while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Hack the Laptop in the sub cave. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Laptop is near the Control Panel and is surrounded by people. To get |
| safe access for the hack you need to get rid of three Guards and one of |
| the Crew. When planning bring the Modern Sedative Syringe in addition to |
| the Krugermeier and Coins. |
| |
| Proceed to kill Heber but take his Disguise and go down to Uberto's |
| position. Use the Coin to lure the Guard as before, subdue him and take |
| his weapon, and dump him in the Container. Use the Coin again to lure the |
| Enforcing Guard near Umberto but you will have to hide behind the |
| shelving near him until the Enforcer gets into position. |
| |
| When he does then subdue him, dump him in the Container, and take the |
| Shotgun. Use the Coin again to lure Umberto. When he gets to the |
| Container then break his neck to kill him. |
| |
| Go to the west side of the Dock and place the DAK X2 on the ground on the |
| wooden planks by the wooden crates near the stairs that go to the Laptop. |
| This should lure the patrolling Guard to the Weapons Box in the Quarters |
| when he comes by. |
| |
| As you're waiting then run into the Quarters and subdue the Enforcing |
| Guard who should be by the Sink. Pick up his weapons and drag him to the |
| west passage for hiding. Go back inside and shoot the Recorder after you |
| go through the door. Grab the Fire Extinguisher and wait by the |
| refrigerator. |
| |
| When the lured Guard walks in then get up behind him and knock him out |
| when he is near the Box. Go back out and drop the DAK X2 in front of the |
| standing Guard by the Laptop then run back into the Quarters to hide the |
| unconscious Guard in the Closet and pick up the Extinguisher. |
| |
| **NOTE: On occasion the Enforcing Guard to the north of the Laptop may |
| come to get the weapon instead but there is no need to really |
| change much since you need to get rid of him anyway. |
| |
| When the lured Guard comes in then knock him out when he gets to the Box |
| then run back out. |
| |
| Drop the DAK X2 near and behind the Enforcing Guard to the north so that |
| the Crew person can see it and alert him. Run back to the Quarters and |
| hide the unconscious Guard in the Closet. When the lured Guard takes it |
| to the Quarters then knock him out and leave the body. |
| |
| Go back to the Crew north of the Laptop and place a Coin near him to get |
| him to turn or move forward so you can stab him with the Syringe to knock |
| him out. If his body is found later you can still keep SA since he is |
| sedated and not choked or knocked out. |
| |
| Do the hack then run through the Crew Quarters, run out the west door |
| then up through the Caves Entrance by the Pharmacy and to the Village Bus |
| Stop to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Hack the Laptop in the sub cave. |
|---------------------------------------------------------------------------|
| Eliminate Uberto Navarrette Casares with any method while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Heber Griego Sepulveda with any method while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Additional Security Cameras are present. If recorded by a Security Camera |
| then delete the evidence within two minutes. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| There is going to be a Camera by the Container near Umberto's position. |
| After killing Heber and taking his Disguise then creep forward towards |
| the Pipe just enough to find the Camera and shoot it. After that then |
| proceed as in Level Two. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| G. The Truman Contravention |############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Remo Zayas Paredes in an electrocution accident while wearing |
| any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Alan Llarnas Collado in a falling object accident while wearing |
| any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Remo is standing just south of the Burial Site. Alan is near your |
| starting position. When planning bring your Coins and start at the |
| Construction Site. |
| |
| The moment you start then bring out your Coins and run to the Crane but |
| go to the north side of it to avoid the Enforcer who is walking past it. |
| Go around the Crane to get behind him then go under the large crate and |
| place a Coin on the skull. This should lure Alan when he gets close to |
| it. |
| |
| Run to grab the Screwdriver nearby then run back to the Switch at the |
| Crane. When Alan sees the Coin and gets under the crate then press the |
| Switch to kill him and run to Remo's position. On the opposite side of |
| the wall by him is an Outlet that you need to sabotage. |
| |
| After doing that then run back north to the Beach then run west along the |
| shore, across the bridge, and to the Warehouse to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Remo Zayas Paredes in an electrocution accident while wearing |
| any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Alan Llarnas Collado in a falling object accident while wearing |
| any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Do not pacify the Foreman (Argeo Rodriguez). |
|---------------------------------------------------------------------------|
| Eliminate Gus Santiago Arellano in an explosion while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Gus is going to be standing near the Cement Mixer. When planning bring |
| the Krugermeier and Lockpick in addition to the Coins. |
| |
| Kill Alan and turn on the Faucet as before. However, after turning on the |
| Faucet, then run into the foliage and then west along the passage at the |
| south side of the Site. Bring out the Pistol as you run then shoot the |
| rope tie to extend the Log Bridge before climbing back into the Site. |
| |
| As you do this then everybody will be running randomly about because of |
| the accidents. Run to the Storage Container and enter it to acquire the |
| Scooter Key and Propane Flask. Depending on where Gus is will determine |
| what to do with the Flask. |
| |
| Most of the time he should be by the Burial Site. Place the Flask near |
| the west end of the Mixer and close to his regular position then run back |
| to the end of the Porta-Potties. Wait for him to return then shoot two |
| quick shots at it to detonate it and kill him. |
| |
| If he is standing just west of the Mixer then toss the Flask at him from |
| the end of the Porta-Potties but in such a way so it stops at his feet. |
| Shoot it to kill him. |
| |
| When he is dead then jump the fence again, go across the Log Bridge, and |
| to the Scooter at the Bar to leave the mission. |
| |
| **NOTE: Although there is a Bag of Gunpowder in the Container and can |
| be detonated in one shot instead of two that the Flask needs I |
| do not recommend using the Bag as it is too small a target and |
| too many misses with the Pistol will cause another panic. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Do not pacify the Foreman (Argeo Rodriguez). |
|---------------------------------------------------------------------------|
| Eliminate Remo Zayas Paredes in an electrocution accident while wearing |
| any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Alan Llarnas Collado in a falling object accident while wearing |
| any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Gus Santiago Arellano in an explosion while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Argeo Rodriguez with the Cement Mixer. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The main problem with this is all of the random movements of everybody |
| after you kill the first three Targets. Proceed to kill Alan, Remo, and |
| Gus as before but jump over the fence after causing the explosion. This |
| will allow you to avoid random Enforcers. |
| |
| When the Guards stand down then exit and carefully head to the pipe at |
| the end of the Mixer. Argeo should be south of the Burial Site or near |
| where Gus was at this point. Place a Coin in front of the Pipe then get |
| behind where Gus stood. When Argeo stops to take a smoke then toss the |
| Screwdriver close to the Coin to lure him there. |
| |
| When Argeo moves then go to the controls and wait. When Argeo gets into |
| position then activate the Mixer to kill him, go and jump the fence |
| again, go across the Log Bridge, and to the Scooter to leave the mission. |
0===========================================================================0
0==================================0
/ Special Assignment \###############\
0==========================================================================\
| >SPG2. Embrace of the Serpent 0
0==========================================================================/
\##############/ Special Assignment /
0=================================0
For this mission, 47 is to eliminate Blair Reddington, a controversial big
game hunter who heads up a secret group called The Lodge. The group is an
elitist organization that exclusively hunts endangered animals. The Lodge
also engages in bribery and threats to keep their members from being
scrutinized by outsiders.
Blair also carries a Black Book containing names and contacts. The Client,
who has been trying to shut the group down for years wants the Book to help
in closing them down. Obviously, 47 is to retrieve the Book for them.
Blair is at the Jungle just outside of Santa Fortuna to hunt a rare white
anaconda known as the "cloud serpent". However, he is having problems trying
to capture it due to having too many Guards in and around the Jungle which is
scaring off animals. This may give 47 enough time to go and and do what needs
to be done.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Just like with A Silver Tongue Special Assignment Mission in Miami this
mission takes place during the Santa Fortuna Main Mission. Therefore,
everything, including people and item placement, are exactly the same as in
the Main Mission. The only change to the map layout is that the Jungle area
has been converted into a hunting ground.
As a result this write-up is concentrated on the Jungle area and only uses
Disguises that are used in the run-throughs in this mission. Just like
before, there are no changes to the number of Enforcers for any Disguise at
higher difficulty levels. In addition, there are no Cameras in the Jungle at
any difficulty.
It is also recommended that you complete Santa Fortuna Mastery Level 20 to
open up all Pickups, Stashes, and Starting Locations before doing this
Assignment. Finally, you can earn Global XP but there are no Mastery Levels
to move through.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >EBS1. General Layout and Detailed Map |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. Unlike the other maps the north indicator is
actually pointed north so you may want to turn on the Mini-Map
North Indicator to help with finding things.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======0
| Jungle \
0===========================================================================>
This area comprises the southwest part of the map. At the south side is the
Shaman's Hut which has been converted into the Hut Encampment area. At the
north side is the Plane Crash area which has been converted into the Idol
Altar area. There are several paths that cut through the Jungle.
The first is a gated path at the east side that leads to the Coca Fields
which I will call the Coca Fields Path. The Idol Altar Path is the path
that runs parallel to the Coca Fields Path and goes from the Hut area to
the Idol Altar area. The North Path is the path that goes from the road
northeast to the Idol Altar area. The Hut Path goes from the road southeast
to the Hut Encampment area.
The Center Path is the path that starts at the halfway point of the North
Path and goes south to the halfway point of the Hut Path. There is a short
connecting path that links the Center Path to the Idol Altar Path.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Black Book | At the south corner inside the Shaman's Hut. |
|------------------+--------------------------------------------------------|
| Crowbar | On the crate at the south side of the Hut Encampment. |
|------------------+--------------------------------------------------------|
| Apple | --On the crate at the south side of the Hut |
| | Encampment (x2). |
| | --At the west entrance of the Hut Path (x2). |
| | --On a rock at the south half of the Idol Altar Path. |
|------------------+--------------------------------------------------------|
| Apricot | --On the table in the center of the Hut Encampment |
| | (x3). |
| | --On a rock just northwest of the Hut Encampment. |
| | --On the lower ledge at the east side of the Idol |
| | Altar area. |
|------------------+--------------------------------------------------------|
| Machete | --Embedded in a tree at the south half of the Idol |
| | Altar Path. |
| | --Embedded in the wall halfway along the Hut Path. |
| | --On the rock halfway along the North Path. |
| | --Embedded in a tree at the top of the Idol Altar |
| | area. |
|------------------+--------------------------------------------------------|
| Shovel | By a Snake Trap halfway along the Center Path. |
|------------------+--------------------------------------------------------|
| Poisonous Flower | --By a small tree just to the left of the |
| (Emetic) | beginning of the Idol Altar Path and north of the |
| | Hut Encampment. |
| | --By the rock between the Idol Altar and Coca Fields |
| | Paths. |
| | --On the Center Path just north of the north end of |
| | the connecting path to the Idol Altar Path (to your |
| | right). |
|------------------+--------------------------------------------------------|
| Poisonous Flower | --At the south end of the connecting path between the |
| (Lethal) | Idol Altar Path and the Center Path. |
| | --On the Coca Fields Path and just before the stairs |
| | going down to the Fields there is a path that goes |
| | north to a ledge that overlooks the Mansion. Go |
| | along this path and you should see it to your right |
| | about halfway through. |
|------------------+--------------------------------------------------------|
| Coconut | --On the rock at the north side of the Idol Altar |
| | area. |
| | --On a rock along the Coca Fields Path just south of |
| | the top of the Idol Altar area. |
| | --Embedded on a horn of the animal skull at the top of |
| | the Idol Altar area. |
|------------------+--------------------------------------------------------|
| Car Key | Carried by one of the Guards at the Truck on the main |
| | road. |
|------------------+--------------------------------------------------------|
| Jungle Gate Key | Carried by the Guard standing by the Gate to the Coca |
| | Fields Path. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >EBS2. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=================0
| Blair Reddington \
0===========================================================================0
| He is your primary Target and can be found inside the Jungle. He will |
| start at the Hut Encampment looking over the Pot of stew then look over a |
| table before going north on the Idol Altar Path. He will go up this Path |
| then go down the Center Path checking on all three Snake Traps along the |
| way. He will stop at the Hut Path for a bit to make a phone call before |
| going back to the Encampment to repeat the pattern. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >EBS3. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
For this mission only three Disguises are used outside of the Barman Disguise
which is used very briefly in one of the run-throughs. There are no changes
in regards to permissions so only what Enforcers you have to look out for are
listed. There are very few Enforcers between the three Disguises and the
listing of them are for all three difficulty levels and only for the Jungle
area.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====0
| Chef \
0===========================================================================0
| --The Chef. |
| --One Guard that goes between the Idol Altar Path and the Sacred Pool. |
0===========================================================================0
0=======0
| Shaman \
0===========================================================================0
| There are no Enforcers for this Disguise. |
0===========================================================================0
0==============0
| Mansion Guard \
0===========================================================================0
| --Blair and both of his personal Guards. |
| --One that does an east-west patrol within the Hut Encampment. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >EBS4. Assassination Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================================0
| I've Got a Deadly Bunch of Coconuts [2,000 XP] \
0===========================================================================>
For this you need to kill Blair by dropping Coconuts on him. At no point
during his route does he stop under some. So you pretty much need to knock
him out, drag him to a Coconut Tree, and shoot them down onto him. Of
course, you need to deal with all of the Guards and there are plenty.
As such this isn't going to be a clean run since there is a also Non-Target
kill Challenge to be done as well. There are two ways to go about this:
The first, and fastest, is to rampage your way through, killing Guards
along the way but you need to knock out at least one for the Non-Target
kill Challenge. For this you should bring the Silenced Silverballer.
The second way, and the slowest, is to lure and knock out Guards. The
interesting thing about this is that you can get rid of every Guard in the
Jungle area, with the exception of Blair's personal Guards and the one by
the Jungle Gate, without even going into the Jungle itself. You can even
get rid of the two patrolling Guards on the Coca Fields Path.
I recommend doing this method as this will give you practice for going
after Blair later when doing [Silent Assassin, Suit Only].
When planning bring the Krugermeier, a Briefcase, and start at the Village
Hostel. When you start then go to the Gas Station to grab a Can of Sauce
and a Wrench. Go to the Truck to find a couple of Guards talking.
Afterwards then one of them will leave and will not come back.
When the other goes to the railing then knock him out and, since this is
not a clean run, dump him over - take the Car Key afterwards. Go into the
tunnel but go to the south end of the guardrail at the east side of the
tunnel. Beyond the end is the end of the rock wall and a muddy path that
leads to the North Path where there are two Guards stationed. There are
also two Guards stationed at the entrance of the Hut Path.
You should see a large puddle at the roadside. From this puddle look
directly across the road. Go to the center yellow striping and place the
Briefcase here. Toss the Wrench at the dirt between the puddle and the rock
wall to lure one of the Guards to it then step back inside the tunnel.
When he sees the Briefcase then he will call for another Guard to come take
it instead of doing it himself. Use your Instinct to see where he is coming
from then get up behind him as he gets to it, knock him out, then dump him
over the railing - drop his weapon in the foliage by the Truck. This is how
you get rid of all of the Guards safely.
Place the Briefcase back on the striping, even if it is already on the
striping, and lure him again. If you don't re-place the Briefcase then he
may just look around instead of seeing it even though it is right in front
of him.
When you clear out enough Guards then he may take it himself. Knock him out
and dump him then try to lure the other Path Guard. If he goes for it then
knock him out and dump him.
Once both of the North Path Guards are gone then go take the Briefcase and
place it on the white road stripe near the north end of the long puddle by
the group of crates near the Hut Path entrance. Toss the Wrench at the base
of the standing crate to lure one of the Hut Path Guards then go back
behind the Truck.
Again, just like with the other Guards, he will either call for another
Guard or do it himself. Knock out the Guard when he gets to the Briefcase,
dump him, and repeat until both of the Hut Path Guards are gone.
When they are gone then all that will remain in the Jungle is Blair, his
two Guards, the Jungle Path Guard, and the Chef.
When Blair leaves the Hut Encampment then sneak up the Hut Path, go around
the foliage behind the Chef, knock him out, and drag him into the Hut for
hiding. Grab the Black Book and wait.
When Blair and his Guards return then run out, quickly knock out the Guards
then Blair. Take both Guards and dump them into the Sacred Pool. Go to the
Jungle Gate, go through it, knock out the Guard, and take the Key.
After this then drag Blair to the Coconut Tree near the center of the
Encampment. Shoot the Coconuts to drop them down and kill him then run to
the Truck to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Authentic Spa Day [1,000 XP]
****************************
For this you need to dump someone into the Sacred Pool which is just
northeast of the Hut.
>>Have You Checked Your Pockets? [1,000 XP]
*****************************************
For this you need to acquire the Jungle Gate Key.
>>The Poacher [4,000 XP]
**********************
For this you need to kill Blair Reddington.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
0=======================================0
| My Anaconda Don't Want None [2,000 XP] \
0===========================================================================>
For this you need to kill Blair with an explosion from a Snake Trap. Since
this may kill at least one of his Guards this is not going to be a clean
run. When planning bring a Briefcase with the ICA Proximity Explosive and
start at the Village Hostel.
Go to the Gas Station and grab a Can of Sauce and the Wrench as before. Go
to the Truck and wait for the Guard to leave. Knock out the other but leave
him in the foliage instead - grab the Car Key.
As before I am going to lure some Guards but only the first two who are the
ones closest to the Snake Trap by the tunnel gap. Dump those two over the
railing and acquire the Mansion Guard Disguise when you are done with them.
Go to the Snake Trap by the tunnel gap when Blair is far enough away from
it and plug the hole with the Proximity Explosive. Go to the Hut while
avoiding the lone Enforcer there.
When the wandering Guard inside is at the table then knock him out and dump
him in the Container. Grab the Black Book then leave when it is safe to do
so. Go to the Truck and wait. When Blair blows himself up then leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--The Poacher
0======================================0
| Perhaps a Little Too Spicy [2,000 XP] \
0===========================================================================>
For this you need to kill Blair by poisoning his stew. For this run-through
I will be acquiring the remaining Casual difficulty Challenges using a
strategically placed game save. When planning bring the Emetic Poison Vial,
Lethal Poison Vial, place the Fiber Wire into the Village Construction
Building, and start at the Village Bar.
You will notice that the Shaman is here drinking. Go outside to the Scooter
and bump into the guy there to make him leave. Go to the Fusebox and turn
it off to lure the Barman outside. Subdue him, dump him in the Container,
and take his Disguise. Go into the Bar and use the emetic poison on the
Shaman's Bottle, grab the Coins off the counter, and wait in the restroom.
When he comes in to get sick then subdue him, dump him in the Container
outside, and take his Disguise - grab the Emetic Rat Poison nearby. Go to
the Construction Building to grab the Fiber Wire and go to the Gas Station
to grab a Can of Sauce.
Run to the Jungle and talk to Blair. Follow him to the Idol Altar and
perform the ritual. After that then run to the Hut but go into the outhouse
instead. There is a Guard that comes to the Sacred Pool. When he stops
there and the coast is clear then subdue him (don't hit him with the Can or
he may fall in) and dump him in the Container.
After this then go into the Hut. Knock out the Guard when he is at the
table or behind the divider and dump him in the Container - pick up his
weapon. Toss a Coin near the Black Book to lure the sleeping Guard. Knock
him out, dump him, and pick up his weapon, the Coin, and the Black Book.
Go back out to the Sacred Pool, take the Street Soldier Disguise, and pick
up the weapon the Guard dropped. Go back into the Hut, drop the weapon
behind the divider, and turn off the Radio to lure in the Chef. Knock him
out, drag him behind the divider, and take his Disguise. Go back out and to
the Pot.
When Blair is at the Hut Path then he will make a phone call. When he is
done and just starts moving toward your position then make the save here:
>>Piano Man
*********
Use the Emetic Rat Poison on the Pot as he approaches then talk to
him to tell him the food is ready. As he takes a sample then go to
the Pool. When he gets sick then he will come to the outhouse. When
his Guards turn their backs then garrote him. After the notifications
pop up then reload the save.
>>Hold My Hair
************
When you get back then repeat the process to bring Blair to the
outhouse but drown him this time. After the notifications pop up then
reload the save.
When you get back then use the lethal poison on the Pot this time. As he
takes a sample then run out of the Jungle as he dies and to the Village Bus
Stop to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>What a Sham! [2,000 XP]
***********************
For this you need to perform the blessing ritual as the Shaman.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target with the Fiber Wire.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus this other Challenge:
--The Poacher
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
The luring technique used in the first run-through makes this easier than
one would think although it takes time to do. When planning bring the
Coins, place the Sieger 300 Ghost into the Village Construction Building,
and start at the Village Hostel.
Go and get the Briefcase then run to the Gas Station to get a Can of Sauce
and the Wrench. Go to the Truck and wait for the Guard to leave so you can
knock out the other Guard and take the Car Key.
The key difference here is that you don't want to kill the Guards you lure
and the foliage by the Truck is too small to handle the number of bodies
you need to hide. The best place for them is to drag them through the
tunnel and drop them about fifty feet from the bridge.
Remember, no one else comes by here so they should be safe. However, you
shouldn't try to drag any bodies past the tunnel gap when Blair and his
Guards are at the Snake Trap in the Center Path.
When dealing with the Hut Path Guards and any Guards they call in then dump
them into the large group of foliage nearby to hide them.
When all of the Guards are gone then bring out the Rifle, holster it, and
make the game save here to save you trouble should Bad Things happen.
Wait for Blair to be at the Encampment and leave before sneaking up the Hut
Path, going through the foliage to get behind the Chef, then knock him out
and dump him in the Container inside the Hut to hide him. Grab the Black
Book, place your Coins on the floor from the Radio to the Weapons Box, and
wait.
When Blair and his Guards come back then stand as far as possible from the
right side of the door, open it, toss the Wrench at the blue and gold drum
by the Radio to lure in one of the Guards, and close the door. Run behind
the divider and wait.
He should see the Coins and go for them. When he gets to the second Coin
then get up behind him and knock him out. Wait for Blair to leave before
going out, sneaking up behind the remaining Guard, and knocking him out.
Run up to and knock out Blair regardless of whether or not he sees you.
Shoot him in the head with the Rifle and run to the Truck to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Piano Man
++Hold My Hair ++Tasteless, Traceless
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus this other Challenge:
--The Poacher
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
/ Hantu Port \@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >SNP2. The Pen and the Sword (Sniper Assassin) 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@\ Hantu Port /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
The second of the three Sniper Assassin missions takes 47 to Hantu Port,
Singapore where he is to take down three Targets: Re Thak, Lhom Kwai, and Jin
Noo, three key members of Sun Po's "Heavenly Guard". They have kidnapped two
defectors: Han and Mina Ldong.
Han is a poet who defected to the US years ago. The Guard plan to take them
back to Khadanyang to be publicly executed to celebrate the birthday of
dictator Sun Po. The hostages have been transported to Singapore where they
are to be transferred for the final leg of their journey back to Khadanyang.
The Guard is to not let the hostages escape again and, as such, if the alarm
is raised, then one of the Targets will try to kill them. The hostages must
survive for the mission to be a success. In addition to the Targets 47 must
also take down their Guards as well.
Because of the sensitive nature of the mission 47 cannot go down and rescue
them "by hand". 47 is to use his trusty Druzhina 34 ICA from afar to rescue
the hostages, eliminate the three Targets, and fulfill the contract.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TPS1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game.
>>Hawkeye
*******
Description: Complete The Pen and the Sword as Silent Assassin.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Pure Poetry
***********
Description: Complete all The Pen and the Sword Challenges.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Seven Figures
*************
Description: Get a score above 1,000,000 points on The Pen and the
Sword.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TPS2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you start then note how you're facing when you exit the cutscene. You
will be looking directly at the Cargo Ship the Targets are using to ship the
hostages. That will be considered north for this mission.
When you look left, and west and down, then you should see the Small Port
where a smaller ship can dock. Above it is the Large Container Crane that
goes all the way to the Ship. North of the Large Container Crane and just
west of the Ship is the Logistics Building. The Building has a Garage where
cars are being worked on. Jin's Office is on the 1st Floor just west of the
Garage.
Just south of the Crane is the Container Area where there are several stacks
of shipping containers and where the Hostages are currently situated. To the
west and south of the Container Area is the Work Area where there are many
stacks of junk plus vehicles and Workers. Re's Office is the small building
at the east side of this area. South of the Work Area are the Piers.
When looking at the Ship you should see the Ship's Stairs that lead up to the
Main Deck.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TPS3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn the Extended Magazine I upgrade which extends the |
| | number of Body-Piercing ammo in your clip reducing the need |
| | for reloading. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn the Flared Magwell I upgrade which is a custom |
| | magazine that improves your reload time. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn the Straight Pull Bolt I upgrade which improves the |
| | bolt action of the Rifle and increases the fire rate. |
|----------+----------------------------------------------------------------|
| Level 5 | You earn the Rifle Precision I upgrade which increases the |
| | total slow down time when you use the Marksman feature. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn the Steady Scope I upgrade which increases the |
| | stability of the Rifle when looking through the scope. |
|----------+----------------------------------------------------------------|
| Level 7 | You earn the Wall-Piercing Ammo Pack which adds two titanium |
| | rounds to your clip. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn the Straight Pull Bolt II upgrade. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn the Extended Magazine II upgrade. |
|----------+----------------------------------------------------------------|
| Level 10 | You earn the Flared Magwell II upgrade. |
|----------+----------------------------------------------------------------|
| Level 11 | You earn the Straight Pull Bolt III upgrade. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn the Rifle Precision II upgrade. |
|----------+----------------------------------------------------------------|
| Level 13 | You earn the Padded Stock I upgrade which reduces recoil when |
| | shooting. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn the Extended Versatile Scope upgrade which adds a |
| | scope with four zoom levels. |
|----------+----------------------------------------------------------------|
| Level 15 | You earn the Extended Magazine III upgrade. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn the Flared Magwell III upgrade. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn the Shockwave Ammo Pack which adds two Shockwave |
| | rounds to your clip. |
|----------+----------------------------------------------------------------|
| Level 18 | You earn the Straight Pull Bolt IV upgrade. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn the Extended Magazine IV upgrade. |
|----------+----------------------------------------------------------------|
| Level 20 | You earn the Flared Magwell IV upgrade. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >TPS4. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges I will list the locations of all fifteen
Bodyguards going from west to east:
0===========================================================================0
| Guard #1 | He will be with Jin Noo, on the left, at the north end of the |
| | area at the start. |
|-----------+---------------------------------------------------------------|
| Guard #2 | He will also be with Jin Noo, on the right, at the north end |
| | of the area at the start. |
|-----------+---------------------------------------------------------------|
| Guard #3 | He will start at the northwest end of the Work Area. |
|-----------+---------------------------------------------------------------|
| Guard #4 | He will start at the southwest corner of the Work Area. |
|-----------+---------------------------------------------------------------|
| Guard #5 | He will be patrolling on the roof of the Logistics Building. |
|-----------+---------------------------------------------------------------|
| Guard #6 | He will be patrolling in front of the Logistics Building. |
|-----------+---------------------------------------------------------------|
| Guard #7 | He will be standing by the Hostages on the left. |
|-----------+---------------------------------------------------------------|
| Guard #8 | He will be standing by the Hostages on the right. |
|-----------+---------------------------------------------------------------|
| Guard #9 | He will be patrolling the east side of the Work Area. |
|-----------+---------------------------------------------------------------|
| Guard #10 | He will be patrolling the Piers area. |
|-----------+---------------------------------------------------------------|
| Guard #11 | He will be standing at the base of the Cargo Ship's Stairs. |
|-----------+---------------------------------------------------------------|
| Guard #12 | He will start on the top of the Large Container Crane at the |
| | east end. |
|-----------+---------------------------------------------------------------|
| Guard #13 | He will start in the Ship's control room then patrol down to |
| | the end of the Ship. |
|-----------+---------------------------------------------------------------|
| Guard #14 | He will be with Lhom Kwai who will be on the Ship at the |
| | start. |
|-----------+---------------------------------------------------------------|
| Guard #15 | He is patrolling the top of the shipping containers on the |
| | Ship just east of the Stairs. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Silent Assassin |#####################################################\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
In this sub-chapter I will go over my strategy for Silent Assassin which will
allow you to hide all bodies. This is faster and more precise than what was
done for Himmelstein so it may take multiple tries to get the timing down,
especially at the lower Mastery Levels when you have less of a zoom and need
to reload more.
In addition, it is assumed that all kills will be with headshots.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start then immediately get out of the cutscene zoom in towards the
Ship and locate Guard #15. Shoot him then zoom back out, pan over towards
Jin's position, then zoom in on a Container not far from him. Shoot the lock
which will open the Container and lure Guard #1 to the now open door.
As he is moving into position then zoom out a bit and quickly pan towards
Guard #6. Find the door he is approaching then zoom in on the button for it.
As he gets in front of the door then shoot the button to open it and use your
Marksman ability to help get a headshot on him and knock him into the open
door before it closes.
Zoom out and pan back towards Guard #1 and shoot him into the Container. Zoom
out and pan towards Guard #5 who should be heading towards a skylight at the
west end of his route. Shoot him when he stops.
At this point then Guard #3 should be at the north end of his route in the
west side of the Work Area. Shoot at the junk pile north of him to lure him
there. As he is going into position then go back towards Jin who should be
getting ready to move south.
As he starts walking then shoot the bottom of the opening of the Container to
lure him there. Zip back over to Guard #3 and shoot him to knock him into the
junk pile then go back to Jin and shoot him into the Container when he gets
into position.
Zoom out then pan south towards the southwest corner of the Work Area to find
Guard #4 who should be stopped at the north end of his route. Shoot the junk
pile near him to lure him there. Go back to the Container and shoot the
bottom again to lure Guard #2 to it. Go back to shoot Guard #3 then go back
and shoot Guard #2 into the Container when he stops.
Zoom out then go to the west end of the Large Container Crane to find Guard
#12 who should be stopped here. Shoot him then zoom out and zip over to the
top of the Ship's Stairs.
If everything has gone right then Lhom and his Guard (#14) should be stopping
here. Use the Marksman ability to slow things down then shoot the Guard then
Lhom over the railing and into the water. Go down to the bottom of the stairs
to find Guard #11. Shoot the water's edge by the base to lure him there then
shoot him over.
Now to start going after Re and the Guards by the Hostages. The goal is to
lure them to the Container to the right of them and shoot them in. However,
there are two Workers to note here and that you need to keep an eye on.
Worker #1 will go to the Container to the right of the target Container. He
will look it over, try to open it, then walk away to the east. He will hang
there for a bit then go back to the Container and repeat the pattern. Worker
#2 will be southeast of the Hostages and in an area with some large pipes. He
will talk on his phone for a bit, go look around in a few spots within this
area, then go back to talk on his phone again.
Wait for Worker #1 to leave the Container then shoot the lock of the target
Container to open it which will lure Guard #8 to it. As he reaches the
opening then find Worker #2, shoot the ground just southeast of him to make
him look away, then shoot Guard #8 into the Container.
At this point then Guard #9 should be stopped at the east corner near and
above the Piers. Shoot the water's edge just north of him to lure him there
then shoot him over.
Go down to the Piers to find Guard #10 who should be nearing the end of the
north pier. There is also a Worker on the pier. There should be a post just
left and behind him. Shoot the post to make him look away then shoot Guard #1
into the water when he stops.
Go back to the Hostages and wait for Worker #1 to go to his Container and
leave. Shoot the ground between Re and the open Container to lure her closer
then shoot the bottom of the entrance to lure her there. As she gets into
position then find Worker #2 again, shoot the ground southeast of him to make
him look away, and shoot her into the Container.
Wait for Worker #1 to go to his Container and leave before shooting the
Container to the left of the open one to lure Guard #7 further then shoot the
bottom of the opening to lure him into position. Once again find Worker #2,
shoot the ground southeast of him to make him look away, then shoot Guard #7
into the Container.
At this point Guard #13 should be nearing the far end of the Ship and stop at
the railing. Shoot him over when he stops to complete the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Davey Jones' Locker [1.08 Score Multiplier]
*******************************************
For this you need to eliminate and hide five Targets in water.
>>Skeleton Crew [1.05 Score Multiplier]
*************************************
For this you need to eliminate and hide all of the Bodyguards.
>>Dead Men Tell No Tales [1.10 Score Multiplier]
**********************************************
For this you need to eliminate all main Targets.
>>Skullcracker [1.12 Score Multiplier]
************************************
For this you need to eliminate all Targets with headshots.
>>Clean Bill of Health [1.07 Score Multiplier]
********************************************
For this you need to complete the mission without the Hostages being
moved.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======================================================0
| Kissing the Gunner's Daughter [1.10 Score Multiplier] \
0===========================================================================>
For this you need to kill and hide a Target with a Cannon. The most common
way to do it is to open a lone Container at the south part of the Work Area
when Guard #4 is walking by so he can be lured to it when you shoot it. But
you need to something specific in order to complete the Challenge.
According to MrFreeze2244 you need to wait for him to just turn around
before shooting the Cannon to get it to detonate and kill him. What should
happen is, because you caught him as he is turning around, then he should
be blown away at an angle and fall into the large opening just left of the
Container.
If you just detonate the Cannon straight away then he will be blown in a
straight line but he won't be knocked away far enough to fall into the
water and you won't complete the Challenge.
However, there is a better way. According to boneyqbert *memes* (YouTube)
there is a second Cannon on the map. After some investigating I found a
Reedit thread started by Smilyfeka which had a picture that showed it.
This Cannon can be found on the large Ship at the far end of the map at the
base of the bridge structure. You should see six Containers and it should
be at the bottom center. It is also the only green one of the bunch.
When you fire this Cannon then it will hit the end of the platform near the
Container on the main Ship where the Hostages will be taken later. To
acquire this Challenge with this Cannon it is best to do it at the
beginning of the mission.
Find and open the Container on the far ship and look back at the Hostage
Container. Lhom and his Guard should be there. Fire a round into the
platform to the right of them to lure the Guard away. Keep luring him until
he reaches the edge then quickly go back and fire the Cannon. The explosion
will create a shockwave that will knock the Guard high into the air and off
of the Ship which should unlock the Challenge.
0===================================0
| Death Raft [1.09 Score Multiplier] \
0===========================================================================>
For this you need to kill two Main Targets with the same Life Raft. As the
Hostages are being moved to the Ship then Re and Lhom will meet for a bit
near the stairs. Above them is a Life Raft. Shoot it to bring it down to
kill them and some Guards.
0===================================0
| Deadweight [1.11 Score Multiplier] \
0===========================================================================>
For this you need to kill all three Main Targets with the Large Container
Crane. This one is a bit of a pain as you need to have the Hostages put
into their Container in the Ship before you can get all three Targets to
meet together. While you're waiting to get things together there will be
some other Challenges to do bundled with this.
When the mission starts then look at the Large Container Crane's west end.
Here you should see a Container hoisted on it. To the right you should see
a panel. Shoot it to open it and you should see three buttons: left, right,
and stop. Shooting the right button will get the Crane moving east.
You'll notice that there is light above the Container. There is also some
numbers on the Crane. Each number will correspond to a Bay. What you need
to do is to put the Container in Bay 11. However, there is another Crane
related Challenge to do beforehand.
When the Crane is nearing Bay 4 then shoot the stop button. If it is not on
4 then shoot what button you need to shoot to help get the Container into
position.
**NOTE: If it is close but not in the correct position then aim at the
direction button while using the Marksman feature, shoot the
button, then shoot the stop button again before the effect wears
off.
Look at the Container and you should see a drop button above it. Wait for
Jin and his Guards to go to the Hostages before shooting the button to make
it drop to the ground.
However, that is going to take some time so I am going to do another
Challenge which involves opening five Containers. Aim at the two Containers
between the Hostage area and the Ship and shoot the locks to open them. Go
to the south side of the Work Area and find the Container with the Cannon
and open it. Go to the Container near where Jin started and open it.
For the last Container look at the large crane beyond the Logistics
Building. At the lower part of the Crane is a yellow tarp. Under it should
be another Container. Shoot it open to reveal Agent Smith and acquire
another Challenge.
When Jin is at the Hostages then shoot the drop button to drop the
Container on the ground. After a few seconds then the Container will go
back up. Move the Container to Bay 7 and repeat the process then move the
Container to Bay 11.
Once you have the Container in Bay 11 then wait for Re to enter her Office
at the east side of the Work Area which will happen at about 9:50 on the
timer. There is going to be a satellite dish on top. As she is talking on
her phone then shoot the dish to interrupt the conversation.
While I'm waiting for the Hostages to be put in the Container I will do
another Challenge. After shooting the dish then look at the Ship. Under the
railing for the Main Deck you should see some lights, four in total. Shoot
these four lights then look up and the main bridge of the Ship. Here you
should see three floodlights. Shoot them to acquire another Challenge.
After the Hostages are in their Container then you need to shoot the Ship's
horn, located on the left side near the top of the large smokestack, three
times. Each time you shoot the horn this will bring one of the Main Targets
to Bay 11.
However, you need to shoot the horn at the right times. The thing here is
that while Lhom and Re will wait patiently, Jin will walk away after a set
time.
NLJ235 (YouTube) came up with the following timing as he was having trouble
on the PS5 version. Shoot the horn at 7:30 on the timer, the second time at
7:11 on the timer, and the last shot at 6:56 on the timer.
For good measure you need to delay Jin a little bit to make sure you can
get Lhom, who is still on the Ship, to the meeting before Jin can try to
leave.
Jin should be in his Office in the Logistics Building at the time you shoot
the horn. As he leaves then shoot the floor once in front of him to make
him stop. As he stops then look at the Garage. There should be a Worker
that goes between a Bottle, which is on a large red toolbox, and a car.
As Jin goes down the stairs then shoot further inside the Garage to get the
Worker further in then aim at the Bottle. When Jin gets close then shoot
the Bottle to get him to stop again. This will also acquire another
Challenge.
Jin should be meeting with Re in Bay 11 just as Lhom gets there. Shoot the
drop button on the Container to drop it down on them and their Guards to
complete the main Challenge.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>From Here to Eternity [1.04 Score Multiplier]
*********************************************
For this you need to get the Large Container Crane moving.
>>Codename Crane [1.07 Score Multiplier]
**************************************
For this you need to drop the Container on the Crane in both Bay 4
and Bay 7. Credit for this belongs to MrFreeze2244.
>>Self-Contained Research [1.06 Score Multiplier]
***********************************************
For this you need to open five Containers.
>>On the Waterfront [1.05 Score Multiplier]
*****************************************
For this you need to open the Container that contains Agent Smith.
Credit for this belongs to MrFreeze2244.
>>...And the Deep Blue Sea [1.05 Score Multiplier]
************************************************
For this you need to interrupt Re while she is in her Office.
>>Ghost Ship [1.06 Score Multiplier]
**********************************
For this you need to shoot all seven lights on the Ship. Credit for
this belongs to MrFreeze2244.
>>Between the Devil... [1.05 Score Multiplier]
********************************************
For this you need to interrupt Jin while he in his Office.
>>No More Happy Hour [1.04 Score Multiplier]
******************************************
For this you need to shoot a Bottle inside the Logistics Building's
Garage.
0=========================================0
| Unlimited Power! [1.10 Score Multiplier] \
0===========================================================================>
For this you need to kill three Targets by electrocution. This has to be
done a certain way because bodies will be found quickly and you need to do
this before the evacuation starts. In addition, there will be another
electrocution related Challenge where you need to shoot six Electrical
Wires. Actually, they are not wires but Plugs that are used to connect the
wires together.
When you start the mission then go and shoot three "safe" Plugs to get half
of the secondary Challenge in. Go to the Hostage Area then gently pan left
to find one Plug then up a little further to find another and shoot them
both. Go to Re and you should see another one just south of her and shoot
it.
Now to go after the Targets. Go to the southwest corner of the Work Area to
find a Plug, sitting in a puddle of water, near a forklift. Shoot it when
Guard #4 is close to lure him there and kill him. After shooting this Plug
then pan north and find a blue barrel near where Guard #3 patrols and shoot
the Plug there to set things up for later.
Go back to the Hostage Area and pan right to find a small yellow dumpster.
You should also find another Plug in a puddle. Guard #9 will patrol near
here at some point.
When he gets close to the Plug then shoot it to lure him there and kill him
then go back to Guard #4 and shoot the blue barrel to make it leak water
and lure him there just as the other Guard is getting killed and his body
found. By the time the evacuation starts then Guard #4 will die and the
Challenge is acquired.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Electric Feel [1.04 Score Multiplier]
*************************************
For this you need to shoot six Electrical Wires.
0=======================================================0
| Burning on the Dock of the Bay [1.10 Score Multiplier] \
0===========================================================================>
For this you need to kill three Targets with the same explosion. At some
point during the mission Jin and two Guards will go to the Logistics
Building. However, they will stop for a bit just outside the Garage door.
At the right side of the door is a Gas Canister. Shoot it to kill all three
of them.
0======================================0
| Rock the Boat [1.10 Score Multiplier] \
0===========================================================================>
For this you need to kill all fifteen Bodyguards after the evacuation has
been triggered. You cannot kill some of them, trigger the evacuation, and
then kill the rest - you need to do all fifteen.
This works the same as the [No Loose Ends] in Himmelstein. If you kill the
Main Targets quickly then the Bodyguards will focus on shooting at you
before trying to make a run for it and only a few at a time which will make
it easier to acquire this Challenge.
As noted in the briefing, if the alarm is raised then one of the Heavenly
Guard will run over to kill the Hostages. However, that person is always
going to be Jin so kill him first then quickly kill Lhom before he can run
to his helicopter on the Ship.
Leave Re and let her run for it. She will then run to the cars near where
Jin started. There is also a Boom Gate here. When she gets close enough
then shoot the Gate which will come down and kill her. After that then
finish off the remaining Guards using the Shockwaves on those who try to
run.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Don't Let the Boom Gate Hit You... [1.10 Score Multiplier]
**********************************************************
For this you need to kill Re with the Boom Gate.
0======================================0
| Abandon Ship! [1.08 Score Multiplier] \
0===========================================================================>
For this you need to kill all three Main Targets as they are trying to
escape. Shoot someone to get the evacuation going then use the Shockwaves
on your Targets as they try to flee.
0===================================0
| Landlubber [1.08 Score Multiplier] \
0===========================================================================>
For this you need to kill a Target with a Car Lift and the best Target to
do this with is Guard #6 who is patrolling the front of the Logistics
Building. When you start then zoom in on the Garage and shoot the Bottle on
the red toolbox. When the Worker gets to it eventually then he will get
upset and walk out of the garage for a bit.
As he goes to the Bottle then fire a shot near the Guard when he is at the
eastmost part of his route to stop him. As the Worker goes outside then
fire a shot into the ground east of him to lure him further away. Go back
between the Guard and the Worker firing shots into the ground to lure the
Guard under the car that is currently raised and firing shots into the
ground further east of the Worker to keep him away.
When the Guard is under the car then shoot the switch on the right side of
the Lift to drop the car on top of him and kill him.
0+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Feats |###############################################################\
0+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=======================================================0
| Seagulls Sing Your Hearts Away [1.05 Score Multiplier] \
0===========================================================================>
For this you need to shoot five flying Seagulls. Some of them tend to fly
in and out of the left and right sides of the area. Use of the Marksman
ability is essential here.
0=============================================0
| Quack on the Trigger [1.07 Score Multiplier] \
0===========================================================================>
For this you need to find and shoot ten Rubber Ducks scattered around the
map. Listed below is where they can be found west to east (credit to
MrFreeze2244):
0=======================================================================0
| Duck #1 | Look at the west end of the Large Container Crane. Pan |
| | left to find a large red crane. Look at the top to find |
| | the lettering Fx6301. The Duck can be found above the |
| | lettering. |
|----------+------------------------------------------------------------|
| Duck #2 | Look at the Container on the Large Container Crane. Look |
| | just below it to find some yellow and black concrete |
| | blocks. The Duck can be found between a couple of them. |
|----------+------------------------------------------------------------|
| Duck #3 | Look at the large crane beyond the Logistics Building. |
| | There should be a small platform at the very top of this |
| | crane. The Duck can be found at the right side of the |
| | platform. |
|----------+------------------------------------------------------------|
| Duck #4 | Look at the Hostage area and gently pan left until you |
| | find some Gas Canisters. Next, pan left and up until you |
| | find a couple of crates with a red traffic cone. The Duck |
| | is behind this cone. |
|----------+------------------------------------------------------------|
| Duck #5 | Look at the Hostage area then find the stack of green |
| | Containers at the right side of the area. Shoot open the |
| | top Container to find the Duck. |
|----------+------------------------------------------------------------|
| Duck #6 | Look at the Garage entrance of the Logistics Building then |
| | look at the floor above it. Pan left to find a small |
| | bathroom. The Duck can be found on the high shelf inside |
| | this bathroom. |
|----------+------------------------------------------------------------|
| Duck #7 | Look inside the Garage at the Logistics Building and at |
| | the car at the right side of the opening. The Duck can be |
| | found under the front of this car. |
|----------+------------------------------------------------------------|
| Duck #8 | Look at the Garage entrance of the Logistics Building and |
| | find the bright neon Chinese signage next to it. The Duck |
| | can be found inside the lettering near the left end. |
|----------+------------------------------------------------------------|
| Duck #9 | Look at the Ship's bridge then gently pan up to find three |
| | skinny white towers. Go to the top of the middle one to |
| | find a platform. The Duck can be found here. |
|----------+------------------------------------------------------------|
| Duck #10 | Look at the Ship and find the Helicopter. From there then |
| | gently pan left until you find a red tower with the letter |
| | A on top. This tower should have two large round holes |
| | below the letter. The Duck can be found in the top hole. |
0=======================================================================0
0=========================================0
| Rat O'Nine Tails [1.07 Score Multiplier] \
0===========================================================================>
For this you need to find and shoot nine Rats scattered around the map.
Listed below is where they can be found west to east (credit to
MrFreeze2244):
0=======================================================================0
| Rat #1 | Look at the northwest end of the Work Area to find a lone |
| | green Container. Next to it is the junk pile that you would |
| | normally shoot Guard #3 into. At the right side of the pile |
| | is a small shelter. Just under it is a large black barrel |
| | where you should find the Rat. |
|--------+--------------------------------------------------------------|
| Rat #2 | Look at the Garage entrance of the Logistics Building then |
| | look at the floor above it. Pan left to find a small |
| | bathroom. Pan further left to find part of Jin's Office. At |
| | the left side of the window are some shelves. The Rat can be |
| | found on the floor under it. |
|--------+--------------------------------------------------------------|
| Rat #3 | Look at the base of the Ship's Stairs then pan left to find |
| | a group of two green Containers with a yellow one sitting on |
| | top of one of them. Go back a bit to find a yellow Container |
| | sitting on the ground behind this group. The Rat can be |
| | found on the top of it. |
|--------+--------------------------------------------------------------|
| Rat #4 | Look at the Ship's bridge. Go to the right end to find a |
| | floodlight. Pan straight down from there to find a platform. |
| | Under the railing is the Rat. |
|--------+--------------------------------------------------------------|
| Rat #5 | Look at the top of the east end of the Large Container Crane |
| | and find the stairs going down. Follow it down a bit to find |
| | a catwalk. At the end of the catwalk, and on part of the |
| | Crane's framing, is the Rat. |
|--------+--------------------------------------------------------------|
| Rat #6 | Look at Re's Office at the east side of the Work Area and |
| | find the satellite dish. Shoot it to reveal the Rat sitting |
| | on the top of a fence. |
|--------+--------------------------------------------------------------|
| Rat #7 | Look under the stairs at the north side of the Pier area to |
| Rat #8 | find two Rats. |
|--------+--------------------------------------------------------------|
| Rat #9 | Look at the very east end of the Ship to find a rope going |
| | up to a round hole. Next to the round hole is a square hole. |
| | The Rat can be found at the lower right corner of this hole. |
0=======================================================================0
0============================================0
| In the Spider's Web [1.06 Score Multiplier] \
0===========================================================================>
For this you need to find a way to make Re escort the Hostages to their
final destination. Normally Lhom and Re do the honors together so you need
to eliminate Lhom before the Hostages are escorted. Wait for Lhom and his
Guard to get to the top of the Ship's Stairs then kill them both. From that
point then Re will escort them alone. After killing Lhom then wait several
more minutes for the Challenge to unlock.
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Mumbai \@@@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY10. Chasing a Ghost 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@@@\ Mumbai /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
47's next assignment takes him to Mumbai, India where he is to take down
three Targets: Dawood Rangan, Vanya Shah, and Wazir Kale (aka The Maelstrom).
Shortly after Santa Fortuna Lucas Grey's militia released a hostage tape that
basically outed Providence to the rest of the world. As The Agency works to
trace the origin of the tape they are also working on finding Lucas' top
lieutenant.
The Delgado Cartel was working on making fake IDs for the militia and one
member caught The Agency's attention: Wazir Kale. As The Maelstrom he
terrorized the South China Sea for years before a disastrous hijacking
attempt several years earlier forced him into hiding.
However, he has been identified as the one responsible for killing a major
CEO in Shanghai and with help from Dawood and Vanya, a couple of former
members of his old pirate gang.
Dawood, a former cashier for the gang, is now a movie producer and real
estate mogul currently working on his new tower and a new movie called Mumbai
Hero. But he is also heavily involved in organized crime and often uses his
movie productions to fleece insurance companies.
Vanya is now living in the ruins of an old train yard having appointed
herself as Queen of the Slums, using her criminal connections to turn the
area into her own personal kingdom (or queendom if you prefer).
As for Wazir himself, he is back in Mumbai and hiding out in the Slums where
he grew up and knows extremely well. On top of this nobody knows what he
currently looks like now so 47 will need to obtain his identity before taking
him down.
He is also the leader of the Crows, a notorious gang that was disbanded years
ago but has seen a sudden resurgence. They are currently patrolling the Slums
looking for potential assassins and other trouble makers.
Because of their connections The Constant wants all three to be eliminated
before they can do any more damage. A tough assignment to be sure but 47 is
always good for the hunt.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MMB1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Keys to the City
****************
Description: Reach Mumbai Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Pirate Hunter
*************
Description: Complete Chasing a Ghost.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MMB2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed straight southwest.
Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The map has multiple areas of interest. At the north end is Rangan Tower.
This Tower has multiple floors with more being built. To the east of the
Tower is the Construction Site and Barge.
To the west of the Tower complex is the Central Square that has multiple
shops and the Chawls, a small apartment complex. To the south of that is one
of the major employers of this part of the city, Mumbai Laundry.
To the southeast of the Central Square is the Food District. To the southeast
is the Crows' Back Alley. Above that is the Crows' Rooftop and the Crows'
Guard Post. Below that is the Hideout and Armory.
To the west of the Back Alley is Slum Square and Slum Alley. To the west is
the Textile District with the Barber Shop and Tailor. To the south is the
Shopping District with the Tea Shops to the east of it. Next door north of
the Tea Shops is the Metal Worker's District.
South of the Shopping District is the Mumbai Hills. To the south and east of
the Hills is the Junkyard and Beach areas. At the southwest side of the map
is the Train Yard area which contains the Train Tracks, Container Area,
Security Room, and Vanya Shah's Carriage.
Separating the Train Yards from the Slums is the Eastern and Northern Sewers.
There is also the Southern Sewers that runs through the Slums.
Finally, there are two above ground walkways. There is the Yellow Skywalk
that is at the west side of the map and the Old Skywalk that goes above the
Slums near the center.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0========================0
| Rangan Tower - Exterior \
0===========================================================================>
This area comprises what's inside the main wall and around the Tower. This
includes the Tower Garden terraces that go from the southwest corner to the
west entrance of the Construction Site. The terraces continue south along
the east side of the building and under the 1st Floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Shovel | Leaning against the wall on the first level of the Garden |
| | terrace at the southwest corner of the area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Rangan Tower - Ground Floor \
0===========================================================================>
The Tower Lobby comprises the bulk of this floor. The Carpark Ramp is at
the east side. There are two sets of stairs: the Northwest Stairs that go
up to the Security Room from the outside and the West Stairs that go up to
the Garage on the 1st Floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fire Extinguisher | On the wall near the West Stairs. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On a pallet of cement bags just southeast of the West |
| | Stairs. |
|-------------------+-------------------------------------------------------|
| Bollywood Crew | ++[Casual]: On the stack of wood just south of the |
| Disguise | open Elevator Shaft. |
|-------------------+-------------------------------------------------------|
| Brick | On the floor by the open window at the south wall of |
| | the Tower Lobby. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Rangan Tower - 1st Floor \
0===========================================================================>
There are multiple rooms on this floor. The large area with the West Stairs
that go down to the exterior of the Ground Floor and the Southwest Stairs
that go to the Film Shoot area is the Carpark. North of the Garage is the
Security Room. This Room also has the Northwest Stairs that go down to the
Ground Floor.
The large room at the northeast side is the Canteen. This also has the
North Stairs that go up to the 2nd Floor. The small room by the stairs is
the Storage Room. The large room to the south is the Makeup Area. Finally,
there is a Restroom that is situated between this room and the Canteen.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | On the table just inside the west door of the |
| | Security Room (x2). |
|-------------------+-------------------------------------------------------|
| Luxury Apartment | --On the desk at the east side of the Security Room. |
| Keycard | --On a shelf at the southwest corner of the Storage |
| | Room. |
|-------------------+-------------------------------------------------------|
| Hammer | On the floor by the window just south of the west |
| | door of the Security Room. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall by the open Elevator Shaft next to the |
| | West Stairs. |
|-------------------+-------------------------------------------------------|
| Soda Can | --On the crate just south of the east door to the |
| | Security Room. |
| | --On a crate under the North Stairs inside the |
| | Canteen. |
| | --On a crate north of the main serving area inside |
| | the Canteen. |
| | --At the northeast corner of the main serving area |
| | inside the Canteen. |
| | --Inside the blue crate just south of the door to the |
| | Storage Room (x2). |
|-------------------+-------------------------------------------------------|
| Screwdriver | ++[Casual]: On the sink counter inside the |
| | Restroom. |
| | --On the large paint cans in the corner behind the |
| | south wall of the West Stairs inside the Carpark. |
|-------------------+-------------------------------------------------------|
| Bollywood Crew | ++[Casual]: Under the Southwest Stairs. |
| Disguise | ++[Casual]: On a crate at the north center section |
| | of the Makeup Area. |
|-------------------+-------------------------------------------------------|
| Tube of Paint | On a crate under the North Stairs inside the Canteen. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | At the northeast corner of the main serving area |
| | inside the Canteen. |
|-------------------+-------------------------------------------------------|
| Industrial Fan | On some boxes at the east side of the Storage Room. |
| Instructions | |
| Emetic Rat Poison | |
|-------------------+-------------------------------------------------------|
| Iron | On a crate at the north section of the Makeup Area. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | --Attached to the bottom of the wall at the north |
| | center section of the Makeup Area and near the |
| | Fusebox. |
| | --Next to the toilet inside the north stall within |
| | the Restroom. |
|-------------------+-------------------------------------------------------|
| Scissors | On the west end of the long table at the center of |
| | the Makeup Area. |
|-------------------+-------------------------------------------------------|
| Dancer Disguise | ++[Casual]: On a box at the southeast section of the |
| | Makeup Area. |
|-------------------+-------------------------------------------------------|
| Wrench | --On the floor near the northwest corner of the |
| | Makeup Area near the Closet. |
| | --Leaning against the wall inside the north stall |
| | within the Restroom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Rangan Tower - 2nd Floor \
0===========================================================================>
There are several major areas on this floor. At the northwest corner is the
Studio. The large central area is the Lobby. There is also the West Stairs
and North Stairs in the northeast corner. The south exterior area is the
Film Shoot area. The exterior area to the east is the Fountain.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Luxury Apartment | ++[Casual]: On the table at the east side of the |
| Keycard | Lobby. |
| | --On the table inside the Studio. |
|--------------------+------------------------------------------------------|
| Hammer | On the black crate by the open Elevator Shaft next |
| | to the West Stairs. |
|--------------------+------------------------------------------------------|
| The Missing Script | On a small ledge inside the open Elevator Shaft by |
| | the West Stairs. You can either shoot it or toss an |
| | object onto it so it falls down to the bottom so you |
| | can retrieve it. |
|--------------------+------------------------------------------------------|
| Fire Extinguisher | --On the floor in the corner just northwest of the |
| | West Stairs. |
| | --On the wall partway up the West Stairs going up to |
| | the 3rd Floor. |
|--------------------+------------------------------------------------------|
| Soda Can | At the large group of stuff at the west wall of the |
| | Lobby. |
|--------------------+------------------------------------------------------|
| Saber | Inside the crate of champagne at the south divider |
| | wall inside the Lobby. |
|--------------------+------------------------------------------------------|
| Screwdriver | By the double monitor setup at the east side of the |
| | Film Shoot area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Rangan Tower - 3rd Floor \
0===========================================================================>
There are only two rooms on this floor: Rangan's Bathroom and Rangan's
Office. These rooms are only accessed by the North Stairs. There is also
the West Stairs but there are no rooms on that side of the floor there - it
only serves as access between the 2nd and 4th Floors.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Barber Razor | By the Sink inside Ragan's Bathroom. |
|----------------------+----------------------------------------------------|
| Bollywood Bodyguard | ++[Casual]: On the bench at the west side of |
| Disguise | Rangan's Bathroom. |
|----------------------+----------------------------------------------------|
| A Picture of Vanya, | On the desk at Rangan's Office. |
| Maelstrom and Dawood | |
| Chennai Cricket Ball | |
|----------------------+----------------------------------------------------|
| Lead Pipe | Leaning against the wall just inside the open |
| | Elevator Shaft at the West Stairs. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Rangan Tower - 4th Floor \
0===========================================================================>
This is a still under construction floor of the Tower. There are three
stairways on this floor: one at the northeast corner (North Stairs), one at
the southeast corner (South Stairs), and one at the west (West Stairs).
There is also a Break Area in the center of the floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Dawood's Laptop | On the makeshift desk at the northwest corner of |
| | the floor. |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | On the floor by the open Elevator Shaft near the |
| | West Stairs. |
|----------------------+----------------------------------------------------|
| Shovel | Leaning against the scaffold at the north wall |
| | almost directly north of the Break Area. |
|----------------------+----------------------------------------------------|
| Propane Flask | --Leaning against the blue tarp of the scaffolding |
| | just north of the stairs to the West Stairs. |
| | --On the wooden floor at the outside area at the |
| | southeast corner of the floor. |
| | --On the floor behind the rebar wall just south of |
| | the South Stairs. |
|----------------------+----------------------------------------------------|
| Hammer | On the wooden floor at the outside area at the |
| | southeast corner of the floor. |
|----------------------+----------------------------------------------------|
| Chennai Cricket Ball | At the Break Area. |
| DAK X2 | |
| Bartoli 75S | |
| Crowbar | |
|----------------------+----------------------------------------------------|
| Screwdriver | By the Container just north of the Break Area. |
|----------------------+----------------------------------------------------|
| Lead Pipe | On the stack of concrete bags behind the rebar |
| | wall just south of the South Stairs. |
|----------------------+----------------------------------------------------|
| Fire Axe | Halfway up the West Stairs going up to the 5th |
| | Floor. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Rangan Tower - 5th Floor \
0===========================================================================>
This floor is more under developed than the one below. Other than the West
Stairs there are no landmarks other than the scaffolding at the east side
of the floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Bartoli 12G | In the crate at the north side of the floor. |
|---------------+-----------------------------------------------------------|
| Shashka A33 | --Leaning against the north wall at the northeast section |
| | of the floor. |
| | --Leaning against a pillar near the north center part of |
| | the floor. |
|---------------+-----------------------------------------------------------|
| Fire Axe | At the northeast corner of the floor. |
|---------------+-----------------------------------------------------------|
| Propane Flask | At and near the scaffolding at the northeast section of |
| Baseball Bat | the floor. |
| Hammer | |
| Cleaver | |
|---------------+-----------------------------------------------------------|
| Brick | --At and near the scaffolding at the northeast section of |
| | the floor (x2). |
| | --At the base of the pallet of bricks near the north |
| | center part of the floor. |
|---------------+-----------------------------------------------------------|
| DAK X2 | On the pallet of bricks at the southeast section of the |
| | floor. |
|---------------+-----------------------------------------------------------|
| Shovel | Leaning against the scaffolding at the southeast section |
| | of the floor. |
|---------------+-----------------------------------------------------------|
| Lead Pipe | Attached to the wall by the open Elevator Shaft next to |
| | the West Stairs. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Construction Site and Barge \
0===========================================================================>
This is the large area to the east of Rangan Tower. It has the Main Crane
in the center and the Tower Stairs west of that. The Barge that connects
the Site to the Beach is to the south. There are three main entrances other
than the Barge: the northwest, the northeast (which is a series of large
concrete pipes), and the southwest.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Hammer | --Leaning against the north wall just inside the |
| | northwest entrance. |
| | --On a green barrel just south of the blue shipping |
| | container at the south side of the Main Crane. |
| | --In a toolbox at a small corner at the south side of |
| | the Tower Stairs. |
| | --On a stack of wood just inside the southwest |
| | entrance. |
|-------------------+-------------------------------------------------------|
| Brick | --On the ground by the trash bags just inside the |
| | northwest entrance. |
| | --On the stack of wood just south of the large Chiron |
| | shipping container that sits between the northwest |
| | and northeast entrances. |
| | --On the ground to the east of the large Chiron |
| | shipping container that sits between the northwest |
| | and northeast entrances. |
| | --On the ground near the southeast corner of the blue |
| | shipping container at the south side of the Main |
| | Crane. |
| | --On a stack of concrete bags just northwest of the |
| | north end of the Barge. |
|-------------------+-------------------------------------------------------|
| Old Axe | Behind the large Chiron shipping container that sits |
| | between the northwest and northeast entrances. |
|-------------------+-------------------------------------------------------|
| Wrench | --In a blue toolbox on a stack of concrete bags |
| | between the northeast entrance and the north side |
| | of the Main Crane. |
| | --In a blue toolbox under a scaffold that itself is |
| | almost under the northeast corner of the Tower's |
| | 1st Floor. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | --In a toolbox on a stack of wood near the west side |
| | of the Main Crane. |
| | --Leaning against the northeast corner of the |
| | bulldozer at the south end of the Barge. |
|-------------------+-------------------------------------------------------|
| Screwdriver | In a paint can at the bottom of the Tower Stairs. |
|-------------------+-------------------------------------------------------|
| Local Security | ++[Casual]: In the green shipping container at the |
| Disguise | south wall of the Main Crane. |
| | ++[Casual]: On a stack of wood just west of the north |
| | end of the Barge. |
|-------------------+-------------------------------------------------------|
| Bollywood Crew | ++[Casual]: On top of the scaffold under the |
| Disguise | southeast corner of the Tower's 1st Floor. |
|-------------------+-------------------------------------------------------|
| Shovel | --Leaning against the west side of the north-south |
| | concrete pit south of the Tower Stairs. |
| | --In a wheelbarrow by the blue shipping container |
| | under the southeast corner of the Tower's 1st |
| | Floor. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the sea wall between the southwest entrance and |
| | the north end of the Barge. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the floor inside the blue shipping container under |
| Car Battery | the southeast corner of the Tower's 1st Floor. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Central Square \
0===========================================================================>
This is the large square that goes along the south, west, and north sides
of the Rangan Tower area. It extends southeast all the way to the north end
of the Beach and south end of the Barge for the Construction Site area. It
extends southwest to the north entrances to the Mumbai Laundry, the north
entrance to Slum Alley, and the west entrance to the Food District.
The Chawls is the large building situated at the southwest section of the
Square area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | --On the counter inside the Dubhami Wholesale shop near |
| | the northwest corner of Rangan Tower. |
| | --On the counter in front of the Electronics Shop at |
| | the west side of the Square. |
|-----------------+---------------------------------------------------------|
| Expired Can of | On the shelving inside the Dubhami Wholesale shop near |
| Spaghetti Sauce | the northwest corner of the Rangan Tower area. |
|-----------------+---------------------------------------------------------|
| Screwdriver | In the back of the Electronics Shop at the west side of |
| | the Square. |
|-----------------+---------------------------------------------------------|
| Soda Can | On a table inside the Internet-Cafe Cyber shop at the |
| | northwest side of the Square. |
|-----------------+---------------------------------------------------------|
| Laundry Worker | ++[Casual]: Inside the north toilet building at the |
| Disguise | west entrance to the Mumbai Laundry. |
|-----------------+---------------------------------------------------------|
| Car Battery | On the ground by a blue SUV just south of Rangan Tower. |
|-----------------+---------------------------------------------------------|
| Crowbar | ++[Casual]: Under the stairs by a blue SUV just south |
| | of Rangan Tower. |
| | --In a toolbox on the balcony of the house above the |
| | blue SUV just south of Rangan Tower. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================0
| Chawls - Ground Floor \
0===========================================================================>
This is the large building at the southwest side of the Central Square. On
this floor there is Apartment A and the Flower Shop at the north corner and
the Bakery and Mumbai Carpet shops at the east corner. The Courtyard is in
the center.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Screwdriver | On the floor inside the bathroom for Apartment A. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the kitchen counter inside Apartment A. |
|-------------------+-------------------------------------------------------|
| Coin | --On the table inside the Bakery. |
| | --On a round table inside the Mumbai Carpets shop. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | Under the Sink inside the Bakery. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| Chawls - 1st Floor \
0===========================================================================>
There are four Apartments on this floor. The one at the west corner is
Apartment B, the one next to it to the north is Apartment C, the one just
east of that is Apartment D, and the one at the east corner is Apartment E.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Iron | --On an ironing board in the corner south of |
| | Apartment E. |
| | --At the end of the balcony outside of Apartment B. |
| | --On an ironing board near the center of Apartment C. |
| | --Inside the bathroom for Apartment E. |
|-------------------+-------------------------------------------------------|
| Brick | On the lower shelf of the workbench in the short |
| | hallway south of Apartment B (x2). |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the kitchen counter inside Apartment B. |
|-------------------+-------------------------------------------------------|
| Wrench | On a barrel inside Apartment B. |
|-------------------+-------------------------------------------------------|
| Chennai Cricket | At a corner inside Apartment B. |
| Ball | |
|-------------------+-------------------------------------------------------|
| Barber Razor | On the sink inside the bathroom for Apartment C. |
|-------------------+-------------------------------------------------------|
| Coin | --On the kitchen counter of Apartment C. |
| | --By the TV at the east corner of Apartment E. |
|-------------------+-------------------------------------------------------|
| Frying Pan | --Inside the kitchen sink of Apartment C. |
| | --On the stove inside Apartment D. |
|-------------------+-------------------------------------------------------|
| Local Security | Inside the bedroom for Apartment D. |
| Disguise | |
| Bartoli 75S | |
|-------------------+-------------------------------------------------------|
| Crowbar | Leaning against a green washer on the balcony outside |
| | Apartment D. |
|-------------------+-------------------------------------------------------|
| Fish | On the kitchen counter of Apartment E. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Chawls - 2nd Floor and Sniper Spot \
0===========================================================================>
There are two Apartments on this floor. The one at the south corner is the
Kashmirian's Apartment and the one at the east corner is 47's Apartment.
47's Apartment is where you will start if you start in the Chawls. The
stairs leading up to the 3rd Floor Sniper Spot, and the Kashmirian, is west
of 47's Apartment.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Folding Knife | Embedded in the dartboard by the door to the |
| | Kashmirian's Apartment. |
|-------------------+-------------------------------------------------------|
| Chennai Cricket | On the balcony railing at the very west corner of the |
| Ball | floor (close to the Yellow Skywalk). |
|-------------------+-------------------------------------------------------|
| Picture of Vanya | On the board near the center of the Kashmirian's |
| Shah | Apartment. |
| Picture of Dawood | |
| Rangan | |
|-------------------+-------------------------------------------------------|
| Lethal Poison | On the floor by the luggage near the center of the |
| Pill Jar | Kashmirian's Apartment. |
|-------------------+-------------------------------------------------------|
| Cleaver | Near the kitchen sink inside the Kashmirian's |
| | Apartment. |
|-------------------+-------------------------------------------------------|
| Barber Razor | On the sink inside the bathroom for 47's Apartment. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the table at the east corner of 47's Apartment. |
|-------------------+-------------------------------------------------------|
| Iron | --On an ironing board by the stairs west of the |
| | Kashmirian's Apartment. |
| | --On the kitchen counter inside 47's Apartment. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the floor at the north end of the balcony for 47's |
| | Apartment. |
|-------------------+-------------------------------------------------------|
| Druzhina 34 | On the tripod at the Sniper Spot. |
|-------------------+-------------------------------------------------------|
| Kashmirian's | --Carried by the Kashmirian. If you start in the |
| Laptop Dongle | Chawls he won't have it on him. |
| | --On the table by the green chair where you start if |
| | you start in the Chawls. It won't appear here |
| | otherwise. |
|-------------------+-------------------------------------------------------|
| Apartment Key | Carried by the Kashmirian. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============================0
| Mumbai Laundry - Ground Floor \
0===========================================================================>
This is the main laundry area that is situated between the south side of
the Central Square and Chawls area and the Train Tracks and Train Yard
areas. The Eastern and Northern Sewers run along the west and south sides
respectively. The east side of the Laundry ends at Slum Alley. Near the
center is the two-level Foreman's Office building. Just to the east of that
is Laundry Alley.
There are multiple Washing Stalls within the main Laundry area itself. The
group that runs along the wall to the Eastern Sewers is Stall A. The
cluster to the right of that is Stall B. South of that is Stall C. To the
east of that is Stall D. The last one to the east of that is Stall E.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Mumbai Laundry | In the vase at the east door to the Foreman's |
| Office Key | Office. |
|----------------------+----------------------------------------------------|
| Laundry Worker | ++[Casual]: On the lower shelf of the short end of |
| Disguise | the long L-shaped table in the center of |
| | Laundry Alley. |
|----------------------+----------------------------------------------------|
| Iron | --On the table south of the long L-shaped table |
| | inside Laundry Alley. |
| | --On the ironing board at the south side of the |
| | Foreman's Office. |
| | --On a workbench behind a dividing wall south of |
| | Stall C. |
| | --On the lower shelf of a workbench behind a |
| | dividing wall south of Stall D. |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | On the lower shelf of a workbench behind a |
| | dividing wall south of Stall D. |
|----------------------+----------------------------------------------------|
| Queen's Guard | ++[Casual]: At the northwest corner of Stall B. |
| Disguise | --On the ground at the southeast corner of Stall |
| | D. |
|----------------------+----------------------------------------------------|
| Lead Pipe | On the north wall of Stall E. |
|----------------------+----------------------------------------------------|
| Thug Disguise | On the basket east of Stall E. |
|----------------------+----------------------------------------------------|
| Brick | Near the corner where the Eastern and Northern |
| | Sewers meet is a small bridge that goes to the |
| | Train Tracks. These two Bricks can be found on the |
| | ground at the end of the bridge. |
|----------------------+----------------------------------------------------|
| Laundry Business | Near the corner where the Eastern and Northern |
| Documents | Sewers meet is a small bridge that goes to the |
| | Train Tracks. The Documents can be found in the |
| | corner by a large wooden bucket just northwest of |
| | the end of the bridge. |
|----------------------+----------------------------------------------------|
| Food Vendor Disguise | At the west side of the Foreman's Office. |
|----------------------+----------------------------------------------------|
| Letter Opener | On the table under the stairs inside the Foreman's |
| | Office |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Mumbai Laundry - 1st Floor \
0===========================================================================>
This floor is in two parts. It has a walkway that runs along the south side
and another that at the north side that also includes the 1st Floor of the
Foreman's Office.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Metal Worker | On the basket just west of the Foreman's Office. |
| Disguise | |
|-------------------+-------------------------------------------------------|
| Mumbai Laundry | Carried by the Laundry Worker inside the Foreman's |
| Office Key | Office. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | Under the stairs inside the Foreman's Office. |
|-------------------+-------------------------------------------------------|
| Dancer Disguise | At the north end of the south walkway at the |
| | southeast corner of Stall A. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Mumbai Laundry - 2nd Floor \
0===========================================================================>
This is a small area above the Foreman's Office and includes a walkway to
the Yellow Skywalk.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Folding Knife | By the stove next to the stairs to the Foreman's Office. |
|---------------+-----------------------------------------------------------|
| Coin | On the round table near the top of the stairs to the |
| | Foreman's Office. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Yellow Skywalk \
0===========================================================================>
This is a long above ground skywalk that goes northwest to southwest along
the west side of Mumbai. It goes from the west side of the Central Square,
goes above the Mumbai Laundry, and ends at the Train Tracks area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Screwdriver | --On the stack of wood near the stairs to the Chawls. |
| | --On the floor by some blue seats above center of the |
| | Mumbai Laundry. |
|---------------+-----------------------------------------------------------|
| Hammer | On a stack of wood above the center of the Mumbai |
| | Laundry. |
|---------------+-----------------------------------------------------------|
| Propane Flask | On a stack of wood at the south end above the Train |
| | Tracks. |
|---------------+-----------------------------------------------------------|
| Lever | Leaning against a stack of wood at the south end above |
| | the Train Tracks. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Eastern Sewers and Northern Sewers \
0===========================================================================>
These are two drainage channels that go along the west (Eastern) and south
(Northern) sides of the Mumbai Laundry. The Northern Channel continues east
and south until it ends near the Train Yard area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | On the ground by the trash bags at the corner where the |
| | Eastern and Northern Sewers meet. |
|-----------+---------------------------------------------------------------|
| Brick | On the ruined appliance near the base of the stairs at the |
| | east end of the Northern Sewers. |
|-----------+---------------------------------------------------------------|
| Lead Pipe | Leaning against the wall near the base of the stairs at the |
| | east end of the Northern Sewers. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| Food District \
0===========================================================================>
This small area is just southeast of the Central Square. It goes from the
Square to the Southern Sewers. There is a Bakery and Restrooms at the north
corner.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| A Picture of | Carried by a Civilian on the upper floor above the front |
| Maelstrom | of the Bakery. |
|---------------+-----------------------------------------------------------|
| Kitchen Knife | On the counter inside the Bakery. |
|---------------+-----------------------------------------------------------|
| Frying Pan | On the south wall inside the Bakery. |
|---------------+-----------------------------------------------------------|
| Propane Flask | On the ground by the Food Stand just outside the Bakery. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Crows' Back Alley \
0===========================================================================>
This is the main hideout for the gang. It goes from a two-level Red House
at the south corner of the Food District to the end of a narrow alley at
the south end.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Hammer | On a stack of cans just southeast of the door to the |
| | Hideout. |
|--------------+------------------------------------------------------------|
| Soda Can | On the desk at the west side of the Ground Floor of the |
| | Red House. |
|--------------+------------------------------------------------------------|
| Coin | On the table near the center of the Ground Floor of the |
| | Red House. |
|--------------+------------------------------------------------------------|
| Maelstrom's | On the desk at the north corner of the 1st Floor of the |
| Manifesto #2 | Red House. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Crows' Rooftop \
0===========================================================================>
This is the rooftop area for the gang above the Crows' Back Alley. It goes
all the way west to the Old Skywalk and to the Guard Post to the east.
There is a Break Area situated in the middle of this section.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Brick | On the stack of wood in the center of the Break Area. |
|------------+--------------------------------------------------------------|
| Beak Staff | Leaning against the railing at the south corner of the Break |
| | Area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Crows' Guard Post \
0===========================================================================>
This is the rooftop lookout area for the gang. There is a Break Area
situated in the middle of this section.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Bartoli 12G | On the crate in the center of the Break Area. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the shelving at the northwest corner of the Break |
| | Area. |
|-------------------+-------------------------------------------------------|
| Beak Staff | Leaning against a wall at the north side of the Break |
| | Area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================0
| Crows' Hideout and Armory \
0===========================================================================>
This is the basement area under the Back Alley. It goes from the Southern
Sewers at the west to the Beach House to the east. It has three rooms of
note. The room to the west, which has a hallway, is the Storage Room. The
room in the center is Wazir's Room. The room to the east of that is the
Armory.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Beak Staff | At the base of the stairs by the Southern Sewers |
| | entrance. |
|------------------+--------------------------------------------------------|
| Propane Flask | On the shelving near the center of the short hallway |
| | at the west end of the Hideout (x2). |
|------------------+--------------------------------------------------------|
| Expired Can of | --On a crate at the west end of the hallway just |
| Spaghetti Sauce | outside the north door of the Storage Room. |
| | --On the crates near the center of the Storage Room |
| | (x2). |
| | --On the crate at the southeast corner of the Storage |
| | Room. |
|------------------+--------------------------------------------------------|
| Maelstrom's | On the crate near the center of the Storage Room. |
| Manifesto #5 | |
|------------------+--------------------------------------------------------|
| Colored Smoke | On the shelf at the northwest corner of Wazir's Room. |
|------------------+--------------------------------------------------------|
| Shashka A33 | --Leaning against the wall at the east side of Wazir's |
| | Room. |
| | --Inside the crate at the center of the Armory. |
|------------------+--------------------------------------------------------|
| A Note to Sagar, | On the crate at the northeast corner of the Armory. |
| the Barber | |
|------------------+--------------------------------------------------------|
| Hideout Key | --On the crates at the center of the Armory. |
| | --Carried by a patrolling Guard on the south side of |
| | the floor. |
|------------------+--------------------------------------------------------|
| Bartoli 12G | Inside the crate at the center of the Armory. |
|------------------+--------------------------------------------------------|
| Car Battery | On the ground just north of the door to the Beach |
| | House. |
|------------------+--------------------------------------------------------|
| Wrench | On the lower shelf across from the door to the Beach |
| | House. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Slum Square and Slum Alley \
0===========================================================================>
This is the large square in the center of the Slums. It has a narrow
north-south alley to the east that has the Restrooms. It ends at the narrow
alley to the south.
Slum Alley is situated north of the Square and goes along the Southern
Sewers all the way to the Train Yards. Near the center are stairs that go
up to a small area which I call the Crows' Nest and at the west end are
stairs that go up to a Blue House. At the east end are stairs that go down
into the Southern Sewers.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | --Carried by a Food Vendor at the west side of the |
| | Square. |
| | --On the kitchen counter inside the Blue House. |
|--------------------+------------------------------------------------------|
| Soda Can | On the ground at the north end of the eastern alley. |
|--------------------+------------------------------------------------------|
| Lead Pipe | --Leaning against a stack of large bags in a corner |
| | of the nook in the center of the eastern alley. |
| | --On the ground at the east end inside the Southern |
| | Sewers near the entrance to the Crows' Hideout. |
|--------------------+------------------------------------------------------|
| Wrench | On a table across the alley west of the Restrooms. |
|--------------------+------------------------------------------------------|
| Brick | --On the ground at the south end of the eastern |
| | alley. |
| | --On a green crate at the north end of the short |
| | bridge then connects Slum Alley with the passage |
| | to the Food District. |
|--------------------+------------------------------------------------------|
| Screwdriver | In a toolbox on the ground at the north end of the |
| | alley that connects Slum Square with Slum Alley. |
|--------------------+------------------------------------------------------|
| Car Battery | On the ground behind the stairs for the Crows' |
| | Nest. |
|--------------------+------------------------------------------------------|
| Beak Staff | At the base of the stairs for the Crows' Nest. |
|--------------------+------------------------------------------------------|
| Voice Recording of | On the cabinet near the top of the stairs inside the |
| The Maelstrom | Crows' Nest. |
|--------------------+------------------------------------------------------|
| Fish | On the ground by the grating at the very west end |
| | inside the Southern Sewers. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Textile District \
0===========================================================================>
This is the area southwest of the Slum Square. It goes from the Train Yard
to the west end of the Shopping District and north to Slum Alley. At the
north side is the Barber Shop and at the south side is the Tailor. Both of
these shops have upper floors.
At the east end is the Cloth Vendor. Just south of the Barber Shop is
stairs that go up to another Crows' Nest (this is above a Textile Store).
There are also two Restrooms: one to the west and one to the east.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Barber Razor | --On the main counter inside the Ground Floor of |
| | the Barber Shop. |
| | --Carried by the Barber. |
|-----------------------+---------------------------------------------------|
| Barber Shop Key | --On the table inside the Barber Shop. |
| | --On the table at the 1st Floor of the Barber |
| | Shop. |
|-----------------------+---------------------------------------------------|
| Iron | --On a stack of clothes at the 1st Floor of the |
| | Barber Shop. |
| | --Under the stairs inside the Ground Floor of the |
| | Tailor. |
|-----------------------+---------------------------------------------------|
| Cerulean Cloth Bundle | --At the Cloth Vendor under the stairs to the |
| Carmine Cloth Bundle | Crows' Nest. |
| Sage Cloth Bundle | --At the Cloth Vendor on the path to the Shopping |
| | District. |
|-----------------------+---------------------------------------------------|
| Maelstrom's Manifesto | On the counter inside the Crows' Nest. |
| #3 | |
| Emetic Rat Poison | |
|-----------------------+---------------------------------------------------|
| Tailor Shop Key | Carried by the Tailor. |
| Coin | |
|-----------------------+---------------------------------------------------|
| Scissors | On the table inside the Ground Floor of the |
| | Tailor. |
|-----------------------+---------------------------------------------------|
| Request to the Tailor | On the desk at the west corner of the 1st Floor |
| Coin (x2) | of the Tailor. |
|-----------------------+---------------------------------------------------|
| Measuring Tape | On the table near the bed at the 1st Floor of the |
| | Tailor. |
|-----------------------+---------------------------------------------------|
| Car Battery | On the ground across from the east Restrooms. |
|-----------------------+---------------------------------------------------|
| Shovel | At the corner just north of the east Restrooms. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Shopping District \
0===========================================================================>
This is the area south of the Slum Square. It goes from the Textile
District at the west then east and north to the large alley that is the Tea
Shops. There is a Shoe Shop at the northwest end, a Restroom at the
southwest end, and another Restroom at the southeast end.
At the north side it a narrow west-east alley with a Large Nook at the west
end. The stairs to the Mumbai Hills is at the south center part of the
area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Maelstrom's Manifesto | On the main counter inside the Shoe Shop. |
| #1 | |
|------------------------+--------------------------------------------------|
| Coin | --On the main counter inside the Shoe Shop. |
| | --Behind the Food Vendor just south of the Shoe |
| | Shop. |
|------------------------+--------------------------------------------------|
| Brick | On the ground just east of the stairs to the |
| | Mumbai Hills. |
|------------------------+--------------------------------------------------|
| Thug Disguise | ++[Casual]: Inside the ruined washer at the east |
| | side of the Large Nook. |
|------------------------+--------------------------------------------------|
| Queens' Guard Disguise | Under the yellow tarp inside the Large Nook. |
|------------------------+--------------------------------------------------|
| Maelstrom's Manifesto | On the ground inside the Large Nook. |
| #4 | |
|------------------------+--------------------------------------------------|
| Iron | On the ground near the west end of the west-east |
| | alley just south of the Large Nook. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Tea Shops \
0===========================================================================>
This is the wide alley at the east side of Mumbai that is sandwiched
between the Metal Worker's District to the north and the Shopping District
to the south.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Propane Flask | On the ground by the Green Tea Moja cart at the west end |
| | of the alley. |
|---------------+-----------------------------------------------------------|
| Car Battery | On the ground by the corner of the white building just |
| | outside the alley. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================0
| Metal Worker's District \
0===========================================================================>
This area goes from the bridge to the Food District to the north side of
the Tea Shops. At the east corner is a Beige House with the Restrooms to
the west. South of the House are two Metal Forges, West and East.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Metal Worker | ++[Casual]: In the ruined washer at the end of the bridge |
| Disguise | to the Food District. |
| | --On the floor by the bunk beds at the 1st Floor of the |
| | Beige House. |
|---------------+-----------------------------------------------------------|
| Propane Flask | On the ground across west from the Restrooms. |
|---------------+-----------------------------------------------------------|
| Iron | Near the corner of the 1st Floor of the Beige House. |
|---------------+-----------------------------------------------------------|
| Car Battery | On the ground inside the West Metal Forge. |
| Old Axe | |
|---------------+-----------------------------------------------------------|
| Shovel | Leaning against the stack of cans inside the East Metal |
| | Forge. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Beach Road \
0===========================================================================>
This is the waterside road that goes along the northeast side of the Metal
Worker's District. It goes from the east corner of the Central Square area
(where it meets the Construction Site entrance) to the Barge at the north
end of the Beach area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Screwdriver | Carried by a Food Vendor that can be found standing near |
| | the north end of the Road. |
|---------------+-----------------------------------------------------------|
| Propane Flask | On the ground across from a small alley partway near the |
| | north end of the Road. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======0
| Beach \
0===========================================================================>
This is the main beach that goes north-south along the east side of Mumbai.
It goes from the Barge at the north end to the north border of the
Junkyard at the south end. The Crows' Beach House (with three levels) is at
the north side of this area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Beach House Key | Carried by one of the guards inside the Crows' Beach |
| | House. |
|-----------------+---------------------------------------------------------|
| Expired Can of | At the southeast corner inside the Ground Floor of the |
| Spaghetti Sauce | Crows' Beach House. |
|-----------------+---------------------------------------------------------|
| Iron | By the stairs on the 1st Floor of the Crows' Beach |
| | House. |
|-----------------+---------------------------------------------------------|
| Thug Disguise | ++[Casual]: Tucked in a corner near the stairs going up |
| | to the Outlook Post on the Rooftop of the Crows' |
| | Beach House. |
|-----------------+---------------------------------------------------------|
| Beak Staff | Tucked in a corner near the stairs going up to the |
| | Outlook Post on the Rooftop of the Crows' Beach House. |
|-----------------+---------------------------------------------------------|
| Coin | --Inside a Vase hidden behind a small building with a |
| | dark blue tarp at the very north end of the Beach. |
| | --Carried by one of the Food Vendors. |
|-----------------+---------------------------------------------------------|
| Chennai Cricket | At the water's edge southeast of the Crows' Beach |
| Ball | House. |
| Baseball Bat | |
|-----------------+---------------------------------------------------------|
| Fish | At the entrance to the pier at the south end of the |
| | Beach (x2). |
|-----------------+---------------------------------------------------------|
| Soda Can | On the ground at the southeast corner of the blue |
| | building at the south end of the Beach. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========0
| Junkyard \
0===========================================================================>
This is the large area north of the Container Area by the Train Yard. It
extends from the east corner of the Train Yard to a large drainage channel
to the north. In the center is the Metal Forge building.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Lever | By a blue scooter at the north end of the Junkyard. |
|---------------+-----------------------------------------------------------|
| Metal Worker | ++[Casual]: Amongst some junk just east of the Metal |
| Disguise | Forge building. |
|---------------+-----------------------------------------------------------|
| Propane Flask | Amongst some junk just east of the Metal Forge building. |
|---------------+-----------------------------------------------------------|
| Shovel | At the north corner of the Metal Forge building. |
|---------------+-----------------------------------------------------------|
| Frying Pan | On the ground within the Metal Forge building. |
| Crowbar | |
| Wrench | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Mumbai Hills \
0===========================================================================>
These are the Hills to the west of the Junkyard area. There are two places
of note here: the Blue House (west side) and Neha's House (the orange house
at the eastern half). There are stairs to the southwest, west, north, and
east that lead up to this section of town.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Brick | --This one is at the west side of the Hills. Go up |
| | the west stairs to the halfway point. Turn left to |
| | find stairs leading up to a rooftop. Go up then |
| | turn around to find it on the ground. |
| | --This one is at the north stairs. Go up to the |
| | halfway point and you should find it on the ground |
| | by a stack of trash bags. |
| | --On the Rooftop of Neha's House near the top of the |
| | stairs. |
|-------------------+-------------------------------------------------------|
| Thug Disguise | ++[Casual]: On the bathtub in the large alley between |
| | the two houses. |
|-------------------+-------------------------------------------------------|
| Old Axe | By some bright orange crates at the concrete platform |
| | behind Neha's House. |
|-------------------+-------------------------------------------------------|
| Iron | --On the stack of clothes in the center of the Blue |
| | House. |
| | --By the stairs on the 1st Floor of Neha's House. |
|-------------------+-------------------------------------------------------|
| Frying Pan | On the kitchen counter inside the Blue House. |
|-------------------+-------------------------------------------------------|
| Coin | On the table by the back door inside Neha's House. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the refrigerator by the front door inside Neha's |
| | House. |
|-------------------+-------------------------------------------------------|
| A Letter From The | On the bed on the 1st Floor of Neha's House. |
| Maelstrom | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Train Tracks \
0===========================================================================>
This is the large area that encompasses the outside area northwest of the
Train Yard building. It also goes along the west side of the building but
stops at the south corner. It also stops at the north corner. There are a
pair of joined Lounge Cars (exterior (west) and interior (east)) that go
into the west side of the Train Yard building.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Hammer | On a table near a large Chiron shipping container at |
| | the northwest end of the area. |
|-----------------+---------------------------------------------------------|
| Lever | On the ground just west of the large Chiron shipping |
| | container at the northwest end of the area. |
|-----------------+---------------------------------------------------------|
| Brick | --At the northwest corner of a long train flatbed about |
| | fifty feet south of the large Chiron shipping |
| | container at the northwest end of the area. |
| | --At the north end of the large Chiron shipping |
| | container crate just southwest of the Lounge Cars. |
|-----------------+---------------------------------------------------------|
| Cleaver | On a table at the west end of the interior Lounge Car. |
|-----------------+---------------------------------------------------------|
| Chennai Cricket | On some crates at the east end of the interior Lounge |
| Ball | Car. |
|-----------------+---------------------------------------------------------|
| Vanya's Servant | ++[Casual] By the east door of the interior Lounge Car. |
| Disguise | |
|-----------------+---------------------------------------------------------|
| Crowbar | --At the south end of the large yellow Rappidor |
| | shipping container near the west corner of the Train |
| | Yard building. |
| | --Inside the open green Fruit King shipping container |
| | near the west corner of the Train Yard building. |
|-----------------+---------------------------------------------------------|
| Lead Pipe | Inside the open green Fruit King shipping container |
| Screwdriver | near the west corner of the Train Yard building. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================0
| Train Yard - Ground Floor \
0===========================================================================>
This is the large building within the Train Tracks and Container Area
portion of the map. This also contains the exterior area from the north
corner to the east corner. This also includes a large blue wall and red
train car at the east side.
The interior is split into two areas: the Civilian area and Vanya's area.
The Civilian area is the northeast half of the interior and Vanya's area is
the southwest half. The Guest Car in the center separates the two areas.
There are Catwalks above each area that sit below the Rooftop.
In the Civilian area and at the north corner is a large red Supply Car. At
the east corner is the blue Barracks Car. Between them is a small green
Weapons Car.
In Vanya's Area and south of the Guest Car is the Steam Pool. At the west
corner is the Security Room. Just southeast of the Security Room is the
Bathing Pool. Between the Security Room and the Steam Pool is the Audience
Area. The area just east of the north end of the Security Room is the Food
Prep Area. Near the south corner is Vanya Shah's Carriage. There is also a
Small Courtyard just northeast of the Carriage.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | --Near the center inside the red train car at the |
| | east corner of the exterior. |
| | --On some crates about twenty feet south of the |
| | Guest Car. |
|----------------------+----------------------------------------------------|
| Expired Can of | --Near the center of the Supply Car. |
| Spaghetti Sauce | --On top of the stack of wooden boxes outside the |
| | south door of the Security Room. |
| | --At the west corner of the Food Prep Area. |
|----------------------+----------------------------------------------------|
| Screwdriver | Near the center of the Supply Car. |
|----------------------+----------------------------------------------------|
| Wrench | At the south end of the Weapons Car. |
|----------------------+----------------------------------------------------|
| Barber Razor | On the floor near the north corner of the Barracks |
| | Car. |
|----------------------+----------------------------------------------------|
| Lever | On the floor near the center of the Barracks Car. |
| Coin | |
|----------------------+----------------------------------------------------|
| Propane Flask | On some crates at the south side of the Barracks |
| | Car. |
|----------------------+----------------------------------------------------|
| Amputation Knife | On a table at the north end of the Guest Car. |
|----------------------+----------------------------------------------------|
| Train Yard Key | --On a table at the north end of the Guest Car. |
| | --On a table at the south end of the Guest Car. |
| | --Carried by Rima (yellow outfit). |
| | --On the nightstand within Vanya Shah's Carriage. |
|----------------------+----------------------------------------------------|
| Khatvanga | --On a shelf at the south end of the Guest Car. |
| | --Hidden by Vanya's Throne within the Audience |
| | Area. |
| | --Inside the bathroom at the south end of Vanya |
| | Shah's Carriage. |
|----------------------+----------------------------------------------------|
| Shashka A33 | On a crate at the north end of the Security Room. |
|----------------------+----------------------------------------------------|
| Lead Pipe | On a barrel in the nook outside the southwest side |
| | of the Security Room. |
|----------------------+----------------------------------------------------|
| Brick | At the east corner of the Food Prep Area. |
|----------------------+----------------------------------------------------|
| Scissors | On a table at the north end of Vanya Shah's |
| | Carriage. |
|----------------------+----------------------------------------------------|
| Measuring Tape | On a table near the center of Vanya Shah's |
| | Carriage. |
|----------------------+----------------------------------------------------|
| Vanya Shah's Diary | On a stool just south of the bed within Vanya |
| | Shah's Carriage. |
|----------------------+----------------------------------------------------|
| Lethal Poison Pill | Inside the bathroom at the south end of Vanya |
| Jar | Shah's Carriage. |
|----------------------+----------------------------------------------------|
| A Picture of Vanya, | On a red stool in the Small Courtyard. |
| Maelstrom and Dawood | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Train Yard - Rooftop \
0===========================================================================>
There are three long walkways that run along the building's rooftop. There
is one in the center, one to the north, and one to the south. There is also
the Water Tanks near the south end and a Storage Shed towards the north
end.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Lever | --Leaning against the railing at the east end of the |
| | north walkway. |
| | --By the Closet inside the Storage Shed. |
|-------------------+-------------------------------------------------------|
| Wrench | --On a barrel at the west end of the south walkway. |
| | --On the workbench inside the Storage Shed. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | On the floor at the east corner of the Water Tanks |
| | area. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the workbench inside the Storage Shed. |
| Hammer | |
|-------------------+-------------------------------------------------------|
| Queen's Guard | ++[Casual]: By the Closet inside the Storage Shed. |
| Disguise | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Container Area \
0===========================================================================>
This is the large open area southeast of the Train Yard building. The
northern border with the Junkyard is the train tracks that go from the east
corner of the building all the way to the east end.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | Inside a rusted blue flatbed with a yellow tarp near the |
| | railroad tracks at the south side of the area. |
|----------------+----------------------------------------------------------|
| Laundry Worker | ++[Casual]: In the ruined washing machine at the very |
| Disguise | east end of the area. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MMB3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You can now start at the Train, earn a Hidden Stash at the |
| | Shoe Shop, and unlock the ICA19 Silverballer Mk II for use in |
| | all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You can now start at the Laundry disguised as a Laundry Worker |
| | and earn a Hidden Stash at the Homeless Tent. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start at the Boat. |
|----------+----------------------------------------------------------------|
| Level 5 | You can now start at the Barge disguised as Local Security, |
| | earn a Hidden Stash at the Streets on the Hill, a Hidden Stash |
| | at the Meat Market, and unlock the Bartoli 12G Short H Shotgun |
| | for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You can now start at the Skywalk and earn a Hidden Stash at |
| | both the Washing Stalls and the Pottery Market. |
|----------+----------------------------------------------------------------|
| Level 7 | You earn an Agency Pickup at the Construction Site and unlock |
| | the ICA Remote Explosive Mk II for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You can now start at the Taxi and earn a Hidden Stash at both |
| | the Old Tyre and the Beach. |
|----------+----------------------------------------------------------------|
| Level 9 | You can now start at the Chawls and earn an Agency Pickup at |
| | the Rooftop South. |
|----------+----------------------------------------------------------------|
| Level 10 | You earn an Agency Pickup at the Rooftop North and unlock the |
| | ICA Proximity Micro Explosive and Remote EMP Charge for use in |
| | all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the Slums disguised as a Food Vendor and |
| | earn a Hidden Stash in the Channel. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn an Agency Pickup at the Train Tracks. |
|----------+----------------------------------------------------------------|
| Level 13 | You can now start at the Metal Forge disguised as a Metal |
| | Worker, earn at Hidden Stash at the Slum Apartment, and unlock |
| | the Emetic Syringe Mk II for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn an Agency Pickup at the Mumbai Laundry. |
|----------+----------------------------------------------------------------|
| Level 15 | You earn an Agency Pickup at The Hill and unlock the DAK X2 |
| | Covert Sub-Machine Gun for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now start at the Photoshoot disguised as one of the |
| | Dancers and earn a Hidden Stash at the Balcony Pot. |
|----------+----------------------------------------------------------------|
| Level 17 | You can now start at the Hill disguised as a Thug and earn a |
| | Hidden Stash at the Rangan Tower. |
|----------+----------------------------------------------------------------|
| Level 18 | You earn an Agency Pickup at the Carpark and unlock the |
| | Antique Curved Knife for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 19 | You can now start at the Train Yard disguised as one of |
| | Vanya's Servants. |
|----------+----------------------------------------------------------------|
| Level 20 | You earn an Agency Pickup at the Train Yard and unlock the |
| | Druzhina 34 Sniper Rifle for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MMB4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0===========0
| Vanya Shah \
0===========================================================================0
| She is one of your Targets and can be found at the Train Yard building. |
| She will hear pleas from local Civilians then go to the Bathing Pool and |
| then to the Small Courtyard for some tea before going back to her throne. |
| She won't deviate from this pattern unless certain circumstances arise. |
0===========================================================================0
0=============0
| Dawood Ragan \
0===========================================================================0
| He is another one of your Targets and can be found exclusively inside the |
| Rangan Tower. He will travel between the 3rd and 4th Floors and won't |
| deviate from this unless certain things happen. |
0===========================================================================0
0===========================0
| Wazir Kale (The Maelstrom) \
0===========================================================================0
| He is the last of your Targets and can be found travelling the Slums |
| talking to certain people along the way. He will change his looks with |
| each run-through so it is best to know his identity before going after |
| him. |
0===========================================================================0
0===============0
| The Kashmirian \
0===========================================================================0
| This guy can be found at the Sniper Spot within the Chawls. Apparently he |
| has been hired to kill Dawood for reasons unknown. His appearance can be |
| useful to further your own goals. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MMB5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=================0
| The Mumbai Hills \
0===========================================================================0
| At the beginning of the mission this area is closed off for a meeting |
| between Wazir and an old girlfriend. As a result this is a Trespassing |
| area. However, once they come together, whether you initiate it or not, |
| and the meeting is over then the Hills will no longer be a Trespassing |
| area and you will be able to go up there safely. |
| |
| But, if you kill him up there, like if you poison his Glass for example, |
| then the Guards won't leave and it will remain a Trespassing area. |
0===========================================================================0
0======================0
| The Slum Alley Guards \
0===========================================================================0
| Inside the Crows' Nest at Slum Alley are a couple of Guards. At Casual |
| difficulty these two are Enforcers for EVERY Disguise including your |
| Suit. These two never leave the Nest so they aren't much of a problem. |
| |
| However, if you get close enough to the Nest to hear the message from The |
| Maelstrom, then the standing Guard will start a patrol that takes him |
| onto the nearby balcony that overlooks the area west of the Alley. This |
| can possibly lead to being spotted if you're not aware of him. |
| |
| Therefore, even though they don't leave the Nest it is important to note |
| them. Because they are Enforcers for all Disguises I am mentioning them |
| here and they won't be listed in the Disguises below. All listed |
| Enforcers for the Disguises are those outside of these two. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Imperial Classic \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| As such you do not have access to the Rangan Tower, Construction Site, |
| Mumbai Laundry (with the exception of Laundry Alley), Crows' Back Alley |
| or any Crows' related area, and the Train Tracks and Yard areas (you do |
| have access to the Container Area though). |
| |
| Within the rest of Mumbai you do not have access to the following: |
| |
| --The Kashmirian's Apartment and Sniper Spot (Chawls). |
| --The south half of the Yellow Skywalk. |
| --The Eastern and Northern Sewers. |
| --The entire Barber Shop building (Textile District). |
| --The upper floors of the Tailor (Textile District). |
| --The Beige House (Metal Worker's District). |
| |
| On nearly all of the previous maps there are no Enforcers for your Suit |
| but there will be some here in Mumbai due to the Crows being suspicious |
| of outsiders. Outside of the Crows and the Slums there are no Enforcers |
| regardless of difficulty. |
| |
| At Casual difficulty there are four Enforcers: |
| |
| --One patrolling Slum Square. |
| --One patrolling the Textile District near the Barber Shop. |
| --One patrolling the Metal Worker's District. |
| --One at the Crows' Beach House. |
| |
| At Professional difficulty there are four additional Enforcers: |
| |
| --One near the east corner of the Chawls. |
| --One patrolling the Food District. |
| --One patrolling the Textile District near the Tailor. |
| --One patrolling the west side of the Shopping District. |
| |
| At Master difficulty there are three additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
0===========================================================================0
0=========0
| Holy Man \
0===========================================================================0
| This guy is similar to the Shaman from Santa Fortuna. He wears a light |
| orange robe with a maroon sash and an attached umbrella. He also wears a |
| dreadlock wig and an eye patch. As for access, this Disguise has the same |
| properties as the Suit. |
| |
| He has a long route that takes him through the Slums. However, he will |
| make stops at the Tea Shops and the Food District. To acquire this |
| Disguise safely it is best to acquire the Food Vendor Disguise and some |
| emetic poison. |
| |
| Go to the open Food Stand in the Food District and wait for him to come |
| by. Serve the food, poison it, then serve him when he stops near you. |
| When he gets sick then he will go to the Restroom in the Metal Worker's |
| District instead of the one near the Stand. Follow him while avoiding the |
| Enforcers, subdue him as he throws up, and take his Disguise. |
| |
| If you start the mission as a Food Vendor then you will be at the Food |
| Stand you need to be to get at him. |
| |
| As for Enforcers, there are none at Casual difficulty. At Professional |
| difficulty there are two and they are one near the east corner of the |
| Chawls and one patrolling the Textile District near the Tailor. |
| |
| At Master difficulty there are three additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
0===========================================================================0
0============0
| Food Vendor \
0===========================================================================0
| They are the people that work various Food Stands and drive Taxis within |
| Mumbai. This Disguise consists of white pants with black sandals with a |
| white shirt and hat. With this Disguise you can poison food and drinks |
| without suspicion. As for access, it has the same properties as the |
| Suit. |
| |
| There are two ways to acquire this Disguise. The first way is to take it |
| from the Ground Floor of the Foreman's Office. At Professional and Master |
| difficulties you will need to take your Lockpick as the east door is |
| locked at those difficulties. |
| |
| The second way is to knock out the one that likes to smoke at the north |
| side of the Crows' Beach House. He comes here often and you can easily |
| ambush him and hide his body. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --One patrolling Slum Square. |
| --One patrolling the Textile District near the Barber Shop. |
| --One patrolling the east side of the Shopping District. |
| --One patrolling the Metal Worker's District. |
| --One next to the large truck at the east end of Beach Road near the |
| Barge. |
| |
| At Professional difficulty there are two additional Enforcers and they |
| are one patrolling the Food District and one patrolling the west side of |
| the Shopping District. |
| |
| At Master difficulty there are four additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One in the Textile District by the west Restrooms. |
| |
| You can also start at the Food District already disguised as a Vendor |
| once you've reached Mastery Level 11. |
0===========================================================================0
0===========0
| Kashmirian \
0===========================================================================0
| This rival assassin can only be found at the Sniper Spot inside the |
| Chawls. He wears a blue pinstripe suit with gray flatcap and brown |
| gloves. This Disguise has the same properties as the Suit but you can go |
| up to the Sniper Spot and inside the Kashmirian's Apartment. |
| |
| Acquiring the Disguise is easy enough - simply go up behind him and knock |
| him out, drag him back a few feet, and take his clothes. |
| |
| As for Enforcers, there is one at Casual difficulty and he is patrolling |
| the east side of the Shopping District. At Professional difficulty there |
| are four additional Enforcers: |
| |
| --One near the east corner of the Chawls. |
| --One patrolling the Food District. |
| --One patrolling the Textile District near the Tailor. |
| --One patrolling the west side of the Shopping District. |
| |
| At Master difficulty there are three additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
0===========================================================================0
0=======0
| Tailor \
0===========================================================================0
| He can be found at his shop at the Textile District. This outfit consists |
| of a beige shirt, blue pants, glasses, and a yellow turban. Naturally, he |
| has access to his own shop but can go in the Train Tracks area except the |
| southwest side of the Train Yard building. |
| |
| Inside the building you can go in both the Civilian and Vanya's areas. |
| However, you do not have access to the Barracks Car, Guest Car, Security |
| Room, Lounge Cars, and Bathing Pool. In addition, once you are on the |
| Train Yard grounds you have a limited amount of time to address Vanya |
| about the dress she wants before you are no longer allowed on her side of |
| the building. |
| |
| Outside of the Train Yard you can go into the Eastern and Northern Sewers |
| but not into the Mumbai Laundry. Outside of that it has the same |
| properties as the Suit. |
| |
| To acquire this Disguise you need to enter the 1st Floor of the Tailor |
| Shop from either the exterior stairs or the Rooftop stairs from the Old |
| Skywalk. If you go onto the Ground Floor the you will start a |
| conversation between the Tailor and his employees that will result in him |
| leaving the building. By going through the other entrances you should |
| prevent that. |
| |
| On the wall by the door is a Fusebox. Turn it off to lure him there and |
| hide by the table with the Measuring Tape. As he turns it off then sneak |
| up behind him, subdue him, dump him in the Container, and take his |
| Disguise. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --Two at the Tailor's Ground Floor. |
| --Two at the Tailor's Rooftop. |
| --One patrolling the Textile District near the Barber Shop. |
| |
| At Professional difficulty there is one additional Enforcer and he is |
| patrolling the west side of the Shopping District. |
| |
| At Master difficulty there are seven additional Enforcers. There is one |
| on the Yellow Skywalk above the northwest entrance to the Mumbai Laundry |
| and the remaining six are going to be at the Train Yard building: |
| |
| --One patrolling the walkway above the main Train Yard entrance. |
| --One patrolling just outside the west corner entrance of the |
| building. |
| --One at the west corner entrance of the building. |
| --One standing outside the east corner entrance of the building. |
| --One near the Steam Pool. |
| --One inside Vanya Shah's Carriage. |
0===========================================================================0
0=======0
| Barber \
0===========================================================================0
| He can be found at the top floor of his shop in the Textile District. |
| This outfit consists of gray overalls with a gray and white plaid shirt, |
| and a towel. This Disguise has the same properties as the Suit but with |
| the exception of being on both floors of the Barber Shop. |
| |
| To acquire this Disguise you need to go through the back door of the |
| Barber Shop and sneak up to the 1st Floor to get the conversation between |
| the Barber and his wife started. Go back down, place a Coin near the |
| door, and take cover to the left of the door to the stairway. |
| |
| When the conversation is finished then the wife will come down to the |
| bottom of the stairs for a bit then go back up. When she stops she may |
| not be close enough for you to grab her. This is where the Coin comes in. |
| She should see it and move forward just enough for you to grab and subdue |
| her. Dump her in the Container and go back up. |
| |
| When the Barber has his back turned to the doorway then sneak inside, |
| subdue him, dump him in the Closet, and take his Disguise. It is |
| important to note that on Professional and Master difficulties you will |
| need to use your Lockpick to get inside as the back door is locked at |
| those difficulties. |
| |
| As for Enforcers, there is one at Casual difficulty and he is patrolling |
| the east side of the Shopping District. At Professional difficulty there |
| are no additional Enforcers. |
| |
| At Master difficulty there are three additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
0===========================================================================0
0===============0
| Laundry Worker \
0===========================================================================0
| These are the people that work the Mumbai Laundry. They tend to wear a |
| tank top, shorts, gloves, and a doo-rag. They have access to the entirety |
| of the Mumbai Laundry area including all three levels of the Foreman's |
| Office but cannot go up to the Yellow Skywalk. They can also go into the |
| Eastern and Northern Sewers. |
| |
| They can go into the Train Tracks area but not behind the southwest side |
| of the Train Yard building. They can go inside the Train Yard building |
| itself but only in the Civilian area and excluding the Barracks Car. |
| Outside of these areas they can go into the 1st Floor and Rooftop of the |
| Tailor shop but have the same restrictions as the Suit otherwise. |
| |
| The easiest way to acquire this Disguise is to get it from either the |
| toilet at the northwest corner of the Laundry or acquire it from the east |
| end of the Container Area. At Professional and Master difficulties you |
| will need to take it from somebody. |
| |
| The best way to do that is to bring the Lockpick and get inside the |
| Foreman's Office from the east door when the two nearby Workers aren't |
| looking. Grab the Iron, turn on the Radio, and hide behind the stuff in |
| the center. The noise should lure down the Worker from upstairs. Knock |
| him out when he turns it off, dump him in the Container, and take his |
| clothes. |
| |
| As for Enforcers, there are nine at Casual difficulty: |
| |
| --The Kashmirian. |
| --Two patrolling the Mumbai Laundry. |
| --One on the 1st Floor of the Foreman's Office. |
| --The Tailor. |
| --One patrolling the Textile District near the Barber Shop. |
| --One near the stairs to the Yellow Skywalk in the Train Tracks area. |
| --One patrolling the center of the Train Tracks area. |
| |
| At Professional difficulty there is one additional Enforcer and he is at |
| the east end of the Laundry. |
| |
| At Master difficulty there are ten additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One at the Mumbai Laundry. |
| --One on the Foreman's Office Rooftop. |
| --One at the east entrance to the Mumbai Laundry. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
| --One at the west entrance to the Train Yard building. |
| --One at the Civilian area inside the Train Yard building. |
| --One outside the east corner of the Train Yard building. |
| |
| You can also start at the Mumbai Laundry already disguised as a Worker |
| once you've reached Mastery Level 3. |
0===========================================================================0
0================0
| Laundry Foreman \
0===========================================================================0
| This is the person who runs the Mumbai Laundry. He wears brown pants with |
| sandals, a black shirt, a black turban, and sunglasses. |
| |
| He can be found at the 1st Floor of his Office and has access to the |
| Mumbai Laundry area, Eastern and Northern Sewers, the Yellow Skywalk, |
| Train Tracks, and the Civilian area of the Train Yard building with the |
| exception of the Barracks Car. Outside of these areas he has the same |
| access as the Suit. |
| |
| To acquire this Disguise you need to get rid of the Laundry Worker with |
| him first. Just like with the Laundry Worker Disguise turn off the Radio |
| at the bottom of the stairs inside the Foreman's Office to lure the |
| Worker down for ambushing and disposal. After that then turn on the Radio |
| again to lure down the Foreman so you can ambush him the same way for his |
| Disguise. |
| |
| It should be noted that this Disguise will allow you to dismiss the |
| Workers within the Laundry if you wish to do so. |
| |
| As for Enforcers, there are two at Casual difficulty: the Kashmirian and |
| one patrolling the east side of the Shopping District. At Professional |
| difficulty there are no additional Enforcers. |
| |
| At Master difficulty there are three additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
0===========================================================================0
0=============0
| Metal Worker \
0===========================================================================0
| These are the people that work the Metal Forges around the city. They |
| wear protective clothing which includes an apron, thick gloves, and head |
| coverings. |
| |
| They have access to the Crows' Back Alley and Rooftop but not the Red |
| House, Guard Post, Beach House, Hideout, and Armory. Outside of the |
| Crows' areas they can go into the Beige House at the Metal Worker's |
| District but has the same restrictions as the Suit otherwise. |
| |
| The easiest way to acquire the Disguise is to go into the Beige House |
| through the north door, which is always unlocked regardless of |
| difficulty, and go up to the 1st Floor to find it in a corner. |
| |
| As for Enforcers, there is one at Casual difficulty and he is in the |
| Crows' Back Alley. At Professional difficulty there are no additional |
| Enforcers. At Master difficulty there is one additional Enforcer and he |
| is at the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| |
| You can also start at the Metal Forge within the Metal Worker's District |
| already disguised as a Worker once you've reached Mastery Level 13. |
0===========================================================================0
0========0
| Painter \
0===========================================================================0
| This is the person working on some new artwork for Dawood and can be |
| found on the 2nd Floor of Rangan Tower. The outfit consists of a dark |
| jacket with a purple scarf, a hat with glasses, and gold pants with |
| sandals. |
| |
| As for access he can go through most of Rangan Tower but can't go into |
| the Security Room and both the 4th and 5th Floors. Outside of the Tower |
| he can go into the Construction Site and Barge but otherwise has the same |
| properties as the Suit. |
| |
| To acquire this Disguise you need to go into the Studio as security and |
| knock out the Painter when he is at the far end of the room after he |
| talks to the Guard. Throw stun the Guard afterwards, dump both bodies in |
| the Closet, and take the Disguise. |
| |
| As for Enforcers, at Casual difficulty there are none at the Tower but |
| there are two in the Slums: the Kashmirian and one patrolling the east |
| side of the Shopping District. At Professional difficulty there are no |
| additional Enforcers. |
| |
| At Master difficulty there are eight additional Enforcers: |
| |
| --One at Rangan Tower Ground Floor. |
| --Two at Rangan Tower 2nd Floor. |
| --Two at the north side of the Construction Site. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
0===========================================================================0
0=======0
| Dancer \
0===========================================================================0
| These are the people working on Dawood's new movie. The Disguise consists |
| of denim jeans and shirt with a pair of small wings on the back. The |
| Dancers have access to some of the Tower. They do not have access to the |
| Security Room, the Studio, and the 4th and 5th Floors. They do, however, |
| have access to the Construction Site and Barge. Outside of these areas |
| this Disguise has the same properties as the Suit. |
| |
| The easiest way to acquire this Disguise is to find it at the southeast |
| corner of the Makeup Area at the Tower's 2nd Floor. At Professional and |
| Master difficulties you need to take it from someone. |
| |
| Go into the Restroom near the Makeup Area and turn on the Sink at the |
| south end. This should lure in one of the nearby Bollywood Crew. Go into |
| the stall closest to the Sink and wait for the Sink to be turned off |
| before sneaking out and knocking the person out then dumping them in the |
| Container. Turn on the Sink again to lure in another member of the Crew. |
| |
| Do the same to that person and turn on the Sink again to lure in the male |
| Dancer. Knock him out, dump him in one of the stalls, and take his |
| Disguise. |
| |
| It should be noted that sometimes the second person lured is the Dancer |
| which will save you an extra step if it happens. |
| |
| As for Enforcers, at Casual difficulty there are none at the Tower but |
| there are two in the Slums: one patrolling Central Square and one |
| patrolling the Metal Worker's District. |
| |
| At Professional difficulty there are two additional Enforcers: one near |
| the east corner of the Chawls and one patrolling the Food District. |
| |
| At Master difficulty there are seven additional Enforcers: |
| |
| --One on the Ground Floor of the Tower. |
| --One at the Carpark on the 1st Floor. |
| --Two on the 2nd Floor including one at the Film Shoot area. |
| --Two at the north half of the Construction Site. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| |
| You can also start at the Makeup Area in the Tower already disguised as a |
| Dancer once you've reached Mastery Level 16. |
0===========================================================================0
0===========0
| Lead Actor \
0===========================================================================0
| This person, actor Gregory Arthur, is also working on Dawood's new movie |
| and is dressed similarly to the Dancer. The difference is that this |
| outfit has a hood, studded shoulders, red gloves, and black boots. And, |
| just like with the Dancer Disguise, it has the exact same access and |
| restrictions. |
| |
| Acquiring this Disguise is a little tricky and you should bring the |
| Modern Sedative Syringe with you when trying to safely acquire this |
| Disguise. |
| |
| Gregory is going to be hanging out at the Food District but will |
| constantly get sick and throw up into the Southern Sewers near the Crows' |
| Hideout in Slum Alley. However, there is a Guard that has a short patrol |
| near him and there are people that come into the Alley at random. |
| |
| Wazir will also come down to the Hideout entrance every so often so you |
| should either kill him first or get him identified so you can keep track |
| of him. |
| |
| To get rid of the Guard you need to get rid of the Guard inside the |
| Hideout's Armory first and acquire the Elite Thug Disguise plus a weapon |
| and an object. Place the weapon at the base of the stairs down to the |
| Sewer and toss the object near it to lure the Guard down. He should then |
| pick up the weapon and take it to the Weapons Box inside the Armory. |
| Ambush him there then return to the bridge. |
| |
| When Gregory comes by to throw up and there is no one around then stab |
| him with the Syringe before he reaches the edge of the Sewer. If you stab |
| him at the edge then there is a chance he may fall in. |
| |
| If he does then that will count as a regular pacification even though you |
| sedated him and you will lose Silent Assassin when his body is found. |
| This will also happen if you sedate him then dump him into the Sewers. |
| |
| Because you sedated him then you won't lose Silent Assassin when his body |
| is found later. If you do not care about Silent Assassin then you can |
| simply push him into the Sewers to knock him out. Regardless of method, |
| take his Disguise once he has been knocked out. |
| |
| It should be noted that if you knock him into the Sewers and try to drag |
| him to the Hideout then you will drag him through the water and kill him |
| instead. |
| |
| As for Enforcers, there are eleven at Casual difficulty: |
| |
| --Three on the Ground Floor of the Tower. |
| --Five on the 1st Floor of the Tower. |
| --Two at the north side of the Chawls. |
| --One on Beach Road. |
| |
| At Professional difficulty there is one additional Enforcer and he is |
| near the east corner of the Chawls. |
| |
| At Master difficulty there are eight additional Enforcers: |
| |
| --One at the Carpark on the 1st Floor of the Tower. |
| --One on the 2nd Floor of the Tower. |
| --Two at the north half of the Construction Site. |
| --One patrolling the path between Central Square and the Food District. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
0===========================================================================0
0===============0
| Bollywood Crew \
0===========================================================================0
| These are the people working behind the scenes on Dawood's new movie. |
| This outfit consists of denim jeans with sandals, a red shirt with a blue |
| CREW vest, and a black hat with headphones. As for access, it has the |
| same properties as the Dancer and Lead Actor Disguises. |
| |
| The easiest way to acquire this Disguise is to take it from the Rangan |
| Tower's Ground Floor. At Professional and Master difficulties you will |
| need to take it from somebody. Just like with the Dancer Disguise you can |
| lure one of them into the Restroom on the Tower's 1st Floor for ambushing |
| so you can safely acquire this Disguise. |
| |
| As for Enforcers, there are ten at Casual difficulty: |
| |
| --Two at the Ground Floor of the Tower. |
| --Two at the 1st Floor of the Tower. |
| --One at the 2nd Floor of the Tower. |
| --One at the north side of the Tower Gardens. |
| --One patrolling Central Square. |
| --One patrolling the Textile District near the Barber Shop. |
| --One patrolling the east side of the Shopping District. |
| --One patrolling the Metal Worker's District. |
| |
| At Professional difficulty there are two additional Enforcers and they |
| are one at the 1st Floor of the Tower and one patrolling the Food |
| District. |
| |
| At Master difficulty there are nine additional Enforcers: |
| |
| --Two at the 2nd Floor of the Tower. |
| --One at the 3rd Floor of the Tower. |
| --Two at the north half of the Construction Site. |
| --One patrolling the path between Central Square and the Food District. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
0===========================================================================0
0===============0
| Local Security \
0===========================================================================0
| These are the security guards that work the Rangan Tower and Construction |
| Site areas. They wear a blue outfit with shoulder holsters. They cannot |
| go up onto the 4th and 5th Floors of the Tower but have access to all |
| rooms below. The easiest way to acquire this Disguise is to get it from |
| Apartment D inside the Chawls. |
| |
| As for Enforcers, there are ten at Casual difficulty: |
| |
| --Two at the Ground Floor of the Tower. |
| --One at the 1st Floor of the Tower. |
| --One at the 2nd Floor of the Tower. |
| --Rangan's personal Bodyguard. |
| --One at the south half of the Construction Site. |
| --One patrolling Central Square. |
| --One patrolling the Textile District near the Barber Shop. |
| --One patrolling the east side of the Shopping District. |
| --One patrolling the Metal Worker's District. |
| |
| At Professional difficulty there are eight additional Enforcers: |
| |
| --Two by the south entrance to the Tower Garden. |
| --One at the 2nd Floor of the Tower. |
| --One at the north half of the Construction Site. |
| --One on the Barge. |
| --One near the east corner of the Chawls. |
| --One patrolling the Food District. |
| --One patrolling the west side of the Shopping District. |
| |
| At Master difficulty there are eight additional Enforcers: |
| |
| --One at the Ground Floor of the Tower. |
| --One at the 2nd Floor of the Tower. |
| --Two at the north half of the Construction Site. |
| --One patrolling the path between Central Square and the Food District. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
| |
| You can also start at the Barge near the Construction Site already |
| disguised up as Security once you've reached Mastery Level 5. |
0===========================================================================0
0====================0
| Bollywood Bodyguard \
0===========================================================================0
| These are the black-suited security personnel that work for Dawood and |
| can be found at the upper floors of Rangan Tower. They have access to all |
| floors and rooms inside Rangan Tower plus the Construction Site and |
| Barge. Outside of these areas this Disguise has the same properties as |
| the Suit. |
| |
| The easiest way to acquire it is to take it from Rangan's Bathroom on the |
| 3rd Floor of the Tower. At Professional and Master difficulties you need |
| to take it from somebody and all you have to do for that is to turn on |
| the Sink to lure the standing Bodyguard just outside. Hide in the Closet |
| and wait. When he turns it off then get out, subdue or knock him out, |
| dump him, and take his clothes. |
| |
| It should be noted that on Master difficulty you may also lure down a |
| Guard from upstairs as you take down the Bodyguard. Quickly hide him in |
| the Closet, get in the Closet, and wait. As the lured Guard goes inside |
| then he will see the dropped weapon and leave with it. When he leaves |
| then get out and take the Disguise. |
| |
| As for Enforcers, there are two at Casual difficulty there are two: one |
| patrolling the east side of the Shopping District and one patrolling the |
| Metal Worker's District. |
| |
| At Professional difficulty there are four additional Enforcers: two on |
| the 4th Floor of the Tower, one near the east corner of the Chawls, and |
| one patrolling the Food District. |
| |
| At Master difficulty there are eight additional Enforcers: |
| |
| --One on the Ground Floor of the Tower. |
| --One on the 4th Floor of the Tower. |
| --Two at the north half of the Construction Site. |
| --One patrolling the path between Central Square and the Food District. |
| --One at the west side of Slum Square. |
| --One in the Textile District near the west Restrooms. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
0===========================================================================0
0=====0
| Thug \
0===========================================================================0
| This is a regular member of the Crows gang. They tend to wear blue shorts |
| and sandals, blue striped shirt, red doo-rag, and a shoulder holster. |
| |
| They have access to all Crows' related areas including the Mumbai Hills, |
| Beach House, Guard Post, Rooftop, Hideout and both Nests in the Slum |
| Alley and Textile District areas. Outside of these areas they have access |
| to the Beige House in the Metal Worker's District and the Barber Shop but |
| have the same restrictions as the Suit otherwise. |
| |
| The easiest way to acquire this Disguise is to go to the Crows' Beach |
| House. At the east side is a Generator. Turn it off to lure one of the |
| Guards outside and hide by the stairs. Knock him out when he turns it on |
| then take his Clothes. |
| |
| As for Enforcers, there are twelve at Casual difficulty: |
| |
| --One in the Crows' Back Alley area. |
| --One patrolling the south side of the Crows' Hideout. |
| --One in front of Wazir's Room at the Hideout. |
| --One inside the Crows' Armory. |
| --One patrolling Slum Square. |
| --One in Slum Alley near the bridge to the Food District. |
| --One patrolling the Textile District near the Barber Shop. |
| --One patrolling the east side of the Shopping District. |
| --One patrolling the rooftop south of the Tea Shops. |
| --One patrolling the Metal Worker's District. |
| --One in front of the Blue House at Mumbai Hills. |
| --One in front of Neha's House at Mumbai Hills. |
| |
| At Professional difficulty there are nine additional Enforcers: |
| |
| --One near the east corner of the Chawls. |
| --One patrolling the Food District. |
| --One at the Break Area at the Crows' Rooftop. |
| --One at the Break Area of the Crows' Guard Post. |
| --One at the Southern Sewers entrance to the Crows' Hideout. |
| --One patrolling the Textile District near the Tailor. |
| --One patrolling the west side of the Shopping District. |
| --One at the east side of Mumbai Hills. |
| --One at the west side of Mumbai Hills. |
| |
| At Master difficulty there are four additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One at the Textile District by the west Restrooms. |
| |
| You can also start at the Mumbai Hills already disguised as a Thug once |
| you've reached Mastery Level 17. |
0===========================================================================0
0===========0
| Elite Thug \
0===========================================================================0
| These are higher standing members of the Crows gang. They wear dark blue |
| pants, a camouflage jacket with a long white shirt underneath, and either |
| a hat or mask. This Disguise has the exact same properties as the regular |
| Thug Disguise. |
| |
| The easiest way to acquire this Disguise is to go down into the Crows' |
| Hideout as a Thug and wait outside the north door of the Armory. When the |
| Elite Thug inside has his back turned then sneak up behind him, subdue |
| him, dump him in the Closet, and take his Disguise. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --One patrolling the south side of the Crows' Hideout. |
| --One patrolling the Textile District near the Barber Shop. |
| --One patrolling the Metal Worker's District. |
| --One in front of the Blue House in Mumbai Hills. |
| --One in front of Neha's House in Mumbai Hills. |
| |
| At Professional difficulty there are two additional Enforcers and they |
| are one patrolling the Textile District near the Tailor and one |
| patrolling the west side of the Shopping District. |
| |
| At Master difficulty there are four additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One in the Textile District by the west Restrooms. |
0===========================================================================0
0================0
| Vanya's Servant \
0===========================================================================0
| These are the people that work for Vanya and take care of her and her |
| guests. They wear a white outfit with a black vest and a white cap. Like |
| with the Food Vendor Disguise you can poison food and drink without |
| suspicion. |
| |
| They can go everywhere on the Ground Floor of the Train Yard building |
| except for the Bathing Pool. Interestingly enough they can also go on the |
| Rooftop. Outside of the Train Yard area they can go into the Eastern and |
| Northern Sewers but not the Mumbai Laundry. Outside of these areas this |
| Disguise has the same properties as the Suit. |
| |
| There are two ways to acquire this Disguise. The first is to enter the |
| Train Yard building and find the Generator in the Civilian area that is |
| just east of the Guest Car. Turn it off to lure out the Servant in the |
| Car. Knock him out when he turns it on, drag him to the foliage behind |
| you, and take his Disguise. |
| |
| The second way is to turn off the Generator by Vanya Shah's Carriage to |
| lure the one nearby when Vanya is on her throne. Stay in the foliage, |
| knock him out when he turns it on, drag him back a few feet, and take his |
| Disguise. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --One patrolling the center of the Train Tracks area. |
| --One inside the interior Lounge Car inside the Train Yard building. |
| --One at Vanya Shah's Carriage. |
| --One patrolling the Catwalk above the Civilian area. |
| --One patrolling the upper section of the building's Rooftop. |
| |
| At Professional difficulty there are four additional Enforcers: |
| |
| --One inside the interior Lounge Car inside the building. |
| --One patrolling the Catwalk above Vanya's area. |
| --One patrolling the lower center walkway on the building's Rooftop. |
| --One by the Water Tanks on the building's Rooftop. |
| |
| At Master difficulty there are eight additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One in the Textile District by the west Restrooms. |
| --One standing outside the east corner entrance of the Train Yard |
| building. |
| --Rima, Vanya's assistant. |
| --One between the Audience Area and the Steam Pool. |
| --One at the Small Courtyard by Vanya Shah's Carriage. |
| |
| You can also start at the Train Yard already disguised as a Servant once |
| you've reached Mastery Level 19. |
0===========================================================================0
0==============0
| Queen's Guard \
0===========================================================================0
| They are the regular Guards that work for Vanya. They wear a light |
| colored long robe-like outfit with a long dark turban with gold accents. |
| They can be at the Train Tracks and the west Lounge Car but not the east. |
| They can be at the Train Yard building but only the exterior and Civilian |
| area inside the building - they can go inside the Barracks Car though. |
| They can't go onto the Rooftop of the building. |
| |
| Outside of the Train areas they can go into the Mumbai Laundry including |
| the Foreman's Office, Yellow Skywalk, Eastern and Northern Sewers, and |
| all floors of the Tailor. Outside of these areas this Disguise has the |
| same properties as the Suit. |
| |
| The easiest way to acquire this Disguise is to get it from the Large Nook |
| in the Shopping District. |
| |
| As for Enforcers, there are four at Casual difficulty: |
| |
| --One at the Train Tracks by the stairs to the Yellow Skywalk. |
| --One patrolling the center of the Train Tracks area. |
| --One patrolling just outside the west corner entrance of the Train |
| Yard building. |
| --One at the southwest side of the building near the west corner. |
| |
| At Professional difficulty there are three additional Enforcers: |
| |
| --One at the east side of the Mumbai Laundry. |
| --One patrolling the Textile District near the Tailor. |
| --One patrolling the west side of the Shopping District. |
| |
| At Master difficulty there are nine additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One on the 1st Floor of the Foreman's Office. |
| --One on the Rooftop of the Foreman's Office. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One in the Textile District by the west Restrooms. |
| --One at the west corner entrance of the Train Yard building. |
| --One at the Civilian area inside the Train Yard Building. |
| --One standing outside the east corner entrance of the building. |
0===========================================================================0
0==================0
| Queen's Bodyguard \
0===========================================================================0
| These are the higher up Guards for Vanya. They wear a dark gold patterned |
| robe with a gold turban. They can go everywhere on the Ground Floor of |
| the Train Yard building except the Bathing Pool. They can also go on the |
| Catwalks and Rooftop areas. Outside of the Train Yard it has the same |
| access as the Queen's Guard Disguise. |
| |
| A good way to acquire this Disguise is to go into the west Lounge Car at |
| the Train Tracks as a Queen's Guard and go to the east door. Open it and |
| toss an object north onto the floor near a small stack of Harpy Beer |
| boxes. This should lure in the standing Bodyguard outside. Close the |
| door, knock him out, dump him in the nearby Container, and take his |
| Disguise. |
| |
| Another method is to ambush the one inside the Security Room. There is an |
| open window near the west corner of the Train Yard building that you can |
| use to sneak inside. However, you won't be able to acquire the Disguise |
| this way at Master difficulty due to an extra standing Guard placed |
| inside the Room. |
| |
| As for Enforcers, there are seven at Casual difficulty: |
| |
| --One patrolling the Textile District near the Barber Shop. |
| --One at the Train Tracks by the stairs to the Yellow Skywalk. |
| --One patrolling the center of the Train Tracks area. |
| --One inside the interior Lounge Car inside the building. |
| --Rima, Vanya's assistant. |
| --One patrolling the Catwalk above the Civilian area. |
| --One patrolling the upper section of the building's Rooftop. |
| |
| At Professional difficulty there are four additional Enforcers: |
| |
| --One inside the interior Lounge Car. |
| --One patrolling the Catwalk above Vanya's area. |
| --One patrolling the lower center walkway on the building's Rooftop. |
| --One by the Water Tanks on the building's Rooftop. |
| |
| At Master difficulty there are twelve additional Enforcers: |
| |
| --One patrolling the path between Central Square and the Food District. |
| --One on the 1st Floor of the Foreman's Office. |
| --One on the Rooftop of the Foreman's Office. |
| --One on the Yellow Skywalk above the northwest entrance to the Mumbai |
| Laundry. |
| --One at the west side of Slum Square. |
| --One in the Textile District by the west Restrooms. |
| --One at the west corner entrance of the Train Yard building. |
| --One at the Civilian area inside the building. |
| --One standing outside the east corner entrance of the building. |
| --One standing inside the Security Room. |
| --One at the small courtyard by Vanya Shah's Carriage. |
| --One patrolling the Catwalk above Vanya's area. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MMB6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of six Cameras located around the
city. At Rangan Tower and the Construction Site there are three:
0=======================================================================0
| Above the main entrance to the Tower. |
|-----------------------------------------------------------------------|
| Above the Carpark entrance. |
|-----------------------------------------------------------------------|
| At the top of the Tower Stairs at the Construction Site. |
0=======================================================================0
At the Train Yard building there are three:
0=======================================================================0
| Above the north corner entrance. |
|-----------------------------------------------------------------------|
| Above the west corner entrance. |
|-----------------------------------------------------------------------|
| Above the door at the southwest side of the building. |
0=======================================================================0
The Recorders for the Cameras can be found at the Security Room at the
Tower's 1st Floor and the Security Room at the Train Yard. The easiest to
destroy is the one at the Tower. Simply shoot it from the outside through
the glass.
0=======0
| Master \
0========================================>
At this difficulty there are a total of six additional Cameras. At Rangan
Tower there are two:
0=======================================================================0
| At the southwest corner of the exterior wall of the Tower Gardens. |
|-----------------------------------------------------------------------|
| Above the base of the Northeast Stairs on the 1st Floor. |
0=======================================================================0
At the Mumbai Laundry there is one and it can be found at the Foreman
Office's Rooftop.
There is also one on the Yellow Skywalk at the north end looking towards
the top of the stairs.
At the Train Yard building there are three:
0=======================================================================0
| Near the east corner entrance. |
|-----------------------------------------------------------------------|
| On the ventilation tower at the south corner of the Rooftop. |
|-----------------------------------------------------------------------|
| Above the north door of the Storage Shed on the Rooftop. |
0=======================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MMB7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Bird of Prey] and the [Taste of Your Own Cure] Challenges, from the |
| Mumbai Master Challenge Pack, are now part of the Assassination tab. The |
| [Ex-Pirate, Spa-Ghet-It?] Challenge, from the Culinary Trip Challenge |
| Pack, is now part of the Feats tab. |
| |
| The [Red Flag] Challenge is moved from the Feats tab to the Discovery |
| tab. |
| |
| Two new Mission Story Challenges are added to the Feats tab and are 1,000 |
| XP each: |
| |
| --[Mission Story - Flames Rekindled] |
| --[Mission Story - Gone With The Wind] |
| |
| The [Bridge Of Allies] Challenge has been re-named the [Mission Story - A |
| Matter Of Discipline] Challenge. The [Open For Business] Challenge has |
| been re-named the [Mission Story - A Close Shave] Challenge. |
| |
| You can now unlock the Remote EMP Charge and the Antique Curved Knife at |
| Mastery Levels 10 and 18 respectively. There is now a new Hidden Stash at |
| the Pottery Market which is unlocked at Mastery Level 6. The Magnesium |
| Pouch is now unlocked by completing the [Escalations - Track 2, Tier 4] |
| Challenge. |
| |
| Finally, both the [Shave Mumbai] and [Tour Mumbai] Challenges have been |
| removed. |
0===========================================================================0
0==============0
| The Maelstrom \
0===========================================================================0
| When you start the mission you will have no idea of what he looks like - |
| especially since he looks different with each run-through. However, there |
| are multiple ways of finding his identity. |
| |
| >>Neha's House |
| ************ |
| When you bring him up here by raising the Flag then stay around |
| long enough for you to see him and obtain his identity. |
| |
| >>Pictures |
| ******** |
| There are several pictures that you can find to help identify him. |
| A picture of the three of them can be found at the Small Courtyard |
| at the Train Yard and on the 3rd Floor of the Tower at Rangan's |
| Office. Another picture of him can be found at the Crows' Hideout |
| Armory. |
| |
| Another picture of him is being held by a Civilian at the Food |
| District. He is on the stairs above the Bakery. There is also an |
| apartment behind him. You can easily enter it and you should also |
| find a Clock Radio there that you can use to lure him inside. Hide |
| in the Closet and wait for him to get into position before knocking |
| him out for the picture. |
| |
| >>Staking Out |
| *********** |
| Wazir will go around the Slums and stop at various places to talk |
| to people. Good places to be are the Tea Shops and Slum Alley. When |
| he arrives then him and another person will break away to talk. |
| This won't officially identify him but at least you know what he |
| looks like. He also has a deep voice so that helps too. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple keys that you will find in this mission: |
0===========================================================================0
| Luxury Apartment Keycard | This opens up various doors within Rangan |
| | Tower. |
|---------------------------+-----------------------------------------------|
| Apartment Key | Carried by The Kashmirian this Key will allow |
| | you to enter his Apartment. |
|---------------------------+-----------------------------------------------|
| Mumbai Laundry Office Key | This Key opens up any locked door within the |
| | Laundry area. |
|---------------------------+-----------------------------------------------|
| Hideout Key | This Key opens up any locked door within the |
| | Crows' Hideout including the door that will |
| | allow you to leave the mission. |
|---------------------------+-----------------------------------------------|
| Tailor Shop Key | This Key opens up any locked door at the |
| | Tailor. |
|---------------------------+-----------------------------------------------|
| Train Yard Key | This Key opens up any locked door inside the |
| | Train Yard building. |
0===========================================================================0
0=============0
| Locked Doors \
0===========================================================================0
| There are multiple doors that are unlocked at Casual but will be locked |
| at Professional and Master difficulties: |
| |
| --The east door of the Foreman's Office (Mumbai Laundry). |
| --The back door of the Barber Shop (Textile District). |
| --The south door of the Beige House (Metal Worker's District). |
| --The south door of the Storage Shed (Train Yard Rooftop). |
0===========================================================================0
0================================0
| The [Privacy, Please] Challenge \
0===========================================================================0
| This Challenge requires that you destroy Cameras and as such can only be |
| done at either Professional or Master difficulty. The best way to acquire |
| it is to do either a Contract in Contracts Mode or by doing an Escalation |
| Contract. There are couple of Escalations that are good for doing this |
| Challenge and I will go over that later. |
0===========================================================================0
0==========================0
| The Metal Worker Disguise \
0===========================================================================0
| This Disguise has the fewest Enforcers within the Slums and it is highly |
| recommended that you use it when travelling throughout that part of the |
| map. |
0===========================================================================0
0=========================0
| Poisoning Food and Drink \
0===========================================================================0
| On all of the other maps any Disguise that allows you to poison food and |
| drink without suspicion will let you poison anything in any area you are |
| allowed in with no problems. In Mumbai there are two Disguises that will |
| allow you to poison food and drink safely: the Food Vendor and Vanya's |
| Servant. |
| |
| However, the rules are different for this map. First, in order to poison |
| anything on a Food Stand, Tea Stand, or Tea Cart you must first start |
| serving before poisoning. In addition, anything food or drink related |
| outside of this, such as Bottles and Food Plates, *CAN'T* be poisoned |
| safely unless no one is looking, just like any other Disguise. |
0===========================================================================0
0============0
| Crow Skulls \
0===========================================================================0
| When you go to any of the Crows' areas you will find strings of crow |
| skulls at each entry point. However, they aren't just there for |
| intimidation. They serve as a form of alarm as they will make noise when |
| you walk through them. If you run through them then you will alert any |
| nearby Guards. If you want to go through undetected then you will have to |
| gently go through them. |
0===========================================================================0
0==============0
| Propane Bikes \
0===========================================================================0
| Spread throughout Mumbai you will find bicycles carrying a large number |
| of very large red propane tanks. They can be blown up just like any other |
| gas related item but they will produce very large explosions - perhaps |
| the largest in the entire game. |
0===========================================================================0
0=================0
| Taxi Exit Points \
0===========================================================================0
| Spread throughout Mumbai you will find many small Taxis that you can use |
| to leave a mission. However, they will cost one to two Coins so you |
| should consider bringing some when planning to help make for quicker |
| escapes. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Murder in Mumbai \
0===========================================================================>
This run-through will allow you to acquire a bunch of other Challenges
including the Non-Target kill Challenges, multiple out of the way
Challenges, [Chameleon], and [Discover Mumbai].
As for the Targets themselves, I will kill Wazir (The Maelstrom) with
poisoned Tea, Vanya with the Beak Staff, and Dawood with the Industrial Fan
at the Film Shoot.
When planning bring the Krugermeier, Lockpick, a Briefcase with the Sieger
300 Ghost, and start at the Main Street.
When you start then run to the Beach to grab the Cricket Ball. Go to the
east side of the House to find a Generator. There should be two Guards
inside - one walking about (the Enforcer) and one sitting.
When the Enforcer gets in the corner by the Generator then turn it off to
lure him outside. Get to the bottom of the stairs then sneak back and knock
him out when he turns it on. Take the Thug Disguise, the Beach House Key,
and go inside. Subdue the sitting Guard then drag his body down to the
Hideout and dump him in the Closet at the base of the stairs. Do the same
to the other Guard.
Take their weapons, grab a Can of Expired Spaghetti Sauce, and go upstairs
to the roof. You should see two Guards there. One of them will go to the
other to talk. Place the weapon behind them and wait on the 1st Floor
below. The patrolling Guard should see the weapon and take it down. Knock
him out with either the Can or Ball and drag him downstairs and outside for
now.
Go back up and place the weapon again behind the sitting Guard. Toss an
object near it to make him see the weapon. Ambush him the same way as you
did the other Guard and leave him. Drag the other Guard up here to hide him
- grab and drop your Briefcase here too.
Go down into the Hideout and to the north door of the Armory. When the
Enforcer has his back turned then sneak up behind him, knock him out, dump
him in the Closet, and take his Disguise.
Grab the Hideout Key then run over the rooftop above the Tea Shops to reach
the Mumbai Hills. Go through the back door of Neha's House then up to the
Rooftop but stay near the top of the stairs. Neha and Wazir are going to
meet later but she will send him a signal that she is ready. That signal is
a large flagpole on the Rooftop. You need to press the button in order to
use it.
However, one of the Challenges indicates that you need to activate it from
afar. So bring out your Krugermeier and shoot the button from here to
acquire it.
After this then go back down but stay on the 1st Floor until the
conversation finishes between Neha and the Enforcing Guard. Go down to the
Ground Floor, pick up the Emetic Rat Poison, then go outside and take cover
to the right of the door. Stay here until you have identified Wazir then
run back to the Beach House but go to the north side.
A Food Vendor should come here to smoke. Knock him out and drag him to the
nearby nook. Run to the Chawls and go up to the 2nd Floor then enter The
Kashmirian's Apartment through the open window by the balcony. Go to the
luggage in the center of the room and pick up the Lethal Poison Pill Jar.
Go to the nearby TV and look at the screen for a bit.
The only time that Wazir drinks Tea, outside of Neha's House, is at the Tea
Shops. However, there are four Tea Stands, each with a different flavor
(Chamomile, Chai, Flamingo, Greentea). So, you need to know which Stand
Wazir will drink from.
During the GNN telecast a commercial for Moja Tea will play between each
segment. Whatever flavor that is highlighted on that commercial is what
Stand Wazir will go to. In addition, with each run-through the flavor will
be randomized. Credit for this belongs to Dana Marie Sale.
After you find out the flavor then leave the Chawls and run back to the
Food Vendor you knocked out. Take his Disguise and go to the Tea Shops.
Find the correct Tea Stand and serve.
After the meeting at Neha's House then Wazir will go back to the Beach
House, go downstairs to the Hideout, then go back up to the streets. He
will then head to the Tea Shops to talk to someone before continuing.
As you are waiting at the Stand you may notice a Guard come by and just
stop. If he is too far for you to serve him then you should be okay.
However, if he is close enough for you to serve him then this may cause a
problem in that you might accidentally serve him instead of Wazir when
trying to poison him. This is where the Emetic Rat Poison comes in.
As Wazir comes near the Tea Shops area then use the emetic poison on the
Tea and serve the Guard to safely get him out of the way. After serving the
Guard then use the lethal poison on the Tea and wait for Wazir to come
close enough for you to serve him. After serving him then go back to the
Food Vendor and re-acquire the Thug Disguise as Wazir dies.
Go into the Beach House, down to the Hideout, and find The Maelstrom's
Manifesto in the Storage Room. There are five of them and acquiring them
all will give you another Challenge. Another Manifesto can be found on the
1st Floor of the Red House inside the Crows' Back Alley. Go around to all
of the remaining Crows' occupied areas to put them on the map before
proceeding further.
Stand near the bottom of the stairs leading into the Crows' Nest and listen
to The Maelstrom's message being played out.
Afterwards then one of the Enforcing Guards will go onto the balcony.
Carefully sneak up and behind him then knock him out. This should prevent
any problem with him when you come back here to go after the Lead Actor
later. Throw stun the sitting Guard if you want.
Go down to the bottom of the stairs and acquire the Beak Staff. Go to the
south corner of the Train Yard building where you should find a couple of
Guards. There is also a large green shipping container by them that you can
enter to bypass them. Go inside then place the Staff here for now.
Go to the Crows' Nest in the Textile District to find another Manifesto. Go
to the Shoe Shop and Large Nook at the Shopping District to find the
remaining two Manifestos.
While at the large nook acquire the Queen's Guard Disguise. Go back to the
south corner of the Train Yard building and go past the Guards. Go
northwest to the back door and you should see a woman there - if she is not
there then wait for her to come out. Knock her out and dump her in the
Container just northwest of you.
You should see another green shipping container with a door nearby. Go
through it and you should find an open window. Go through it and you should
be by the Security Room. Sneak inside and knock out the Guard there, dump
him in the Closet, and take his Disguise and weapon.
Go out the other door and enter the Bathing Pool area. Carefully go out
into the main Yard area, out the back door, and re-acquire the Beak Staff.
Go back through the window to the Security Room, through the Room again,
and drop the Staff in the foliage behind the Bathing Pool.
Go back into the main Yard area and to Vanya's Carriage to find and read
her Diary. Go to the Generator in the Civilian area east of the Guest Car
and turn it off the lure out one of the Servants. Knock him out, drag him
east into the foliage, and switch into and out of his Disguise.
Go up onto the Rooftop to find the Water Tanks. When the patrolling Guards
are away then drop a weapon by the standing Guard to make him leave to the
Security Room. After he leaves then turn on the Water Tanks and go into the
Storage Room to acquire some more Emetic Rat Poison. Explore the remaining
Train Yard, Train Tracks, Eastern and Northern Sewers and Mumbai Laundry to
put them on the map before leaving the area.
Go into the Ground Floor of the Foreman's Office. Turn off the Radio to
lure down the Laundry Worker upstairs and hide behind the stuff in the
center. Knock him out when he turns it off, dump him in the Container, and
take his Disguise.
Turn on the Radio again to lure down the Foreman. Ambush him the same way
and take his Disguise then go back into the Queen's Bodyguard Disguise. Go
up to the Yellow Skywalk then south to find stairs going back down to the
Laundry. When you reach the metal flooring after the first set of stairs
then turn around and proceed forward to find the Dancer Disguise.
Switch into and out of it then go north along the Yellow Skywalk to put it
on the map. Run back to the Foreman's Office Rooftop then go down to the
Ground Floor to acquire the Food Vendor Disguise.
Go up onto the Old Skywalk to put in on the map then go south to the
passage that leads to the Tailor's Rooftop. Go down onto the 1st Floor and
turn off the Fusebox to lure him up. Hide by the bed then knock him out
when he turns it back on. Dump him in the Container and switch into and out
of his Disguise.
Go to the Food District and to the Food Stand there. Serve and poison the
food. Eventually the Holy Man should come by. Serve him to make him sick
and he should go to the restroom at the Metal Worker's District. Carefully
follow him there and ambush him - leave him be for now.
Go to the Chawls and into Apartment D to find and change into the Local
Security Disguise. Go through the front entrance of Rangan Tower and to the
Tower Lobby.
I am going to start clearing a safe path for when I return here later as
the Holy Man. At the south side of the Elevator Shaft is a Vacuum Cleaner.
Turn it on to lure the standing Crew to it, hide behind something, and
knock him out when he turns it off. When the female Crew isn't looking then
dump him in the Container at the southeast corner - take the Screwdriver
nearby. Knock her out and dump her in any Container.
There is a Guard at the northwest corner of the building that goes up into
the Security Room on the 1st Floor then down at the northwest corner
outside. When he is up in the Room then turn on the Faucet near the
exterior door and hide behind the hedges since he is an Enforcer to you.
When he investigates then knock him out and dump him in the nearby
Container - take the Luxury Apartment Keycard.
Go up into the Security Room and knock out the other Guard. Carefully drag
him down and outside to dump him with the other Guard. Go out to the front
entrance and drop a Pistol in front of the Guards. One of them should take
it up to the Security Room. Ambush him there and dump him in the Closet.
Repeat with the second Guard.
Go into the 1st Floor Storage Room to find and pick up the Industrial Fan
Instructions. Go up to the 2nd Floor and to the Elevator Shaft. Look inside
to find The Missing Script. Toss an object onto it to make it drop to the
bottom. Go into the Studio through the south door, and let the conversation
between the Painter and Bodyguard play out before doing anything else.
Knock out the Painter and throw stun the Bodyguard.
One of the Challenges requires that you kill four of the Bollywood
Bodyguards. So break the neck of the Bodyguard, dump both bodies in the
Closet and switch into out of the Painter Disguise.
By doing all of this you have cleared a safe path to the Elevator Shaft, up
to the 2nd Floor, and to the Studio for one of the Non-Target kill
Challenges. That Challenge involves killing The Kashmirian with a Sniper
Rifle from the Studio.
It is important to note that you must kill him before killing Dawood or he
won't be at the Sniper Spot later. Go down to the Metal District Restroom
to acquire the Holy Man Disguise then go back to the Beach House to acquire
the Briefcase. Run up to the Tower through the front entrance and to the
Elevator Shaft.
Bring out the Rifle, holster it, then climb down to acquire the Script, and
climb the Shaft up to the 2nd Floor. Carefully enter the Studio when no one
is looking and go to the window looking at the Chawls. Bring out the Rifle,
zoom in on and kill The Kashmirian, then drop the Rifle. Re-trace your
steps down and out of the Tower.
Go up to The Kashmirian's body, change into his Disguise to leave the Holy
Man Disguise here, and run back to the Tower through the front entrance.
Re-acquire the Local Security Disguise from those you have hidden then go
up to the 3rd Floor and into Rangan's Bathroom.
Switch into the Bodyguard Disguise, grab the Razor, and turn on the Sink to
lure the nearby Bodyguard inside. Hide in the Closet and when he turns it
off then go out, kill him with the Razor, and dump him in the Closet. Turn
on the Sink again and hide in the Closet. When Dawood comes down from the
4th Floor then one of his Bodyguards should investigate. Kill him the same
way and go up to the 4th Floor.
Go and find the Guard at the northwest corner. Kill him and dump him in the
Container to complete another Challenge. Go into the West Stairs and knock
out the Guard there then go down to find another Guard and knock him out
and drag him up to the first one. Go to the Generator behind the West
Stairs and turn it off to lure the standing Guard to it. Knock him out,
pick up his weapon, and drag him to the others.
When the patrolling Guard comes to the Break Area then turn off the
Generator again to lure him to it. Knock him out the same way and drag him
to the others. When Dawood is going downstairs then go to the standing
Guard at the east side of the floor and drop the Fusil you got earlier in
front of him. He should then take it to the Security Room.
When he is gone then throw stun the sitting Guard in the Break Area and
quickly dump him into the Container to the north. Look through Dawood's
Laptop at the northwest side of the floor and go up to the 5th Floor to put
it on the map. Explore all floors and rooms in the Tower before proceeding.
Go into the Construction Site and grab a Brick. At the southeast side is a
large pipe and with a standing Guard that is hidden by it. Knock him out
with the Brick then go to the Barge to put it on the map and do the same to
both the Gardens and the Construction Site.
Go to Central Square and talk to the Crew there to get the [Picture
Perfect] Mission Story started. Go to Slum Alley and wait near the bridge
to the Food District. When Gregory, the Lead Actor, arrives at the Sewer to
throw up and the patrolling Guard has his back to you then knock him out
with an object to quietly dump him into the Sewer. Since this is a not a
Silent Assassin run there is no need to worry about his body being found.
Run down to acquire the Disguise then run up to the Tower through the front
entrance. Go up to the 2nd Floor Film Shoot and talk to the Photographer to
start the Photoshoot. Wait for Dawood to tell you that he wants to talk to
you before leaving.
Go back down to the Ground Floor and acquire the Bollywood Crew Disguise
there. Go back up to the Film Shoot and find the Fan. Sabotage it then go
to the Director and give her the Script. This should bring Dawood and
actress Karisma Haasan together for a scene.
You will be instructed to use the Fan during the scene. Partway through
Karisma will walk away leaving Dawood alone. Turn up the Fan to blow him
off the floor and kill him in an accident.
After this then leave the Tower. At this point it is time to go after most
of the remaining Disguises. Go to the Beige House in the Metal Worker's
District through the north door and go upstairs to switch into the Metal
Worker Disguise.
Go through the back door of the Barber Shop and go upstairs enough to get
the conversation started between the Barber and his wife. Go back
downstairs and place a Coin by the door then take cover to the left of the
stairway door. When she comes down and sees the Coin then grab her to
subdue her and dump her in the Container. Sneak upstairs, knock out the
Barber, hide him in the Closet, and take his Disguise.
Go back to the Sniper Spot and switch into the Holy Man Disguise. At this
point make sure and find all remaining Unexplored Areas on the map before
proceeding.
Now it is time to go after Vanya so run to the south corner of the Train
Yard building. Sneak through the shipping container and proceed back to the
window to re-enter the Security Room. Go through the Room and to the
Bathing Pool. Grab the Staff, wait in the foliage, and bring out the Can of
Sauce.
When Vanya comes by then throw stun her with the Can and throw kill her
with the Staff. Re-trace your steps back out to the Container Area, go back
to the Beach House, and re-acquire the Elite Thug Disguise. Go back down to
the Hideout and leave the mission through the Hideout door.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Red Flag [2,000 XP]
*******************
For this you need to raise the flag at Neha's House from a distance.
>>Hoist the Flag [2,000 XP]
*************************
For this you need to raise the flag at Neha's House.
>>The Man and the Legend [2,000 XP]
*********************************
For this you need to properly identify Wazir.
>>Mission Story - Flames Rekindled [1,000 XP]
*******************************************
For this you need to get Wazir up to Neha's House and identify him.
>>The Ghost [4,000 XP]
********************
For this you need to kill Wazir Kale (The Maelstrom).
>>What's Your Flava? [4,000 XP]
*****************************
For this you need to kill Wazir with his favorite tea.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Memoirs [2,000 XP]
******************
For this you need to find all five of The Maelstrom's Manifestos.
>>A Secret Grudge [1,000 XP]
**************************
For this you need to read Vanya Shah's Diary.
>>Steamin' [2,000 XP]
*******************
For this you need to locate the Water Tank on the Train Yard Rooftop.
>>Become the Foreman [2,000 XP]
*****************************
For this you need to acquire the Laundry Foreman Disguise.
>>Become a Denim Angel [1,000 XP]
*******************************
For this you need to acquire the either the Dancer or Lead Actor
Disguise.
>>Become the Tailor [1,000 XP]
****************************
For this you need to acquire the Tailor Disguise.
>>The Fan Manual [2,000 XP]
*************************
For this you need to find the Industrial Fan Instructions.
>>Not in the Script [2,000 XP]
****************************
For this you need to acquire The Missing Script.
>>Become the Painter [1,000 XP]
*****************************
For this you need to acquire the Painter Disguise.
>>Become the Holy Man [1,000 XP]
******************************
For this you need to acquire the Holy Man Disguise.
>>Taste of Your Own Cure [2,000 XP]
*********************************
For this you need to kill The Kashmirian from the Studio in Rangan
Tower with a Sniper Rifle while wearing the Holy Man Disguise.
>>Become the Kashmirian [1,000 XP]
********************************
For this you need to acquire the Kashmirian Disguise.
>>Boyz n Dawood [2,000 XP]
************************
For this you need to kill four Bollywood Bodyguards.
>>Show's Over [2,000 XP]
**********************
For this you need to knock out the sitting Guard at the Break Area on
the 4th Floor of the Rangan Tower.
>>A Dark Scheme [2,000 XP]
************************
For this you need to examine Dawood's Laptop on the 4th Floor of the
Rangan Tower.
>>Hard Hat [2,000 XP]
*******************
For this you need to knock out someone at the Construction Site with
a Brick.
>>Mission Story - Picture Perfect [2,000 XP]
******************************************
For this you need to get into the photoshoot with Dawood as the Lead
Actor.
>>Smashing, Baby [2,000 XP]
*************************
For this you need to get into the photoshoot with Dawood.
>>The Showman [4,000 XP]
**********************
For this you need to kill Dawood Rangan.
>>Mission Story - Gone With The Wind [1,000 XP]
*********************************************
For this you need to sabotage the Industrial Fan and give the Missing
Script to the Director.
>>It was His Biggest Fan [4,000 XP]
*********************************
For this you need to kill Dawood with the Industrial Fan.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Become a Metal Worker [1,000 XP]
********************************
For this you need to acquire the Metal Worker Disguise.
>>Become the Barber [1,000 XP]
****************************
For this you need to acquire the Barber Disguise.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Holy Man ++Food Vendor
++Kashmirian ++Tailor
++Barber ++Laundry Worker
++Laundry Foreman ++Metal Worker
++Painter ++Dancer
++Lead Actor ++Bollywood Crew
++Local Security ++Bollywood Bodyguard
++Thug ++Elite Thug
++Vanya's Servant ++Queen's Guard
++Queen's Bodyguard
>>Discover Mumbai [1,000 XP]
**************************
For this you need to reveal all 52 Undiscovered Areas in Mumbai.
>>Ex-Pirate, Spa-Ghet-It? [1,000 XP]
**********************************
For this you need to knock out a Target with a Can of Expired
Spaghetti Sauce.
>>The Queen [4,000 XP]
********************
For this you need to kill Vanya Shah.
>>Bird of Prey [2,000 XP]
***********************
For this you need to kill a Target with the Beak Staff while
disguised as the Holy Man.
>>Out of the Nest [1,000 XP]
**************************
For this you need to leave the mission via the Crows' Hideout exit.
0========================================================0
| Drop the Mike [2,000 XP], Everybody on Board [4,000 XP] \
0===========================================================================>
For [Drop the Mike] you need to interrupt Dawood while he is interrogating
the Mole who is held captive on the 4th Floor of the Tower. For [Everybody
on Board] you need to kill Vanya and Wazir with the Train.
For this bring the Silverballer, Lockpick, Coins, and start at the Main
Street. When you start then go into the Chawls, run up to The Kashmirian,
and subdue him - take his Key and Dongle. Go to his Apartment and use the
Dongle on his Laptop. Go down to Apartment D to acquire the Local Security
Disguise then run to the Tower.
Go up to the 1st Floor Storage Room to acquire the Luxury Apartment Keycard
then run up to Rangan's Bathroom on the 3rd Floor to acquire the Bollywood
Bodyguard Disguise. After this then run up to the 4th Floor.
The Mole will be held captive outside. Dawood will come up every so often
to interrogate him. Before going after Dawood it is best to clear out some
of the Guards. But you don't have much time as Dawood will eventually throw
the Mole off the balcony and kill him.
Go to the Break Area to grab the Cricket Ball then to the Generator behind
the West Stairs and wait. When the patrolling Guard comes to the Break Area
then turn it off to lure the Guard there. Run to the Elevator Shaft to find
another Guard. Subdue him then run back to the Generator to knock out the
other Guard.
Go through the door by the Shaft and knock out the Guard there. Dump him in
the nearby Container then drag the one from the Shaft and dump him here
too. Go into position behind the sitting Guard at the Break Area and wait
When Dawood goes to the Mole then the standing Guard should go with him.
Throw stun the sitting Guard, quickly pick up his weapon and the Ball, and
drag him to the Container north of you for dumping. Drag the Guard by the
Generator to the nearby Container for dumping. Run up to the 5th Floor, get
near the Mole and Dawood, and use one of the pillars to shield you from the
Mole.
By getting rid of the Guards then you have sped up the process of
interrogation and now Dawood is going to kill the Mole. Wait for him to
grab the Mole then kill Dawood with a headshot. By using the Silverballer
the impact should be enough to drop him into the concrete pit below. You'll
lose Silent Assassin but you shouldn't be identified by the Mole.
Immediately run behind the West Stairs and wait for the Guards to come up.
There should be three of them and, when they get to the edge, then run down
and hide in the Container by the Generator until things cool down.
Now you need to get rid of more Guards. Even though you have saved the Mole
from Dawood he is still a prisoner. And freeing him will get complete
another Challenge. The good news is that there are only two Guards left
near him and you only need to get rid of one.
Turn off the Generator again and grab the Lead Pipe near the Guard closest
to the Mole. Toss the Pipe at the light the Generator was attached to to
lure him to it. Go back to the railing by the Generator, crouch behind it,
and wait. When the Guard gets to the light then he will investigate the
Generator. Knock him out and the Mole will then run away.
After this then go to the Chawls and use one of the Payphones nearby to
call Vanya. After the call then she will call Wazir and meet with him. They
will then go into the Train Yard building and stand at the Small Courtyard.
Run to the Junkyard and grab a Lever then run to the Container Area to find
the Track Switch. Wait for them to stop at the Small Courtyard before doing
anything. The Train comes by at timed intervals but the two of them will
stay long enough for one to pass.
As one approaches then use the Lever to switch tracks and send the Train
into the building to kill the both of them. If you get the notice to leave
on the Train during the cutscene then use it to leave as you are finishing
up otherwise run to the Taxi at the Junkyard or the Boat at the Beach to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>A Mumbai Overcoat [2,000 XP]
****************************
For this you need to drop Dawood into one of the concrete pits.
>>Live to Mole Another Day [2,000 XP]
***********************************
For this you need to save the Mole.
>>Call Her Maybe [2,000 XP]
*************************
For this you need to complete The Kashmirian's contract on Dawood
then call Vanya.
>>Let's Get the Tuk Out of Here [1,000 XP]
****************************************
For this you need to leave the mission via a Taxi.
Plus these other Challenges:
--Show's Over --The Showman
--The Queen --The Ghost
--Someone Could Hurt Themselves
0=========================================================0
| Tea Time [4,000 XP], The Suspension is Murder [4,000 XP] \
0===========================================================================>
For [Tea Time] you need to kill Vanya with her tea while disguised as a
Servant and for [The Suspension Is Murder] you need to kill both Dawood and
Wazir with the concrete pipe from the Crane at the Construction Site. This
run-through is similar to the last one but you are reversing Targets.
For this bring the Lockpick, Coins, and start at the Main Street. When you
start then go into the Chawls, run up to The Kashmirian, and subdue him -
take his Key and Dongle. Go to his Apartment and use the Dongle on his
Laptop - grab the Lethal Poison Pill Jar before leaving.
Run to the Large Nook at the Shopping District to acquire the Queen's Guard
Disguise. Go the southwest side of the Train Yard building, into the Snack
King crate to grab a Crowbar, and go through the window by the Security
Room. Sneak inside, knock out the Guard, dump him in the Closet, and take
his Disguise.
Go to the Generator by the Carriage and wait for both Vanya and Rima to be
away from the Small Courtyard before turning it off the lure the nearby
Servant to it. Hide in the foliage until he turns it back on then knock him
out, drag him back a few feet, and take his Disguise. Go to the Tea Cart
and serve, and wait - do not poison the tea yet. When Vanya and Rima come
by then serve Vanya.
However, Rima will step forward and tell her that she will drink first to
make sure the Tea isn't poisoned. So serve Rima and wait for her to turn
her back before poisoning the Tea and serve Vanya again.
As Vanya is drinking then run from the area as she is dying and go to
Apartment D in the Chawls to acquire the Local Security Disguise. Go to a
nearby Payphone and call Dawood. He will then call Wazir and the two of
them will meet on the Barge.
Run to the Tower, cut through the Ground Floor, and into the Construction
Site. When you go out the door then turn right and look down to find a blue
shipping container. The Crane Controls are in here. Drop onto it then to
the ground then run inside to use them.
When you use the Controls then you will go into a top down view over the
large concrete pipe that you need to drop on your two Targets. Move the
pipe over the open area in the center of the Barge. When they are under it
then drop it on the two of them to kill them. After this then run to the
nearest Taxi at Central Square to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>No, You Hang Up [2,000 XP]
**************************
For this you need to complete The Kashmirian's contract on Vanya
then call Dawood.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus these other Challenges:
--The Queen --Tasteless, Traceless
--The Showman --The Ghost
--Someone Could Hurt Themselves --Let's Get the Tuk Out of Here
0=====================0
| Helping Out a Friend \
0===========================================================================>
For this I am going to use The Kashmirian to kill both Dawood and Vanya.
For Wazir I am going to poison his Tea at the Tea Shops again. When
planning bring the Krugermeier, Lockpick, Coins, and start at the Barge.
When you start then run to the Chawls then up to the Sniper Spot to find
The Kashmirian. He is complaining about his sniper scope. Sneak up to his
weapon and look through the Scope. Adjust it for him then go back down and
to his Apartment through the open window.
Go to the luggage and acquire the Lethal Poison Pill Jar then go to the
nearby TV and watch it to find which flavor Wazir like so you can go to the
appropriate Stand later.
After this then go to the Food District. Go up the stairs by the Bakery to
find the Civilian with Wazir's picture that I noted earlier. Either go
through the door or through the open window to get into the apartment
behind him. Turn on the Clock Radio to lure him in and hide in the Closet.
When he gets into position the subdue him, dump him in the Closet and take
the Picture.
Run to the Tower and go up to the Canteen on the 1st Floor. Under the North
Stairs is a Tube of Paint. Grab it then go into the Storage Room to acquire
the Luxury Apartment Keycard and some Emetic Rat Poison. Go up to the 2nd
Floor Studio and let the conversation play out between the Painter and
Bodyguard before placing the Tube in the box behind the couch.
Leave the Tower and run to the Large Nook to acquire the Queen's Guard
Disguise. Run to the Mumbai Laundry and find the Laundry Business Documents
at the west corner of the area. Run back to the Chawls, go back up to the
open window by the Kashmirian's Apartment (but stay outside), and wait.
After he shoots and kills Dawood then he will come back to the Apartment
and set up shop on a secluded balcony. This time his Rifle will look out
over the Yellow Skywalk and is waiting for Vanya to meet with the Laundry
Foreman. Investigate the Rifle then run back to the Laundry and up to the
1st Floor of the Foreman's Office.
When no one is looking then place the Documents on the table at the
southwest side, go downstairs to acquire the Food Vendor Disguise, and head
back to the window by The Kashmirian's Apartment. After he kills her then
he will head down to a Payphone to talk to someone. It turns out that
killing them both was a "successful job interview" and is going to meet
with that someone who turns out to be The Maelstrom.
Follow him and he should lead you to the Crows' Back Alley. Stay around
until he goes inside then run to the Tea Shops. Go to the booth of Wazir's
favorite flavor and serve. As before, keep an eye on the Guard that comes
by and stand there. How far he stands away will determine whether or not
you need to use the Rat Poison on him.
Once you identify Wazir then either emetic poison the Guard to make him
leave or use the lethal poison on the Tea and wait for Wazir to come close
enough for you to serve him. Once you serve him and he start to drink then
leave the Shops and run to a Taxi to leave the mission as Wazir dies.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Broad Strokes [2,000 XP]
****************************************
For this you either need to place the Tube of Paint near the Painter
so he will find it and start the session with Dawood or take the
Painter Disguise and start the session yourself.
>>The Artist [2,000 XP]
*********************
For this you need to make the Artist finish his painting of Dawood.
>>Artists at Work [2,000 XP]
**************************
For this you need to help The Kashmirian get a clear line of fire to
Dawood.
>>Teamwork [2,000 XP]
*******************
For this you need to help The Kashmirian get a clear line of fire to
Vanya.
>>The Foreman [2,000 XP]
**********************
For this you need to make the Laundry Foreman attend the meeting with
Vanya.
>>Proxy Killer [4,000 XP]
***********************
For this you need to help The Kashmirian kill both Dawood and Vanya.
>>The Kashmirian [2,000 XP]
*************************
For this you need to make The Kashmirian meet with Wazir.
>>The Helping Hand [4,000 XP]
***************************
For this you need to complete [The Artist], [The Foreman], and [The
Kashmirian] Challenges.
Plus these other Challenges:
--The Showman --Someone Could Hurt Themselves
--The Queen --The Man And The Legend
--The Ghost --What's Your Flava?
--Tasteless, Traceless --Let's Get the Tuk Out of Here
--Silent Assassin
0============================0
| Helping Out a Friend, Again \
0===========================================================================>
This run-through is similar to the last one in that you help out The
Kashmirian again but this time you are more involved in that you need to be
disguised as the Painter, Laundry Foreman, and The Kashmirian. As for Wazir
I am going to garrote him with the Fiber Wire.
When planning bring the Krugermeier, Coins, Fiber Wire, and start at the
Barge. When you start then run to the Chawls then up to the Sniper Spot to
find The Kashmirian again. Adjust his Sniper Scope then go back down and
out to the Tower.
Go up to the 1st Floor Storage Room to acquire the Luxury Apartment Keycard
then go up to the south door of the 2nd Floor Studio - grab the Hammer by
the Elevator Shaft before entering. Let the conversation play out between
the Painter and Bodyguard before knocking out the Painter and throw
stunning the Bodyguard. Grab the dropped weapon, hide both bodies, and take
the Painter Disguise.
Go up to the 3rd Floor Office and wait for Dawood. Follow him down to the
Studio and start work on the painting. Eventually The Kashmirian will find
his mark and kill Dawood.
After he dies then run back to The Kashmirian's Apartment and investigate
the Sniper Rifle. Run down to the Foreman's Office, turn on the Radio to
lure down the Worker, and hide behind the stuff in the center. Knock him
out when he turns it off, dump him, and turn it on again to lure down the
Foreman. Ambush him, dump him, and take his Disguise.
Talk to the Guard at the east side of the Laundry and follow him to the
Yellow Skywalk. When Vanya arrives then talk to her. When she starts
taunting the Workers below then leave the Skywalk to go back down to the
Office and acquire the Food Vendor Disguise. As you are doing this then The
Kashmirian will kill Vanya and go to the Payphone.
Stay by the Payphone and wait for The Kashmirian to make the call to Wazir
then run ahead of him and to the Crows' Back Alley area. Find the Fusebox
in the nook near it then wait for him to get to the Alley before turning it
off to lure him there.
Go into the small alley leading to Slum Square and wait for him to turn it
back on before subduing him - do not knock him out as you may knock him
into the alley and risk having him seen by those standing ahead at the
other end. Dump him in the Container behind you and take his Disguise -
drop all weapons before proceeding.
Go to the Back Alley and get frisked so you can enter. Let the Guard take
you down into the Hideout where you will be frisked again before you can go
in to talk to Wazir. As the two of you talk then he will go to the broken
TV and have his back to you. Garrote him and dump him in the Container at
the other side of the room. Walk out and go to the Armory to pick up the
Hideout Key then go to the Hideout exit point to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - A Matter Of Discipline [2,000 XP]
*************************************************
For this you need to attend the meeting with Vanya as the Laundry
Foreman.
>>The Cool Club [2,000 XP]
************************
For this you need to talk to Wazir as The Kashmirian.
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target by garroting them.
Plus these other Challenges:
--Become the Painter --MS: Broad Strokes
--The Showman --Someone Could Hurt Themselves
--Become the Foreman --Teamwork
--The Queen --Proxy Killer
--Become the Kashmirian --The Man and the Legend
--The Ghost --Out of the Nest
--Silent Assassin
0===========================0
| Mumbai Blackout [4,000 XP] \
0===========================================================================>
For this you need to kill all three Targets in electrocutions and in the
same run-through. This will also use a couple of strategically placed game
saves to go after additional Target kill Challenges involving Vanya. When
planning bring the Krugermeier, Coins, Lockpick, and start at the Metal
Forge.
When you start then run to the Food District to find the Civilian with
Wazir's Picture. Go into the apartment behind him, lure him inside, and
ambush him for it. Go around the Slums until you find him then go to the
Tea Shops area to acquire the Car Battery there.
Although you have found Wazir it is best to save him for last. Go to the
Large Nook to acquire the Queen's Guard Disguise then run to the southwest
side of the Train Yard building (but grab a Crowbar from the Fruit King
crate as you're doing so) and go through the window by the Security Room.
Drop the Battery once you get inside then sneak into the Room to ambush the
Guard there for his Disguise. After acquiring the Disguise then make a game
save here:
>>Hold My Hair
************
Go out the door by the Bathing Pool and hide in the foliage. When
Vanya comes by then drown her. After the notifications pop up then
reload the save.
If you're thinking about ambushing her at the Bathing Pool for
electrocution - don't bother. Although you can throw stun here she will
only fall on top of the Pool - for some reason the Pool has some kind of
shield that will keep her, and any object, from falling in.
So, if you try to electrocute her there, nothing will happen. You will need
to get her at the Steam Pool and that requires more work.
Get up to the Catwalk above Vanya's area and get to the junction near
Vanya's Carriage. One of the patrolling Guards should stop here for a bit.
If your timing is right then another Guard up ahead will be leaning on the
railing.
Quickly knock out the first Guard then run up to knock out the second. Grab
his weapon then drag him back near the first one but put his body at the
corner with the solid railing and the large crate to hide them. When Vanya
is at the Bathing Pool then make another game save:
>>Free Bird
*********
Go back near the junction and you should see a Bird Cage over the
tracks below. Vanya doesn't stop under any Cage so you must kill her
as she is walking under one and this is the one. When she walks under
this Cage then shoot the chain to bring it down on her and kill her.
After the notifications pop up then reload the save.
When you get back then go up to the Rooftop but stay far from the Water
Tanks until the Enforcer passes them. Go up to the Guard there and drop the
weapon in front of him to make him pick it up and leave.
Turn on the Water Tanks, grab a Wrench while you're still up here, and go
back down to re-acquire the Battery. Go to the Small Courtyard and through
the doors by the Steam Pool to enter the Civilian area and drop the
Battery. After dropping the Battery then make another game save:
>>Me Time
*******
There is a woman near the Pool and she will inform Vanya that it is
working again. This will allow Vanya to start using it. Go into the
foliage by the Steam Pool to find a Pressure Lock. Overriding it,
which requires the Wrench, will cause the Pool to explode shortly
afterwards. Crouch down by the Lock and wait.
When Vanya sits down and begins meditating then override the Lock and
leave the area. The Pool will eventually explode and kill her. After
the notifications pop up then reload the save.
When you get back then wait for the woman to notify Vanya about the Pool
before doing anything else. When Vanya goes to the Pool, then Rima will go
up to the Catwalk to smoke for a bit. Knock her out there and leave the
body. Go back out the doors, place a Coin several feet away, and go back.
Run into the woman enough to get her to turn around then open the doors so
she can see the Coin. When she gets to it then knock her out and drag her
to the foliage at the east side of the building to hide her. Grab the
Battery and stay near the Pool.
When Vanya returns to the Pool and starts meditating then throw stun her
with the Crowbar. Move her body to make sure she is fully in the water then
grab the Battery, and, while staying out of the Pool, throw it at her to
electrocute her.
Run from the building and to Apartment B of the Chawls to acquire the Local
Security Disguise. Run to the Tower, go up to the 1st Floor Storage Room to
acquire the Luxury Apartment Keycard, go up to Rangan's Bathroom to acquire
the Bollywood Bodyguard Disguise, and go up to the 4th Floor.
To electrocute Dawood safely it is best to get rid of all of the Guards
when Dawood is not up here. Go to the Elevator Shaft to subdue the Guard
there and knock out the one nearby. Dump them both in the Container and
pick up their weapons.
When the patrolling Guard comes to the Break Area then turn off the
Generator by the West Stairs to lure him here for ambushing - dump him in
the Container. Turn off the Generator again to lure the sitting Guard for
ambushing and hiding.
After Dawood kills the Mole then one of the Guards will stand at the Break
Area. Use the Generator to lure him for ambushing but leave the body. For
the last standing Guard then drop a weapon near the Water Cooler at the
Break Area and toss an object at the pillar nearby to lure him to it. When
he sees and approaches the weapon then knock him out and dump him in the
Container north of the Break Area - dump the other Guard here too.
Drop a weapon at the Break Area, stand near where the Mole was, and wait.
When Dawood comes up here then he will make a call and go to the Break
Area. When he sees the weapon then his Bodyguard will take the weapon as he
walks away nearby. When Dawood heads back to the Break Area then get behind
him and knock him out when the Guard is out of view.
Drag him to the Water Cooler but put his body between the Cooler and the
Outlet on the floor. Shoot the Outlet and then the Cooler to kill Dawood.
Run out of the Tower and re-acquire the Metal Worker Disguise at the Large
Nook. Go to the bridge at Slum Alley and knock in Gregory and then knock
out the Guard when no one is looking and Wazir is far away. Put both bodies
and the Guard's weapon on the trash bags under the bridge to hide them.
When Wazir comes by then knock him out. Between the bridge and the Crows'
Nest is a large shallow puddle. Put him in it, grab the Car Battery just a
few feet away, then throw it at him to kill him. Dump him over, drag him to
the other bodies, and run to the nearest exit point to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Hold My Hair [2,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Hold My Hair] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Tasteless, Traceless
++Piano Man ++Straight Shot
>>Free Bird [4,000 XP]
********************
For this you need to kill Vanya with a Bird Cage.
>>Me Time [4,000 XP]
******************
For this you need to kill Vanya with the Steam Pool.
>>Mumbai Electric [4,000 XP]
**************************
For this you need to kill a Target with electricity.
Plus these other Challenges:
--Become a Metal Worker --The Man and the Legend
--The Queen --Someone Could Hurt Themselves
--The Showman --The Ghost
--Silent Assassin
0======================================================0
| Stand Still [4,000 XP], Waiting for a Sign [4,000 XP] \
0===========================================================================>
For [Stand Still] you need to kill Vanya while taking her measurements and
while disguised as the Tailor. For [Waiting for a Sign] you need to kill
Wazir with a falling sign. As for Dawood I will use The Kashmirian on him.
I will be using a strategically placed game save to acquire another Target
kill Challenge.
When planning bring the Krugermeier, Coins, Lockpick, and start at the
Metal Forge. As with the last run-through go to the Food District to ambush
the Civilian there for Wazir's Picture. After that then go to the Beige
House and ambush the Worker that comes inside and hide him in the Closet.
Go around the Slums until you find Wazir then go to Apartment D of the
Chawls to get the Local Security Disguise then go up to The Kashmirian to
adjust his Sniper Scope. Run to the Tower, grab the Luxury Apartment
Keycard from the 1st Floor Storage Room, grab the Tube of Paint from under
the North Stairs, then run up to the south door of the Studio - grab the
Hammer before entering.
Let the conversation play out then place the Tube on the Paint Box. Run
back to the Chawls to re-acquire the Metal Worker Disguise then go through
the back door of the Barber Shop. Place a Coin on the floor by the door,
sneak upstairs to get the conversation started between the Barber and his
wife, then go downstairs and take cover to the left of the stairway door.
As before, subdue the wife when she comes down, go up to knock the Barber.
Dump him in the Closet and take his Disguise. Grab his Razor and Key and go
downstairs to open the Shop.
Here you can shave some of the men that come near the Shop. To shave
someone go to the stand outside, serve it, then select a person there to
shave. Go back into the Shop, stand behind the chair, and shave him when
the prompt appears. After the shave then he will leave two Coins as payment
and walk out - pick up the Coins after each customer.
There are a total of fifteen men you can shave and one of them will be
Wazir. When he comes by for a shave then make a game save:
>>Barbershop Duette
*****************
Select him and start shaving him. During the conversation then kill
him. After the notifications pop up then reload the save.
When you get back then select him again but let him live and leave - he'll
leave four Coins as payment. There is no need to continue shaving from here
but it is recommended that you do so as you will get lots of Coins - more
than thirty. After shaving as many men as you can then go into the Textile
District.
There are two Cloth Vendors and I personally go for the one on the path to
the Shopping District. There are three Cloth Bundles to choose from:
Cerulean, Carmine and Sage. It takes five Coins to purchase a Bundle but
you should have more than enough from shaving so go ahead and get them all
for another Challenge.
Go up onto the Old Skywalk and find the passage to the Tailor's Rooftop.
Drop down and enter the 1st Floor. As before use the Fusebox to lure him
up, knock him out, dump him, and take his Disguise. Take the Measuring
Tape, the Coins, and the Letter - drop all weapons here.
Go to the Servant waiting outside the Tailor and he will lead you to the
building but you will be frisked first. Follow him to the Audience Area and
wait to talk to Vanya. She wants a Cerulean dress so present that Bundle to
her. She will then lead you to her Carriage. She will shoo away the person
inside but Rima will follow her and take position on the other side of the
bed.
When Rima has her back to you then garrote Vanya and quickly subdue her.
Dump both bodies into the Container and leave the Train Yard building. Run
back to the Tailor, re-acquire your weapons and the Metal Worker Disguise,
and run back to the Metal Worker District. Go up the stairs to the balcony
of the Beige House and look north.
Here you should see two Signs, a large one and a smaller one overlapping
the left side. He will stop for a bit under the large one then talk to the
patrolling Guard and then move on.
Unfortunately, the [Waiting For A Sign] Challenge requires that you kill
him with the sign in the picture which is the smaller one. If you kill him
with any other Sign, like the large one he stands under, you will *NOT* get
the Challenge no matter how many times you do it. This means that you need
to kill him when he walks under the smaller Sign.
Before going after Wazir it is best to get rid of the patrolling Guard. Go
into the Restroom and toss an object at one of the toilets when the Guard
is close to the door and there is no one else nearby. When he enters then
knock him out, drag him away from the door, and exit. Go back up to the
balcony, crouch, and wait.
The Metal Worker you knocked out earlier comes up here from time to time
and this is why you needed to get rid of him.
When Wazir comes to the Food District it is recommended that you make a
save here. When he walks under the Sign then shoot it down to kill him. If
you miss then reload the save. Once he is down then run to the Taxi at
Beach Road to leave the mission.
>>Alternate Method
****************
If you have too much trouble getting him the regular way then you can
try this instead. Get up behind him and knock him out just as he gets
under the Sign. Quickly drag him just enough to get him under it, get
some distance, and shoot it down to kill him.
From here then either fight your way through the Guards to leave the
mission or reload the save, kill him with the large sign, and go to
the Beach Road Taxi to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Stories - A Close Shave [2,000 XP]
******************************************
For this you need to open the Barber Shop as the Barber.
>>Barbershop Duette [4,000 XP]
****************************
For this you need to kill Wazir inside the Barber Shop while
disguised as the Barber and while shaving him.
>>Big Spender [2,000 XP]
**********************
For this you need to purchase all three Cloth Bundles from a Cloth
Vendor.
>>Make it Work [1,000 XP]
***********************
For this you need to acquire the Cerulean Cloth Bundle.
>>Mission Story - A Dress To Die For [2,000 XP]
*********************************************
For this you need to present Cerulean Cloth Bundle to Vanya and have
her lead you to her Carriage.
Plus these other Challenges:
--Become a Metal Worker --The Man and the Legend
--The Artist --The Showman
--Become the Barber --Become the Tailor
--The Queen --Piano Man
--Someone Could Hurt Themselves --The Ghost
--Silent Assassin
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
When planning bring the Krugermeier, Coins, Lethal Poison Vial, and start
at the Boat. When you start then run to the Ladder in the Junkyard. The
best way to kill Wazir quickly is by poisoning his Glass at Neha's Place.
Shoot the Ladder down, climb up, and go to the back area of Neha's House.
Here you should find a table with two Glasses. When Wazir comes up then
they will go out back and drink from these Glasses. The one you want to
poison is the one at the south side of the table as this is the Glass Wazir
drinks from.
After poisoning the Glass then climb the Ledge, go through the window,
sneak up, and shoot the button on the Flagpole to summon him. Sneak back
out and down to the Junkyard.
Go to the Beach to grab the Cricket Ball and run to the Crows' Beach House.
When the Enforcer is in the corner inside the House then turn off the
Generator at the east side to lure him outside. Run to the stairs behind it
then sneak up behind him and knock him out when he turns it on.
Grab his Key, enter the House, and subdue the sitting Guard. Drag both of
them down to the Closet at the base of the stairs in the Hideout - take
their HX-10s too.
Stay in the Hideout and, when the patrolling Guards are away, then sneak to
the north door of the Armory and wait for the patrolling Guard inside to
have his back to you before sneaking inside, knocking him out, and dumping
him into the Closet.
Grab the Hideout Key and go out the east door. Place the HX-10 on the floor
just outside the door, grab the nearby Wrench, and step just inside the
east Armory door and wait.
When the patrolling Guards come back then toss the Wrench at the weapon to
lure one of them there. Sneak back to outside of the north door and wait
for him to get to the Weapons Box before sneaking in to knock him out then
run out and knock out the other. Enter Wazir's Room to acquire the Colored
Smoke and dump both Guards into the Container in this room (I'm saving the
Closet in the hallway for additional Guards).
After this then re-acquire the HX-10 and go up to the 1st Floor of the
Beach House. Wait at the bottom of the stairs to the Rooftop until the
patrolling Guard goes to the sitting one to start a conversation. Sneak up
and place the weapon on the floor behind them then go back down to the
north door of the Armory.
The patrolling Guard should see the weapon and take it down to the Weapons
Box. Ambush him here and dump him in the hallway Closet. Go back up to the
1st Floor, grab the Iron, sneak up to the Rooftop, and place the Rifle
behind the sitting Guard.
From the stairs then toss the Iron near the weapon to get him to see it
then go back down to the Armory door. Ambush him the same as before and
dump him in the Closet. Go back up to the Rooftop and to where the Guard
was sitting earlier.
There is a mounted Rowboat and on the left side of the mounting is where
you can use a Crowbar on it to bring it down. This information is useful
for what you need to do next.
Go to the Metal Forge in the Junkyard and find the unattended Furnace. Take
the Colored Smoke, make sure that you aim into the center of the Furnace,
and toss the Smoke in. This will create a column of purple smoke. Run back
to the Rooftop, go up into the Outlook at the upper level, crouch, bring
out your Pistol, and wait.
The Smoke will send a signal to both Vanya and Dawood to meet. They will
meet at the south side of the Beach House - and under the Rowboat. Wait for
them and, when they meet and start talking, then shoot the left side of the
mounting of the Rowboat to drop it on both of them to kill them.
Wait for everything to settle down and for both bodies to be dragged down
into the Hideout before going back down, exit the Beach House, and to the
Boat to leave the mission.
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By doing this run-through you should also complete the following Challenges
in the process:
>>In Cahoots [4,000 XP]
*********************
For this you need to kill both Dawood and Vanya with the mounted
Rowboat at the Crows' Beach House.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--Red Flag --Hoist the Flag
--The Ghost --Tasteless, Traceless
--The Showman --The Queen
--Someone Could Hurt Themselves
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
This works similarly to the last run-through but with some changes. When
planning bring the Krugermeier, Lockpick, a Briefcase with the Sieger 300
Ghost, and start at the Boat. When you start then run to the Beach to grab
a Cricket Ball, to the Beach House, and to the Generator. When the Enforcer
is in the inside corner then turn it off the lure him outside.
Go to the stairs then sneak up behind him and knock him out with the
Briefcase when he turns it on. Take his Disguise and Key (but leave the
Briefcase), go inside, and subdue the sitting Guard. Drag both bodies into
the Hideout and hide them at the Closet at the bottom of the stairs - take
their weapons.
As with the last run-through proceed to knock out the three Guards in the
hallway and Armory - take the Elite Thug Disguise from one of them.
Re-acquire the HX-10 and go up to the Rooftop. Again, place the weapon on
the floor, go to the north door of the Armory, and wait for the lured Guard
to come down before knocking him out and dumping him in the hallway Closet.
Go to acquire the Briefcase and go back down to the Hideout. Go to Wazir's
Room and bring out the Rifle and leave the Briefcase here. Grab the Colored
Smoke before leaving. Go back up to the Rooftop and climb up to the
Outlook.
Zoom in on Rangan Tower and wait. When Dawood goes to interrogate the Mole
then shoot him in the head to kill him. Immediately drop the Rifle, climb
down the Ladder, and run down to the Hideout before the Bodyguards home in
on the Outlook. If you stay then you will be shot at since they can see you
from their 4th Floor angle.
Stay down in the Hideout until they come and leave. Grab another weapon
while you're down here. Wait for the Bodyguards to come and leave before
going back up to the Rooftop. Once again place the weapon behind the
sitting Guard. Go back down to grab the Iron and toss it towards the weapon
to make him see the weapon and take it to the Weapons Box. Wait for him
there, ambush him, and dump him in the Closet.
From here then run up to the Mumbai Hills, run inside Neha's House and up
the stairs to the Rooftop, then press the button and run back down and
outside and take cover to the right of the door. When he arrives and you
have properly identified Wazir then run back to the Outlook. Grab your
Rifle, crouch down, and wait.
When the meeting is finished then he will head back towards the Beach
House. Use your Instinct to zoom in and follow him. There will be a large
concrete support pillar in the way but he will walk into view to the left
of it. The moment he appears then shoot him to kill him.
As before, drop the Rifle and run down to the Hideout. Wait for the Guards
to come and leave before running to the Metal Forge in the Junkyard. Again,
toss the Colored Smoke into the unoccupied Furnace and run back to the
Outlook. Vanya will then head to the Beach House.
However, she will be obscured most of the way. There will be a large boat
south of the House. Use your Instinct to follow her and, the moment she
gets clear of the boat, then shoot her to kill her. Drop the Rifle, stay
crouched, and back up into the corner. This should keep you hidden until
things settle down. When things cool off then climb down and leave the
House then run to the Boat to leave the mission.
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By doing this run-through you should also complete the following Challenges
in the process:
>>Within Scope [4,000 XP]
***********************
For this you need to kill a Target with a Sniper Rifle from the
Outlook on top of the Crows' Beach House.
>>Within a Broader Scope [4,000 XP]
*********************************
For this you need to kill all three Targets with a Sniper Rifle from
the Outlook on top of the Crows' Beach House.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--The Showman --Straight Shot
--The Ghost --The Queen
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| B. The Mumbai Challenge Run |############################################\
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Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon]. So you will be starting at
the Main Street.
For the Targets I will be using The Kashmirian on both Dawood and Vanya and
[What's Your Flava?] on Wazir.
There are a total of nine Mission Stories and you can do all of them in a
single run. However, one of them, [Homecoming], requires that you knock out
The Kashmirian for his Disguise and meet up with Wazir yourself. But in doing
so you will not get [The Helping Hand] Challenge which requires that you get
The Kashmirian to meet with Wazir.
Because the main point of the Run is to get as many Challenges and XP as you
can at Casual difficulty I will skip [Homecoming] as this will get you more
points and Challenges.
Two of the other Mission Stories, [Broad Strokes] and [A Matter of
Discipline], can be completed two ways: by starting the meetings with Dawood
and Vanya yourself or by setting them up without being directly involved.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When planning bring the Krugermeier, Lockpick, Modern Sedative Syringe, and
start at Main Street. When you start then run to the Beach to grab the
Cricket Ball. Go to the nook north of the Crows' Beach House and shoot the
vase to acquire a Coin. Go up to the Crows' Beach House and to the east side
to find a Generator. There should be two Guards inside - one walking about
(the Enforcer) and one sitting.
When the Enforcer gets in the corner by the Generator then turn it off to
lure him outside. Get to the bottom of the stairs then sneak back and knock
him out when he turns it on. Take the Thug Disguise, the Beach House Key, and
go inside. Subdue the sitting Guard then drag his body down to the Hideout
and dump him in the Closet at the base of the stairs. Do the same to the
other Guard.
Run up to the Mumbai Hills. Go through the back door of Neha's House then up
to the Rooftop but stay near the top of the stairs. Bring out your
Krugermeier and shoot the button on the Flagpole to raise the Flag to summon
Wazir up here.
After this then go back down but stay on the 1st Floor until the conversation
finishes between Neha and the Enforcing Guard. Go down to the Ground Floor
and acquire the Emetic Rat Poison. After that then go outside and take cover
to the right of the door. Stay here until you have identified Wazir then run
to the back door of the Barber Shop and enter it.
Place the Coin on the floor by the door and sneak upstairs to get the
conversation between the Barber and his wife started. Go back downstairs and
take cover to the left of the stairway door and wait for the wife to come
down. Grab her through the door to subdue her then go up, knock out the
Barber, dump him in the Closet, and take his Disguise.
Go down to the Shop and open it. Go out to the stand and start serving
customers. Go and shave all fifteen men to acquire thirty two Coins.
Re-acquire the Thug Disguise and go back to the Hideout.
Sneak to the north door of the Armory and wait for the patrolling Guard
inside to have his back to you before sneaking inside, knocking him out, and
dumping him into the Closet - take his Elite Thug Disguise.
Grab the Hideout Key and go out the east door. Place a weapon on the floor
just outside the door, grab the nearby Wrench, and step just inside the east
Armory door and wait.
When the patrolling Guards come back then toss the Wrench at the weapon to
lure one of them there. Sneak back to outside of the north door and wait for
him to get to the Weapons Box before sneaking in to knock him out then run
out and knock out the other. Dump both Guards into the Container in Wazir's
Room. Drop all of their weapons in the Armory.
Go to the Storage Room to grab The Maelstrom's Manifesto. There are five to
find and this is the first one.
Go out into the Sewer entrance by the base of the stairs to find a couple of
Guards. Drop a weapon here to make one of them go to the Armory. Knock him
out in the hallway and dump him in the Closet there. Repeat with the second
Guard - drop their weapons in the Armory. Switch back into the Thug Disguise.
Go out into the Sewers to find the Lead Pipe. Go to the base of the stairs
leading up to Slum Alley and place a weapon here. When the Lead Actor
(Gregory) is not throwing up into the Sewers and Wazir is far away and the
Guard is close by then toss the Pipe at the weapon to get his attention.
When he sees it then he should go to the Armory. Ambush him just before he
gets there then dump his body in the Armory's Closet - drop his weapon here
too.
Go back up to the bridge and wait for Gregory. When he comes by to throw up
and there is nobody around then stab him with the Syringe to sedate him
before he reaches the edge of the Sewers. Switch into the Lead Actor
Disguise, then run back into the Hideout to re-acquire the Elite Thug
Disguise. His body will be found later but, since you sedated him, you won't
lose Silent Assassin.
Go up into the Crows' Back Alley and up into the 1st Floor of the Red House
to grab another Maelstrom Manifesto. Go into the Crows' Guard Post to grab
another Emetic Rat Poison. Go through and explore all of the Crows' related
areas before proceeding.
Go up into the 1st Floor of the Beige House in the Metal Worker's District to
acquire the Metal Worker Disguise so you can have an easier time travelling
through the Slums. Sneak into the Crows' Nest in the Textile District to grab
another Maelstrom Manifesto. Go to the Shoe Shop and Large Nook at the
Shopping District to acquire the last two Maelstrom Manifestos.
Go to a Cloth Vendor and purchase all three Cloth Bundles. Go up onto the Old
Skywalk then onto the Tailor's Rooftop and go down onto the 1st Floor. Turn
off the Fusebox to lure up the Tailor and hide by the bed. Knock him out when
he turns it back on, dump him in the Container, and take his Disguise. Go to
the desk to acquire the Coins and Letter - drop all weapons before leaving.
Go to the Servant by the Train Yard entrance and talk to him. He'll lead you
to Vanya but you will be frisked before you can enter the Yard. Go all the
way to Vanya and wait your turn. She wants a Cerulean dress so show her the
Cerulean Cloth Bundle and she will take you to her Carriage. She will shoo
away the person inside but her assistant, Rima, will follow and take position
on the other side of the bed.
When she stops then run past her, go outside, through the window to the
outside of the building, and then through the shipping container to enter the
Container Area. Go back to the Tailor to re-acquire the Metal Worker Disguise
and your weapons.
Go back to the Large Nook to acquire the Queen's Guard Disguise then go to
the Container Area. Go to the south corner of the building to get past the
Guards and to the shipping container near the Enforcer at the west corner. Go
through it then through the window by the Security Room.
Sneak inside to knock out the Guard, dump him in the Closet, and take his
Disguise and weapon. Go to Vanya's Carriage to find her Diary and take it. Go
into the Civilian area and to the Generator east of the Guest Car. Turn it
off to lure out a Servant. Stay nearby and sneak up to him and knock him out
when he turns it on. Drag him to the foliage behind you and switch into and
out of his Disguise.
From here then go up to the Rooftop. When the patrolling Guards are away from
the Water Tanks then drop a weapon in front of the standing Guard to make him
leave long enough for you to turn on the Tanks.
**NOTE: If the patrolling Guards have split up then you will need to get
rid of one of them first. Go to the Storage Shed and drop a weapon
in the middle of the floor and grab an object from the workbench.
When the Enforcer is near then toss the object by the open door to
lure him inside to find the weapon. Go up behind him, knock him
out, and dump him in the Closet and pick up the weapon.
After this then go into the Storage Room to acquire another Emetic Rat Poison
and explore all Train Yard related areas before leaving. Go to the Mumbai
Laundry, Eastern and Northern Sewers, to put them on the map. Stay in the
Laundry to find the Laundry Business Documents. Find the stairs leading up to
the Yellow Skywalk and go up to the next level.
Behind the stairs is the Dancer Disguise. Switch into and out of it then go
up onto the Yellow Skywalk to put it on the map and head back down to the
Crows' Hideout.
Acquire the Lead Actor Disguise then go into the Construction Site through
the north entrance then up the Tower Stairs and through the door to he Lobby.
I am going to remove some people from this area for things that will be done
later.
Use the Vacuum Cleaner to lure the male Crew to it. Hide behind the stack of
wood then sneak up on him and knock him out when he turns it off. When the
woman is away then dump him in the Container by the door. Use the Cleaner
again to lure the woman for ambushing and dumping. If she is out front then
run up behind her when the patrolling Guard is up in the Security Room then
knock her out and dump her in the Container under the stairs.
Go up to the 1st Floor Storage Room to acquire the Luxury Apartment Keycard
and the Industrial Fan Instructions. Go out the other door under the stairs
to acquire the Tube of Paint then go up to the 2nd Floor and to the Elevator
Shaft. Find The Missing Script then toss an object onto it to make it drop to
the bottom.
Go to the Film Shoot and talk to the Photographer. Participate in the shoot
and remain until Dawood tells you he needs to talk to you and Diana remarks
to you about it. Go up to Rangan's Bathroom to acquire the Bollywood
Bodyguard Disguise then go up to the 4th Floor and subdue the Guard at the
Elevator Shaft. Knock out the Guard at the other side of the door when Dawood
is not on this floor then hide both bodies in the nearby Container.
Go to the Generator behind the Shaft and turn it off to lure the standing
Guard to it. Knock him out when he turns it on then dump him in the Container
when no one is looking. Repeat when the patrolling Guard comes to the Break
Area. When Dawood comes up and then goes downstairs then drop a weapon in
front of the standing Guard near the stairs so he will leave.
Go behind the sitting Guard, throw stun him, and dump his body into the
Container behind him. Go and look through the Laptop at the northwest corner
of the floor. Go up to the 5th Floor to put it on the map and explore all
area in and around the Tower before proceeding.
Go to the Construction Site to put it on the map and pick up a Brick. Go to
the southeast area to find a large pipe and a standing Guard. Knock him out
with the Brick then go back to the Tower Lobby. Acquire the Bollywood Crew
Disguise and go into the Shaft to get the Script. Go up to the Film Shoot and
give the Script to the Director. She will then instruct you to man the Fan.
When the last scene starts then turn on the Fan and leave. Go back to
re-acquire the Bodyguard Disguise. It is time to get rid of more people at
the Ground Floor for something that needs to be done later and I will do now
while things play out at the Film Shoot area.
At the northeast corner of the building is a Faucet. When the patrolling
Guard is up at the Security Room then turn it on and hide behind the hedges.
When he comes down then he should investigate. Knock him out when he turns it
off and dump him in the Container. Go up to the Security Room, knock out the
Guard here, and drag and dump him in the exterior Container.
Go down to the gate for the Carpark ramp. You should see a Guard that ges
between the Garden and the entrance to the Construction Site. Place a weapon
on the ground by the Site entrance which should get him to pick it up when he
gets here. He should take it to the Security Room so ambush him here and dump
him in the Closet.
There is another Guard by the Carpark door so place a weapon by him so he
will take it to the Room. Ambush him and dump him like the previous Guard.
There is also a Crew member here too. Subdue him at the car and dump him in a
Container inside the Lobby. This clears out the area for what I need to do.
Run to Apartment D of the Chawls and switch into and out of the Local
Security Disguise. Go up to The Kashmirian and adjust his Sniper Scope. Run
back to the Tower and through the south door of the 2nd Floor Studio. Wait
for the conversation between the Guard and Painter to finish up before
placing the Tube of Paint inside the Paint Box which will get the Painter to
start his session with Dawood.
While you're waiting for The Kashmirian to take care of your Target then go
back down to the Security Room. There is a TV with the GNN reports and there
will be a commercial for Moja Tea that will appear every so often.
To kill Wazir with the Tea you need to know what his favorite kind is. With
each run-through it is going to be a different kind. This commercial will
tell you which kind it is. It is either going to be Chamomile, Chai,
Flamingo, or Greentea. Once you find out which one it is then go back to the
Gardens and wait.
Because of your work The Kashmirian will kill Dawood and the Painter will
come down to the Garden where he will stay. This is why I needed to clear out
this area - so I can get at him safely after Dawood's death.
Place a Coin on the ground in front of him to get him off of the bench then
knock him out and drag him to the Container at the northwest side of the
Garden. Switch into and out of his Disguise before leaving the Tower area.
At this point The Kashmirian will have gone back to his Apartment. Enter it
through the open window, grab the Lethal Poison Pill Jar, and examine the
Sniper Scope.
Leave the Apartment and go down to the Foreman's Office through the east
door. Turn on the Radio to lure down the Laundry Worker. Knock him out when
he turns it off, dump him in the Container, and take his Disguise. Go
upstairs and place the Documents on the table when the Foreman isn't looking
and stand at the other side of the room.
He will eventually find them and then go to his meeting with Vanya. After the
meeting then he will walk back to his Office. As he is doing so then The
Kashmirian will shoot and kill Vanya who will fall down into the Laundry.
Once the Foreman comes back into his Office then knock him out, dump him in
the Closet, and switch into his Disguise.
Go back downstairs and switch into the Food Vendor Disguise. Run back down to
the Crows' Hideout through the Sewer entrance, acquire another Elite Thug
Disguise, and wait near the south door of Wazir's Room.
After awhile then The Kashmirian will be brought down into the Room and will
have a conversation with Wazir. Afterwards then The Kashmirian will leave
through this door. Follow him through the Storage Room, knock him out, dump
him in the Container, and switch into his Disguise then go and re-acquire the
Food Vendor Disguise.
Go back to the Large Nook to re-acquire the Metal Worker Disguise and go and
find all remaining Unexplored Area to put them on the map.
After this it is time to acquire some other Challenges before going after
Wazir. Go to re-acquire the Food Vendor Disguise and go up to the Food Stand
in the Food District, serve, poison the food with Rat Poison, and wait.
At some point the Holy Man will come through the District. When he gets close
enough then serve him to make him sick. He will then go to the Restroom in
the Metal Worker's District. Carefully go ahead of him and wait for him
there. When he starts throwing up then knock him out and switch into and out
of his Disguise.
Go to the Tea Stands and find the Stand with Wazir's favorite flavor. As you
serve and wait a Guard may come by and stand near you. If he is close enough
for you to serve him then you will need to get rid of him before trying to
kill Wazir. If he is too far then you don't need to worry about him.
If he is too close and Wazir closes in on the Shops then use one of the
Emetic Rat Poisons on the Tea and serve the Guard to safely get him out of
the way.
After that then serve and poison the Tea with the lethal poison. When Wazir
comes close then serve him to kill him. As he is drinking the Tea and dying
then run to a Taxi to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Red Flag --Hoist the Flag
--MS: Flames Rekindled --The Man and the Legend
--Become the Barber --MS: A Close Shave
--Become a Metal Worker --Memoirs
--Make it Work --Big Spender
--Become the Tailor --MS: A Dress To Die For
--A Secret Grudge --Steamin'
--Become a Denim Angel --The Fan Manual
--Smashing, Baby! --MS: Picture Perfect
--Show's Over --A Dark Scheme
--Hard Hat --Not in the Script
--MS: Gone With The Wind --The Artist
--MS: Broad Strokes --Artists at Work
--The Showman --Someone Could Hurt Themselves
--Become the Painter --The Foreman
--Teamwork --MS: A Matter Of Discipline
--The Queen --Proxy Killer
--Become the Foreman --The Kashmirian
--The Helping Hand --Become the Kashmirian
--Discover Mumbai --Become the Holy Man
--Chameleon --The Ghost
--What's Your Flava? --Tasteless, Traceless
--Let's Get the Tuk Out of Here --Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 46 in total, then you should earn a minimum of 95,000 XP which
translates into Mastery Level 15. You should also earn the {Pirate Hunter}
Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MMB8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Mumbai chapter along with their respective strategies. It is highly
recommended that you complete Mumbai Mastery Level 20 before doing any of
these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters (except where noted). These
strategies aren't the absolute fastest but are designed to help you get
Silent Assassin on each Level and get a good score in the process.
**NOTE: Two of these Escalations are going to be used to acquire the
[Privacy, Please] Challenge. Those are going to be The Raaz
Algorithm and the Han Encasement.
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| A. The Hirani Evacuation |###############################################\
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0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Dump Aakash Joshi down the Rangan Tower Elevator Shaft. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Aakash is going to be at the Carpark on the 1st Floor of the Rangan |
| Tower. When planning bring the Krugermeier, Fish, Coins, and start at the |
| Photoshoot (Makeup Area). |
| |
| When you start then immediately get up, bring out your Coins, and run to |
| his position. He should be at a small fan but will go to a nearby camera |
| and start a long conversation with his friend which will take up some |
| time. The plan here is to prevent that. |
| |
| Bump into him then drop a Coin near his friend before he walks away. This |
| should get him to stop while his friend goes to pick up the Coin. Run to |
| the Fusebox on the nearby wall by going around the back of the car and |
| turn it off to lure Aakash to it. Go back to the rear of the car and |
| bring out the Fish. |
| |
| When he turns it on then knock him out and drag him to the Shaft. Keep an |
| eye on the Security Room. If your timing is right then the Guard inside |
| should be looking at the large monitors and the second Guard should be |
| still downstairs. |
| |
| Dump Aakash into the Shaft then crouch behind the nearby stuff and shoot |
| the Recorder inside the Room. Run down the stairs, out into Central |
| Square, and to the closest Taxi to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Dump Aakash Joshi down the Rangan Tower Elevator Shaft. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If anyone sees you performing an illegal or suspicious action then you |
| will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Dump Reyansh Mani down the Rangan Tower Elevator Shaft. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Reyansh is going to be the patrolling Guard up on the 4th Floor of the |
| Tower. After dumping Aakash and shooting the Recorder then run into the |
| Canteen then up the stairs to the 3rd Floor and enter Rangan's Restroom. |
| Turn on the left Sink to lure in the standing Guard and hide in the |
| Closet. As he turns off the Sink then exit, knock him out, dump him, and |
| take his Disguise. |
| |
| Run up to the 4th Floor and go to the Generator behind the West Stairs. |
| Reyansh will come over to the Break Area to talk to a Guard for a bit |
| before leaving. However, you need to wait a few seconds. Near the Shaft |
| is an Enforcer. He should be by the door at this point. |
| |
| When he starts moving to the Shaft then turn off the Generator to lure |
| Reyansh to it. Run over to the Enforcer and subdue him - do *NOT* hit him |
| with the Fish or you will knock him into the Shaft. Run down to the |
| standing Guard below and hit him with the Fish. Run up behind Reyansh, |
| who should have turned on the Generator at this point, and knock him out. |
| |
| Drag him to the Shaft and dump him. Run down the West Stairs to the 2nd |
| Floor, run through the Film Shoot to go down the Southwest Stairs, down |
| the Carpark ramp outside, and to the nearest exit point to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If anyone sees you performing an illegal or suspicious action then you |
| will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Dump Aakash Joshi down the Rangan Tower Elevator Shaft. |
|---------------------------------------------------------------------------|
| Dump Reyansh Mani down the Rangan Tower Elevator Shaft. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Dump Babu Raav down the Rangan Tower Elevator Shaft. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Babu is the Painter inside the Studio on the 2nd Floor of the Tower. When |
| planning start at the Barge but stay with the same loadout. |
| |
| When you start then run up to the Construction Site and up the Tower |
| Stairs. Go into the building through the door on the left and run up the |
| stairs to the Carpark. Run to and turn off the Fusebox to lure Aakesh. He |
| should be by a camera at this point but will investigate when he walks |
| over to the fan a few seconds later. |
| |
| Knock him out as before and drag him to the equipment at the corner and |
| stop. Inside the Security Room at this point is a patrolling Security |
| Guard who is stopped there. You need for him to leave before you can |
| move. When he turns to go back then he will turn to his right and will |
| see you if you move too soon which is why you need to wait. |
| |
| Once he moves then drag Aakesh to the Shaft for dumping then go and shoot |
| the Recorder as before. Keep your Pistol out and run to the Storage Room |
| to grab the Luxury Apartment Keycard then run upstairs to the 2nd Floor. |
| |
| Go into the Studio through the south door then immediately drop the |
| Pistol and run to the divider by the other door. This should distract the |
| Guard who will go over to pick it up. Quickly knock him out then run over |
| and knock out Babu who should be too busy working on his painting to |
| notice. |
| |
| Drag him to the door and pick up the weapons along the way. Open the door |
| and look out towards the floor. You need to make sure that all Civilians |
| are looking away before dragging Babu to the Shaft and dumping him. |
| |
| Bring out the DAK X2 and run up the stairs until you find the standing |
| Guard. Drop the weapon in front of him and go back down then stand in the |
| Shaft. He will then pick it up and walk away. He'll be gone long enough |
| for you to do what you need to do. |
| |
| Use your Instinct to keep an eye on the Guard above and, when he goes |
| into the Shaft, then run up the stairs and behind him then subdue him. |
| Run over to the Generator and wait for Reyansh to come to the Break Area. |
| |
| When he stops then turn off the Generator and hide behind the railing. |
| When he turns it on then knock him out and drag him over to the Shaft for |
| dumping. After this then run down the stairs, through the Film Shoot, out |
| the Carpark ramp (while dodging Enforcers), and to the nearest exit point |
| to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Chameleon Anonymity |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Dancer, Queen's Guard, and Thug Disguise can only be worn once and |
| for 60 seconds only. The Laundry Worker Disguise can only be worn once. |
|---------------------------------------------------------------------------|
| Eliminate Rajender Sanjeev with any method while wearing the Dancer |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Rajender is one of the Guards that patrol the Mumbai Laundry. When |
| planning bring the Coins and start at the Laundry. |
| |
| Rajender, who is an Enforcer, is right next to you. You need to wait for |
| the opening cutscene to end on its own or you may risk getting out of |
| blending in too soon and get spotted by Rajender. When you get control |
| then rotate the camera to look at him and get out of blending in the |
| moment he starts to move. |
| |
| Run down the Eastern Sewers using the south stairs. Near the north stairs |
| is a large bathtub. Toss a Coin onto the wooden flooring near the center |
| of this tub. The noise should lure Rajender down. Run back up then run up |
| behind him. |
| |
| When he goes for the Coin then subdue him and run back up the south |
| stairs. Go up the nearby stairs to the upper floor and to the Dancer |
| Disguise by the stairs going up to the Yellow Skywalk. Change into it and |
| drop back down near the stairs to the Sewers. |
| |
| Run to Rajender, break his neck to kill him, then change into his |
| Disguise. Run to the Main Street exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Dancer, Queen's Guard, and Thug Disguise can only be worn once and |
| for 60 seconds only. The Laundry Worker Disguise can only be worn once. |
|---------------------------------------------------------------------------|
| Eliminate Rajender Sanjeev with any method while wearing the Dancer |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Aditya Balakrishna with any method while wearing the Queen's |
| Guard Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Aditya is going to be standing at the east end of the Laundry. When |
| planning bring the Modern Lethal Syringe in addition to your Coins. |
| |
| Subdue Rajender as before then run past the stairs to the Dancer Disguise |
| going along the south side of the Laundry and to the Container nearest |
| Aditya. Jump over it then jump back. |
| |
| The reason is to get close enough to him to start a conversation between |
| him and another Worker. After jumping back then run up to get the Dancer |
| Disguise, drop down, and kill Rajender as before. Take his Disguise, |
| bring out the Syringe, and run back to and jump over the Container as |
| before. |
| |
| Run up behind Aditya and stab him to kill him. Run through Laundry Alley |
| and to the Chawls. Run through the Chawls, into Central Square, and to |
| the nearest Taxi to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Dancer, Queen's Guard, and Thug Disguise can only be worn once and |
| for 60 seconds only. The Laundry Worker Disguise can only be worn once. |
|---------------------------------------------------------------------------|
| Eliminate Rajender Sanjeev with any method while wearing the Dancer |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Aditya Balakrishna with any method while wearing the Queen's |
| Guard Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Puran Prailebish with any method while wearing the Thug |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Puran is one of the other patrolling Guards within the Laundry. When |
| planning bring any Pistol in addition to your loadout. Proceed all the |
| way to killing Aditya as before. |
| |
| However, stay near him and, the very moment he drops dead, then |
| immediately grab him and drag him partway up the nearby stairs. Change |
| into his Disguise then go back down, run a bit past Puran, and drop your |
| Pistol. |
| |
| He will turn around and find the Pistol then pick it up and take the |
| weapon to the Train Yard through the short bridge near the Container. As |
| he is picking up the weapon then grab one of the Irons at the south side |
| of the Laundry. |
| |
| Wait near the bridge and knock him out just as he reaches it. Run to and |
| jump over the Container again and find the Thug Disguise which is behind |
| Aditya's position. Change into it then retrace your steps back to Puran. |
| |
| Break his neck then retrace your steps back to where you got the Thug |
| Disguise, change back into the Bodyguard Disguise, run into Laundry |
| Alley, to the Chawls, and to the nearest Taxi to leave the mission. |
| |
| **NOTE: In the Hitman 2 version you can use Aditya's Shotgun to lure |
| Turan but in this version he doesn't seem to pick up when you |
| drop it by him, only after he passes it and goes back. This is |
| the reason for bringing the Pistol. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Dubious Cohabitation |############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Hemant Laghari from the Chawl building in an accident or using |
| a Sniper Rifle. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Hemant is going to be in the Construction Site at the back of the |
| building. When planning bring the Coins, a Briefcase with the Sieger 300 |
| Ghost, and start in the Chawls. Run up to the Sniper Spot, knock out the |
| Kashmirian, drag him back a few feet, and bring out the Rifle. Zoom in on |
| Hemant and he should be standing near a Gasoline Drum. |
| |
| Shoot at the Drum a few times to make it explode and kill him in an |
| accident. Drop the Rifle, run down the stairs and out the front entrance, |
| and to the nearest Taxi to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Hemant Laghari from the Chawl building in an accident or using |
| a Sniper Rifle. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Abdul Chabra from the Chawl building in an accident or using a |
| Sniper Rifle. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Abdul is going to be on the 4th Floor of the Rangan Tower. After killing |
| Hemant then quickly pan up and left to find Abdul. At this point he |
| should be working on a Laptop. You should also see a Gas Canister. |
| |
| Shoot the top of it once to lure him to it. When he gets close then shoot |
| the Canister again to blow him up in an accident. Drop the Rifle, run |
| down the stairs and out the front entrance, and to the nearest Taxi to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Hemant Laghari from the Chawl building in an accident or using |
| a Sniper Rifle. |
|---------------------------------------------------------------------------|
| Eliminate Abdul Chabra from the Chawl building in an accident or using a |
| Sniper Rifle. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Do not pacify or eliminate The Kashmirian. |
|---------------------------------------------------------------------------|
| Eliminate Vivaan Dhar from the Chawl building using a Sniper Rifle. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Vivaan is going to be patrolling the Train Yard Rooftop. When planning |
| bring the Modern Emetic Syringe in place of the Coins. When you start |
| then run up to The Kashmirian, bring out the Rifle, crouch, then bring |
| out the Syringe and stab him to make him sick to get him out of the way |
| safely. Go and kill both Hemant and Abdul as before. |
| |
| Put the Rifle back in the Briefcase and run to the balcony behind the |
| Kashmirian's Apartment. Bring out the Rifle, crouch, and zoom in on |
| Vivaan's position. You need to wait for him to get to the west end of his |
| patrol route since that is the only way to see his head. Shoot him, drop |
| the Rifle, and run to the Main Street exit point to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. The Divine Descendance |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
The first two Levels of this Escalation are fairly easy but the last one
ramps things up significantly. MrFreeze2244 came up with a good way to get
at Lucky and a couple of other commenters on his video, Ootzy the Mentally
Challenged Owl and Nikhil Nanjappa shared information on how to best get at
Kafe. Then I came up with a way to best to do this for Silent Assassin.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Kafe Hudsa with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Kafe is the Holy Man that goes around the Slums. When planning bring the |
| Lethal Poison Vial, Coins, and start at the Food District. When you start |
| Kafe will start at the edge of Central Square and head in your direction. |
| Poison the food and wait for him to come by. |
| |
| Serve him and leave the stand when he starts to take the food and the |
| Enforcer is looking away from you. As Kafe dies then run to the nearest |
| Taxi to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Lucky Parminder with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Kafe Hudsa in an accident while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Lucky is going to be walking around the south and east side of the |
| Shopping District. Bring the Krugermeier along with the same loadout and |
| start at the Metal Forge. |
| |
| When you start then run to the Shopping District. Across the way from the |
| north stairs to the Mumbai Hills is a Bottle. This is what Lucky will |
| drink from when he reaches the west end of his route. |
| |
| There is nobody close enough to you to see you poison it so do it then |
| run back to the Metal Worker's District. Run to the exterior stairs for |
| the Beige House and you should see a Worker come down from it. Go up to |
| the top, move a couple of feet, and wait. |
| |
| Kafe will come down into the District and stop under a small sign. Shoot |
| the sign to bring it down and kill him. After that then run back down, go |
| north to a passage to Beach Road, and run south to the Taxi to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| You are allowed to do one pacification while playing the mission. If you |
| pacify more than once then you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Lucky Parminder in an accident while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Kafe Hudsa with a non-silenced firearm while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning bring the HWK21, Coins, place the Krugermeier into the |
| Beach House, and start at the Metal Forge. When you start then run to the |
| Shopping District. |
| |
| You should see Lucky heading for an alley that goes to the Large Nook. |
| Run into the alley and to the junction with the eastern alley for Slum |
| Square. You should also see a Fusebox here. |
| |
| However, the reason for going here is for the Guards. The patrolling |
| Guard is going to go to the standing one and start a conversation. The |
| moment it starts then run back out going to the right of them then go |
| through the Tea Shops and to the Beach House to get your Krugermeier. |
| |
| Run into the Beige House through the north door and run upstairs. Grab |
| the Iron and go onto the balcony. Place a Coin on the balcony in front of |
| the door. Place another Coin a few feet inside and your last one several |
| feet towards the Closet. Go back onto the balcony, crouch, and wait. |
| |
| Look down and you should see a stack of trash bags at the corner to your |
| right. When Kafe gets to this point then toss the Iron onto the balcony |
| where it meets the metal stairs then pick it up. This should lure Kafe |
| up. Go back inside, switch to your HWK21 and holster it, and keep the |
| door open. Kafe should see the Coins and go inside. |
| |
| It should be noted that the other Worker will go back to the House and |
| can either go inside the Ground Floor or go onto the balcony. |
| |
| When Kafe walks to the last Coin then bring out the Pistol, eliminate |
| him, and quickly holster the Pistol and dump him in the Closet. |
| |
| It should be noted that things can get a little random here as the other |
| Worker can possibly see you if he is on the balcony and that the |
| investigating Guard may run up either stairway. Run down the interior |
| stairway and out the south door and you should be okay for the most part. |
| |
| Go back to the alley and to the Fusebox. Turn it off to lure the standing |
| Guard to it. Hide behind the stuff a little further in the alley until he |
| reaches it. Knock him out when he turns it on, take his weapon, and dump |
| him in the Container just north of you. |
| |
| Not far from the Fusebox, in a puddle, is an Outlet. Use the Krugermeier |
| to shoot it and wait. You need to wait for him to stand at the alley |
| before turning off the Fusebox to lure him inside. You can't lure him if |
| he walks north past the alley - he'll ignore it. |
| |
| The moment he starts moving into the alley then turn the Fusebox back on |
| so he'll be electrocuted when he gets close to you. Turn it back off, run |
| back out, then run to the Boat at the Beach to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. The Raaz Algorithm |##################################################\
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0================================0
| The [Privacy, Please] Challenge \
0=======================================================>
Before doing the Contract itself it is best to use Level One to acquire
this Challenge which involves destroying five Cameras without destroying
the Recorder first.
From your starting point in the Train Yard Building then go through the
Audience Area then turn northeast to go to the Civilian Area. Turn left to
go out of the north entrance then proceed about halfway along the flatbed.
Turn around and shoot the Camera above the entrance.
Proceed to the west corner of the Building and carefully use the corner as
cover and shoot the Camera above the west entrance. Go southeast to the
door and shoot the Camera above it.
After that then run to the north side of the Rangan Tower area and enter
the Construction Site through the pipes. Run south to find the standing
Guard by the large pipe and subdue him for his Disguise.
Go up the Tower Stairs to find and shoot the Camera here. Run to the
northeast corner and take cover at the corner. When the Enforcer is away
from the wall then carefully shoot the last Camera near him and run back.
After the notifications pop up then restart the Escalation.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Rima Shah with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Ramesh Mallick with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Rima is Vanya's assistant and can be found close to her. Ramesh is going |
| to be patrolling around the Audience and Small Courtyard areas. When |
| planning bring the Krugermeier, Lethal Poison Vial, place the Coins in |
| the Old Tyre, and start at the Train Yard. |
| |
| When you start then Ramesh is going to be by Vanya Shah's Carriage. |
| Immediately get out of the opening cutscene then run into him to stall |
| him and run into the space between the Carriage and the wall. Get close |
| to the wooden pallet leaning against the Carriage, quickly turn around, |
| and fire one shot into the support beam by the wall. The noise should |
| lure Ramesh. |
| |
| Ramesh will go to the beam and investigate. As he is getting into |
| position then head southeast towards the pallets of blue bags and climb |
| up to the top of the tall one. Stay to the left side and, when Ramesh |
| gets into position by the pillar, then kill him with a headshot. |
| |
| Climb down the other side of the pallets then sneak through the foliage |
| to the corner then turn left to avoid the Enforcer. Sneak forward to the |
| tracks and run to the Tea Cart. |
| |
| Serve and then poison the Tea. Rima will sample the Tea before Vanya |
| drinks from it but you don't have to be around for her to do so. After |
| poisoning the Tea then go back to the foliage and sneak to the broken |
| window then climb out. |
| |
| You should see a shipping container in front of you. Go through it and |
| out the door at the other end. Acquire the Coins from the Tyre and run to |
| the Taxi at the Junkyard. When Rima dies later then leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Rima Shah with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Ramesh Mallick with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If anyone sees you performing an illegal or suspicious action then you |
| will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Daksh Bhatt with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Daksh is going to be on the Catwalk above Vanya's area. Bring the Modern |
| Lethal Syringe in addition to the rest of your loadout. Kill Ramesh as |
| before then poison the Tea. |
| |
| Run upstairs using the stairs near the Tea Cart to find Daksh. When you |
| find him then he should be near the northern side of the catwalks. He is |
| an Enforcer to the Servant Disguise so you will need to carefully get up |
| behind him. Follow him and he should stop at a catwalk junction by the |
| Carriage. |
| |
| Quickly stab Daksh with the Syringe to kill him. Run forward to the last |
| crate before the catwalk corner. There will be a Guard just ahead of you |
| who will stop at this corner and lean on the railing. When he stops then |
| jump over the railing and drop down onto the Carriage. Drop down to |
| ground level and go out the broken window. |
| |
| Run to the Tyre to acquire the Coins, go to the the Taxi at the Junkyard, |
| and wait for Rima to die before leaving the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If anyone sees you performing an illegal or suspicious action then you |
| will immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Undercover starting locations are no longer available. If you change into |
| another Disguise other than your Suit then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| Eliminate Rima Shah with any method while wearing your Suit. |
|---------------------------------------------------------------------------|
| Eliminate Ramesh Mallick with any method while wearing your Suit. |
|---------------------------------------------------------------------------|
| Eliminate Daksh Bhatt with any method while wearing your Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning replace the Lethal Poison Vial with the ICA Remote Taser |
| and start at the Train. When you start then run north to find a flatbed |
| with a Fruit King shipping container. Climb the flatbed then up the |
| container and jump down onto a stack of pallets then to ground level. |
| Climb the Pipe up to the Walkways and you should see a railing ahead of |
| you. Go to the left end and climb over. |
| |
| Although there is a Guard up ahead you shouldn't attract enough attention |
| for him to spot you as long as you keep moving. Go to the left end of the |
| railing before climbing over will allow you to use a stack of pipes as |
| cover as you continue. |
| |
| Once over the railing then turn left to go down the stairs to the |
| catwalk, turn left, then stop at the corner. If your timing is right then |
| there should be a Guard leaning on the railing. Shortly after you get to |
| the corner then he will straighten up and walk away. The moment he walks |
| away then run up behind him and subdue him - leave the body. |
| |
| Bring out the Syringe and run up to Daksh by going over the short |
| connecting catwalk. By the time you get to him then he should be close to |
| the next junction. Stab Daksh just as you get to him to kill him and run |
| back to the connecting catwalk and bring out the Taser. |
| |
| As you get here then Ramesh should be going under the catwalk. Toss the |
| Taser on the catwalk at your feet then pick it back up. This should cause |
| Ramesh to stop and then go up to investigate. Go back to the subdued |
| Guard then wait at the railing corner. |
| |
| Ramesh will come up to the catwalk, go forward past the stairs to the |
| Walkways, and stop as he sees Daksh and the other Guard as he looks over |
| the body. Then he will turn around and go back down. |
| |
| As he gets to the Walkways stairs then go to the junction he just passed, |
| drop the Taser, and activate it. When he turns around to go back down |
| then he should find the Taser and pick it up which should electrocute |
| him. |
| |
| After dropping the Taser then go back to the subdued Guard, go to the |
| next crate just northwest of him, then look southeast to find a Bird |
| Cage. When Vanya and Rima leave the Audience Area then Rima will go on |
| ahead and stop under this Cage. Use your Instinct to find the chain and |
| shoot it to bring it down onto her and kill her. |
| |
| After this then run to the subdued Guard, jump over the railing, drop |
| down onto the Carriage, then drop down to ground level, and go out the |
| broken window. Run to the Tyre to acquire the Coins and run to the Taxi |
| at the Junkyard to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. The Han Encasement |##################################################\
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0================================0
| The [Privacy, Please] Challenge \
0=======================================================>
Before doing the Contract itself it is best to use Level One to acquire
this Challenge which involves destroying five Cameras without destroying
the Recorder first.
From your starting point at the Barge then run to the Tower Stairs and
shoot the Camera here. Run to the northeast corner and take cover at the
corner. When the Enforcer is away from the wall then carefully shoot the
Camera near him and run back. Go through the door at the southeast corner
and out the main entrance then turn left. Go up against the wall and shoot
the Camera above the door.
After this then run to the Container Area by the Train Yard Building. Find
the two sitting Guards and knock them out. Take the Disguise from one of
them then run past the Guards at the south corner of the Building. Shoot
the Camera above the door to the interior then go to the west corner.
Carefully use the corner as cover and shoot the last Camera above the west
entrance. After the notifications pop up then restart the Escalation.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Prem Goel with the Crane while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Rajiv Chauhan with the Crane while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Both of them are the Guards on the Barge. When planning bring the Coins |
| and start at the Barge. When you start then run to the Crane Controls and |
| use it to place the pipe above them and drop it to kill them. Make sure |
| the Pipe has stopped swaying before dropping or you will miss them and |
| fail the mission. Run to the nearest Taxi at the Central Square to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Prem Goel with the Crane while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Rajiv Chauhan with the Crane while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Certain containers at the Construction Site are now reinforced. |
|---------------------------------------------------------------------------|
| Eliminate Hemant Laghari in an electrocution accident while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Hemant is going to be north of your starting position. When planning |
| bring the Lockpick, ICA Proximity Taser, and place the Coins in the |
| Construction Site Pickup. |
| |
| When you start then run to the Water Pump near Hemant. Turn it on to lure |
| him there and drop the Taser which will activate shortly after landing. |
| Run to grab the Coins then run to the Crane Controls crate. Hemant will |
| eventually pick up the Taser which will kill him. |
| |
| When you get to the crate then take cover at the corner and subdue the |
| Guard then go to the door and use the Lockpick on it since it is now |
| locked. Go inside, use the Controls to kill Prem and Rajiv as before, |
| then run to the nearest Taxi at Central Square to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Certain containers at the Construction Site are now reinforced. |
|---------------------------------------------------------------------------|
| Eliminate Prem Goel with the Crane while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Rajiv Chauhan with the Crane while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Hemant Laghari in an electrocution accident while wearing any |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Dev Bedi in an Explosion while wearing any Disguise. |
|---------------------------------------------------------------------------|
| When you eliminate your first Target then you must eliminate another |
| Target within 60 seconds or you will fail the mission. The countdown is |
| stopped when all Targets are eliminated. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Dev is one of the patrolling Guards at the center of the Site. When |
| planning bring the Krugermeier in addition to the Lockpick and Coins. Do |
| everything the same as before except that after you kill Prem and Rajiv |
| then go to the west side of the concrete pit near where Hament started, |
| crouch, and look towards the crates at the south wall of the Crane. |
| |
| You should see a Gas Canister. At this point Dev should be stopped near |
| it. Shoot the Canister twice to kill him then run to the nearest Taxi at |
| the Central Square to leave the mission. |
0===========================================================================0
0==================================0
/ Special Assignment \###############\
0==========================================================================\
| >SPG3. Illusions of Grandeur 0
0==========================================================================/
\##############/ Special Assignment /
0=================================0
For this mission, 47 is to eliminate Basil Carnaby, a notorious magician and
hypnotist. He would hypnotize rich people into giving him lots of money
basically becoming a thief by proxy. By the time the Police caught up to him
he had fled to Nepal.
However, one of his old victims has recognized him in Mumbai where he has
resorted to his old tricks. Basil is currently staying at the Chawls along
with his private Guards who have locked down the building for him making it
more difficult to get at him.
But just like Basil 47 is a bit of a magician too. After all he is good at
making people disappear.....
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Just like with the other Special Assignments this takes place during the
Main Mission. And just like with the other Assignments, the mission takes
place in one small area of the map, in this case, the Chawls.
However, although a lot of the map outside this area is the same, there are
some major differences this time. The first thing is that Rangan Tower and
the Construction Site is complete shut away. This is to prevent you from
using these areas to acquire the necessary Disguises to use in the Chawls. As
such, the starting points in those areas are gone.
There are also minor layout changes around the Tower and there are fewer
Ghost NPCs as well. While certain objects are not going to be at the Chawls
for obvious reasons (no Kashmirian for example) there are additional other
objects to be found in the area.
Even so, this write-up is concentrated on the Chawls area and only uses
Disguises that are used in the run-throughs in this mission. Just like
before, there are no changes to the number of Enforcers for any Disguise at
higher difficulty levels.
In addition, there are no Cameras at the Chawls but there is going to be one
at the Yellow Skywalk on Master difficulty you should be aware of.
It is also recommended that you complete Mumbai Mastery Level 20 to open up
all Pickups, Stashes, and Starting Locations before doing this Assignment.
Finally, you can earn Global XP but there are no Mastery Levels to move
through.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >IGD1. General Layout and Detailed Map |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed straight southwest.
Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================0
| Chawls - Ground Floor \
0===========================================================================>
This is the large building at the southwest side of the Central Square. On
this floor there is Apartment A and the Flower Shop at the north corner and
the Bakery and Mumbai Carpet shops at the east corner. The Courtyard is in
the center.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Screwdriver | --On the gazebo at the northwest side of the central |
| | courtyard. |
| | --On the floor inside the bathroom for Apartment A. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the kitchen counter inside Apartment A. |
|-------------------+-------------------------------------------------------|
| Coin | --On the table inside the Bakery. |
| | --On a round table inside the Mumbai Carpets shop. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | Under the Sink inside the Bakery. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| Chawls - 1st Floor \
0===========================================================================>
There are four Apartments on this floor. The one at the west corner is
Apartment B, the one next to it to the north is Apartment C, the one just
east of that is Apartment D, and the one at the east corner is Apartment E.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Iron | --On a large can on the balcony outside Apartment B. |
| | --On an ironing board in the corner south of |
| | Apartment E. |
| | --At the end of the balcony outside of Apartment B. |
| | --On an ironing board near the center of Apartment C. |
| | --Inside the bathroom for Apartment E. |
|-------------------+-------------------------------------------------------|
| Brick | On the lower shelf of the workbench in the short |
| | hallway south of Apartment B (x2). |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the kitchen counter inside Apartment B. |
|-------------------+-------------------------------------------------------|
| Wrench | --On the railing on the balcony outside Apartment B. |
| | --On a barrel inside Apartment B. |
|-------------------+-------------------------------------------------------|
| Chennai Cricket | At a corner inside Apartment B. |
| Ball | |
|-------------------+-------------------------------------------------------|
| Barber Razor | On the sink inside the bathroom for Apartment C. |
|-------------------+-------------------------------------------------------|
| Coin | --On the kitchen counter of Apartment C. |
| | --By the TV at the east corner of Apartment E. |
|-------------------+-------------------------------------------------------|
| Frying Pan | --Inside the kitchen sink of Apartment C. |
| | --On the stove inside Apartment D. |
|-------------------+-------------------------------------------------------|
| Crowbar | Leaning against some junk on the balcony outside |
| | Apartment D. |
|-------------------+-------------------------------------------------------|
| Fish | On the kitchen counter of Apartment E. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Chawls - 2nd Floor and Sniper Spot \
0===========================================================================>
There are two Apartments on this floor. The one at the south corner is the
Kashmirian's Apartment and the one at the east corner is 47's Apartment.
The stairs leading up to the 3rd Floor Sniper Spot is west of 47's
Apartment.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Cleaver | Near the kitchen sink inside the Kashmirian's |
| | Apartment. |
|-------------------+-------------------------------------------------------|
| Barber Razor | On the sink inside the bathroom for 47's Apartment. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the table at the east corner of 47's Apartment. |
|-------------------+-------------------------------------------------------|
| Iron | On the kitchen counter inside 47's Apartment. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the floor at the north end of the balcony for 47's |
| | Apartment. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >IGD2. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0==============0
| Basil Carnaby \
0===========================================================================0
| He is your primary Target and can be found exclusively at the Chawls. He |
| will start near the entrance then go upstairs to the Sniper Spot area. He |
| will then go to 47's Apartment and then to his own (Kashmirian's). |
| |
| After hanging out around there then he will go downstairs and outside to |
| a Tea Stand at the south corner of the Chawls. He will then go to the |
| Courtyard then back out to the entrance to repeat the pattern. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >IGD3. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
For this mission only two Disguises are used. The only changes in permissions
is that unless you are dressed as security you are not allowed at the Chawls.
There are very few Enforcers between the Disguises and the listing of them
are for all three difficulty levels and only for the Chawls area.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Local Security \
0===========================================================================0
| --Basil and his personal Guard. |
| --One on the 1st Floor. |
| --One outside and one inside the Kashmirian's Apartment. |
0===========================================================================0
0====================0
| Bollywood Bodyguard \
0===========================================================================0
| Basil. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >IGD4. Assassination Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
**NOTE: For this mission there is no [Hold My Hair] Challenge because there
is no regular toilet inside the Chawls for you to drown Basil in.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================0
| Many Ways To Kill A Thief \
0===========================================================================>
The plan here is to acquire all that you need to do most of the Challenges
then make a game save at a specific point and use that as a starting point
to acquire them quickly. When planning bring the Lockpick, Remote Breaching
Charge, and start at the Train Yard.
When you start then run to Vanya's Carriage, grab the Measuring Tape, then
run into the Bathroom to grab the Lethal Poison Pill Jar. Go out the
Carriage the same way you came in then go to the Weapons Car to pick up a
Wrench before leaving the building.
Go to the east Restrooms inside the Textile District to find the Car
Battery. Run to the Bakery at the Chawls to grab the Emetic Rat Poison and
Coin and then run to the Water Pump under the Yellow Skywalk.
Turn on the Pump to lure the nearby Local Security Guard to it. Knock him
out with the Battery when he turns it off, dump him in the nearby
Container, and switch into his Disguise - take his weapon and the Battery.
Go through the south entrance of the Chawls and run up to the 2nd Floor.
If your timing is right then Basil and his Guard should be at the lower
part of the Sniper Spot. Stay some distance from there and wait for him
and his Guard to walk towards 47's Apartment before following them but not
too close since they're Enforcers.
When you get past the stairs enough then run to the small hallway and to
the railing where you should find a Guard who is leaning there. Knock him
out with the Battery then hide him in the Closet nearby - leave the
Battery. Sneak into the Kashmirian's Apartment through the balcony door,
knock out the Guard with the Wrench, dump him in the Closet, and take his
Disguise and weapon.
Use your Instinct and, when you see Basil drinking from a Bottle inside the
other Apartment, then make the save here. After that then you can start
with acquiring Challenges (from hardest to easiest):
>>Energetic Guy
*************
Find the Bottle on the counter and use the Rat Poison on it then go
back near the Closet where you hid the Local Security Guard and take
the Battery. When Basil goes past the hallway back to his Apartment
then go and enter 47's Apartment. Drop the Battery nearby and stay
close to the Closet.
When Basil gets sick then he will go to the bathroom here. When his
Guard follows him in then place the Coin on the floor by the Closet
to lure him there. Knock him out, dump him in the Closet, and go into
the bathroom to knock out Basil. Drag him to the Sink and turn it on.
Grab the Battery then close the bathroom door and re-open it. Take a
few steps back and throw the Battery at him to kill him. After the
notifications pop up then reload the save.
>>Keep Calm and Explode
*********************
When you get back then use the Rat Poison on his Bottle again and
re-enter 47's Apartment the same way but leave the Battery behind.
Knock out the Guard and Basil as before except that you drop the
Breaching Charge on Basil instead. Go back into the other room and
detonate the Charge to kill him. After the notifications pop up then
reload the save again.
>>Piano Man
*********
Do everything the same as before except that you use the Measuring
Tape on Basil instead. After the notifications pop up then reload the
save again.
>>Let's Have a Little Basil Hunt
******************************
This time, do not poison the Bottle. Instead, wait by the Closet.
Basil will come in, talk to his Guard, drink from the Bottle, and go
onto the balcony. As he is walking then sneak to the open window.
When he stops then climb out and push him over to kill him. After the
notifications pop up then reload the save again.
When you get back then use the Lethal Poison on the Bottle instead. Run
down to the Main Street exit point and wait for Basil to die before
leaving.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>The Illusionist [2,000 XP]
**************************
For this you need to kill Basil Carnaby.
>>Energetic Guy [2,000 XP]
************************
For this you need to kill Basil with electricity.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Keep Calm and Explode [4,000 XP]
********************************
For this you need to kill Basil with an explosion.
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target with the Fiber Wire.
>>Let's Have a Little Basil Hunt [2,000 XP]
*****************************************
For this you need to either push or dump Basil over a railing.
>>Better than Earl Grey [1,000 XP]
********************************
For this you need to kill Basil with poison.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal Poison.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
Surprisingly, doing both of these here is very easy. When planning bring a
Briefcase with the Sieger 300 Ghost and start at the Outside Chawl. When
you start then run up to the front entrance of the Chawl and wait for Basil
to exit. He will then do his stuff and will want a volunteer.
Volunteer and he will lead you upstairs. Eventually he will lead you into
the lower part of the Sniper Spot. He will then tell you to empty your
pockets. Of course, 47 will refuse and, while the conversation continues
then go up the stairs a little bit to get his personal Guard inside further
and have his back to you.
When he stops then knock him out with the Briefcase then run up to and
quickly knock out Basil before he gets too alarmed. Drag the Guard upstairs
and dump him in the Container up here.
Drag Basil up to the Container then go back to grab the Briefcase and
everything else. Go up to Basil, bring out the Rifle, shoot him in the
head, dump him, then run back down out of the Chawls and to the Main Street
exit point to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Wrong Person to Ask [2,000 XP]
******************************
For this you need to get Basil to lead you up to the Sniper Spot and
make him demand your money.
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Piano Man
++Tasteless, Traceless
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus this other Challenge:
--The Illusionist
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Whittleton Creek \@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY11. Another Life 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@\ Whittleton Creek /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
A lot has happened since the Mumbai mission. After his assignment in India 47
travels to Romania following clues to Lucas. This leads him to an abandoned
hospital facility where he finally meets up with the militia leader. But
Lucas reveals to 47 that they have a shared past - and a childhood bond. 47
then remembers Lucas' real name: Subject 6.
The both of them were created by Doctor Ort-Meyer to be assassins for
Providence - and they also made a pact to bring them down someday. This
reunion leads them to Berlin where they meet up with Diana and Olivia Hall
who works alongside Lucas.
The key to bringing down Providence is inside 47's mind. When they were
children both Lucas and 47 ran away but were later recaptured. 47 was then
subjected to a memory wipe which Lucas managed to avoid.
The Constant that Diana has been working with is not the first one. The first
Constant is the one that 47 encountered prior to his memory wipe and the one
they need to get at to bring the shadowy organization down. Prior to their
meeting Lucas' militia assaulted the Ether Corporation's R&D facility in
South Africa and kidnapped their CEO.
But they also took something else. When Ort-Meyer died the company took his
notes and managed to create an antidote for memory wipes - like the one that
47 had. Diana is hesitant because of ICA's neutrality stance but 47 made the
pact with Lucas and goes through with using the antidote. This allows him to
remember who Providence's first Constant is.
And that leads them to a small town in Vermont, USA.
There are two Targets to eliminate here. The first one is Janus. Janus is a
legendary Russian spymaster who is an expert in counter-intelligence. He
retired shortly before the collapse of the Soviet Union and defected to the
USA shortly thereafter. Since 2004 he has been living in Whittleton Creek
leading a quiet life. And he is Providence's first Constant.
However, his elimination isn't just about revenge. The plan is to frame him
for the creation of the militia and making Lucas the figurehead. This would
throw the organization into chaos. But getting to him isn't as easy as it
sounds despite him being an old man. He is surrounded by undercover and
trained Bodyguards within the town so 47 needs to be mindful of them.
But Janus isn't the only Target. The second Target is one Nolan Cassidy. He
is a former Secret Service agent and now works as a Herald for Providence. He
runs the security detail for Janus and is very inquisitive in his duties. In
order for the plan to work he must be eliminated to make sure he doesn't
discover what is really going on.
In addition to killing the Targets 47 also needs to find clues that connect
Janus with Providence since he, along with Lucas, Diana, and Olivia, are
operating outside ICA jurisdiction and can't rely on backup. In addition,
Janus is trained in torture resistance and you won't be able to get any
information from him.
While this mission is a far cry from Mumbai this also has a lot more at
stake.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >WCR1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Long Shot
*********
Description: Complete Another Life.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Pillar of the Community
***********************
Description: Reach Whittleton Creek Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >WCR2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. Unlike the other maps the north indicator is
actually pointed north so you may want to turn on the Mini-Map
North Indicator to help with finding things.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Unlike Mumbai Whittleton Creek is a much smaller map. There are four main
roads, one on each side of the map. Houses line up on each side of most of
the roads. There is a Public Park at the northeast corner of the map and a
Construction Site at the southeast. There is also a Road Work area at the
northwest corner. The main Creek itself, along with the associated park, runs
along the south side of the map.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0==============0
| Mapletree Ln. \
0===========================================================================>
This is the west-east street at the north side of the map. It goes from the
Road Work area to the west to the three-way intersection with Stonybrook
Rd. to the east. On the north side of the street are three Houses from west
to east (based on the Mailboxes): Brie, Eastman, and Buck. On the south
side of the street there is a small park on the east end that has a Muffin
Stand.
**NOTE: The Mailman starts his rounds in this area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | By a blue van at the west side of the Road Work |
| | area. |
|----------------------+----------------------------------------------------|
| A Roadwork Gate Key | Carried by a Construction Worker at the Road Work |
| | area. |
|----------------------+----------------------------------------------------|
| Police Deputy | ++[Casual]: On the ground by the Sheriff's car |
| Disguise | inside the Road Work area. |
|----------------------+----------------------------------------------------|
| Remote CX Demo Block | Inside the Weapons Box at the Road Work area. This |
| | is placed in here after you initiate the |
| | conversation between the Deputy and the Gardener |
| | in front of the Janus House. |
|----------------------+----------------------------------------------------|
| Newspaper | --On the ground by the sidewalk northeast of the |
| | Muffin Stand. |
| | --Carried by the Mailman (x4). |
|----------------------+----------------------------------------------------|
| Package | Carried by the Mailman. |
|----------------------+----------------------------------------------------|
| Wrench | On the front porch of the Eastman House. |
|----------------------+----------------------------------------------------|
| Screwdriver | Embedded in a tree just east of the Eastman House. |
|----------------------+----------------------------------------------------|
| Shovel | In a small nook where the west side of the house |
| | meets the fence at the Buck House. |
|----------------------+----------------------------------------------------|
| Cannibis Joint | On a workbench at the east side inside the Buck |
| | House's Garage. |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | On an electrical box at the north side inside the |
| | Buck House's Garage. |
|----------------------+----------------------------------------------------|
| Blueberry Muffin | --In a box by the pink van at the north gate to |
| | the West House. |
| | --At the Muffin Stand (x7). |
|----------------------+----------------------------------------------------|
| Frank Schmidt's | Carried by the Real Estate Broker at the Muffin |
| House Key | Stand. |
|----------------------+----------------------------------------------------|
| Soda Can | On the ground by the toppled Trash Can just east |
| | of the Muffin Stand. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| Highland Park Ave. \
0===========================================================================>
This is the north-south road at the west side of the map. It goes from the
Road Work area and the three-way intersection with Mapletree Ln. at the
north to the road curve that becomes Crestwood Dr. to the south. At the
west side of the road are three Houses from north to south (based on the
Mailboxes): Cross, Skinner, and Haskel. At the east side of the street are
three Houses from north to south: West, Janus, and Griswold.
**NOTE: The Mailbox for the Griswold House says Hanson instead of
Griswold.
The interior floor plans of both the West and Janus Houses are identical.
There is a Basement below ground level. The Ground Floor has a Garage,
Living Room, Kitchen, and Bathroom.
The 1st Floor has a main Bedroom at the southeast corner of the floor. West
of it is the Guest Room. North of the Guest Room is the Bathroom. And east
of the Bathroom is the Small Study. There is also an Attic on the 2nd Floor
and that can be accessed by a Ladder in the Guest Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Rake | At the back of the yellow truck at the Cross House. |
|-------------+-------------------------------------------------------------|
| Soda Can | --On the ground by a Trash Can by a yellow truck at the |
| | Cross House (x2). |
| | --On a bench at the front porch of the Cross House. |
|-------------+-------------------------------------------------------------|
| Car Battery | At the back of the white truck at the Haskel House. |
0===========================================================================0
|###############################| West House |##############################|
0===========================================================================0
| Lethal Pills | On the workbench at the northeast corner of the |
| | Basement. |
|-------------------+-------------------------------------------------------|
| Emetic Pills | On a small ladder at the east side of the Basement. |
|-------------------+-------------------------------------------------------|
| Frank Schmidt's | On a shelf at the west side of the Basement. |
| Bedroom Key | |
|-------------------+-------------------------------------------------------|
| West's House Key | --Carried by Helen West. |
| | --On the nightstand by the bed inside the 1st Floor |
| | Guest Room. |
|-------------------+-------------------------------------------------------|
| Blueberry Muffin | --Inside the Kitchen (x4). |
| | --On a counter at the east side in the 1st Floor |
| | Bedroom. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the center counter inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Server Disguise | Inside the Ground Floor Bathroom. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | At the southeast corner inside the Garage. |
|-------------------+-------------------------------------------------------|
| Arkian Robe | At the south side inside the 1st Floor Bedroom. |
|-------------------+-------------------------------------------------------|
| "Rude Ruby" | Under the pillow on the bed inside the 1st Floor |
| | Bedroom. |
|-------------------+-------------------------------------------------------|
| Scissors | On a counter at the south side of the 1st Floor Guest |
| | Room. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On a box at the north side of the Attic. |
|-------------------+-------------------------------------------------------|
| Letter Opener | On a chair at the west side of the Attic. |
|-------------------+-------------------------------------------------------|
| Shovel | --Leaning against the stairs of the back porch at the |
| | Back Yard. |
| | --Inside the Small Shed at the Back Yard. |
| | --On the ground along the path at the south side of |
| | the Back Yard. |
0===========================================================================0
|##############################| Janus House |##############################|
0===========================================================================0
| Soda Can | At the front porch. |
|--------------------+------------------------------------------------------|
| Bust | On the counter near the center of the Basement (x4). |
|--------------------+------------------------------------------------------|
| Old Photograph | On the cabinet at the southeast corner of the |
| | Basement. |
|--------------------+------------------------------------------------------|
| Screwdriver | On a workbench near the stairs inside the Garage. |
|--------------------+------------------------------------------------------|
| Fire Extinguisher | At the southeast corner inside the Garage. |
|--------------------+------------------------------------------------------|
| Janus Bodyguard | ++[Casual]: By the Generator inside the Garage. |
| Disguise | ++[Casual]: Inside the Ground Floor Bathroom. |
|--------------------+------------------------------------------------------|
| Kitchen Knife | Inside the Kitchen (x2). |
|--------------------+------------------------------------------------------|
| Janus House Key | --On the small table just inside the front door. |
| | --Carried by Gunther Mueller. |
|--------------------+------------------------------------------------------|
| Apple | On the small table just inside the front door. |
|--------------------+------------------------------------------------------|
| Wrench | On a low shelf at the east side of the 1st Floor |
| | Bathroom. |
|--------------------+------------------------------------------------------|
| Hidden Microfilm | On a shelf at the east side of the 1st Floor Small |
| | Study. |
|--------------------+------------------------------------------------------|
| Pack of Cigarettes | Carried by Gunther Mueller. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | On the floor at the east side of the Attic. |
|--------------------+------------------------------------------------------|
| Blueberry Muffin | On the railing of the back porch at the Back Yard. |
|--------------------+------------------------------------------------------|
| Shovel | In the garden at the Back Yard. |
|--------------------+------------------------------------------------------|
| Wrench | On a container inside the Small Shed of the Back |
| | Yard. |
|--------------------+------------------------------------------------------|
| Baseball | Just southeast of the Small Shed inside the Back |
| | Yard. |
0===========================================================================0
|#############################| Griswold House |############################|
0===========================================================================0
| Newspaper | By the door on the front porch. |
|----------------------+----------------------------------------------------|
| Coin | On the ground near the boat in front of the |
| | Garage. |
|----------------------+----------------------------------------------------|
| Hanson's House Key | --On a shelf at the west side of the Rehearsal |
| | Space. |
| | --Carried by one of the Guards in the Back Yard. |
|----------------------+----------------------------------------------------|
| Garbage Man Disguise | Inside the Tunnel between the Rehearsal Space of |
| Janus Bodyguard | the Griswold House and the Janus House's Basement. |
| Disguise | |
| Flash Grenade (x2) | |
| DAK X2 Covert | |
| Bartoli 75R | |
| Car Bomb | |
|----------------------+----------------------------------------------------|
| Janus House Key | Carried by one of the Guards in the Back Yard. |
|----------------------+----------------------------------------------------|
| Propane Flask | By the house just south of the back porch of the |
| | Back Yard. |
|----------------------+----------------------------------------------------|
| Pack of Cigarettes | In the bushes at the northeast corner inside the |
| | Back Yard. |
|----------------------+----------------------------------------------------|
| Shovel | In a wheelbarrow inside the Back Yard. |
|----------------------+----------------------------------------------------|
| Baseball | Near the center of the Back Yard (x2). |
|----------------------+----------------------------------------------------|
| Golf Club | Near the southeast corner of the Back Yard. |
| Apple | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Stonybrook Rd. \
0===========================================================================>
This is the north-south road at the east side of the map. It goes from the
three-way intersection with Mapletree Ln. at the north to the road curve
that becomes Crestwood Dr. to the south. At the west side of the road are
three Houses from north to south: Lewinsky, Wilson, and Schmidt.
At the east side of the street there is a Public Park at the north end.
Just south of the Park is Cassidy's House. Behind the House is a Protected
Reservoir. To the south of Cassidy's House is Batty's House. There is also
a Garden Shed behind it. To the south of Batty's House is a Construction
Site.
The interior floor plans of the Wilson and Schmidt Houses are identical to
both the West and Janus Houses. Cassidy's House also has a similar floor
plan except there is no Basement, the Kitchen is the Security Room, and the
1st Floor Bedroom has been converted into a Gun Room.
**NOTE: To open the Vault inside the Schmidt House's Basement you need to
first use the Vault Keycard on the Reader then turn off the
Lasers. Go upstairs and outside then open the Garage door.
Finally, go up to the front door and ring the Doorbell five
times. Credit goes to GuNNzA69 at YouTube for that find.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Lewinsky House |############################|
0===========================================================================0
| Lewinsky's House Key | --Carried by a Guard by the Back Yard gate. |
| | --Carried by two Bodyguards inside the Back Yard. |
|----------------------+----------------------------------------------------|
| Soda Can | By the TV inside the Surveillance Loft. |
|----------------------+----------------------------------------------------|
| Cassidy's Bodyguard | ++[Casual]: On the floor at the north side of the |
| Disguise | Surveillance Loft. |
|----------------------+----------------------------------------------------|
| Hammer | On the north end of the roof over the back porch. |
|----------------------+----------------------------------------------------|
| Lead Pipe | At the bottom of the scaffold inside the Back |
| | Yard. |
|----------------------+----------------------------------------------------|
| Brick | On the ground close to the house in the north side |
| | of the Back Yard. |
|----------------------+----------------------------------------------------|
| Bartoli 75R | On the table inside the Back Yard. |
0===========================================================================0
|##############################| Wilson House |#############################|
0===========================================================================0
| Propane Flask | ++[Casual]: On the ground by the large green banner |
| | inside the Garage. |
|--------------------+------------------------------------------------------|
| Fire Extinguisher | --On the north wall inside the Garage. |
| | --By the brick wood grill inside the Back Yard. |
|--------------------+------------------------------------------------------|
| Car Battery | By the garage door at the north side of the Garage. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | On some shelving inside the Garage. |
|--------------------+------------------------------------------------------|
| Server Disguise | ++[Casual]: By the stove inside the Kitchen. |
|--------------------+------------------------------------------------------|
| Kitchen Knife | Inside the Sink inside the Kitchen. |
|--------------------+------------------------------------------------------|
| Meaty Bone | Inside the 1st Floor Small Study. |
|--------------------+------------------------------------------------------|
| Soda Can | --On a small table inside the 1st Floor Guest Room. |
| | --On a small table at the back porch. |
| | --On the tables in the middle of the Back Yard (x4). |
|--------------------+------------------------------------------------------|
| Baseball Bat | On a shelf at the east side of the 1st Floor Guest |
| | Room. |
|--------------------+------------------------------------------------------|
| Wilsons' House Key | On a counter at the south end of the 1st Floor Guest |
| | Room. |
|--------------------+------------------------------------------------------|
| Golf Club | Leaning against the fence at the north side of the |
| | Back Yard. |
|--------------------+------------------------------------------------------|
| Apple | On the table near the stairs for the back porch. |
0===========================================================================0
|#############################| Schmidt House |#############################|
0===========================================================================0
| Note For Real Estate | On the floor of the front porch. |
| Company | |
|-----------------------+---------------------------------------------------|
| Frank Schmidt's House | --In the Planter at the front porch. |
| Key | --Carried by the Plumber. |
|-----------------------+---------------------------------------------------|
| Vault Keycard | On some boxes inside the Basement. |
|-----------------------+---------------------------------------------------|
| Battle Axe | Leaning against the statue inside the Vault |
| | within the Basement. |
|-----------------------+---------------------------------------------------|
| Paddle | On the north wall inside the Garage. |
|-----------------------+---------------------------------------------------|
| Propane Flask | On a small box at the east end of the Kitchen. |
|-----------------------+---------------------------------------------------|
| Real Estate Broker | ++[Casual]: On the floor at the southeast corner |
| Disguise | of the Living Room. |
|-----------------------+---------------------------------------------------|
| Wrench | On the floor by the Sink inside the Kitchen. |
|-----------------------+---------------------------------------------------|
| Emetic Rat Poison | On the floor at the east end of the Sinks inside |
| | the 1st Floor Bathroom. |
0===========================================================================0
|##############################| Public Park |##############################|
0===========================================================================0
| Gardener Disguise | ++[Casual]: Inside the Public Shed. |
| Wrench | |
|-------------------+-------------------------------------------------------|
| Shovel | Inside the Public Shed. |
|-------------------+-------------------------------------------------------|
| Hammer | Leaning against a speaker at Blake's Stand. |
|-------------------+-------------------------------------------------------|
| Political Flyer | Carried by the Politician's Assistant by Blake's |
| | Stand. |
0===========================================================================0
|##########################| Protected Reservoir |##########################|
0===========================================================================0
| Public Shed Key | Carried by the Gardener. |
|-----------------------+---------------------------------------------------|
| Lethal Poisonous Frog | Near the water's edge. |
|-----------------------+---------------------------------------------------|
| Cigar Box | In the south half of the area directly in-between |
| | two birdhouse structures. You need to have a |
| | Shovel in hand to find the prompt. |
0===========================================================================0
|#############################| Cassidy House |#############################|
0===========================================================================0
| Fire Extinguisher | On the wall at the north side of the Garage. |
|---------------------+-----------------------------------------------------|
| Car Battery | On the floor at the north side of the Garage. |
|---------------------+-----------------------------------------------------|
| Cassidy's Bodyguard | ++[Casual]: On a box at the north side of the |
| Disguise | Garage. |
| | ++[Casual]: Inside the washer at the 1st Floor |
| | Bathroom. |
|---------------------+-----------------------------------------------------|
| Wrench | On a shelf at the south side of the Garage. |
|---------------------+-----------------------------------------------------|
| Insecticide | ++[Casual]: Inside the Ground Floor Bathroom. |
|---------------------+-----------------------------------------------------|
| Surveillance Tape | On the large table inside the Security Room. |
|---------------------+-----------------------------------------------------|
| A Letter From Janus | Carried by Spencer "The Hammer" Green. He will |
| | eventually place it on the counter inside the |
| | Security Room. |
|---------------------+-----------------------------------------------------|
| Soda Can | By the Sink inside the Security Room. |
|---------------------+-----------------------------------------------------|
| Pack of Cigarettes | ++[Casual]: By the laptop at the south side of the |
| | 1st Floor Guest Room. |
|---------------------+-----------------------------------------------------|
| Screwdriver | ++[Casual]: On the floor at the southwest corner of |
| | the 1st Floor Guest Room. |
|---------------------+-----------------------------------------------------|
| Bartoli 75R | On a table inside the 1st Floor Gun Room. |
|---------------------+-----------------------------------------------------|
| DAK X2 Covert | On the wall at the northeast corner of the 1st |
| DAK X2 | Floor Gun Room. |
|---------------------+-----------------------------------------------------|
| Hackl 9S Covert | --On the wall at the northeast corner of the 1st |
| | Floor Gun Room. |
| | --On a table inside the Attic. |
|---------------------+-----------------------------------------------------|
| Flash Grenade | In the center of the 1st Floor Gun Room (x3). |
|---------------------+-----------------------------------------------------|
| Remote Explosive | Inside the protected case at the southeast corner |
| TAC-4 AR AUTO | of the 1st Floor Gun Room. |
| Fusil G-14/C | |
| Fusil G-2 | |
| RS-15 | |
0===========================================================================0
|##############################| Batty House |##############################|
0===========================================================================0
| Cassidy's House Key | Carried by the Exterminator near the House. |
|---------------------+-----------------------------------------------------|
| Batty's House Key | --Carried by the Exterminator near the House. |
| | --Carried by James Batty. |
|---------------------+-----------------------------------------------------|
| Batty's Door Note | On the front door of the House. |
|---------------------+-----------------------------------------------------|
| Fire Extinguisher | In a wheelbarrow at the southeast corner of the |
| | Garden Shed. |
|---------------------+-----------------------------------------------------|
| Soda Can | --On the back porch. |
| | --Inside the Garden Shed. |
|---------------------+-----------------------------------------------------|
| Emetic Rat Poison | ++[Casual]: On the back porch. |
|---------------------+-----------------------------------------------------|
| Lawsuit Documents | --Carried by James Batty. |
| | --Inside the Garden Shed. |
|---------------------+-----------------------------------------------------|
| Shovel | Inside the Garden Shed. |
|---------------------+-----------------------------------------------------|
| Screwdriver | On a table by the boat in the Back Yard. |
|---------------------+-----------------------------------------------------|
| Fire Axe | Embedded in a stump at the southeast corner of the |
| | Back Yard. |
0===========================================================================0
|###########################| Construction Site |###########################|
0===========================================================================0
| Construction Worker | ++[Casual]: On a table at the west side of the |
| Disguise | Site. |
|---------------------+-----------------------------------------------------|
| Blueberry Muffin | On the tables at the west side of the Site. |
| Wrench | |
|---------------------+-----------------------------------------------------|
| A Construction Van | Carried by the two Construction Workers just |
| Key | outside of the Site. |
|---------------------+-----------------------------------------------------|
| Crowbar | On a barrel near the center of the Site. |
|---------------------+-----------------------------------------------------|
| Insecticide | Inside the large green Shipping Container at the |
| | south side of the Site. |
|---------------------+-----------------------------------------------------|
| Hatchet | In the foliage at the south side of the Site. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| Crestwood Dr. \
0===========================================================================>
This is the west-east road at the south side of the map. It goes from the
road curve with Highland Park Ave. at the west to the road curve with
Stonybrook Rd. to the east. On the north side of the road and at the west
end is a small park with a Statue. On the south side of the road is the
Creek itself and the park that runs alongside it. There is also a Small
Shed across the street south of the Statue.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Janus Diary | Carried by the Bodyguard sitting on the Bench at the |
| | west end of the park. |
|--------------------+------------------------------------------------------|
| Wrench | Carried by one of the Garbage Men at the west end of |
| | the street. |
|--------------------+------------------------------------------------------|
| Pack of Cigarettes | Carried by one of the Garbage Men at the west end of |
| | the street (the one with the white hat). |
|--------------------+------------------------------------------------------|
| Propane Flask | Inside the Creek Shed. |
|--------------------+------------------------------------------------------|
| Crowbar | Embedded in a bulldozer halfway along the street. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >WCR3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn a Hidden Stash at the Creek Shed and unlock the TAC-4 |
| | AR Mk II for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn a Hidden Stash at the R. Cross Driveway. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start at the Construction Area disguised as a |
| | Construction Worker. |
|----------+----------------------------------------------------------------|
| Level 5 | You earn an Agency Pickup at the Bench and unlock the ICA |
| | Proximity Concussion Device for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn a Hidden Stash at the Lewinskys House and unlock the |
| | Blueberry Muffin melee weapon for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start at the Fumigation area (Batty's House) |
| | disguised as an Exterminator and unlock the Lethal Pills for |
| | use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn an Agency Pickup at the Park Shed. |
|----------+----------------------------------------------------------------|
| Level 9 | You can now start at the Garbage Removal area (Griswold House) |
| | disguised as a Garbage Worker and earn a Hidden Stash at |
| | Helen's Garage. |
|----------+----------------------------------------------------------------|
| Level 10 | You earn a Hidden Stash at the Batty's Garden and unlock the |
| | Explosive Baseball for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the Suburb Sign (West House) disguised as |
| | a Gardener. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn a Hidden Stash at the House For Sale. |
|----------+----------------------------------------------------------------|
| Level 13 | You earn an Agency Pickup at the Treehouse and unlock the |
| | Remote CX Demo Block Mk II for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn a Hidden Stash at the Janus Kitchen. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the "Rude Ruby" Pistol for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn a Hidden Stash at the Public Park. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn an Agency Pickup at the Cassidy's Attic. |
|----------+----------------------------------------------------------------|
| Level 18 | You can now start at the BBQ Party disguised as a Server and |
| | unlock the ICA Titanium Crowbar for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn an Agency Pickup at the Hansons Basement. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Remote Explosive Rubber Duck Mk II for use in |
| | all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >WCR4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0======0
| Janus \
0===========================================================================0
| He is one of your Targets and can be found at his home at the west side |
| of town. He will go to his Kitchen then outside to look at the Back Yard. |
| He will then sit and talk to Helen West over the Phone. After that then |
| he will then go upstairs to his Bedroom for a bit before going back down |
| and repeating the pattern. |
0===========================================================================0
0==============0
| Nolan Cassidy \
0===========================================================================0
| He is your second Target and can be found at the opposite side of town. |
| He will go from his home to the Lewinsky House to talk then go over to |
| the front of the Wilson House. After standing for a bit then he will go |
| near the Batty House to talk on his Phone then go back to his House and |
| repeat the pattern. |
| |
| He can be made to go to the Schmidt and Wilson Houses under certain |
| circumstances. |
0===========================================================================0
0===========0
| Helen West \
0===========================================================================0
| She owns her own business specializing in Blueberry Muffins. She is also |
| Jauns' next door neighbor and has been known to do favors for him. |
| However, upon closer examination, there is a bit more to her than most |
| people know. |
0===========================================================================0
0============0
| James Batty \
0===========================================================================0
| He lives next door to Nolan and is engaged in a lawsuit against Janus. He |
| is upset that the helicopter that Janus uses to makes his annual trip |
| away disturbs the local frog habitat inside the Protected Reservoir |
| considering that there is a rare species of frog there. |
0===========================================================================0
0==================0
| Charles Blake III \
0===========================================================================0
| He is a Politician that is at the Public Park campaigning for office at |
| the upcoming elections. He is also the chairman of the Homeowners |
| Association and is generally not well liked by residents. He will also |
| take a tour of the town at intervals to further drum up support. |
0===========================================================================0
0============0
| The Wilsons \
0===========================================================================0
| They are the new residents of Whittleton Creek and are hosting a BBQ |
| party that is open to everybody. Even their House is open to everybody |
| for exploring. However, their peculiar behavior, especially of Mr. |
| Wilson, has people whispering. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >WCR5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===================================================0
| Sheriff Masterson (Road Work area) and Mrs. Wilson \
0===========================================================================0
| At Master difficulty these two people are Enforcers for almost every |
| Disguise including your Suit. In the case of Sheriff Masterson the only |
| Disguise he is not an Enforcer to is his own uniform (since you have to |
| knock him out for it). In the case of Mrs. Wilson the only Disguise she |
| is not an Enforcer to is the Suit since this makes you a regular |
| Civilian. |
| |
| Because they are Enforcers for almost all Disguises at that difficulty I |
| am mentioning them here and they won't be listed in the Disguises below. |
| All listed Enforcers at Master difficulty are those outside of these two. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| Suburban Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you have access to what most Civilians have access to. |
| But there are multiple areas that you are not allowed in such as: |
| |
| --The Road Work area. |
| --The West House area. |
| --The Janus House area. |
| --The Griswold House area. |
| --The Lewinsky House area. |
| --The Schmidt House area. |
| --The Public Shed at the Public Park. |
| --The Protected Reservoir. |
| --The Batty House area. |
| --The Construction Site. |
| |
| There are no Enforcers for this Suit at Casual and Professional |
| difficulties but there are three additional ones at Master: |
| |
| --A Deputy at the Road Work area. |
| --A Deputy near the Janus House that goes to the Road Work area after |
| his conversation with the Gardener there. |
| --A Cassidy Bodyguard at the entrance to the Protected Reservoir. |
0===========================================================================0
0============0
| Arkian Robe \
0===========================================================================0
| This is the special robe that can only be found inside the 1st Floor |
| Bedroom of the West House. This Disguise has the same properties as the |
| Suit but with the added restriction in that you cannot go to the Wilson |
| House. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties |
| and no additional Enforcers at Master difficulty. |
0===========================================================================0
0===========0
| Politician \
0===========================================================================0
| He is Charles Blake III and can often be found at his Booth in the Public |
| Park. He can't be taken down safely there but he will go around the |
| neighborhood every so often to drum up support for his campaign. |
| |
| The safest way to get at him is at the Griswold House. It will take |
| roughly eight minutes from the start of the mission for him to get there. |
| You should bring your Lockpick for this. |
| |
| Run to the Cross House while passing the Mailman to get his conversation |
| started to acquire the Rake then go to the Griswold House. Go onto the |
| front porch and place the Rake in front of the Doorbell then go down into |
| the Secret Tunnel to acquire a weapon. |
| |
| Leave the House then run to the Public Park and find Charles. He will |
| then start a conversation with you. Let it play out completely then run |
| back to the Griswold House but by going south around the block. |
| |
| The reason for this is that the Mailman can get to the House just before |
| Charles does. Starting the conversation with Charles buys you some time |
| to help get the Mailman further past the House. It also makes it a lot |
| easier if you need to get close to him later. |
| |
| To help further you should stand about twenty feet south of the Garbage |
| Can in front of the House. Getting close to the Mailman while he is doing |
| his rounds will start lengthy conversations with Helen and the Guard in |
| front of the Janus House. Staying here should prevent that. |
| |
| When the Mailman gets to the front porch of the House then go to the |
| Mailbox. After the Mailman leaves the drop a weapon here and go to the |
| other side of the boat. |
| |
| After Charles finishes with the Janus House then he should go to the next |
| House which is the Griswold's. Charles should see the weapon and his |
| escort should take the weapon to the Janus House area. As the escort |
| leaves then Charles should go to the Doorbell and get knocked out by the |
| Rake. When he drops then run up to him and switch into his Disguise. |
| |
| If you do not wish to use the Rake then you can knock him out with an |
| object when he goes to the Doorbell. |
| |
| As for access, this Disguise has the same properties as the Suit and has |
| no Enforcers at Casual and Professional difficulties and no additional |
| Enforcers at Master difficulty. |
0===========================================================================0
0=======================0
| Politician's Assistant \
0===========================================================================0
| He is the person handing out Political Flyers at the Public Park. He |
| stands by Blake's Booth and never leaves his post. |
| |
| The best way to get at him is to clear the Cassidy House Back Yard of all |
| Guards regardless of difficulty and be disguised as either a Cassidy |
| Bodyguard or Spencer Green. It is best to be disguised as Spencer because |
| he goes into the Living Room to look out one of the windows and you |
| should knock him out to prevent being discovered in the Yard. |
| |
| Go to the part of the Yard close to the Booth and get in line with him. |
| You should see that the fence post by you is completely covered in vines. |
| Sidestep right and the next one should be almost free of vines. |
| |
| When Charles is gone from the Booth and no one else is near him then toss |
| an object at the base of this post to lure him into the Back Yard. When |
| he gets inside then close the Gate, knock him out, move him closer to the |
| House and further in to hide him, and take his Disguise. |
| |
| Just like with the Politician this Disguise has the same properties as |
| the Suit and has no Enforcers at Casual and Professional difficulties and |
| no additional ones at Master difficulty. |
0===========================================================================0
0==========0
| BBQ Owner \
0===========================================================================0
| He is Mr. Wilson and can be found exclusively at his Grill in the Back |
| Yard of his home. This looks like a tough Disguise to go after but it not |
| as hard to acquire as one would think. |
| |
| In onder to acquire this Disguise you need to be disguised as a Server. |
| Go get a Propane Flask and place the Flask on the side of the Grill to |
| start the serving process. Serve four people to help clear the way when |
| Nolan comes by later. Serve Nolan and he will talk to Mr. Wilson. |
| |
| The conversation will inspire an idea within Mr. Wilson and he will leave |
| to write his idea down. He will go into the Kitchen and near the Garage |
| to use a Laptop. Go into the Garage, close the door, and use the |
| Generator to lure him inside. Knock him out when he turns it off, dump |
| him in the Container, and take his Disguise. |
| |
| As for access, this Disguise has the same properties as the Suit. As for |
| Enforcers there is one at Casual difficulty and she is Mrs. Wilson. There |
| are no additional Enforcers at Professional and Master difficulties. |
0===========================================================================0
0=======0
| Server \
0===========================================================================0
| These are the people that work at Helen's Muffin Kitchen (West House), |
| Muffin Stand, and the Wilson House. They wear a blue shirt with black |
| pants, a white and pink hat, and a pink apron. This is also the only |
| Disguise that will allow you to poison food and drink without suspicion, |
| and without restrictions, anywhere on the map. |
| |
| The easiest way to acquire this Disguise is to ambush the Server standing |
| in the 1st Floor Study of the Wilson House. |
| |
| This Disguise will allow you access to the Ground Floor and Back Yard of |
| the West House - but not in the Basement and 1st Floor. |
| |
| As for Enforcers, there are four at Casual difficulty and they are all |
| Servers: |
| |
| --The Muffin Stand. |
| --The North gate to the West House. |
| --The West House's Kitchen. |
| --The 1st Floor Study of the Wilson House. |
| |
| There are no additional Enforcers for this Disguise at Professional |
| difficulty. At Master difficulty there is one additional Enforcer and he |
| is a Cassidy Bodyguard at the entrance to the Protected Reservoir. |
| |
| You can start at the Wilson House already disguised as a Server once |
| you've reached Mastery Level 14. |
0===========================================================================0
0===================0
| Real Estate Broker \
0===========================================================================0
| He can be found at the Muffin Stand and wears a light blue shirt, purple |
| stripe tie, and gray pants. As for access, this Disguise will allow you |
| to go into the Schmidt House but will have the same properties as the |
| Suit otherwise. |
| |
| The easiest way to acquire it is to go into the Living Room of the |
| Schmidt House to find it there. At Professional and Master difficulties |
| you have to take it from him. |
| |
| For this you will need to bring some Emetic Poison. Go to the Muffin |
| Stand, grab some Muffins, and find the Radio. Turn it on to lure the |
| Server there and hide in the bush. Knock him out when he turns it off, |
| drag him to the bush, and take his Disguise. |
| |
| When the Broker walks away then place a Muffin on the tray and poison it. |
| When he eats it and gets sick then he will go all the way to the back of |
| the Public Shed in the Park to throw up. He will be hidden enough for you |
| to safely knock him out. Dump him in the Closet inside the Shed and take |
| his Disguise. |
| |
| As for Enforcers, there is one at Casual difficulty and he is the Real |
| Estate Broker himself. There are no Enforcers at Professional difficulty |
| and no additional ones at Master difficulty. |
0===========================================================================0
0======0
| Nurse \
0===========================================================================0
| He is the male nurse, wearing the standard nurse uniform, that can only |
| be found by the Creek Shed feeding the ducks. To get his Disguise you |
| should wait for the nearby Deputy to walk further away from him before |
| using the Bell on the bicycle at the back of the Shed to lure him to it |
| so you can knock him out. Dump him inside the Shed and into the Container |
| then take his clothes. |
| |
| As for access, he can be at the Janus House area except the Basement but |
| will have the same properties as the Suit otherwise. As for Enforcers, |
| there are none at Casual and Professional difficulties. At Master |
| difficulty there are two additional Enforcers and they are one on the 1st |
| Floor of the Janus House and one in the Janus House's Back Yard. |
0===========================================================================0
0========0
| Mailman \
0===========================================================================0
| This is the person going around the town delivering Newspapers and |
| letters and wears a standard postal outfit. At the beginning of a mission |
| he can be found just east of the Road Work area where he starts his |
| rounds. He can be taken down safely three ways. |
| |
| The fastest is at the beginning. If you start at the Public Park then run |
| west to find him and get his conversation started with Trevor. Run to the |
| Cross House to get the Rake then run back. Place it behind him and wait |
| for the conversation to finish. He will eventually turn around and knock |
| himself out. You can then take his clothes and all items he drops. |
| |
| **NOTE: If you bring the Sedative Syringe then you can also safely stab |
| him to acquire his clothes. |
| |
| The second way is at the Construction Site. He will stop here to take a |
| piss. You can then toss an object to lure him further inside where you |
| can safely ambush him. |
| |
| The last way is at the end of his rounds when he is at the Bus Stop near |
| where you started. Toss an object just northeast of him and close to the |
| mission area boundary. Knock him out there and take his clothes. |
| |
| As for access, this Disguise will allow you access to the Ground Floor |
| and Back Yard of the West House - but not in the Basement and 1st Floor. |
| Otherwise it has the same properties as the Suit. |
| |
| There are no Enforcers for this Disguise at Casual and Professional |
| difficulties and no additional ones at Master difficulty. |
0===========================================================================0
0========0
| Plumber \
0===========================================================================0
| He is the local plumber and wears a blue hat, a blue and yellow work |
| jacket, and gray pants. At the beginning of the mission he can be found |
| at the Schmidt House and you can easily ambush him there for his clothes. |
| |
| As for access, this Disguise has the same properties as the Suit but |
| will allow you to go into the Schmidt House and the Ground Floor and Back |
| Yard of the West House - not the Basement and 1st Floor. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties |
| and no additional ones at Master difficulty. |
0===========================================================================0
0============0
| James Batty \
0===========================================================================0
| He is the person involved in a lawsuit against Janus and can only be |
| found in the Back Yard of his House. You can easily subdue him when he |
| goes inside his Shed. As for access, this Disguise will allow you access |
| to the Batty House and Construction Site but will have the same |
| properties as the Suit otherwise. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties |
| and no additional ones at Master difficulty. |
0===========================================================================0
0=============0
| Exterminator \
0===========================================================================0
| He is the person working on fumigating the Batty House. He wears a green |
| cap, filtration mask, and green overalls. To acquire the Disguise simply |
| jump over the fence at the north side of Batty's House, turn on the |
| Fumigation Machine, and hide in the bush. When he comes to turn it off |
| then subdue him, drag him to the bush, and take his clothes. |
| |
| As for access, this Disguise has the same properties as the Suit but will |
| allow you to go to the Batty House and Construction Site. |
| |
| As for Enforcers, there is one at Casual difficulty and he is the |
| Exterminator himself. There are no additional Enforcers at Professional |
| and Master difficulties. |
| |
| You can start at Batty's House already disguised as an Exterminator once |
| you've reached Mastery Level 7. |
0===========================================================================0
0====================0
| Construction Worker \
0===========================================================================0
| These are the people doing various construction work around the town. |
| Their uniforms come in a variety of styles but they all wear a yellow |
| hard hat. The easiest way to acquire it is to find it on a table within |
| the Construction Site. At Professional and Master difficulties you will |
| need to take it from somebody. |
| |
| The best way to do that is to go near the cars parked at the Site and |
| shoot at the yellow one to lure one of the Workers for safe ambushing. As |
| for access, this Disguise will allow you to go to the Construction Site, |
| Road Work area, and the Lewinsky House. |
| |
| As for Enforcers, there are two at Casual difficulty and they are both at |
| the Construction Site (one inside and one outside). There are no |
| additional Enforcers at Professional and Master difficulties. |
| |
| You can start at the Construction Site already disguised as a Worker once |
| you've reached Mastery Level 4. |
0===========================================================================0
0============0
| Garbage Man \
0===========================================================================0
| These are the people that pick up the garbage around the town. This |
| Disguise comes in a variety of styles but they all wear a bright yellow |
| reflective vest. The easiest way to acquire it is by going into the |
| tunnel between the Janus and Griswold Houses to find it amongst the |
| weapons and other items. |
| |
| As for access, this Disguise allow you access to the West House (Back |
| Yard only), the Griswold House, and the Batty House. |
| |
| As for Enforcers, there are two at Casual difficulty and they are one at |
| the Griswold House and Nolan's personal Bodyguard. There are no |
| additional Enforcers at Professional difficulty. At Master difficulty |
| there is one additional Enforcer and he is a Cassidy Bodyguard at the |
| entrance to the Protected Reservoir. |
| |
| You can start at the Griswold House already disguised as a Garbage Man |
| once you've reached Mastery Level 9. |
0===========================================================================0
0=========0
| Gardener \
0===========================================================================0
| These are the people that work at the West House, Janus House, Public |
| Park, and Protected Reservoir. They wear a dark green hat and dark green |
| shirt with khaki pants. |
| |
| They have access to the following: |
| |
| --The Ground Floor and Back Yard of the West House (not the Basement |
| and 1st Floor). |
| --The Janus House (Back Yard only). |
| --The Public Shed at the Public Park. |
| --The Protected Reservoir. |
| |
| The easiest way to acquire this Disguise is to take it from the Public |
| Shed. At Professional and Master difficulties you need to take it from |
| somebody. The easiest way to do that is to ambush the one that goes into |
| the Ground Floor Bathroom of the West House. |
| |
| As for Enforcers, there are three at Casual and they are the two in the |
| Back Yard of the West House and one at the north side of the Janus |
| House's Back Yard. There are no additional Enforcers at Professional |
| difficulty. At Master difficulty there are are two additional Enforcers |
| and they are one in the Janus House's Back Yard and a Cassidy Bodyguard |
| at the entrance to the Protected Reservoir. |
| |
| You can start at the Suburb Sign at the West House already disguised as a |
| Gardener once you've reached Mastery Level 11. |
0===========================================================================0
0==============0
| Police Deputy \
0===========================================================================0
| These are the Police officers that stand guard around town. They wear a |
| dark green wide brim hat, khaki short sleeve shirt with green tie, and |
| dark green shorts. As for access, this Disguise will allow you to go to |
| the Road Work area, the Public Shed at the Public Park, the Protected |
| Reservoir, and the Griswold House. |
| |
| The easiest way to acquire this Disguise is to get an object and enter |
| the Creek Shed through the open window. Open the door and toss the object |
| towards the Container to lure in the nearby Deputy. Subdue him, dump him, |
| and take his clothes. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties. |
| At Master difficulty there are two additional Enforcers and they are a |
| patrolling Guard at the front of the Janus House and a Police Deputy at |
| the Wilson House. |
0===========================================================================0
0==================0
| Sheriff Masterson \
0===========================================================================0
| He heads the local Police department and can be found at the Road Work |
| area. His outfit is different than the regular Police Deputy Disguise in |
| that he wears sunglasses and long pants. As for access, this Disguise has |
| the same properties as the Police Deputy Disguise. |
| |
| The best way to acquire his Disguise is to enter the Road Work area |
| without going near the Janus House to keep the Deputy there. When the |
| Construction Worker is not looking then sneak inside and hide in the |
| bush. When no Civilians are around and it is safe to do so then knock out |
| the Worker and drag him to the bush. |
| |
| When the Sheriff is outside of the area then place a weapon at the front |
| of the Police car then go back to the bush. When he sees it then he will |
| take it to the Weapons Box. As he drops off the weapon then subdue him |
| and drag him to the bush for Disguise acquisition. Do *NOT* hit him with |
| an object - this will set off the car alarm when his body hits the |
| vehicle. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties. |
| At Master difficulty there are two additional Enforcers and they are a |
| patrolling Guard at the front of the Janus House and a Police Deputy at |
| the Wilson House. |
0===========================================================================0
0================0
| Gunther Mueller \
0===========================================================================0
| He is Janus's personal Bodyguard who follows him around and wears a red |
| robe with gray pants. He has full access to the entire Janus House area |
| plus the Griswold House but is limited to the usual Civilian areas |
| otherwise. |
| |
| The best way to get at him is to go into the Ground Floor Bathroom of the |
| Janus House when he is downstairs and turn on the Sink to lure him |
| inside. Stay near the shower until he walks in then knock him out after |
| he turns off the Sink so you can take his Disguise. |
| |
| As for Enforcers, there is one at Casual difficulty and he is Janus |
| himself. At Professional difficulty there are five additional Enforcers: |
| |
| --One in the Janus House's Basement. |
| --One in the Janus House's Kitchen. |
| --One on the 1st Floor of the Janus House. |
| --One in the Janus House's Back Yard. |
| --Nolan Cassidy. |
| |
| At Master difficulty there is one additional Enforcer and he is one on |
| the 1st Floor of the Janus House. |
0===========================================================================0
0================0
| Janus Bodyguard \
0===========================================================================0
| These are the plain clothes Bodyguards at the Janus House area. The |
| outfit comes in a variety of styles but they all have black shoulder |
| holsters. As for access, his Disguise has the properties as the Gunther |
| Mueller Disguise. |
| |
| The easiest way to obtain it is by going into the tunnel between the |
| Janus and Griswold Houses to find it amongst the weapons and other items. |
| |
| As for Enforcers, there is one at Casual difficulty and he is Gunther |
| Mueller. At Professional difficulty there are five additional Enforcers: |
| |
| --One in the Janus House's Basement. |
| --One in the Janus House's Kitchen. |
| --One on the 1st Floor of the Janus House. |
| --One in the Janus House's Back Yard. |
| --Nolan Cassidy. |
| |
| At Master difficulty there are four additional Enforcers: |
| |
| --One on the 1st Floor of the Janus House. |
| --One in the Back Yard of the Janus House. |
| --One patrolling the front of the Janus House. |
| --A Police Deputy at the Wilson House. |
0===========================================================================0
0===========================0
| Spencer "The Hammer" Green \
0===========================================================================0
| He is one of the Bodyguards at the Cassidy House. He is the only black |
| person there and wears a khaki overcoat, black shirt, and gray pants. As |
| for access, he can be inside the Cassidy House, Protected Reservoir, |
| Schmidt House, and the Lewinsky House. |
| |
| The best way to get at him is to run into the Cassidy House Garage, close |
| the door, and go to the Generator. When he is downstairs in the Security |
| Room then turn it on to lure him there. Knock him out, dump him in the |
| nearby Container, and take his Disguise. |
| |
| As for Enforcers, there are none at Casual difficulty. At Professional |
| difficulty there is one and that is Nolan himself. At Master difficulty |
| there are five additional Enforcers: |
| |
| --One in the Security Room at the Cassidy House. |
| --Two in the Back Yard of the Cassidy House. |
| --A patrolling Guard at the front of the Janus House. |
| --A Police Deputy at the Wilson House. |
0===========================================================================0
0==================0
| Cassidy Bodyguard \
0===========================================================================0
| These are the regular Bodyguards at the Cassidy House area. They wear a |
| black three-piece suit with a gray overcoat. As for access, this Disguise |
| has the same properties as the Spencer Green Disguise. |
| |
| The best way to acquire it is at the Cassidy House Garage where you can |
| find it laying on a large box. At Professional and Master difficulties |
| you will need to take it from somebody and you can lure in a Bodyguard |
| from the Security Room with the Generator. |
| |
| You either need to ambush Spencer first or wait for him to be outside of |
| the Room before turning on the Generator to lure the Bodyguard. |
| |
| As for Enforcers, there are three at Casual difficulty and they are |
| Spencer Green, Nolan Cassidy, and his personal Bodyguard. At Professional |
| difficulty there are no additional Enforcers. At Master difficulty there |
| are four additional Enforcers and they are: |
| |
| --Two in the Back Yard of the Cassidy House. |
| --A patrolling Guard at the front of the Janus House. |
| --A Police Deputy at the Wilson House. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >WCR6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of twelve Cameras located around the
town. At the Janus House there are five:
0=======================================================================0
| At the northeast corner of the House. |
|-----------------------------------------------------------------------|
| High up on the east side of the House. |
|-----------------------------------------------------------------------|
| At the south side of the House. |
|-----------------------------------------------------------------------|
| By the front door. |
|-----------------------------------------------------------------------|
| Inside on the 1st Floor at the south side of the north-south hallway |
| looking north towards the stairs. |
0=======================================================================0
At the Cassidy House there are seven:
0=======================================================================0
| Above the back door of the House. |
|-----------------------------------------------------------------------|
| One near the southeast corner and above the Fumigation Machine. |
|-----------------------------------------------------------------------|
| By the front door. |
|-----------------------------------------------------------------------|
| Inside the House at the Living Room. |
|-----------------------------------------------------------------------|
| On the 1st Floor at the south side of the north-south hallway looking |
| north towards the stairs. |
|-----------------------------------------------------------------------|
| Inside the 1st Floor Guest Room by the east door. |
|-----------------------------------------------------------------------|
| Inside the Gun Room above the east window. |
0=======================================================================0
The Recorders for the Cameras can be found inside the Janus House's
Basement and at the Security Room at the Cassidy House. The easiest to
destroy is the one at Janus's House since you can easily overpower the
single Guard that is stationed here before destroying the Recorder.
0=======0
| Master \
0========================================>
At this difficulty there are a total of eight additional Cameras. At the
Janus House there are two:
0=======================================================================0
| Inside the House near the door to the 1st Floor Small Study. |
|-----------------------------------------------------------------------|
| Above the door to the 1st Floor Bathroom. |
0=======================================================================0
At the Lewinsky House there are three:
0=======================================================================0
| At the north side near some scaffolding. |
|-----------------------------------------------------------------------|
| At the west side near the scaffold. |
|-----------------------------------------------------------------------|
| At the south side of the House. |
0=======================================================================0
At the Public Park there is one and it can be found above the door to the
Public Shed.
At the Cassidy House there are two:
0=======================================================================0
| At the northeast corner of the House. |
|-----------------------------------------------------------------------|
| At the southwest corner of House near the Garage Door. |
0=======================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >WCR7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Sweet Recycling] Challenge, from the Muffin Man Challenge Pack, is |
| now part of the Assassination tab. The [Sleepy Cake] Challenge, also from |
| the Muffin Man Challenge Pack, is now part of the Feats tab. The [Public |
| Enemy No. 1] Challenge, from the Breaking And Entering Challenge Pack, is |
| now part of the Feats tab. |
| |
| The [Doing The Rounds] Challenge is moved from the Feats tab to the |
| Discovery tab. |
| |
| Four new Mission Story Challenges are added to the Feats tab and are |
| 1,000 XP each: |
| |
| --[Mission Story - Whack-a-Mole] |
| --[Mission Story - Charbroiled] |
| --[Mission Story - Pest Control] |
| --[Mission Story - No Smoking Area] |
| |
| The number of Mastery Levels has been increased from fifteen to twenty |
| with the rewards being more spread out. |
| |
| You can now unlock the Blueberry Muffin and the ICA Titanium Crowbar at |
| Mastery Levels 6 and 18 respectively. The Kalmer 1 is now unlocked by |
| completing the [Escalations - Track 2, Tier 2] Challenge. |
| |
| In addition, the [Due You Even Care?] Challenge has been removed. |
| |
| At Master difficulty the extra standing Guard by the fence in the Cassidy |
| House's Back Yard now patrols between that spot and the south Gate. |
0===========================================================================0
0=======================0
| The Fumigation Machine \
0===========================================================================0
| One of the best ways to get at Nolan is to use the Fumigation Machine at |
| his House to either sicken, sedate, or kill everybody inside when he is |
| there. However, there are a couple of things to note in regards to |
| sedating people with the Machine when using either the Insecticide or the |
| Sedative Poison Vial or Pills. |
| |
| First, depending on when you use it, you may get a Body Found |
| notification as everybody drops. Usually, when a sedated body is found |
| even when they are dropping, you won't lose Silent Assassin. |
| |
| But, about half the time when you use the Machine and you get a |
| notification then you will lose Silent Assassin which sounds |
| inconsistent. I believe the reason for this is that if too many people |
| see everybody else drop as they too are dropping then that may be |
| considered suspicious and will result in loss of SA. |
| |
| The good news is that if you get rid of some of the people inside the |
| House then that should allow you to keep SA. And the easiest way to do |
| that is to use the Generator in the Garage to get rid of the Guard in the |
| Security Room and Spencer Green. When Nolan enters the Security Room then |
| activate the Machine to knock him and everybody else out. |
| |
| I should point out that this is not 100% foolproof as you can still lose |
| SA but your chances of keeping it are much better when both Spencer and |
| the Guard are out of the Security Room. |
| |
| To further improve your ability to keep SA you can knock out the Guard in |
| the Living Room and hide him in the Garage then use the Sink in the |
| Bathroom to lure in Nolan's escort and split them up prior to using the |
| Machine. |
| |
| The second thing to note about fumigating the House, at both Professional |
| and Master difficulties, is that if the sedated bodies are found by the |
| Security Cameras then nearby Guards from outside the House will be |
| alerted and they will come inside to wake up everybody. So you need to |
| destroy the Recorder before using the Machine. |
0===========================================================================0
0==============0
| The Mailboxes \
0===========================================================================0
| Every House has a Mailbox and you can place any item inside of it. If the |
| House has a resident then you can ring the Doorbell to bring out the |
| person to investigate the Mailbox. They will then take the item inside |
| the House or Back Yard and drop it off. |
| |
| Interestingly enough, nearby Civilians will investigate the Mailboxes and |
| take the item inside as though they were a resident. If the house doesn't |
| have a resident then the Civilian will take it to the front porch and |
| drop it off on the windowsill closest to the door. |
| |
| However, depending on the porch, it is possible for the Civilian to clip |
| through into the house and drop the item inside resulting in its loss. If |
| the item is fragile, like a Soda Can, then it could also be destroyed |
| even if it isn't dropped inside the house. |
| |
| If the item is a weapon then the person, resident or not, will drop it |
| and call for a Guard to come deal with it. If it is a proximity device |
| then it will detonate. |
0===========================================================================0
0=========0
| The Rake \
0===========================================================================0
| This item, which can be found at the Cross House, can be used as a melee |
| weapon. But you can also use it in a different way. When you place it on |
| the ground and somebody walks into it then it will knock out that person. |
| And, if the body is found, it will not result in loss of Silent Assassin. |
| |
| However, if the person is seen being knocked out then you will lose |
| Silent Assassin. So, the best way to use it, is to make sure that you |
| place the Rake in a way that the victim is alone when he or she is |
| knocked out. |
0===========================================================================0
0==================0
| Undercover Agents \
0===========================================================================0
| There are many Civilians on the map. But not all of them are. Some of |
| them are undercover agents working for Nolan. |
| |
| For example, there are a couple of Gardeners in the Back Yard of the West |
| House. If you knock out one of them then he will drop a weapon. This |
| means that he is one of the agents and not a real Gardener. |
| |
| It should also be pointed out that acquiring a Disguise from one doesn't |
| grant you special access privileges. For example, if you take the |
| Disguise from the Gardener agent it still has the same privileges as if |
| you took it from somewhere else. |
| |
| In addition, there are agents that you can't take a Disguise from and |
| look like everybody else. When you start attacking people then you will |
| see them spring into action. |
0===========================================================================0
0========================================0
| The [You Had Me at Bodyguard] Challenge \
0===========================================================================0
| This Challenge requires that you destroy Cameras and as such can only be |
| done at either Professional or Master difficulty. The best way to acquire |
| it is to do the [Unreasonable Scope] Challenge. |
| |
| However, if you do this another way without destroying the Cameras then |
| you can do either a Contract in Contracts Mode or by doing an Escalation |
| Contract. There is one Escalation that is good for doing this Challenge |
| and I will go over that later. |
0===========================================================================0
0=============0
| Open Windows \
0===========================================================================0
| In many of the houses you can visit there are going to be open windows. |
| But, for some reason on this map, you cannot dump people out of them. |
| Sheds, however, are excluded from this limitation. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple keys that you will find in this mission: |
0===========================================================================0
| A Roadwork Gate Key | This Key opens the gate at the Road Work area |
| | so you can leave the mission there. |
|---------------------------+-----------------------------------------------|
| West's House Key | This Key opens the Back Yard gates, Shed |
| | door, Basement door, front door, and 1st |
| | Floor Bedroom doors of the West House. |
|---------------------------+-----------------------------------------------|
| Janus House Key | This Key opens the north Back Yard gate, Shed |
| | door, Garage door, front door, and Basement |
| | door of the Janus House. |
|---------------------------+-----------------------------------------------|
| Hanson's House Key | This Key opens the south Back Yard gate, |
| | Garage door, and Basement door of the |
| | Griswold House. |
|---------------------------+-----------------------------------------------|
| Public Shed Key | This Key opens both the Public Park and Creek |
| | Sheds. |
|---------------------------+-----------------------------------------------|
| Lewinsky's House Key | This Key opens all Back Yard gates for the |
| | Lewinsky House. |
|---------------------------+-----------------------------------------------|
| Cassidy's House Key | This Key opens the Back Yard gates and front |
| | door of the Cassidy House. |
|---------------------------+-----------------------------------------------|
| Wilson's House Key | Although you can find this Key at the 1st |
| | Floor Guest Room of the Wilson House it is |
| | useless since there are no locked doors at |
| | the House that you can open with it at any |
| | difficulty. |
|---------------------------+-----------------------------------------------|
| Batty's House Key | This Key opens both of the gates into the |
| | Batty House's Back Yard. |
|---------------------------+-----------------------------------------------|
| Frank Schmidt's House Key | This Key opens all Back Yard gates, Garage |
| | door, front door, Basement doors of the |
| | Schmidt House. |
|---------------------------+-----------------------------------------------|
| Frank Schmidt's Bedroom | This Key opens the 1st Floor Bedroom doors |
| Key | inside the Schmidt House. Will not open any |
| | other doors of the House. |
|---------------------------+-----------------------------------------------|
| Vault Keycard | This Keycard opens up the glass door into the |
| | Vault inside the Schmidt House's Basement. |
|---------------------------+-----------------------------------------------|
| A Construction Van Key | This Key will allow you to use the red van by |
| | the Construction Site to leave the mission. |
0===========================================================================0
0=============0
| Locked Doors \
0===========================================================================0
| There are a couple of doors that are unlocked at Casual but will be |
| locked at Professional and Master difficulties: |
| |
| --The Janus House's Garage door. |
| --The Shed at the Public Park. |
| --The door to the Secret Tunnel in the Hanson (Griswold) Basement. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| The Providence Clues \
0===========================================================================>
Before going further I'm going to go over one of the main tasks of the
mission which is finding the Providence Clues. There are nine of them and
you need to find three in order to complete the mission. The nine Clues are
broken into three groups:
>>Ark Society
***********
Evidence concerning Janus's involvement with this secretive group.
>>Constant Meeting Confirmed
**************************
Evidence concerning Janus's meeting with the current Constant.
>>November 13th
*************
Evidence about the date of the meeting.
In order to proceed you need to find one Clue from each group. You do not
need to find all nine Clues although there is a Challenge for doing so.
When the mission begins then Diana will choose one from each group at
random to go after, and will be marked on the map, although you can still
go after them all.
Listed below are all nine Clues broken by group and how to find them:
0=========================================================================0
|#############################| Ark Society |#############################|
0=========================================================================0
| The Diary | At the west end of Crestwood Dr. is a Garbage Truck. |
| | Near the Truck to the south is a Janus Bodyguard |
| | reading a book which is one of Janus's Diaries. |
| | Getting close to the Truck will start a conversation |
| | between the two Garbage Men. |
| | |
| | Get up behind the Bodyguard as they are talking. When |
| | they split up and there is no one around then subdue |
| | the Bodyguard, drag him to the bushes, and grab the |
| | Diary. |
|----------------+--------------------------------------------------------|
| The Letter | Spencer "The Hammer" Green has taken A Letter From |
| | Janus from the Janus household and is carrying it to |
| | the Cassidy House. He will hold it for awhile before |
| | placing it on the counter within the Security Room. |
| | |
| | There is also a Challenge for ambushing him for the |
| | Letter before he can drop it off. |
|----------------+--------------------------------------------------------|
| The Photograph | Janus has a lot of old memorabilia kept in his |
| | Basement. One of these pieces is an Old Photograph |
| | from the beginnings of the Ark Society. It can be |
| | found at the south side of the Basement. |
0=========================================================================0
|######################| Constant Meeting Confirmed |#####################|
0=========================================================================0
| The Cigar Box | This Box is buried within the Protected Reservoir. |
| | You will need to grab a Shovel first before going |
| | there. If this Clue is not marked by Diana then here |
| | is the way to find it. |
| | |
| | Go to the blue lawnmower at the entrance to the |
| | Reservoir and sneak inside. Gently proceed forward |
| | until you see a Birdhouse. Proceed forward and to |
| | the right to find another Birdhouse. Go to it and |
| | stop. |
| | |
| | Rotate left to find another Birdhouse. Proceed |
| | forward to this one and the prompt to dig should |
| | appear about halfway there. |
|------------------+------------------------------------------------------|
| The Microfilm | Inside the 1st Floor Study at the Janus House is |
| | where you can find the Hidden Microfilm. There is no |
| | place to read it at the Janus House but a Microfilm |
| | Reader can be found inside the Attic at the Wilson |
| | House. |
|------------------+------------------------------------------------------|
| The Surveillance | Nolan has been recording Janus and a Tape from one |
| Tape | of those sessions can be found in the Security Room |
| | at the Cassidy House. However, it cannot be played |
| | there. |
| | |
| | The Video Player to play the Tape is found inside |
| | the Attic of the Lewinsky House. You will need to |
| | climb up to the 1st Floor from the Ladder in the |
| | Back Yard then up into the Attic. |
0=========================================================================0
|############################| November 13th |############################|
0=========================================================================0
| The Arkian Robe | Helen West has been asked by Janus to work on his |
| | Robe in preparation for a trip. The Robe can be found |
| | in the 1st Floor Bedroom of her House. You will need |
| | to put it on to obtain the Clue. |
|-----------------+-------------------------------------------------------|
| The Gramophone | Inside the 1st Floor Guest Room of the Janus House is |
| | a Gramophone. Turning it on will bring Janus there. |
| | Hide in the Closet and wait. When he turns it off |
| | then he will talk to Gunther, his personal Bodyguard, |
| | about a memory between him and the current Constant |
| | which is also the Clue. |
| | |
| | After this then he will start to go down into the |
| | Basement as part of his routine. |
|-----------------+-------------------------------------------------------|
| The Lawsuit | Janus is being sued by James Batty over environmental |
| | issues. The Lawsuit Documents has the date that Janus |
| | will leave for his trip. You can find them inside the |
| | Shed at the Batty House's Back Yard and you can also |
| | knock out James for them since he carries a copy of |
| | the Documents. |
0=========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================0
| Cleaning the Neighborhood \
0===========================================================================>
As before this initial run-through will be used to acquire Non-Target kill
Challenges, [Chameleon], and other smaller Challenges. Most of the
Disguises will be acquired safely but the rest I will acquire after
knocking everybody out.
As for the Targets I will dump Janus into the Garbage Truck and Nolan down
a Manhole.
When planning bring the Krugermeier, Lockpick, and start at Whittleton
Creek. When you start then run west and go to the Eastman House to acquire
the Wrench. Go to the Mailman who should be west of the Eastman House at
this point.
He will engage in a conversation with Trevor, another resident. He will
also complain about a Package he needs to deliver to James Batty. Wait for
Trevor to leave before talking to the Mailman who will offer to give the
Package to you. Go behind him and knock him out with the Wrench.
He will also drop four Newspapers which you will need for a Challenge. You
can wait for him to actually deliver them but they may disappear instead of
landing on the ground or porch. Therefore you need to get them before he
delivers them and this is why you need to knock him out now.
When he is down then switch into the Mailman Disguise and head over to the
pink van by the West House and find a Blueberry Muffin in a box that you
should pick up. Go to the park where the Muffin Stand is and grab the
Newspaper by the road. Run over to the Muffin Stand and pick up all of the
Blueberry Muffins there.
Run to the Cassidy House Garage, grab another Wrench, then go to the switch
near the Generator and close the door. It should be noted that Nolan goes
through the Garage when going into the House but closing the door will make
him go through the front door instead.
Go to the Generator and use your Instinct to find Spencer "The Hammer"
Green. He is the only Guard in the House with a Shotgun and he should be
upstairs at this point. When he comes down and enters the Security Room
then turn on the Generator to lure him to it. Go back down and, when he
turns it off, then knock him out, dump him in the Container at the south
side of the Garage, and switch into his Disguise.
When you knocked him out he also dropped A Letter From Janus which is one
of the Providence Clues (Ark Society) and one that you should pick up. Go
into the Security Room to pick up the Surveillance Tape, which is part of
another Providence Clue, then go back into the Garage to switch into the
Cassidy Bodyguard Disguise, re-acquire the Mailman Disguise, and leave the
Garage but close the door as you leave.
After this then go to the Batty House's Mailbox and place the Package
inside. The Batty House is undergoing fumigation and is covered in plastic.
Go to the front door and ring the Doorbell to bring James out to get his
Package.
Near the porch to the north is the Exterminator. Jump the fence to go into
Batty House's Back Yard and turn on the Fumigation Machine to lure in the
Exterminator. Stay in the bush until he turns it off then knock him out,
drag him to the bush, and switch into and out of his Disguise. He will also
drop two House Keys which you should pick up.
After this then go to the Public Park nearby and to the Stand for Charles
Blake III. Talk to his Assistant and grab a Political Flyer.
One of the Challenges requires that you knock out three Deputies and there
is one nearby. Go to the Shed and enter through the open window in the
back. Switch into and out of the Gardener Disguise, grab the Shovel, open
the door, and toss the Shovel towards the open window to lure in the
Deputy.
Go back out the window, follow him inside, close the door, knock him out,
dump him in the Closet, and switch into and out of his Disguise. That's one
down. By the time you get to this point the Mailman should be found and
awakened.
Next, go to the Road Work area. Sneak into the bush and, when the
Construction Worker has his back to you and the nearby Sheriff isn't
looking, then knock him out, drag him into the bush, and switch into his
Disguise. You can go and grab the Construction Gate Key if you want.
Sheriff Masterson should be nearby and, when he is at the southwest corner
of the area, then knock him out, drag him to the bush, and switch into and
out of his Disguise.
Switch back into the Mailman Disguise then go around and put all five
Newspapers and the Political Flyer into the Mailboxes around the town -
also grab the Newspaper from the front porch for the Griswold House so you
can use it later.
**NOTE: You can also re-acquire most of the Newspapers once they have
been picked up and placed inside the Houses or front porches.
Go to the Cross House to grab the Rake then go back to the Muffin Stand
park to grab a Soda Can. Go to the Cassidy House and wait near the front.
The idea is to wait for Nolan to come by and observe how he walks to the
front door. After he leaves the House then place the Rake in a way so that
when he comes back later then he will walk into it and knock himself out.
Go to the Construction Site to pick up another Wrench. If you're wondering
why so many Wrenches and other objects it has to something to do with the
Mole Holes to be done later. Go to the east side of the large green
Shipping Container and enter it to find the Insecticide. This will be used
against Nolan later and works the same way as it did in the Bangkok mission
in that it knocks out people but not kill them.
Go to the south side of the Site and into the foliage where you should find
some kind of Pickup. Here you should find a Hatchet. Pick it up then head
over to the large tree at the west edge of the foliage. There is another
Deputy nearby.
When he is finished talking on the phone then he will come closer. Use the
tree as cover then toss the Hatchet at the tree to lure him there. Get
around him and, when there is no one looking, then knock him out and drag
him far into the foliage to make sure he isn't found. That's two Deputies
down.
Head west and grab the Crowbar from the bulldozer then go to the Deputy and
Gardener near the Janus House to get their conversation started so they
will leave the area then go to the Griswold House. Go through the Garage
door and close it. Go down into the Basement then go through the nearby
doors and into the Tunnel.
Go into the Tunnel and switch into and out of the Garbage Man Disguise then
into the Janus Bodyguard Disguise then back into the Mailman Disguise.
Next, go to the Creek Shed. Go inside and toss an object near the window to
lure in the nearby Deputy. Go around him, knock him out, and dump him in
the Container. This should complete the Deputy related Challenge. At this
point, if you've placed the Rake correctly, then Nolan should be knocked
out.
Go into the bushes behind the Shed and wait for the nearby Nurse to be away
from the Creek. The Nurse is supposed to go to the Janus House but is
feeding the Ducks instead. When he is away then take one of your spare
Wrenches and toss it at the Ducks to scare them away and make the Nurse
go to Janus.
This is also one of the activities related to Janus. There are seven
activities that will please Janus and acquire another one of the
Challenges (Credit: YacobT (YouTube)). Below is the complete list of Janus
Activities:
--Have his Nurse go and see him.
--Place a Muffin on the Plate inside the Kitchen.
--Have him go and see Helen West.
--Make some Tea.
--Play the Grammophone in the Guest Room.
--Place a Pack of Cigarettes on a table inside his Bedroom.
--Fill in all six Mole Holes in the Back Yard.
When the Nurse is done with Janus then he will go and sit by the Statue. In
addition, if you do enough of the Activities after he sees the Nurse then
he will go to see Helen at some random point.
Next, go to the West House without getting close to the Garbage Truck and
open her Garage door. Go to the front door and ring the Doorbell a couple
of times to get her to come to the door. As she gets near then walk into
the Garage and wait for her to go back inside before closing the door. Go
into the House and to the Ground Floor Bathroom and wait.
One of the Gardeners in the Back Yard, who are one of the undercover
agents, will come inside to take a piss. Knock him out with a Wrench and
leave his body. At this point switch into and out of the Server Disguise.
One of the Challenges requires that you knock out all four Servers and
without doing anything to Helen. The first one to do is the one inside the
House. You have to wait until he is inside the House before doing anything
since he likes to go outside for a bit.
When he is in the Kitchen then go upstairs and find the Singing Fish. Walk
west past it to activate it and get Helen up here to investigate then
continue into the Bathroom. Go out the window then drop down and re-enter
the Garage. Go to the door into the House, open it, and toss an object to
lure him here. Knock him out with a Wrench and dump him in the Container in
the Garage.
Go back into the House and out into the Back Yard. You should find the
other Gardener/Agent. Knock him out and dump him in the Shed. You'll be
doing something with him later.
Jump the fence and get behind the female Server by the van. Carefully knock
her out and dump her in the Shed. Go to the Muffin Stand and sneak into the
bush by it. Turn on the Radio to lure the Server to it. Knock him out when
he turns it off then drag him into the bush to hide him.
Finally, go to the Wilson House and upstairs to find the last Server then
knock him out to complete this Challenge.
Go back to the Public Shed to pick up the Shovel and go to the entrance to
the Protected Reservoir. Go to the edge of the creek by the blue lawnmower
then sneak into the Reservoir.
Carefully proceed forward and use your Instinct to find the Lethal
Poisonous Frog so you can pick it up. Go to the second Birdhouse then head
towards the third to find the prompt to dig for the Cigar Box (Constant
Meeting).
Sneak into the Batty House's Back Yard when he is away from the Shed and to
the table where you should find the Package you delivered earlier. Pick it
up and hide in the Shed where you should also find and pick up the Lawsuit
Documents for the last Providence Clue (Meeting Date). But there are still
six more Providence Clues for another Challenge.
When James finds the Package missing then he will go to the creek to scream
and acquire another Challenge (Credit: 2 Losers 1 Channel (YouTube)). Go
into the bush near him and toss an object towards the Shed to lure him
there. Knock him out, drag him into the Shed, and switch into and out of
his Disguise.
Go back to the Wilson House and upstairs then switch into the Server
Disguise. Go down to the Wilson House's Garage to find the Propane Flask.
Go to the Back Yard to find Mr. Wilson at his Grill.
Put the Flask on the side of the Grill to activate it and begin the
grilling. Go over to the serving table and serve three people. Pick up all
of the Soda Cans before leaving the area.
Jump the fence into the Schmidt House's Back Yard. Enter the House through
the open Bathroom window then go into the Living Room to switch into and
out of the Real Estate Broker Disguise. Leave the House the same way you
entered and jump the fence to enter the Griswold House's Back Yard. Pick up
the Baseballs then leave the Yard through the gate. This should provide you
with enough objects for later.
Go across the street to the Skinner House where you should find the
Plumber. As he walks into the corner near the front door then follow him
and knock him out there. Nobody comes close enough to the House to find
him. Switch into and out of his Disguise before going over to the West
House to acquire the Gardener Disguise then go over to the Griswold House.
Go back down into the Tunnel, switch into and out of the Garbage Man
Disguise, and re-acquire the Janus Bodyguard Disguise. Go into the Janus
House's Basement to find and knock out the Guard and hide him in the
Closet. Grab the Old Photograph for another Providence Clue.
At this point it is time to complete the remaining Janus Activities. Go up
onto the Ground Floor when Janus is upstairs and go to the door for the
Garage. Turn on the Vacuum Cleaner to lure the nearby Guard to it. Knock
him out and dump him in the Container inside the Garage.
When Janus is away from the Kitchen then place a Muffin on the Plate and
make some Tea from the nearby Samovar. Go out the open window by the Garage
then enter the Griswold Back Yard. Turn left to find some bushes where you
can find a Pack of Cigarettes. Pick it up then re-enter the Janus House the
same way.
Go upstairs and into Janus's Bedroom. Place the Pack on the round table
near the window and go into the Study to find the Hidden Microfilm which is
part of another Providence Clue. Go into the Guest Room to find the
Gramophone. Use it then hide in the Closet.
The Gramophone will attract Janus to it. He will then go into a story about
him and the current Constant which is another Providence Clue. This is also
another Janus Activity and he will now start to go down into the Basement
as part of his routine.
Go back down to the Basement while avoiding Gunther, who is also an
Enforcer, and re-acquire the Gardener Disguise. Go up and out of the
Griswold House and enter the Back Yard through the south gate and find the
Guard with the yellow shirt.
Janus is having a problem with Moles in his Back Yard and he has called for
help. Talk to the Guard and he will give you instructions. There are six
Mole Holes and you need to fill them up. This is where all of the objects
you have picked up come into play. Use the Soda Cans and Baseballs on all
of the Holes. There is also another Baseball in the Yard if you need it.
Once you have done this task then talk to the Guard again who will inspect
your work and then tell Janus. This is another one of the Janus Activities
and the second to last one. At some point while setting up Activities he
will go over to the West House and talk to Helen and go back.
When you have completed the last Activity then you should complete this
Challenge.
After dealing with the Mole Holes then grab the Blueberry Muffin from the
porch railing and go back to the Griswold House, go back down inside the
Tunnel, re-acquire the Bodyguard Disguise, and wait.
At some point both Janus and Gunther will go down into the Basement.
Gunther will stand nearby then Janus will go to a desk. Janus will
eventually go ahead to the other side of the room. As he leaves the desk
then knock out Guther with the Wrench, switch to your Newspaper, and
quickly run up to and knock out Janus with it.
Drag Gunther into the Tunnel then switch into and out of the Gunther
Mueller Disguise. Drag Janus into the Tunnel for now. Re-acquire the
Gardener Disguise then go over to the West House to re-acquire the Server
Disguise.
Next, go over to the Muffin Stand. One of the Challenges requires that you
make the Real Estate Broker leave to meet with Nolan. The only way to do
that is to feed him enough Muffins to make him leave but you have to do it
a certain way.
There are two Plates at the Stand - one in the front and one on the side.
If you've collected all of the Muffins on the map and only used five for
knocking out then you should have eight of them.
The first thing is to place a Muffin on the front Plate, go over to the
second, and look at the Agent. As he is eating the Muffin then keep an eye
on it. The moment it disappears then place a Muffin on the second Plate and
move closer to him. As he goes for the new Muffin then go over to the first
Plate and repeat the pattern. If you don't do things this way then he will
not leave regardless.
It usually takes about three to five Muffins but at some point he will burp
and say that he has had enough and will go to meet Nolan.
After this then go over to the West House by jumping the fence. Find Helen
and knock her out. Dump her in the Container in the Garage then go upstairs
into her Bedroom to switch into and out of the Arkian Robe Disguise which
is another Providence Clue.
Now for a Non-Target kill Challenge. Go back down and grab one of the
Gardeners you knocked out earlier. Drag him to the Basement, dump him in
the Incinerator and use it to kill him.
While Nolan is busy then go around to find the remaining Providence Clues.
Go over to the Garbage Truck and then to the Creek to find the Bodyguard
sitting there. When the nearby Garbage Men aren't looking and there is noe
one else around then subdue the Bodyguard, drag him to the Bush, and take
the Diary.
Go over to the Wilson House and into the Guest Room to find the Ladder into
the Attic. Climb up and use the Microfilm Reader to access another
Providence Clue. Go back to the Cassidy House Garage and re-acquire the
Bodyguard Disguise. Go to the Lewinsky House and into the Back Yard to find
the Ladder leading up. Climb up then into the Attic and play the Tape to
complete the last Providence Clue.
Go back to the Garage to re-acquire the Server Disguise then sneak into the
Back Yard and go to the bush near the Fumigation Machine. It is time to
knock out Nolan and "go loud" by knocking out people.
When Nolan goes into the House and the patrolling Guard is inside the House
then use the Insecticide on the Machine and turn it on to knock out
everybody in the House.
Go into the Garage to pick up the Car Battery then go over to the Wilson
House and start knocking out people. There are far fewer people on this map
than on the others so this won't take that long. When you start attacking
then the undercover agents will start attacking so go back into the House
and use the upper floors as cover as you deal with them.
Once you have thinned them out then go over to the Cassidy House and
continue to thin out Guards there and keep those knocked out from being
revived. Continue to knock out everybody on the map until there is no one
left standing.
Go back to Janus and drag him up through the Tunnel and out of the Griswold
House. Drag him to the Garbage Truck, dump him into it, and compress to
kill him.
Go back to Nolan and drag him to the street. Find a Manhole Cover and open
it. Dump him into the Manhole to kill Nolan.
Go and find the remaining Disguises which should be the Politician,
Politician's Assistant, Nurse, and the BBQ Owner. Switching into them
should finally complete [Chameleon]. Take any person, drag them to the
Public Park, and dump them into the Well there.
Go to the Cassidy, Schmidt, and West Houses and use the Crowbar to open the
front doors. Go around to put all remaining Unexplored Areas on the map.
After this then open the Garage door for the Schmidt House. Inside you
should find a Paddle. Grab it then go to the Creek. You should find an exit
point near the Shed and that is where you should leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Snail Mail [1,000 XP]
*********************
For this you need to talk to and accept Package from the Mailman.
>>Become the Mailman [1,000 XP]
*****************************
For this you need to acquire the Mailman Disguise.
>>Become the Exterminator [1,000 XP]
**********************************
For this you need to acquire the Exterminator Disguise.
>>Doing the Rounds [1,000 XP]
***************************
For this you need to deliver Newspapers to five Mailboxes.
>>Propaganda [1,000 XP]
*********************
For this you need to deliver a Political Flyer to any Mailbox.
>>Old Grudges [1,000 XP]
**********************
For this you need to find the Hatchet at the Construction Site.
>>Tunnel Ducks Rule! [1,000 XP]
*****************************
For this you need to find the Tunnel at the Griswold House.
>>Public Enemy No. 1 [2,000 XP]
*****************************
For this you need to knock out three Deputies and hide their bodies.
>>Raking it In [1,000 XP]
***********************
For this you need to make a Target step on a Rake and knock himself
out.
>>Early Birdy [1,000 XP]
**********************
For this you need to scare away the Ducks to make Janus's Nurse leave
the Creek.
>>Ring Whittleton Creek [1,000 XP]
********************************
For this you need to ring the doorbell of a resident then sneak
inside their house while they are distracted.
>>Upscaled [1,000 XP]
*******************
For this you need to lure a person with the Singing Fish inside the
West House.
>>Sleepy Cake [1,000 XP]
**********************
For this you need to knock out all four Servers and without knocking
out or killing Helen West.
>>Pickpocket [2,000 XP]
*********************
For this you need to knock out Spencer "The Hammer" Green and acquire
Janus's Letter before he delivers it inside the Cassidy House.
>>Battle Frogs [1,000 XP]
***********************
For this you need to pick up a Lethal Poisonous Frog.
>>Priceless [1,000 XP]
********************
For this you need to take back the Package from Batty's House and
have James go crazy when he discovers it missing.
>>Providence [1,000 XP]
*********************
For this you need to find the three Providence Clues.
>>Mission Story - Breadcrumb Trail [2,000 XP]
*******************************************
For this you need to find the three Providence Clues.
>>Become James Batty [1,000 XP]
*****************************
For this you need to acquire the James Batty Disguise.
>>Walkthrough [1,000 XP]
**********************
For this you need to serve at least three people at the Wilson's
party disguised as a Server.
>>Become the Real Estate Broker [1,000 XP]
****************************************
For this you need to acquire the Real Estate Broker Disguise.
>>Elderly Assistance [1,000 XP]
*****************************
For this you need to do seven activities to make Janus happy.
>>Breaking News [1,000 XP]
************************
For this you need to knock out a Target with a Newspaper.
>>Stuffed [1,000 XP]
******************
For this you need to make the Real Estate Broker leave the Muffin
Stand to do his presentation with Nolan.
>>Friendly Neighborhood Hitman [1,000 XP]
***************************************
For this you need to complete the [Snail Mail], [Early Birdy], and
[Stuffed] Challenges.
>>Wear the Robe [1,000 XP]
************************
For this you need to acquire the Arkian Robe Disguise.
>>They Must Pie [1,000 XP]
************************
For this you need to dump anybody into the Incinerator in the West
House's Basement.
>>Master Detective [1,000 XP]
***************************
For this you need to find all nine of the Providence Clues.
>>The Past [4,000 XP]
*******************
For this you need to kill Janus.
>>Someone Could Hurt Themselves [4,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Sweet Recycling [4,000 XP]
**************************
For this you need to kill a Target with the Garbage Truck while
disguised as a Server.
>>The Present [4,000 XP]
**********************
For this you need to kill Nolan Cassidy.
>>Wet Bandit [2,000 XP]
*********************
For this you need to dump a Target down a Manhole.
>>Become the Politician [1,000 XP]
********************************
For this you need to acquire the Politician Disguise.
>>Become the BBQ King [1,000 XP]
******************************
For this you need to acquire the BBQ Owner Disguise.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Arkian Robe ++Politician
++Politician's Assistant ++BBQ Owner
++Server ++Real Estate Broker
++Nurse ++Mailman
++Plumber ++James Batty
++Exterminator ++Construction Worker
++Garbage Man ++Gardener
++Police Deputy ++Sheriff Masterson
++Gunther Mueller ++Janus Bodyguard
++Spencer "The Hammer" Green ++Cassidy Bodyguard
>>Troll Toll [2,000 XP]
*********************
For this you need to dump a body into the Well at the Public Park.
>>Discover Whittleton Creek [2,000 XP]
************************************
For this you need to reveal all 29 Undiscovered Areas in Whittleton
Creek.
>>They See Me Paddlin' [2,000 XP]
*******************************
For this you need to leave the mission via the wooden Raft at the
Creek.
0=================================================0
| Pass Gas [1,000 XP], Death from Below [4,000 XP] \
0===========================================================================>
For [Pass Gas] you need to kill Nolan with the Fumigation Machine. Although
you can knock out everybody in the House with Insecticide, hide the bodies
except Nolan, then use the poison on the Machine to kill him it is simply
faster to just kill everybody in the House. As such it will be a Non-Silent
Assassin run-through. For [Death from Below] you need to kill Janus in an
explosion from a Mole Hole.
As for the Clues the fastest ones to acquire is the Letter From Janus,
Cigar Box, and Lawsuit Documents. When planning bring the Krugermeier,
Lockpick, place the Lethal Poison Vial into the Agency Pickup at the Bench,
and start at Whittleton Creek.
When you start then run over to the Agency Pickup and take it then run over
to the Wilson House. Run upstairs to where the Server is at, knock him out,
and take his Disguise. Run to the Batty House and jump the fence near the
Exterminator. Turn on the Fumigation Machine to lure him there. Knock him
out and drag him into the bushes.
Run next door to the Cassidy House and enter the Back Yard through the
south gate, run to the bushes by the Fumigation Machine, and hide. When the
patrolling Guard stops nearby then subdue him and hide him and his weapon
in the bush by the fence. Use the Vial on the Fumigation Machine, go back
to the gate, wait for Nolan to get near the Wilson House and make a game
save:
>>Welcome to Business Class
*************************
Run out to him, get up close, and throw the Briefcase at his head to
knock him out then run back to the Back Yard. After the notifications
pop up then reload the save.
When you get back then run back to the Exterminator, take his Disguise,
drop the Briefcase, run back to the poisoned Machine and wait for Nolan to
fully enter the House then turn it on to kill Nolan and everybody inside
then turn it back off.
Go inside the House to acquire the Letter From Janus. Go back out through
the Garage then go into the Shed at the Public Park. Switch into the
Gardener Disguise and grab the Shovel.
Go into the Protected Reservoir to dig up the Cigar Box then go into the
Batty House's Back Yard. Knock out James with the Shovel and take the
Documents to finish with the Providence Clues.
Run over to the Wilson House to acquire all four of the Soda Cans there.
Jump the fence to enter the Schmidt House's Back Yard then jump the fence
to get inside the Griswold House's Back Yard. Grab the two Baseballs there
then open the Garage door and enter the House. Go into the Tunnel to find
the Car Bomb. Grab it then go back up and enter the Janus House's Back Yard
through the south gate when the patrolling Guard isn't looking.
Talk to the Guard in the yellow shirt for instructions. Use the Car Bomb on
the Mole Hole in the garden itself and use the Cans and Baseballs on the
rest. Talk to the Guard again and he will get Janus to inspect everything.
Stand by the Shed and wait.
When Janus gets to the garden Mole Hole then detonate the Bomb to kill him.
Run out of the Yard then to the Bulldozer near the Creek to grab the
Crowbar. Go to a Manhole Cover, open it when there is no one around, and
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Welcome to Business Class [2,000 XP]
************************************
For this you need to acquire the Server Disguise then pacify any
Target by throwing a Briefcase at them. You should also earn the
Orange Pinstripe Briefcase.
>>Mission Story - Pest Control [1,000 XP]
***************************************
For this you need to use the Fumigation Machine on Nolan while
wearing the Exterminator Disguise.
>>Tasteless, Traceless [4,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Mission Story - Whack-a-Mole [1,000 XP]
***************************************
For this you need to use an explosive on a Mole Hole, plug up the
others, and get Janus to inspect the Garden.
>>Explosive Potential [1,000 XP]
******************************
For this you need to kill a Target with either a dropped object or an
explosion.
>>Cowabunga! [1,000 XP]
*********************
For this you need to leave the mission through a Manhole.
Plus these other Challenges:
--The Present --Someone Could Hurt Themselves
--Providence --The Past
0========================0
| Public Enemy [4,000 XP] \
0===========================================================================>
For this you need to kill both Nolan and Janus with either an SMG or
Assault Rifle. You will also earn the Public Enemy Suit for your
collection. The plan is to use Insecticide to quickly knock out everybody
in the Cassidy House before eliminating Nolan. Because you are pacifying a
large number of people at once this will more than likely not be a Silent
Assassin run.
In addition, although you can bring a DAK with you using the one you earned
in Mumbai you won't need to do so since there is already a silent version
in the Cassidy House.
As for the Clues the fastest ones to acquire is the Letter From Janus,
Cigar Box, and Lawsuit Documents.
When planning bring the Krugermeier, Lockpick, and start at Whittleton
Creek. When you start then run to the Protected Reservoir and pick open the
gate to the Cassidy House backyard. Just after you open the gate then a
patrolling Guard should be leaving the House. Quickly run up behind him,
subdue him, and drag him back close to the back door.
Jump through the open Bathroom window, grab the Insecticide, and jump back
out. Use it on the Fumigation Machine, turn it on to knock everybody out,
then turn it back off. This will also attract the attention of the
Exterminator so run through the back door, go upstairs to the Gun Room, and
grab the DAK X2 Covert. Run back downstairs and shoot Nolan with it to kill
him.
Now, for the clues. Grab the Letter From Janus that Spencer dropped. Run
back out into the Reservoir then into the Batty House backyard. Enter the
Shed to acquire the Lawsuit Documents then grab the Shovel and run back to
the Reservoir and dig up the Cigar Box.
After this then run to the Griswold House, enter the Tunnel, and acqiure
the Janus Bodyguard Disguise. Go up to the 1st Floor while avoiding Gunther
and enter the Small Study. When the patrolling Guard enters the room then
subdue him and dump him in the Closet - do not pick up his weapon.
When Janus is downstairs then go and subdue the other Guard, drag him back
to the Study, and dump him in the Closet. Do not pick up his weapon either.
Stay hidden until Janus comes upstairs. He should see the weapon and get
Gunther to pick it up. When Gunther leaves then get up behind Janus and
kill him with the DAK to complete the Challenge.
Dump him in the Closet in his Bedroom, leave the House, and go to the Bus
Stop to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--The Present --Straight Shot
--Providence --The Past
0=================================================0
| Finger on the Pulse [1,000 XP], Sold! [1,000 XP] \
0===========================================================================>
For [Finger on the Pulse] you need to kill Janus by smothering him during
his health check. For [Sold!] you need to kill Nolan with the Security
System inside the Schmidt House's Basement. As for the Clues the best ones
to go after are the Old Photograph, Hidden Microfilm, and the Gramophone.
When planning bring the Krugermeier, Lockpick, Coins, and start at
Whittleton Creek.
One thing to do on this run-through is to use the Construction Van to leave
the mission for one of the exit Challenges and for that you need the Key
which is carried by the two Workers just outside of the Construction Site.
Enter the Site by the opening at the south side of the blue shipping
Container.
This will get the conversation between the two Workers started. When they
are finished then they will go into the Site. When you enter the Site then
grab the Wrench and Blueberry Muffin and switch into the Construction
Worker Disguise. Go to the helipad to find two additional Workers with one
of them being an Enforcer.
When the Enforcer goes to the Creek and the other has his back turned then
knock out the Enforcer then then other. Drag them inside the foliage for
hiding. Go near the green shipping container and wait. One of the Workers
will go here after the conversation. Throw stun him with the Wrench, grab
the Construction Van Key, and drag him into the foliage for hiding.
Go to the West House and enter the Back Yard through the north Gate then
down into the Basement. Grab the Frank Schmidt's Bedroom Key and leave. Go
to the park with the Muffin Stand and grab the Newspaper.
Go to the Schmidt House, grab the House Key from the planter, and enter the
House. Place the Muffin on the Plate and switch into the Real Estate Broker
Disguise. Go upstairs and open the Bedroom doors with the Key. Go into the
Guest Room and drop the Ladder for the Attic. Go down into the Basement,
pick up the Vault Key, and open the glass door.
Go out and find Nolan. Talk to him and lead him to the House. When you get
him inside then you need to show him the Basement but that will be the last
room. One of the Challenges requires that you show him all eleven rooms and
here is the preferred order:
>>1st Floor Hallway
>>Attic
>>1st Floor Guest Room
>>1st Floor Bathroom
>>1st Floor Study
>>1st Floor Bedroom
>>Living Room
>>Ground Floor Bathroom
>>Kitchen
>>Garage
>>Basement
As you are showing him the Living Room then his escort should go for the
Muffin on the Plate. Once you get Nolan down into the Basement then he will
check out the Vault and turn off the security system. When he is fully
inside the Vault then turn the system back on to kill him. With that done
then leave the House and go to the Creek Shed.
The Nurse that goes to Janus is standing nearby feeding the Ducks. Enter
through the open window, open the door, and toss the Wrench to lure in the
Deputy. Knock him out and dump him in the Container. Do the same to the
Civilian standing outside. Go to the bike behind the Shed and ring the bell
to lure the Nurse to it. Get behind him and knock him out before he gets
there. Take his Disguise and dump him in the Shed.
But, before going to the House, it is best to remove all of the Bodyguards
to make things easier. The first one is the patrolling Guard in front of
the House. Place the Newspaper into the Griswold House's Mailbox to get him
to pick it up and take it to the Basement. Follow him and knock him out in
the Basement and take his Disguise. Find the Tunnel, enter it, and go to
the Janus House's Basement.
Knock out the Guard here, dump him in the Closet, take his weapon, and take
the Old Photograph for the first Providence Clue. Go up into the Kitchen
and, when the patrolling Guard stands near the Garage door and both Janus
and Gunther are not in the Kitchen, then knock him out and drag him just
inside the Garage. Close the Garage door and dump him in the Container.
Go into the Back Yard and into the Shed. Take the Wrench and, when one of
the Guards is just outside the door, then open it and toss the Wrench to
lure him inside. Close the door, knock him out, pick up his weapon, and
dump him in the Container. Go out and drop the weapon near the center of
the concrete patio so you can get the Guard in the yellow jacket to find
and pick it up.
Go back in the Garage and wait for him to come to the Weapons Box. Knock
him out there, pick up the weapon, and dump him in the Container. Go back
into the Yard and drop the weapon close to the last Guard so he can go into
the Garage. Knock him out there and leave him.
Go upstairs while avoiding Janus and Gunther and enter the 1st Floor Study.
Knock out the Guard there when he is inside, dump him in the Closet, and
grab the Hidden Microfilm. Go and knock out the remaining Guard on the 1st
Floor and dump him in the Closet in the Bedroom.
Go into the Guest Room, turn on the Gramophone, and hide in the Closet to
lure up Janus. This will provide the second Providence Clue for the
mission. After they leave then go out into the Back Yard then into the
Wilson's Yard. Go into their House, into the Guest Room, and into the Attic
to use the Microfilm Reader and acquire the last Providence Clue.
Leave the House, go back to the Griswold House, re-acquire the Nurse
Disguise, and drop all weapons. Go up to the front door of the Janus House
where you will be frisked before you are allowed to go up to the door. Ring
the Doorbell to get Janus to the door.
He will then lead you upstairs to his Bedroom. Then Gunther will lead you
to the hallway. He wants to do a security check on you and needs you to
stay inside the Guest Room while he is doing that and you have five minutes
before he finds out you're a fake.
If you left the upstairs Guards alone then they will position themselves in
way that will make it difficult for you to leave the room safely. If you
knock them out beforehand then Gunther will bring up additional Guards from
downstairs. If you knock out all of the Guards then there will be nobody up
here to stop you. This is why all of the Guards were to be knocked out
prior to this.
As Gunther leaves the area then leave the room using the Lockpick and
carefully follow him down to the Basement. Knock him out, which kills the
timer and dump him in the Closet. Go upstairs and lead Janus to the
Bathroom. He will then sit on the table and you will be able to do the
health check. The moment the prompt comes up then smother him to kill him.
After that then run to the Construction Van to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Just a Bite [1,000 XP]
**********************
For this you need to make Nolan's escort eat a Muffin while doing the
House presentation.
>>Mission Story - House For Sale [2,000 XP]
*****************************************
For this you need to present the Schmidt House Basement and Vault to
Nolan.
>>Extensive Presentation [2,000 XP]
*********************************
For this you need to present all eleven rooms in the Schmidt House to
Nolan.
>>Mission Story - An Apple A Day [2,000 XP]
*****************************************
For this you need to be disguised as the Nurse and start the health
check with Janus.
>>You Must be Trucking [2,000 XP]
*******************************
For this you need to use the Construction Van to leave the mission.
Plus these other Challenges:
--Become the Real Estate Broker --The Present
--Someone Could Hurt Themselves --Become the Nurse
--Providence --The Past
--Silent Assassin
0=====================================0
| Whittleton Creek Blackout [4,000 XP] \
0===========================================================================>
For this you need to kill all Targets, either the ones in the Main Mission
or Contracts Mode, with electricity. For this I will use the Car Batteries
on both Janus and Nolan. As for the Clues the best ones to go after are the
Letter From Janus, Hidden Microfilm, and the Gramophone. This run will also
include a couple of strategically place game saves to acquire additional
Target kill Challenges.
When planning bring the Krugermeier, Lockpick, and start at Whittleton
Creek. When you start then run to the Cassidy House Garage, close the door,
turn on the Generator to lure in Spencer Green, and grab the Wrench while
you're waiting. Knock him out when he turns off the Generator, take the
Letter (Providence Clue #1) and his weapon, and dump him in the Container.
The plan is to knock out Nolan with the Pesticide but I am going to clear
out the ground floor of the House of Guards so that there are no issues
with bodies found as everybody is dropping to the floor. Switch into the
Spencer Green Disguise and turn on the Generator again to lure in another
Guard. Knock him out and dump him in the Container.
Go out into the Back Yard and knock out the patrolling Guard then hide him
and his weapon in a bush. While Nolan is still away then knock out the last
Guard, take his weapon, and drag him into the Garage. Grab the Car Battery
and drop it in the Bathroom - grab the Pesticide here too and turn on the
Sink.
Go to the north Gate for the Batty House's Back Yard and jump the fence.
Turn on the Fumigation Machine to lure in the Exterminator and hide in the
bush. Knock him out when he turns it off and dump him in the bush. Go back
into the Cassidy Yard and stand by the Fumigation Machine.
When Nolan comes back then his escort should go into the Bathroom. When he
enters then use the Insecticide on the Machine and turn it on the moment
the escort goes out of view. This should knock them both out, plus the two
upstairs Guards, without bodies found.
Go inside and drag the escort to the Garage then drag Nolan into the
Bathroom. Turn on the Sink if it was turned off, grab the Battery, and
throw it at him to kill him. Turn off the Sink before leaving.
Before going to the Janus House it is best to go and get the Roadwork Gate
Key so you can acquire another exit point Challenge. Go to the front of the
West House and start the conversation between the Deputy and the Gardener.
Go to the Road Work area and wait outside of it.
After the conversation then the Deputy will come to drop off some
Explosives in the Weapons Box and stand outside. Sneak inside and to the
bush. When the Worker has his back turned then knock him out, drag him to
the bush, and grab the Key.
**NOTE: The reason for waiting for the Deputy to come and drop off the
Explosive before going after the Worker is that he may still find
the Worker's body if you dump him in the bush when he goes to the
Weapons Box.
Go to the Haskel House and grab the Car Battery there then go to the
Griswold House Garage and enter it. Go down into the Tunnel and switch into
the Janus Bodyguard Disguise. Go into the Basement, knock out the Guard,
take his weapon, and dump him in the Closet.
Go up to the 1st Floor Bathroom and drop off the Battery. Go into the
Study, knock out the Guard when he is here, and dump him in the Closet -
take the Hidden Microfilm. Knock out the other Guard and dump him in the
Closet in the Bedroom. Go to the 1st Floor Guest Room and turn on the
Gramophone to lure up Janus and Gunther. Hide in the Closet and wait for
Janus to finish talking (Providence Clue #2).
When they leave then drop a weapon here and turn on the Gramophone again.
Leave the room and go downstairs while avoiding them and to the Bathroom.
When Janus goes to turn off the Gramophone then he will find the weapon and
Gunther will leave with it. When he enters the Kitchen then follow him to
the Garage and knock him out at the Weapons Box. Grab the Pack of
Cigarettes and dump him in the Container.
Go to the Basement and, when Janus starts to go downstairs, then make a
game save:
>>Memorabilia
***********
When Janus comes here then he should stand over a hammer and sickle
sculpture. Push him onto it to kill him. After the notifications pop
up then reload the save.
When you get back then run upstairs to his Bedroom, place the Pack on the
round table, and, when Janus is heading upstairs, then make another game
save:
>>Sneezing Suspicion
******************
Sabotage the Oxygen Tank and leave the room. He will then find the
Pack and start to smoke by the Tank. This will cause an explosion
that will kill him. After the notifications pop up then reload the
save.
When you get back then knock him out just as he enters the Bedroom. Drag
him to the Bathroom, turn on the Sink, and throw the Battery at him to kill
him. Turn off the Sink and run to the Wilson House's Attic to look at the
Microfilm (Providence Clue #3) then go to the Road Work Gate to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Whittleton Creek Electric [4,000 XP]
************************************
For this you need to kill a Target with electricity.
>>Memorabilia [1,000 XP]
**********************
For this you need to kill Janus with the hammer and sickle sculpture
in his Basement.
>>Mission Story - No Smoking [1,000 XP]
*************************************
For this you need to put the Pack of Cigarettes on the table inside
the Bedroom and sabotage the Oxygen Tank.
>>Sneezing Suspicion [1,000 XP]
*****************************
For this you need to kill Janus with an explosion from his Oxygen
Tank.
>>Clocked Out [2,000 XP]
**********************
For this you need to leave the mission via the Gate at the Road Work
area.
Plus these other Challenges:
--Pickpocket --The Present
--Someone Could Hurt Themselves --Providence
--The Past
0==========================0
| It's Not Safe to Eat Here \
0===========================================================================>
This run-through is going to acquire the remaining Target kill Challenges
using food and poisons and the last exit point Challenge. It will also use
a couple of strategically placed game saves to help get them. As for the
Clues the best ones to go after are the Arkian Robe, Old Photograph, and
the Hidden Microfilm.
When planning bring the Krugermeier, Lockpick, Fiber Wire, and start at the
BBQ Party. When you start then run the Wilson House Garage to grab the
Emetic Rat Poison and the Propane Flask. Go to the Grill and place the
Flask on it to get things started. Start serving people to clear the way
for when Nolan comes by.
When he gets close to you then poison the food and serve him. As he gets
sick then run to the Bathroom and make a game save:
>>Hold My Hair
************
When he gets to the toilet then drown him to kill him. After the
notifications pop up then reload the save.
When you get back then garrote him at the toilet and dump him in the Closet
- you can be seen through the window so you have to keep an eye on it.
After that then go to the West House Back Yard, enter the Basement from the
exterior door, and acquire the Lethal Pills. Go upstairs into the Bedroom
to acquire a Blueberry Muffin and switch into and out of the Arkian Robe
(Providence Clue #1).
Go to the Griswold House, enter it, and go inside the Tunnel to acquire the
Janus Bodyguard Disguise. Go into the Basement to acquire the Old
Photograph (Providence Clue #2). Go upstairs to the 1st Floor Study while
avoiding Janus and Gunther to acquire the Hidden Microfilm.
Go down to the Kitchen and subdue the patrolling Guard when he is near the
door to the Garage and dump him in the Container there. Stay in the Kitchen
and wait. When Janus is coming downstairs after his stay in the Bedroom
then make a game save:
>>Tea Time
********
Go to the Samovar and make some Tea then use the Lethal Pills on it.
Wait in the Garage and, when he drinks from it, then Janus will die.
After the notifications pop up then reload the save.
When you get back then place the Muffin on the Plate and poison it. Leave
the House through the back door then go back to the Wilson House while
Janus dies. Go up to the Attic and use the Microfilm Reader to acquire
Providence Clue #3. Go back to the Griswold House and into the Tunnel to
acquire the Garbage Man Disguise. Then run to the Garbage Truck nearby to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Charbroiled [1,000 XP]
**************************************
For this you need to give Mr. Wilson the Propane Flask and serve
enough guests to clear the way for Nolan to approach you.
>>A Buffet To You, Sir [1,000 XP]
*******************************
For this you need to kill Nolan in the Wilson House's Bathroom after
poisoning him.
>>Hold My Hair [4,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Tea Time [1,000 XP]
*******************
For this you need to kill Janus with poisoned Tea from his Samovar.
>>Monster Cookie [1,000 XP]
*************************
For this you need to kill Janus with a poisoned Blueberry Muffin.
>>Remember to Recycle [2,000 XP]
******************************
For this you need to leave the mission via the Garbage Truck.
Plus these other Challenges:
--The Present --Someone Could Hurt Themselves
--Tunnel Ducks Rule! --The Past
--Tasteless, Traceless --Providence
--Silent Assassin
0==============================0
| Unreasonable Scope [4,000 XP] \
0===========================================================================>
For this you need to kill both Janus and Nolan with a Sniper Rifle from the
Schmidt House's Treehouse and with one shot. This means that you need to
bring either the Jaeger 7 Lancer or the Druzhina 34 Rifle. There are two
ways to go about this depending on your style and difficulty level:
>>The Clean Way (Professional Difficulty)
***************************************
You may have noticed that the two Targets never actually meet but you
can make them get together in Janus's Back Yard. According to
MrFreeze2244 you need to shoot all of the Security Cameras on the
map. This is why you need to do this at Professional difficulty. This
run will also complete a Camera destruction Challenge.
You cannot destroy the Recorder to do this. What should happen is
that Nolan will notice that all of the Cameras have gone dark and
this will force him to go to Janus to discuss it. They should line up
and allow for the shot.
For this bring the Krugermeier, Lockpick, place the Druzhina 34 into
the Treehouse Pickup, and start at the Public Park. When you start
then run to the Schmidt House, enter it, and knock out the Plumber as
a precaution.
Run to the Griswold House, go down to the Basement, and enter the
Tunnel. Change into the Janus Bodyguard Disguise and grab the nearby
Pistol for more ammo. Go out the other Basement door and up into the
Back Yard. Go through the Gate then go to the front porch of the
Janus House.
You'll notice that there is a Camera on the side of the Janus House
near the Gate but leave that one alone. That will be saved for last
as this is close enough for a clean run to the Treehouse after its
destruction.
When you get up to the front porch then go behind the Guard. Go up
under the Camera here and wait. When the patrolling Guard is away
from the Porch then aim up and shoot the Camera. Go to the Gate for
the West House, jump the fence, and shoot out the Camera near the
Janus House corner. Go out the Gate and back to the front porch area.
Climb the Pipe up to the porch roof then climb into the Bathroom
window. Go into the Study and wait for the patrolling Guard to come
inside. Subdue him and dump him in the Closet. Open the west door and
use it as cover. When the Enforcer goes to the south end of his route
and has his back to you then shoot out the Camera by him.
Go back into the Study then into the Bedroom and jump out the window
to get onto the porch roof for the Back Yard. Go left to find another
Camera and continue left to get out of its view. Carefully shoot it
then go back inside. Go back through the Study and into the Bathroom
then go back out the window and jump down to ground level.
Run to the front porch of the Cassidy House but stay off of it. Put
yourself in a position to see the Camera but use the House to shield
yourself from the Guard. Use your Instinct to find the Guard in the
Living Room. When he is away from the window and there is no one
around then shoot the Camera.
Run into the Garage, grab the Wrench, close the door, and turn on the
Generator to lure a someone from the Security Room. Knock him out
there, turn it off, dump him in the Container, and take his Disguise.
Use the Generator again to lure Spencer Green when he comes near and
ambush him. Go into the House and jump out the window.
When the patrolling Guard is away then shoot the Camera above the
Fumigation Machine. When he comes back then subdue him and leave the
body. Go to the back door and shoot the Camera there. Go into the
Living Room and towards the open window.
When the Guard goes back to the window then shoot the Camera here and
go upstairs when Nolan is away. Go to the north window to find a
Guard. Knock him out then turn around and shoot the Camera in the
hallway. Go into the Guest Room to shoot another Camera then into the
Gun Room to shoot it.
Go back down to the Garage to re-acquire the Janus Bodyguard Disguise
then leave the House. Run to the Griswold House's Back Yard then get
close enough to shoot the last Camera but don't shoot it yet.
Before shooting it you should make a game save here. The reason is
because of the game's penchant for randomness. When they meet you
need to have them line up for a one shot kill. However, the game
won't make them line up most of the time. They may stand apart from
each other in such a way that you can't get that shot. If they won't
line up then reload the save and try again.
After making the save then carefully shoot the Camera, run to the
fence, jump it, and run to the Treehouse. Climb up, grab the Rifle,
and wait. It'll take awhile but the both of them will meet.
You may want to make another game save just as Janus gets to the Back
Yard. This is just in case they do line up and you screw up the shot.
To make sure you aren't seen you should be crouched at the southeast
corner of the Treehouse.
When they line up then take the shot to kill them both. You may also
kill a Guard behind them so this may not be a Silent Assassin or even
a Sniper Assassin run. After the kill then immediately drop the
Rifle, climb down, and run out the south gate. Go back to the Cassidy
House to destroy the Recorder and leave the mission through the
bridge in the Public Park.
>>The Dirty Way (Casual Difficulty)
*********************************
If you think that the above method is too much work then this way may
work for you. Basically you bring the Briefcase with the Rifle and go
around the map knocking out Civilians and killing Guards. Knock out
both Targets and drag them to the Back Yard of the Schmidt House.
Put one on top of the other, climb up with the Rifle, and shoot them
both from there. Get the Clues then leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>You Had Me at Bodyguard [2,000 XP] (Clean)
******************************************
For this you need to shoot all twelve Cameras on the map without
destroying the Recorder first.
>>Doable Scope [1,000 XP]
***********************
For this you need to kill a Target with a Sniper Rifle from the
Treehouse in the Schmidt House's Back Yard.
>>Reasonable Scope [2,000 XP]
***************************
For this you need to kill both Targets with a Sniper Rifle from the
Treehouse in the Schmidt House's Back Yard.
>>Sniper Assassin [4,000 XP] (Clean)
**********************************
For this you need to kill both Targets, and only the Targets, with a
Sniper Rifle and leave the mission unspotted. You should get this if
you manage not to shoot a Guard when killing the Targets.
>>Silent Assassin [4,000 XP] (Clean)
**********************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence. You should get
this if you manage not to shoot a Guard when killing the Targets.
Plus these other Challenges:
--Providence --The Past
--The Present
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
Unlike with the Mumbai mission it is possible to do both [Suit Only] and
[Sniper Assassin] in the same run-through and it isn't very hard either.
In order to get at Nolan I am going to use the Sedative Poison Vial on the
Fumigation Machine to knock out everyone inside the Cassidy House. In order
to do that safely I will knock out the two Guards in the Security Room plus
the one in the Back Yard.
As for the Clues the fastest ones to acquire is the Old Photograph, Lawsuit
Documents, and Cigar Box. When planning bring the Krugermeier, Lockpick,
Sedative Poison Vial, place the Sieger 300 Ghost into the Hansons
(Griswold) Basement, and start at Whittleton Creek.
When you start then run to the Eastman House to grab the Wrench then run to
the Griswold House, enter it, and go into the Tunnel. Open the secret door
to the Basement and stay out of view of the patrolling Guard. When he goes
north towards the Closet then run up behind him, knock him out with the
Hammer, and dump him in the Closet. Go and grab the Photograph for
Providence Clue #1.
Go to the top of the stairs and wait for Janus to head upstairs and for the
patrolling Guard in the Kitchen to head to the Garage door before running
up behind the Guard, knocking him out, taking his weapon, and dumping him
in the Container in the Garage. Drop the Guard's weapon near the Plate in
the Kitchen, go back into the Garage, and take cover to the right of the
door.
When Janus comes to the Kitchen then he will instruct Gunther to take the
weapon. As Gunther opens the door then grab him to subdue him but leave the
body. Go back into the Kitchen and hide near Janus who should be in the
Back Yard. When he comes back in then sneak up behind him and knock him
out. Drag him partway down the stairs then go back to Gunther and dump him
in the Container in the Garage.
Go back to Janus and drag him down to the Basement Closet. Go back to the
Griswold Basement to acquire the Briefcase and run back to Janus. Bring out
the Rifle, shoot him in the head to kill him, and dump him in the Closet.
Put the Rifle back in the Briefcase and run up into and out of the Griswold
House area.
Run to the north Gate for the Batty House's Back Yard, jump the fence, turn
on the Fumigation Machine to lure the Exterminator, and hide in the bush.
When he comes to turn it off then knock him out with the Briefcase, drag
him into the bush for hiding, and grab the Keys - leave the Briefcase for
now. Get close to the fence then run east to the Creek.
If your timing is right then James should be in the Shed. Go to the back
window and throw stun him with the Wrench. Go inside to grab the Lawsuit
Documents for Providence Clue #2. Grab the Shovel then run into the
Protected Reservoir and dig up the Cigar Box for the final Providence Clue.
Go through the Gate then into the Cassidy House's Back Yard. If the
patrolling Guard is away then run to the bush by the corner and wait. When
he walks past and stops then knock him out and drag him into the bush for
hiding.
Go into the Cassidy House Garage, close the door, and turn on the Generator
to lure Spencer Green to it when he is downstairs. Hide around the corner
then knock him out when he turns it off and dump him in the Container -
drop his weapon here too. Do the same for the other Guard in the Security
Room.
Go inside the House, jump out the window, go to the Machine, and wait. When
Nolan approaches the House then make your a game save here. When Nolan goes
inside and both Nolan and his escort are fully inside the Security Room
then turn on the Machine to knock everybody out. If, by some chance, you
lose Silent Assassin, then reload the save and time things a little
differently until things are right.
Turn off the Machine, run out the Gate, and acquire the Briefcase from the
Batty House's Back Yard. Go back through the Gate and enter the House
through the back door. Bring out the Rifle and shoot Nolan in the head to
kill him.
After this then drop the Rifle, run out the back door, go into the
Protected Reservoir and to the Creek, then sneak run to the Covered Bridge
in the Public Park to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Tasteless, Traceless
++Hold My Hair ++Piano Man
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--Tunnel Ducks Rule! --The Past
--Providence --The Present
0==================================================0
| Silent Assassin, Suit Only [4,000 XP] (Alternate) \
0===========================================================================>
If you've already acquired [Sniper Assassin] by doing the [Unreasonable
Scope] Challenge earlier then here is an easier version of SASO which is a
modified version of the previous run-through. For this I will kill Janus
with a poisoned Muffin and Nolan with the Pistol.
As for the Clues the fastest ones to acquire is the Old Photograph, Lawsuit
Documents, and Cigar Box. When planning bring the Krugermeier, Lockpick,
Lethal Poison Vial, place the Sedative Poison Vial into the Hanson
(Griswold) Basement Pickup, and start at Whittleton Creek.
When you start then run to the Muffin Stand to grab a couple of Muffins
then to the Eastman House to grab the Wrench. Run to the Griswold House,
enter it, and go into the Tunnel. Open the secret door to the Basement and
stay out of view of the patrolling Guard. When he goes north towards the
Closet then run up behind him, knock him out with the Hammer, and dump him
in the Closet. Go and grab the Photograph for Providence Clue #1.
Go to the top of the stairs and wait for Janus to go to the Living Room and
for the patrolling Guard in the Kitchen to head to the Garage door before
running up to the Kitchen and to the Plate. Place a Muffin on the Plate,
use the Lethal Poison Vial on it, and quickly go back down to the Basement.
This will kill Janus when he comes to the Kitchen later.
Run to the Griswold Basement, grab the Sedative Poison Vial, then run up
and leave the House. Run to the north Gate for the Batty House's Back Yard,
jump the fence, turn on the Fumigation Machine to lure the Exterminator,
and hide in the bush.
When he comes to turn it off then knock him out with the Briefcase, drag
him into the bush for hiding, and grab the Keys - leave the Briefcase for
now.
If your timing is right then James should be outside his Shed but walking
to go inside. Go to the back window and throw stun him with the Wrench. Go
inside to grab the Lawsuit Documents for Providence Clue #2. Grab the
Shovel then run into the Protected Reservoir and dig up the Cigar Box for
the final Providence Clue.
Go through the Gate then into the Cassidy House's Back Yard. If the
patrolling Guard is away then run to the bush by the corner and wait. When
he walks past and stops then knock him out and drag him into the bush for
hiding.
Go into the Cassidy House Garage, close the door, and turn on the Generator
to lure Spencer Green to it when he is downstairs. Hide around the corner
then knock him out when he turns it off and dump him in the Container -
drop his weapon here too. Do the same for the other Guard in the Security
Room.
Go inside the House, jump out the window, go to the Machine, and wait. When
Nolan approaches the House then make your a game save here. When Nolan goes
inside and both Nolan and his escort are fully inside the Security Room
then turn on the Machine to knock everybody out. If, by some chance, you
lose Silent Assassin, then reload the save and time things a little
differently until things are right.
Jump back through the window and kill Nolan with the Pistol. Run out the
back door, go into the Protected Reservoir and to the Creek, then sneak run
to the Covered Bridge in the Public Park to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Tasteless, Traceless
++Hold My Hair ++Piano Man
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--Tunnel Ducks Rule! --Providence
--The Past --Tasteless, Traceless
--The Present
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Whittleton Creek Challenge Run |##################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon]. So you will be starting at
Whittleton Creek.
One of the interesting things about this mission is that most of the Target
kill Challenges are 1,000 XP instead of the usual 4,000 XP. But there are two
Challenges that are 4,000 XP: [Whittleton Creek Electric] and [Whittleton
Creek Blackout]. Those two require that you kill all Targets, be it both
Janus and Nolan or those from Contracts Mode, with electricity. The good news
is that it isn't hard to do.
Another interesting thing is that the [Someone Could Hurt Themselves]
Challenge is 4,000 XP instead of the usual 1,000 XP. So you can get 12,000 XP
just by doing these three Challenges.
As for the Mission Stories there are seven of them and they can all be done
in one run. [Pest Control] requires that you knock out or kill Nolan with the
Fumigation Machine at the Cassidy House. Therefore that will be the last
Nolan related Story to do before killing him.
[No Smoking Area] requires that you sabotage the Oxygen Tank inside Janus'
Bedroom. As such that will also be the last Janus related Mission Story done
and you need to knock him out before he uses the Tank but you can get him
well before he gets there. In addition, I will also knock out all of the
Bodyguards inside and outside of the House to make things easier when doing
the [An Apple A Day] Mission Story.
Finally, a lot of objects are going to be picked up as they will be used for
the Mole Holes, luring the Politician's Assistant, and other things.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When planning bring the Krugermeier, Lockpick, Modern Sedative Syringe, and
start at Whittleton Creek. When you start then run west along Mapletree Ln.
and quickly stop at the Eastman House to grab the Wrench. Continue west until
you find the Mailman. He will then start a conversation with Trevor, another
resident. This will also start the [Breadcrumb Trail] Mission Story.
Wait until the conversation finishes and Trevor leaves before talking to the
Mailman to acquire the Package. The moment he gives it to you then bring out
the Syringe, quickly go around him, and stab him to knock him out. The use of
the Syringe will preserve your Silent Assassin rating when he is found later.
Take all four Newspapers and acquire his Disguise.
Run to the Muffin Stand and grab all of the Blueberry Muffins there then go
near the edge of the road to pick up another Newspaper.
Run to the Cassidy House Garage, grab another Wrench, and close the door.
Turn on the Generator to lure one of the Guards in the Security Room. When he
comes to it then knock him out before he turns it off, take his weapon, and
dump him in the Container at the south side of the Garage.
Wait near the Generator and Spencer "The Hammer" Green will be lured when he
comes downstairs. Knock him out when he turns it off and dump him in the
Container. He should also drop the Letter From Janus which you should pick up
for one of the Providence Clues.
From here then go into the House, jump out the window, go through the nearby
Gate, and go to the Bulldozer on Crestwood Dr. Grab the Crowbar from there
and run to the Griswold House without getting close to the Garbage Truck.
Pick up the Coin from the driveway and place one of the Newspapers in the
Mailbox. This should attract attention from the patrolling Guard near the
Janus House.
He will go to the Mailbox and take the Newspaper inside. Follow him and knock
him out with a Muffin when he is in the Basement. Grab the Newspaper but
leave the body alone and take his weapon. Go up to the Mailbox of the House
and drop the Guard's Pistol here.
The plan is to go after the Politician (Charles) who is currently doing his
rounds around the neighborhood. Stay on the lawn about twenty feet from the
boat and wait.
When Charles and his escort come near the House then he should see the weapon
and his escort should take it to the Weapons Box inside the Janus House's
Garage. As he leaves then bring out the Crowbar and carefully get close and
behind Charles.
When he reaches the Doorbell then throw stun him. Drop your Pistol by the
Doorbell then grab Charles and drag him to the porch railing by the boat.
Dump him over then drag him to the Closet inside the Garage for hiding and
switch into and out of the Politician Disguise.
When is escort comes back then he should find Charles missing and go onto the
porch. He should see the weapon and go for it. Get up behind him and knock
him out. Pick up the weapons and Newspaper, drag him to and dump him over the
railing, then dump him in the Closet.
This should begin a Challenge related to knocking out Deputies. Go back down
and enter the Secret Tunnel. Go to the table and grab the Car Bomb then run
back up and outside.
Run to and jump the fence for the Schmidt House. Enter the House through the
Bathroom window and knock out the Plumber - leave his body but grab the
Wrench. Jump the fence and into the Griswold Back Yard and grab the two
Baseballs there. Go to the Construction Site to pick up another Wrench and
Crowbar then enter the shipping container to acquire the Pesticide. Go south
into the foliage and to the pickup to grab and drop the Hatchet.
Go to the Mailbox for the Batty House and place the Package in it. Go to the
front door and ring the Doorbell to get James to come and retrieve his mail.
While this is going on then jump the fence and to the Fumigation Machine.
Turn it on to lure the Exterminator and hide in the bush. Knock him out when
he turns it off and dump him in the bush. You can pick up both of the Keys he
drops if you want.
After knocking out the Exterminator then sneak further into the Back Yard and
hide in the bush close to the creek. James should place his Package in the
table by his Shed. As he walks to the south side of his Yard then go to grab
the Package and hide in the bush again.
When he finds his Package gone then he will go to the Creek to scream. Toss
an object in the direction of the Shed to lure him back then knock him out.
Drag him to the Shed and switch into and out of his Disguise. Pick up the
Lawsuit Documents for another Providence Clue.
Go to the Public Park and grab the Political Flyer from the Politician's
Assistant and the Hammer from the Stand. Deliver five Newspapers to any of
the Mailboxes and do the same with the Political Flyer. Go to the Garage door
opener for the West House and wait.
There is a Deputy and a Gardener talking nearby and you need to wait for them
to break up before opening the door. Go to the front door and ring the
Doorbell to lure Helen to it. Just as she gets to the door then walk into the
Garage and into the House. Go into the Ground Floor Bathroom and wait for the
Gardener/Agent to come in so you can knock him out and pick up his weapon.
At this point it is time to go after a Challenge that requires that you knock
out all four of the other Servers. When both Helen and the Server are in the
Kitchen then go upstairs and turn west to head to the Bathroom.
As you do so then you will activate the Singing Fish which will lure Helen
upstairs to investigate. Go out the Bathroom window, jump down, re-enter the
Garage, and close the door. Go into the Kitchen and place a Coin on the floor
close to the open window.
Toss an object to lure the Server to it. Stay inside the Garage until he gets
to the Coin then walk in, knock him out, grab the Coin and object, and dump
him in the Container inside the Garage.
**NOTE: It is possible that the Singing Fish may lure the Server instead of
Helen. In this case then wait in the Bathroom until he gets to it,
knock him out when he turns it off, and dump him in the Closet
inside the Guest Bedroom.
When you are done with the Server then jump out the open window in the Living
Room then into the Back Yard and enter the Shed through the open window. Grab
the Shovel and toss it out the window to lure the other Gardener/Agent to it.
Go back behind him and knock him out then dump him in the Shed through the
window.
Place a Coin at the rounded corner of the cobblestone walk path just south of
the Gate to the pink van. Open the Gate, go near the large planter, and toss
an object at the ground to lure the nearby Server. Hide behind the planter
and wait for her. She should see the Coin and go for it. Knock her out and
dump her in the Shed.
**NOTE: If she doesn't see the Coin then throw stun her instead.
Enter the Basement through the exterior door and grab Frank Schmidt's Bedroom
Key. Go to the Muffin Stand and into the bush by it. Turn on the Radio to
lure the Server to it. Knock him out when he turns it off then drag him
further to hide him.
Go to the Wilson House and upstairs to find the last Server. Run up to him
and knock him out from behind. Dump him in the Closet in the Bedroom when
there is no one upstairs then leave the House.
Go to the Public Park and enter the Shed through the open window. Grab the
Shovel, open the door, and toss it near the window to lure in the Deputy. Go
back out, around and behind him, close the door, knock him out, and dump him
in the Closet. You need to knock out one more Deputy for another Challenge.
Grab the Shovel, leave the Shed, and go to the entrance for the Protected
Reservoir. Go to the edge of the Creek and sneak inside. At this point a
conversation between a Bodyguard and a Gardener will start.
Carefully go forward and use your Instinct to find and grab the Lethal
Poisonous Frog. You need the Shovel to dig up one of the Providence Clues in
the Reservoir. If it isn't marked on the map here is how to find it.
The Frog is near a Birdhouse. Looking to the right of it is another
Birdhouse. Go to it, stop there, and rotate left to find another Birdhouse.
Walk to it while looking on the ground and you should see the prompt to dig
about halfway along. Dig up the Box then drop the Shovel.
This should complete one of the Challenges and the [Breadcrumb Trail] Mission
Story. There is still six more Providence Clues to acquire for another
Challenge done later.
Go to the Schmidt House and re-enter the House through the back window and
drag the Plumber up the 1st Floor Bedroom. Dump him in the Closet and switch
into and out of his Disguise.
Go downstairs, place a Muffin on the Plate in the Living Room, and switch
into the Real Estate Broker Disguise. Go down into the Basement, acquire the
Vault Keycard, and open the glass door. Find Nolan, talk to him, and lead him
to the House. Once you get inside then you need to show him all of the rooms
for another Challenge and in preferred order:
>>1st Floor Hallway
>>Attic
>>1st Floor Guest Room
>>1st Floor Bathroom
>>1st Floor Study
>>1st Floor Bedroom
>>Living Room
>>Ground Floor Bathroom
>>Kitchen
>>Garage
>>Basement
Regardless of order you need to save the Basement for last as this will
complete the [House For Sale] Challenge and Mission Story. As you were
showing the downstairs rooms then Nolan's escort should have gone for the
Muffin for another Challenge.
Once Nolan is finished looking over the Vault and he tells you that he is
done then go over to the Wilson House and acquire the Server Disguise from
the Closet. Go down to the Garage to acquire the Propane Flask and close the
door. Go to the Back Yard through the House and pick up all four of the Soda
Cans - they will be used later. Go to the Grill and place the Flask on the
side to begin the grilling.
Go to the serving area and serve several guests to complete another Challenge
and the [Charbroiled] Mission Story. Wait for Nolan to come by and serve him.
He will then talk to Mr. Wilson. The conversation will inspire him with an
idea and leave the Grill.
Run inside and to the Generator in the Garage. Mr. Wilson will go to a Laptop
nearby. When he is close enough then turn on the Generator to lure him inside
then knock him out, dump him in the Container, and switch into and out of his
Disguise. Go back to the Cassidy House, close the Garage door, switch into
the Cassidy Bodyguard Disguise, then into the Spencer Green Disguise.
Now it is time to go after Nolan. While he is away from the House then grab
the Car Battery and go to the Bathroom to drop it off, grab the Insecticide,
then go back into the Security Room and grab the Surveillance Tape. Go into
the Back Yard and wait. When the patrolling Guard stops at the end of his
route then knock out the and hide him in a bush - take his weapon.
Go back inside the House and knock out the Guard in the Living Room then drag
him to the Garage for hiding. Go into the Bathroom and turn on the Sink. Go
to the Fumigation Machine, use the Insecticide, and wait.
When Nolan enters the House then his escort should go for the Sink. When he
is in the Bathroom and Nolan is in the Security Room then turn on the Machine
to knock everybody in the House out. This should also complete the [Pest
Control] Mission Story.
Turn off the Machine then go inside, drag the escort into the Security Room,
and drag Nolan into the Bathroom. Turn on the Sink (if it was turned off),
grab the Battery, and throw it at him to kill him then jump out the window.
While in the Back Yard go near Charles' Booth. Get in line with the
Politician's Assistant then sidestep right to find a fence post mostly free
of vines. When there is one one else around him then toss an object at the
base of this post to lure the Assistant here. When he enters the Yard then
close the Gate, knock him out, drag him closer to the House, and switch into
and out of his Disguise.
Run to the Lewinsky House, jump the fence, and find the ladder in the Back
Yard so you can climb up into the House. Go up into the Attic and use the
Tape in the Video Player to acquire another Providence Clue. Go into the
Public Shed to acquire the Gardener Disguise.
Now it is time to complete another Mission Story. Go to the Cross House to
acquire the two Soda Cans there then enter the Janus House's Back Yard
through the south gate. Find the Guard in the yellow jacket and talk to him.
He will then give you instructions about the Mole Holes and wants you to do
something about them.
You need to fill in all six of the Holes in the Yard and use all of the Soda
Cans in your inventory for that. However, find the Mole Hole in the Garden
itself and put the Car Bomb in that before filling up the others. After you
are done then talk to the Guard again. This should complete the
[Whack-a-Mole] Mission Story. Wait for Janus to come into the Yard before
leaving.
Go back down into the Tunnel, switch into and out of the Garbage Man
Disguise, then acquire the Janus Bodyguard Disguise. Go into the Janus
House's Basement, knock out the Guard here, and dump him in the Closet. Grab
the Old Photograph at the south end for another Providence Clue.
Go upstairs and acquire the Hidden Microfilm from the 1st Floor Study. Go
into the Guest Room, turn on the Gramophone, and hide in the Closet. The
noise should lure up Janus and Gunther, his personal Bodyguard. After he
turns it off then he will talk about a memory between him and the current
Constant which is another Providence Clue.
At this point it is time to knock out all Bodyguards except for the front
door Guard. This is to make things easier when coming back here as the Nurse
later. Go into Study, knock out the Guard when he comes here, then hide him
in the Closet. Knock out the other patrolling Guard up here and hide him in
the Closet in the Guest Room.
Run back outside and to the Haskel House southwest of the Janus House to grab
the Car Battery. Go back to the Janus House and drop it off inside the 1st
Floor Bathroom. Go downstairs, while avoiding Gunther who is an Enforcer, and
to the door for the Garage.
When the patrolling Guard comes near here then knock him out and drag him
just inside the Garage. Close the door and drag the Guard to the Container
for hiding. Go to the Living Room to find a pairs of Guards sitting. Drop a
weapon by them and one of them should take it to the Weapons Box in the
Garage. Knock him out there and dump him in the Container. Do the same to the
other Guard.
This should take care of all of the Guards in the House. There is one more
Guard but, after you filled in the Mole Holes, he will go stand across the
street from the West House.
Go to the Creek Shed and enter it through the back window. Open the door and
toss an object near the Container to lure in the Deputy. Knock him out, take
his weapon, and dump him in the Container. This should also complete the
Deputy related Challenge. Lure in the nearby Civilian the same way, ambush
him, and dump him in the Container.
**NOTE: There is a female jogger with gray pants that goes around the
neighborhood. When she gets near the Shed you may to lure her
inside for ambushing so she doesn't become a problem later.
After taking care of the nearby people then go behind the Shed and use the
bell on the bike to lure the Nurse to it. Knock him out, dump him in the
Shed, and take his Disguise. Go to the Janus House but go to the bush by the
porch and drop all weapons before going up to the Guard to be frisked. Ring
the Doorbell to get Janus to the door.
He will then lead you upstairs to his Bedroom. Then Gunther will lead you to
the hallway. He wants to do a security check on you and needs you to stay
inside the Guest Room while he is doing that and you have five minutes before
he finds out you're a fake.
If you left the upstairs Guards alone then they will position themselves in
way that will make it difficult for you to leave the room safely. If you
knock them out beforehand then Gunther will bring up additional Guards from
downstairs. If you knock out all of the Guards then there will be nobody up
here to stop you. This is why all of the Guards were to be knocked out prior
to this.
As Gunther leaves the area then leave the room using the Lockpick and
carefully follow him down to the Basement. Knock him out, which kills the
timer, dump him in the Closet, and switch into and out of his Disguise - pick
up the Pack of Cigarettes. Go upstairs and lead Janus to the Bathroom. This
will also complete the [An Apple A Day] Mission Story.
Let him lay down and do the health check in its entirety. The moment he gets
up then run to the Bedroom, place the Pack on the round table, and sabotage
the Oxygen Tank to complete the [No Smoking Area] Mission Story which is also
the last one.
Switch to your Newspaper then run to Janus and knock him out with it to
complete another Challenge. Drag him to the Sink, turn it on, and throw the
Car Battery at him to kill him. Turn off the Sink before leaving. Re-acquire
the Janus Bodyguard Disguise from one of the Closets, go back outside, and
re-acquire your weapons.
Go to the Road Work area and sneak into the bush. When the Construction
Worker has his back turned and it is safe to do so then knock him out, drag
him to the bush, and switch into his Disguise. When Sheriff Masterson is at
the southeast side of the area playing on his phone then knock him out, drag
him to the bush, and switch into his Disguise.
Go to the Garbage Truck at the west end of Crestwood Dr. then to the bench
with the Janus Bodyguard at the Creek. When the Garbage Men at the Truck
break up and are not looking then subdue the Guard, drag him to the bush,
take his Disguise, and then grab the Diary.
Go back to the Wilson House then climb up into the Attic. Use the Microfilm
Reader to finish with another Providence Clue. Go back to the West House then
go upstairs into the Bedroom. Switch into and out of the Arkian Robe Disguise
to acquire the last Providence Clue and the [Chameleon] Challenge.
After this then go around the map and finish with uncovering all Unexplored
Areas before proceeding.
With all of that done then go to the Schmidt House Garage to find a Paddle.
Grab it then go back near the Creek Shed to find an exit point nearby. This
exit point is a wooden raft and can only be activated when you acquire the
Paddle. Use the raft to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Snail Mail --Become the Mailman
--Become the Politician --Tunnel Ducks Rule!
--Old Grudges --Priceless
--Become James Batty --Doing the Rounds
--Propaganda --Ring Whittleton Creek
--Upscaled --Sleepy Cake
--Battle Frogs --MS: Breadcrumb Trail
--Providence --Pickpocket
--Become the Real Estate Broker --Just a Bite
--MS: House For Sale --Extensive Presentation
--Walkthrough --MS: Charbroiled
--Become the BBQ King --Become the Exterminator
--MS: Pest Control --The Present
--Whittleton Creek Electric --Someone Could Hurt Themselves
--MS: Whack-a-Mole --Public Enemy No. 1
--Become the Nurse --MS: An Apple A Day
--MS: No Smoking Area --Breaking News
--The Past --Whittleton Creek Blackout
--Chameleon --Master Detective
--Wear the Robe --Discover Whittleton Creek
--They See Me Paddlin' --Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 42 in total, then you should earn a minimum of 70,000 XP which
translates into Mastery Level 11. You should also earn the {Long Shot}
Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >WCR8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Whittleton Creek chapter along with their respective strategies. It is highly
recommended that you complete Whittleton Creek Mastery Level 20 before doing
any of these as it will make things easier for you. Each of the Escalations
are worth 4,000 XP towards your Global XP plus the Challenge for completing
it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters (except where noted). These
strategies aren't the absolute fastest but are designed to help you get
Silent Assassin on each Level and get a good score in the process.
**NOTE: One of these Escalations are going to be used to acquire the
[You Had Me at Bodyguard] Challenge. That is going to be The
McAllister Ransack.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Nolan Disinfection |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Spencer "The Hammer" Green with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Keven Body with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Stan Rodgers with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Michael Desilets with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Bernie Valladares with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Lance Gerken with the Fumigator. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| They are all going to be at the Cassidy House. When planning bring the |
| Krugermeier, Lethal Pills, and start at the Batty House. When you start |
| then run into the Protected Reservoir and jump the fence into the Cassidy |
| House area. Quickly shoot out the Camera, poison the Fumigator, and hide |
| in the bush. |
| |
| Nolan and his personal Guard are going to be inside the House and one of |
| your Targets is patrolling the Back Yard. When the Target walks away then |
| go to the Fumigator. The moment he walks back in, and at this point Nolan |
| should be outside, then turn on the Machine to kill your Targets. Jump |
| back over the fence and run to the Covered Bridge in the Public Park to |
| leave the mission. |
| |
| **NOTE: You have to wait for the objective notifications to finish |
| before leaving or you won't be able to leave the mission and |
| you'll be forced to restart. This is because if you exit the |
| mission while they are still being listed then you'll be stuck |
| on the Bridge cutscene. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Keven Body with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Stan Rodgers with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Michael Desilets with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Bernie Valladares with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Lance Gerken with the Fumigator. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Do not eliminate Spencer "The Hammer" Green. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning bring the Fish in addition to your loadout. When you start |
| then run west out of the Batty House area and into the Cassidy House |
| Garage, close the door, and turn on the Generator. |
| |
| The problem here is that Spencer will not be lured by the Generator this |
| time - one of your other Targets will. In addition, the Garage doesn't |
| count in regards to the fumigation. |
| |
| When your Target gets to the Generator then knock him out with the Fish, |
| turn off the Generator, and drag him back inside the House. By the time |
| you do this then Nolan will have left and Spencer will be standing in the |
| Security Room. Quickly knock him out, shoot the Recorder, grab his |
| weapon, and drag him into the Garage for safety. |
| |
| Go back into the House, close the door, and jump out the window. Poison |
| and use the Fumigator as before then jump the fence into the Protected |
| Reservoir and leave the mission via the Bridge. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Keven Body with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Stan Rodgers with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Michael Desilets with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Bernie Valladares with the Fumigator. |
|---------------------------------------------------------------------------|
| Eliminate Lance Gerken with the Fumigator. |
|---------------------------------------------------------------------------|
| Do not eliminate Spencer "The Hammer" Green. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate James Batty with the Fumigator. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Proceed as with Level Two all the way to jumping out the window. After |
| that then run back to the Batty House and turn on the Fumigator there to |
| lure the other Exterminator. Knock him out then run to James who should |
| be on the back porch. Knock him out and drag him to the gate. |
| |
| If your timing is right then a female Civilian should be on the sidewalk |
| outside and walking past. Let her walk a little further then drag James |
| out and to the Garage while sticking close to the fence. Re-open the |
| Garage, drag him inside, close the door again, and drag him into the |
| House. Jump back out of the window and run to the Fumigator. |
| |
| By the time you get back here then the patrolling Target should be coming |
| back inside. Poison and use the Machine then jump the fence and run to |
| the Bridge to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The O'Leary Conflagration |###########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
Credit goes to MrFreeze2244 for figuring out how to get the last Target to
the House at Level Three and for pointing out that you can knock out the
other Gardener since he is technically a Guard.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If any non-Target Civilian is either pacified or eliminated then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Helen West by incineration. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning bring the Fish and start at the Suburb Sign. When you start |
| then immediately run to the front door of the West House and ring the |
| Doorbell to lure her to it. Jump the railing then run into Back Yard and |
| jump through the open window. |
| |
| Wait for her to be by the table before knocking her out with the Fish. |
| Grab her Key, drag her to the Basement door, unlock it, and drag her |
| downstairs. Dump her in the Incinerator, use it to kill her, run outside |
| through the Basement door, jump the fence, and run to the Bus Stop to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If any non-Target Civilian is either pacified or eliminated then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Helen West by incineration. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Jae Serio by incineration. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| He is one of the Gardeners in the Back Yard. Do the same as in Level One |
| except that you go into the Yard after you kill Helen. Go behind the |
| divider close to him so you can stay out of sight of the other Enforcer. |
| The Enforcer will go into the House at the same time that the Server |
| leaves it. |
| |
| Run up behind Jay, knock him out with the Fish, and quickly drag him |
| inside and down into the Basement. Dump him in the Incinerator, use it to |
| kill him, then run back out, jump the fence, and run to the Bus Stop to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If any non-Target Civilian is either pacified or eliminated then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Helen West by incineration. |
|---------------------------------------------------------------------------|
| Eliminate Jae Serio by incineration. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Herbert West by incineration. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Herbert is the Server at the Muffin Stand. When planning bring the Coins |
| and place the Modern Emetic Syringe into the Bench Pickup near the Muffin |
| Stand. Proceed to knock out Jae as before but pick up his weapon |
| immediately after you take him down. Drag him inside then run to and |
| knock out the other Gardener in the Bathroom. |
| |
| It should be noted that this Gardener is one of the undercover Guards and |
| therefore is not a Civilian and you can knock him out without failing the |
| mission. |
| |
| After that then drag Jae to the Incinerator and kill him as before then |
| run up and outside and to the Muffin Stand area. Grab your Syringe then |
| go to the large bushes behind Herbert. Crouch down and toss a Coin onto |
| the ground near the west side of the bush to lure Herbert here. Bring out |
| your Syringe and, when he stops, then stab him and walk away. |
| |
| If you're wondering why not use the Radio at the Stand to lure him that |
| is because if you stab him there then he will go to the Public Park |
| instead. By luring him to the bush then he will go to the West House. |
| |
| However, he will not go inside the House itself. He will go to a bird |
| bath and throw up there. Unfortunately, if you ambush him there then you |
| will more than likely get spotted by a Guard on the 1st Floor of the |
| Janus House. You need to get him before he gets there. |
| |
| Knock him out with the Fish just after he gets to the door of the Shed. |
| Quickly drag him behind the south side of the Shed and dump him through |
| the window. As you're doing so then the other Server inside the House |
| should be leaving. |
| |
| As he gets to the Gate then drag Herbert from the Shed into the House, |
| down to the Basement, dump him in the Incinerator and use it to kill him, |
| then run to the Bus Stop to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Batty Tranquility |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify James Batty with his own Package as the Mailman. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Mailman starts his rounds at the west end of Mapletree Ln. When |
| planning bring the Krugermeier, Modern Sedative Syringe, a Briefcase with |
| Coins, and start at Whittleton Creek. |
| |
| When you start then immediately takes the Coins from the Briefcase, |
| holster them, run to the Mailman, get behind the big tree, behind him, |
| drop the Briefcase, and toss a Coin at the tree. This should lure Trevor, |
| the person the Mailman was talking to. He should see the Briefcase and |
| take it to the nearby Deputies. |
| |
| Get up behind the Mailman and, as Trevor leaves, then stab the Mailman |
| with the Syringe to make him pass out so you can acquire the Package and |
| Disguise. Having Trevor take the Briefcase buys you time to do what you |
| need to do. |
| |
| After acquiring the Disguise and Package then run to the Batty House. |
| Jump the fence by the north gate and sneak run towards James. Knock him |
| out, sneak run through the Protected Reservoir, and leave the mission via |
| the Covered Bridge in the Public Park. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify James Batty with his own Package as the Mailman. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Pacify Amelia Garros with a Rake as the Mailman. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Amelia is the female jogger in the gray pants that passed by you as you |
| made your way to the Mailman. After acquiring the Disguise and Package |
| then go to the Cross House to get the Rake. Run to the Creek Shed and |
| find the red car nearby. Place the Rake in the middle of the sidewalk |
| with the handle pointing west then run to the Batty House. |
| |
| When you get inside the Back Yard then you may need to use the Generator |
| by the Shed to lure James out of view for a quick knockout. By the time |
| you knock out James then Amelia should be knocked out too so run through |
| the Reservoir and to the Covered Bridge to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify James Batty with his own Package as the Mailman. |
|---------------------------------------------------------------------------|
| Pacify Amelia Garros with a Rake as the Mailman. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Dump all Targets into Whittleton Creek. |
|---------------------------------------------------------------------------|
| Pacify Aiden Kelly with a Newspaper as the Mailman. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Aiden is the Politician's Assistant at the Public Park. When you start |
| then ambush the Mailman as before but pick up some Newspapers as you go |
| for the Package. After grabbing the Rake then follow the sidewalk around |
| the Garbage Truck and to the Creek Shed - do not cut through the small |
| Park. This is to prevent a conversation that can make things harder when |
| going after Amelia. |
| |
| Go to the very front of the Bulldozer then go to the sidewalk and place |
| the Rake there. While waiting for Amelia then go back to the Bulldozer |
| and stay close to the construction worker - he will go by the large pit |
| east of the Bulldozer. |
| |
| Amelia will come by and then stop for a bit before continuing. As she is |
| stopped then subdue the worker - do not knock him out or he will fall in |
| and die. Get close to Amelia and wait for her to knock herself out. Grab |
| her body and go straight south to the Creek where there is a place for |
| you to quickly dump her to kill her. |
| |
| After this then go to the Batty House's Back Yard and to the south Gate. |
| However, instead of going through the Gate, then go into the Construction |
| Site and follow the fence until you get in line with the Shed then climb |
| the fence. This is to avoid the Garbage Man who is in the Back Yard at |
| this point. |
| |
| After jumping the fence then run to the open window. If your timing is |
| right then James should still be inside. Throw stun him then go into the |
| Shed, pick up the Package, and drag him out. Go towards the Creek and you |
| should see a lawn mower. Go just south of that to find a place to dump |
| him and kill him. |
| |
| Run to the north Gate but shoot the Camera above the Fumigation Machine |
| in the Cassidy House's Back Yard before leaving. Run into the Cassidy |
| House Garage, into the House, and jump out of the window. The patrolling |
| Guard should be entering the House at this point. |
| |
| Go near the back door and shoot out the Camera then go to the corner near |
| the open window for the Bathroom. When the Guard comes back out then run |
| up behind him a bit then throw stun him with the Package - leave the |
| body. Go to the part of the Back Yard close to the Booth in the Public |
| Park. |
| |
| At this point there should be no one near Aiden but there is a female |
| Civilian near the fence. After a few seconds she will get far enough away |
| so toss a Newspaper at the base of the fence post (free of vines) closest |
| to him. This should lure him inside. |
| |
| Take cover to the left of the nearby Gate and, when he enters the Yard, |
| then knock him out with the Newspaper and drag him towards the back Gate. |
| |
| Use your Instinct and look out for the the Guard that looks out over the |
| Reservoir. When he is away from the window then drag Aiden into the |
| Reservoir, turn right, and go closer to the Batty House's Back Yard. When |
| you get close to it then go straight to the Creek and dump Aiden in it to |
| kill him. After that then run to the Covered Bridge to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. The Covert Dispersal |################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Lance Brown Hanson with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Lance is going to be at the Wilson House's Back Yard standing at the |
| south fence near the Gate to the Schmidt House's Back Yard. When planning |
| bring the Modern Lethal Syringe, Coins, and start at the BBQ Party. |
| |
| When you start then immediately stop serving, bring out your Coins, and |
| run to Lance. Place a Coin about fifteen feet northwest of him. He should |
| immediately see the Coin. When he gets to it then stab him with the |
| Syringe to kill him and run to the Covered Bridge at the Public Park to |
| leave the mission. |
| |
| **NOTE: While this is a fast method it is prone to randomness and you |
| will be spotted about a third of the time. But this is still a |
| good method because you can restart and get back into position |
| quickly. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Lance Brown Hanson with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Daron Blumberg with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Daron is going to be sitting near the Grill. When planning place the ICA |
| Proximity Taser into the Treehouse Pickup. |
| |
| After killing Lance then jump over the fence and go up the Treehouse to |
| acquire the Taser and holster it. Quickly slide down the ladder then run |
| behind Daron. Run to the corkscrew hedge further behind him, bring out |
| the Taser, and toss it so that it lands by the Gate to the Lewinsky |
| House. |
| |
| If you throw it too far then it will attract multiple people and a |
| regular Guard will go for it instead of Daron which will result in a |
| Non-Target kill. Landing the Taser here should insure that only Daron |
| goes for it. After tossing the Taser then run to the Covered Bridge to |
| leave the mission - Daron will die as you run there. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Lance Brown Hanson with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Daron Blumberg with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Barton Rentz with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Barton is going to be near the stairs to the porch. When Lance dies then |
| he will be the one to handle his body and take it to the Shed in the |
| Janus House's Back Yard. |
| |
| Do everything the same as before except that when you re-enter the |
| Wilson's Yard then run to the Janus Yard fence and jump over. Grab the |
| Baseball then enter through the Shed window, grab the Wrench, take cover |
| to the left of the door, open it, and toss the Wrench at the lawn mower. |
| |
| If your timing is right then there should be two Guards near the Shed. |
| One of them should go inside and he should be the one with the plaid |
| shirt. Close the door, knock him out with the Baseball, dump him in the |
| Container, and take his Disguise. Go out the window and wait. |
| |
| Barton should drag Lance's body into the Janus Yard and into the Shed. |
| Follow him in, close the door, and knock him out with the Baseball. Break |
| his neck, go out the window, and re-enter the Wilson's Yard. Toss the |
| Taser to the Gate as before and run to the Covered Bridge to leave the |
| mission as Daron gets electrocuted. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. The McCallister Ransack |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0========================================0
| The [You Had Me at Bodyguard] Challenge \
0=======================================================>
Before doing the Contract itself it is best to use Level One to acquire
this Challenge which involves destroying all twelve Cameras without
destroying the Recorder first.
From your starting point at the Suburb Sign then run to the Griswold House,
go down to the Basement, and enter the Tunnel. Change into the Janus
Bodyguard Disguise and grab the nearby Pistol for more ammo. Go out the
other Basement door and up into the Back Yard. Go to the Gate but stop to
shoot the Camera on the side of the Janus House.
Go up to the front porch of the Janus House and behind the Guard. Go up
under the Camera here and wait. When the patrolling Guard is away from the
Porch then aim up and shoot the Camera. Go to the Gate for the West House,
jump the fence, and shoot out the Camera near the Janus House corner. Go
out the Gate and back to the front porch area.
Climb the Pipe up to the porch roof then climb into the Bathroom window. Go
into the Study and wait for the patrolling Guard to come inside. Subdue him
and dump him in the Closet. Open the west door and use it as cover. When
the Enforcer goes to the south end of his route and has his back to you
then shoot out the Camera by him.
Go back into the Study then into the Bedroom, and jump out the window to
get onto the porch roof for the Back Yard. Go left to find another Camera
and continue left to get out of its view. Carefully shoot it then go back
inside. Go back through the Study and into the Bathroom then go back out
the window and jump down to ground level.
Run to the front porch of the Cassidy House but stay off of it. Put
yourself in a position to see the Camera but use the House to shield
yourself from the Guard. Use your Instinct to find the Guard in the Living
Room. When he is away from the window and there is no one around then shoot
the Camera.
Run into the Garage, grab the Wrench, close the door, and turn on the
Generator to lure someone from the Security Room. Knock him out there, turn
it off, dump him in the Container, and take his Disguise. Use the Generator
again to lure Spencer Green when he comes near and ambush him. Go into the
House and jump out the window.
When the patrolling Guard is away then shoot the Camera above the
Fumigation Machine. When he comes back then subdue him and leave the body.
Go to the back door and shoot the Camera there. Go into the Living Room and
towards the open window.
When the Guard goes back to the window then shoot the Camera here and go
upstairs when Nolan is away. Go to the north window to find a Guard. Knock
him out then turn around and shoot the Camera in the hallway. Go into the
Guest Room to shoot another Camera then into the Gun Room to shoot the last
one. After the notifications pop up then restart the Escalation.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Take the Letter Opener from the West House. |
|---------------------------------------------------------------------------|
| Take the Filigree Egg from the Wilson House. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Letter Opener in the 1st Floor Bedroom and the Egg is also in the 1st |
| Floor Bedroom. When planning bring the Krugermeier, Lockpick, and start |
| at the Suburb Sign. |
| |
| When you start then immediately get out of the opening cutscene and run |
| to the West House's front door then use the Lockpick to enter and run |
| upstairs to the Bedroom to enter and retrieve the Opener. Run into the |
| Study and jump out the open window. Jump down into the Back Yard, run |
| past the north side of the Shed, and jump into the Lewinsky House's Back |
| Yard. |
| |
| Run through the bushes going to the south Gate while cutting through the |
| center of the Yard but, just before the Gate, jump the fence and enter |
| the Wilson House through the open window. If you stay in the bushes going |
| to the fence then you can do this fast enough before any of the Guards |
| can spot you. |
| |
| Once inside the House then run up the stairs and into the Bedroom to |
| acquire the Egg. Run across the hallway and into the next room. Jump out |
| the open window then go to the corner and jump back down to ground level. |
| Run to the Covered Bridge in the Public Park to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Take the Letter Opener from the West House. |
|---------------------------------------------------------------------------|
| Take the Filigree Egg from the Wilson House. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Entering any House or Back Yard is trespassing for all Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The only changes in strategy is that, after entering the Lewinsky's Back |
| Yard, is that you go through the south Gate instead then enter the Wilson |
| House through the front door. In addition, as you go onto the front porch |
| you may end up bumping into a couple as they leave. When you enter the |
| House you should hug the wall going up the stairs to limit their ability |
| to spot you. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Entering any House or Back Yard is trespassing for all Disguises. |
|---------------------------------------------------------------------------|
| Take the Letter Opener from the West House. |
|---------------------------------------------------------------------------|
| Take the Filigree Egg from the Wilson House. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Do not enter or exit any properties through exterior doorways or Garages. |
|---------------------------------------------------------------------------|
| When you steal an item then you need to steal another item within 90 |
| seconds until all items are stolen. |
|---------------------------------------------------------------------------|
| Take the Gold Idol from the Cassidy House. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Gold Idol is inside the Gun Room. The timing is a bit tight going up |
| to the Cassidy House but it is not difficult. |
| |
| When you start then run to the West House's Back Yard and enter the House |
| through the open window. Run up to the Bedroom to grab the Opener then |
| jump out the open window in the Study to drop down then enter the |
| Lewinsky House's Back Yard. |
| |
| Run to the south Gate as before and climb up into the Wilson House using |
| the Pipe at the front door. Grab the Egg then go back out and drop down. |
| Run to the Pipe by the Cassidy House Garage, climb up, and go on the |
| Ledge and to the window. |
| |
| Inside the room is a Camera and, if your timing is right, then it should |
| be panned away from the window. Quickly climb in and run to the Gun Room. |
| Stay just inside the door as there is a Guard just inside the other door. |
| |
| As he walks away then shoot the Camera, run to the Safe, and grab the |
| Idol. Go out the window and drop down. If your timing is right then the |
| Camera above the back door should be well panned away from the nearby |
| Gate. Run through it and then to the Covered Bridge to leave the mission. |
0===========================================================================0
0==================================0
/ Special Assignment \###############\
0==========================================================================\
| >SPG4. A Bitter Pill 0
0==========================================================================/
\##############/ Special Assignment /
0=================================0
After the elimination of AJ Krish in Miami it was discovered that he was only
the frontman for Alantide. The actual brains behind the operation is Galen
Vholes who stays out of the spotlight but continues to push the product. He
has now moved to Whittleton Creek to get away from disgruntled customers and
former salespeople. He has also started his own little clinic inside his home
despite having no formal training.
However, as 47 approaches the residence it has been discovered that people
have found where Galen lives and have started sending him hate mail and this
has caused him to beef up security which includes a home Security System, two
additional undercover Guards, and the local Police. Still, a snake oil
salesman is no match for the expertise of Agent 47.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Just like with the other Special Assignments this takes place during the
Main Mission. And just like with the other Assignments, the mission takes
place in one small area of the map, in this case, the Vholes House which was
formerly the Schmidt House.
As such, this write-up is concentrated on this House and only uses Disguises
that are used in the run-throughs in this mission. Just like before, there
are no changes to the number of Enforcers for any Disguise at higher
difficulty levels. In addition, there are no Cameras at all to worry about.
It is also recommended that you complete Whittleton Creek Mastery Level 20 to
open up all Pickups, Stashes, and Starting Locations before doing this
Assignment. Finally, you can earn Global XP but there are no Mastery Levels
to move through.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BTP1. General Layout and Detailed Map |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. Unlike the other maps the north indicator is
actually pointed north so you may want to turn on the Mini-Map
North Indicator to help with finding things.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Vholes House \
0===========================================================================>
The layout of the House is the same as it was in the Main Mission except
that the House is full of furniture for the most part and the 1st Floor
Bedroom has been converted to a Consultation Office.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Vault Keycard | On the table by the stairs in the Living Room. |
|-------------------+-------------------------------------------------------|
| Vholes' House Key | --On the small table by the back door on the Ground |
| | Floor. |
| | --Carried by both undercover Guards. |
|-------------------+-------------------------------------------------------|
| Wrench | On the floor by the Sink inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Stethoscope | On the desk inside the Consultation Office. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BTP2. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Galen Vholes \
0===========================================================================0
| He is your primary Target and can be found exclusively at his House. He |
| starts upstairs for a bit then comes down to the front door. He will then |
| go to the Kitchen and then to the porch before going back upstairs to |
| repeat the pattern. At some point he will talk to the Mailman and he will |
| lead him up to the Consultation Office to talk to him for awhile. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BTP3. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
For this mission only three Disguises are used. There are very few Enforcers
between the Disguises and the listing of them are for all three difficulty
levels and only for Galen's House.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Mailman, Gardener \
0===========================================================================0
| There are no Enforcers for these Disguises. |
0===========================================================================0
0==============0
| Police Deputy \
0===========================================================================0
| Three Deputies and Sheriff Masterson. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BTP4. Assassination Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| Legacy Differences \
0===========================================================================0
| The [Ectoplasmic] Challenge has been removed. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| A Not-So-Silent Assassin \
0===========================================================================>
This run-through will involve knocking out a bunch of people to make it
easier to acquire a bunch of Challenges. As such this is not going to be a
Silent Assassin run-through. This run-through will also use multiple game
saves to help acquire these Challenges.
When planning bring the Silverballer (to deal with the Guards quicker),
Lockpick, Coins, and start at the Suburb Sign. When you start then enter
the West House's Back Yard then into the open window. Run up to and knock
out the Server and Helen. Drag Helen to the Garage door and dump the Server
in the Container in the Garage. Go to the front door and place a Coin a
couple of feet from it and go back to the Kitchen.
When the Gardener comes to use the Bathroom then subdue him just as he
walks inside it and run to the front door. At this point the Mailman should
be at the door. Take cover to the right of it and open it so he can see the
Coin. As he comes inside then grab him and drag him inside. Grab the
Newspapers and take his Disguise. Go up to the Mailbox in front of Vholes
House and place a Newspaper in it. Go up to the front door and wait.
As Galen walks out to the Mailbox then walk inside and wait at the base of
the stairs. When Galen walks back inside then he should lead up upstairs.
Follow him into the Consultation Office and go the Chair then make a game
save:
>>Piano Man
*********
On the desk is a Stethoscope which is considered a Fiber Wire
alternative. Galen will sit down so sit down yourself to begin the
meeting. At some point then Galen will get up so get up, get behind
him, bring out the Stethoscope, and garrote him. After the
notifications pop up then reload the save.
>>Prescription
************
On the desk is a Pen. Stay seated during the meeting and he should
come to you at which point you should get a prompt to use the Pen on
him. Use it to kill him. After the notifications pop up then reload
the save.
When you get back then stay seated until the meeting is over then run to
the Shed in the Public Park. Go inside through the open window, grab the
Shovel, open the door, and toss it near the window to lure in the Deputy.
Go behind him, subdue him, dump him in the Closet, and switch into and out
of the Deputy Disguise.
Go back to the West House to acquire the Gardener Disguise. Run to the
Vholes House's Back Yard and climb the Treehouse. Stay here until another
Challenge pops up then climb back down.
At this point then go the Cassidy House and start killing the Guards there
and all that come to you. Continue killing the Guards until there are no
more left then go and knock out the Civilians and Galen. Go to Galen's
body and make another game save:
>>Flammable Snake Oil
*******************
In the Back Yard is a Gasoline Drum. Drag him to it then shoot it to
create a Gas Pool. Shoot the Pool to kill him. After the
notifications pop up then reload the save.
>>Big Bang Theory
***************
Drag Galen outside and to the Police Car parked out front. Place him
near the back end then shoot it to get it to leak gas. Shoot the gas
to make the Car explode and kill Galen. After the notifications pop
up then reload the save.
When you get back then drag Galen upstairs to the Consultation Office and
to the Water Cooler. Shoot the Outlet then the Cooler to make it leak and
kill Galen. Go back outside and near the Construction Site. Knock out one
of the Workers there for the Construction Van Key if you hadn't already
done so then leave the mission via the Van.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Letterboxed [2,000 XP]
**********************
For this you need to lure Galen outside by placing an item in his
Mailbox.
>>The Quack [4,000 XP]
********************
For this you need to kill Galen Vholes.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target with the Fiber Wire.
>>Prescription [4,000 XP]
***********************
For this you need to kill Galen with the Pen on his Desk.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>I Am the Law [2,000 XP]
***********************
For this you need to acquire the Police Deputy Disguise.
>>Treehouse Stalker [2,000 XP]
****************************
For this you need to observe Galen from the Treehouse in his Back
Yard.
>>Flammable Snake Oil [2,000 XP]
******************************
For this you need to kill Galen with a Gasoline Drum.
>>Big Bang Theory [2,000 XP]
**************************
For this you need to kill Galen with an explosion.
>>Shocking Health Benefits [2,000 XP]
***********************************
For this you need to kill Galen with an electrified puddle of
Atlantide.
0=================================0
| So Many Syringes, So Little Time \
0===========================================================================>
This run-through is going to use the Syringes to acquire the remaining
Challenges. When planning bring the Sedative Syringe, Modern Emetic
Syringe, place the Modern Lethal Syringe into the Cross Driveway Pickup,
and start at the Suburb Sign.
When you start then get close enough to the Deputy and Gardener so they
will start their conversation and break up then go to the Pickup to grab
the Lethal Syringe. Go to the front door of the West House, bring out the
Sedative Syringe, and wait. The Mailman should come to the door so stab him
to knock him out before he rings the Doorbell and take his Disguise. Go to
the Vholes House and ring the Doorbell.
When Galen opens the door then go inside and wait for him to lead you up to
the Office. Like with the last run-through make a game save before sitting
down:
>>Hold My Hair
************
Start the meeting and get up when he does. Bring out the Emetic
Syringe, get up behind him, and stab him to make him sick. Follow him
to the Bathroom and drown him at the toilet. After the notifications
pop up then reload the save.
When you get back then start the meeting again and get up when he does.
This time stab him with the Lethal Syringe to kill him then run out of the
House and to the Covered Bridge at the Public Park to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal Poison.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus this other Challenge:
--The Quack
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
Although it is not as easy to do as it was in Mumbai it is not that hard to
do both [Suit Only] and [Sniper Assassin] here. When planning bring the
Coins, a Briefcase with the Sieger 300 Ghost, place the Disposable
Scrambler into the Public Park Shed, and start at Whittleton Creek.
When you start then go to get the Scrambler and grab the Hammer from the
Stand. Run to the Cassidy House Garage to acquire the Wrench and run to the
Vholes House. Jump the fence at the south Gate then run down into the
Basement. Drop the Briefcase in the corner close to the Container then run
and use the Scrambler on the glass door to access the Security System.
Turn off the Fusebox to lure down one of the undercover Guards. Go back to
the Briefcase and wait for him to enter the Vault. Run up behind him, knock
him out with the Wrench or Hammer before he reaches the Fusebox, pick up
his Pistol, and dump him in the Container. As you are dragging him then the
other undercover Guard should be lured to the still non-functional System.
Knock him out too and dump him in the Container.
Go to the base of the stairs and you should see a domed light on the wall.
Place a Coin near here, use your Instinct, and look for Galen. If your
timing is right then he should be heading downstairs. At this point all of
the Police Officers that were outside are now inside with two on the 1st
Floor, one in the Back Yard, and Sheriff Masterson who is escorting Galen.
Galen should be heading to the Kitchen with Masterson trailing far behind.
You should also see that the Basement door is currently open. Just as
Masterson gets near the door then toss one of your objects about halfway up
the stairs to lure him down. Go behind the wall and wait.
As he finishes investigating then toss your other object near the Coin to
lure him close enough to see it. As he goes for it then subdue him and
leave the body. Pick up your objects and run upstairs and into the Kitchen.
At this point Galen should be on the back porch. When he walks inside then
run up behind him, knock him out, and drag him into the Basement. Get your
Rifle, shoot him in the head, drop the weapon, and go to the Basement door.
Use your Instinct and, when the patrolling Guard isn't looking, then run
up and outside, run out the Gate, and to the Covered Bridge at the Public
Park to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Cellar Door [2,000 XP]
**********************
For this you need to turn off Galen's Security System.
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Hold My Hair
++Piano Man ++Tasteless, Traceless
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus this other Challenge:
--The Quack
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
/ Ambrose Island \@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY12. Shadows in the Water 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@\ Ambrose Island /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
**NOTE: This mission is part of the Year Two material and was released as a
free map expansion on July 26, 2022.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
With The Ark Society's gathering still weeks away a problem has developed
that requires 47's help. When Lucas went to Romania to reunite with 47 he
left his miltia in command of one of his best fixers, Noel Crest. Noel was
given the task of stopping all attacks on Providence and to await further
orders.
Unfortunately, Noel went rogue and made himself and some of the militia into
a group of thieves specializing in spectacle heists with no regard to
collateral damage. Noel is now at Ambrose Island, an isolated harbor north of
the Strait of Malacca. He has joined forces with a local pirate syndicate to
raid a passing tanker.
His goal is to steal the control unit of an Ether Corp. satellite that was
being covertly being shipped abroad. The satellite is part of Ether's secured
cloud network.
Lucas' plan is to move against The Constant and that requires all attacks
against Providence to be stopped so the organization would lower their guard.
If Noel tries to use the satellite as part of a possible extortion plan then
this would alert Providence thus making it harder to go after The Constant by
either providing more security for him or he might not go to the gathering at
all.
So now 47 needs to eliminate Noel and either destroy the Control Unit or
acquire both of the Access Cards needed for their operation thus locking them
out.
Diana also needs a cover story for the ICA and, lucky for them, there is
already an ICA sanctioned Target on the island. She is Sinhi "Akka" Venthan,
the leader of the Pirates currently working with Noel. After being told of
this then 47 goes to the island.
When he arrives then he is informed that things have soured between Noel and
Akka. Apparently he didn't disclose the true nature of the raid to her and
she has taken one of the Access Cards until they can renegotiate. The other
Access Card is most likely with one of Noel's trusted men who have set up
camp near some old colonial ruins. This is where the Control Unit should be
too.
And with this 47 begins to scope out the island and notices a slapping
contest that looks kind of fun.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AMB1. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. Unlike the other maps the north indicator is
actually pointed north so you may want to turn on the Mini-Map
North Indicator to help with finding things.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This is a moderately sized island with several major areas of note. At the
northwest side of the island is where the Militia have set up shop. This
consists of the Militia Camp, Colonial Ruins, East Ruins, and the Militia
Cave. East of this area is a Rope Bridge that leads to part of the jungle
called the Shrine.
The east side of the island is where the Pirates have their headquarters.
This area consists of the North Lookout, the south half of the East Beach, a
Bar and Workstation area, a Meeting Room, worker Quarters, Pirate Outhouse,
and South Lookout.
At the east side of the Camp is a Gated Area that contains several places of
note such as the Hostage Hut, Radar Tower, Akka's Hut, and the Green
Container.
At the west side of the island is the Northwestern Beach, Western Beach,
South Cove, and Jungle areas. At the center of the island is the main Village
where most of the residents live.
North of the Village is the Central Social Hub where Farah's Place, the
Northern Beach, and Small Beach are located. South of the Village is the
Southern Beach and Stilt Village where the Workshop and Kitchen Bar are
located.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0==============================================0
| Western Beach, Jungle, and Northwestern Beach \
0===========================================================================>
This is the large area at the west side of the map. The Western Beach has
two piers and a shack. East of this area is the Jungle which has several
paths.
The South Cove is a north-south path at the southeast edge of the Western
Beach that leads to the water. The South Central Path is the west-east path
that leads to the Village area. The North Central Path is the west-east
path north of the South Central Path and lead to the Northern Beach area.
The West Path is the north-south path that leads north to the Northwestern
Beach. The North Path is the west-east path that starts near the center of
the West Path and goes east to the Northern Beach.
The Northwestern Beach is the large beach area north of the Western Beach
and also leads up to the Militia Camp area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Western Beach |#############################|
0===========================================================================0
| Fishing Line | On a shelf inside the shack. |
|--------------+------------------------------------------------------------|
| Fish | In a tray inside the shack. |
|--------------+------------------------------------------------------------|
| Wooden Torch | Inside the flaming barrel at the east side of the Beach. |
0===========================================================================0
|#################################| Jungle |################################|
0===========================================================================0
| Coconut | On the ground at the north end of the South Cove. |
|---------------------+-----------------------------------------------------|
| Driftwood Log | On the beach at the South Cove. |
|---------------------+-----------------------------------------------------|
| Jarl's Pirate Saber | Inside a Treasure Chest at G. Threepwood's Grave at |
| Doubloon (x2) | the South Cove. Requires a Shovel to acquire. |
|---------------------+-----------------------------------------------------|
| Kukri Machete | Embedded in a tree at the west end of the North |
| | Path. |
|---------------------+-----------------------------------------------------|
| Poisonous Flower | Halfway down the stairs at the east end of the |
| (Emetic) | North Path. |
0===========================================================================0
|###########################| Northwestern Beach |##########################|
0===========================================================================0
| Coconut | On the ground by a tree at the very north end of the Beach. |
|----------+----------------------------------------------------------------|
| Seashell | On the ground by the vine at the northeast side of the Beach. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| Village \
0===========================================================================>
This is the main residential area of the island. There are many huts and
buildings here. This area is divided between four sections: West, West
Central, Central, and East.
The West Side has an open-air Shed and a Green Hut to the south. A Boat
Cradle is to the south of the Green Hut. The West Central Area has three
huts. The north hut is Hut #1, the one in the center south of it is Hut #2,
and the south hut is Hut #3.
The Central Area has four buildings. The large building to the north is the
Card Hut as there are Guards playing cards there. The hut to the south of
it is Hut #4, the one to the south of it is Hut #5, and the one to the
south of it is Hut #6.
The East Side has four buildings. The large building to the north is the
Theater as it is showing one of the late Dawood Rangan's movies. The large
building to the south of that is the Barracks. To the northwest of the
Barracks is Hut #7 with Hut #8 to the south.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| West Side |###############################|
0===========================================================================0
| Cigar Box | Buried in the dirt outside the north end of the Shed. |
| | Requires a Shovel to acquire. |
|-----------------+---------------------------------------------------------|
| Garden Fork | On the ground inside the Shed. |
|-----------------+---------------------------------------------------------|
| Iron | In a refrigerator outside the northeast corner of the |
| | Green Shack. |
|-----------------+---------------------------------------------------------|
| Apology Letter | Inside the Green Hut. |
| Meaty Bone | |
| Apricot | |
| Shovel | |
|-----------------+---------------------------------------------------------|
| Hammer | On a workbench just southeast of the Green Hut. |
|-----------------+---------------------------------------------------------|
| Screwdriver | On a toolbox at the Boat Cradle. |
0===========================================================================0
|###########################| West Central Area |###########################|
0===========================================================================0
| Barber Razor | By the bed inside Hut #1. |
|--------------+------------------------------------------------------------|
| Scissors | Inside Hut #2. |
| Apple | |
|--------------+------------------------------------------------------------|
| Hobby Knife | On the chair in the southwest corner of Hut #3. |
|--------------+------------------------------------------------------------|
| Shears | On a wooden beam near the south end of the lower path |
| | between the West Central Area and the Central Area. |
0===========================================================================0
|##############################| Central Area |#############################|
0===========================================================================0
| Coin | --On the table inside the Card Hut (x2). |
| | --Inside Hut #5. |
|---------------+-----------------------------------------------------------|
| Kitchen Knife | Inside Hut #4. |
| Umbrella | |
|---------------+-----------------------------------------------------------|
| Soda Can | By the sitting couple outside the west side of Hut #4. |
|---------------+-----------------------------------------------------------|
| Soap | By the laundry tub outside the east side of Hut #5. |
|---------------+-----------------------------------------------------------|
| Vodka Bottle | Inside Hut #5. |
|---------------+-----------------------------------------------------------|
| Propane Flask | Inside Hut #6. |
| Frying Pan | |
0===========================================================================0
|###############################| East Side |###############################|
0===========================================================================0
| Newspaper | On a table at the patio outside the north side of the |
| | Theater. |
|--------------+------------------------------------------------------------|
| Screwdriver | Inside the Theater. |
|--------------+------------------------------------------------------------|
| Soda Can | --Inside the Theater. |
| | --Inside the Barracks. |
|--------------+------------------------------------------------------------|
| Vodka Bottle | Inside the Barracks. |
|--------------+------------------------------------------------------------|
| Apricot | Inside Hut #8. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================0
| Southern Beach and Stilt Village \
0===========================================================================>
The Southern Beach is the beach at the south side of the island. It extends
from the water to the west all the way to a fence for the Pirate Camp to
the east. The Stilt Village is the group of piers and shacks attached to
the Beach.
The westmost building is the Workshop where boats are being repaired. To
the east of that is a small hut which is Hut #9. To the east of that is Hut
#10. To the east of that is a Kitchen Bar where food and drinks are being
served. To the east of that is the Kitchen Bar Storeroom. The eastmost
shack of this village is Hut #11.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Southern Beach |############################|
0===========================================================================0
| Paddle | Leaning against a covered boat near the center of the |
| | Beach. |
|--------------+------------------------------------------------------------|
| Vodka Bottle | By the sitting person near the center of the Beach. |
0===========================================================================0
|#############################| Stilt Village |#############################|
0===========================================================================0
| Car Battery | On the workbench at the west corner of the Workshop. |
|-------------------+-------------------------------------------------------|
| Oil Canister | On the lower shelf of the workbench at the west |
| | corner of the Workshop. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the blue tarp at the north corner of the Workshop. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | On the windowsill at the northeast side of the |
| | Workshop. |
|-------------------+-------------------------------------------------------|
| Fuse Cell | On the table at the east corner of the Workshop. |
| Crowbar | |
|-------------------+-------------------------------------------------------|
| Whiskey Bottle | On the stairs by the laying person just south of |
| | Hut #9. |
|-------------------+-------------------------------------------------------|
| Fishing Line | At the very end of the pier between Huts #9 and #10. |
|-------------------+-------------------------------------------------------|
| Soda Can | --Inside Hut #10. |
| | --On a table at the lower section southeast of the |
| | Kitchen Storeroom. |
|-------------------+-------------------------------------------------------|
| Scissors | --Inside Hut #10. |
| | --Near the Container on the long pier south of the |
| | Kitchen Storeroom. |
|-------------------+-------------------------------------------------------|
| Frying Pan | On the stove inside the Kitchen Bar. |
|-------------------+-------------------------------------------------------|
| Cleaver | On the center table inside the Kitchen Bar. |
|-------------------+-------------------------------------------------------|
| Fish | Inside a tray at the northeast corner of the Kitchen |
| | Bar. |
|-------------------+-------------------------------------------------------|
| Diary Entry #3 | Inside a large metal tub by the refrigerator at the |
| | southeast corner of the Kitchen Bar. |
|-------------------+-------------------------------------------------------|
| Wrench | On the floor behind the Bar at the balcony south of |
| | the Kitchen Bar. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | Inside the Kitchen Bar Storeroom. |
| Bag of Sugar | |
|-------------------+-------------------------------------------------------|
| Starfish | At the bottom of a pillar almost directly under the |
| | Kitchen Bar. |
|-------------------+-------------------------------------------------------|
| Note to Sister | Inside Hut #11. |
| Cook's Key | |
| Banana | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================0
| Central Social Hub \
0===========================================================================>
This is the main area where everybody can socialize and is located at the
north edge of the Village. The main building here, at the east, is Farah's
Place. The room at the south is the Kitchen and there is a Toilet to the
south outside. To the north of the main building is the Workcenter and to
the west of that is the Food Storage room.
The west side of this area is where a Slapping Contest is being held for
those gathered to drink and watch.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Farah's Place |#############################|
0===========================================================================0
| Apple | On the table just outside the front door. |
|--------------------+------------------------------------------------------|
| "Better Times" | On the wall just inside the main door by the |
| | jukebox. |
|--------------------+------------------------------------------------------|
| Village Master Key | --On the wall just inside the main door by the |
| | jukebox. |
| | --Carried by Farah. |
0===========================================================================0
|################################| Kitchen |################################|
0===========================================================================0
| Kitchen Knife | At the counter at the east side of the area. |
| Meat Fork | |
|----------------+----------------------------------------------------------|
| Whiskey Bottle | On the bar just outside the area. |
0===========================================================================0
|###############################| Workcenter |##############################|
0===========================================================================0
| Car Battery | On the ground at the northwest corner of the area. |
|-------------+-------------------------------------------------------------|
| Spray Can | At the southeast corner of the area. |
| Wrench | |
0===========================================================================0
|##############################| Food Storage |#############################|
0===========================================================================0
| Apple | On a crate at the northwest corner of the room. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the shelving at the east side of the room. |
| Soda Can | |
|-------------------+-------------------------------------------------------|
| Durian | In a tray at the south side of the room. |
|-------------------+-------------------------------------------------------|
| Shovel | On the ground in the small room outside the north |
| | side of the room. |
|-------------------+-------------------------------------------------------|
| Hammer | At the west edge of the roof. You will need to climb |
| | up to acquire. |
0===========================================================================0
|############################| Slapping Contest |###########################|
0===========================================================================0
| Vodka Bottle | On the table north of the Contest. |
|----------------+----------------------------------------------------------|
| Wooden Torch | In the flaming barrel east of the Contest. |
|----------------+----------------------------------------------------------|
| Ether Pamphlet | --On the table south of the Contest. |
| | --Carried by Noel Crest. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| Northern Beach and Small Beach \
0===========================================================================>
This is the beach at the north side of the island. It goes from the North
Path from the Jungle at the west all the way to the door to the Pirate Camp
to the east. There are three shacks that are part of the Beach. The west
hut is Hut #12, the one in the center is Hut #13, and the east one is Hut
#14.
The Small Beach is located just northwest of the Northern Beach and can be
accessed by a tunnel just west of Hut #12.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Northern Beach |############################|
0===========================================================================0
| Cook Disguise | Inside Hut #12. |
|-------------------+-------------------------------------------------------|
| Spray Can | At the northwest corner of the patio outside the back |
| | side of Hut #12. |
|-------------------+-------------------------------------------------------|
| Longtail Boat Key | Inside Hut #13. Must pick up Brick to acquire Key. |
| Garden Fork | |
| Brick | |
|-------------------+-------------------------------------------------------|
| Hammer | On the barrel just outside the back door to Hut #13. |
|-------------------+-------------------------------------------------------|
| Soap | Inside Hut #14. |
|-------------------+-------------------------------------------------------|
| Wrench | On the large bathtub outside the east side of Hut |
| | #14. |
0===========================================================================0
|##############################| Small Beach |##############################|
0===========================================================================0
| Coconut | At the ground at the south end of the area. |
|------------------------+--------------------------------------------------|
| Seashell | On the beach at the north side of the area. |
|------------------------+--------------------------------------------------|
| Khatvanga | Inside the small cave at the north end of the |
| | area. |
|------------------------+--------------------------------------------------|
| The Buccaneer Disguise | Inside the Treasure Chest within the small cave |
| Bag of Gunpowder | at the north end of the area. |
| Cannonball (x2) | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| East Beach \
0===========================================================================>
This is the large beach area at the east side of the island and can be
accessed by going along the shallow water at the east end of the Northern
Beach. There are two halves: North and South. The south end of the beach is
part of the Pirate Camp area and can be accessed by jumping over some
rocks.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| North Half |##############################|
0===========================================================================0
| Whiskey Bottle | Under the bridge near the east end of the Northern |
| | Beach. |
|----------------+----------------------------------------------------------|
| Bone Lockpick | By the skeleton at the very north end of the area. |
|----------------+----------------------------------------------------------|
| Starfish | On a pillar at the south end of the area. |
0===========================================================================0
|###############################| South Half |##############################|
0===========================================================================0
| Message In A Bottle | Inside a bottle at the north end of the area. Must |
| | shoot the bottle to acquire. |
|---------------------+-----------------------------------------------------|
| Coconut | On the sand at the north side of the area. |
|---------------------+-----------------------------------------------------|
| Paddle | In the submerged boat at the northeast side of the |
| | area. |
|---------------------+-----------------------------------------------------|
| Old Axe | Embedded in a log near the center of the area. |
|---------------------+-----------------------------------------------------|
| Seashell | On the sand between two boats at the south side of |
| | the area. |
|---------------------+-----------------------------------------------------|
| Fishing Line | On the sand by the standing Guard at the south side |
| | of the area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Militia Camp \
0===========================================================================>
This is the main encampment for Noel's militia and located at the
northwest corner of the map. At the north is the Antenna with stairs that
lead up to the Colonial Ruins to the east. To the south is the Mess Area.
at the southwest corner are stairs that go down to a Lower Area that has
access to the Cave below.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|################################| Antenna |################################|
0===========================================================================0
| Crowbar | On the crate by the stairs to the Colonial Ruins. |
|------------------+--------------------------------------------------------|
| Poisonous Flower | On the ground at the northeast corner of the area. |
| (Emetic) | |
|------------------+--------------------------------------------------------|
| Screwdriver | On tables near the center of the area. |
| Fuse Cell | |
|------------------+--------------------------------------------------------|
| Propane Flask | At the southeast corner of the area. |
0===========================================================================0
|###############################| Mess Area |###############################|
0===========================================================================0
| Kitchen Knife | By the stove at the west side of the area. |
| Frying Pan | |
| Apricot | |
|-----------------------+---------------------------------------------------|
| Soda Can | --By the stove at the west side of the area. |
| | --On a table at the east side of the area. |
|-----------------------+---------------------------------------------------|
| Lethal Poisonous Frog | In the large puddle southeast of the area and |
| | just inside the passage. |
0===========================================================================0
|###############################| Lower Area |##############################|
0===========================================================================0
| Seashell | On the ground at the northwest corner of the area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================================================0
| Colonial Ruins, East Ruins, Rope Bridge, and Shrine \
0===========================================================================>
The Colonial Ruins are the main ruined area just east of the Militia Camp
and are comprised of two floors: Upper and Lower. On the Lower Floor there
are three Cells at the south end: West, East, and Southeast.
To the east of the Colonial Ruins is a path that leads to the East Ruins
which is a smaller area. To the southeast of the East Ruins is the Rope
Bridge that leads to the Shrine. The Shrine is the medium sized area at the
northeast corner of the map with paths that lead to the Pirate Camp and
beach areas.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#########################| Colonial Ruins (Upper) |########################|
0===========================================================================0
| Cannonball | On the ground behind the Cannon at the southeast |
| | corner of the floor. |
|---------------------+-----------------------------------------------------|
| Ether Pamphlet | On the table near the center of the floor. |
|---------------------+-----------------------------------------------------|
| Brick | On the ground at the east side of the floor just |
| | north of the short stairs. |
|---------------------+-----------------------------------------------------|
| Control Unit Access | Carried by Orson Mills. |
| Card A | |
0===========================================================================0
|#########################| Colonial Ruins (Lower) |########################|
0===========================================================================0
| Wooden Torch | On a crate near the center of the floor. |
|----------------------------+----------------------------------------------|
| Brick | On the floor in the southwest corner of the |
| | East Cell. |
|----------------------------+----------------------------------------------|
| Remote CX Demo Block MK II | At the crates at the north side of the East |
| Militia-Issued HX-10 SMG | Cell. |
| Remote Breaching Charge | |
| Bag of Gunpowder | |
| Molotov Cocktail | |
|----------------------------+----------------------------------------------|
| Cannonball | On the ground in the corner at the opposite |
| | side of the east wall of the East Cell. |
|----------------------------+----------------------------------------------|
| Bone Lockpick | On the skeleton inside the Southeast Cell |
|----------------------------+----------------------------------------------|
| Rusty Key | Carried by the standing Guard outside the |
| | West Cell. |
0===========================================================================0
|###############################| East Ruins |##############################|
0===========================================================================0
| Kukri Machete | On the ground at the west end of the path to the |
| | Colonial Ruins. |
|-----------------------+---------------------------------------------------|
| Lethal Poisonous Frog | --At the small pond at the west side of the area. |
| | --Near the sitting Guard at the center of the |
| | area. |
|-----------------------+---------------------------------------------------|
| Wooden Torch | Near the small pond at the west side of the area. |
|-----------------------+---------------------------------------------------|
| Brick | Near the sitting Guard at the center of the area. |
0===========================================================================0
|#################################| Shrine |################################|
0===========================================================================0
| Garden Fork | By the tent at the southwest side of the area. |
| Shovel | |
| Apple | |
|----------------------+----------------------------------------------------|
| Coin | On the shrine itself at the north side of the area |
| | (x3). |
|----------------------+----------------------------------------------------|
| Smugglers Invitation | Embedded in the tree at the southeast side of the |
| Folding Knife | area. |
|----------------------+----------------------------------------------------|
| Poisonous Flower | Inside a small nook that can be accessed by going |
| (Emetic) | down the stairs at the east end then turning left |
| | at the bottom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Militia Cave \
0===========================================================================>
This is the large cave under the Colonial Ruins and where the Satellite
Uplink Control Unit is located. At the west side of the area is the
Workcenter. At the north side is the Cove where there is a boat waiting to
be used. At the east side of the area is the Control Center. At the
southeast side is the Barracks.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Fuse Cell | On a table at the west side of the Workcenter. |
|--------------------------+------------------------------------------------|
| Screwdriver | On a stack of small crates at the south side |
| | of the Workcenter. |
|--------------------------+------------------------------------------------|
| Starfish | On a large rock at the east side of the Cove. |
|--------------------------+------------------------------------------------|
| Tactical Boat Key | By the main console at the Control Center. |
|--------------------------+------------------------------------------------|
| Propane Flask | Near the Container at the east side of the |
| | Control Center. |
|--------------------------+------------------------------------------------|
| Wrench | On a crate at the south side of the Control |
| | Center. |
|--------------------------+------------------------------------------------|
| Folding Knife | Embedded in a crate at the southwest side of |
| | the Control Center. |
|--------------------------+------------------------------------------------|
| Militia Soldier Disguise | At the Barracks. |
| Apricot | |
|--------------------------+------------------------------------------------|
| Fire Extinguisher | On a crate at the south entrance. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Pirate Camp \
0===========================================================================>
This is the main encampment for the Pirates and takes up most of the east
side of the map. There are multiple areas of note.
The Main Bridge, that is part of the path that goes up to the Shrine area,
is at the north end. Just southeast of the Bridge is the North Lookout
area. This is part of a ruined section of a long ago post and has a higher
platform at the southeast corner.
There is another bridge that goes from the Lookout to the main area. There
is a west-east path that goes from the gate just west of the bridge all the
way to the East Beach and I will call that the Beach Path.
Just southwest of the south end of the bridge is the Bar. South of that is
the North Workcenter. West of that is the Meeting Room which is the room
above Farah's Place.
East of the North Workcenter is a gated off area with several buildings. At
the north side is the Hostage Hut. Next door east is the Radar Tower. At
the south side is a two-story building. The ground floor is the Control
Center with Akka's Hut on the top floor. To the east of this building is
the Green Container. There is also a path from the east gate that goes down
to the East Beach and I will call that the East Gate Path.
The building adjacent to the southeast corner and outside of this gated
area is the South Workcenter. To the south of that is the Worker Quarters.
Southwest of that is the South Lookout. East of this is the Pirate
Outhouse. Southwest of the South Lookout is the South Pier.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|######################| North Lookout and Beach Path |#####################|
0===========================================================================0
| Banana | On a barrel at the higher platform. |
|----------------+----------------------------------------------------------|
| Brick | On the ground in a corner near the short stairs going |
| | down to the path at the west side of the area. |
|----------------+----------------------------------------------------------|
| Submarine Key | On the table at the east side of the area. |
|----------------+----------------------------------------------------------|
| Diary Entry #2 | Embedded in a tree about halfway down the Beach Path. |
0===========================================================================0
|################| Bar, North Workcenter, and Meeting Room |################|
0===========================================================================0
| Whiskey Bottle | Behind the counter inside the Bar. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | Embedded by the dart board inside the Bar (x2). |
|-------------------+-------------------------------------------------------|
| Crowbar | On a divider inside the Bar. |
|-------------------+-------------------------------------------------------|
| Brine-Damaged SMG | At the North Workcenter. |
| Molotov Cocktail | |
| Bag of Gunpowder | |
| Fuse Cell | |
| Wrench | |
|-------------------+-------------------------------------------------------|
| Letter Opener | On a filing cabinet at the southwest corner of the |
| | Meeting Room. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the roof, west edge, of the Meeting Room. |
0===========================================================================0
|###############################| Gated Area |##############################|
0===========================================================================0
| Remote CX Demo Block | Inside the Box outside of the Hostage Hut. |
| Mk II | |
|----------------------+----------------------------------------------------|
| Shashka A33 | Leaning against the couch inside the Hostage Hut. |
|----------------------+----------------------------------------------------|
| Diary Entry #4 | Inside the main cage inside the Hostage Hut. |
|----------------------+----------------------------------------------------|
| Shashka A33 Gold | Inside Akka's Hut. |
| Akka's Notes | |
| Cage Key | |
|----------------------+----------------------------------------------------|
| Propane Flask | Inside the Green Container. |
|----------------------+----------------------------------------------------|
| Gold Idol | Inside the Box that is inside the Green Container. |
|----------------------+----------------------------------------------------|
| Scrap Sword | Inside some trash outside the west side of the |
| | Green Container. |
|----------------------+----------------------------------------------------|
| Diary Entry #1 | Amongst the stuff just south of the Green |
| Screwdriver | Container. |
| Crowbar | |
|----------------------+----------------------------------------------------|
| Hook | Outside the west gate. |
|----------------------+----------------------------------------------------|
| Control Unit Access | Carried by Sinhi "Akka" Venthan. |
| Card B | |
| Pirate Key | |
0===========================================================================0
|###########| South Workcenter, Worker Quarters, and South Pier |###########|
0===========================================================================0
| Bartoli 12G | Inside a Box at the east side of the South |
| | Workcenter. |
|-----------------------+---------------------------------------------------|
| Metal Worker Disguise | On a bed inside the Worker Quarters. |
|-----------------------+---------------------------------------------------|
| Driftwood Log | On the beach close to the South Pier. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AMB2. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn a Hidden Stash at the Big Tree (Jungle). |
|----------+----------------------------------------------------------------|
| Level 3 | You unlock the Kukri Machete for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start at the Stilt Village. |
|----------+----------------------------------------------------------------|
| Level 5 | You earn a Hidden Stash at Farah's Place. |
|----------+----------------------------------------------------------------|
| Level 6 | You unlock a Brine-Damaged SMG for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start at the Central Social Hub (Farah's Place). |
|----------+----------------------------------------------------------------|
| Level 8 | You earn an Agency Pickup at the Boat Cradle (Village). |
|----------+----------------------------------------------------------------|
| Level 9 | You earn an Agency Pickup at the Food Storage area (Farah's |
| | Place). |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the Hook for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the Shrine. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn a Hidden Stash at the Shrine. |
|----------+----------------------------------------------------------------|
| Level 13 | You unlock the Militia-Issued HX-10 SMG for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 14 | You unlock the Bone Lockpick for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 15 | You can now start at the Pirate Camp disguised as a Metal |
| | Worker. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn an Agency Pickup at the Green Container (Pirate |
| | Camp). |
|----------+----------------------------------------------------------------|
| Level 17 | You unlock the Emetic Gas Grenade for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 18 | You can now start at the Militia Camp disguised as a Cook. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn an Agency Pickup at the Colonial Ruins. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Guerilla Wetsuit and the Molotov Cocktail for |
| | use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AMB3. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0===========0
| Noel Crest \
0===========================================================================0
| He is your primary Target and can be found in the Village area. He will |
| go between the Central Social Hub and the Stilt Village. He is also |
| awaiting a signal from Akka to attend a meeting with her. |
0===========================================================================0
0=====================0
| Sinhi "Akka" Venthan \
0===========================================================================0
| She is your secondary and ICA sanctioned Target. She will go between the |
| Gated Area within the Pirate Camp and to the Meeting Room are above |
| Farah's Place. |
0===========================================================================0
0======0
| Farah \
0===========================================================================0
| She is the main caretaker of the island and helps keeps things running |
| smooth. She can be found at her place within the Central Social Hub. |
0===========================================================================0
0============0
| Orson Mills \
0===========================================================================0
| You already encountered him in New Zealand and has now aligned himself |
| with Noel. He can be found within the Colonial Ruins and Militia Camp and |
| also carries one of the Access Cards. |
0===========================================================================0
0==========0
| Lance Hsu \
0===========================================================================0
| He is from the Chiron corporation and is the go-between in regards to |
| hostages taken by Akka. He was supposed to meet with her but has not been |
| seen as of yet. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AMB4. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0==========================================================0
| Sniper Rifle Usage (Professional and Master Difficulties) \
0===========================================================================0
| This is one of four maps that will allow you to carry Sniper Rifles out |
| in the open when properly disguised. Both of the Guard Disguises, the |
| Militia Soldier and Pirate Disguises, will allow you to carry Sniper |
| Rifles out in the open. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Guerilla Wetsuit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. As you would expect you won't have access to the Militia and |
| Pirate Camp areas. This also includes the Colonial Ruins and East Ruins. |
| |
| You also don't have access to any Hut anywhere on the island except for |
| the Card Hut and Theater within the Village. You also don't have access |
| to any Kitchen and the Food Storage areas. |
| |
| You can start at the Stilt Village, Central Social Hub, and the Shrine |
| once you've reached Mastery Levels 4, 7, and 9 respectively. |
0===========================================================================0
0==============0
| The Buccaneer \
0===========================================================================0
| This is a pirate themed Disguise that can only be acquired by opening up |
| a Treasure Chest located in a small cave at the north end of the Small |
| Beach. It is basically a Civilian Disguise and has the same access and |
| restrictions as the Suit. |
0===========================================================================0
0=======0
| Hippie \
0===========================================================================0
| He is Torres Piombo and can be found at the Shrine area. He wears long |
| robe-ish sweater, a white tye-dye shirt, and orange swimming shorts. This |
| is also a Civilian Disguise and has the same access and restrictions as |
| the Suit but with one difference. He can go to the North Lookout within |
| the Pirate Camp to talk to Akka but nowhere else within. |
| |
| The only safe way to acquire this Disguise is to wait by the Generator |
| near him. Wait for the Guard patrolling the Rope Bridge to come to the |
| Shrine area and leave before turning on the Generator to lure Torres. |
| Hide in the bushes nearby then sneak up on him and knock him out when he |
| turns it off. Drag him down the stairs and to the nook to the left to |
| hide him and acquire his clothes. |
| |
| As for Enforcers, there is only one at Casual difficulty and he is |
| Gregory M. Yaeger, his friend. There are no additional Enforcers at |
| Professional and Master difficulties. |
0===========================================================================0
0=====0
| Cook \
0===========================================================================0
| These are the people that tend to the Kitchens and Mess Area within the |
| Militia Camp. They wear a white chefs shirt with a white apron, gray |
| pants with sandals, and a white cap. This is also the only Disguise that |
| will allow you to poison food and drinks without suspicion. |
| |
| As for access, you can't go into the Pirate Camp but you can go into the |
| Militia Camp. However, you can only go to the Mess Area and the east path |
| leading down to the Small Beach - all other militia controlled areas are |
| off-limits. In addition, you will also be frisked by the Guards at the |
| south entrance to the Camp. |
| |
| Outside of the Militia Camp this Disguise has the same access and |
| restrictions as the Suit except that you can go into the Kitchens and |
| Food Storage areas. |
| |
| The easiest way to acquire this Disguise is to take it from Hut #12 on at |
| the Northern Beach. |
| |
| If you need to take it from somebody your best bet is to go into the Food |
| Storage room at Farah's Place. There should be one inside. However, you |
| need to attack him at either the south or east sides of the room. If you |
| attack him while he is at the north side of the room then you will be |
| seen by the people at the Northern Beach. |
| |
| As for Enforcers, there are two at Casual difficulty: one at the Kitchen |
| Bar at the Stilt Village and one at the Kitchen at Farah's Place. At |
| Professional difficulty there is one addition Enforcer and he goes |
| between the Southern Beach and the Central Social Hub. |
| |
| At Master difficulty there are two additional Enforcers and they are one |
| at the balcony south of the Kitchen Bar at the Stilt Village and one at |
| the Mess Area inside the Militia Camp. |
| |
| You can start at the Militia Camp already disguised as a Cook once you've |
| reached Mastery Level 18. |
0===========================================================================0
0=========0
| Engineer \
0===========================================================================0
| These are the people that tend to the Workshop and South Workcenter |
| (Pirate Camp) areas of the island. They wear a blue long sleeve shirt, |
| blue pants, and a white hard hat along with protective gloves. This |
| Disguise will allow you inside the Pirate Camp but not inside the Gated |
| Area and Meeting Room areas. |
| |
| Outside of the Pirate Camp it has the same access and restrictions as the |
| Suit except that you can go into the Workshop at the Stilt Village. |
| |
| There are three ways to acquire this Disguise. The best way is to jump |
| the fence just east of the Barrack in the Village to enter the South Pier |
| area of the Pirate Camp. There should be an Engineer ahead of you. Run up |
| to him, knock him out, and take his Disguise. |
| |
| It should be noted that when you approach him then he will go onto the |
| Pier. Even though there is a Guard on the Lookout above he won't see you |
| attack him regardless of where the Engineer is on the Pier at any |
| difficulty. |
| |
| The second way is to go into the Worker Quarters at the Pirate Camp. |
| Inside is a Radio. Turn it on to lure the nearby Engineer in. Knock him |
| out when he turns it off and take his Disguise. |
| |
| The third method is at the Workshop at the Stilt Village. On the pier at |
| the west side of the shop is a Water Pump. Wait for Noel to come by and |
| leave before turning it on to lure one of the Engineers outside. Knock |
| him out when he turns it off, drag him to the Container at the south end |
| of the pier, and take his Disguise. |
| |
| However, you can be seen dragging the body if you're not careful so I |
| recommend going after the one at the South Pier instead. |
| |
| As for Enforcers, there are three at Casual difficulty: one at the |
| Workshop at the Stilt Village, one at the South Pier at the Pirate Camp, |
| and Akka. |
| |
| At Professional difficulty there is one additional Enforcer and he is at |
| the South Workcenter at the Pirate Camp. At Master difficulty there is |
| one additional Enforcer and he is the standing Guard at the west gate of |
| the Gated Area inside the Pirate Camp. |
0===========================================================================0
0=============0
| Metal Worker \
0===========================================================================0
| These are the people that work at the Workshop and Workcenters around the |
| island. They wear protective clothing which includes an apron, thick |
| gloves, and head coverings. Like with the Engineer Disguise this Disguise |
| will allow you inside the Pirate Camp but not inside the Gated Area and |
| Meeting Room areas. |
| |
| Outside of the Pirate Camp it has the same access and restrictions as the |
| Suit except that you can go into the Workshop at the Stilt Village. |
| |
| The best way to acquire this Disguise is to grab the one at the Worker |
| Quarters inside the Pirate Camp. However, you should open the Pirate |
| Outhouse Shortcut first so this can be easier to acquire. |
| |
| Another way to acquire this Disguise is to go to the Workcenter north of |
| Farah's Place to find one of them working. Before going after him it is |
| recommended to sneak into the Food Storage room to the west and knock out |
| the Cook here as he could go near the window and see you attack the |
| Worker. |
| |
| To the north of the Workcenter is a small room with a Container. There |
| are a pair of Guards patrolling the Northern Beach nearby and will stop |
| near this room for a bit before going back west. When they get far enough |
| then toss a Coin into the space between the Container and the wall. This |
| should lure the Worker there and out of view of the people on the Beach. |
| |
| When he gets to it then knock him out, dump him into the Container, and |
| take his Disguise. |
| |
| As for Enforcers, there is only one at Casual difficulty and she is Akka. |
| At Professional difficulty there is one additional Enforcer and he is at |
| the South Workcenter within the Pirate Camp. At Master difficulty there |
| is one additional Enforcer and he is at the Workcenter north of Farah's |
| Place. |
| |
| You can start at the Pirate Camp already disguised as a Metal Worker once |
| you've reached Mastery Level 15. |
0===========================================================================0
0================0
| Militia Soldier \
0===========================================================================0
| These are the men that are with Noel and wear a dark gray short sleeve |
| shirt, camouflage pants, and a dark gray cap. This is one of the better |
| Disguises in that you have full access to all of the Militia related |
| areas. This includes the Militia Camp, Colonial Ruins, East Ruins, and |
| Militia Cave. |
| |
| Outside of this you do have full access to all Huts but not the Kitchen |
| and Food Storage areas. You also don't have access to the Pirate Camp and |
| related areas. |
| |
| Although there is a Disguise laying inside the Militia Cave the easiest |
| way to acquire one is to go to the south entrance of the Cave. Here you |
| should see one of the Militia leaning against a crate. There will also be |
| a patrolling Guard that will come to talk to him. When he walks away then |
| sneak run to the crate, press yourself against it, pull him over to |
| subdue him, pull him towards the wall to hide him, and take his Disguise. |
| |
| As for Enforcers, there are eight Enforcers at Casual difficulty: |
| |
| --One at the Card Hut inside the Village. |
| --Noel Crest. |
| --One at the Central Social Hub. |
| --One at the Colonial Ruins (Lower Level). |
| --Orson Mills. |
| --One at the East Ruins. |
| --Two patrolling the Militia Cave. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --One at the Workshop at the Stilt Village. |
| --One at the Central Social Hub. |
| --One standing at the stairs at the south entrance to the Miltia Camp. |
| --One patrolling the path east of the Mess Area of the Militia Camp. |
| --One standing at the west side of the Colonial Ruins (Upper Level). |
| |
| At Master difficulty there are three additional Enforcers and they are |
| both of Noel's Guards and one at the Antenna area of the Militia Camp. |
| |
| And, as already pointed out, this Disguise will allow you to carry Sniper |
| Rifles out in the open at Professional and Master difficulties. |
0===========================================================================0
0=======0
| Pirate \
0===========================================================================0
| These are the men that work for Akka. Being that they're a rag-tag group |
| they wear different kinds of clothing but they all wear one thing that |
| marks them as Pirates: a yellow turban. |
| |
| This is probably the best Disguise in the mission. Although they do not |
| have access to the Militia controlled areas they do have full access to |
| all Huts and buildings in the Village including Kitchen areas. Of course, |
| they have full acces to all areas of the Pirate Camp except for the |
| Meeting Room. |
| |
| The best way to acquire this Disguise is to go to the Barracks within the |
| Village. There is a Pirate sitting outside. Inside the Barracks is a |
| Vacuum Cleaner. Turn it on to lure him and jump out the window near him. |
| Follow him to the Cleaner then subdue him when he turns it off, dump him |
| in the Closet, and take his Disguise. |
| |
| As for Enforcers, there are seven at Casual difficulty: |
| |
| --One at the Card Hut inside the Village. |
| --One by the Workshop at the Stilt Village. |
| --One by the Kitchen Bar. |
| --One at the Bar within the Pirate Camp. |
| --One at the top of the Radar Tower. |
| --One at the Control Center. |
| --Akka. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --One outside the Barracks at the Village. |
| --One patrolling the Northern Beach. |
| --One patrolling the East Beach and East Path. |
| --One patrolling the North Lookout at the Pirate Camp. |
| --One outside Akka's Hut. |
| |
| At Master difficulty there are two additional Enforcers and they are one |
| at the Central Social Hub and one standing at the north bridge at the |
| Pirate Camp. |
| |
| And, as already pointed out, this Disguise will allow you to carry Sniper |
| Rifles out in the open at Professional and Master difficulties. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AMB5. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of six Cameras:
0=======================================================================0
| One halfway through the tunnel at the west side of the Militia Cave. |
|-----------------------------------------------------------------------|
| One at the south entrance of the Militia Cave. |
|-----------------------------------------------------------------------|
| One at the East Ruins. |
|-----------------------------------------------------------------------|
| Two at the northwest corner outside of the Gated Area within the |
| Pirate Camp. |
|-----------------------------------------------------------------------|
| One at the east gate of the Gated Area. |
0=======================================================================0
There are two Recorders: one at the main console for the Control Center
within the Militia Cave and one at the Control Center within the Gated Area
within the Pirate Camp. The easiest one to destroy is the one at the Pirate
Camp due to having fewer Guards near it. Crouch down behind the center desk
cluster and shoot it with a Krugermeier to destroy it.
0=======0
| Master \
0========================================>
At this difficulty there are a total of two additional Cameras:
0=======================================================================0
| One at the upper level of the Colonial Ruins near the west stairs |
| leading down to the Militia Camp. |
|-----------------------------------------------------------------------|
| One at the southwest corner of the Gated Area within the Pirate Camp. |
0=======================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >AMB6. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0==========0
| Shortcuts \
0===========================================================================0
| There are two Shortcuts that you will find in this mission: |
0===========================================================================0
| Colonial Ruins Ladder | At the lower level of the Colonial Ruins. |
| | Requires a Crowbar to open. |
|------------------------+--------------------------------------------------|
| Pirate Outhouse Ladder | This is just east of the South Lookout at the |
| | Pirate Camp. Requires a Crowbar to open. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple keys that you will find in this mission: |
0===========================================================================0
| Village Master Key | This Key opens all of the locked Huts inside the |
| | Village. This also includes the Kitchen Bar and |
| | related Storeroom at the Stilt Village and the |
| | Meeting Room. |
|--------------------+------------------------------------------------------|
| Cook's Key | This Key opens the locked doors of both the Kitchen |
| | Bar and related Storeroom at the Stilt Village. |
|--------------------+------------------------------------------------------|
| Rusty Key | This Key opens all of the Cells at the lower level |
| | of the Colonial Ruins and all doors within the |
| | Militia Cave area. |
|--------------------+------------------------------------------------------|
| Tactical Boat Key | This Key will allow you to leave the mission via the |
| | Tactical Boat within the Militia Cave. |
|--------------------+------------------------------------------------------|
| Submarine Key | This Key will allow you to leave the mission via a |
| | Submarine at the north end of the East Beach. |
|--------------------+------------------------------------------------------|
| Cage Key | This Key opens the large cage within the Hostage |
| | Hut at the Pirate Camp. |
|--------------------+------------------------------------------------------|
| Pirate Key | This Key opens all locked doors of the Gated Area |
| | within the Pirate Camp. |
0===========================================================================0
0==============0
| Bone Lockpick \
0===========================================================================0
| In a couple of places on the map you will find something called a Bone |
| Lockpick. This is a finger of a long deceased person and is used exactly |
| like the regular Lockpicks within your equipment. |
0===========================================================================0
0============0
| Bartoli 12G \
0===========================================================================0
| Some of the Pirates carry the Bartoli 12G Shotgun. However, even though |
| it performs the same as the Regular version it has the skin of the |
| Sawed-Off version. It is unclear at this time if this will be rectified. |
0===========================================================================0
0=================0
| Molotov Cocktail \
0===========================================================================0
| This is a new weapon introduced in this mission. You can toss it to set |
| someone aflame from a distance or you can place it somewhere and shoot it |
| to create a non-Silent Assassin explosive kill. |
0===========================================================================0
0===========0
| The Durian \
0===========================================================================0
| During this mission you can find this large spiky fruit. However, it has |
| a very pungent interior and can make people sick. You can either toss it |
| at someones feet or place it near someone and shoot it to break it and |
| make someone sick. |
0===========================================================================0
0=================0
| The Oil Canister \
0===========================================================================0
| On the lower shelf of the workbench at the west corner of the Workshop is |
| a large container which is the Oil Canister. With this you can make an |
| Oil Pool anywhere on the map but you cannot be seen making it. Just like |
| with any Oil or Gas Pool you can either shoot it or use a Taser to ignite |
| it. |
| |
| However, there is a minor bug with it. Sometimes, when you shoot the |
| Pool, it won't ignite. In this case drop either a Crowbar or Wrench in |
| the Pool and shoot it to create the spark necessary to ignite it. |
0===========================================================================0
0========================0
| The Makeshift Explosive \
0===========================================================================0
| At the North Workcenter is where you can make this explosive device. At |
| the Workcenter are both the Bag of Gunpowder and Fuse Cell that you need |
| to make it. Take them both to the table and follow the prompts to create |
| the device. |
| |
| It is too large to have it out in the open without a Guard Disguise. But, |
| when placed, it basically becomes a Micro Explosive and won't be seen by |
| anybody (and also has the same power so you need to place it carefully to |
| make sure that you kill the Target). |
0===========================================================================0
0==============================0
| Wallhack (Barracks - Village) \
0===========================================================================0
| This building is the best place to get a Pirate Disguise. However, if |
| somebody just happens to be underneath the Barracks then you can be seen |
| from below through the flooring. Luckily, there is nobody that goes under |
| the Barracks under normal circumstances. But you should be aware of this |
| should you cause trouble and use the building. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================0
| Things Could Get Messy \
0===========================================================================>
For this initial run-through I am going to do both the [Two Birds] and
[Destructive Neutralization] Challenges. [Two Birds] requires that you kill
both Noel and Akka in the Meeting Room with a Cannon and [Destructive
Neutralization] requires that you destroy the Satellite Control Unit with
an explosive device.
There are two ways to start the meeting. The first is to turn on the lights
on the Radar Tower. The lights are used to signal to both Noel and Akka to
start their meeting. The second way to start the meeting is to either work
with Farah and present her with a certain picture or place this picture on
Akka's desk within her Hut in the Gated Area of the Pirate Camp.
There are two ways to destroy the Satellite Control Unit. The first, as
mentioned, with explosives. The second is by overloading it and that will
be done in a later run-through.
One of the items that you will be given for this mission is a GPS Tracker
which is used to call Lucas when you have completed your objectives. This
will open up two additional exit points for you to use.
Multiple other Challenges, including [Chameleon] will be included. When
planning bring the Krugermeier, Lockpick, Coins, and, being that this is
the first run-through, you will be starting at the Western Beach.
When you start then go into the Jungle and go east along the North Path
towards the Northern Beach. Just before you reach the Beach then grab the
Poisonous Flower (Emetic). When you get to the Beach then there should be a
tunnel at the west end inside the shallow waters. This tunnel leads to the
south entrance to the Militia Cave.
However, when you enter this tunnel, then you should also see a path to the
Small Beach to your right. Go onto the Beach and to the north end to find a
small cave. Here you should see a Treasure Chest and a Khatvanga. Open the
Chest to find The Buccaneer Disguise, a Bag of Gunpowder, and two
Cannonballs. Grab both the Cannonballs, the Bag of Gunpowder, and switch
into and out of The Buccaneer Disguise.
Go back down into the tunnel and head north to the Militia Cave. Ahead of
you should be a standing Guard leaning against a crate who should have his
back to you. There should also be a patrolling Guard near him who will come
to him, stand for a bit, then leave.
Wait just far enough away to not be seen and wait for this Guard to come
and leave before doing anything. Sneak run up to the standing Guard, pull
him over to subdue him, pull him closer to the wall, and take his Disguise.
Then quickly drag the Guard to the Container ahead of you for dumping while
the other is at the opposite end of his route.
Go into the tunnel at the west side of the Cave then go out and up to the
Militia Camp. While avoiding Orson, who is an Enforcer, grab the
Screwdriver and Crowbar from the Antenna area and go up to the Colonial
Ruins.
After you go up the first set of stairs then angle left and go forward
through an archway to find a pair of Guards. Turn right to find a doorway
into the lower level of the Ruins. Continue southwest to enter a small room
where you should find a Shortcut. Unlock it with the Crowbar.
Here at the lower level there is a central north-south hallway with a
patrolling Enforcer. At the south end there are three Cells: west, east,
and southeast. Go all the way to the east side to find a Vent then go to
the southeast corner to find a nook.
Stay here as Orson will come down here to check on one of the Cells. Inside
the West Cell is Lance Hsu but I will deal with that in a later
run-through.
Once Orson leaves then go to the barrels just northwest of you. Press up
against them and wait for the patrolling Enforcer to come close. Toss a
Coin at your feet to lure him to you. Grab him and his weapon then drag him
to the nook for hiding. Keep close to the wall as there is an opening in
the East Cell wall and you may be seen by the standing Guard on the other
side.
Go over to the standing Guard by the West Cell and place a Coin in front of
him to make him move forward enough so you can knock him out - grab the
Rusty Key. Drag him to the room at the southwest corner and hide him in the
Container here. Drop his weapon here too. Drag the other Guard here too and
drop his weapon.
Enter the East Cell to pick up a Molotov Cocktail and the Remote CX Demo
Block Mk II. Go into the Southeast Cell to find a skeleton. You can also
pick up part of his hand which results in a Bone Lockpick which you need to
acquire for one of the Challenges. A Bone Lockpick behaves just like a
regular Lockpick except that it is made out of bone.
At the northeast corner of this floor is a set of stairs. Go to them but
hide at the corner at the left side. Place a Coin near the corner and wait.
Orson will eventually come down these stairs. When he goes for the Coin
then grab him and dump him in the Container in the nook at the north end of
the central hallway.
Go to the Vent and use the Screwdriver to open it. Dump the explosive down
the Vent which will drop it behind the Satellite Control Unit. Detonate the
explosive to destroy the Unit. It should be pointed out that the Soldiers
in the Cave will look around to find out who did it but will not stand down
for the remainder of the mission.
In addition, you can't just leave the explosive on the floor - it will
eventually be found and picked up by one of the patrolling Guards.
Go up the stairs that Orson came down on to reach the upper level and go to
the southeast corner to find a single Cannon. This Cannon is the one
pointed at the Meeting Room. Load it up with the Bag of Gunpowder and one
of the Cannonballs.
From here then go down the stairs to the east and to the East Ruins but
carefully grab the Lethal Poisonous Frog along the way. Go across the Rope
Bridge and into the Shrine area.
Here you should find a person hunched over a makeshift work area, Gregory
M. Yaeger. In one of the other tents you should find a sleeping person,
Torres Piombo.
Gregory will ask you if you are into biochemistry. He needs help with his
research with poisonous plants and animals on the island. Place both the
Frog and Flower on his work area and he will give you an Emetic Gas
Grenade, a Lethal Poison Vial, and a Rusty Key.
Near Torres is a Generator. Go to it and wait. There will be a Guard that
patrols the Rope Bridge. He will enter into the Shrine area, stand for a
bit, and walk away. When he walks away then turn on the Generator to lure
Torres to it. Knock him out when he turns it off then drag him down the
stairs to the southeast then left into a nook. Switch into and out of his
Disguise.
Go down the stairs to the water then south down the East Beach. Once you
cross over to the south half then watch out for a Guard that goes down the
Beach and Beach Path. When he goes north along the Beach Path then run up
behind him and knock him out then switch into his Disguise. Go up into the
Pirate Camp area and to the west gate of the Gated Area.
Here you should find and pick up a Hook for one of the Challenges. Go south
to find the South Workcenter and Worker Quarters. Go inside to find and
switch into and out of the Metal Worker Disguise. Go south out of the
Quarters to find the Pirate Outhouse. Go inside and unlock the Shortcut
within using the Crowbar. Run down to the South Pier to find an Engineer.
Run up to him, knock him out, and switch into and out of his Disguise.
Climb over the nearby fence to enter the Village. Go north to Farah's Place
and enter the main bar area. You should find a jukebox in the corner to
your left as you enter. Turn around to find a picture by the doorway. Pick
it up to reveal the Village Master Key. Take it then go to the Food Storage
room nearby.
Enter it and you should find a Cook within. Wait for him to be either at
the east or south sides of the room before knocking him out, dumping him in
the Container at the west side of the room, and switch into and out of his
Disguise to complete [Chameleon]. Grab the Durian for another Challenge
before leaving the room. Explore all remaining Unexplored Areas on the
island outside of the Pirate Camp before going back there.
When you arrive back at the Camp then go into the Gated Area and go into
Akka's Hut and Hostage Hut to put them on the map while avoiding her as she
is an Enforcer to the Pirate Disguise. Go up the Radar Tower to put it on
the map and complete another Challenge then turn on the lights while
avoiding the Enforcer up here.
This will start the meeting between Noel and Akka. They will start at the
Meeting Room then eventually go to the North Lookout. It will take some
time before they meet up at the Room but you will still need to move fast.
Slide down the ladder then go out the East Gate. Go back to the Beach Path
to re-acquire the Militia Soldier Disguise and run up the East Beach, up
the stairs to the Shrine, and across the Rope Bridge. Run up to the
Colonial Ruins and back to the Cannon.
At this point both of then should've just arrived at the Room. When the
patrolling Guard behind you is moving west and Noel is either drinking or
sitting down then fire the Cannon to kill them both. Even though you killed
them this way it still counts as an accident and you will still have Silent
Assassin.
After this then run to the Rope Bridge. As noted earlier you were given a
GPS Tracker for you to use so Lucas can pick you up. Using it will activate
two additional exit points. One of them is at the Northwestern Beach and
the other is at the Rope Bridge. Activate the Tracker, go to the point on
the Bridge, and request the extraction to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Shortcut: Colonial Ruins [1,000 XP]
***********************************
For this you need to open the Shortcut at the Colonial Ruins.
>>Firestarter [1,000 XP]
**********************
For this you need to acquire a Molotov Cocktail.
>>A Bone to Pick [1,000 XP]
*************************
For this you need to acquire a Bone Lockpick.
>>Destructive Neutralization [4,000 XP]
*************************************
For this you need to destroy the Satellite Control Unit with an
explosive.
>>Back Down to Earth [2,000 XP]
*****************************
For this you need to destroy the Satellite Control Unit with an
explosive. You should also earn the Sunset Rubber Duck explosive.
>>Nature's Bounty [2,000 XP]
**************************
For this you need to help out Gregory M. Yaeger by giving him a
Lethal Poisonous Frog and a Poisonous Flower (Emetic).
>>The Smuggler [1,000 XP]
***********************
For this you need to acquire the Hippie Disguise.
>>Fisherman's Friend [1,000 XP]
*****************************
For this you need to acquire a Hook.
>>Shortcut: Pirate Outhouse [1,000 XP]
************************************
For this you need to open the Shortcut at the Colonial Ruins.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++The Buccaneer ++Hippie
++Cook ++Engineer
++Metal Worker ++Militia Soldier
++Pirate
>>Le Pew! [1,000 XP]
******************
For this you need to acquire a Durian.
>>Discover Ambrose Island [1,000 XP]
**********************************
For this you need to reveal all 12 Undiscovered Areas in Ambrose
Island.
>>The Beacon is Lit [2,000 XP]
****************************
For this you need to turn on the lights at the Radar Tower to start
the meeting between Noel and Akka.
>>The Ronin [4,000 XP]
********************
For this you need to kill Noel Crest.
>>The Corsair [4,000 XP]
**********************
For this you need to kill Sinhi "Akka" Venthan.
>>Two Birds [4,000 XP]
********************
For this you need to kill both Noel and Akka in the Meeting Room with
a Cannon.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Waiting in the Wings [2,000 XP]
*******************************
For this you need to leave the mission by using the GPS Tracker and
meeting Lucas at one of the revealed exit points.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0==========================0
| The Bridge and the Hippie \
0===========================================================================>
For this run-through I am going to eliminate Noel using the Rope Bridge and
Akka while disguised as the Hippie. I will use a strategically placed game
save to acquire an additional Challenge when dealing with Akka.
One thing to note in regards to Noel: he will have two Guards accompany
him. When he dies at the Bridge then they will go into the Shrine, down
through the Pirate Camp, and down into the Village. One of them will stop
at the Kitchen Bar at the Stilt Village and the other will stop outside the
northeast corner of the Card Hut.
As a precaution of random things happening in regards to them I am going to
either hide all bodies or sedate those that are best left in the open.
In addition, I will also go after both Access Cards. Akka has one and Orson
Mills has the other.
When planning bring the Kalmer 1, Fiber Wire, Coins, and start at the Stilt
Village. When you start then go north to the Northern Beach and then east
to the East Beach. Turn left and go to the northernmost end. Here you
should see a large red umbrella. Near the rock wall to the north is a
skeleton hand sticking out of the ground. Take it to pick up a Bone
Lockpick.
From here then run to the south entrance of the Militia Cave to ambush a
Soldier for his Disguise and hide him in the Container.
While avoiding the Enforcers then go up stairs at the south east side of
the Cave to the passage that leads to the Mess Area of the Militia Camp.
Just after you reach the top of the stairs then you should see a passage to
the right that leads to a locked gate and the Shortcut. Climb up the
Shortcut to enter the lower level of the Colonial Ruins.
Stay in the nook at the southeast corner of the floor until Orson comes
down and leaves. As before, go to the barrels nearby and use a Coin to lure
the patrolling Enforcer when he gets close. Grab him when he comes by and
hide his body in the southeastern nook - grab his weapon.
Go to the corner near the stairs leading up and place a Coin near it as
before and wait for Orson to come by so you can grab him. Grab his weapon
and Access Card. Go to the standing Guard and use the Coin to lure him
forward so you can subdue him. Hide all of the bodies in the two
Containers.
Go to the Militia Camp and to the Antenna area. Grab the Crowbar and go to
the southwest corner of the area. There is a console nearby where you can
sabotage the Antenna. If you sabotage it then Noel will come running to it
when he can't call in. He will look things over then leave to go back to
the Village. However, he will go over the Rope Bridge instead of going back
the way he came. The Crowbar is for sabotaging the Bridge.
There are four Guards in this area. One that goes between the Container at
the west side and some crates nearby, one that is sitting down, one that is
patrolling the east side including the console, and one standing at the top
of the stairs leading down to the Mess Area.
You need to clear out the area enough so you can sabotage the Antenna
safely. The one at the top of the stairs you don't need to worry about.
Behind the crates at the southwest corner is a Generator. Turn it off to
lure the closest one.
When he turns it back on then knock him out - leave the weapon. Grab his
body and keep and eye on the patrolling Guard. When he has his back turned
or far enough away then quickly drag the body to the Container for dumping.
When the patrolling Guard is at the console then turn the Generator off and
then one again to lure him there. Drop down the ledge to the stove area but
stay against the wall.
When the Guard comes by then he should see the weapon and leave with it to
put in the Weapons Box in the East Cell. Climb up and get behind the
sitting Guard. When the other Guard is going up the stairs then fire one
shot into the sitting Guard to sedate him. Sabotage the Antenna and run up
into the Ruins and then to the Rope Bridge.
**NOTE: If you want you can quickly drag and hide the sedated Guard in
the Container.
There are some boards that can be loosened but there are two Guards that
keep an eye on the Bridge. One of them will stop by the boards. When he
does then sabotage them. You should be done by the time he turns around.
The sedated Guard should be found and awakened at this point.
Go to the Shrine and to the Generator. You should find a Folding Knife and
a Smugglers Invitation which you should pick up. The Invitation is for
Torres and he needs to go to the bridge to talk to Akka. Wait for the
patrolling Guard to come into the Shrine and leave before turning on the
Generator to lure Torres to it (Noel should fall off the Bridge while
you're waiting).
When he turns it off then sedate him with the last dart and quickly take
his clothes. He will be quickly found and awakened. Run down the stairs to
the water then into the Village. Go into the Barracks, turn on the Vacuum
Cleaner to lure in the nearby Pirate, and take cover to the right of the
south door.
When the Pirate comes in then knock him out after turning off the Cleaner,
dump him in the Closet, and take his Disguise. Go out the south door, drop
down onto the Beach, then climb over the wall to the east to enter the
Pirate Camp. Go to the west gate of the Gated Area to grab a Hook then go
to the North Lookout.
When Akka meets Torres they will meet here. However, in order to eliminate
her I need to get rid of the two Guards here. One will be standing against
a wall near a Container while the other patrols. Go to the Container and
wait. The patrolling Guard should come and talk to the other before
leaving.
When he leaves then place a Coin near the southwest corner of the Container
to lure the standing Guard forward. Knock him out, dump him in the
Container, and pick up the dropped weapon and Coin. When the patrolling
Guard comes back then knock him out, dump him in the Container, and take
his weapon.
On the crates in the center of this area is a Submarine Key which you
should pick up. This will allow you to leave the mission via a Submarine
located at the north end of the East Beach.
Go to the top of the stairs leading down and out of the area. Place a
weapon here then run back to the Village and to the Barracks to re-acquire
the Hippie Disguise. Drop all firearms before leaving.
Go to the Northern Beach then east to the path to the East Beach. You
should go under a bridge. There is also a vine at the north end that you
can climb to reach the bridge. Shimmy right when you get to the top and
climb over to get onto the bridge.
Go to the pair of Guards and one of them should go to talk to Akka. The
other will frisk you. After the frisk then go back to the North Lookout.
When Akka comes close then make a game save:
>>I'll Always Know...
*******************
Place a Coin on the ground near the east end of the crate by the Gas
Canister. As Akka approaches then she should see the weapon and her
Guard should go and take it away thus leaving her alone. As she comes
close to you then she should see the Coin and go to it. Bring out the
Hook and kill her. After the notifications pop up then reload the
save.
When you get back then place the Coin in the same spot again and bring out
the Fiber Wire. Garrote her when she goes for the Coin and dump her over
the ledge to the east. Quickly pick up the Access Card to complete the
final objective and climb down the ledge.
It should be pointed out that at least one of the Guards will come to you
requesting that you leave but you can still safely get rid of Akka before
they can see her. You will also a have a short amount of time to leave
before the area becomes a trespassing zone to you again.
Once you climb down the ledge then shimmy left until you can't do so then
climb down the pillar to ground level. Then go north to the nearby
Submarine exit point to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>A Bridge Too Far [4,000 XP]
***************************
For this you need to kill Noel by sabotaging the Rope Bridge.
>>Hold My Hair [2,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>I'll Always Know... [2,000 XP]
******************************
For this you need to kill a Target with the Hook.
>>Hippie Ki-Yay [2,000 XP]
************************
For this you need to kill Akka while wearing the Hippie Disguise.
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Access Denied [4,000 XP]
************************
For this you need to acquire both Access Cards.
>>47 Leagues Under the Sea [2,000 XP]
***********************************
For this you need to leave the mission via the Submarine while
wearing the Hippie Disguise.
Plus these other Challenges:
--A Bone to Pick --The Ronin
--Someone Could Hurt Themselves --Fisherman's Friend
--The Smuggler --The Corsair
--Silent Assassin
0=================================0
| The Hostages and the Crestfallen \
0===========================================================================>
For this I will be eliminating Akka at the Hostage Hut and I will do three
Target kill Challenges with Noel. I will be using a strategically placed
game save to acquire them. As for the Satellite Control Unit I will be
destroying it but will do it with a different explosive.
The first part of this is to set up things to destroy the Satellite Control
Unit and the multiple ways I will be killing off Noel.
When planning bring the Krugermeier, the ICA Micro Remote Explosive,
Lockpick, place the Lethal Poison Vial at Farah's Place, and start at the
Central Social Hub.
When you start then run inside Farah's Place to acquire the Lethal Poison
Vial. Go back out and towards the Workcenter area north of Farah's Place
and grab the Wrench there. Go to the north window for the Food Storage room
and wait for the Cook walk near the Container before climbing in, knocking
him out, and dumping him. Grab the Durian before leaving.
Run to the south entrance to the Militia Cave to ambush the Guard there as
before, take his Disguise, and hide him in the Container.
While avoiding the patrolling Enforcers approach the Satellite Control
Unit. Crouch down and place the ICA Micro Remote Explosive at the base of
the east side of the Unit and almost on the floor. Its location and small
size will ensure that it isn't found by the Guards. I will detonate it as
the last thing to do in the run-through.
With that done then run out the south entrance and back to the Northern
Beach. Carefully enter Hut #12 and acquire the Cook Disguise. Go back to
the Central Social Hub. At the south end of the area is a group of shipping
containers that serve as supports for the level above. One of them is open
and serves as a tunnel going under the east side of the Village. Go through
it then turn right and turn right again to enter a secluded area.
Here you should see a washing machine with a lantern on top and a Gasoline
Drum. Shoot the Drum then run to the Stilt Village and to the Kitchen Bar.
Go to the north door and carefully enter it. On the center table is
something that you can prepare. Go ahead and prepare it and poison it. Go
to the southeast corner to find a refrigerator.
By it is a metal tub with a piece of paper inside. This is a Diary Entry.
There are four of them scattered on the island and you need to find them to
unlock a Challenge. The other three can be found in the Pirate Camp area.
After acquiring the Diary Entry then go out the south door and go to the
Barracks. Turn on the Vacuum Cleaner to lure in the nearby Pirate and take
cover to the right of the south door. When he comes in then knock him out
as before, dump him, and take his Disguise. Go out the south door, drop
down onto the Beach, jump over the wall to the east, and run up to and
knock out the Engineer.
Run up to the Bar but stay outside and at the north side by the toilet.
Akka will come inside the Bar, drink for a bit, and go to the Hostage Hut
to talk to the Hostages. As she goes there then follow them but not too
close and stay just outside the Hut.
As she leaves the Hut then run inside and bump her personal Guard. Keep
bumping him until the door closes then knock him out, dump him in the
Container, take his weapon, and dump it in one of the bushes outside.
Inside the Cage in the Hut are two people. One of them is a blindfolded
Civilian and.....Agent Smith. Again. Talk to him and unlock the Cage to
free them. Smith will tell you of how Akka has electrified the Cage to mess
with them. There is a Car Battery Charger in the middle of the Hut. Smith
will eventually run out and to freedom. The Civilian will eventually
stagger out the north door.
Near the door is a Valve. Use it to drench the Cage with water. Go inside
the Cage to find another Diary Entry. After acquiring it then sit down on
the couch and wait.
The Civilian will be stopped by one of the Guards and Akka will be
notified. She, with at least one Guard, will come inside. When this happens
then make a game save:
>>Rotten Fruit
************
After looking at the exterior of the Cage then she will go inside.
When she does so then toss the Durian at her feet to make her sick.
After the notifications pop up then reload the save.
When you get back wait for her to go into the cage again. When she does
then stand up, go to the Charger, crouch down, and turn it on to kill Akka
in an electrocution. Even though there are Guards there they are more
focused on Akka and shouldn't cause problems.
As she dies then go out the south door and to the Green Container. Go south
of it and to the wall. Here you should find a Crowbar, a Screwdriver, and
another Diary Entry. After acquiring this Entry then leave the Gated Area
and to the Beach Path. About halfway along you should find a palm tree with
a paper plane embedded in it. This is the last Diary Entry and picking it
up should complete the Challenge.
Run to the Engineer you knocked out and take his Disguise. Climb over the
fence again, go to the center of the Beach, and make a game save:
>>Made to Order
*************
Go to Hut #11 and go inside. There should be a sleeping woman here.
On the other side of the wall is an Alarm Clock. Activate it, run out
the south door, and jump into the water. Go back to the Beach and
wait.
This woman is one of the Cooks that work the Kitchen Bar. Noel will
come by during his patrol pattern looking for something to eat.
However, he won't eat anything unless it is prepared by a specific
Cook. And she is that Cook. She will get dressed and go to the Bar.
When Noel comes by then he will finally sit down and wait for his
food. She will further prepare the food and present it to him. He
will then eat from it and drop dead. After the notifications pop up
then reload the save.
>>Ingenuity
*********
When you get back then go to the Workshop. Inside is a large boat
that is being repaired. This boat belongs to Noel and he will come by
on his route to check up on it. It hasn't been repaired yet due to
not having the right tools. The Wrench you have is the right tool for
the job.
Go to the back of the boat and repair it then go just outside the
west door and wait. One of the Engineers will inspect the boat and
proclaim it repaired. As he leaves then carefully bring out your
Pistol and shoot the Gasoline Drum behind the boat then go a little
further down the pier and wait.
When Noel comes by then he will check out the repair and one of the
Engineers will come with him. When he turns on the boat the he will
set himself and the Engineer aflame which will kill them both. After
the notifications pop up then reload the save.
When you get back then go back to the Central Social Hub. Here a Slapping
Contest is ongoing. As you can guess you can enter it too. However, you can
only do it from the north side of the table. You will need to wait for
whoever is on that side to lose before taking his place. Once you are in
the Contest then begin the next round.
What you need to do is charge up your slap with one of your face buttons by
tapping on it. You have five seconds to charge it up as much as you can.
You automatically slap your opponent when you either fully charged up your
slap or time runs out. If you manage to fully charge up your slap then you
will win the round by overpowering your opponent.
Winning the round will attract the attention of a trio of Noel's men who
are not impressed with your effort. One by one they will enter the Contest
looking to knock you down a peg or two. Defeating all three of them will
attract the attention of Noel who is upset that his men couldn't win a
Slapping Contest. He will ask them who defeated them and they will point to
you.
Noel will then motion you over to him. He wants to talk to you about an
offer and he will lead you into a secluded area which is the area with the
Gasoline Drum you shot out earlier. Bring out the Detonator as you follow
him. He will stop in the gas pool and make you an offer to join him.
After the offer then he will smoke from his cigar then toss it into the
pool which will ignite and kill him. As he dies then detonate the Explosive
to destroy the Satellite Control Unit. Run to the Workshop and use the boat
there to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Locksmith [2,000 XP]
********************
For this you need to free Agent Smith and the Hostage.
>>Rotten Fruit [1,000 XP]
***********************
For this you need to make Akka sick with the Durian. You should also
earn the Durian for your weapons collection.
>>Jump Start [4,000 XP]
*********************
For this you need to kill Akka in the Hostage Hut by electrifying the
Cage.
>>Penned Pal [2,000 XP]
*********************
For this you need to find all four Diary Entries.
>>Made to Order [2,000 XP]
************************
For this you need to kill Noel with poisoned food at the Kitchen Bar
at the Stilt Village.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Ingenuity [2,000 XP]
********************
For this you need to kill Noel at the Workshop with the boat's
engine.
>>Talk to the Hand [2,000 XP]
***************************
For this you need to win four rounds in the Slapping Contest at the
Central Social Hub.
>>...I Thought About It [2,000 XP]
********************************
For this you need to kill Noel with a Gasoline Drum in the meeting
after winning the Slapping Contest.
>>Sail Away [2,000 XP]
********************
For this you need to leave the mission via the boat within the
Workshop at the Stilt Village.
Plus these other Challenges:
--The Corsair --Someone Could Hurt Themselves
--The Ronin --Destructive Neutralization
--Silent Assassin
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
This Suit Only run-through will involve setting up the meeting using a
specific picture and destroying the Satellite Control Unit by overloading
it. Farah, the main leader of the island, will be involved in the
run-through. There will also be a strategically placed game save to acquire
an additional Challenge with her.
When planning bring the Krugermeier, Lockpick, Coins, and start at the
Western Beach. When you start then run into the Jungle and to the South
Cove. At the entrance you should find a Coconut on the ground. Pick it up
and run to the Central Social Hub.
When you get there then look for Farah. She is a tall woman with an orange
and white floral dress. She will notice you and wants to talk to you. Talk
to her and she will want a Coconut. After this then make a game save:
>>Get It Yourself
***************
When she requests the Coconut then throw stun her with it. After the
notifications pop up then reload the save.
When you get back then give her the Coconut when she requests it. After
giving it to her then she wants to talk with you again. This time she wants
a Cigar Box that was stolen from her and wants it back before Akka finds
out. She will mention that the thief lives in a green hut. This hut is at
the southwest side of the Village near a noisy hut.
Go there and enter the Hut through the south window. The thief is not there
but there is a letter. Reading it will reveal that the thief ran off and
gives a clue to the whereabouts of the Cigar Box. The Box can be found at
the north side of the open air Shed nearby. Go there and dig up the Box.
Take it to Farah and she will request one last thing.
She overheard the Militia talking about someone they are holding in the
Colonial Ruins. She also mentions that Akka is looking for her contact at
the Chiron corporation, the person who is supposed to be arranging the
insurance payment on the hostages she took from their tanker. And he is
missing.
She wants 47 to go find out if Mr. Hsu is the one being held. If he is then
Akka should be notified. After the conversation then grab the Whiskey
Bottle nearby and run to the East Beach. Go to the south half and keep an
eye on the patrolling Guard. As he goes north then get up behind him and
knock him out.
Continue north along the Beach Path to find the palm tree with the Diary
Entry. Near it is a vine that can be climbed up to reach the North Lookout.
Sneak over to the center of the area to find some bushes to hide it. If you
are in the right place then you should see some crates and a Gas Canister
when looking east through a doorway.
Bring out your Pistol and carefully shoot the top of the Gas Canister to
make it leak. This will set up things for later. Go back down the vine, to
the East Beach, and to the Northern Beach.
Now to deal with the Satellite Control Unit. For this I will get rid of all
of the Guards in the Militia Cave but it is not that hard to do. To start,
run to the south entrance of the Militia Cave to ambush the standing Guard
as before and pull him closer to the wall for hiding. Stay here until the
other Guard comes back.
The moment he turns around then run up behind him, knock him out, and dump
him in the Container. Head towards the Satellite Control Unit and you
should see a Generator. Stay hidden for a bit until the two patrolling
Guards come to stop northwest of the Control Unit.
Near the Generator is a stack of large crates. Take cover at the southeast
corner and place a Coin near it. When the Guards break up then one of them
will head in your direction and see the Coin. Grab him as he gets close,
dump him in the nearby Container - take his weapon too.
Pick up the Coin, go to the northeast corner of the stack and repeat the
process for the other patrolling Enforcer. Drop their weapons in the tunnel
to the west.
Turn off the Generator to lure one of the remaining four Guards to it. Stay
hidden until he gets close then knock him out when he turns it on. Drag his
body to the west tunnel and drop his weapon there too. Do this for the next
two Guards until there is only one left. He should be at the Barracks
brushing his teeth. Get up behind him and knock him out.
After this then go to the Control Center to pick up the Tactical Boat Keys,
to the crates nearby to pick up the Folding Knife, and to the Workcenter to
pick up the Screwdriver.
Go to the back of the Control Unit to find a panel which can be opened with
the Screwdriver. This will expose wires to the Safety Mechanism which is
required to keep the Unit from being fried. Cut the wires to de-activate it
then go to the keyboard and overload the Unit to destroy it.
With that done then carefully go up to the Shortcut while avoiding the
patrolling Guards on the pathway. After climbing up then stay by the
Shortcut until Orson comes by and leaves. Go to the barrels at the opposite
side of the floor and use the Coin to lure and ambush the patrolling Guard.
Dump him and his weapon in the nook then go back to the barrels and repeat
the process to lure and ambush the standing Guard. Dump him and his weapon
with the other Guard. Go to the stairs and use a Coin to lure and ambush
Orson when he comes down.
After all three are taken care of then go to the West Cell and go inside.
Here you should finally find Lance Hsu. Dead. This will not sit well with
Akka. Take a picture then re-trace your steps back down to the Militia Cave
and out to the Northern Beach. Go back to Farah and present her with this
picture. She will then go up to talk to Akka about it.
It should be pointed out that once you give Farah the picture then, on
future run-throughs, she will not ask any favors from you. She will not ask
for the Coconut and Cigar Box. She will inquire about the picture if you
manage to take it and get near her so you can give it to her again.
After Farah talks to Akka then Akka will get someone to turn on the lights
to start the meeting. If you start the meeting by turning on the lights
yourself then Akka and Noel will go to the Meeting Room. After a bit then
they will go up to the North Lookout to talk some more, look out over the
ocean, and leave to go about their business once more.
However, if you give Farah the picture, or leave it on Akka's desk inside
her Hut, then the tone of the meeting will change.
As Farah talks to Akka then go to the East Beach but stay near the North
Lookout just to make sure nothing random happens. When Akka and Noel get up
here then Akka will let her feelings be known to him. When they look out
over the ocean then Akka will push Noel over and kill him thus eliminating
one Target.
After Akka does that then she will turn around and smoke. And will do it
near the Gas Canister you shot earlier which will explode and kill her thus
completing all of your objectives. With that done then run back to the
Militia Cave and to the Tactical Boat within to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Get It Yourself [2,000 XP]
**************************
For this you need to throw stun Farah with a Coconut.
>>Picturesque [2,000 XP]
**********************
For this you need to take a picture of Lance Hsu.
>>Irrefutable [2,000 XP]
**********************
For this you need to give the picture of Lance Hsu to Farah.
>>A Kill to Treasure [4,000 XP]
*****************************
For this you need to kill Noel by letting Akka push him over a ledge
during the meeting.
>>Another For Good Measure [4,000 XP]
***********************************
For this you need to kill Akka by killing her in an explosion after
she kills Noel during the meeting.
>>Elegant Neutralization [4,000 XP]
*********************************
For this you need to destroy the Satellite Control Unit by
overloading it.
>>Tactical Exfiltration [2,000 XP]
********************************
For this you need to leave the mission via the boat within the
Militia Cave.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--The Ronin --Someone Could Hurt Themselves
--The Corsair --Silent Assassin
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
For this run-through I am going to eliminate both Akka and Noel using the
Cheap Method by setting up the meeting at the North Lookout. There is also
going to be an additional Target kill Challenge attached with this, [A
Pirate's Life For Me], using a strategically placed game save.
That Challenge requires that you kill both Targets disguised as The
Buccaneer and with a Saber that being the Jarl's Pirate Saber. You could
bring in the one you earn from doing the Haven Island mission but, being
that this guide is in story order, that hasn't happened at this point.
You may have noticed that while you can find The Buccaneer Disguise easily
there doesn't appear to be a Saber laying around. The thing here is that
there is one on the map but it is hidden and you need to do something to
make it appear.
According to xGarbett over at YouTube you need to light four Braziers
located on the map with the Wooden Torches. The hidden Treasure Chest can
be found at the South Cove and you will need a Shovel to dig it up. It can
be found near a gravestone that reads "G. Threepwood - Mighty Pirate".
**NOTE: This is an obvious reference to the popular "Secret of Monkey
Island" games that were introduced in the '90s by LucasFilm
Games. This gravestone can also be found in the Cemetery at
Sapienza.
There is also another Challenge related to the Braziers, [Forged in Fire].
For this you need to light them while wearing the Metal Worker Disguise.
The four Braziers can be found in the following places and lit in the
following order:
--At the East Ruins near the Rope Bridge.
--North of the Militia Cave.
--At the North Lookout (Pirate Camp).
--South Cove.
Two of them are inside the Militia area and I will safely remove some of
the Militia to get safe passage to the one by the Cave when lighting the
Brazier there as the Metal Worker. This will be done first along with
destruction of the Satellite Control Unit in which I will overload it
instead of blowing it up.
When planning bring the Krugermeier, Lockpick, Coins, bring the Sieger 300
Ghost into the Boat Cradle Pickup, and start at the Pirate Camp which will
give you a Metal Worker Disguise.
When you start then grab the nearby Wrench, go down to the Central Social
Hub, and run to the south entrance for the Militia Cave to ambush the
standing Guard. Take his Disguise and knock out the patrolling Guard when
he comes to the south end of his route - dump him in the Container. This
will also place your Disguise in a safe place.
Take the Shotgun and go to the large rock pillar ahead. Go to the west side
and drop it here. Go just a little northeast and toss the Wrench on the
ground at your feet to attract one of the patrolling Guards when they meet
up. This should lure one of them to the Shotgun.
Since they are Enforcers you need to be careful as you approach the lured
one from behind, looping around the east side of the pillar, and knock him
out. Drag him down the path until you can no longer see the encampment.
Repeat the process when the other patrolling Enforcer comes around - pick
up the Shotgun after dropping off the body and then the nearby Screwdriver.
Go near the Control Center to grab the Folding Knife then find and go down
a passage that leads outside and to a solitary Guard looking out over the
ocean. You should also find one of the Braziers here. Go and subdue the
Guard then drag him to the nearby chair.
Go back into the passage and drop the Shotgun near the light halfway down.
Go to the crate near the Control Center and toss the Folding Knife as far
down the passage as you can. This should lure the nearby standing Guard. He
should go down and see the weapon. Knock him out here and drag him to the
other Guard by the Brazier. Repeat the process to lure the one by the
Control Center. This should take care of most of the Guards in the Cave.
The other two should not be a problem when you come back later. Use the
Screwdriver to open up the Grating behind the Unit and the Knife to cut the
line then go and use the Control to destroy the Unit. That takes care of
that part. Go back to re-acquire the Metal Worker Disguise and go to the
Western Beach to grab the Wooden Torch there.
**NOTE: Although you can use the Torch to knock people out I do not
recommend it as it will cause the light to go out. Tossing it
down to the ground from a higher level will also cause it to go
out. Interestingly enough, dropping it into the shallow water
will NOT cause it to go out. Still, it is best to place or gently
drop it onto the ground.
The first Brazier I am going to light up will be by the Rope Bridge. The
Brazier you need to light up is in a trespassing zone just north of the
Bridge. Stand at the south end of the Bridge until you see a patrolling
Guard approach from the north starting at the north end of the Bridge. Run
north then crouch run into the bushes at the north end.
If your timing is right then the other patrolling Guard should be further
near the Ruins. Find the Brazier nearby, light it, then sneak run back onto
the Bridge before the patrolling Guards come back. After that then run back
down to the cleared Militia Cave and light the one there. This takes care
of the hardest two Braziers.
After this then run to the North Lookout to light the one there and
finally down to the South Cove to light the last one to complete the
sequence. After this then drop the Torch as you will no longer need it.
Run back up to the North Lookout and get rid of the two Guards and hiding
them in the Container as before - take their weapons and a Guard Disguise.
Place all three of your Coins on the ground near the Brazier but not too
close to the ledge.
After this then run down to the Northern Beach and into Hut #13 to grab the
Brick and the Longtail Boat Key underneath. Go to the cave at the Small
Beach to acquire The Buccaneer Disguise. Go back to the East Beach then up
the Beach Path. Climb the vine up to the North Lookout and to the
Container. Grab another Pirate Disguise from the Container to place The
Buccaneer Disguise here.
Go back down to the Village and acquire a Shovel from the small room at the
north side of the Food Storage room. Go back to the South Cove and you
should get a prompt to dig when you are close to the gravestone. Dig up the
Treasure Chest and take everything within.
Run back to the Village and to the Boat Cradle to acquire the Rifle from
the Briefcase (leave the Briefcase behind). Go back to the North Lookout
and drop both the Saber and Sniper Rifle in the bushes by the stairs to the
upper platform where there is another Guard looking out over the ocean.
Go to the Gated Area, climb up the Radar Tower, and turn on the lights
while avoiding the Enforcer. Quickly climb back down and run back to the
North Lookout.
Near the center of the area are some bushes. Crouch here, bring out the
Wrench, and wait. When they get past the Bar then make a game save in case
things go wrong.
As they climb up the stairs then go down the ones next to you so you can
get up behind Akka's Guard. Stay close to him as you proceed. Noel should
be in front and see the Coins you have placed earlier. The moment he sees
them then quickly knock out the Guard, Akka, and Noel in that order.
Don't worry if one of them sees you knocking out the others. As they are
Targets you can restore Silent Assassin when you kill them. If everything
has gone right then make another game save:
>>A Pirate's Life For Me
**********************
Re-acquire The Buccaneer Disguise, grab the Saber, and throw kill
both Akka and Noel with it. After the notifications pop up then
reload the save.
When you get back then shoot both Akka and Noel in the head with the Sniper
Rifle to eliminate them. Drop the Rifle, go back to the Northern Beach,
and leave the mission via the longtail boat nearby.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Forged in Fire [2,000 XP]
*************************
For this you need to light all four Braziers while wearing the Metal
Worker Disguise. It should be noted that this Challenge may pop up
after only doing three. You should also unlock the Burial Dagger for
your weapons collection.
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Hold My Hair
++Piano Man ++Tasteless, Traceless
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--Elegant Neutralization --The Ronin
--The Corsair --Silent Assassin
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Ambrose Island Challenge Run |####################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon] using only the weapons and
items you have in your inventory and starting at Mastery Level 1.
Because this is a new DLC chapter there aren't a lot of Challenges. There are
also no Accomplishments and Mission Stories either. However, the smaller
number of Challenges makes this a simpler and shorter run.
As for the Target kills:
In order to get the most XP I will be using the Rope Bridge to kill Noel
which will result in acquiring two of the [Versatile Assassin] Challenges,
[Someone Could Hurt Themselves] and [Hold My Hair].
As for Akka I will be eliminating her while wearing the Hippie Disguise using
the Fishing Line. You could kill her in the Cage within the Hostage Hut for
the 4,000 XP Challenge [Jump Start] but killing her as the Hippie will net
you two Challenges instead of just one for the same amount of XP. [Jump
Start] is an accident kill and killing Noel with the Bridge is already that.
You could use the Hook to kill her for the [I'll Always Know...] Challenge
but eliminating her with the Fishing Line allows you to acquire another of
the Versatile Assassin Challenges, [Piano Man]. Overall, you should get a
total of 12,000 XP by killing off your main Targets.
As for the Satellite Control Unit, I will be bringing in the ICA Micro Remote
Explosive to destroy it even though I am also going to acquire both of the
Access Cards. Being that I have written this after acquiring all of the
Challenges I do not know if you can unlock both [Access Denied] and one of
the Challenges relating to the destruction of the Unit in the same
run-through.
I do know that if you blow up the Unit after acquiring the Access Cards then
Lucas will remark about you being a show-off so I'm going to guess that you
can and will score things accordingly. I will also use the exit point at the
Northern Beach to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When planning bring the Kalmer 1, ICA Micro Remote Explosive, Coins, and
start at the Western Beach.
When you start then go into the nearby Hut to acquire the Fishing Line. After
that then go into the Jungle and go east along the North Path towards the
Northern Beach. Just before you reach the Beach then grab the Poisonous
Flower (Emetic). When you get to the Beach then continue east towards the
gate for the Pirate Camp.
However, just before you get there, then angle left to enter some shallow
water and continue under a bridge. Stop here to grab the Whiskey Bottle then
continue east until you reach open water. Turn left to go to the northernmost
part of the Beach.
Here you should see a large red umbrella. Near the rock wall to the north is
a skeleton hand sticking out of the ground. You can pick part of it up and
acquire what is known as a Bone Lockpick. Go south and climb the rocks to
enter the south half of the Beach. Keep an eye for a patrolling Guard that
goes south onto the Beach and up the Beach Path.
When he starts going back up then sneak up behind him in the Path and knock
him out with the Bottle. Take his Disguise and proceed north to find a palm
tree. On it you should find a paper plane that is also a Diary Entry. There
are four of them and you need to collect them for a Challenge.
Go up the Path and to the Bar. Crouch down, enter, and carefully acquire the
Crowbar while avoiding the Enforcer inside. Go to the west gate for the Gated
Area to acquire a Hook then across the way to the North Workcenter to acquire
a Molotov Cocktail.
Go to the south side of the Gated Area to find the South Workcenter and the
Worker Quarters. Go inside the Quarters to find and switch into and out of
the Metal Worker Disguise. Go south out of the Quarters to find the Pirate
Outhouse. Go inside and unlock the Shortcut within using the Crowbar. Run
down to the South Pier to find an Engineer. Run up to him, knock him out, and
switch into and out of his Disguise.
Go back north and to the North Lookout. There are a couple of Guards that
need to be removed so you can meet up with Akka as the Hippie later and
eliminate her safely. One will be standing against a wall near a Container
while the other patrols. Go to the Container and wait. The patrolling Guard
should come and talk to the other before leaving.
When he leaves then place a Coin near the southwest corner of the Container
to lure the standing Guard forward. Knock him out, dump him in the Container,
and pick up the dropped weapon and Coin. When the patrolling Guard comes back
then knock him out, dump him in the Container, and take his weapon which is a
Shotgun.
Go back south to the west gate of the Gated Area and go inside. Go to the
south wall south of the Green Container to find another Diary Entry. Climb up
the Radar Tower and activate the lights to start the meeting while avoiding
the Enforcer up here. When Akka goes to the Meeting Room then explore all
Unexplored Areas inside the Gated Area including acquiring the Cage Key from
Akka's Hut.
Go down to the Northern Beach and into Hut #13 to acquire the Brick and the
Longtail Boat Key underneath. Go to the one of the windows for the Food
Storage room southeast of the Hut and climb inside to find a Cook. He will
wander around the room and stop at certain areas.
When he is either at the south or west sides of the room then knock him out,
dump him in the Container at the west side of the room, and switch into his
Disguise and drop the Shotgun. At the south side of the room is a Durian that
needs to picked up for a Challenge.
Leave the room and go south to the Stilt Village. Find the Kitchen Bar and
enter through the north door. Go to the southeast corner of the room to find
a refrigerator and a large metal tub. Inside is the third Diary Entry that
needs to be picked up.
Go out the south door and back to the Food Storage room to re-acquire the
Pirate Disguise and the Shotgun. Go and explore all Unexplored Areas outside
of the Militia controlled regions while waiting for the meeting to end and
before proceeding. The meeting will end at the North Lookout. After they
leave then go back to the Lookout and go to the top of the stairs as you go
in. Place the Shotgun here then go back down to the Village.
Go to the Central Social Hub to find the Slapping Contest that is ongoing. As
you can guess you can enter it too. However, you can only do it from the
north side of the table. You will need to wait for whoever is on that side to
lose before taking his place. Once you are in the Contest then begin the next
round.
What you need to do is charge up your slap with one of your face buttons by
tapping on it. You have five seconds to charge it up as much as you can. You
automatically slap your opponent when you either fully charged up your slap
or time runs out. If you manage to fully charge up your slap then you will
win the round by overpowering your opponent.
Winning the round will attract the attention of a trio of Noel's men who are
not impressed with your effort. One by one they will enter the Contest
looking to knock you down a peg or two. Defeating all three of them will
attract the attention of Noel who is upset that his men couldn't win a
Slapping Contest.
He will ask them who defeated them and they will point to you. Noel will then
motion you over to him. He wants to talk to you about an offer and he will
lead you into a secluded area and begin a conversation about his offer. After
the conversation ends then go back to the Northern Beach.
At the west end there should be a tunnel inside the shallow waters. This
tunnel leads to the south entrance to the Militia Cave. However, when you
enter this tunnel, then you should also see a path to the Small Beach to your
right. Go onto the Beach and to the north end to find a small cave.
Here you should see a Treasure Chest and a Khatvanga. Open the Chest to find
The Buccaneer Disguise, a Bag of Gunpowder, and two Cannonballs. Switch into
and out of The Buccaneer Disguise then go back down into the tunnel and head
north to the Militia Cave.
Ahead of you should be a standing Guard leaning against a crate who should
have his back to you. There should also be a patrolling Guard near him who
will come to him, stand for a bit, then leave. Wait just far enough away to
not be seen and wait for this Guard to come and leave before doing anything.
Sneak run up to the standing Guard, pull him over to subdue him, and take his
Disguise. Then quickly drag the Guard to the Container ahead of you for
dumping while the other is at the opposite end of his route.
Go to the Satellite Control Unit and to the east side of it while avoiding
the patrolling Enforcers. Crouch down and place the Remote Explosive at the
base close to the floor. Its small size and placement should ensure that it
isn't found.
Go to the west side of the Cave to find a tunnel that leads back outside.
There is a path here that goes up to the Militia Camp area. When you get up
here then you should be at the Mess Area. Go up to the Antenna area then
climb up the stairs to the Colonial Ruins. After you go up the first set of
stairs then angle left and go forward through an archway to find a pair of
Guards.
Turn right to find a doorway into the lower level of the Ruins. Continue
southwest to enter a small room where you should find a Shortcut. Unlock it
with the Crowbar.
Here at the lower level there is a central north-south hallway with a
patrolling Enforcer. At the south end there are three Cells: west, east, and
southeast. Go all the way to the east side to find a Vent then go to the
southeast corner to find a nook.
Stay here as Orson Mills, who has one of the Access Cards, will come down
here to check on one of the Cells. Inside the West Cell is Lance Hsu. Once
Orson leaves then go to the barrels just northwest of you.
Press up against them and wait for the patrolling Enforcer to come close.
Toss a Coin at your feet to lure him to you. Grab him and his weapon then
drag him to the nook for hiding. Keep close to the wall as there is an
opening in the East Cell wall and you may be seen by the standing Guard on
the other side.
Go over to the standing Guard by the West Cell and place a Coin in front of
him to make him move forward enough so you can knock him out - grab the Rusty
Key. Drag him to the room at the southwest corner and hide him in the
Container here. Drop his weapon here too. Drag the other Guard here too and
drop his weapon. Go into the West Call and take a picture of Lance Hsu for
another Challenge.
At the northeast corner of this floor is a set of stairs. Go to them but hide
at the corner at the left side. Place a Coin near the corner and wait. Orson
will eventually come down these stairs. When he goes for the Coin then grab
him, take his Access Card, and dump him in the Container in the nook at the
north end of the central hallway.
Go back to the Militia Camp, to the Antenna area, and go to the southwest
corner. There is a console nearby where you can sabotage the Antenna. If you
sabotage it then Noel will come running to it when he can't call in. He will
look things over then leave to go back to the Village.
However, he will go over the Rope Bridge instead of going back the way he
came. There are some wooden boards on the Bridge that can be sabotaged with
the Crowbar.
There are four Guards in this area. One that goes between the Container at
the west side and some crates nearby, one that is sitting down, one that is
patrolling the east side including the console, and one standing at the top
of the stairs leading down to the Mess Area.
You need to clear out the area enough so you can sabotage the Antenna safely.
The one at the top of the stairs you don't need to worry about. Behind the
crates at the southwest corner is a Generator. Turn it off to lure the
closest one.
When he turns it back on then knock him out - leave the weapon. Grab his body
and keep and eye on the patrolling Guard. When he has his back turned or far
enough away then quickly drag the body to the Container for dumping.
When the patrolling Guard is at the console then turn the Generator off and
then one again to lure him there. Drop down the ledge to the stove area but
stay against the wall. When the Guard comes by then he should see the weapon
and leave with it to put in the Weapons Box in the East Cell. Climb up and
get behind the sitting Guard.
When the other Guard is going up the stairs then fire one shot into the
sitting Guard to sedate him. Sabotage the Antenna and run up into the Ruins
and then to the East Ruins to carefully grab a Lethal Poisonous Frog along
the way. After that then continue to the Rope Bridge.
As mentioned there are some boards that can be loosened but there are two
Guards that keep an eye on the Bridge. One of them will stop by the boards.
When he does then sabotage them. You should be done by the time he turns
around. The sedated Guard should be found and awakened at this point.
After sabotaging the Bridge then continue to the Shrine area which should
also complete finding all Unexplored Areas. Here you should find a person
hunched over a makeshift work area, Gregory M. Yaeger. In one of the other
tents you should find a sleeping person, Torres Piombo.
Gregory will ask you if you are into biochemistry. He needs help with his
research with poisonous plants and animals on the island. Place both the Frog
and Flower on his work area and he will give you an Emetic Gas Grenade, a
Lethal Poison Vial, and a Rusty Key.
Near Torres is a Generator and a tree with a Folding Knife and a Smugglers
Invitation. Pick those both up, go to the Generator, and wait. There will be
a Guard that patrols the Rope Bridge. He will enter into the Shrine area,
stand for a bit, and walk away. When he walks away then turn on the Generator
to lure Torres to it (Noel should fall off the Bridge while you're waiting)
When he turns it off then sedate him with the last dart and quickly take his
clothes (which should also complete [Chameleon]). He will be quickly found
and awakened. Go back down to the Beach and then to the Militia Cave to
re-acquire the Pirate Disguise.
Go back up to the Pirate Camp, into the Hostage Hut, and sit down on the
couch. As part of her patrol Akka will come to the Hut to talk to the
hostages. When she stops then get up and behind her personal Guard. As she
leaves the Hut then bump her personal Guard. Keep bumping him until the door
closes then knock him out, dump him in the Container, take his weapon, and
dump it in one of the bushes outside.
Inside the Cage in the Hut are two people. One of them is a blindfolded
Civilian and.....Agent Smith. Again. Talk to him and unlock the Cage to free
them. Smith will tell you of how Akka has electrified the Cage to mess with
them. There is a Car Battery Charger in the middle of the Hut. Smith will
eventually run out and to freedom. The Civilian will eventually stagger out
the north door.
Go inside the Cage to find the last Diary Entry then sit back down on the
couch and wait. The Civilian will be stopped by one of the Guards and Akka
will be notified. She, with at least one Guard, will come inside. After
looking at the exterior of the Cage then she will go inside. When she does so
then toss the Durian at her feet to make her sick which will keep her busy
for awhile.
After this then leave the Hut, go back down to the Militia Cave, and
re-acquire the Hippie Disguise. While you're here then drop all firearms. Go
up and along the side paths around the Shrine to get to the bridge that leads
to the Pirate Camp.
Go to the pair of Guards and one of them should go to talk to Akka. The other
will frisk you. After the frisk then go back to the North Lookout. Place a
Coin on the ground near the east end of the crate by the Gas Canister.
As Akka approaches then she should see the weapon and her Guard should go and
take it away thus leaving her alone. As she comes close to you then she
should see the Coin and go to it. Bring out out the Fishing Line. Garrote her
when she goes for the Coin and dump her over the ledge to the east. Quickly
pick up the Access Card to complete that objective and climb down the ledge.
It should be pointed out that at least one of the Guards will come to you
requesting that you leave but you can still safely get rid of Akka before
they can see her. You will also a have a short amount of time to leave before
the area becomes a trespassing zone to you again.
Once you climb down the ledge then shimmy left until you can't do so then
climb down the pillar to ground level and go back to the Northern Beach.
Detonate the Explosive to destroy the Satellite Control Unit then leave the
mission via the longtail boat nearby.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--A Bone to Pick --Fisherman's Friend
--Firestarter --SC: Pirate Outhouse
--The Beacon is Lit --Le Pew!
--Talk to the Hand --SC: Colonial Ruins
--Picturesque --Discover Ambrose Island
--The Ronin --A Bridge Too Far
--Someone Could Hurt Themselves --Hold My Hair
--Nature's Bounty --The Smuggler
--Chameleon --Locksmith
--Penned Pal --Rotten Fruit
--The Corsair --Hippie Ki-Yay
--Piano Man --Access Denied
--Destructive Neutralization --Back Down to Earth
--Under the Bridge --Silent Assassin
**NOTE: SC - Shortcut.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 28 in total, then you should earn a minimum of 61,000 XP which
translates into Mastery Level 10.
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Isle of Sgail \@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY13. The Ark Society 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@\ Isle of Sgail /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
During his mission in Whittleton Creek 47 discovered that Janus founded an
obscure organization called the Ark Society, a survivalist club for the rich.
It was also discovered that Janus would go to the yearly gathering of its
members and that the current Constant would also go to meet with him there
Unfortunately, none of the intel 47 acquired during the mission indicated
where the Ark Society was located. However, operating on a hunch, Olivia
tracked the coffin guessing that the members would pay their respects in
private. It paid off as she found that the coffin was sent to a remote island
in the North Sea, the Isle of Sgail.
So the plan is to kidnap The Constant at the Isle when the Ark Members meet
up. But there is a complication. One of the sources on the Isle has told them
that The Constant has had a Poison Chip implanted in his neck to prevent
further compromise of Providence in wake of the discovery of Janus'
"treachery". The Chip can be activated by a Kill Switch and they have been
entrusted to the new chairpeople of the Ark Society.
Those would be Zoe and Sophia Washington, the daughters of the founder of one
of Providence's major assets, Pax Mundus - a major conservative think tank.
The sisters are spoiled socialites that get their thrills from treasure
hunting. They, and their employed mercenaries, destroy and kill everything in
their way to get their treasures.
So now the plan is for 47 to kill off the Washingtons before they can use the
Kill Switches against The Constant, who is apparently not aware of this
arrangement, while Lucas finds a way to get him off the island.
The good news is that there are plenty of activities going on that can be
used as cover for the sake of the mission. In addition, everybody on the
island are wearing masks which makes covert actions easier.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SGL1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Honorary Member
***************
Description: Reach Isle of Sgail Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>This Is Maintenance
*******************
Description: Complete The Ark Society.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SGL2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed northwest. Therefore
you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Boathouse, Pier, and Sewers is at the south edge of the Isle. The east
side of Level 1 is where you can find the Lower Courtyard with the Reception
Area, Patrons' Lounge, and Stronghold Showroom. West of that is the Catacombs
and Dungeon.
South of the Lower Courtyard, on Level 2, is the Upper Courtyard where you
can find the Effigy and the Crypt to the west of that. On the east side of
the Level is the South and East Walls where you can also find the Barracks
and Security Room. West of the East Wall is the staff area which has the
Cellar and Kitchen.
On Level 3 you will find the Helipad, Chapel, and VIP Lounge on the south
side. In the center is the Warehouse, Memorial Room, and Gallery which is
part of the main castle building. To the north is the Morgue, which is part
of the Tower Citadel, and Stone Circle where Janus's funeral will be held.
On Level 4 is the Old Oak Tree, Restoration Room, and Ark Control Room. On
Level 5 is the main Hyperborea Showroom Floor which also has the Architects'
Lounge, Raider Room, and Security Room. To the west is the Armory Roof and to
the north is the Library which is also part of the Tower Citadel.
The Councillors' Lounge, Conclave, and Penthouse take up the last three
floors of the castle while the Constant's Office and Helipad take up the last
two floors of the Tower Citadel at the north.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0======================================0
| Level 0 - Pier, Boathouse, and Sewers \
0===========================================================================>
The Pier is generally where you will start at and the Boathouse is at the
northwest side of it. The Sewers can be accessed by the South Path that
runs east-west along the north side of the Boathouse. The Sewers has two
parts: the Tunnel that is the east side and a large Main Room that has
stairs that lead up to the Catacombs.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###########################| Pier and Boathouse |##########################|
0===========================================================================0
| Driftwood Log | At the end of the west Pier. |
|--------------------+------------------------------------------------------|
| Paddle | On the small boat just east of the Boathouse. |
|--------------------+------------------------------------------------------|
| Car Battery | ++[Casual and Pro]: Under the table at the north |
| | corner of the Boathouse. |
|--------------------+------------------------------------------------------|
| Membership Booklet | On the table at the north corner of the Boathouse. |
|--------------------+------------------------------------------------------|
| Crowbar | On the workbench inside the Boathouse. |
|--------------------+------------------------------------------------------|
| Boathouse Key | --Carried by both Guards inside the Boathouse. |
| | --Carried by one of the Guards stationed just |
| | northeast of the Boathouse. |
0===========================================================================0
|#################################| Sewers |################################|
0===========================================================================0
| Commemorative Token | --By the candle on the ground inside the nook at |
| | the east end of the Tunnel. |
| | --Carried by the female Staff person just inside |
| | the Main Room. |
|---------------------+-----------------------------------------------------|
| Coin | On the ground by the grate inside the Main Room. |
|---------------------+-----------------------------------------------------|
| Hackl 9S Covert | Buried near the southeast corner of the grate |
| | inside the Main Room. You should see a pair of |
| | footprints that indicate its location. You will |
| | need a Shovel to get the prompt to dig it up. |
| | Credit goes to Adil15101 at Reddit for this find. |
|---------------------+-----------------------------------------------------|
| Lead Pipe | On the stack of pipes near the door at the upper |
| | part of the Main Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| Level 1 - Lower Courtyard Area \
0===========================================================================>
This is the main Reception Area where most of the guests have congregated.
At the northeast side is the Patrons' Lounge which also has a small Closet.
At the northeast side of the Lounge is a Storeroom and next to it to the
west is the Restroom.
To the south of the Lounge is the Stronghold Showroom where the latest in
bunkertech is being displayed. There is also a Storeroom to the south of
it. The Main Gate is between the Lounge and the Showroom.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|######################| Main Gate and Reception Area |#####################|
0===========================================================================0
| Brick | On the ground just north of the Main Gate at the |
| | east end. |
|----------------------+----------------------------------------------------|
| Membership Booklet | --On one of the small round tables at the north |
| | side of the Area. |
| | --Carried by at least one of the guests. |
|----------------------+----------------------------------------------------|
| Apple | On the Bar counter (x2). |
|----------------------+----------------------------------------------------|
| Commemorative Token | --On the shelf behind the Bar. |
| | --Inside the Gibbet (raised cage) at the southwest |
| | corner of the Area (x3). |
| | --Carried by at least one of the guests. |
| | --Inside the Piano on the Stage behind the Bar. |
|----------------------+----------------------------------------------------|
| Castle Walls Key | Carried by one of the guests. |
|----------------------+----------------------------------------------------|
| Coin | Carried by one of the guests (x2). |
|----------------------+----------------------------------------------------|
| Entertainer's Invite | Carried by both of the Entertainers on the Stage |
| | behind the Bar. |
0===========================================================================0
|#######################| Patrons' Lounge and Closet |######################|
0===========================================================================0
| Commemorative Token | --Carried by a female Ark Member near the large TV |
| | (x2). |
| | --Inside the red and white vase at the south door |
| | of the Lounge (x2). |
| | --Carried by a female Ark Member just outside the |
| | Restroom (x2). |
| | --Carried by the Initiate. |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | On the wall near the corner at the north half of |
| | the Lounge. |
|----------------------+----------------------------------------------------|
| Initiate Invite 1 | Carried by the Initiate. |
|----------------------+----------------------------------------------------|
| Cigar Box | By the cart inside the passage west of the |
| | Restroom. |
|----------------------+----------------------------------------------------|
| Cocaine Brick | Inside the brown vase at the east side of the |
| | Restroom. |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | On a table at the east side of the Storeroom. |
|----------------------+----------------------------------------------------|
| Iron | In a box at the west side of the Storeroom. |
|----------------------+----------------------------------------------------|
| Fire Axe | On the west wall of the small room just outside of |
| | the Closet. |
|----------------------+----------------------------------------------------|
| Viking Axe | By the door inside the Closet. |
|----------------------+----------------------------------------------------|
| Entertainer Disguise | On the chair inside the Closet. |
|----------------------+----------------------------------------------------|
| Castle Walls Key | On the cabinet inside the Closet. |
0===========================================================================0
|##########################| Stronghold Showroom |##########################|
0===========================================================================0
| Commemorative Token | --On the crate behind the main counter. |
| | --On the round bookshelf at the southwest side of |
| | the Showroom. |
| | --Carried by the female Initiate (x3). |
|----------------------+----------------------------------------------------|
| Initiate Invite 3 | Carried by the female Initiate. |
|----------------------+----------------------------------------------------|
| Apple | On the table at the south side of the Showroom |
| | (x5). |
|----------------------+----------------------------------------------------|
| Event Staff Disguise | ++[Casual and Pro]: Inside a box near the center |
| | of the Storeroom. |
|----------------------+----------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: On the stack of crates at the |
| | north end of the Storeroom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Level 1 - Catacombs Area \
0===========================================================================>
This area is to the west of the Lower Courtyard and contains the Catacombs,
Locked Cell, and Dungeon.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| Catacombs |###############################|
0===========================================================================0
| Brick | On the ground at the west side of the northwest |
| | pillar. |
|---------------------+-----------------------------------------------------|
| Ark Member Disguise | Hanging on a mannequin at the west side of the |
| | room. |
|---------------------+-----------------------------------------------------|
| Mace | On a table in the center of the room. |
0===========================================================================0
|########################| Locked Cell and Dungeon |########################|
0===========================================================================0
| Meaty Bone | On the ground near the center of the Locked |
| | Cell. |
|--------------------------+------------------------------------------------|
| ECT Device Safety Report | On the table. |
|--------------------------+------------------------------------------------|
| Branding Iron | By the Gibbet at the southwest corner. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| Level 2 - Upper Courtyard Area \
0===========================================================================>
This area is where most of the guests have gathered to watch the Effigy
Ceremony. To the west is the Crypt that is split into the (North) Crypt and
the (South) Crypt. Underneath the Effigy Stage to the south is the Back
Stage.
At the east side is the west half of the South Wall which I will call the
South (West) Wall and extends to the bridge that goes over the south
entrance to the Reception Area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|############################| Upper Courtyard |############################|
0===========================================================================0
| Commemorative Token | --At the very south end of the South (West) Wall. |
| | --On the ground by the candle just southeast of the |
| | stairs leading up to the Effigy. |
| | --Carried by the Initiate (x2). |
| | --At the base of the stairs leading up to the VIP |
| | Lounge. |
|---------------------+-----------------------------------------------------|
| Wrench | Near the container inside the draped off area at |
| | the west side of the Courtyard. |
|---------------------+-----------------------------------------------------|
| Torch | On the Donation Bowl near the stairs to the Effigy. |
|---------------------+-----------------------------------------------------|
| Brick | On the ground just northeast of the east door of |
| | the Back Stage. |
|---------------------+-----------------------------------------------------|
| Initiate Invite 2 | Carried by the Initiate. |
|---------------------+-----------------------------------------------------|
| Fire Extinguisher | On the wall just west of the Effigy Stage. |
0===========================================================================0
|#################################| Crypt |#################################|
0===========================================================================0
| Commemorative Token | --By a candle at the northwest corner of the |
| | (North) Crypt. |
| | --By a candle at the west side of the (South) |
| | Crypt room. |
| | --Inside the Gibbet in the exterior area at the |
| | southwest corner of the (South) Crypt (x8). |
|---------------------+-----------------------------------------------------|
| HX-10 | On an open coffin at the (South) Crypt. |
|---------------------+-----------------------------------------------------|
| Coin | On a closed coffin at the (South) Crypt. |
|---------------------+-----------------------------------------------------|
| Cannonball | On the ground by a fallen statue at the west side |
| | of the (South) Crypt. |
0===========================================================================0
|###############################| Back Stage |##############################|
0===========================================================================0
| Fire Extinguisher | On a cart at the west side of the room. |
|-----------------------+---------------------------------------------------|
| Emetic Rat Poison | On a cart of black crates at the north side of |
| | room. |
|-----------------------+---------------------------------------------------|
| Hydraulic Door Safety | On a barrel at the south side of the room. |
| Report | |
|-----------------------+---------------------------------------------------|
| Wrench | On a table at the east side of the room. |
0===========================================================================0
|###########################| South (West) Wall |###########################|
0===========================================================================0
| Commemorative Token | --In the mouth of the gargoyle just south of the |
| | Security Room. |
| | --In the small room halfway along this part of the |
| | wall. |
|---------------------+-----------------------------------------------------|
| Hammer | On a crate south of the Security Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================0
| Level 2 - Security Area \
0===========================================================================>
This is the South (East) and East Wall area where most of the local
security have set up shop. The two main rooms here are the Barracks and
Security Room. Both rooms have roofs where additional security have been
set. The small area between them is the Main Gate Roof.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| East Wall |###############################|
0===========================================================================0
| Screwdriver | On a black case at the west side of the area. |
|-------------+-------------------------------------------------------------|
| Coin | On a green crate at the west side of the area. |
|-------------+-------------------------------------------------------------|
| Soda Can | On a black crate at the east side of the area. |
|-------------+-------------------------------------------------------------|
| Coconut | Carried by one of the Guards. |
0===========================================================================0
|###############################| Barracks |################################|
0===========================================================================0
| Blueberry Muffin | On the bunk at the north side of the room. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On a pillar at the west side of the room. |
|-------------------+-------------------------------------------------------|
| Fusil G2 | On a crate near the center of the room. |
|-------------------+-------------------------------------------------------|
| Hackl 9S | ++[Casual and Pro]: On a table near the center of the |
| | room. |
|-------------------+-------------------------------------------------------|
| Castle Walls Key | By the couch near the center of the room. |
|-------------------+-------------------------------------------------------|
| HX-10 | On a chair at the south side of the room. |
0===========================================================================0
|############################| Main Gate Roof |#############################|
0===========================================================================0
| Commemorative Token | By the winch at the west side. |
|---------------------+-----------------------------------------------------|
| Propane Flask | Leaning against the stack of green crates at the |
| | east side. |
0===========================================================================0
|#############################| Security Room |#############################|
0===========================================================================0
| Fire Extinguisher | On a pillar near the center of the room. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall at the east side of the room. |
|-------------------+-------------------------------------------------------|
| Scissors | On a cardboard box between equipment at the east side |
| | of the room. |
|-------------------+-------------------------------------------------------|
| Castle Walls Key | Carried by one of the Guards. |
0===========================================================================0
|#############################| Barracks Roof |#############################|
0===========================================================================0
| Crowbar | ++[Casual and Pro]: On the black crate at the |
| | southeast corner of the roof. |
|---------------------+-----------------------------------------------------|
| Commemorative Token | On the bridge that connects the roofs of the |
| | Barracks and the Security Room. |
0===========================================================================0
|###########################| Security Room Roof |##########################|
0===========================================================================0
| Castle Walls Key | On the table at the west side of the roof. |
|---------------------+-----------------------------------------------------|
| Commemorative Token | By the candle on the wall at the south part of the |
| | roof. |
|---------------------+-----------------------------------------------------|
| Wrench | On the blue toolbox near the center of the roof. |
|---------------------+-----------------------------------------------------|
| Soda Can | ++[Casual and Pro]: On the black crate near the |
| | center of the roof. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Level 2 - Staff Area \
0===========================================================================>
This is the main staff area west of the East Wall and where food is being
prepared. At the west end is the Cellar Stairs with the Cellar right nest
to it. To the east of the Cellar is the Kitchen which is two rooms
connected. At the south of the Kitchen is the Freezer. To the east of the
Kitchen is the Kitchen Storeroom.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|################################| Cellar |#################################|
0===========================================================================0
| Basement Key | On a table at the northwest corner. |
|-----------------+---------------------------------------------------------|
| Coconut | On the table near the north center part of the room |
| | (x3). |
|-----------------+---------------------------------------------------------|
| Expired Can of | In a trash bag by the door to the Kitchen. |
| Spaghetti Sauce | |
0===========================================================================0
|#######################| Kitchen and Storeroom Area |######################|
0===========================================================================0
| Apple | --On the west counter inside the west half of the |
| | Kitchen. |
| | --By the cooked pig north of the main stove inside |
| | the west half of the Kitchen. |
| | --On the east counter inside the west half of the |
| | Kitchen. |
|---------------------+-----------------------------------------------------|
| Kitchen Knife | --On the west counter inside the west half of the |
| | Kitchen. |
| | --Carried by the main Chef. |
|---------------------+-----------------------------------------------------|
| Frying Pan | At the west end of the main stove inside the west |
| | half of the Kitchen. |
|---------------------+-----------------------------------------------------|
| Fire Extinguisher | On the wall near the cooked pig north of the main |
| | stove inside the west half of the Kitchen. |
|---------------------+-----------------------------------------------------|
| Cleaver | On the east counter inside the west half of the |
| | Kitchen. |
|---------------------+-----------------------------------------------------|
| Basement Key | ++[Casual and Pro]: Hanging on the pillar between |
| | the two counters inside the west half of the |
| | Kitchen. |
| | --Carried by the main Chef. |
|---------------------+-----------------------------------------------------|
| Apricot | On a tray near the center of the east half of the |
| | Kitchen (x2). |
|---------------------+-----------------------------------------------------|
| Emetic Rat Poison | On a cart at the southeast corner of the east half |
| | of the Kitchen. |
|---------------------+-----------------------------------------------------|
| Fish | Inside a glass refrigerator inside the Freezer. |
| | Must shoot the glass to retrieve |
|---------------------+-----------------------------------------------------|
| Commemorative Token | By the candle near the center of the Kitchen |
| | Storeroom. |
|---------------------+-----------------------------------------------------|
| Castle Walls Key | Carried by the male Event Staff person inside the |
| | Kitchen Storeroom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================0
| Level 3 - East Half \
0===========================================================================>
This is the area where many of the higher end Ark Members have congregated
to. At the south is the VIP Lounge and Terrace. To the north is the Gallery
where several pieces of artifacts are being displayed. To the west is the
Gallery Restroom and Artifact Room.
To the north is the Memorial Room with stairs that go up which I will call
the Castle Stairway. To the west of the Memorial Room is the Hidden Tunnel
area. Outside to the northeast is the Stone Circle where the memorial
service will be held.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#########################| VIP Lounge and Terrace |########################|
0===========================================================================0
| Fire Extinguisher | On the side of a counter at the northwest side of |
| | the Lounge. |
|---------------------+-----------------------------------------------------|
| Emetic Rat Poison | On a counter at the northeast side of the Lounge. |
|---------------------+-----------------------------------------------------|
| Cigar Box | Carried by an Ark Member with a cowboy hat at the |
| | Lounge. |
|---------------------+-----------------------------------------------------|
| Penthouse Keycard | Carried by Zoe Washington. |
| Kill Switch | |
|---------------------+-----------------------------------------------------|
| Commemorative Token | On the Cannon at the Terrace. |
0===========================================================================0
|################################| Gallery |################################|
0===========================================================================0
| Fire Extinguisher | On the wall at the northwest side of the |
| | Gallery. |
|-------------------------+-------------------------------------------------|
| Gold Idol | On display at the northwest side of the |
| | Gallery. |
|-------------------------+-------------------------------------------------|
| Katana | On display at the north side of the Gallery. |
|-------------------------+-------------------------------------------------|
| Aztec Necklace | Inside the display case in the center of the |
| | Gallery. |
|-------------------------+-------------------------------------------------|
| Fire Axe | On the wall at the southwest side of the |
| | Gallery. |
|-------------------------+-------------------------------------------------|
| Imperial Filigree Egg | On display at the southwest side of the Gallery |
| | (x5). |
|-------------------------+-------------------------------------------------|
| Blake Nathaniel's Phone | Carried by Blake Nathaniel. |
| Ark Keycard | |
0===========================================================================0
|#############################| Artifact Room |#############################|
0===========================================================================0
| List of Donations | On the table at the west side of the Room. |
|-------------------+-------------------------------------------------------|
| Khatvanga | On the table at the east side of the Room. |
| Mace | |
|-------------------+-------------------------------------------------------|
| Castle Key | Carried by the Guard at the base of the stairs |
| | outside of the Room. |
0===========================================================================0
|####################| Memorial Room and Hidden Tunnel |####################|
0===========================================================================0
| Bust | On the table near the northwest door at the Memorial |
| | Room. |
|------------------+--------------------------------------------------------|
| Bag of Gunpowder | On the ground at the west end of the Tunnel by the |
| | Warehouse. |
|------------------+--------------------------------------------------------|
| Screwdriver | On a stack of pipes at the east end near the stairs |
| | going down to the Cellar inside the Tunnel area. |
|------------------+--------------------------------------------------------|
| Nitroglycerin | In the Box halfway down the stairs going down to the |
| | Cellar inside the Tunnel area. |
0===========================================================================0
|#############################| Stone Circle |##############################|
0===========================================================================0
| Wake Schedule | On the pulpit near the center of the area. |
|----------------------+----------------------------------------------------|
| Entertainer's Invite | Carried by the female Entertainer. |
|----------------------+----------------------------------------------------|
| Brick | On the ground by a large rock south of the Circle. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================0
| Level 3 - West Half \
0===========================================================================>
This is the west half of this Level that contains the Chapel with is
divided into the (North) Chapel and the (South) Chapel. At the south end of
the Chapel itself is the Chapel Tower. Outside of the Chapel is the
Helipad. At the north is the Warehouse which is divided into the (North)
Warehouse and (South) Warehouse.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|################################| Chapel |#################################|
0===========================================================================0
| Chapel Key | ++[Casual and Pro]: On the pew at the west side |
| | of the (North) Chapel. |
| | --Carried by the Master of Ceremonies in the |
| | (South) Chapel. |
|-----------------------+---------------------------------------------------|
| Tactical Bartoli 12G | At the north center part of the (North) Chapel. |
| Cheeseburger | |
|-----------------------+---------------------------------------------------|
| Coin | --In a bowl on a table at the south wall of the |
| | (North) Chapel (x2). |
| | --On a table near the northwest pillar of the |
| | (South) Chapel. |
|-----------------------+---------------------------------------------------|
| Flash Grenade | Carried by one of the Guards in the (North) |
| | Chapel. |
|-----------------------+---------------------------------------------------|
| Bust | On a crate near the southwest pillar of the |
| | (South) Chapel. |
|-----------------------+---------------------------------------------------|
| Fire Extinguisher | By the southeast pillar of the (South) Chapel. |
| Propane Flask | |
| Screwdriver | |
|-----------------------+---------------------------------------------------|
| Master of Ceremonies' | On a table near the center of the (South) Chapel. |
| Schedule | |
0===========================================================================0
|##############################| Chapel Tower |#############################|
0===========================================================================0
| Effigy Design Drawings | On the red table at the base of the stairs. |
|------------------------+--------------------------------------------------|
| Coin | On the stair railing halfway up the Tower. |
|------------------------+--------------------------------------------------|
| Battle Axe | Under the platform halfway up the Tower. |
0===========================================================================0
|################################| Helipad |################################|
0===========================================================================0
| Propane Flask | On a pallet stack at the west side of the Helipad. |
|---------------+-----------------------------------------------------------|
| Screwdriver | ++[Casual and Pro]: On a crate at the northwest side of |
| | the Helipad. |
|---------------+-----------------------------------------------------------|
| Soda Can | On a crate at the northeast corner of the Helipad. |
|---------------+-----------------------------------------------------------|
| Wrench | By the buddha statue near the center of the Helipad. |
0===========================================================================0
|###############################| Warehouse |###############################|
0===========================================================================0
| **NOTE: There are several Boxes inside the (North) Warehouse that will |
| contain various items which are: |
| |
| --Burial Dagger. |
| --Maori Paddle. |
| --Katana. |
| --Circumcision Knife. |
| --Didgeridoo. |
| --Cowboy Bust. |
| --Golf Club. |
| |
| With each run-through the locations of these items will be randomized. |
|---------------------------------------------------------------------------|
| Box | --Near the window at the west side of the |
| | (North) Warehouse. |
| | --Between stacks of boxes at the northwest side |
| | of the (North) Warehouse. |
| | --At the north central part of the (North) |
| | Warehouse. |
| | --Near the stairs at the northeast corner of |
| | the (North) Warehouse. |
| | --Near the center of the (North) Warehouse. |
| | --By the workbench at the east side of the |
| | (North) Warehouse. |
| | --At the east side of the (North) Warehouse. |
|-------------------------+-------------------------------------------------|
| Hammer | On a stack of pallets at the corner at the |
| | northwest side of the (North) Warehouse. |
|-------------------------+-------------------------------------------------|
| Fire Extinguisher | On a pillar at the northwest side of the |
| | (North) Warehouse. |
|-------------------------+-------------------------------------------------|
| Commemorative Token | Carried by the female Custodian. |
|-------------------------+-------------------------------------------------|
| Propane Flask | On a Box at the southwest corner of the (North) |
| | Warehouse. |
|-------------------------+-------------------------------------------------|
| Dagger Acquisition Note | On the table at the east side of the (South) |
| Crowbar | Warehouse. |
|-------------------------+-------------------------------------------------|
| Warehouse Key | --Carried by one of the Raiders in the (North) |
| | Warehouse. |
| | --Carried by one of the Custodians in the |
| | (South) Warehouse. |
|-------------------------+-------------------------------------------------|
| Fire Poker | On the fireplace at the southeast corner of the |
| | (South) Warehouse. |
|-------------------------+-------------------------------------------------|
| Bust | In the Box near the center of the (South) |
| | Warehouse. |
|-------------------------+-------------------------------------------------|
| Coin | On a crate near the center of the (South) |
| | Warehouse. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level 4 - Old Oak Tree, Restoration Room \
0===========================================================================>
On this Level is the Old Oak Tree which is the northwest side of this area.
To the west is the Restoration Room and Ark Control Room. At the northeast
is the Castle Stairway that goes down to the Memorial Room and up to the
Hyperborea Showroom floor. The Stairway Storeroom is at the east side of
the Stairway. The Gallery Balcony is to the south with the Gallery Stairway
to the west of that.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Old Oak Tree |#############################|
0===========================================================================0
| Shovel | Embedded in the ground just west of the Tree. |
|---------------------+-----------------------------------------------------|
| Brick | At the base of the wall on the north side of the |
| | Tree. |
|---------------------+-----------------------------------------------------|
| Commemorative Token | At the base of the Tree. |
0===========================================================================0
|###########################| Restoration Room |############################|
0===========================================================================0
| Wrench | On a crate by the open window at the west side of the |
| | room. |
|-------------------+-------------------------------------------------------|
| Leather Briefcase | On a high crate at the west side of the room. |
|-------------------+-------------------------------------------------------|
| Coin | --On a crate at the top of the stairs. |
| | --On the south end of the table at the east side of |
| | the room. |
|-------------------+-------------------------------------------------------|
| Propane Flask | Near the center of the room. |
|-------------------+-------------------------------------------------------|
| Old Axe | In the Box at the south side of the room. |
|-------------------+-------------------------------------------------------|
| Warehouse Key | Carried by one of the Custodians. |
0===========================================================================0
|###########################| Ark Control Room |############################|
0===========================================================================0
| HX-7 Covert | On the table at the west side of the room. |
| Soda Can | |
|---------------------+-----------------------------------------------------|
| Office Keycard | Inside the Cabinet at the north side of the room. |
|---------------------+-----------------------------------------------------|
| Screwdriver | On a table in the northeast corner of the room. |
|---------------------+-----------------------------------------------------|
| Hand Flare | On a crate at the southeast corner of the room. |
|---------------------+-----------------------------------------------------|
| Ark Keycard | Carried by the Architect. |
|---------------------+-----------------------------------------------------|
| Commemorative Token | Carried by the Custodian. |
0===========================================================================0
|#####################| Castle Stairway and Storeroom |#####################|
0===========================================================================0
| Bust | On the table at the west side of the Stairway. |
|----------+----------------------------------------------------------------|
| Saber | In the glass case at the south side of the Stairway. |
|----------+----------------------------------------------------------------|
| Scissors | On a table just inside the door of the Storeroom. |
0===========================================================================0
|######################| Gallery Balcony and Stairway |#####################|
0===========================================================================0
| Wrench | On a crate at the small security area at the south side of |
| | the Balcony area. |
|-----------+---------------------------------------------------------------|
| Newspaper | On a round table in the center of the Stairway area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================================0
| Level 5 - Hyperborea Showroom Floor \
0===========================================================================>
This is another showroom floor with plenty of rooms and areas. Outside to
the west is the Armory Roof. Inside to the north is the Architects' Lounge
with the Storeroom to the west. South of the Storeroom is the Study with
the top of the Gallery Stairway to the south of that. East of the Stairway
is the Restrooms.
The large room to the east of that is the Hyperborea Showroom. To the south
is the Tech Room. East of the Showroom is the Raider Room and the Security
Room to the south of that.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Armory Roof |##############################|
0===========================================================================0
| Soda Can | --On a black crate at the west side of the Roof. |
| | --On a black crate near the Generator at the southeast side |
| | of the Roof. |
|------------+--------------------------------------------------------------|
| Castle Key | Carried by Jebediah Block. |
0===========================================================================0
|####################| Architects' Lounge and Storeroom |###################|
0===========================================================================0
| Coconut | At the Bar. |
| Apple | |
|-------------------+-------------------------------------------------------|
| Castle Key | Carried by the Castle Staff behind the Bar. |
|-------------------+-------------------------------------------------------|
| Penthouse Keycard | Carried by Sophia Washington. |
| Kill Switch | |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On a box on one of the lower shelves of the |
| | Storeroom. |
0===========================================================================0
|#######################| Gallery Stairway and Study |######################|
0===========================================================================0
| Bust | On the table just outside of the Study's door at the |
| | top of the Stairway. |
|--------------------+------------------------------------------------------|
| Sophia's Newspaper | On the table at the northwest corner of the Study. |
| Clipping | |
|--------------------+------------------------------------------------------|
| Fire Extinguisher | On the bookcase by the north door of the Study. |
|--------------------+------------------------------------------------------|
| Letter Opener | On the table in the center of the Study. |
0===========================================================================0
|###################| Hyperborea Showroom and Tech Room |###################|
0===========================================================================0
| Poison Chip Blueprint | Carried by one of the Architects. |
|-----------------------+---------------------------------------------------|
| Office Keycard | Carried by a Guard standing outside of the Raider |
| | Room. |
|-----------------------+---------------------------------------------------|
| Screwdriver | In a box at the east end of the Tech Room. |
0===========================================================================0
|#####################| Raider Room and Security Room |#####################|
0===========================================================================0
| Photo of Sophia and | On the bookcase at the northwest corner of the |
| Blake | Raider Room. |
|-----------------------+---------------------------------------------------|
| Imperial Filigree Egg | On the table in the center of the Raider Room. |
|-----------------------+---------------------------------------------------|
| Cowboy Bust | In the open case at the southwest corner of the |
| | Raider Room. |
|-----------------------+---------------------------------------------------|
| Crowbar | At the southeast corner of the Raider Room. |
|-----------------------+---------------------------------------------------|
| Penthouse Keycard | Carried by one of the Raiders in the Security |
| Flash Grenade | Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================0
| Level 6, 7, 8 - Council Chambers \
0===========================================================================>
Stairs from the Architects' Lounge go up to the Council Chambers that take
up the remaining three Levels in the main Castle. The lowest room is the
Councillors' Lounge, the middle room is the Conclave, and the top room is
the Penthouse.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##########################| Councillors' Lounge |##########################|
0===========================================================================0
| Old Axe | On the bookshelf at the south side of the Lounge. |
|----------------------+----------------------------------------------------|
| Entertainer's Invite | Carried by the Entertainer. |
|----------------------+----------------------------------------------------|
| Cigar Box | On the table at the base of the stairs outside |
| | east of the Lounge. |
0===========================================================================0
|###############################| Penthouse |###############################|
0===========================================================================0
| Sapper's Axe | On the south wall. |
| Battle Axe | |
| Broadsword | |
| Mace (x2) | |
|-------------------+-------------------------------------------------------|
| Knight's Armour | On the two Plinths at the west side of the room. |
| Disguise | |
|-------------------+-------------------------------------------------------|
| Castle Master Key | On the glass table near the center. |
| Council Contract | |
|-------------------+-------------------------------------------------------|
| Penthouse Keycard | Carried by one of the interior Guards. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================================0
| Level 3, 4, 5, 6, 7 - Tower Citadel \
0===========================================================================>
The last area of the map is the Tower at the north side of the Isle. The
bottom room is the Morgue where Janus's body is being prepped. There is
also a Boiler Room at the southwest corner of the Morgue. The room above
that is Tower Storage. The room above that is the Library and the
Constant's Office above that. The last floor is the Helipad above the
Office.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|################################| Morgue |#################################|
0===========================================================================0
| Crowbar | On a barrel at the northwest side of the room. |
|-----------------------+---------------------------------------------------|
| Burial Robes Disguise | At the north side of the room. |
|-----------------------+---------------------------------------------------|
| Scalpel | On the table at the feet of Janus's body. |
|-----------------------+---------------------------------------------------|
| Screwdriver | On a blue toolbox at the east side of the room. |
|-----------------------+---------------------------------------------------|
| Shovel | Leaning against a barrel near the south door. |
|-----------------------+---------------------------------------------------|
| Tower Key | Carried by one of the Raiders. |
|-----------------------+---------------------------------------------------|
| Emetic Rat Poison | On a shelf at the west side of the Boiler Room. |
|-----------------------+---------------------------------------------------|
| Propane Flask | On a pallet stack at the south side of the Boiler |
| | Room. |
0===========================================================================0
|#############################| Tower Storage |#############################|
0===========================================================================0
| Propane Flask | In a small tub at the west side of the room. |
|------------------+--------------------------------------------------------|
| Bag of Gunpowder | On the table at the north side of the room. |
|------------------+--------------------------------------------------------|
| Baseball Bat | In the northeast corner of the room. |
|------------------+--------------------------------------------------------|
| Car Battery | At the south side of the room. |
| Hatchet | |
0===========================================================================0
|################################| Library |################################|
0===========================================================================0
| Fire Poker | By the fireplace. |
|-----------------------+---------------------------------------------------|
| Fire Extinguisher | On a small cabinet by the door. |
|-----------------------+---------------------------------------------------|
| Safe Combination Code | --Inside the model ship at the east side of the |
| | room. You will need to shoot it to retrieve. |
| | --Carried by The Constant. |
|-----------------------+---------------------------------------------------|
| Viking Axe | Inside the glass case in the center of the room. |
|-----------------------+---------------------------------------------------|
| Janus's Journal | On the round table near the center of the room. |
|-----------------------+---------------------------------------------------|
| Tower Key | --Carried by the Butler. |
| | --Carried by The Constant. |
|-----------------------+---------------------------------------------------|
| Penthouse Keycard | Carried by The Constant. |
0===========================================================================0
|#####################| Constant's Office and Helipad |#####################|
0===========================================================================0
| Cigar Box | On the table behind the desk. |
|----------------------+----------------------------------------------------|
| Bust | On the desk. |
|----------------------+----------------------------------------------------|
| Leather Briefcase | On the couch near the desk. |
|----------------------+----------------------------------------------------|
| Constant's Intel | In the Safe at the southwest corner of the Office. |
| Bartoli 75S | |
|----------------------+----------------------------------------------------|
| Picture of Janus and | On the table at the northeast corner of the |
| The Constant | Office. |
|----------------------+----------------------------------------------------|
| Cannonball | On the bookshelf near the stairs down (x2). |
|----------------------+----------------------------------------------------|
| Saber | On the wall at the east side of the Office. |
|----------------------+----------------------------------------------------|
| Bag of Gunpowder | On the small table by the telescope at the |
| | Helipad. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SGL3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn an Agency Pickup at the Chapel and unlock the Mace |
| | melee weapon for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You can now start at the Chapel. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn an Agency Pickup at the Gatehouse. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the Lethal Syringe Mk II for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You can now start at the Reception Area disguised as a Waiter |
| | and unlock the Feather Duster melee weapon for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 7 | You unlock the Electronic Key Hacker for use in all missions |
| | and earn an Agency Pickup in the Kitchen. |
|----------+----------------------------------------------------------------|
| Level 8 | You can now start at the Kitchen disguised as a Chef. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn an Agency Pickup at the Warehouse. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the Sieger 300 Tactical for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the Warehouse disguised as a Custodian. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn an Agency Pickup at the Hyperborean Showrooms. |
|----------+----------------------------------------------------------------|
| Level 13 | You can now start at the Keep and unlock the ICA Executive |
| | Briefcase Mk II for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn an Agency Pickup at the Cistern. |
|----------+----------------------------------------------------------------|
| Level 15 | You can now start at the Gallery disguised as an Ark Member |
| | and unlock the Broadsword melee weapon for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn an Agency Pickup at the Morgue. |
|----------+----------------------------------------------------------------|
| Level 17 | There are no unlocks at this Level. |
|----------+----------------------------------------------------------------|
| Level 18 | You unlock the Enram HV Covert Mk II for use in all missions |
| | and can now start at the Architects' Lounge disguised as an |
| | Ark Architect. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn an Agency Pickup at the Gallery Stairwell. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Remote Concussion Rubber Duck for use in all |
| | missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SGL4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0=============0
| The Constant \
0===========================================================================0
| He is the person you need to kidnap and he will be wandering throughout |
| the castle. He will go to the VIP Lounge, Gallery, Armory Roof, |
| Hyperborea Showroom floor, Council Chambers, and the Library. |
| |
| The thing here is that he will go to wherever area you happen to be in. |
| For example, if you go to the Library or Constant's Office then he will |
| go to the Library and won't leave until you do. The same goes for the |
| other areas. |
| |
| In order to do something when he isn't around then you need to get far |
| away from that area then return to do what you need to do before he comes |
| back. |
| |
| You can also knock him out and hide the body so he doesn't become a |
| problem. You can even put him in a Container or Closet so he isn't found. |
| Lucas will handle extraction regardless of what you do. However, once you |
| get your hands on a Kill Switch, you can make The Constant go with you to |
| leave the mission if you wish. |
0===========================================================================0
0===============0
| Zoe Washington \
0===========================================================================0
| She is one of the two Targets you need to eliminate and she will be going |
| through the VIP Lounge, Gallery, and Memorial Room areas. She will also |
| have a personal Guard with her at all times so that need to be taken into |
| consideration when going after her. |
0===========================================================================0
0==================0
| Sophia Washington \
0===========================================================================0
| She is the other Target you need to eliminate and she will be going to |
| the Gallery Balcony and Hyperborea Showroom floor. Like Zoe she will also |
| have a personal Guard with her. |
0===========================================================================0
0===============0
| Jebediah Block \
0===========================================================================0
| He is one of the original five Ark Society founding members and can be |
| found at the Armory Roof. He has stalled Sophia's motion on green energy |
| and has caused a recess at the Council meeting. |
0===========================================================================0
0================0
| Blake Nathaniel \
0===========================================================================0
| He is the one that found and acquire the Cloud Serpent (Aztec Necklace) |
| that is currently sitting in the Gallery. He has donated it to the |
| Society but is keeping a close eye on it to prevent Sophia from stealing |
| it before it can be stored for safekeeping. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SGL5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0================0
| Tuxedo and Mask \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you only have access to what most Civilians have |
| access to which is: |
| |
| --The Pier (but not the Boathouse and South Path). |
| --The Lower Courtyard. |
| ++Reception Area (but not behind the Bar and the Stage). |
| ++Patrons' Lounge (but not the Storeroom). |
| ++Stronghold Showroom (but not behind the main counter and the |
| Storeroom). |
| --The Upper Courtyard (but not the Back Stage, Crypt, VIP Lounge, and |
| the north half of South Wall areas). |
| |
| Outside of these areas everything else is off limits. |
0===========================================================================0
0=============0
| Burial Robes \
0===========================================================================0
| This is Janus's burial robe. It is a long white hooded robe with a gold |
| death mask. It can only be found in the Morgue and you need to get rid of |
| the three Raiders, which isn't hard to do, and the Mortician. |
| |
| However, since this robe is for a dead person, wearing it makes the |
| entire map a Hostile Area regardless of difficulty. The only reason to |
| wear it is for a few Challenges related to it. |
0===========================================================================0
0================0
| Knight's Armour \
0===========================================================================0
| This is a suit of armor that can only be found in the Penthouse. Wearing |
| it, however, turns the entire map into a Hostile Area regardless of |
| difficulty. |
| |
| But it does have one advantage - it allows you to survive shootouts |
| better because you are armored. It doesn't make you invincible but it |
| makes you harder to be killed. |
| |
| And it also has a major disadvantage. Because you are in a rigid suit of |
| metal, you cannot crouch, climb up and down ledges or pipes, and take |
| cover and grab people through doors. |
0===========================================================================0
0=========0
| Initiate \
0===========================================================================0
| These people are the ones trying to get into the Society. They wear a |
| long white robe, a white mask, and a white cap. This Disguise has the |
| same properties as the Suit. One thing to know though: if you can acquire |
| ten Commemorative Tokens then you can enter the Dungeon area for |
| interrogation. |
| |
| The easiest way to acquire this Disguise is to go to the Upper Courtyard |
| area. At the west side is a draped off section. Directly to the west of |
| the Effigy is an open area with an entrance to the draped off section. |
| You should see a male Initiate who will come to this area as part of his |
| routine. Go behind the drapes to find a Wrench. |
| |
| At the south end of this section is an open window. Go through it and |
| wait. When the Initiate comes back then toss the Wrench through the |
| window so it lands partway through the section. This should lure him |
| there. Climb through the window and subdue him. Dump him in the nearby |
| Container and take his Disguise. |
| |
| As for Enforcers, there are four at Casual difficulty: two at the |
| Reception Area, one inside the Patrons' Lounge, and one at the Upper |
| Courtyard. |
| |
| At Professional difficulty there is one additional Enforcer and he is at |
| the Upper Courtyard. At Master difficulty there are two additional |
| Enforcers and they are one in the Patrons' Lounge and one in the |
| Stronghold Showroom. |
0===========================================================================0
0============0
| Event Staff \
0===========================================================================0
| These are the people that work the event and wear black pants, a white |
| shirt with a grey vest, a red apron, and a white mask. This is also a |
| Disguise that will allow you to poison food and drinks without suspicion. |
| |
| This Disguise will allow you access to the staff areas (Cellar, Kitchen), |
| VIP Lounge, Gallery, Memorial Room, and Castle Stairway but everything |
| else outside of that is off limits. |
| |
| The easiest way to acquire this Disguise is to go into the Patrons' |
| Lounge Storeroom. Turn on the Vacuum Cleaner to lure in a nearby Staff |
| person and hide behind the table. When the door closes then sneak up |
| behind him, subdue him, drag him behind the table, and take his Disguise. |
| |
| As for Enforcers, there are three at Casual difficulty: |
| |
| --One at the Upper Courtyard. |
| --One patrolling the castle grounds (VIP Lounge, Helipad, Gallery |
| Stairway, Castle Stairway). |
| --The main Chef inside the Kitchen. |
| |
| At Professional difficulty there are six additional Enforcers: |
| |
| --One at the Patrons' Lounge near the Restroom. |
| --One patrolling the Catacombs. |
| --Two inside the Cellar. |
| --One at the VIP Lounge. |
| --One at the Gallery. |
| |
| At Master difficulty there are two additional Enforcers: one at the |
| Reception Area and one at the Castle Stairway near the Balcony. |
| |
| You can start at the Reception Area already disguised as Event Staff once |
| you've reached Mastery Level 6. |
0===========================================================================0
0=======0
| Butler \
0===========================================================================0
| This is the person who keeps the Library tidy. He can only be found in |
| the Library. This Disguise has the same properties as the Event Staff |
| Disguise except that you can go into the entire Tower Citadel but not the |
| Storerooms at the Patrons' Lounge and Stronghold Showroom. |
| |
| To acquire this Disguise you should get the Elite Guard Disguise and a |
| weapon. Before going after him you need to be at the Morgue and make sure |
| that The Constant is far away. |
| |
| The reason is, as already noted, that when you are in the Library or |
| Office then The Constant will come to the Library and will not leave for |
| as long as you are there. Only when you leave is when he does and will |
| stay away as long as you are not there. |
| |
| Run to the Library then drop the weapon by the standing Guard to make him |
| leave with it. He should go to the Weapons Box at the top of the stairway |
| to the west. Subdue the Guard then go back inside. Knock out the Butler, |
| drag him behind the couch at the east side, and take his Disguise before |
| The Constant arrives. |
| |
| As for Enforcers, there are four at Casual difficulty: |
| |
| --The Constant. |
| --Sophia Washington. |
| --Zoe Washington. |
| --The standing Guard at the Library. |
| |
| There are no additional Enforcers at Professional and Master |
| difficulties. |
0===========================================================================0
0============0
| Entertainer \
0===========================================================================0
| These are the people playing on the Stage at the Reception Area and other |
| areas within the castle. They wear a white tuxedo jacket with a red |
| flower and a blindfold. This has the same properties as the Event Staff |
| Disguise except that you can go onto the Stage at the Reception Area. |
| |
| With this you can go up to the VIP Lounge, Gallery, Memorial Room, and |
| Gallery Balcony areas. Outside of these areas everything else is off |
| limits. |
| |
| The easiest way to acquire this Disguise is to find it inside the |
| Patrons' Lounge Closet. |
| |
| As for Enforcers, there is one at Casual difficulty and he is an Elite |
| Guard patrolling the Castle grounds. There are no additional Enforcers at |
| Professional and Master difficulties. |
0===========================================================================0
0===========0
| Ark Member \
0===========================================================================0
| These are the standard members of the Society. They wear a tuxedo with a |
| long magenta robe. This has the same properties as the Entertainer |
| Disguise except that you can go onto the Effigy Stage. |
| |
| There are two ways to safely acquire this Disguise. The first is to go to |
| the Upper Courtyard area. At the west side is a draped off area. Go |
| behind it to find a Wrench and pick it up. Near the north end is a Rack |
| Case. Use it to lure the one standing nearby. Go behind the Container and |
| wait for him to go into position. Knock him out, dump him in the |
| Container, and take his Disguise. |
| |
| The second way is to acquire ten Commemorative Tokens and the Initiate |
| Disguise. Go to the door just south of the Reception area and knock on it |
| to be let in. Successfully complete the lie detector test with Zoe and |
| she will lead you into the Catacombs where you can take the Ark Member |
| Disguise there. |
| |
| As for Enforcers, there are four at Casual difficulty: |
| |
| --One at the Reception Area. |
| --One at the Patrons' Lounge. |
| --One at the Upper Courtyard. |
| --An Architect that goes between the Upper Courtyard and the VIP |
| Lounge. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --Three at the Upper Courtyard. |
| --One at the VIP Lounge. |
| --One at the Gallery. |
| |
| At Master difficulty there is one additional Enforcer and he will |
| standing near the Main Gate. |
| |
| You can start at the Gallery already disguised as a Member once you've |
| reached Mastery Level 15. |
0===========================================================================0
0=====================0
| Master of Ceremonies \
0===========================================================================0
| He is the person who performs the ceremony with the Effigy and can only |
| be found at the (South) Chapel. He can be distinguished by a red short |
| cape and a metal mask. This Disguise has the same properties as the Ark |
| Member Disguise except that you can go into the (South) Chapel but not |
| onto the Stage the Reception Area. In addition, there are no Enforcers |
| for this Disguise at any difficulty. |
| |
| Before going after him you need to get rid of the nearby Guard first. |
| When the Master goes to the east window then knock out the Guard, grab |
| his weapon, and drag him to the Container to the west to dump him. When |
| the Master goes to the table in the center then knock him out, dump him |
| in the Container, and take his Disguise. |
0===========================================================================0
0==========0
| Custodian \
0===========================================================================0
| These are the people that handle the artifacts for the Society. They wear |
| a gray jumpsuit with the Society logo on the back, gray cap, and blue |
| gloves. As for access, they can go to the Helipad, Warehouse, and Chapel |
| areas plus the security area at the Gallery Balcony. |
| |
| However, they cannot go into the following: |
| |
| --Boathouse and the Sewers (but can go onto the South Path). |
| --The Stage at the Reception Area and the Patrons' Lounge Storeroom. |
| --Catacombs, Locked Cell, and Dungeon. |
| --South and East Walls. |
| --Cellar, Kitchen, and Kitchen Storeroom. |
| --Stone Circle. |
| --Armory Roof, the Hyperborea Showroom floor, and Council Chambers. |
| --The Library, Constant's Office, and the Helipad at the Tower Citadel. |
| ++Can go into the Morgue and Tower Storage. |
| |
| When inside the Warehouse they can also open up the Boxes without |
| suspicion. |
| |
| The easiest way to acquire this Disguise is to go into the (South) |
| Warehouse with an object. At the west side is a Radio. Turn it on to lure |
| one of the two nearby Custodians to it. Get behind the other and wait for |
| the first one to go out of view before throw stunning him then run up and |
| subdue the other. Dump them in the Container and take one of their |
| Disguises. |
| |
| As for Enforcers, there are two at Casual difficulty: one patrolling the |
| castle grounds (VIP Lounge, Helipad, Gallery Stairway, Castle Stairway) |
| and one inside the Ark Control Room. |
| |
| At Professional difficulty there are eight additional Enforcers: |
| |
| --One at the Back Stage (Upper Courtyard). |
| --One at the Gallery. |
| --One in the (North) Chapel. |
| --Two at the south part of the Helipad. |
| --A Raider patrolling the (North) Warehouse. |
| --One at the Old Oak Tree. |
| --A Raider patrolling the Restoration Room. |
| |
| At Master difficulty there is one additional Enforcer and he is inside |
| the Crypt. |
| |
| You can start at the Warehouse already disguised as a Custodian once |
| you've reached Mastery Level 11. |
0===========================================================================0
0==========0
| Architect \
0===========================================================================0
| These are the higher end members of the Society and wear a blue robe |
| instead of a magenta one. This also provides more access than the regular |
| Ark Member Disguise. |
| |
| With this you can go into the Warehouse building but not the Chapel and |
| Helipad. You can also go onto the Hyperborea Showroom floor. On that |
| floor you don't have access to the Armory Roof, Raider Room, and Security |
| Room. You also don't have access to the Council Chambers. You also don't |
| have access to the Tower Citadel but can be on the bridge to the Library. |
| |
| There are two ways to acquire this Disguise. The first way is at the |
| Upper Courtyard. Use the Rack Case to get rid of the Ark Member as |
| before. Next, go just inside the Crypt and toss the Wrench at the floor |
| by the Case to lure one of the nearby Guards to it. |
| |
| Knock him out, take his weapon and Disguise, then dump him in the |
| Container. Do the same to the other Guard but dump his body through the |
| window to the south. |
| |
| When the Architect either comes down or starts to go up the stairs then |
| toss the Wrench again to lure him inside where you can knock him out, |
| dump him through the window, and take his Disguise. |
| |
| The second way is to go up to the Hyperborea Showroom Floor. Go into the |
| Tech Room and subdue the female Architect then dump her in the Container |
| or nearby Storeroom. Turn off the Laptop to lure one of the nearby male |
| Architects there. Knock him out when he turns it on, drag him to the |
| Storeroom, and take his Disguise. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --One at the Reception Area. |
| --One at the Patrons' Lounge. |
| --One at the Stronghold Showroom. |
| --An Architect at the VIP Lounge. |
| --One at the Old Oak Tree. |
| |
| There are no additional Enforcers at Professional and Master |
| difficulties. |
| |
| You can start at the Architects' Lounge already disguised as an Architect |
| once you've reached Mastery Level 18. |
0===========================================================================0
0=====0
| Chef \
0===========================================================================0
| These are the people that work the Kitchen area. They wear a white tunic, |
| black pants, blue apron, and blue cap. This is also a Disguise that will |
| allow you to poison food and drink without suspicion. |
| |
| As for access, it has the same properties as the Architect Disguise |
| except that they can't go into the Warehouse building. When going up to |
| the Hyperborea Showroom you need to be frisked first. |
| |
| The easiest way to acquire this Disguise is to go into the Freezer and |
| turn on the Ice Machine to lure of them inside. Knock him out when he |
| turns it off, dump him in the Container, and take his Disguise. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --One at the Upper Courtyard. |
| --One inside the Cellar. |
| --One inside the Kitchen. |
| --One patrolling the castle grounds (VIP Lounge, Helipad, Gallery |
| Stairway, Castle Stairway). |
| --One at the Old Oak Tree. |
| |
| At Professional difficulty there are eight additional Enforcers: |
| |
| --One at the Reception Area. |
| --One patrolling the Catacombs. |
| --One inside the Cellar. |
| --One at the VIP Lounge. |
| --One at the Gallery. |
| --One at the Memorial Room. |
| --One at the Castle Stairway near the Stairway Storeroom. |
| --One behind the Bar at the Architects' Lounge. |
| |
| At Master difficulty there are two additional Enforcers: one at the Stone |
| Circle and one at the Castle Stairway near the Balcony. |
| |
| You can start at the Kitchen already disguised as a Chef once you've |
| reached Mastery Level 8. |
0===========================================================================0
0================0
| Blake Nathaniel \
0===========================================================================0
| He is Sophia's former lover and rival and can be found wandering the |
| Gallery area. He wears a khaki outfit which consists of khaki pants with |
| brown boots, a khaki coat with a golden scarf, sunglasses, and a white |
| hat. |
| |
| Oddly enough, despite his contribution of artifacts to the Society, he is |
| not allowed at the Chapel, Helipad, and Warehouse building. But he can go |
| into the Catacombs, Crypt, staff areas (Cellar, Kitchen), VIP Lounge, |
| Gallery, and Gallery Balcony including the small security area to the |
| south. |
| |
| He can also go onto the Hyperborea Showroom floor and in the Raider Room |
| there but not the Armory Roof and Security Room. He can also go into the |
| Library at the Tower Citadel but no other rooms there. |
| |
| The best way to get at him is to go to the Gallery Restroom. Place a |
| couple of Coins inside the Restroom including one close to the door. Go |
| out then go back inside to make the door open to the inside and wait for |
| Blake to come out of the Gallery. |
| |
| As he gets near then place a Coin on the floor in front of the door to |
| lure him there. As he gets to it then he should see the other Coin. As he |
| goes for it then step away from the door so he can come inside. As he |
| goes for the last Coin then subdue him, dump him in the Container, and |
| take his Disguise. |
| |
| As for Enforcers, there are none at Casual difficulty. At Professional |
| difficulty there is one Enforcer and he is at the Old Oak Tree. There are |
| no additional Enforcers at Master difficulty. |
0===========================================================================0
0=============0
| Castle Staff \
0===========================================================================0
| This Disguise is different than the regular Event Staff outfit in that it |
| uses a red and black corset and a white feathered mask. This is another |
| Disguise that will allow you to poison food and drink without suspicion. |
| |
| Unlike with the Event Staff Disguise you can be on the Hyperborea |
| Showroom floor. However, you can't go to the Armory Roof, Raider Room, |
| and Security Room. You can go up to the Council Chambers but you will |
| need to be frisked first. Outside of these areas it has the same |
| properties as the Event Staff Disguise. |
| |
| The easiest way to acquire this Disguise is to go up to, or start at, the |
| Architects' Lounge. Go outside to a small area at the east side and turn |
| off the Fusebox to lure out the one behind the Bar. Hide behind the boxes |
| until he gets into position then close the door, knock him out when he |
| turns it back on, drag him behind the boxes, and take his Disguise. |
| |
| As for Enforcers, there are three at Casual difficulty: |
| |
| --One patrolling the castle grounds (VIP Lounge, Helipad, Gallery |
| Stairway, Castle Stairway). |
| --One at the Old Oak Tree. |
| --One patrolling the exterior of the Penthouse. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --One patrolling the Catacombs. |
| --One inside the Cellar. |
| --One at the Gallery. |
| --One inside the Councillors' Lounge. |
| --One inside the Penthouse. |
| |
| At Master difficulty there are two additional Enforcers: one at the |
| Reception Area and one at the Castle Stairway near the Balcony. |
0===========================================================================0
0===============0
| Jebediah Block \
0===========================================================================0
| He is one of the high ranking members of the Ark Society and can only be |
| found at the Armory Roof. He wears a suit with a special metal skull |
| mask. |
| |
| Because he is a Council Member he can go up into the Council Chambers. |
| When he is on the Hyperborea Showroom floor he can't go into the Raider |
| Room and Security Room. Despite his rank he cannot go into the Tower |
| Citadel. |
| |
| Outside of the upper floors there are other places he cannot go: |
| |
| --The South Path and the Sewers. |
| --The Stage at the Reception Area, Patrons' Lounge Storeroom, and the |
| Stronghold Showroom Storeroom. |
| --Back Stage at the Upper Courtyard (but can go onto the Effigy Stage). |
| --South and East Walls. |
| --Artifact Room, Hidden Tunnel, and Stone Circle. |
| --Chapel, Helipad and Warehouse. |
| |
| He is going to be pacing around the area and will be surrounded by three |
| Raiders. You need to get rid of at least one of them before you can get |
| at Jebediah as well as have some emetic poison on you. You will also need |
| to wait for The Constant to come and talk to him first. |
| |
| At the southeast corner is a Generator. When the patrolling Raider at the |
| west side is at the south end of his route then turn it off to lure the |
| nearby one. Knock him out when he turns it on and leave him. When both |
| Jebediah and the patrolling Raider have their back turned then poison the |
| Wine Glass near the Generator. |
| |
| When Jebediah drinks from it and gets sick then he will go to the west |
| side to throw up. When the patrolling Radier has his back turned then |
| subdue Jebediah and quickly drag him backwards to the large short |
| structure. Line him up against the structure to keep him hidden and take |
| his Disguise. |
| |
| As for Enforcers, there is one at Casual difficulty and he is at the Old |
| Oak Tree. There are no additional Enforcers at Professional and Master |
| difficulties. |
0===========================================================================0
0======0
| Guard \
0===========================================================================0
| These are the regular Guards that help protect the Isle. They wear a blue |
| royal style outfit with white boots and gloves with a black cap and white |
| mask. Even though they are Guards there are plenty of places they cannot |
| go: |
| |
| --The Sewers. |
| --Hidden Tunnel. |
| --The (North) Chapel. |
| --The Helipad and Warehouse. |
| --The Restoration Room. |
| --The Armory Roof, Hyperborea Showroom Floor, and Council Chambers. |
| --The entire Tower Citadel. |
| |
| There are a couple of ways to acquire this Disguise. The first is at the |
| Upper Courtyard. Go behind the draped off area at the west side, grab the |
| Wrench, and carefully enter the Crypt. You should see two Guards by an |
| open coffin. |
| |
| When they split up then sneak up behind the standing one, knock him out, |
| then run up behind and knock out the other. Take the Disguise from either |
| one of them. |
| |
| The second way, if you're already inside the castle, is to go to the |
| Gallery Restroom and turn on the Sink to lure one of the nearby Guards. |
| Stand to the left of the door until he enters, sneak up behind him, knock |
| him out when he turns off the Sink, then take his clothes. |
| |
| As for Enforcers, there are seven at Casual difficulty: |
| |
| --One at the north side of the Reception Area. |
| --At the cliff edge just east of the Back Stage at the Upper Courtyard. |
| --A Custodian inside the Back Stage at the Upper Courtyard. |
| --On the path between the Gallery and the South Wall Security Room. |
| --One inside the South Wall Security Room. |
| --One patrolling the castle grounds (VIP Lounge, Helipad, Gallery |
| Stairway, Castle Stairway). |
| --The main Chef inside the Kitchen. |
| |
| At Professional difficulty there are fifteen additional Enforcers: |
| |
| --One at the Pier. |
| --One inside the Boathouse. |
| --One just north of the Pier area. |
| --One at the Patrons' Lounge. |
| --One at the Stronghold Showroom. |
| --One patrolling the Catacombs. |
| --One at the East Wall. |
| --One at the Barracks. |
| --One patrolling between the Barracks Roof and the Security Room's |
| Roof. |
| --One at the South Wall Security Room's Roof. |
| --One at the west side of the Cellar. |
| --One at the Gallery. |
| --One patrolling the Stone Circle. |
| --The Master of Ceremonies at the (South) Chapel. |
| --The Custodian at the Gallery Balcony. |
| |
| At Master difficulty there are two additional Enforcers: one in the Crypt |
| and one partway up the Castle Stairway from the Memorial Room. |
0===========================================================================0
0=======0
| Raider \
0===========================================================================0
| These are the people that work alongside the Washington's when treasure |
| hunting. They wear an all black tactical style outfit with a black cap. |
| They can go almost everywhere except the following: |
| |
| --The Sewers. |
| --The Stage at the Reception Area. |
| --Councillors' Lounge, Conclave, and Penthouse. |
| --The Library, Constant's Office, and Helipad. |
| |
| The easiest way to acquire this Disguise is to go inside the Boiler room |
| at the Morgue and turn it on to lure one of them there. Knock him out |
| there when he investigates and take his Disguise. Another way is to go up |
| to the Old Oak Tree and grab the Shovel then toss it at the wall to lure |
| one of them there. Knock him out when he gets there and take his clothes. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --On the path between the Gallery and the South Wall Security Room. |
| --One patrolling the castle grounds (VIP Lounge, Helipad, Gallery |
| Stairway, Castle Stairway). |
| --A Custodian at the Helipad. |
| --A Custodian at the Restoration Room. |
| --One in the Hyperborea Showroom Floor Security Room. |
| |
| At Professional difficulty there are eleven additional Enforcers: |
| |
| --One in the Stronghold Showroom. |
| --One at the west side of the Upper Courtyard. |
| --One at the South Wall Security Room's Roof. |
| --One at the west side of the Cellar. |
| --One at the Gallery. |
| --One at the Chapel. |
| --One patrolling the (North) Warehouse. |
| --One at the Old Oak Tree. |
| --One at the Ark Control Room. |
| --The Custodian at the Gallery Balcony. |
| --One at the Armory Roof. |
| |
| At Master difficulty there are three additional Enforcers: |
| |
| --One at the Crypt. |
| --One at the Ark Control Room. |
| --One at the Raider Room. |
0===========================================================================0
0============0
| Elite Guard \
0===========================================================================0
| These are the highest end Guards for the facility. They wear a black |
| three piece suit with a blue tie and a blue hooded short cape with the |
| Ark logo and a white mask. This is the master Disguise for this chapter |
| since they can go everywhere except for two places: the Sewers and the |
| Stage at the Reception Area. |
| |
| There are two ways to acquire this Disguise. The first, and probably the |
| easiest way since you can also start there, is to go to the Architects' |
| Lounge and go outside to a small area at the east side. Toss an object at |
| the wall under the Fusebox there while the door is open to lure the |
| nearby Guard. |
| |
| Crouch behind the boxes until he gets into position then close the door, |
| knock him out, drag him behind the boxes, and take his Disguise. |
| |
| It is important to point out that this is Sophia's personal Guard so, if |
| you want to get close to her, this is the best way to get rid of him in |
| addition to acquiring this Disguise. |
| |
| The second way to acquire this Disguise is to go to the Library door but |
| go west to the door going into the Tower Citadel. One of the Elite Guards |
| that patrol the walkway will come here to stand for a bit. Subdue him, |
| drag him down to the Tower Storage room to hide him, and take his |
| Disguise. |
| |
| As for Enforcers, there are five at Casual difficulty: |
| |
| --On the path between the Gallery and the South Wall Security Room. |
| --One patrolling the castle grounds (VIP Lounge, Helipad, Gallery |
| Stairway, Castle Stairway). |
| --One in the Hyperborea Showroom Floor Security Room. |
| --One in the Councillors' Lounge. |
| --One patrolling the exterior of the Penthouse. |
| |
| At Professional difficulty there are twelve additional Enforcers: |
| |
| --One in the Stronghold Showroom. |
| --One at the South Wall Security Room's Roof. |
| --One at the west side of the Cellar. |
| --One at the Gallery. |
| --One at the Restoration Room. |
| --Two at the Ark Control Room. |
| --The Custodian at the Gallery Balcony. |
| --One at the Armory Roof. |
| --One inside the Penthouse. |
| --The Butler at the Library. |
| --One at the Constant's Office. |
| |
| At Master difficulty there is one additional Enforcer and he is inside |
| the Crypt. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SGL6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of sixteen Cameras located around the
Castle. At the Lower Courtyard there is one near the center of the
Stronghold Showroom. At the South Wall area there is one above the south
door to the Security Room.
At Level 3 there are seven:
0=======================================================================0
| One above the center of the VIP Lounge. |
|-----------------------------------------------------------------------|
| Two above the center of the Gallery. |
|-----------------------------------------------------------------------|
| Above the Iron Gate near the Chapel at the northeast corner of the |
| Helipad. |
|-----------------------------------------------------------------------|
| Two inside the (North) Warehouse. |
|-----------------------------------------------------------------------|
| Inside the (South) Warehouse above the door to the (North) Warehouse. |
0=======================================================================0
On Level 4 there is one above the west door inside the Ark Control Room.
On Level 5 there are four:
0=======================================================================0
| Two above the west entrances to the Hyperborea Showroom. |
|-----------------------------------------------------------------------|
| One in the center of the Tech Room. |
|-----------------------------------------------------------------------|
| Above the main desk inside the Security Room. |
0=======================================================================0
In the Council Chambers there are two:
0=======================================================================0
| One above the north door to the Councillors' Lounge. |
|-----------------------------------------------------------------------|
| Halfway up the stairs to the Penthouse from the Conclave. |
0=======================================================================0
The Recorders for the Cameras can be found inside the East Wall Security
Room, the (North) Chapel, the Ark Control Room, and the Hyperborea Showroom
Floor's Security Room. The easiest to destroy is the one at East Wall
Security Room since you can easily climb the Pipe from the Main Gate up to
the Room and have a clear shot at the Recorder to quickly destroy it.
0=======0
| Master \
0========================================>
At this difficulty there are a total of eleven additional Cameras. At the
Pier there is one above the door to the Boathouse. At the Lower Courtyard
and Dungeon there are three:
0=======================================================================0
| Inside the main gate above the door to the Reception Area. |
|-----------------------------------------------------------------------|
| Above the Iron Gate west of the Patrons' Lounge Restroom. |
|-----------------------------------------------------------------------|
| On the north wall of the Dungeon. |
0=======================================================================0
At the Kitchen there is one on the pillar between the two counters.
At Level 3 there are three:
0=======================================================================0
| Looking down above the east door to the Gallery. |
|-----------------------------------------------------------------------|
| Above the Custodian at the east side of the (South) Chapel. |
|-----------------------------------------------------------------------|
| Above the door to the Warehouse at the Helipad. |
0=======================================================================0
At Level 4 there is one overlooking the Custodian on the Gallery Balcony.
At Level 5 there are two:
0=======================================================================0
| Above the door for the bridge to the Library. |
|-----------------------------------------------------------------------|
| Above the arch and looking at the south door for the Study at the |
| Gallery Stairway. |
0=======================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SGL7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Blood Eagle], [Caged], and [Tis But a Scratch] Challenges are moved |
| from the Feats tab to the Assassination tab. The [Raider of the Lost Ark] |
| Challenge is moved from the Feats tab to the Discovery tab. The [Dead Man |
| Walking] and the [Now You See Me...] Challenges are moved from the |
| Discovery tab to the Feats tab. |
| |
| Three new Mission Story Challenges are added to the Feats tab and are |
| 1,000 XP each: |
| |
| --[Mission Story - A Phoenix From The Ashes] |
| --[Mission Story - Final Club] |
| --[Mission Story - It Belongs In A Museum] |
| |
| You can now unlock the Feather Duster and the ICA Executive Briefcase Mk |
| II at Mastery Levels 6 and 13 respectively. The Arkian Tuxedo is now |
| unlocked by completing the [Featured Contracts - Track 1, Tier 5] |
| Challenge. |
| |
| Finally, the following Challenges have been removed: |
| |
| --[King Of The Castle] |
| --[Gut Feeling] |
| --[Who Wants Chowder?] |
| --[A True Test Of Skillet] |
| --[7 Minutes In Heaven] |
| --[I Challenge Thee To A Duel] |
| --[None Shall Pass] |
0===========================================================================0
0==============================0
| Master Difficulty Differences \
0===========================================================================0
| There are a couple of differences at this difficulty. The first is that |
| you can't use the ledge outside the window of the Tech Room to go to the |
| Security Room at the Hyperborea Showroom floor. The second is that the |
| Containers have been removed from the Patrons' Lounge Restroom and the |
| Tech Room. |
0===========================================================================0
0=====================0
| Commemorative Tokens \
0===========================================================================0
| Spread through certain parts of the map are special Tokens that are used |
| for a treasure hunt for new Initiates. By acquiring ten of them you can |
| meet up with Zoe in the Dungeon. |
| |
| There are approximately fifty Tokens on the map. Some are found by |
| candles, some are carried by other people, a couple are hidden in a Vase, |
| and some are hidden in a couple of the Gibbets (the hanging cages). In |
| order to acquire the Tokens from the Vase and Gibbets you need to shoot |
| them. |
| |
| There is one thing to note about the Gibbets. When you shoot them down |
| the debris may keep you from acquiring some of the Tokens. And running |
| far from it and coming back doesn't make the debris go away unlike with |
| what happens when you shoot the Vase. The thing to do here is to make a |
| game save once you shoot down a Gibbet then reload. The Tokens will still |
| be there but the debris is gone and you can pick up all of them. |
| |
| One very important thing about the Tokens: they behave exactly the same |
| as the Coins and can be used to lure people by either throwing them or |
| chaining them. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple keys that you will find in this mission: |
0===========================================================================0
| Boathouse Key | This Key opens the door to the Boathouse on the Pier. |
|-------------------+-------------------------------------------------------|
| Castle Walls Key | This Key opens the doors to the Barracks, Security |
| | Room, Kitchen Storeroom, and the Iron Gate at the |
| | Patrons' Lounge. |
|-------------------+-------------------------------------------------------|
| Basement Key | This Key opens the door to the Hidden Tunnel stairs |
| | at the Cellar. |
|-------------------+-------------------------------------------------------|
| Warehouse Key | This Key opens any locked doors within the Warehouse. |
|-------------------+-------------------------------------------------------|
| Chapel Key | This Key opens any locked doors within the Chapel. |
|-------------------+-------------------------------------------------------|
| Castle Key | This Key opens any locked doors within the main |
| | castle and Tower Citadel. |
|-------------------+-------------------------------------------------------|
| Castle Master Key | This Key opens all non-keycarded doors on the island. |
| | An excellent alternative to the Lockpick. |
|-------------------+-------------------------------------------------------|
| Ark Keycard | This opens one of the doors to the Ark Control Room |
| | at the Warehouse building. |
|-------------------+-------------------------------------------------------|
| Office Keycard | This opens the doors to the Raider Room and Security |
| | Room at the Hyperborea Showroom floor. |
|-------------------+-------------------------------------------------------|
| Penthouse Keycard | This opens the door to the Penthouse at the Conclave. |
0===========================================================================0
0=============0
| Locked Doors \
0===========================================================================0
| There are a couple of doors that are unlocked at Casual but will be |
| locked at Professional and Master difficulties: |
| |
| >>Professional |
| ************ |
| --The Iron Gate at the west end of the Cellar. |
| --The north door to the Restoration Room. |
| |
| >>Master |
| ****** |
| --The east door to the Kitchen. |
| --The door to the Patrons' Lounge Storeroom. |
| --The exterior door to the Morgue. |
| --The east door to the Hyperborea Showroom Storeroom. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================0
| A Fun Night in the Castle \
0===========================================================================>
This run-through is going to focus on doing a bunch of the smaller
Challenges, including [Chameleon], and will be using multiple strategically
placed game saves. This is also going to be a Silent Assassin run. When
planning bring the Krugermeier, Lockpick, Coins, and start at the Harbor.
When you start then run to the front of the Main Gate but go to the north
side of it to find a Brick and pick it up. Climb the nearby Pipe to the
Main Gate Roof. Go to the wall overlooking the Reception Area. You should
also find a Commemorative Token by the Winch. You need a minimum of ten to
enter the Dungeon as an Initiate (that will be done later) but you also
need thirty for another Challenge.
To the left of the Stage is a Gibbet which is a cage that is hung in the
air. This one has multiple Tokens. Shoot it down so you can acquire them
later. On the east side of the nearby Barracks is an open window. Sneak in
through it and go north to the corner created by the crates.
Just ahead of you is a Blueberry Muffin on a bunk. Toss a Coin on the floor
just to the left of it to lure a Guard. Knock him out with the Brick when
he gets to it, pick up the Coin and his weapon, and dump him in the nearby
Closet - take his Disguise. Go out onto the East Wall and grab the Coin
there.
Climb the Ladder up to the Stone Circle area and go to the north side while
avoiding the patrolling Enforcer. Drop down and sneak into the Tower
Citadel Morgue. Go left to the door for the Boiler Room and use the Fusebox
there to lure the nearby Guard. Go through the Room, out the other door,
grab the Crowbar from the barrel, and sneak up the stairs.
It should be noted that the Guard you just lured may see you go up the
stairs and by occupying him you can avoid that.
Go up to the Library level and wait for the patrolling Elite Guard to stop
just outside the door. Go out, subdue him (do not hit him), drag him down
to the Tower Storage room level, and take his Disguise. Run into the
Hyperborea Showroom floor and run up to the Conclave. Go outside and climb
the Pipe to the Penthouse balcony when the Enforcer is away.
When he walks away then climb up but leave him alone. Enter the Penthouse
and grab the Castle Master Key. After this then go down to the Kitchen
Storeroom to grab another Token. In the Storeroom you should find two Event
Staff talking.
Hide behind the shelving and toss a Token towards the stairs. This should
lure one of them. It is usually the woman so knock her out first then the
guy. If the guy goes then knock her out first anyway. Dump both bodies into
the Container and switch into and out of the Event Staff Disguise.
Go into the Kitchen to grab the Apricots, then go into the Freezer. Turn on
the Ice Machine to lure one of the Chefs.
Just before he gets to it then knock him out and turn off the Machine. Dump
him into the Container and switch into and out of his Disguise. After this
then go down the stairs to the Reception Area but go to the chain for the
Portcullis which is just behind the two standing Guards and make a game
save:
>>Access Denied
*************
A female Event person will come from the Bar and stand near you. When
she walks back then wait for her to be a few steps just before the
Guards before using the chain to bring down the Portcullis and kill
all three of them. After the notifications pop up then reload the
save.
When you get back then go into the Partons' Lounge and into the room just
before the Closet. Inside the Lounge and just outside the door you just
went through is a red and white Vase. This Vase has a couple of Tokens so
quickly shoot it before the door closes so you can acquire them later. Go
into the Closet and make another game save:
>>Going Solo
**********
Acquire the Entertainer Disguise then run outside the Main Gate and
climb the Pipe to the Roof. Go to the wall overlooking the Reception
Area and shoot both of the Entertainers on the Stage. Sneak into the
Barracks then sneak around the East Wall to the Ladder going up to
the Stone Circle.
Go into the Circle, get behind the female Entertainer, and shoot her
in the head. After the notifications pop up then reload the save.
>>Blood Eagle
***********
Grab the Viking Axe nearby then run up to the door between the Stone
Circle area and the VIP Lounge. When Zoe comes through the door then
kill her with the Axe. Grab the Kill Switch, run back down into the
Kitchen Storeroom, and use it to kill The Constant which will cause
you to fail the mission. After the notifications pop up then reload
the save.
When you get back then it is time to go after more of the Tokens.
Re-acquire the Entertainer Disguise and go and pick up the Tokens from the
Vase you shot earlier. Go up onto the Stage and acquire the Token from the
Piano. Go back to the Closet and re-acquire the Elite Guard Disguise.
Use the Fusebox nearby to lure the female Ark Member to it. Knock her out,
pick up her Tokens, and drag her to the Closet for hiding. Go behind the
Bar to grab another Token from behind the Bar and the Tokens from the
Gibbet you shot down earlier. Go back up to the Barracks then onto the Roof
to acquire the Token from the bridge and another from the wall at the
Security Room Roof.
Go down the stairs and grab the Token from the Gargoyle then the one from
the small room just south of that. Go to the Upper Courtyard to grab the
Token from the near the base of the stairs to the Effigy then the one at
the very end of the South Wall. Go to the Stairs to the VIP Lounge and grab
the Token there then go behind the draped off area to grab the Wrench and
stand by the broken window at the south end.
When the male Initiate comes nearby at the east then toss the Wrench north
to lure him to it. Knock him out, grab his Tokens, and dump him in the
Container - switch into and out of his Disguise. Go to the Rack Case and
turn it off the lure the nearby Ark Member to it. When he turns it back on
then knock him out, dump him into the Container, and switch into and out of
his Disguise.
Go into the (North) Crypt to grab the Token here then into the (South)
Crypt to grab the Token there. Go to the cliff nearby and go south. Look up
to find another Gibbet.
As noted, this one has a lot of Tokens. Shoot it down then save your game
and immediately reload it to get rid of the Gibbet's remains so you can
grab all of the Tokens. Go up to the VIP Lounge and grab the Token at the
Cannon then go back down to the Lower Courtyard and into the Stronghold
Showroom.
Grab the Token from behind the main counter then the one at the bookcase by
the west door. Go into the Storeroom then down into the Sewers. Grab the
Token nearby then run up and knock out the woman down here. If you did
everything correctly then you should have more that thirty Tokens and
another Challenge.
Grab the Coin down here then go up to the Library and drop a weapon in
front of the standing Guard so he will take it to the Weapons Box inside
the Tower door. Wait for him there and knock him out then drag him down
into the Tower Storage room - drag the other Guard into it too.
Go down to the Morgue and wait for The Constant to be downstairs before
running back to the Library, knocking out the Butler, and hiding him behind
the couch. Take his Disguise then go upstairs into the Office. Go into the
Bathroom and use the Sink to lure in the nearby Guard. Knock him out when
he turns it off then dump him in the Container. Go outside to the desk and
make another game save:
>>From Russia Without Love
************************
Place a Token on the floor in front of the hammer and sickle
sculpture on the desk. Go to the corner and toss and object near the
Token to lure the nearby Guard. As he goes for the Coin then you
should see the prompt to kill him. Do so and, after the notifications
pop up, then reload the save.
When you get back then place a Token in front of the Guard to get him away
from the wall enough for you to knock him out and dump him in the Container
in the bathroom. Go downstairs and The Constant should be here. Carefully
knock him out then dump him in the Closet in the Office to keep him from
being a problem for the remainder of the mission.
Go back to the Tower Storage room to re-acquire the Elite Guard Disguise.
Go to the Restoration Room then enter the Ark Control Room through the east
door then open the Cabinet to acquire the Office Keycard and the Hand Flare
(which is required for an exit point Challenge). Go to the Raider Room at
the Hyperborea Showroom floor and acquire the Imperial Filigree Egg when no
one is looking.
Go down to the Gallery Restroom and use the Sink to lure in the nearby
Guard. Knock him out when he turns off the Sink, pick up his weapon, and
dump him in the Container. Place a Coin near the Sink, go out the door then
close it, and re-open it so it opens inside. Place a Coin just inside the
door then wait for Blake to leave the Gallery.
Just as he leaves then place a Coin just outside the door so you can lure
him inside. Knock him out at the last Coin, pick up the Coins, and dump him
into the Container. Go out and to the door for the Hidden Tunnel area. Next
to it is a Fusebox.
In order to steal the Aztec Necklace in the center of the Gallery you need
to cut the power to the Alarm System. The most obvious way is at the panel
at the Gallery Balcony (there are also two Fuseboxes in the Gallery
itself). However, there is a second way and that is the Fusebox by this
door and it is the one you need to use to acquire a specific Challenge
(credit to this goes to MrFreeze2244).
Turn off the Fusebox to lure one of the Guards inside the Gallery to it.
Knock him out when he turns it on and dump him inside the Hidden Tunnel.
Repeat for the second Guard. Make sure that the power is on before doing
anything else. Go into the Gallery and to the northwest corner to find the
Fire Alarm. Use it then run to the Fusebox and turn it off. Go back into
the Gallery and to the Necklace.
Wait for all people to leave before picking it up then bringing out an
Apricot and placing it where the Necklace was. Run to the southwest corner
to pick up all of the Imperial Filigree Eggs. Run back to the Fusebox to
switch it back on and complete the Necklace related Challenge.
Go back to the Restroom and make another game save when things go back to
normal:
>>Egg on Your Face
****************
Go to the Hidden Tunnel, bring out the Eggs, and run into the (North)
Warehouse to knock out all of the people there with the Eggs. Go into
the (South) Warehouse to knock out a person there with the last Egg
then knock out the other.
Go back into the north side and open the Boxes. Along the way pick up
the Circumcision Knife, Didgeridoo, Golf Club, and the Maori Paddle.
After the notifications pop up then reload the save.
When you get back then go back to the Tower Citadel and into the Boiler
Room then use the Boiler to lure one of the Guards to it. Knock him out
when he turns it off - switch into and out of his Disguise and grab the
nearby Emetic Rat Poison. Go into the Morgue and find the barrels that you
grabbed the Crowbar off of earlier. Toss an object at them to lure one of
the nearby Guards.
Knock him out when he gets to it and dump him in the nearby Container -
leave his weapon. Toss the object again to lure the other and he should see
the dropped weapon. Knock him out when he gets to it and dump him in the
Container. Knock out the woman and drag her to the Boiler Room then go to
the Burial Robes Disguise. At this point make another game save:
>>Weekend at Janus's
******************
Acquire the Burial Robes then bring out the Aztec Necklace. Sneak out
and go to the corner near the door to the Memorial Room. Just as Zoe
passes you then quickly garrote her and make a run back into the
Tower Citadel. Run up to the Library level then run into the castle
and hide in the Storeroom.
When Sophia comes up the stairs then run out but make sure she sees
you then quickly get behind her and garrote her. After the
notifications pop up then reload the save.
When you get back then go up to the Old Oak Tree and acquire the shovel. Go
up to the Penthouse and make another game save:
>>Spade Knight
************
Quickly knock out all three Guards with the Shovel then acquire the
Knight's Armour. Then go down the stairs and through the Chambers
knocking out everybody you see with the Shovel. After the
notifications pop up then reload the save.
>>Tis But a Scratch
*****************
Quickly knock out all three Guards with the Shovel then acquire the
Knight's Armour. Grab the Broadsword and use your Instinct to find
Sophia. When she is in the Architects' Lounge then run down and kill
her with the weapon. After the notifications pop up then reload the
save again.
When you get back then go out onto the balcony and knock out the Enforcer
then drop the Shovel. Go down to the Upper Courtyard to acquire the Torch
from the Donation Bowl and run back up to the Penthouse. Use the Torch on
the Brazier then drop it.
Now it is time to go after the remaining Disguises. Go down to the Armory
Roof to find Jebediah Block, one of the Original Five Ark Members. Normally
The Constant will come here from time to time to talk to him but, at this
point, he is stuffed in a Closet so he is no problem here.
Go to the south end to find a Generator. There will be a Guard patrolling
the west side of this area. When he is at the north end then turn off the
Generator to lure the nearby Guard to it. As he is examining it then look
at the other Guard and Jebediah.
When Jebediah has his back turned and the Guard starts going north then
knock out the Guard and turn the Generator back on. One of the things
Jebediah does is drink from a nearby Glass. Go to it and, when Jebediah is
away from it and the Guard is away, then use the Emetic Rat Poison on it
and wait at the west edge of the Roof. Jebediah will drink from the Glass,
get sick, and come to the edge to throw up.
When the Guard isn't looking then subdue Jebediah and drag him to the
construct behind him. Line him up with it and take his Disguise. Go back to
the Architect's Lounge patio and turn off the Fusebox to lure the Castle
Staff from behind the Bar to it. Close the door and knock him out when he
turns it back on, drag him back from the door, and switch into and out of
his Disguise.
Go down to the Hyperborea Showroom and into the Tech Room. Here you should
see a woman on a Laptop. Knock her out and dump her in the Container. Turn
off the Model Lights to lure one of the male Architects to it. When he
turns it on then knock him out, dump him in the Container, and switch into
and out of his Disguise.
Go down to the (South) Chapel and stand behind the Guard. Here you should
find the Master of Ceremonies for the Effigy Ceremony. At this point he is
talking to the Custodian.
When the conversation finishes and the Custodian turns around then knock
out the Guard with the Wrench then drag him to the west side of the room
and dump him in the Container. When the Master goes to the center table
then knock him out, dump him in the Container, and switch into and out of
his Disguise. Knock out the Custodian and switch into and out of his
Disguise.
This should also be the second to last Disguise for [Chameleon]. At this
point then go around and find all remaining Unexplored Areas to put them on
the map before proceeding.
Now to finish off the Washington twins. Go down to the Stone Circle area
and find the Gibbet that is hanging near the door to the VIP Lounge. When
the patrolling castle Guards have passed by then place a Token under the
Gibbet then another one just on the path just southeast of the first Token.
Go down the stairs to the Kitchen Storeroom but stay in sight of the Gibbet
and wait.
When Zoe comes by then she should see the Tokens and go for them. When she
gets under the Gibbet then shoot the top of it to bring it down on her and
kill her.
Go back to the Gallery Restroom and acquire the Blake Nathaniel Disguise
(which also completes the [Chameleon] Challenge). Go up to the Hyperborea
Showroom and wait for Sophia. Bring out the Necklace and talk to her. She
should lead you to the Raider Room. Talk to her again when prompted and she
will instruct her Guards to leave.
When she stands in front of the mirror then garrote her and dump her in the
Container. Run into the Library and run up to the Helipad to leave the
mission.
**NOTE: The Hand Flare is required for you to use the Tower Citadel
Helipad exit point.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Access Denied [4,000 XP]
************************
For this you need to kill three people with a Portcullis.
>>Going Solo [1,000 XP]
*********************
For this you need to kill three Entertainers while wearing the
Entertainer Disguise.
>>The Socialite [4,000 XP]
************************
For this you need to kill Zoe Washington.
>>Blood Eagle [1,000 XP]
**********************
For this you need to kill a Target with the Viking Axe.
>>Couldn't Resist [1,000 XP]
**************************
For this you need to use the Kill Switch on The Constant.
>>Village Idiot [2,000 XP]
************************
For this you need to acquire the Initiate Disguise.
>>Magpie [2,000 XP]
*****************
For this you need to collect thirty Commemorative Tokens.
>>From Russia Without Love [1,000 XP]
***********************************
For this you need to kill somebody with the hammer and sickle
sculpture in the Constant's Office.
>>Raider of the Lost Ark [2,000 XP]
*********************************
For this you need to open all ten Boxes in the (North) Warehouse,
(South) Warehouse, Restoration Room, and Hidden Tunnel area.
>>5 Finger Discount [2,000 XP]
****************************
For this you need to steal the Aztec Necklace from the Gallery.
>>Switcheroo [1,000 XP]
*********************
For this you need to swap out the Aztec Necklace with an Apricot.
Credit goes to MrFreeze2244 for this.
>>Egg on Your Face [4,000 XP]
***************************
For this you need to knock out six people with the Imperial Filigree
Eggs.
>>Mistaken Identity [2,000 XP]
****************************
For this you need to kill Zoe with the Aztec Necklace.
>>Piano Man [1,000 XP]
********************
For this you need to kill a Target by garroting them.
>>The Ghost Of Janus's Past [4,000 XP]
************************************
For this you need to let Sophia see you in the Burial Robes Disguise.
>>The Schemer [4,000 XP]
**********************
For this you need to kill Sophia Washington.
>>Sleight of Hand [4,000 XP]
**************************
For this you need to do kill Sophia with the Aztec Necklace.
>>Weekend at Janus's [4,000 XP]
*****************************
For this you need to kill both Zoe and Sophia while disguised in the
Burial Robes.
>>Spade Knight [4,000 XP]
***********************
For this you need to knock out ten people with a Shovel while
disguised in the Knight's Armour.
>>Tis But a Scratch [1,000 XP]
****************************
For this you need to kill a Target with the Broadsword while
disguised in the Knight's Armour.
>>Great Balls of Fire [1,000 XP]
******************************
For this you need to use the Torch on the Brazier inside the
Penthouse.
>>Unblocked [2,000 XP]
********************
For this you need to acquire the Jebediah Block Disguise.
>>Someone Could Hurt Themselves [1,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Caged [1,000 XP]
****************
For this you need to kill a Target with a Gibbet.
>>Discover The Isle of Sgail [2,000 XP]
*************************************
For this you need to reveal all 49 Undiscovered Areas in the Isle of
Sgail.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Burial Robes ++Knight's Armour
++Initiate ++Event Staff
++Butler ++Entertainer
++Ark Member ++Master of Ceremonies
++Custodian ++Architect
++Chef ++Blake Nathaniel
++Castle Staff ++Jebediah Block
++Guard ++Raider
++Elite Guard
>>Mission Story - It Belongs In a Museum [1,000 XP]
*************************************************
For this you need to steal the Necklace, disguise yourself as Blake,
talk to Sophia, and have her lead you into the Raider Room.
>>Hitching a Ride [1,000 XP]
**************************
For this you need to leave the mission via the Citadel Tower Helipad.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0===========================0
| The Council and the Effigy \
0===========================================================================>
This run-through is going to focus on the Council meeting with Sophia and
the Phoenix Effigy with Zoe. There are a bunch of Challenges related to the
meeting and will use multiple game saves to help acquire them quickly. The
Effigy also has multiple Challenges and there will be a game save near the
end to help acquire all of the remaining exit point Challenges.
When planning bring the Krugermeier, Lethal Poison Vial, Coins, and start
at the Architects' Lounge.
When you begin then turn left and immediately run out onto the exterior
patio, bring out your Coins, and toss one into the corner by the door
before it closes to lure Sophia's Guard out here. Subdue him when the door
closes, pick up the Coin and weapon, and drag him to the boxes to hide him.
Take his Disguise then run up to the Penthouse to acquire the Castle Master
Key. Go down to the Storeroom to acquire the Emetic Rat Poison there. When
inside the Tower go into the Tower Storage Room to grab a Bag of Gunpowder
then into the Boiler Room to acquire another Emetic Rat Poison.
When at the Back Stage grab the Wrench and use the Generator after the
Guard leaves to lure a Custodian for ambushing. After knocking her out then
knock out the other and dump them both in the Container. Go into the Crypt
to grab the Coin, Tokens, and Cannonball. Go up to the VIP Lounge Terrace
and load the Cannon there.
Go into the Gallery Restroom and use the Sink to lure in the Guard. Knock
him out and dump him in the Container. Lure in then knock out Blake
Nathaniel using the Coins and dump him in the Container. You'll need his
Disguise for one of the exit point Challenges.
Now to do the Council meeting related tasks. Go up to the Armory Roof to
find Jebediah Block, one of the Original Five Ark Members. Sophia is trying
to get a motion paseed regarding clean energy and Jebediah has been
blocking it much to her dismay.
When you get here then you should wait awhile as The Constant will come out
to talk to him. After he leaves then go to Generator like before and use to
lure the nearby Guard for ambushing.
Then poison Jebediah's Glass when the Guard isn't looking and go to the
west side of the roof and wait for him to come here when he gets sick.
Subdue him when the patrolling Guard isn't looking, put him up against the
Construct, and take his Disguise.
When the Guard isn't looking then subdue Jebediah and drag him to the
construct behind him. Line him up with it and take his Disguise. Go back to
the Architect's Lounge patio and turn off the Fusebox to lure the Castle
Staff from behind the Bar to it. Close the door and knock him out when he
turns it back on. Drag him to the Guard and make a game save:
>>Overruled
*********
Drop any illegal items and take the Castle Staff Disguise. Go to the
nearby Guards so you can be frisked then run up to the Conclave.
There are a couple of Ark Members in this room. The chair that Sophia
will sit in is by the fireplace. Her Glass is by this chair. Poison
it then leave.
Run down to re-acquire the Jebediah Block Disguise then wait for
Sophia to show up and talk to her. She will then go up and call for
another vote on the measure. Go to the Conclave and sit in your
chair.
When you are called to vote then say aye. This will cause everybody
to drink from their Glasses in celebration and she will drink from
her poisoned Glass and die. After the notification pop up then
reload the save.
When you get back then go back inside and talk to Sophia to do the meeting.
Go back up to the Conclave and do the vote but this time say nay. This will
piss off Sophia and wants you to follow her to the Penthouse. She will talk
to you then call off her Guards so you two can be alone. When she does this
then make another game save:
>>Case Closed
***********
As she threatens you then she will go to the Iron Maiden. Go up
behind her and push her in to kill her. After the notifications pop
up then reload the save.
When you get back then let the rest of the conversation finish then go down
to the patio to acquire the Castle Staff Disguise then go behind the Bar
and wait. When Sophia is down in the Councillors' Lounge then make another
game save:
>>Working Up an Appetite
**********************
Serve the food then use the Lethal Poison Vial on it. When Sophia
comes down and she is highlighted then serve her. She will take the
food, eat it, and die. After the notifications pop up then reload the
save.
When you get back then serve the food again but use the Emetic Rat Poison
on it. Serve her and she should get sick and go for the Restroom. Drown
her, grab her Kill Switch, and dump her in the Container in the back.
**NOTE: You cannot serve food to her from the Bar until you make her mad
while disguised as Jebediah Block first.
Go back to re-acquire the Jebediah Block Disguise then run back to the
Armory Roof and re-acquire the Elite Guard Disguise.
Now to go after Zoe. Go down to the (South) Chapel and stand behind the
Guard. At this point the Master of Ceremonies is talking to the Custodian.
When the conversation finishes and the Custodian turns around then knock
out the Guard with the Wrench then run up and knock out the Master.
Grab his Schedule from the table then drag both the Master and the Guard to
the Container in the center of the room. At this point make another game
save:
>>The Greatest Show
*****************
Acquire the Master of Ceremonies Disguise then go out the back door
to the Effigy then down to the Donation Bowl. Grab the Torch and
light the money to get the ceremony started. Summon Zoe when prompted
and she will do a speech. After the speech then go up and light the
Effigy. She will then leave the Effigy unharmed. After the
notifications pop up then reload the save.
When you get back then run down to the Effigy, down the stairs, then into
the Back Stage. Sabotage the Hydraulics then run back up to the Container
to acquire the Master of Ceremonies Disguise. Go down to the Donation Bowl
and make another game save:
>>Boom Goes the Dynamite
**********************
Burn the money and then summon Zoe when prompted. The moment she
starts her speech then run up to the Cannon at the VIP Lounge Terrace
and fire it to kill her. After the notifications pop up then reload
the save.
When you get back then do the ceremony and light up the Effigy. Zoe will be
trapped and be killed. Go back to re-acquire the Guard Disguise then go
back to the Gallery Restroom. At this point make another game save which
will be used to acquire all of the remaining exit point Challenges:
>>Swan Dive
*********
Credit for this comes from Martinoz at YouTube. Acquire the Blake
Nathaniel Disguise then go up to the Library. When you approach the
Butler there should be a prompt to talk to him. Talk to him and he
should now follow you. Carefully lead him through the castle then
down into the Kitchen Storeroom. Go into the Kitchen and then into
the Freezer.
When he enters then a mysterious tune should play and he should
mention something concerning Winston. After this then go through the
window into a cell within the Dungeon. Drop down then run through the
Initiation Door. Go into the Upper Courtyard and you should see a new
exit point appear behind the Effigy.
Carefully go around the Effigy and to the new exit point to leave the
mission. When you get to the menu after the cutscene then reload the
save.
>>Come with Me if You Want to Live
********************************
Acquire the Blake Nathaniel Disguise then go into the Gallery. When
The Constant is here then talk to him and you should threaten him
with the Kill Switch. He should then lead you into the Kitchen
Storeroom then down into the Lower Courtyard.
From here you should lead you to the boat at the Pier so you can
leave the mission. When you get to the menu after the cutscene then
reload the save again.
When you get back then run out to the Helipad and use the Helicopter to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Winds of Change [2,000 XP]
******************************************
For this you need to place a vote at the Council meeting as Jebediah
Block.
>>Overruled [4,000 XP]
********************
For this you need to kill Sophia with poison at the Council meeting.
>>Tasteless, Traceless [1,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Case Closed [4,000 XP]
**********************
For this you need to kill Sophia with the Iron Maiden in the
Penthouse.
>>Working Up an Appetite [4,000 XP]
*********************************
For this you need to kill Sophia with poisoned food from the
Architects' Loung Bar.
>>Hold My Hair [1,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>The Greatest Show [4,000 XP]
****************************
For this you need to complete the Phoenix Effigy ceremony without
killing Zoe.
>>Now You See Me... [2,000 XP]
****************************
For this you need to sabotage the Effigy.
>>Boom Goes the Dynamite [1,000 XP]
*********************************
For this you need to kill Zoe with the VIP Lounge Terrace Cannon.
>>Mission Story - A Phoenix from the Ashes [1,000 XP]
***************************************************
For this you need to sabotage the Effigy, disguise yourself as the
Master of Ceremonies, and complete the Phoenix Effigy ceremony.
>>...Now You Don't [4,000 XP]
***************************
For this you need to kill Zoe with the Effigy.
>>Swan Dive [1,000 XP]
********************
For this you need to activate a new exit point and use it to leave
the mission while disguised as Blake Nathaniel and after leading the
Butler into the Kitchen Freezer.
>>Come with Me if You Want to Live [4,000 XP]
*******************************************
For this you need to acquire a Kill Switch then make The Constant
leave the mission with you.
>>Come Fly with Me [1,000 XP]
***************************
For this you need to leave the mission via the Helicopter at the
Helipad.
Plus these other Challenges:
--Unblocked --The Schemer
--Someone Could Hurt Themselves --The Socialite
--Silent Assassin
0=========================0
| The Trap and the Funeral \
0===========================================================================>
This run-through will focus on Challenges related to Sophia's attempt to
discredit The Constant and Janus's funeral with Zoe. For this bring the
Krugermeier, the Lockpick, your Coins, and start at the Architects' Lounge.
When you start then run to the Tech Room and go out the window. Go over to
the Security Room and enter through the window there. Use the Laptop on the
couch to start the [Social Climbing] Mission Story.
It involves another Ark Member, Sinclair, who is the one that designed the
Poison Chip in The Constant's neck. Sophia is using him to get The Constant
in a trap so the Partners can replace him with her and Zoe.
Go back to the Tech Room, subdue the woman there, and dump her in the
Container. Although Olivia can call Sinclair so you can find him easier the
best way is to wait. He tends to stand in the other room with the large
stone head then go into the Showroom and stand very close to the Tech Room.
When he stands there then turn off the Model Lights to lure him. Stand on
the Plinth and wait for him to get into position. The moment he turns the
lights back on then subdue him and dump him in the Container. Take the
Poison Chip Blueprints and go to The Constant who should be nearby. Talk to
him and show him the Blueprints. He should then lead you to the Library.
When you get there then give him the Blueprints and sit down. After the
initial conversation then The Constant should call Sophia and this should
also complete the [Social Climbing] Mission Story. When Sophia arrives and
she starts to go upstairs then go out the window at the east side of the
room. Go around the corner then up to the next level. Go right and enter
the bathroom.
Crouch by the window and listen in on the conversation between the two of
them. The moment Sophia turns her back on The Constant then make a game
save:
>>Rock Bottom
***********
When the conversation ends then The Constant will leave and Sophia
will be alone and make a phone call to Zoe. Go out the window, subdue
Sophia, and drag her to the door. Run up to the Helipad and to the
Gargoyle that is above her. Push it over to kill her with it. After
the notifications pop up then reload the save.
When you get back then wait for The Constant to leave before going out and
pushing Sophia over the edge to kill her. After this then climb back down
and re-enter the Library. Go out then to the door for the Tower.
When The Constant leaves then the two exterior Guards will start their
routines again. When the Guard stops by the door then subdue him, drag him
inside, and take his Disguise. Now to do some things for the funeral.
Go down to the Morgue and find the Crowbar. Grab it then go into the Boiler
Room. Turn on the Boiler to lure one of the Guards to it and knock him out
when he turns it off. Go back in the Morgue and toss a Coin near the
barrels where you got the Crowbar to lure one of the other Guards to it.
Knock him out and dump him in the Container. Repeat for the second Guard.
Go over to the woman and knock her out.
Go down into the Kitchen and the Freezer. Shoot the glass to acquire the
Fish. Now to collect some Tokens for a couple of additional Challenges
related to the Initiates. You'll need at least ten of them.
Go into the Kitchen Storeroom to grab the Token there then go along the
Barracks and Security Room Roofs to collect a couple more. Go down to get
the one from the Gargoyle then the small room on the South Wall. Go to the
end of the South Wall to get the one there and the one by the Effigy
stairs. Go to the stairs for the VIP Lounge to get the one there then go
into the Crypt to get the two there.
Go behind the draped off section, stay by the broken window, and toss a
Coin to lure the male Initiate when he is nearby. Knock him out when he
gets there, collect his Tokens, and dump him in the Container. You should
now have more than enough Tokens to enter the Dungeon.
Before taking his Disguise there is one more thing that needs to be done
first. Go into the Back Stage and wait for the Guard to leave. Turn off the
Generator to lure the female Custodian to it then knock her out when she
turns it on then run over to knock out the other. Dump them both into the
Container and take the Custodian Disguise.
Go into the Crypt, up to the Chapel, then into the Warehouse. Go into the
north half and open the Boxes until you find the Burial Dagger. Go back
down to the Container to acquire the Initiate Disguise. Go to the
Initiation Door by the Lower Courtyard and knock on it to get the Guard to
come.
Give him the Tokens and he will lead you up. Sit down in the chair and
wait. When you see Zoe enter the Catacombs then make another game save:
>>Little White Lies
*****************
When she starts talking to you then she will ask you a series of
questions, a total of four. You need to lie on each question to lure
her into the puddle in front of you so she will end up electrocuting
herself. These are the answers for each question:
--Question 1: No.
--Question 2: Yes.
--Question 3: No.
--Question 4: No.
On the last question she will be electrocuted and die. After the
notifications pop up then reload the save.
When you get back you need to answer the questions again but truthfully
this time. The first three you answer yes and the last one no. At this
point you will successfully complete the interrogation and she will lead
you to the Catacombs where you can take the Ark Member Disguise. Follow her
into the Gallery where she will leave you.
Run back down to the Container to re-acquire the Guard Disguise then run to
the Morgue. Acquire the Burial Robes Disguise then sneak to the back side
of the Stone Circle area. Look for the two Guards that patrol the area.
When they stop at either end of their routine then climb up and go to the
pulpit, stand up, and take the Wake Schedule. Crouch back down and go over
to the Entertainer then make another game save:
>>Rude Awakening
**************
Signal her to start the wake then lay in the Casket. As Zoe starts
talking then get up from the Casket and run away. After the
notifications pop up then reload the save.
When you get back then start it again, let the wake play out, and for Zoe
to talk to you and lean over. Kill her with the Dagger then get up, drag
her to the back side, and dump her over the ledge. Go back down to the
Morgue and re-acquire the Guard Disguise. Run to the East Wall to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>A Pain in the Neck [2,000 XP]
*****************************
For this you need to acquire the Poison Chip Blueprints.
>>Mission Story - Social Climbing [2,000 XP]
******************************************
For this you need to show The Constant the Poison Chip Blueprints and
get him to call Sophia.
>>Rock Bottom [2,000 XP]
**********************
For this you need to kill Sophia with a Gargoyle.
>>Fell for It [2,000 XP]
**********************
For this you need to kill Sophia by pushing her off of the Tower
Citadel.
>>Mission Story - Final Club [1,000 XP]
*************************************
For this you need to disguise yourself as an Initiate, obtain enough
Tokens to enter the Dungeon, and sit in the Interrogation Chair.
>>Little White Lies [4,000 XP]
****************************
For this you need to electrocute Zoe durning the Initiate
interrogation.
>>Promotion [4,000 XP]
********************
For this you need to successfully complete the Initiate
interrogation.
>>Dead Man Walking [2,000 XP]
***************************
For this you need to stand at the pulpit at the Stone Circle while in
the Burial Robes Disguise.
>>Mission Story - Last Honors [2,000 XP]
**************************************
For this you need to start the wake at the Stone Circle and lay in
the Casket as Janus.
>>Fin. [4,000 XP]
***************
For this you need to start the wake at the Stone Circle and lay in
the Casket as Janus while having the Fish in your inventory.
>>Rude Awakening [4,000 XP]
*************************
For this you need to start the wake at the Stone Circle and lay in
the Casket as Janus but getting up during the ceremony.
>>Blood Money [4,000 XP]
**********************
For this you need to kill Zoe during the wake from the Casket while
disguised as Janus.
Plus these other Challenges:
--The Schemer --Someone Could Hurt Themselves
--Village Idiot --The Socialite
--Silent Assassin
0===============================0
| The Final Countdown [4,000 XP] \
0===========================================================================>
This last run-through involves killing the Washington twins after The
Constant leaves the castle. You need to make him panic enough to flee and
there will be a five minute timer to kill the twins or you will fail the
mission - even if the twins are unconscious and unable to use their Kill
Switches.
The good news is that you can make him flee and still get Silent Assassin.
This run will also be used to acquire an additional Challenge related to
The Constant.
When planning bring the Krugermeier, Sedative Poison Vial, Coins, and start
at the Architects' Lounge. When you start then run to the Patio, bring out
your Coins, and toss one into the corner by the door to lure Sophia's Guard
to it. Close the door, subdue him, pick up his weapon, and drag him behind
the boxes. Take his Disguise then run to the Study. Find the Radio and
wait.
On the opposite side of the wall is the top of the Gallery Stairway. When
Sophia gets here then turn on the Radio to lure her inside. The moment she
turns it off then subdue her and drag her to the Container. Grab the
Penthouse Keycard then run up to the Penthouse to grab the Castle Master
Key to make it easier to navigate the castle.
Go down to the Morgue to grab the Crowbar then go to the Kitchen Storeroom
to grab the Token and to the East Wall to grab another Coin. Go to the
Gallery Restroom and use the Sink to lure in and knock out the nearby
Guard. Use the Coins to lure in and ambush Blake as before.
Go to the Gallery door to the VIP Lounge and enter the Lounge. As you walk
in you should see a Container by an archway. Keep an eye on the two
patrolling Guards and Enforcer and stay hidden from them.
When they pass then place the weapon you got from the Guard on the ground
between the rug and the Container. This should keep it out of sight from
the nearby Civilians. When Zoe comes by then she should get her personal
Guard to take it away. He should then go for the Weapons Box inside the
Artifact Room. Run ahead of him and wait there.
Close the door and knock him out at the Box. Even though there are two
people in the Room they won't turn around so you are good.
Go out the window then go back inside and to the Restroom. Place the three
Coins as before but place an additional Token closer to the Gallery door.
When Zoe comes by then she should see the chain and go for it. When she is
safely inside the Restroom then knock her out and drag her to the north end
of the Container to hide her from the Guard at the far door.
Run down to the Stronghold Showroom Storeroom and acquire the Event Staff
Disguise. Go back up to the VIP Lounge and to the balcony overlooking the
Effigy. You should see a Glass on the railing.
When The Constant comes down to the Lounge then he should drink from this
Glass. Use the Sedative Vial on it and run back to re-acquire the Elite
Guard Disguise. Run back to the Lounge and wait nearby and out of view.
The moment The Constant keels over then run back up to Sophia. When The
Constant gets back up and regains his bearings then he should flee to a
helicopter.
The good news is that Lucas has managed to take it over so The Constant is
heading right into their trap. After the helicopter leaves then the timer
should appear. Wait a couple of seconds then shoot Sophia in the head and
dump her in the Container. Run back down to the Gallery Restroom to shoot
Zoe in the head to kill her. After this then run to the East Wall to leave
the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Straight Shot [1,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Straight Shot] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Piano Man
++Tasteless, Traceless ++Hold My Hair
Plus these other Challenges:
--The Schemer --The Socialite
--Silent Assassin
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
This run-through is based off of MrFreeze2244's strategy but I have made
some changes of my own. When planning bring the Krugermeier, Coins, a
Briefcase with the Sieger 300 Ghost, place the Lockpick into the Gatehouse
(Barracks), and start at the Harbor.
When you start then run up to the stairs for the Main Gate but go to the
north side and pick up the Brick. Go into the corner and bring out the
Rifle and holster it. Climb the Pipe up to the Main Gate Roof.
Grab the Commemorative Token by the Winch, enter the Barracks through the
open window, and grab the Lockpick. Sneak to the East Wall, carefully go
around the Guards, and into the Kitchen Storeroom.
Grab the Commemorative Token from the center and toss it towards the stairs
down to lure one of the Staff to it. The one that goes after the Coin throw
stun them with the Brick then go and subdue the other.
After subduing them then hide their bodies in the Container. Go up the
stairs to the Stone Circle area but go against the railing at the left side
then quickly enter the grass at the top to prevent being seen. Wait for Zoe
to pass then sneak into the Gallery then into the VIP Lounge.
When you enter the Lounge area then you should see a Container to the left.
Enter it and wait. When the patrolling castle Guards go past then exit the
Container and place your Pistol on the ground between the Container and the
rug to keep it from being seen by the nearby Civilians. Place a Coin
between the Pistol and the nearby counter.
Go in the far corner diagonal of the Pistol and place another Coin there
then one more between them. Bring out the Rifle, enter the Container again,
and wait. When Zoe comes by then she should see the Pistol and get her
personal Guard to take it away. As he walks to the Pistol then Zoe should
see the Coins.
When Zoe goes from the second Coin to the third then exit the Container,
quickly get in line with her, and shoot her in the body with the Rifle to
kill her. Quickly pick up everything and dump her in the Container before
her Guard comes back. Re-trace your steps back to the Kitchen Storeroom and
to the door for the East Wall.
Use your Instinct to keep an eye on the Guards and climb up the nearby
Ladder when it is safe to do so.
When you get to the top then you should see the stairs for the Stone
Circle. If you see the patrolling Guards at the top then wait for them to
leave before sneaking up to the Circle. Stay in the grass and go along the
edge on the right until you find the lower area you can drop down to.
Sneak to the door to the Morgue, go inside, and go to the Fusebox just
before the Boiler Room. Turn it off to lure the nearby Guard to it then
enter the Room. As the Guard reaches the Fusebox then sneak to the barrels
by the stairs to grab the Crowbar then sneak up the stairs. Go to the Tower
Storage room and enter it. Grab the Bag of Gunpowder and go up to the top
of the stairs.
When the patrolling Guard stops just outside the door then go out, subdue
him, pick up his weapon, and drag him just inside. You may need to wait for
The Constant to go into the Library before going after the other Guard.
After The Constant goes inside then go to the corner closest to the
standing Guard.
Although he will look forward he will also look towards your position from
time to time. When he is looking forward then place the weapon you just got
from the Guard at the corner. When he looks right then he should see the
weapon and go for it. Grab him when he gets close then pick up both weapons
and drag him to the other Guard.
Go to the door for the Hyperborea Showroom floor but climb the railing to
the left then shimmy left to the Pipe. Go to the Ledge to the left of the
Pipe, climb it to stand on it, then walk it all the way around the corner
to the patio outside the east side of the Architects' Lounge. By the time
you get here then The Constant should be back inside the castle.
Unlock the door and quickly step right when it opens to get out of view.
Place a Coin in the corner near the door, take cover to the right of the
door, and wait.
When Sophia comes back up then her Guard will stand by the door. Open the
door and toss a Coin towards the other Coin to lure him and run behind the
boxes. When the door closes then get up behind him as he is picking up the
Coins and knock him out then drag him behind the boxes to hide him and pick
up the Coins and his weapon. Go back along the Ledge and to the bridge.
Go inside the Hyperborea Showroom floor and turn right to enter the
Storeroom. Go to the chair at the end by the door and place your three
Coins on the floor by it. Open the door, stand near the Container, and toss
the Bag of Gunpowder at the Coins. There are a couple of Ark Members near
the Study's door and the noise should lure one of them. Go back a bit more,
bring out the Crowbar, and wait.
When the person walks in then they should see the Coins and came closer.
When the door closes then throw stun them, grab the Bag and Crowbar, and
hide them in the Container. Repeat with the other person to clear the way.
Pick up all objects and enter the Study. Crouch by the Radio and wait.
On the opposite side of the wall is the top of the Gallery Stairway. When
Sophia gets here then turn on the Radio to lure her inside. Go to the north
end of the nearby couch and take cover. When she gets to the Radio then get
up behind her. The moment she turns it off then knock her out and drag her
to the Container. Shoot her in the head to kill her and dump her in the
Container.
Run back to the Storeroom then go back to the bridge for the Library and
climb over the railing again and to the Pipe. This time slide it down all
the way to ground level. From here then re-trace your steps back down to
the ladder for the East Wall. Climb down when the Guards aren't looking
then sneak to the exit point when it is safe to do so to leave the mission.
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By doing this run-through you should also complete the following Challenges
in the process:
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--The Socialite --The Schemer
--Straight Shot
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| B. The Isle of Sgail Challenge Run |#####################################\
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Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon] using only the weapons and
items you have in your inventory and starting at Mastery Level 1. So you will
be starting at the Harbor.
As for the Mission Stories there are six of them and they can all be done in
one run. [A Phoenix from the Ashes] requires that you sabotage the Effigy and
kill Zoe but you can do the other two related to her with no problems. It
looks like that you can do [It Belongs In a Museum] without killing Sophia
but if you leave her before you put the Aztec Necklace on her then she will
stay for a bit then go back to her routine.
However, you will not be able to talk to her again so you pretty much need to
kill her when you complete the Story. The good news is that you can do the
other two Stories related to her with no problem.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
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When planning bring the Krugermeier, Coins, Emetic Poison Vial, and start at
the Harbor. When you start then run to the Main Gate but go further north to
find a Brick which you should pick up. Go to the Pipe nearby and climb it up
to the Main Gate Roof.
Find the Winch by the Reception Area and pick up the Commemorative Token
there. You need a minimum of ten but you need thirty to complete another
Challenge. Look over the Reception Area and you should find a Gibbet near the
left side of the Stage. Shoot the top of it to bring it down so you can
acquire the Tokens from it later.
Sneak through the open window of the Barracks and stop at the corner of the
center crates. Ahead you should see a Blueberry Muffin on a bunk. Toss a Coin
to the left of it to lure a Guard to it. Knock him out with the Brick, dump
him in the Closet nearby, and take his Disguise and weapon. Go out to the
East Wall and climb up the stairs to the Barracks Roof.
Grab the Crowbar from there then grab another Token from the bridge nearby.
Go to the other end and grab another Token from the south wall of this roof
then go down the stairs to find a Gargoyle and another Token. Continue south
to a small room just before exiting into the Upper Courtyard. Grab another
Token from here. Grab another Token near the base of the stairs to the Effigy
then go to the end of the South Wall to grab another one.
Go to the stairs to the VIP Lounge to grab a Token then go into the (North)
Crypt to get another one. Go to the (South) Crypt to grab a Coin, another
Token, and a Cannonball. Go to the outside area at the corner and turn left
to find another Gibbet. Shoot it down and grab as many Tokens as you can (up
to eight). Go up to the VIP Lounge to grab some Emetic Rat Poison then to the
Cannon to grab another Token.
Go to the Stone Circle area and then down to the Kitchen Storeroom. Grab the
Token from the shelving then into the Kitchen to pick up both Apricots and
another Emetic Rat Poison. Go into the Freezer and shoot the glass to acquire
the Fish. Go back down to the Lower Courtyard through the Kitchen Storeroom
and Patrons' Lounge to avoid the Enforcer.
Go to the Gibbet you shot down earlier and pick up as many of the Tokens as
you can (up to three) then go behind the Bar to acquire another Token. Go to
the Patrons' Lounge Storeroom to acquire another Emetic Rat Poison. Go to the
room just outside the Closet.
Make sure that the door opens in so you can shoot the red and white Vase. As
the noise is being investigated then use the Crowbar to open the Closet. Use
the Fusebox to lure the female Ark Member. Go inside the Closet and take
cover to the right of the door. When she gets to it then sneak up behind her
and knock her out with the Cannonball when she turns it on. Grab her Tokens,
drag her into the Closet, and switch into the Entertainer Disguise.
Go into the Lounge and grab the Tokens from the Vase then run up onto the
Stage. Grab the Token from the Piano then run back to the Closet to
re-acquire the Guard Disguise. Go into the Stronghold Showroom and pick up
the Tokens from behind the main counter and from the round bookshelf near the
west door. Go into the bathroom and wait.
When the female Initiate is standing by the bookshelf then use the Sink to
lure her inside and hide in the Closet. When she turns it off then sneak out,
knock her out, and dump her in the Closet. Pick up her Tokens and go into the
Storeroom. Switch into and out of the Event Staff Disguise then go down the
Ladder and into the Sewers.
Grab the Token nearby then run north towards the Main Room. Quickly knock out
the woman here before she turns around then pick up the Token and Coin. Go up
the stairs then back into the Crypt through the secret door. Go into the
draped off area at the west side of the Upper Courtyard and to the broken
window at the south end.
Wait for the male Initiate to come closer then toss an object north towards
the Container to lure him. Knock him out, dump him into the Container, and
take his Disguise plus the Wrench nearby. Take his Tokens and, if you done
things correctly, then you should have more than thirty for one of the
Challenges.
Go to the Initiation Door near the south end of the Reception Area and knock
on it to get the Guard to come. Give him the ten Tokens and he should take
you to the Dungeon. Sit in the chair and wait for Zoe to come which should
conclude the [Final Club] Mission Story.
Answer the first three questions yes then the fourth one no to successfully
complete the interrogation. Get up and she will lead you to the Catacombs.
Switch into the Ark Member Disguise then follow her to the Gallery. After
this then run down to re-acquire the Guard Disguise.
Go to the Morgue at the Tower Citadel and sneak into the Boiler Room to
acquire some more Emetic Rat Poison. Sneak upstairs to the Library level. Use
your Instinct to keep an eye on the outside Guards. One of them will stop
just outside the door. Go out, subdue him, then drag him down to the Tower
Storage level.
Take his Disguise then go into the Hyperborea Showroom floor and into the
Storeroom to acquire another Emetic Rat Poison. Go into the Lounge and to the
exterior patio at the east side by the stairs going up. There should be a
Ledge for the exterior wall to the Raider Room.
Go onto the Ledge, to the window, and enter the Raider Room when Sophia is
not around and where you should find a Filigree Egg. Pick it up when no one
is looking then leave through the doors. You will need six of these for an
Egg related knockout Challenge later. From here, then run upstairs to the
Conclave.
The door to the Penthouse can only be opened with a Keycard you don't have.
Go outside and you should find a Pipe that goes up to the Penthouse level.
Look up and you should see a balcony. There will be a patrolling Enforcer on
it. Wait for him to walk away before climbing the Pipe and shimmying over to
the balcony. Wait for him to come back and walk away before climbing up and
following him. Knock him out with the Egg when he stops then walk inside.
There will be two Guards here - one leaning against a chair and one that goes
between him and the Knight nearby. When the patrolling Guard goes to the
Knight then place a Token on the floor by the standing Guard to get him to
move forward enough to knock him out then run up and knock out the other.
Dump both bodies into the Container in the corner, take their weapons, the
Penthouse Keycard, and the Castle Master Key which will allow you to open
everything that doesn't use a Keycard. Go to the Knight's Armour and switch
into and out of that Disguise.
Go down to the Hyperborea Showroom floor then down to the Old Oak Tree. Enter
the Restoration Room and enter the Ark Control Room through the east door.
Open the Cabinet to acquire the Office Keycard. At this point you should have
all of the major Keys and Keycards which will allow you full access to every
room.
Go back to the Hyperborea Showroom and to the Security Room when Sophia isn't
around. Use the Laptop to activate the [Social Climbing] Mission Story. Go to
the Tech Room to knock out the woman there and dump her in the Container.
The person you need to get at is Sinclair. He will wander around the floor a
bit then stand very close to the Tech Room. When he is close then turn off
the Laptop to lure him. Knock him out when he turns it back on and dump him
in the Container. Take the Poison Chip Blueprints and his Disguise. Go to The
Constant who should be nearby. Talk to him and show him the Blueprints.
Follow him to the Library, give him the Blueprints, and sit down to complete
the [Social Climbing] Mission Story. He will then call Sophia and when they
go up to his Office then leave and run back to re-acquire the Elite Guard
Disguise. While The Constant is busy then run over to the Armory Roof where
Jebediah Block can be found.
The Constant likes to come here to talk to him but you need his Disguise for
later. While The Constant is occupied this is the best time to knock him out
for later. Go to the Generator at the south side of the Roof and wait. When
the patrolling Guard is closest to you then turn it off to lure the standing
Guard. Knock him out then turn the Generator back on. Go just west of the
Generator to find a Glass.
When the patrolling Guard and Jebediah are north of it then use the Emetic
Poison Vial on the Glass and stand at the west edge of the Roof. When
Jebediah gets poisoned then he will go here to throw up. When the Guard isn't
looking then subdue Jebediah and drag him close to the construct.
Knock out the patrolling Guard with then go and knock out the remaining
Guard. Drag both Guards and their weapons near the Generator to hide them.
Switch into and out of the Raider Disguise before leaving.
Go down to the Gallery and wait for The Constant to come down. When he does
then run up to the Library and drop a weapon near the standing Guard which
will make him take it to the Weapons Box nearby. When he leaves then knock
out the Butler, drag him behind the couch, and switch into and out of his
Disguise.
Go down to the Back Stage and wait for the conversation between the Guard
and Custodian to finish before doing anything. Toss a Token at the blue
barrels to lure the male Custodian. Run up to knock out the female Custodian
then the other. Dump them both into the Container. Grab the Emetic Rat Poison
and sabotage the Effigy.
Acquire the Custodian Disguise and head up into the stairway area by the
Gallery Restroom. Go north to enter the Hidden Tunnel area. Go down the
stairs to find a Box and open it. Go into the Tunnel and use the button to
open the secret door into the (North) Warehouse. Stay in the Tunnel until the
Custodian finishes investigating then head up into the Restoration Room and
open the Box there.
Go back down and into the (South) Warehouse and open the Box here. Go back
into the (North) Warehouse and open all of the remaining Boxes for another
Challenge and take the Burial Dagger.
Go down to the Morgue and into the Boiler Room. Turn it on to lure one of the
Guards to it. Knock him out when he turns it off. Go to the northwest side of
the Morgue and toss an object at the barrels to lure a Guard. Knock him out
and dump him in the Container.
Drop his weapon by the barrels and toss the object again to lure the last
Guard. Knock him out with the Pipe and dump him in the Container. Go and
knock out the Mortician and drag her into the Boiler Room. Acquire the Burial
Robes Disguise, sneak to the back part of the Stone Circle area, and keep an
eye on the patrolling Guards.
When they stop at one end of their route then climb up and stand at the
pulpit and crouch again and go to the Entertainer. Signal her to start the
service and hide in the Coffin. This should also complete the [Last Honors]
Mission Story. Let the entire ceremony play out and for Zoe to leave before
climbing out then going back to the Morgue to re-acquire the Elite Guard
Disguise.
Go into the (South) Chapel and wait for the Master of Ceremonies to finish
talking to the Custodian and for him to turn around. Quickly knock out the
Guard then the Master. Drag them both to the Container in the center, take
the Master Disguise, and his Schedule off of the table.
Go out the back door then to the Effigy. It is time to do the Ceremony and to
kill off Zoe. Go down to the Donation Bowl and grab the Torch. Follow the
prompts to get Zoe to start her speech and complete the [A Phoenix From The
Ashes] Mission Story.
When she is finished then go out and ignite the Effigy to kill Zoe. Drop the
Torch and go back to the Chapel to re-acquire the Elite Guard Disguise. Go
back to grab the Torch then run all the way up to the Penthouse. Light the
Brazier in the corner for another Challenge.
Go down to the outside patio at the east side of the Architects' Lounge. When
Sophia and her personal Guard come up and he stands by the door then open it
and toss a Coin in the corner to lure him outside. Close the door, knock him
out, then drag him behind the nearby boxes to hide him. This will prevent him
from becoming any problem when going after Sophia later.
Use the Fusebox to lure the Castle Staff to it then knock him out when he
turns it on. Drag him to the Guard and switch into and out of his Disguise.
Run out to the Armory Roof to acquire the Jebediah Block Disguise. Go back to
the lounge and talk to Sophia. Go up to the Conclave and sit down in your
chair. When Sophia enters the room then you should complete the [Winds Of
Change] Mission Story.
When it comes time to do the vote then say aye. Everybody will do a toast and
celebrate. Go back down to the patio and re-acquire the Elite Guard Disguise
from the Guard you knocked out earlier.
Go down to the Gallery Restroom and use the Sink to lure in the nearby Guard.
Knock him out, pick up his weapon, and dump him in the Container. Place a
Token near the Sink then open the door, go out, close it, then walk back in
just a bit to keep the door open. Keep an eye on The Constant and, when he
comes down to the Gallery, then place another Token just inside the door.
When Blake Nathaniel comes by then place another Token just outside the door
to lure him. When he gets to the Coin by the Sink then knock him out, dump
him in the Container, and take his Disguise. Drop the Guard's weapon by the
Container before leaving.
Go to the Fusebox under the stairs and turn it off to lure one of the Gallery
Guards to it. Go just inside the Hidden Tunnel area and wait for him to get
to it. Knock him out when he turns it on, take his weapon, and drag him to
the Hidden Tunnel for hiding. Repeat for the second Guard. Make sure that the
Fusebox is on before doing anything else.
Go to the Gallery and stand by the Fire Alarm in the northwest corner. When
The Constant is looking away then activate it and run towards the Fusebox.
When everybody is out of the Gallery then turn it off and run back to the
Aztec Necklace. Pick it up and place an Apricot in its place.
Go to the southwest corner and pick up all five Imperial Filigree Eggs then
go back to the Fusebox to turn it back on. Then go back to the Restroom to
re-acquire the Elite Guard Disguise.
Now that you have the five remaining Filigree Eggs it is time to finish with
the Egg related knockout Challenge and acquire all of the remaining
Disguises.
Go back down to the stairs to the VIP Lounge and behind the draped off area
to find a Rack Case. Turn it on to lure the nearby Ark Member to it. Knock
him out when he turns it on, dump him in the Container, and switch into and
out of his Disguise.
Go into the Kitchen then into the Freezer and use the Ice Machine to lure one
of the Chefs. Take cover to the right of the door and let him pass then knock
him out with an Egg when he turns it off. Dump him in the Container and
switch into and out of his Disguise. This also completes the [Chameleon]
Challenge.
Turn the Machine on again to lure another Chef. Knock him out with an Egg
when he turns it off and dump him in the Container. Turn the Machine on again
to lure another Chef. Knock him out with an Egg when he turns it off and
leave the body. Go out to find the female Chef, knock her out with the last
Egg, and drag her to the Freezer for hiding.
With that Challenge completed it is time to go after Sophia.
Go back up to the Gallery Restroom to re-acquire the Blake Nathaniel Disguise
then go up to the Architects' Lounge and talk to Sophia who will lead you to
the Raider Room. When you talk to her then you should complete the last
Mission Story, [It Belongs In a Museum].
When the Raiders leave and the doors close then run up behind Sophia to
garrote her with the Aztec Necklace and dump her in the Container. Grab the
Kill Switch before leaving.
Go back down to the Gallery Restroom to re-acquire the Elite Guard Disguise.
Finish exploring all Unexplored Areas on the map before proceeding. Go to the
Gallery and wait for The Constant. Talk to him so you can begin kidnapping
him. He should lead you to the Harbor and to the Boat where you can finish
the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Village Idiot --Magpie
--MS: Final Club --Promotion
--A Pain in the Neck --MS: Social Climbing
--Now You See Me... --Raider of the Lost Ark
--Dead Man Walking --MS: Last Honors
--Fin. --MS: A Phoenix from the Ashes
--The Socialite --...Now You Don't
--Someone Could Hurt Themselves --Great Balls of Fire
--Unblocked --MS: Winds Of Change
--5 Finger Discount --Switcheroo
--Chameleon --Egg on Your Face
--MS: It Belongs In a Museum --The Schemer
--Sleight of Hand --Piano Man
--Discover The Isle of Sgail --Come with Me if You Want to Live
--Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 29 in total, then you should earn a minimum of 70,000 XP which
translates into Mastery Level 11. You should also earn the {This Is
Maintenance} Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >SGL8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Isle of Sgail chapter along with their respective strategies. It is highly
recommended that you complete Isle of Sgail Mastery Level 20 before doing any
of these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters (except where noted). These
strategies aren't the absolute fastest but are designed to help you get
Silent Assassin on each Level and get a good score in the process.
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| A. The Aelwin Augment |##################################################\
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0======0
| Notes \
0=======================================================>
This Escalation is different than the others in that you have no ability to
choose your loadout, Disguise, or location. You will start out inside the
Locked Cell within the Dungeon and with only your ICA19 Silverballer
Pistol.
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0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Retrieve the Fish. |
|---------------------------------------------------------------------------|
| Pacify Finley Henry with the Fish. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Finley is the main Chef inside the Kitchen. When you start then |
| immediately climb up into the Freezer, bring out the Pistol, and shoot |
| the glass to acquire the Fish. Wait for Finley to be at the east counter |
| before turning on the Ice Machine to lure him inside then take cover to |
| the right of the door. |
| |
| As he walks in then close the door, knock him out, and turn off the Ice |
| Machine. Run out of the Freezer, turn right and hug the wall as you run |
| northeast into the east side of the Kitchen. If you do this right then |
| you should be able to get to the Kitchen Storeroom before you can attract |
| enough attention to be spotted. |
| |
| Once you get into the Kitchen Storeroom then run through the door to the |
| East Wall and, if your timing is right, then the one Guard that faced the |
| exit point should be walking away so you can safely run to it to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Retrieve the Fish. |
|---------------------------------------------------------------------------|
| Pacify Finley Henry with the Fish. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Pacify five Civilians with the Fish. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Finley counts as a Civilian so you need to knock out four more. Keep the |
| Ice Machine running, dump Finley into the Container, and open the door to |
| lure one of the other Chefs. Knock him out and turn off the Machine. Run |
| out and knock out the last Chef by the Stove then carefully run up to and |
| knock out the female Chef. |
| |
| Run to the Kitchen Storeroom and, if your timing is right, then the |
| female Staff person shouldn't be looking at the door so you can go and |
| safely grab the Token. Toss it near the stairs to lure her there for |
| knocking out then run to the East Wall. If your timing is right then it |
| should be clear to run to the exit point to leave the mission. |
| |
| **NOTE: If the male Staff goes for the Token instead then knock her out |
| then knock out the other before going to the East Wall. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Retrieve the Fish. |
|---------------------------------------------------------------------------|
| Pacify Finley Henry with the Fish. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Do not drop the Fish. |
|---------------------------------------------------------------------------|
| Pacify ten Civilians with the Fish. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same up to knocking out the Staff at the Kitchen Storeroom. After |
| knocking one of them out then run to and knock out the other Staff |
| person. Go downstairs but stand one platform up before going to the |
| Reception Area. You need to keep an eye open for a female Staff person |
| that goes to the cart near the base of the stairs. |
| |
| If she is there and has her back turned or she is at the Bar then run out |
| into the Reception Area then into the Patrons' Lounge Restroom. Keep an |
| eye on the male Event Staff person outside. |
| |
| When he starts to go for the Storeroom area then turn on the Sink and |
| take cover to the left of the door. This should lure in the nearby male |
| Patron. Crouch down, close the door, and knock him out before he turns |
| off the Sink. Quickly dump his body in the Container and run out and to |
| the Storeroom where you should find the Staff person near it. Run inside, |
| turn on the Vacuum Cleaner, and hide behind the table. |
| |
| As you are doing this then the female Ark Member outside the Restroom |
| should be investigating the Sink. When the door closes then knock out the |
| Staff when he turns the Vacuum off and drag him out of view of the door. |
| Run back to the Restroom, close the door, crouch down, and knock out the |
| Ark Member then dump her in the Container. |
| |
| Run to the Closet area to find the Fusebox. Use it to lure another Ark |
| Member to it and step outside until she goes inside. Knock her out when |
| she turns it on and drag her closer to the wall. Keep an eye open for the |
| Initiate who may be looking at the Vase by the door. When he is gone then |
| run out and back to the Storeroom. |
| |
| Go out the window and shimmy right to the Pipe. Climb up and to the East |
| Wall exit point to leave the mission. |
| |
| **NOTE: I don't think you should really need to climb up to use the |
| exit point in this case - you should just get to the Pipe to |
| use it. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Marinello Motivation |############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
Although there are faster ways to do the first two Levels they are designed
to only knock out Guards so you can do the third Level more easily.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jorge M. Johnson with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jorge is going to be in the Ark Control Room. When planning bring the |
| Krugermeier, Modern Lethal Syringe, and start at the Warehouse. When you |
| start then immediately get out of the cutscene and run north to the |
| pillar then turn right and run to the stairs to the Restoration Room so |
| you can easily avoid the patrolling Enforcer. |
| |
| When you get upstairs then grab the Coin off of the crate at the top of |
| the stairs then run past the large painting on its right side and stop at |
| the light colored crate by the Fusebox. Toss the Coin so that it lands in |
| front of the Container ahead, grab the Wrench nearby, then go to the |
| pillar near the Leather Briefcase and hide against it. |
| |
| The noise should lure the nearby patrolling Raider who is also an |
| Enforcer. |
| |
| When he stops then run up behind him, knock him out, and dump him in the |
| Container. Take his Disguise, pick up the Coin, and run to the open |
| window while picking up the other Coin from the large table. Go along the |
| Ledge and enter the Ark Control Room. |
| |
| Go up to the cover ahead, find and shoot the Recorder, grab the |
| Screwdriver nearby, and toss it to the black crate near the Weapons Box |
| to lure the Raider to the right of the Enforcer. |
| |
| When he gets there then knock him out, pick up the Screwdriver, then dump |
| him in the Container - leave his weapon. Repeat the process to lure the |
| other Non-Enforcer. Knock him out when he goes to the dropped weapon, |
| dump him, then go near Jorge. |
| |
| If your timing is right then the Enforcer should be going to go back to |
| the large screen. Place a Coin on the floor a couple of feet back and to |
| the left of the Custodian. This should get Jorge away from the table. |
| |
| Switch to the Syringe, get up behind him, stab him, then go back to the |
| nook by the door. Shoot the Recorder then run back through the |
| Restoration Room while dodging the Enforcer then downstairs to the |
| (North) Warehouse and to the Ark Winch exit point in the center to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jorge M. Johnson with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| There are more Enforcers for the Custodian Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Billy Taylor with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Billy is inside the Restoration Room. Although there are more Enforcers |
| this won't cause any additional problems. When planning bring the Lethal |
| Syringe Mk II in addition to everything else. |
| |
| When you start then proceed to knock out, hide, and take the Disguise of |
| the Raider as before. However, leave his weapon, go back to the crate, |
| and toss the Coin again at the same spot to lure the Elite Guard. |
| |
| Knock him out when he goes to the dropped weapon, pick up the Coin, and |
| dump him in the Container. Crouch down, run to the south end of the east |
| table, grab the Coin, and proceed north to the open container on the |
| table. |
| |
| At the north side of the building is the door to the Old Oak Tree. Out of |
| view from your position is a Closet. Toss a Coin as far as you can and it |
| should land past the Closet but still be heard. This should attract the |
| attention of both of them. There are two things that may happen: |
| |
| >>Scenario One |
| ************ |
| The Enforcer goes for the Coin. As she leaves then walk up behind |
| Billy, stab him with one of the Syringes to kill him, then quickly |
| drag him to the southwest corner of the west table to get him out |
| of view of the Enforcer when she comes back. If by some chance he |
| is found later then you won't lose Silent Assassin. |
| |
| >>Scenario Two |
| ************ |
| Billy goes for the Coin. Simply sneak up behind him and stab him to |
| kill him - leave the body. |
| |
| After killing Billy then go through the open window to enter the Ark |
| Control Room and proceed to do everything else as in Level One. |
0===========================================================================0
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| There are more Enforcers for the Custodian Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Jorge M. Johnson with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Billy Taylor with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| If any Non-Target Civilian is pacified or killed then you will fail the |
| mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is why things are done in a certain way. The only Civilian to worry |
| about is the female Enforcer so no problems there. As such, do the same |
| as in Level Two. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Babayeva Dissonance |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
The first two Levels aren't too hard but the last one is a real pain.
MrFreeze2244 came up with some observations which I worked into my
strategy.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Burt Gilbert with an explosion while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Danny Rice with an explosion while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Both Burt and Danny are going to be on the Stage at the Reception Area. |
| When planning bring the Krugermeier, Lockpick, Coins, and start at the |
| Reception Area. |
| |
| When you start then run out to the Closet at the Patrons' Lounge to |
| acquire the Entertainer Disguise then go back out, run out of the Main |
| Gate, and make a U-turn left when you get down the stairs. |
| |
| You should find the Pipe that goes up to the Main Gate Roof. When you get |
| to the top then find and grab the Propane Flask there then toss it as far |
| as you can towards the Stage - it should land in front of the Bar. |
| |
| Climb back down, grab the Flask, and run onto the Stage. Place the Flask |
| between the two Targets then run back out the Main Gate, climb back up |
| the Pipe, and go to where you can see the Stage. |
| |
| Carefully shoot the Flask twice to blow it up and kill both Targets. |
| Climb through the Barracks and sneak to the East Wall area. Carefully |
| sneak to the exit point here to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Burt Gilbert with an explosion while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Danny Rice with an explosion while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you shoot at an NPC and miss the head then you will fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Christy Welch with a Pistol while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Christy is going to be at the Stone Circle. When you acquire the |
| Entertainer Disguise then grab the Castle Walls Key too as you'll need |
| it. When you enter the Barracks after killing Burt and Danny then stop at |
| the corner of crates and toss a Coin towards the bunk on the left to lure |
| one of the Guards there. |
| |
| Subdue him, take his Disguise, then sneak run out to the East Wall and |
| run into the Kitchen Storeroom. Use the Key to go through the door up to |
| the Stone Circle area. If your timing is right then the patrolling |
| Guards, including the Enforcer, should be heading away from the entrance. |
| |
| Run up behind Christy and look up at the Library walkway. One of the two |
| Guards there will stop at the edge as part of his routine and will see |
| you killing Christy. However, if your timing is right, then he should be |
| walking away from the edge. |
| |
| Shoot Christy in the head and drag her into the grass to hide her. Sneak |
| run to the stairs going down to the East Wall and you should arrive just |
| as the Guards turn to leave. Run and climb down to the East Wall to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you shoot at an NPC and miss the head then you will fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Burt Gilbert with an explosion while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Danny Rice with an explosion while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Christy Welch with a Pistol while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| When you eliminate your first Target then you must eliminate another |
| Target within 60 seconds or you will fail the mission. The countdown is |
| stopped when all Targets are eliminated. |
|---------------------------------------------------------------------------|
| Eliminate Benny Guzman with a Pistol while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Benny is going to be up in the Councillors' Lounge and is surrounded by |
| four people. When you start then go and place the Flask as before then go |
| back to re-acquire the Event Staff Disguise. Run up the Staff entrance |
| then to the door to go up to the Stone Circle. Run to the Morgue |
| entrance, crouch down, enter, and run all the way through the Boiler Room |
| and up the stairs. |
| |
| If you're fast enough then none of the Raiders should see you. When you |
| get to the top then more than likely the Elite Guard that stops outside |
| the door will be going back to the Library entrance. When he comes back |
| then go out, subdue him, drag him inside, and take his Disguise. |
| |
| At this point the other one should be heading to the edge by the Stone |
| Circle. Run up behind up and subdue him - leave the body and take his |
| weapon. Bring out the Krugermeier and run inside then up to the Lounge |
| but stop at the top of the stairs and shoot the Camera overhead. |
| |
| Place the Guard's weapon on the floor near the top of the stairs then go |
| to the door, open it, and toss a Coin on the floor to the right of it to |
| lure one of the Council members. Step into the small exterior room and |
| wait. |
| |
| When she sees the weapon then she will go to get the Enforcer. When he |
| steps out then close the door, subdue him, and drag him partway down the |
| stairs. Grab the weapon and Coin, go inside, and then out the other door. |
| Toss a Coin in the corner by the door to lure the other Guard. Close the |
| door and subdue him. Go back inside and close the door. |
| |
| You should see a group of large paintings that form a wall. Go to the |
| north end and toss a Coin here to lure the female Council member. Subdue |
| her when she gets to it and then run up and subdue the last Council |
| member. Bring out the Pistol and shoot Benny in the head to start the |
| timer. |
| |
| Run out and you should see an open window ahead. Climb out to reach the |
| Ledge and go left to find a Pipe that allows you to quickly go down to |
| ground level. Go up behind the Circle area and climb up behind Christy. |
| The patrolling Guards should be standing near the entrance and subduing |
| the Guard earlier will make it easier to kill Christy with a headshot. |
| |
| Drag her body into the grass then run down to the Generator near the |
| Ladder for the East Wall but go right and to a Gargoyle that overlooks |
| the Stage at the Reception Area. Shoot the Flask from here to kill your |
| last two Targets to stop the timer and climb down to the East Wall to |
| leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. The Scarlett Deceit |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Constantin with a Pistol while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Constantin is the Butler inside the Library. When planning bring the |
| Krugermeier, Lockpick, and start at the Architects' Lounge. When you |
| start then run out to the Library and turn left at the door. Go to the |
| door for the Tower and you should see the Elite Guard standing there. |
| |
| Subdue him, pick up his weapon, and drag him into the Tower and down to |
| the next level to hide him. Take his Disguise and run to the main door. |
| The other Guard should be walking back to the door so run to the Ledge, |
| climb down then shimmy over to the window and enter it. Drop the weapon |
| near the Guard and run partway up the stairs. |
| |
| As the Guard leaves then shoot Constantin in the head and quickly drag |
| his body behind the couch. |
| |
| Run out and to the door to the Hyperborea Showroom but climb over the |
| railing to the left and shimmy to the Pipe which will allow you to |
| quickly go down to ground level. Climb up the back of the Stone Circle |
| then run to the East Wall to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Constantin with a Kitchen Knife while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning bring the Lockpick, ICA Audio Distraction Device, and start |
| in the Kitchen. When you start then crouch down and go to the east |
| counter to pick up the Kitchen Knife then run to the door to the Cellar. |
| Drop down to the lower level to avoid the Enforcer then run back up to |
| the small table to pick up the Basement Key. |
| |
| Use it to open the nearby door then run up to the Memorial Room then run |
| out to the Stone Circle area. Turn left to run to the Tower Citadel but |
| go along the east side to find the Pipe that takes you up to the Library. |
| Go up and shimmy along until you reach the window then climb up and in |
| then quickly crouch behind the couch. Toss the Distraction Device towards |
| the Fireplace to lure the Guard away. |
| |
| When he leaves then throw kill Constantin and quickly hide his body |
| behind the Couch. Climb out the window and slide back down. Go to the |
| back of the Stone Circle and climb up. Go to the stairs to the East Wall |
| but wait for the Guards to walk away before going down. Carefully go down |
| the Ladder to the East Wall and sneak to the exit point to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| If any Non-Targets are eliminated then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| Pacify Constantin with a Lead Pipe. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The only Lead Pipe on the map is inside the Sewers. Start in the Kitchen |
| again but, when you drop down into the lower part of the Cellar, run to |
| the Sewers to grab the Lead Pipe. Run back to the Cellar then proceed as |
| before to knock out and hide Constantin then go down to the East Wall to |
| leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. The Quimby Quandry |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
You will always start at the Penthouse Balcony already disguised as an
Elite Guard.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve the Briefcase and take it to the Ark Winch exit. |
|---------------------------------------------------------------------------|
| Only the Ark Winch exit is available. |
|---------------------------------------------------------------------------|
| Agency Pickups are not available. |
|---------------------------------------------------------------------------|
| Eliminate Roman Zelenko with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Roman is going to be in the Councillors' Lounge. When planning bring the |
| Krugermeier, Fish, and the Coins. When you start then you will be by an |
| Enforcer. However, let the entire opening cutscene play out so he will be |
| walking away then get out of Blending In. |
| |
| Bring out the Coins and head to the door. Go to the Briefcase and crouch |
| down. Toss a Coin towards the Knight to the left of the Iron Maiden to |
| make the Enforcer turn away then grab both the Briefcase and the Castle |
| Master Key. Run downstairs to the Conclave while everyone is still |
| distracted - you should pass The Constant as you do so. |
| |
| Go through the Conclave and out the other door. Wait for The Constant to |
| come through then knock him out at the top of the stairs - leave his |
| body. Go back into the Conclave then go out onto the patio and to the |
| north end. Look down and you should see the Old Oak Tree area along with |
| the door to the Restoration Room. |
| |
| From here then toss the Briefcase as far as you can towards the door and |
| it should land close enough to it and also not attract enough attention |
| for somebody to come and pick it up. |
| |
| Run down to and out the other door for the Councillors' Lounge. Get out |
| of view of the Camera and shoot it. Place a Coin halfway between the door |
| and the open window and in view of the door. Open the door, toss the Fish |
| in front of it, and pick it back up again. This should lure the female |
| Council Member. |
| |
| When she opens the door then she should see the Coin and go for it. Close |
| the door, knock her out, and drag her partway down the stairs to hide |
| her. Open the door and toss the Coin again to lure Roman out - bring out |
| your Pistol. |
| |
| When he goes for the Coin then close the door, eliminate him, and pick up |
| the Briefcase. Run down to the Hyperborea Showroom and to the Tech Room. |
| Go out the window and shimmy over to the window for the Security Room. |
| Shoot the Recorder, go back through the window, then run for the Study. |
| |
| Go out onto the walkway leading to the Armory Roof then go down the |
| stairs to the Old Oak Tree area. Pick up the Briefcase, go to the |
| exterior door for the Restoration Room, use the Master Key to open it, |
| then run down to the exit point in the (North) Warehouse to leave the |
| mission. |
| |
| **NOTE: The reason for using the Fish instead of the Coins to lure |
| people out of the room is because sometimes they won't go for |
| it but somebody in the Lounge below will. Using the Fish as a |
| lure should prevent that. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve the Briefcase and take it to the Ark Winch exit. |
|---------------------------------------------------------------------------|
| Only the Ark Winch exit is available. |
|---------------------------------------------------------------------------|
| Agency Pickups are not available. |
|---------------------------------------------------------------------------|
| Eliminate Roman Zelenko with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Godfrey Hagan with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Godfrey is going to be in the Conclave. Run past the Conclave and knock |
| out The Constant as before. Run back to the patio and Godfrey should be |
| at the north end. Close the door and, as he walks south, then eliminate |
| him between the windows. |
| |
| Throw the Briefcase towards the Restoration Room door then go through the |
| open window to get back inside. After that then proceed as before. |
0===========================================================================0
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve the Briefcase and take it to the Ark Winch exit. |
|---------------------------------------------------------------------------|
| Only the Ark Winch exit is available. |
|---------------------------------------------------------------------------|
| Agency Pickups are not available. |
|---------------------------------------------------------------------------|
| Eliminate Roman Zelenko with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Godfrey Hagan with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Do not carry the Briefcase on the stairs. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| You pretty much do the same as in Level Two except that you need to toss |
| the Briefcase down each section of stairs. This is the major reason that |
| you throw the Briefcase from the Conclave. The only areas to worry about |
| is the sections from the Penthouse to the Conclave and the ones inside |
| the Warehouse. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. The Rafael Misadventure |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
MrFreeze2244 came up with some methods and observations for Level Two and
Three that I worked into my strategies. It should also be pointed out that
this Escalation is prone to randomness which makes the last two Levels
harder than they need to be.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Lucas Hutchinson with a Portcullis while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Lucas is going to be stationed at the north side of the Reception Area. |
| When planning bring the Krugermeier, ICA Remote Distraction Device, and |
| start at the Reception Area. |
| |
| When you start then run past Lucas and a just few feet from the crates |
| near the bottom of the stairs. Drop either the Device or Pistol here then |
| run partway up the stairs. The female Bar person should come back to the |
| crates nearby and see the dropped item then go to Lucas' friend to pick |
| it up. |
| |
| When she goes to the crates then run past the Guard and to the chain for |
| the Portcullis then use it to kill Lucas. Run up the stairs to the |
| Kitchen Storeroom and to the East Wall. Crouch at the crates near the |
| exit point then run for it when it is safe to do so and leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Lucas Hutchinson with a Portcullis while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Maya Grant with a Gargoyle while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Maya is the female Bar person. This Level is very prone to randomness |
| which makes it annoying. There are two methods to doing this: |
| |
| >>Method One |
| ********** |
| This is the preferred method that MrFreeze2244 uses but I use a |
| different exit point. When you start then run up the stairs to the |
| Kitchen Storeroom then to the East Wall. Climb up the Ladder to the |
| Kitchen Storeroom roof and find the Gargoyle. Maya should be |
| underneath you as you are getting into position. Look down and use |
| your Instinct. |
| |
| The moment you see her then get out of Instinct and push the |
| Gargoyle down onto her. Run back down to Lucas' position. If things |
| go right then he should be still under the Portcullis and his |
| friend should be investigating the body. Drop the Portcullis onto |
| him to kill him then run back up to the East Wall to leave the |
| mission. |
| |
| **NOTE: Most of the time at least one of the nearby Guards is in |
| position to see you pull the chain which causes a Combat |
| situation. |
| |
| >>Method Two |
| ********** |
| One of the problems of the first method is the randomness of |
| everybody. If Lucas keeps moving to the body before you can kill him |
| then use this method which is based off of Level One. |
| |
| Drop the Device or Pistol by the chain as before and let Maya lure the |
| Guard away so you can kill Lucas. After killing Lucas then run up to the |
| Gargoyle and wait for Maya to appear below before dropping it on top of |
| her to kill her then go back down to the East Wall to leave the mission. |
| |
| **NOTE: Most of the time there just happens to be a Civilian just close |
| enough to her so you end up killing her just as you kill Maya. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Lucas Hutchinson with a Portcullis while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Maya Grant with a Gargoyle while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate David M. Melendez with a Gibbet while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| David is going to be near the south door for the Patrons' Lounge. The |
| single biggest problem to getting a good score is the randomness of |
| everybody when things happen. The idea is to simply get through this with |
| as little hassle as possible so you can complete this Escalation. |
| |
| When you start then run up to the Gargoyle and wait for Maya. Kill her as |
| before and look towards David's position. You should find the Gibbet |
| nearby. Shoot the floor to under it to lure David into position. When |
| David gets into position then shoot the top of the Gibbet to bring it |
| down and kill him. |
| |
| Go back down to the Portcullis area and, if everything has gone right, |
| then Lucas's friend should be at the body. Drop the Portcullis on Lucas |
| then go to the East Wall exit point to leave the mission. |
| |
| **NOTE: If you hadn't already done so you can acquire the [Caged] |
| Challenge when you kill David. |
0===========================================================================0
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >HTM5. A Bad Hand |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
The Constant is now captured and being held on a ship somewhere in the North
Sea. Shortly after arrival the Poison Chip was removed to ensure his
survival. Now the rogue crew of 47, Diana, Lucas, and Olivia want to go after
the Providence Partners.
The Constant reveals that they are members of three powerful families: the
Ingrams, the Carlisles, and the Stuyvesants. They have brought their
resources together over multiple generations to create Providence and have
been controlling the world in secret for some time. And now, having been
identified, the rogue crew set about to take them down.
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ New York \@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY14. Golden Handshake 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@\ New York /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
As the crew begin their mission to take down Providence Olivia discovers that
the main partners are dead. Not really dead, however, as they have put out
obituaries and are beginning to cover their tracks as they sense something's
wrong and create new identities. A contingency plan that even The Constant
was not aware of. He did mention "follow the money" and this leads them to a
major bank, and Providence asset, called Milton-Fitzpatrick.
All of the Providence Partners have accounts there. With the "deaths" being
so recent the bank has not had time to update their records and this gives
the crew time to go after them and get the leads on their new identities. But
the bank updates their records frequently so time is of the essence.
There are two ways to acquire the data. The first is to acquire the Datacore
which can be found inside the Vault. Getting into the Vault can be difficult
but there is another way. The Bank Director, Athena Savalas, along with Head
of Security Mateo Perez and Head of Accounts Fabian Mann each carry a partial
backup drive with the data. You would have to acquire all three of these
drives to get all of the data.
Finally, to properly cover their tracks and to ensure that the Partners are
not aware of what is going on, Athena needs to be eliminated.
But there is a complication. As 47 enters the Bank he is informed of an
investigation going on and that there is extra security and people around the
Vault area.
A tight mission to be sure but nothing that 47 hasn't done before as he goes
in to deal with some accounts.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NYK1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Break The Bank
**************
Description: Complete Golden Handshake.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Top Of The Heap
***************
Description: Reach New York Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NYK2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed directly east.
Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Unlike with The Ark Society this map is smaller and more compact. There are
five floors to this building. The Basement has the Deposit Boxes for
customers, the Loading Bay, and the Vault where the Datacore is located. The
Ground Floor is the main customer area along with a Lost and Found
department.
The 1st Floor is the Audit Hall with the VIP Clients area along with a
Waiting Lounge. The 2nd Floor has the main Stock Market area along with the
Staircase going up to the 3rd Floor. The 3rd Floor is where Athena can be
found in her Office which is next to the Conference Room.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0=============================================0
| Basement - Deposit Boxes, Loading Bay, Vault \
0===========================================================================>
This is the floor where the Vault is located. The north half of the floor
is dominated by the Deposit Boxes area. Is is split into three rooms: 0-399
(southwest), 400-799 (northwest), and 800-1200 (east).
At the east side is the main Storage area and IT Room with the Server Room.
There is a Small Storeroom just west of Storage and north of the IT Room.
To the west is the Loading Bay. East of that is Vault Security that is
split into two rooms. The main Vault is the large room to the south. It is
split into three smaller rooms.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##########################| Deposit Boxes 0-399 |##########################|
0===========================================================================0
| Imperial Filigree Egg | In the south Deposit Box. |
|-----------------------+---------------------------------------------------|
| Small Goldbar | In the east Deposit Box. |
|-----------------------+---------------------------------------------------|
| Money Transport Key | By the sleeping Guard. |
0===========================================================================0
|#########################| Deposit Boxes 400-799 |#########################|
0===========================================================================0
| Burial Dagger | In the north Deposit Box. |
|------------------------+--------------------------------------------------|
| Package | In a box at the north side of the room. |
|------------------------+--------------------------------------------------|
| Screwdriver | On the desk. |
|------------------------+--------------------------------------------------|
| Lethal Poison Pill Jar | In the east Deposit Box. |
|------------------------+--------------------------------------------------|
| Toy Tank | In the Deposit Box in the center of the room. |
|------------------------+--------------------------------------------------|
| Cronkite Report | In the southwest Deposit Box. |
0===========================================================================0
|#########################| Deposit Boxes 800-1200 |########################|
0===========================================================================0
| Antique Curved Knife | In the north Deposit Box. |
|----------------------+----------------------------------------------------|
| Letterbomb Parcel | In the west Deposit Box. |
|----------------------+----------------------------------------------------|
| Chloroform Flask | In the Deposit Box in the center of the room. |
|----------------------+----------------------------------------------------|
| Wet Floor Sign | On the floor at the south side. |
0===========================================================================0
|######################| Small Storeroom and Storage |######################|
0===========================================================================0
| Emetic Rat Poison | ++[Casual]: On the Janitor Cart in the center of the |
| | Storage area. |
| | --On the shelving inside the Small Storeroom. |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the shelving inside the Small Storeroom. |
|-------------------+-------------------------------------------------------|
| Wet Floor Sign | On the Janitor Cart in the center of the Storage |
| Coin | area. |
|-------------------+-------------------------------------------------------|
| Leather Briefcase | On the shelf at the east side of the Storage area. |
0===========================================================================0
|########################| IT Room and Server Room |########################|
0===========================================================================0
| IT Note | On the table at north side of the IT Room. |
|------------------+--------------------------------------------------------|
| Soda Can | --At the break area at the northeast corner of the IT |
| | Room (x4). |
| | --On the desk at the east side of the IT Room. |
| | --On the desk at the south side of the IT Room. |
|------------------+--------------------------------------------------------|
| Cheeseburger | --At the break area at the northeast corner of the IT |
| | Room. |
| | --On the desk at the east side of the IT Room. |
|------------------+--------------------------------------------------------|
| Janitor Key | On the desk at the south side of the IT Room. |
|------------------+--------------------------------------------------------|
| Kalmer 1 - | On the shelf at the southwest corner of the IT Room. |
| Tranquilizer | |
|------------------+--------------------------------------------------------|
| Screwdriver | On the floor by the Container inside the Server Room. |
|------------------+--------------------------------------------------------|
| Security Keycard | Carried by one of the IT Workers (green plaid shirt). |
0===========================================================================0
|##############################| Loading Bay |##############################|
0===========================================================================0
| Crowbar | On the cart of stuff at the northwest corner. |
|-------------+-------------------------------------------------------------|
| Car Battery | On the shelves at the southeast side. |
| Hammer | |
|-------------+-------------------------------------------------------------|
| Fire Axe | On the east wall by the Closet. |
0===========================================================================0
|#############################| Vault Security |############################|
0===========================================================================0
| Bartoli 75R | On the desk in the west room. |
|----------------------+----------------------------------------------------|
| Vault Keycard | Inside the Deposit Box in the northwest corner of |
| | the main room. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | On the north counter of the main room. |
|----------------------+----------------------------------------------------|
| Flash Grenade | On the south desk of the main room (x2). |
|----------------------+----------------------------------------------------|
| Security Keycard | Carried by two of the Guards. |
|----------------------+----------------------------------------------------|
| Deposit Master Key | Carried by one of the Guards. |
|----------------------+----------------------------------------------------|
| Chloroform Flask | Inside the Cabinet just outside the west door. |
0===========================================================================0
|#################################| Vault |#################################|
0===========================================================================0
| Imperial Filigree Egg (x3) | In the west room. |
| Burial Dagger | |
| Bust | |
|----------------------------+----------------------------------------------|
| Goldbar (x7) | In the center room. |
| Datacore | |
|----------------------------+----------------------------------------------|
| Commemorative Token | In the east room. |
| Hobby Knife | |
| Violin | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Ground Floor - Teller Hall \
0===========================================================================>
This is the main area where the customers come to do business. The Teller
Ship area is in the center of the floor. The north and south Teller
Counters are at each end. There are two Privacy Booths north of the Teller
Ship area. The Lost and Found section, with a small Break Room, is at the
southwest corner. The Restrooms are at the southeast corner.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Teller Ship |##############################|
0===========================================================================0
| Blueberry Muffin | On the desk in the north center section. |
|---------------------+-----------------------------------------------------|
| Haven Pamphlet | On the desk at the northeast corner. |
| Soda Can | |
|---------------------+-----------------------------------------------------|
| Apple | On the counter near the center. |
|---------------------+-----------------------------------------------------|
| Deposit Box 429 Key | On the desk at the southwest corner. |
|---------------------+-----------------------------------------------------|
| Earphones | On the desk in the south center section. |
|---------------------+-----------------------------------------------------|
| Apricot | On the desk at the southeast corner. |
0===========================================================================0
|############################| Teller Counters |############################|
0===========================================================================0
| Janitor Key | ++[Casual and Pro]: On the center table at the (South) |
| | Counter. |
| | --Carried by a male teller at the (North) Counter. |
|-------------+-------------------------------------------------------------|
| Scissors | On the center table at the (South) Counter. |
|-------------+-------------------------------------------------------------|
| Coin | --On the counter at the southwest side of the (South) |
| | Counter. |
| | --On the counter at the east side of the (South) Counter |
| | (x2). |
|-------------+-------------------------------------------------------------|
| Soda Can | Inside the woman's purse at the (South) Counter. |
0===========================================================================0
|#############################| Lost and Found |############################|
0===========================================================================0
| Coin | In one of the small storage cubbies behind the main |
| | counter (x2). |
|-------------------+-------------------------------------------------------|
| Golf Club | Behind the standing Guard behind the main counter. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On a shelf at the south half of the back area. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual and Pro]: On the Janitor Cart at the south |
| | half of the back area. |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the shelf by the closet at the south end of the |
| | back area. |
|-------------------+-------------------------------------------------------|
| Blueberry Muffin | On the table in the Break Room. |
| Police Baton | |
|-------------------+-------------------------------------------------------|
| Vodka Bottle | On the shelf at the southwest corner of the Break |
| | Room. |
|-------------------+-------------------------------------------------------|
| Leather Briefcase | On the shelf at the southeast corner of the Break |
| | Room. |
0===========================================================================0
|###############################| Restrooms |###############################|
0===========================================================================0
| Wet Floor Sign | In the corner by the east stall. |
|----------------------+----------------------------------------------------|
| Fire Extinguisher | On the wall by the east stall. |
|----------------------+----------------------------------------------------|
| Newspaper | On the floor in the southwest corner of the west |
| | stall. |
|----------------------+----------------------------------------------------|
| Bank Robber Disguise | On the toilet in the east stall. |
|----------------------+----------------------------------------------------|
| Folding Knife | Carried by the woman in the east stall. |
| Crowbar | |
|----------------------+----------------------------------------------------|
| DAK X2 | Carried by the man in the east stall. |
0===========================================================================0
|##############################| Teller Hall |##############################|
0===========================================================================0
| Coin | On the floor behind the large Milton-Fitzpatrick sign |
| | at the northwest corner. |
|------------------+--------------------------------------------------------|
| Screwdriver | On the floor behind the large Milton-Fitzpatrick sign |
| | at the northeast corner. |
|------------------+--------------------------------------------------------|
| Letter Opener | Inside the Privacy Booth at the northeast side of the |
| | floor. |
|------------------+--------------------------------------------------------|
| Wet Floor Sign | --On the floor at the west side. |
| | --On the floor by Lost and Found. |
| | --On the floor outside the Restrooms. |
|------------------+--------------------------------------------------------|
| Janitor Disguise | ++[Casual]: On the floor by the Janitor Cart outside |
| | the Restrooms. |
|------------------+--------------------------------------------------------|
| Janitor Key | Carried by one of the Guards at the southeast side |
| | near the Restrooms. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================0
| 1st Floor - Audit Hall \
0===========================================================================>
At the west side of this floor is the Waiting Lounge with the Restrooms to
the south. North of this area is the VIP Clients section. North of that is
the Interview Room. Near the northeast corner of the VIP Clients section is
the Break Room with a Kitchen to the east.
North of that and going from the Interview Room to the stairs to the next
floor is the North Hallway. Just south of the stairs going up is a Small
Storeroom. The area south of the Storeroom and overlooking the Teller Hall
is the Mezzanine.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############################| Waiting Lounge |############################|
0===========================================================================0
| Soda Can | On the round table at the southwest side. |
|----------+----------------------------------------------------------------|
| Crowbar | On the bench at the southwest corner. |
|----------+----------------------------------------------------------------|
| Coin | On the floor by the soda machine at the south side. |
0===========================================================================0
|###############################| Restrooms |###############################|
0===========================================================================0
| Wet Floor Sign | In the center of the area. |
|----------------+----------------------------------------------------------|
| Lead Pipe | In the south stall. |
| Wrench | |
0===========================================================================0
|#####################| VIP Clients and Interview Room |####################|
0===========================================================================0
| Package | On the desk at the northwest side of the VIP |
| | Clients area. |
|---------------------+-----------------------------------------------------|
| Letter Opener | On the desk at the northeast side of the VIP |
| | Clients area. |
|---------------------+-----------------------------------------------------|
| Pool Ball | On the counter behind the chair at the northeast |
| | corner of the VIP Clients area. |
|---------------------+-----------------------------------------------------|
| Apple | On the desk at the west side of the VIP Clients |
| | area. |
|---------------------+-----------------------------------------------------|
| Bust | --On the table at the west side of the VIP Clients |
| | area. |
| | --On the bookcase at the southeast corner of the |
| | Interview Room. |
|---------------------+-----------------------------------------------------|
| Newspaper | On the table at the southwest side of the VIP |
| | Clients area. |
|---------------------+-----------------------------------------------------|
| Earphones | On the desk at the southeast side of the VIP |
| | Clients area. |
|---------------------+-----------------------------------------------------|
| Deposit Box 429 Key | Carried by Frank. |
| Security Keycard | |
| Janitor Key | |
0===========================================================================0
|#########################| Break Room and Kitchen |########################|
0===========================================================================0
| Soda Can | On the table under the TV inside the Break Room. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | ++[Casual and Pro]: On the counter by the sink inside |
| | the Kitchen. |
|-------------------+-------------------------------------------------------|
| Apple | At the east side of the counter inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the lower shelf at the northeast corner inside the |
| | Kitchen. |
|-------------------+-------------------------------------------------------|
| Claw Hammer | At the base of the railing behind the large |
| | Milton-Fitzpatrick sign west of the standing Guards |
| | outside the Kitchen. |
0===========================================================================0
|###################| North Hallway and Small Storeroom |###################|
0===========================================================================0
| Newspaper | On the bench halfway along the North Hallway. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall halfway along the North Hallway. |
|-------------------+-------------------------------------------------------|
| Wet Floor Sign | At the west side inside the Small Storeroom. |
|-------------------+-------------------------------------------------------|
| Car Battery | On the lower shelf in the northeast corner of the |
| | Small Storeroom. |
|-------------------+-------------------------------------------------------|
| Crowbar | ++[Casual and Pro]: On the shelf at the east side |
| | inside the Small Storeroom. |
|-------------------+-------------------------------------------------------|
| Wrench | ++[Casual and Pro]: On the small table at the corner |
| | just outside the Small Storeroom. |
0===========================================================================0
|###############################| Mezzanine |###############################|
0===========================================================================0
| Wet Floor Sign | --On the floor near the center of the area. |
| | --On the Janitor Cart at the south end. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | ++[Casual]: On the Janitor Cart at the south end. |
|-------------------+-------------------------------------------------------|
| Janitor Key | Carried by the Janitor. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============================0
| 2nd Floor - Investment Floor \
0===========================================================================>
The Staircase leading up to the 3rd Floor is at the northwest corer of the
floor. The large area in the center is the Stock Market. At the southwest
corner of the Market is the South Mezzanine.
Between the Staircase and the Market is the Main Hallway. In the center of
the Hallway is a Storeroom. At the east end of the Hallway is the Security
Hub with the Restrooms to the south of it.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| Staircase |###############################|
0===========================================================================0
| Fire Extinguisher | On the west wall by the large window. |
|-------------------+-------------------------------------------------------|
| Letter Opener | On the boxes near the door. |
0===========================================================================0
|##############################| Stock Market |#############################|
0===========================================================================0
| Newspaper | On the drawers at the north side of the Market. |
|-----------------------+---------------------------------------------------|
| Soda Can | --On the desk against the east wall at the north |
| | center part of the Market. |
| | --On the desk against the railing at the central |
| | part of the Market. |
|-----------------------+---------------------------------------------------|
| Apple | At the north end of the large group of desks at |
| | the west side of the north center part of the |
| | Market. |
|-----------------------+---------------------------------------------------|
| Wristwatch Alarm | Near the center of the large group of desks at |
| | the west side of the north center part of the |
| | Market. |
|-----------------------+---------------------------------------------------|
| Earphones | On the desk near the center of the Market. |
|-----------------------+---------------------------------------------------|
| Investment Banker | ++[Casual]: Under the desk near the center of the |
| Disguise | Market. |
|-----------------------+---------------------------------------------------|
| Letter of Termination | On the desk against the east pillar at the south |
| | center part of the Market. |
0===========================================================================0
|############################| South Mezzanine |############################|
0===========================================================================0
| Propane Flask | On the floor in the corner by the Closet inside the small |
| | room at the west end of the Mezzanine. |
|---------------+-----------------------------------------------------------|
| Fire Axe | On the wall by the Closet inside the small room at the |
| | west end of the Mezzanine. |
0===========================================================================0
|##############################| Main Hallway |#############################|
0===========================================================================0
| Soda Can | --On the table at the west end of the center part of the |
| | Hallway (x2). |
| | --On the table near the door to the Storeroom. |
|----------+----------------------------------------------------------------|
| Scissors | On the table at the north side near the middle of the center |
| | part of the Hallway. |
|----------+----------------------------------------------------------------|
| Package | On the table at the north side near the east end of the center |
| | part of the Hallway. |
|----------+----------------------------------------------------------------|
| Apple | ++[Casual and Pro]: On the bench at the hall junction near the |
| | Security Hub. |
0===========================================================================0
|###############################| Storeroom |###############################|
0===========================================================================0
| Fire Axe | On the wall at the northeast corner. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the shelf at the northeast corner. |
|-------------------+-------------------------------------------------------|
| Hobby Knife | On the shelf near the Closet. |
0===========================================================================0
|##############################| Security Hub |#############################|
0===========================================================================0
| Concussion Grenade (x2) | On the desk at the north side. |
| Tactical Bartoli 12G | |
|-------------------------+-------------------------------------------------|
| Security Keycard | ++[Casual and Pro]: On the center table. |
| | --Carried by the standing Guard. |
| | --Carried by Mateo Perez. |
|-------------------------+-------------------------------------------------|
| IT Note | On the center table. |
|-------------------------+-------------------------------------------------|
| Janitor Key | ++[Casual and Pro]: On the desk at the |
| | southwest corner. |
|-------------------------+-------------------------------------------------|
| Vault Keycard | On the desk at the southwest corner. |
|-------------------------+-------------------------------------------------|
| Police Baton | On the south table. |
|-------------------------+-------------------------------------------------|
| Perez' Backup Data Disk | Carried by Mateo Perez. |
0===========================================================================0
|###############################| Restrooms |###############################|
0===========================================================================0
| Crowbar | On the floor in the southeast corner by the |
| | Sinks. |
|------------------------+--------------------------------------------------|
| Wristwatch Alarm | On the Sink inside the north stall. |
|------------------------+--------------------------------------------------|
| Lethal Poison Pill Jar | Inside the Cabinet in the south stall. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| 3rd Floor - Executive Floor \
0===========================================================================>
This is the floor that Athena can be found on. The large room to the west
is the Conference Room. To the east of that is the Reception Area. The
small room to the east of that is the Break Room. The large room to the
south is the Director's Office. The smaller room to the west is the Private
Chambers.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|############################| Conference Room |############################|
0===========================================================================0
| Apple | At the west end of the long table in the center of |
| | the Room. |
|-------------------+-------------------------------------------------------|
| Wristwatch Alarm | At the north central part of the long table in the |
| | center of the Room. |
|-------------------+-------------------------------------------------------|
| Investment Banker | ++[Casual]: On the floor behind the whiteboard at the |
| Disguise | northeast side of the Room. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the table with the pizza at the east side of the |
| | Room. |
|-------------------+-------------------------------------------------------|
| Fabian's Backup | Carried by Fabian Mann. |
| Data Disk | |
| Security Keycard | |
0===========================================================================0
|#############################| Reception Area |############################|
0===========================================================================0
| Feather Duster | Behind the granite planter at the northeast corner of |
| | the Area. |
|------------------+--------------------------------------------------------|
| Security Keycard | --On the Reception Desk at the east side of the Area. |
| | --Carried by the sitting Guard. |
|------------------+--------------------------------------------------------|
| Bust | On the Reception Desk at the east side of the Area. |
|------------------+--------------------------------------------------------|
| Apple | On the coffee table at the south side of the Area. |
0===========================================================================0
|###############################| Break Room |##############################|
0===========================================================================0
| Apricot | On the counter near the closet at the north side. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall near the center of the Room. |
|-------------------+-------------------------------------------------------|
| Iron | On a box at the south end. |
0===========================================================================0
|###########################| Director's Office |###########################|
0===========================================================================0
| Commemorative Token | On the table at the northeast section of the |
| | Office (x2). |
|----------------------+----------------------------------------------------|
| Bust | On the shelf in the corner at the east center side |
| | of the Office. |
|----------------------+----------------------------------------------------|
| Newspaper | On the round table at the east side of the Office. |
|----------------------+----------------------------------------------------|
| Violin | On the counter at the southeast corner of the |
| | Office. |
|----------------------+----------------------------------------------------|
| CEO Key | --Carried by Athena's personal Guard. |
| | --Carried by Athena. |
|----------------------+----------------------------------------------------|
| Athena's Backup Data | Carried by Athena. |
| Disk | |
0===========================================================================0
|############################| Private Chambers |###########################|
0===========================================================================0
| CEO Exit Keycard | On the round table by the chair. |
|------------------+--------------------------------------------------------|
| Earphones | On the north end of the counter at the east side of |
| | the Chambers. |
|------------------+--------------------------------------------------------|
| Tanto | On the table at the southeast corner. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NYK3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn the Small Goldbar Melee Weapon for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You can now start at the First Floor Mezzanine disguised as a |
| | Janitor. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn a Hidden Stash at the Waiting Area Bathroom. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the ICA Remote Flash Device for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn an Agency Pickup at the First Floor Janitor Room. |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start at the Audit Hall disguised as a Bank |
| | Teller. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn a Hidden Stash at the Second Floor Bathroom. |
|----------+----------------------------------------------------------------|
| Level 9 | There are no unlocks at this Level. |
|----------+----------------------------------------------------------------|
| Level 10 | You earn a Hidden Stash at the Deposit Box. |
|----------+----------------------------------------------------------------|
| Level 11 | There are no unlocks at this Level. |
|----------+----------------------------------------------------------------|
| Level 12 | You can now start at the Deposit Box Room disguised as a |
| | Security Guard. |
|----------+----------------------------------------------------------------|
| Level 13 | You unlock the Sawed Off Bartoli 12G for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 14 | You can now start at the Investment Floor disguised as an |
| | Investment Banker. |
|----------+----------------------------------------------------------------|
| Level 15 | There are no unlocks at this Level. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn an Agency Pickup at the Executive Floor. |
|----------+----------------------------------------------------------------|
| Level 17 | You can now start at the Loading Bay disguised as a Bank |
| | Robber. |
|----------+----------------------------------------------------------------|
| Level 18 | You earn an Agency Pickup at the Vault's Loading Bay. |
|----------+----------------------------------------------------------------|
| Level 19 | There are no unlocks at this Level. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock The New Yorker with Gloves Suit for use in all |
| | missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NYK4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0===============0
| Athena Savalas \
0===========================================================================0
| She is your primary Target and can be found in her Office on the 3rd |
| Floor. She will go to her desk for a bit before going into her Private |
| Chambers. She will then go to the Conference Room before going back into |
| the Office, lean against the giant glass Clock, and sit at her desk |
| before going back to the Chambers and repeat her pattern. |
0===========================================================================0
0============0
| Mateo Perez \
0===========================================================================0
| He is one of the people carrying a Backup Drive and can be found going |
| around the building. He will go to the Deposit Boxes then upstairs to the |
| Teller Ship area. He will then go up to the 2nd Floor to talk to Fabian |
| before going to the Security Hub. He will then go back downstairs and |
| repeat his pattern. |
0===========================================================================0
0============0
| Fabian Mann \
0===========================================================================0
| He is the third person carrying a Backup Drive and can be found going |
| between the Conference Room on the 3rd Floor and the Stock Market on the |
| 2nd Floor. |
0===========================================================================0
0==================0
| The Job Applicant \
0===========================================================================0
| He is someone going for an interview for the Bank. However, he is |
| extremely anxious and has holed up inside the 2nd Floor Restrooms. |
0===========================================================================0
0======0
| Frank \
0===========================================================================0
| He is one of the Security Guards for the Bank. He is the only one without |
| a hat and has an afro-like hairstyle. He goes between the Ground Floor |
| and 1st Floor areas. He is retiring this day because he won the lottery. |
| In addition, he is an Enforcer to most of the Disguises. |
0===========================================================================0
0=================0
| The Fired Banker \
0===========================================================================0
| He can be found near the Small Storeroom on the 1st Floor. He apparently |
| has been fired not for something he did but for the sweaters he wears. |
| Yet another reason to take down Athena. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NYK5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0==========0
| Enforcers \
0===========================================================================0
| With most Disguises on all Main Story missions the number of Enforcers |
| change depending on the difficulty. On this mission, however, they do |
| not. Therefore all of the Enforcers listed are for all three difficulty |
| levels. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| The New Yorker \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you only have access to what most Civilians have |
| access to which is: |
| |
| --The Basement (will need to be frisked to enter Deposit Boxes). |
| ++800-1200 but not the others or anywhere else outside of the |
| Deposit Boxes area. |
| --The Ground Floor. |
| ++Restrooms but not the Teller Ship, Counters, and Lost and Found. |
| --The Audit Hall (will need to be frisked before you can go up). |
| ++Customer Lounge and Restrooms. |
| ++VIP Clients (south end only). |
| |
| Outside of these areas everything else is off limits. |
0===========================================================================0
0============0
| Bank Robber \
0===========================================================================0
| There are a couple of people inside the Ground Floor Restroom planning to |
| rob the bank. Inside their stall is the Disguise which is a white full |
| body jumpsuit with a rabbit mask. |
| |
| This Disguise has the same properties as the Suit but all Guards and Bank |
| Tellers are Enforcers so navigating around the bank without causing |
| problems is a tricky challenge. |
| |
| You can start at the Loading Bay already disguised as a Robber once |
| you've reached Mastery Level 17. |
0===========================================================================0
0============0
| Bank Teller \
0===========================================================================0
| These are the people that work the Teller areas on the Ground Floor and |
| the VIP Clients area on the 1st Floor. They wear a dark blue three piece |
| suit with a dark blue tie and a gold teller badge. |
| |
| As for access, this will allow you into the Teller and Lost and Found |
| areas on the Ground Floor. In the Basement you can go into the Storage |
| areas but still has the same properties as the Suit otherwise. You also |
| have full access to the 1st Floor but cannot go up onto the 2nd and 3rd |
| Floors. |
| |
| The easiest way to acquire this Disguise is to go to the (North) Teller |
| Counter and talk to the male Teller there about opening an account. He |
| should lead you to a Privacy Booth and turn on the blinders. Subdue him, |
| dump him in the Closet, and take his Disguise. |
| |
| As for Enforcers, there are fifteen: |
| |
| --A female Teller at the Deposit Boxes area in the Basement. |
| --Two in the IT Room. |
| --A Teller at the (North) Teller Counter on the Ground Floor. |
| --A Teller at the (South) Teller Counter. |
| --Two Guards patrolling the Ground Floor. |
| --Frank. |
| --One near the northeast corner of the Waiting Lounge on the 1st Floor. |
| --Two Tellers at the VIP Clients area (one will later go to Interview |
| Room). |
| --A Teller already in the Interview Room. |
| --A Teller at the Break Room. |
| --A female Teller at the stairs south of the Kitchen. |
| --One near the Small Storeroom. |
| |
| You can start at the VIP Clients area already disguised as a Teller once |
| you've reached Mastery Level 7. |
0===========================================================================0
0========0
| Janitor \
0===========================================================================0
| These are the people that help clean the bank. The Disguise consists of |
| dark gray pants and a dark gray shirt. |
| |
| As for access, they can go into the Storage area in the Basement but not |
| into the west rooms of the Deposit Boxes area, the IT Room, and the Vault |
| and Loading Bay areas. They also have complete access to all areas of the |
| Ground and 1st Floors but cannot go up to the 2nd and 3rd Floors. |
| |
| The best way to acquire this Disguise is at the 1st Floor Mezzanine. At |
| the south end is a Janitor Cart with a Radio. Turn it off to lure the one |
| nearby then knock him out, dump him in the nearby Closet, and take his |
| Disguise. |
| |
| As for Enforcers, there are ten: |
| |
| --One in the Storage area in the Basement. |
| --Two in the IT Room. |
| --One at the east side of the Ground Floor. |
| --A Janitor near the Restrooms. |
| --One at Lost and Found. |
| --Frank. |
| --A Janitor at the south end of the Waiting Lounge on the 1st Floor. |
| --One just outside the Break Room. |
| --A Janitor at the 1st Floor Mezzanine. |
| |
| You can start at the 1st Floor Mezzanine already disguised as a Janitor |
| once you've reached Mastery Level 3. |
0===========================================================================0
0==================0
| Investment Banker \
0===========================================================================0
| These are the people that work the Stock Market on the 2nd Floor. This |
| Disguise consists of dark dress pants and a dress shirt and a tie. As for |
| access you can go into all of the rooms at the Deposit Boxes area but not |
| the Vault, Loading Bay, and IT Rooms. You can go into all areas on both |
| the Ground and 1st Floors. |
| |
| You can also go onto both the 2nd and 3rd Floors. The only room on the |
| 2nd Floor you cannot go into is the Security Hub. On the 3rd Floor the |
| only rooms you can't go into is the Break Room, Director's Office, and |
| Private Chambers. |
| |
| Although you can find a couple of them laying around in the easier |
| difficulties there are two easy ways to acquire this Disguise from |
| people, both on the 2nd Floor. |
| |
| The first is to go into the Restrooms and ambush the one that goes into a |
| stall to snort some Cocaine. Take cover to the left of the door and grab |
| him as he leaves. Dump him in the Container and take his Disguise. |
| |
| The second is to go into the Storeroom and use an object to lure in a |
| Banker from the Stock Market for ambushing. |
| |
| As for Enforcers, there are eleven: |
| |
| --Two in the IT Room in the Basement. |
| --Frank. |
| --Two in the Break Room on the 1st Floor. |
| --Three Bankers at the Stock Market area on the 2nd Floor. |
| --Two Bankers in the Main Hallway. |
| --Fabian Mann. |
| |
| You can start at the Stock Market already disguised as a Banker once |
| you've reached Mastery Level 11. |
0===========================================================================0
0=============0
| Fired Banker \
0===========================================================================0
| This is the person who has been fired by Athena and can only be found on |
| the 1st Floor near the Small Storeroom. The Disguise consists of blue |
| dress pants and a garish looking sweater. As for access, it has the exact |
| same properties as the Investment Banker Disguise (which makes sense |
| since he is, or was, one). |
| |
| The best way to acquire it is to go into the Small Storeroom and, while |
| the door is open, then toss an object in the corner to lure in the nearby |
| Guard. Knock him out, pick up his weapon, and dump him in the Closet. |
| Then repeat the process to lure in and ambush the Banker. |
| |
| As for Enforcers, there are fourteen: |
| |
| --Two in the IT Room in the Basement. |
| --Frank. |
| --Two at the VIP Clients area (one will later go to Interview Room). |
| --One already in the Interview Room. |
| --Two in the Break Room on the 1st Floor. |
| --Three Bankers at the Stock Market area on the 2nd Floor. |
| --Two Bankers in the Main Hallway. |
| --Fabian Mann. |
0===========================================================================0
0==============0
| Job Applicant \
0===========================================================================0
| This is the person going for the interview in the Interview Room and is |
| currently sick in the 1st Floor Restrooms. The Disguise consists of a |
| black suit with a green vest. |
| |
| You can easily ambush him in his stall after opening it with either the |
| Lockpick or Janitor Key. The only difference between this Disguise and |
| the Suit is that you have access to the entire 1st Floor. |
| |
| What's interesting about this Disguise is that you can change the access |
| privileges by doing the interview yourself. The interview consists of |
| matching the Rorschach Card to what they ask you for - either Prosperity, |
| Execution, or Opportunity. |
| |
| Properly matching the Card to their request will greatly expand your |
| access while improper matching will only grant you more limited access. |
| The good news is that the posters behind the interviewers are the answers |
| for the Rorschach Cards. |
| |
| Improper matching means that you become a Bank Teller and now have |
| additional access to the Teller and Lost and Found areas on the Ground |
| Floor but no more than that. |
| |
| Proper matching means that you become an Investment Banker and now have |
| access to the 2nd and 3rd Floors in addition to the Teller areas. The |
| only areas you cannot access on the higher floors is the Security Hub on |
| the 2nd Floor and the Break Room and Director's Office on the 3rd Floor. |
| |
| As for Enforcers, there are two and they are both of the IT Workers in |
| the IT Room in the Basement. |
0===========================================================================0
0==========0
| IT Worker \
0===========================================================================0
| These are the people that keep the computer systems going. There are only |
| two of them and they can be found exclusively in the IT Room playing a |
| game. The Disguise consists of either a green plaid shirt with brown |
| pants or a blue shirt with blue track pants with flamingo slippers. |
| |
| As for access, you can be in the IT Room and Server Room in the Basement |
| but has the same properties as the Suit otherwise. You have access to all |
| of both the Ground and 1st Floors. It is important to point out that you |
| will be frisked if you try to go up the north 1st Floor entrance by the |
| Kitchen. But you won't be frisked if you go up either the west and east |
| sides. |
| |
| You also have access to all of the 2nd Floor except the Security Hub. |
| However, you can't be on the 3rd Floor unless you knock out the Wi-Fi |
| System and Athena calls for assistance. On the 3rd Floor the only area |
| you can't be in is the Private Chambers area. It should be pointed out |
| that you will be frisked if you go up the Staircase. |
| |
| You can acquire this Disguise either by turning off the Fusebox in the |
| Server Room to lure one for ambushing or by grabbing the Kalmer 1 in the |
| southwest corner and quickly shooting them both. |
| |
| As for Enforcers, there are three: both IT Workers and Frank. |
| |
| Although this is not a Guard Disguise this can be considered the master |
| Disguise because you can go through most of the Bank and with only one |
| Enforcer to worry about. All of the main run-throughs listed use this |
| Disguise to get most things done. |
0===========================================================================0
0===============0
| Security Guard \
0===========================================================================0
| These are the standard Guards that patrol most of the bank. They wear the |
| regular police style uniforms which includes a cap. |
| |
| As for access, they can go everywhere in the Basement except the Vault |
| and Loading Bay areas. They have access to all areas on the Ground and |
| 1st Floors. They can also go up onto the 2nd Floor and all areas except |
| the Security Hub. They cannot go onto the 3rd Floor even though they are |
| security. |
| |
| There are two ways to acquire this Disguise. The first is to go to the |
| Storage area in the Basement. At the east end is a Photocopier. Turn it |
| on to lure the one nearby and knock him out when he turns it off. The |
| second way is to ambush the one at the Small Storeroom on the 1st Floor |
| by the Fired Banker. Toss an object in the corner with the door open |
| while inside to lure him in. |
| |
| As for Enforcers, there are seventeen: |
| |
| --One in the Storage area in the Basement. |
| --Two in the IT Room. |
| --Two Guards patrolling the Ground Floor. |
| --Two at the (North) Teller Counter. |
| --One at the (South) Teller Counter. |
| --A Guard at Lost and Found. |
| --A Guard at the south end of the Ground Floor. |
| --Frank. |
| --Mateo Perez. |
| --A Guard at northeast corner of the Waiting Lounge on the 1st Floor. |
| --One at the south end of the VIP Clients area. |
| --A Guard by the Small Storeroom. |
| --One at the Main Hallway on the 2nd Floor. |
| --A Guard outside the Security Hub. |
| |
| You can start at the Deposit Boxes area already disguised as a Guard once |
| you've reached Mastery Level 9. |
0===========================================================================0
0====================0
| High Security Guard \
0===========================================================================0
| These are the highest end Guards for the bank. They wear a black three |
| piece suit with a walkie-talkie and a large badge. They can go everywhere |
| except for two places: the Vault in the Basement and the Private Chambers |
| area on the 3rd Floor. |
| |
| There are two ways to acquire this Disguise. The first is to sneak into |
| the Server Room in the Basement and turn off the Security Lock to lure |
| one of the Guards from the Vault area. Hide in the Container then ambush |
| him when he turns it back on again. The second way is to go into the |
| Restrooms on the 2nd Floor and use the Sink closest to the door to lure |
| the one just outside for ambushing. |
| |
| As for Enforcers, there are twenty: |
| |
| --Two in the IT Room in the Basement. |
| --A Guard in the east half of Vault Security. |
| --One at the northwest corner of the Ground Floor. |
| --One in the Teller Ship. |
| --One at the (South) Teller Counter. |
| --One at the west side of the Ground Floor near the Waiting Lounge. |
| --One at the south end of the Ground Floor. |
| --Frank. |
| --Mateo Perez. |
| --One at the southeast corner of the VIP Clients area on the 1st Floor. |
| --One in the Main Hallway on the 2nd Floor. |
| --Two Guards in the Security Hub. |
| --A Guard by the Conference Room on the 3rd Floor. |
| --Two in the Reception Area. |
| --A Guard in the Director's Office. |
| --Athena and her personal Guard. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NYK6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=================0
| Camera Placement \
0===========================================================================0
| With most Cameras on all Main Story missions the number of them change |
| depending on the difficulty. On this mission, however, they do not. |
| Therefore all of the Cameras listed are for both Professional and Master |
| difficulties. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
There are a total of twenty three Cameras located around the Bank. At the
Basement there are six:
0=========================================================================0
| Two inside the hallway at the Deposit Boxes area. |
|-------------------------------------------------------------------------|
| One looking at the Small Storeroom. |
|-------------------------------------------------------------------------|
| One at the south side of the Loading Bay. |
|-------------------------------------------------------------------------|
| One at the southwest corner outside of Vault Security. |
|-------------------------------------------------------------------------|
| One in front of the Vault. |
0=========================================================================0
On the Ground Floor there are six:
0=========================================================================0
| Two at the (South) Teller Counter. |
|-------------------------------------------------------------------------|
| One by the glass door inside the Lost and Found area. |
|-------------------------------------------------------------------------|
| On the wall just before the stairs going up to the Waiting Lounge. |
|-------------------------------------------------------------------------|
| On the wall at the very east side between the stairs going up to the |
| 1st Floor Mezzanine and down to the Storage area. |
|-------------------------------------------------------------------------|
| One near the Restrooms. |
0=========================================================================0
On the 1st Floor there are five:
0=========================================================================0
| By the door at the northeast corner of the Waiting Lounge. |
|-------------------------------------------------------------------------|
| Above the door at the north end of the VIP Clients area. |
|-------------------------------------------------------------------------|
| On the wall at the top of the stairs west of the Guard outside of the |
| Kitchen. |
|-------------------------------------------------------------------------|
| At the east end of the North Hallway. |
|-------------------------------------------------------------------------|
| One halfway up the east stairs to the 2nd Floor. |
0=========================================================================0
On the 2nd Floor there are three:
0=========================================================================0
| One halfway up the Staircase to the 3rd Floor. |
|-------------------------------------------------------------------------|
| One halfway up the north stairs to 3rd Floor. |
|-------------------------------------------------------------------------|
| One above the east door to the Security Hub. |
0=========================================================================0
On the 3rd Floor there are three:
0=========================================================================0
| One near the door to the Conference Room. |
|-------------------------------------------------------------------------|
| One at the north side of the Reception Area. |
|-------------------------------------------------------------------------|
| One by the door to the Private Chambers area in the Director's Office. |
0=========================================================================0
The Recorders for the Cameras can be found inside the west room of the Vault
Security area in the Basement, the 2nd Floor Security Hub, and the Private
Chambers at the 3rd Floor Director's Office. The easiest to destroy is the
one at 2nd Floor Security Hub because you can easily shoot the Recorder from
the Restrooms when the standing Guard inside the Hub isn't looking in your
direction.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NYK7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| The [Brute Force], [Expediter 47], and [Ocean's 47] Challenges are moved |
| from the Discovery tab to the Feats tab. The [Seven Figures] and [You're |
| Hired] Challenges are moved from the Feats tab to the Discovery tab. |
| |
| Two new Mission Story Challenges are added to the Feats tab and are 1,000 |
| XP each: |
| |
| --[Mission Story - The Job Interview] |
| --[Mission Story - On And Off Again] |
| |
| The number of Mastery Levels has been increased from fifteen to twenty |
| with the rewards being more spread out including four Levels with no |
| unlocks. |
| |
| Finally, the ICA Electrocution Phone has been removed. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple keys that you will find in this mission: |
0===========================================================================0
| Janitor Key | This Key opens all non-carded doors plus an exit |
| | point on the 1st Floor. |
|---------------------+-----------------------------------------------------|
| CEO Key | This Key opens the Private Chambers door. |
|---------------------+-----------------------------------------------------|
| Deposit Box 429 Key | This Key opens one specific Deposit Box. |
|---------------------+-----------------------------------------------------|
| Deposit Master Key | This Key opens all Deposit Boxes. |
|---------------------+-----------------------------------------------------|
| Money Transport Key | This Key opens an exit point in the Loading Bay. |
|---------------------+-----------------------------------------------------|
| CEO Key | This Key opens the Private Chambers door. |
|---------------------+-----------------------------------------------------|
| Security Keycard | This Keycard opens almost all keycarded doors. |
|---------------------+-----------------------------------------------------|
| Vault Keycard | This Keycard disables the Vault Security System and |
| | the Lasers inside the Vault. |
|---------------------+-----------------------------------------------------|
| CEO Exit Keycard | This Key opens an exit point near the 2nd Floor |
| | Security Hub plus a private area near the Stock |
| | Market on the 2nd Floor (South Mezzanine). |
0===========================================================================0
0=================================0
| Janitor Key and Security Keycard \
0===========================================================================0
| As noted the Janitor Key opens all non-keycarded doors (even the Private |
| Chambers) and the Cabinets and the Security Keycard opens most of the |
| keycarded ones. Both of them can easily be acquired in the IT Room and |
| therefore you won't need to bring a Lockpick or Scrambler. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
**NOTE: Most of the Challenges can be acquired in the first run-through.
Therefore there are only two for this section.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Going Out On Top \
0===========================================================================>
This initial run-through is designed to acquire most of the Challenges
including [Chameleon] and will use multiple game saves.
When planning bring the Silverballer, Coins, a Briefcase with the Sieger
300 Ghost, and, being that this is the first run-through, you will be
starting at the Bank Entrance.
When you start then run to the Restrooms and to the unoccupied stall. Drop
the Briefcase here, leave but close the door behind you, and go to the east
side of the (North) Teller Counter. Here you should be able to talk to a
Teller. Talk to him about opening an account and he should take you to a
Privacy Booth. He will turn on the blinds and begin talking to you about an
account.
As he is talking then place a Coin near the Frosted Glass Controls and
wait. After he finishes then he will turn around and see the Coin. Subdue
him, dump him in the Closet, and switch into the Bank Teller Disguise -
take the Janitor Key too. Go to the Teller Ship area and grab the Earphones
plus the Deposit Box 429 Key from here then go back to the Restrooms.
Inside the occupied stall are two people that are planning to rob the Bank.
Bring out your Coins, open the door, and toss one near the Container to
lure out the woman. Subdue her, dump her in the Container, and take the
Crowbar and Knife. Repeat the process with the man and grab his DAK X2. Go
into the stall to find a large bag with the Bank Robber Disguise. Switch
into and out of it and leave.
Go to the east side of the floor and go down the stairs to the Storage
area. Grab the Emetic Rat Poison and Coin off of the Janitor Cart then go
into the IT Room. In the northeast corner are both IT people playing a game
and too occupied to notice you. In the southwest corner is the Kalmer 1.
Grab it, get a good shot at both of them, then shoot one, quickly reload
and shoot the other. This should take them both down without any issues. Go
over to the one in the plaid green shirt then take his Disguise and
Security Keycard. Go into the Server Room, grab the Screwdriver, and turn
off the Local Network.
On the wall should be a regular Fusebox and another different looking one
for the Security Lock for the Vault Button. Turn off the Security Lock to
lure one of the High Security Guards to it. Stay outside and wait for him
to enter the Server Room. Knock him out when he turns it on and switch into
his Disguise.
While this is going on then the Receptionist should call down there for
help and this will safely allow you up to the 3rd Floor. Go to the glass
door to the Vault area and enter them to complete [The Heist] Mission
Story. Go back out and into Room 0-399. Grab the Money Transport Key from
the sleeping Guard then go into the next room. Go into the southwest corner
and open the Deposit Box there to acquire the Cronkite Report.
Go back to the Server Room to re-acquire the IT Worker Disguise then go
back upstairs and to the Lost and Found area. Go inside and grab another
Emetic Rat Poison then go to the Fusebox and turn it off and lure out one
of the Guards from the Break Room. Go out the other door and wait for him
to get to it. Knock him out when he turns it on and dump him in the nearby
Closet.
Go into the Break Room and subdue the remaining Guard. Go to the Vent and
use the Screwdriver on it and drop the Folding Knife down it which should
take it to the Vault Security room below. Grab the Vodka Bottle, the
Leather Briefcase, and leave.
Go through the glass doors and down to the Basement near the Loading Bay
area. You should also see the doors to the Vault Security rooms. Near the
doors is a Container and a Cabinet. Open the Cabinet to acquire the
Chloroform Flask.
Go to the Loading Bay and use the Flask on the Air Conditioner. Near the
door to Vault Security is the Air Conditioner Controls. Use it to turn on
the Air Conditioner and knock out all three Guards inside.
Turn it off and go inside. One of the Guards in the east room should have
the Deposit Master Key which opens all Deposit Boxes including a special
one in the corner. Opening it will reveal the Vault Security Keycard which
is used to disable the Vault Security lock and Lasers inside the Vault. The
Vault Security System is in the corner nearby.
However, one of the Challenges requires that you use the Crowbar on the
Vault Button outside and using the card swipe in the corner won't allow you
to do that. There is another way to turn off the Vault Security and that is
with the Security Lock in the Server Room. Disable the Security Lock and go
back to the Button. Use the Crowbar to remove the shielding then push the
button to open the Vault.
Go inside and turn off the Lasers with the card swipe then go forward to
the Datacore. Grab it and put it in the Briefcase. Grab one of the Goldbars
before leaving. Go into the Storage area and to the Photocopier. Drop the
Briefcase near the Container and turn on the Photocopier to lure the nearby
Guard to it. Bring out the Goldbar and wait for him to turn off the
machine.
Throw stun him with the Goldbar and bring the Datacore out of the
Briefcase. Sneak up on the female janitor and throw stun her with the
Datacore. Drag both bodies and hide them in the Closet and switch into and
out of the Security Guard Disguise. Put the Datacore back in the Briefcase
and run back up to the Ground Floor Restrooms.
Drop the Briefcase in the stall with the Bank Robber Disguise then go into
the other one and re-acquire the one with the Sniper Rifle. Go back to the
east side and go up the stairs to the 1st Floor Mezzanine. Turn off the
Radio to lure the nearby Janitor to it and hide in the Closet.
When he gets to it then leave the Closet, knock him out when he turns the
Radio on, dump him in the Closet, and switch into and out of the Janitor
Disguise. Go to the Guard standing at the railing, knock him out, and dump
him in the Closet. Grab the Briefcase and go to the cart with the trio of
large plants. Bring out the Sniper Rifle and look out towards the large
Chandeliers.
Here you should see a lone Pigeon flying in a circle around one of them.
One of the Challenges requires that you shoot this Pigeon. The use of the
Sieger 300 allows you to use its slow motion feature to better aim at your
targets. Get the reticle close to the Pigeon, gently pull the trigger to
use the slow-mo, and shoot it to knock it out of the air.
Put the Rifle back in the Briefcase and head towards the Small Storeroom to
the north. Nearby is a Guard and the Fired Banker who is pacing around. Go
inside the Storeroom and toss the Briefcase in the corner near the
Wastebasket to lure in the Guard. Knock him out and dump him in the Closet
- take his weapon.
Go back out and wait for the Fired Banker to walk away from his Bottle
before using the Emetic Rat Poison on it then go back into the Storeroom -
grab the Briefcase. When he gets sick then he will go in here to throw up.
Knock him out, dump him in the Closet, and switch into and out of his
Disguise. Leave the Storeroom and leave the Briefcase in there.
Go to the doors at the North Hallway, close them, and place a Coin on the
floor near them. It will take awhile but Mateo will eventually make his way
down the stairs from the 2nd Floor and see the Coin. Knock him out, take
his Backup Drive, and drag him to the Small Storeroom for hiding.
After this then run to the Waiting Lounge Restrooms and into the unoccupied
stall. Grab the Lead Pipe and look through the Peephole. Go into the other
stall when the occupant is throwing up, knock him out, and take his
Disguise. Go to the south end of the VIP Clients area and talk to the woman
there. This should also complete [The Job Interview] Mission Story.
She will lead you to the Interview Room. Sit down and begin the Interview.
As mentioned in the Disguises section you need to match the Rorschach Card
to either Prosperity, Execution, or Opportunity. The answers are on the
posters behind the interviewers. Correctly answering them will allow you
access to the 3rd Floor and complete another Challenge.
After the interview then go into the North Hallway and wait. Frank, the
retiring Security Guard, will be going through here eventually. Knock him
out and put him in one of the round nooks for hiding. Go back to the
Restrooms to re-acquire the IT Worker Disguise then back to the North
Hallway and up the stairs to the 2nd Floor.
Stay by the Closet at the top and use your Instinct to keep an eye open for
the Banker that goes into the Restrooms. He goes into one of the stalls to
snort some Cocaine. When he enters the stall then go into the Restrooms and
take cover to the left of the door. Grab him when he exits, dump him in the
Container, and switch into and out of his Disguise. This should also
complete the [Chameleon] Challenge.
Go into the other stall and open the Cabinet to acquire the Lethal Poison
Pill Jar. Sneak into the Security Hub then go into both the Staircase and
Stock Market areas to put them on the map.
Go up the north stairs to the 3rd Floor and into the Conference Room and
near the large mirror. This should also complete the [On and Off Again]
Mission Story. Use your Instinct to keep an eye on Athena. When she enters
the Private Chambers then make a game save:
>>Mirror, Mirror, on the Wall
***************************
Bring out your Silverballer and shoot her in the head through the
mirror. After the notifications pop up then reload the save.
>>Whistleblower
*************
When you get back then place the Cronkite Report on the table near
the mirror and walk away. After the notifications pop up then reload
the save.
When you get back then go back down to the Ground Floor and to the
northeast corner to find a woman with red hair. This is Ruby Red and she
is a reporter looking for a big story involving the Bank. The Cronkite
Report is what she is looking for and giving it to her should complete [The
Expose] Mission Story.
Go back up to the Storeroom on the 2nd Floor and wait for the Market to
crash which will make Athena come down there. Wait here for her to talk on
her phone at the South Mezzanine and go up before going back up to the 3rd
Floor via the north stairs. Go to the halfway platform in the Staircase and
place a Coin on the floor by the large plant.
When Fabian comes by then he should see the Coin and go for it. Knock him
out and drag him partway up the stairs to hide him. Grab his Backup Drive
then go into the Office. Let Athena see you and talk to you before doing
anything else.
After she finishes with you then go to the northeast section and to where
the Tokens are displayed. Take cover at the end of the table and wait.
When Athena is inside the Chambers then one of the Guards should move to a
pillar near your position. Toss a Coin and your feet to lure him to you.
Grab him, take his weapon, and drag him to the Closet inside the Break Room
for hiding. Sneak back out and to the chair closest to the other standing
Guard.
Wait for Athena to come out then go back in again before sneaking up on him
and knocking him out. Grab his weapon and dump him in the Container closest
to the Chambers. Go inside the Chambers area and hide in the alcove across
from the door. When she leaves then she will stand for a bit in front of
the painting and leave.
When she is far enough away then exit the alcove and go to the Chambers
door. Throw stun the Guard and dump him in the Container. Go into the
Chambers to grab the CEO Exit Keycard. This should also complete full
exploration of the map. Leave the Chambers, wait for Athena to go back into
it, and make a game save:
>>Hold My Hair
************
Place the Vodka Bottle on the cart near the Chambers area and use the
Emetic Rat Poison on the Glass. When she drinks from it and gets sick
then she will go down to the 2nd Floor Restrooms to vomit. As she is
going down then go to her computer and move up her meeting. Run ahead
of her and wait in the Restrooms. Drown her and pick up her Backup
Drive. After the notifications pop up then reload the save.
>>A Drink to Die For
******************
When you get back then place the Bottle on the cart again and this
time use the Lethal Poison Pill Jar on the Glass. When she drops dead
then reload the save.
>>Piano Man
*********
When you get back then bring out the Earphones, go up behind her, and
garrote her. After the notifications pop up then reload the save.
When you get back then go to the east side of the Office and turn on the
Gramophone. This should lure Athena to it. She will then turn it off and go
to her Banker of the Year Award. When she stops then go up behind her and
kill her with it.
After this then go back down to the Ground Floor Restrooms, grab the
Briefcase with the Datacore, and make a game save:
>>Heavy Exfiltration
******************
Go down to the Basement and to the Loading Bay. Use the Armored Car
to leave the mission. When you get to the menu after the cutscene
then reload the save.
When you get back then go back down to the Ground Floor Restrooms, grab the
Briefcase with the Datacore, then run back up to the CEO exit point on the
2nd Floor to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Seven Figures [1,000 XP]
************************
For this you need to open an account with the Bank.
>>Maintenance Man [1,000 XP]
**************************
For this you need to acquire the Janitor Key.
>>The Other Frank [1,000 XP]
**************************
For this you need to acquire the Bank Robber Disguise.
>>The IT Individual [1,000 XP]
****************************
For this you need to acquire the IT Worker Disguise.
>>Access Granted [1,000 XP]
*************************
For this you need to acquire the Security Keycard.
>>Mission Story - The Heist [2,000 XP]
************************************
For this you need to enter the Vault area through the glass doors
while disguised as a High Security Guard.
>>Open Sesame! [1,000 XP]
***********************
For this you need to open a Deposit Box.
>>Sensitive Files [1,000 XP]
**************************
For this you need to acquire the Cronkite Report.
>>Where Did it Go? [1,000 XP]
***************************
For this you need to drop an object down a Vent.
>>Breath of Bad Air [1,000 XP]
****************************
For this you need to use the Chloroform Flask on the Air Conditioner
and use it to knock out the Vault Security Guards.
>>Brute Force [1,000 XP]
**********************
For this you need to use a Crowbar to remove the shielding from the
Vault Button.
>>Ocean's 47 [1,000 XP]
*********************
For this you need to enter the Vault.
>>Hard Core [2,000 XP]
********************
For this you need to acquire the Datacore.
>>Show Me the Money [1,000 XP]
****************************
For this you need to throw stun someone with a Goldbar.
>>You've Been Served [1,000 XP]
*****************************
For this you need to throw stun someone with the Datacore.
>>Due You Even Care [1,000 XP]
****************************
For this you need to shoot a lone Pigeon flying above the Teller Hall
on the Ground Floor.
>>Injury to Insult [1,000 XP]
***************************
For this you need to emetic poison the Fired Banker.
>>The Sweater [1,000 XP]
**********************
For this you need to acquire the Fired Banker Disguise.
>>Peeping Tom [1,000 XP]
**********************
For this you need to look through the Peephole in the Waiting Lounge
Restrooms.
>>The Applicant [1,000 XP]
************************
For this you need to acquire the Job Applicant Disguise.
>>Mission Story - The Job Interview [1,000 XP]
********************************************
For this you need to acquire the Job Applicant Disguise and go to the
interview.
>>You're Hired! [2,000 XP]
************************
For this you need to successfully complete the job interview by
correctly answering their questions regarding the Rorschach Cards.
>>I'm Getting Too Old for This... [1,000 XP]
******************************************
For this you need to knock out Frank, the retiring Security Guard.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Bank Robber ++Bank Teller
++Janitor ++Investment Banker
++Fired Banker ++Job Applicant
++IT Worker ++Security Guard
++High Security Guard
>>Have You Tried Turning It Off and On Again? [1,000 XP]
******************************************************
For this you need to turn off the Network so you can go up to the 3rd
Floor then go up there.
>>Mission Story - On And Off Again [1,000 XP]
*******************************************
For this you need to acquire the IT Worker Disguise, turn off the
Network, and go to the 3rd Floor.
>>The CEO [4,000 XP]
******************
For this you need to kill Athena Savalas.
>>Mirror, Mirror, on the Wall [2,000 XP]
**************************************
For this you need to kill Athena by shooting her through the
Conference Room mirror.
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Whistleblower [1,000 XP]
************************
For this you need drop the Cronkite Report off inside the Conference
Room.
>>Mission Story - The Expose [2,000 XP]
*************************************
For this you need to give the Cronkite Report to Ruby Red on the
Ground Floor.
>>Insider Trading [1,000 XP]
**************************
For this you need to crash the Stock Market.
>>Behind Closed Doors [2,000 XP]
******************************
For this you need to enter the Private Chambers.
>>Discover Milton-Fitzpatrick [1,000 XP]
**************************************
For this you need to reveal all 18 Undiscovered Areas in
Milton-Fitzpatrick.
>>Expediter 47 [1,000 XP]
***********************
For this you need to move up her meeting on her computer.
>>Hold My Hair [2,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Triple Core [2,000 XP]
**********************
For this you need to acquire all three Backup Drives.
>>A Drink to Die For [2,000 XP]
*****************************
For this you need to kill Athena by poisoning her Vodka.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Piano Man] and the following Challenges done earlier:
++Straight Shot ++Hold My Hair
++Someone Could Hurt Themselves ++Tasteless, Traceless
>>Pride Goeth Before Destruction [2,000 XP]
*****************************************
For this you need to kill Athena with her Award.
>>Heavy Exfiltration [1,000 XP]
*****************************
For this you need to leave the mission via the Armored Car in the
Loading Bay in the Basement.
>>Executive Exfiltration [1,000 XP]
*********************************
For this you need to leave the mission via the CEO exit point on the
2nd Floor.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0=====================0
| Time's Up [2,000 XP] \
0===========================================================================>
For this you need to make Athena fall through the giant glass Clock. This
last run-through will also finish the last Mission Story and acquire the
last exit point Challenge. When planning bring the Coins and start at the
1st Floor Mezzanine.
When you start then go down the stairs to the Storage area, while avoiding
the Enforcers, then into the IT Room. Grab the Kalmer 1 and shoot both IT
Workers. Acquire the IT Worker Disguise, the Security Keycard, and the
Janitor Key. Go into the Server Room and turn off the Local Network.
Go back upstairs and to the Lost and Found area then go inside the Break
Room and get the Leather Briefcase. Go through the glass doors and down to
the Basement. Open the Cabinet to acquire the Chloroform Flask. Go to the
Loading Bay and use the Flask on the Air Conditioner then use the Controls
by the door the knock out the Guards.
Turn it off and go inside. Get the Deposit Master Key and the Vault
Security Keycard. Use the Keycard to disable the Vault Security System. Go
out and push the button to open the Vault.
Go inside and turn off the Lasers with the card swipe then go forward to
the Datacore. Acquire it and put in the Briefcase. After this then go to
the Small Storeroom on the 1st Floor. Grab the Wrench just outside then go
inside and grab the Crowbar. Open the door and toss the Briefcase in the
corner near the Wastebasket to lure in the Guard. Knock him out and dump
him in the Closet - take his weapon.
Open the door again and toss the Briefcase in the corner again to lure in
the Banker. Knock him out and dump him in the Closet.
Go up to the 3rd Floor through the north stairs then into the Break Room.
Drop off the Briefcase and sneak into the Office and to where the Tokens
are displayed. Take cover at the end of the table and wait.
As before, go and remove the three Guards in the area. First is the one at
the pillar close to you when Athena goes to the Chambers then the one by
the desk, and throw stun her personal Guard. After getting rid of them then
leave the Office and go back down to the Small Storeroom to acquire the
Fired Banker Disguise then go up to the Receptionist Desk and talk to Tim
Butch, the Receptionist, so you can safely go inside.
Sit down and stay in the chair until she tells you "Good day, Mr. Jackson"
then go back into the Break Room. Wait here until she goes back to the
Chambers before sneaking back inside and crouching by the dresser east of
her desk.
When she comes back and leans against the Clock again then run up behind
her and push her through it to kill her. Go back to the Break Room to
re-acquire the Briefcase and run to the Maintenance Doors on the 1st Floor
to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Mission Story - Hostile Termination [2,000 XP]
**********************************************
For this you need to enter the Director's Office as the Fired Banker.
>>Where is My Stapler? [1,000 XP]
*******************************
For this you need to sit in the chair inside the Director's Office as
the Fired Banker long enough for Athena to tell you you're fired.
>>Time's Up [2,000 XP]
********************
For this you need to make Athena fall through the giant glass Clock.
>>Superintendent Exfiltration [1,000 XP]
**************************************
For this you need to leave the mission via the Maintenance Doors on
the 1st Floor.
Plus these other Challenges:
--The IT Individual --Access Granted
--Maintenance Man --Breath of Bad Air
--Ocean's 47 --Hard Core
--MS: On And Off Again --Have You Tried Turning It Off and
On Again?
--The Sweater --The CEO
--Someone Could Hurt Themselves --Silent Assassin
0===========================0
| The Great Thief [2,000 XP] \
0===========================================================================>
For this you need to eliminate Athena with the Golden Sawed-Off Bartoli
12G. You should also earn the Golden Sawed-Off Bartoli 12G for your
collection.
This Shotgun can only be acquired a certain way within the mission and
requires the Bank Robber Disguise. The good news is that if you are at or
beyond Mastery Level 17 then you can start at the Loading Bay as a Bank
Robber instead of trying to acquire the Disguise on the Ground Floor.
Although you are using a Shotgun to kill Athena you can still get Silent
Assassin here.
When planning bring the Lockpick, Emetic Poison Vial, and start at the
Loading Bay. When you start then run to the other side and grab the Claw
Hammer. Climb up to the dock and go to the Cabinet by the door into the
Vault Security Room. Open it to acquire the Chloroform Flask then turn on
the AC to lure out one of the Guards.
Hide in the nearby stairwell until he gets into position then knock him out
with the Claw Hammer when he turns it off. Dump him into the Container and
take his Disguise. Turn on the AC again and you should lure the patrolling
Guard thet hangs just outside the Vault Security Room. Knock him out when
he turns it off and dump him in the Container.
Go back to the Loading Bay and use the Flask on the AC then go back and
turn it on to knock out the remaining two Guards. Turn it off then go
inside and drag the bodies into the other room. Pick up the Security
Keycard and the Deposit Master Key.
Acquire the Vault Keycard and use it to unlock the button. Go to the button
and push it to open the Vault but walk out and to the Deposit Boxes while
it opens. Go into room 0-399 and acquire the Money Transport Key then go
back to the Container to re-acquire the Bank Robber Disguise. Go back into
the Vault and turn off the lasers.
Now to acquire the Golden Shotgun. According to MrFreeze2244 you need to
acquire all seven Goldbars in the same area as the Datacore while disguised
as the Bank Robber to make a pile of Goldbars appear in the center of the
Vault and where the Golden Shotgun should be laying on top.
Grab the Shotgun then take the Datacore. Go back to the Container to
re-acquire the Guard Disguise and drop the Datacore near the drivers side
door of the Money Transport Truck.
From here then go to the Ground Floor Break Room near Lost and Found to
acquire the Vodka Bottle. Next, go up to the Investment Floor and stay in
the stairwell near the Restroom and wait for the Investment Banker to go
here to snort some cocaine. Carefully follow him in, knock him out, and
dump him in the Container outside the stall.
Go up to Athena's Office and wait by the cart where the Vodka Bottle goes
but wait for her to go into her Private Chambers and for the nearby Guard
to go to the other side of the room before poisoning her Glass with the
Emetic Poison and dropping off the Vodka Bottle. Run back down to the
Investment Floor Restroom and wait.
She will eventually drink and get sick and come down here by herself. When
she starts throwing up then knock her out and drag her to the Container.
Shoot her in the head with the Golden Shotgun and quickly dump the body.
If done right then you might not get any attention from the Guards. If you
do then hide in the other stall. When it is safe then make your way back
down to the Loading Bay, grab the Datacore, and leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
--Breath of Bad Air --Access Granted
--Ocean's 47 --Hard Core
--Straight Shot --Silent Assassin
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
When planning bring the Krugermeier, Coins, ICA Titanium Crowbar, place the
Sieger 300 Ghost into the Loading Bay, and start at the Bank Entrance. When
you start then run to the east side and near the stairs going down to the
Basement.
You can't go past the Guard but there is a cart with large plants that will
block his view. Wait for the patrolling Guard to pass before climbing over
the railing and shimmy right to the halfway platform then drop down. Sneak
down then head to the archway at the west side.
Sneak into the IT Room, grab the Kalmer 1, stand up, and quickly shoot both
of the IT people. Grab the Janitor Key and the Security Keycard from the IT
person. Go into the Deposit Boxes area and stay by the glass door long
enough for the Guard just inside to go into the Vault Security room.
Go up to the Ground Floor and enter the Lost and Found area. Use the
Keycard to go back down then go to the Cabinet and open it to acquire the
Chloroform Flask. Go to the Loading Bay to retrieve the Briefcase, grab the
Claw Hammer, and use the Flask on the Air Conditioner.
Go to the Air Conditioner Controls by the door and use it to knock out all
four Guards. Go inside to the east half, drop the Briefcase, retrieve the
Sieger 300 Ghost, and holster it. Grab the Deposit Master Key from one of
the Guards and open the Box in the corner to acquire the Vault Keycard. Use
it on the Vault Security System in the corner to open up the Vault Button
and pick up the Briefcase.
Go to the Vault Button and press it to enter the Vault. Disable the Lasers
then go and acquire the Datacore and put it in the Briefcase. Sneak back
out of the Vault and into the Storage area again. Sneak up the stairs and
stay on the right side as you go up to the 1st Floor Mezzanine. Go to the
Radio and turn it off to lure the Janitor then hide in the Closet.
When he gets there then go out, knock him out when he turns it on, and dump
him in the Closet. Sneak north all the way to the corner by the Small
Storeroom. When both the Fired Banker and Guard are together at the far end
then sneak into the Storeroom, go behind the door, and toss the Briefcase
in the corner by the Wastebasket. This should lure in the Guard and bring
out the Claw Hammer.
When he gets to the Briefcase then close the door, knock him out, and dump
him in the Closet. Take cover to the left of the door, open it, and toss
the Claw Hammer towards the Wastebasket to lure the Banker and close the
door. If the door opens in then knock him out when he gets to the
Briefcase. If the door opens out then grab him.
Once he is down then dump him in the Closet and take the Briefcase. Go up
the stairs to the 2nd Floor and to the Closet at the top. Close the door
and use the Crowbar on the Fusebox to expose the switches. Turn it off to
lure the standing Guard inside the Security Hub. Hide in the Closet and
wait for him to get into position.
When he gets there then exit the Closet, close the doors, then knock him
out when he turns the Fusebox back on.
After knocking him out then dump him in the Closet, grab the Briefcase and
the Guard's dropped Pistol, wait by the doors, and use your Instinct. When
the Banker goes into the Restrooms to snort some Cocaine then sneak into
the Restrooms and take cover to the left of his stall door. Grab him when
he exits and dump him in the Container. Leave the Briefcase where you
dropped it and go to the Sinks.
Turn on the one closest to the doors to lure in the Guard outside. Go back
to the Container and wait for the doors to close before sneaking up on him
and knocking him out with the Claw Hammer. Dump him in the Container and
re-acquire the Briefcase. Sneak into the Security Hub and sneak out the
west door. Enter the north stairway to the 3rd Floor then go up to the
halfway platform.
Drop the Briefcase here and proceed up to the Reception Area. Take cover at
the wooden divider then quickly change cover to the marble planter when the
Receptionist takes a phone call. Jump over the planter and enter the Break
Room. Take cover to the left of the door and toss the Claw Hammer on the
floor at your feet to lure the Receptionist. Grab him then dump him in the
Closet. This will prevent him from being a problem later.
Sneak into the Office and to where the Tokens are displayed. Take cover at
the end of the table and wait. When Athena is inside the Chambers then one
of the Guards should move to a pillar near your position. Toss a Coin and
your feet to lure him to you. Grab him, take his weapon, and drag him to
the Closet inside the Break Room for hiding. Sneak back out and to the
chair closest to the other standing Guard.
Wait for Athena to come out then go back in again before sneaking up on him
and knocking him out. Grab his weapon and dump him in the Container closest
to the Chambers. Go inside the Chambers area and hide in the alcove across
from the door. When she leaves then she will stand for a bit in front of
the painting and leave.
When she is far enough away then exit the alcove and go to the Chambers
door. Throw stun the Guard and dump him in the Container. Enter the
Chambers and grab the CEO Exit Keycard and go to the door back to the
Office. Use your Instinct and wait.
When she sits down at her desk then open the doors and shoot her in the
head with the Rifle. Drop the Rifle, grab her body, and dump her in the
Container. Go back through the Break Room and to the stairway to re-acquire
the Briefcase. From here then go to the nearby CEO exit point to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--Maintenance Man --Access Granted
--Breath of Bad Air --Ocean's 47
--Hard Core --Behind Closed Doors
--The CEO --Straight Shot
--Executive Exfiltration
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The New York Challenge Run |##########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon] using only the weapons and
items you have in your inventory and starting at Mastery Level 1. So you will
be starting at the Front Entrance.
Most of this is based on the initial run-through done earlier but has been
changed to make it into a non-game save branching run. All five of the
Mission Stories can easily be done in one run as well. As for Athena, all of
her kill Challenges are 2,000 XP each and you usually get two Challenges when
you kill her for a total of 4,000 XP.
To this end I'm going to use the Emetic Rat Poison on her so I can kill her
in the 2nd Floor Restrooms for safe, quiet disposal.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When planning bring the Silverballer, Coins, a Briefcase with the Sieger 300
Ghost, and start at the Bank Entrance.
When you start then run to the Restrooms and to the unoccupied stall. Drop
the Briefcase here, leave but close the door behind you, and go to the east
side of the (North) Teller Counter. Here you should be able to talk to a
Teller. Talk to him about opening an account and he should take you to a
Privacy Booth. He will turn on the blinds and begin talking to you about an
account.
As he is talking then place a Coin near the Frosted Glass Controls and wait.
After he finishes then he will turn around and see the Coin. Subdue him, dump
him in the Closet, and switch into the Bank Teller Disguise - take the
Janitor Key too. Go to the Teller Ship area and grab the Earphones plus the
Deposit Box 429 Key from here then go back to the Restrooms.
Inside the occupied stall are two people that are planning to rob the Bank.
Bring out your Coins, open the door, and toss one near the Container to lure
out the woman. Subdue her, dump her in the Container, and take the Crowbar
and Knife. Repeat the process with the man and grab his DAK X2. Go into the
stall to find a large bag with the Bank Robber Disguise. Switch into and out
of it and leave.
Go to the east side of the floor and go down the stairs to the Storage area.
Grab the Emetic Rat Poison and Coin off of the Janitor Cart then go into the
IT Room. In the northeast corner are both IT people playing a game and too
occupied to notice you. In the southwest corner is the Kalmer 1.
Grab it, get a good shot at both of them, then shoot one, quickly reload and
shoot the other. This should take them both down without any issues. Go over
to the one in the plaid green shirt then take his Disguise and Security
Keycard. Go into the Server Room, grab the Screwdriver, and turn off the
Local Network.
On the wall should be a regular Fusebox and another different looking one for
the Security Lock for the Vault Button. Turn off the Security Lock to lure
one of the High Security Guards to it. Stay outside and wait for him to enter
the Server Room. Knock him out when he turns it on and switch into his
Disguise.
While this is going on then the Receptionist should call down there for help
and this will safely allow you up to the 3rd Floor. Go to the glass door to
the Vault area and enter them to complete [The Heist] Mission Story. Go back
out and into Room 0-399 then go into the next room. Go into the southwest
corner and open the Deposit Box there to acquire the Cronkite Report.
Go back to the Server Room to re-acquire the IT Worker Disguise then go back
upstairs and to the Lost and Found area. Go inside and grab another Emetic
Rat Poison then go to the Fusebox and turn it off and lure out one of the
Guards from the Break Room. Go out the other door and wait for him to get to
it. Knock him out when he turns it on and dump him in the nearby Closet.
Go into the Break Room and subdue the remaining Guard. Go to the Vent and use
the Screwdriver on it and drop the Folding Knife down it which should take it
to the Vault Security room below. Grab the Vodka Bottle, the Leather
Briefcase, and leave.
Go through the glass doors and down to the Basement near the Loading Bay
area. You should also see the doors to the Vault Security rooms. Near the
doors is a Container and a Cabinet. Open it to acquire the Chloroform Flask.
Go to the Loading Bay and use the Flask on the Air Conditioner. Near the door
to Vault Security is the Air Conditioner Controls. Use it to turn on the Air
Conditioner and knock out all three Guards inside.
Turn it off and go inside. One of the Guards in the east room should have the
Deposit Master Key which opens all Deposit Boxes including a special one in
the corner. Opening it will reveal the Vault Security Keycard which is used
to disable the Vault Security lock and Lasers inside the Vault. The Vault
Security System is in the corner nearby.
However, one of the Challenges requires that you use the Crowbar on the Vault
Button outside and using the card swipe in the corner won't allow you to do
that. There is another way to turn off the Vault Security and that is with
the Security Lock in the Server Room. Disable the Security Lock and go back
to the Button. Use the Crowbar to remove the shielding then push the button
to open the Vault.
Go inside and turn off the Lasers with the card swipe then go forward to the
Datacore. Grab it and put it in the Briefcase. Grab one of the Goldbars
before leaving. Go into the Storage area and to the Photocopier. Drop the
Briefcase near the Container and turn on the Photocopier to lure the nearby
Guard to it. Bring out the Goldbar and wait for him to turn off the machine.
Throw stun him with the Goldbar and bring the Datacore out of the Briefcase.
Sneak up on the female janitor and throw stun her with the Datacore. Drag
both bodies and hide them in the Closet and switch into and out of the
Security Guard Disguise. Put the Datacore back in the Briefcase and run back
up to the Ground Floor Restrooms.
Drop the Briefcase in the stall with the Bank Robber Disguise then go into
the other one and re-acquire the one with the Sniper Rifle. Go back to the
east side and go up the stairs to the 1st Floor Mezzanine. Turn off the Radio
to lure the nearby Janitor to it and hide in the Closet.
When he gets to it then leave the Closet, knock him out when he turns the
Radio on, dump him in the Closet, and switch into and out of the Janitor
Disguise. Go to the Guard standing at the railing, knock him out, and dump
him in the Closet. Grab the Briefcase and go to the cart with the trio of
large plants. Bring out the Sniper Rifle and look out towards the large
Chandeliers.
Here you should see a lone Pigeon flying in a circle around one of them. One
of the Challenges requires that you shoot this Pigeon. The use of the Sieger
300 allows you to use its slow motion feature to better aim at your targets.
Get the reticle close to the Pigeon, gently pull the trigger to use the
slow-mo, and shoot it to knock it out of the air.
Put the Rifle back in the Briefcase and go back down to the Ground Floor
Restrooms. Go into the west stall again and drop off the Briefcase and go
into the other one and re-acquire the Briefcase with the Datacore.
Go back up to the 1st Floor Mezzanine and head towards the Small Storeroom to
the north. Nearby is a Guard and the Fired Banker who is pacing around. Go
inside the Storeroom and toss the Briefcase in the corner near the
Wastebasket to lure in the Guard. Knock him out and dump him in the Closet -
take his weapon.
Go back out and wait for the Fired Banker to walk away from his Bottle before
using the Emetic Rat Poison on it then go back into the Storeroom - grab the
Briefcase. When he gets sick then he will go in here to throw up. Knock him
out, dump him in the Closet, and switch into his Disguise.
Go to the doors at the North Hallway, close them, and place a Coin on the
floor near them. It will take awhile but Mateo will eventually make his way
down the stairs from the 2nd Floor and see the Coin. Knock him out, take his
Backup Drive, and drag him to the Small Storeroom for hiding.
After this then go up the stairs to the 2nd Floor, stay by the Closet at the
top and use your Instinct to keep an eye open for the Banker that goes into
the Restrooms. He goes into one of the stalls to snort some Cocaine. When he
enters the stall then go into the Restrooms and take cover to the left of the
door. Grab him when he exits, dump him in the Container, and switch into and
out of his Disguise. This should also complete the [Chameleon] Challenge.
Go into the other stall and drop off the Briefcase here. Go to the north
stairs by the Security Hub and go up them to the Reception Area. Talk to the
Receptionist and go into the Office. This should complete the [Hostile
Termination] Mission Story. Sit in the chair and let Athena talk to you. When
she says "Good day, Mr. Jackson" then get up and go back down to the Small
Storeroom to re-acquire the IT Worker Disguise.
Run to the Waiting Lounge Restrooms and into the unoccupied stall. Grab the
Lead Pipe and look through the Peephole. Go into the other stall when the
occupant is throwing up, knock him out, and take his Disguise. Go to the
south end of the VIP Clients area and talk to the woman there. This should
also complete [The Job Interview] Mission Story.
She will lead you to the Interview Room. Sit down and begin the Interview. As
mentioned in the Disguises section you need to match the Rorschach Card to
either Prosperity, Execution, or Opportunity. The answers are on the posters
behind the interviewers. Correctly answering them will allow you access to
the 3rd Floor and complete another Challenge.
After the interview then go into the North Hallway and wait. Frank, the
retiring Security Guard, will be going through here eventually. Knock him out
and put him in one of the round nooks for hiding. Go back to the Restrooms to
re-acquire the IT Worker Disguise then back to the North Hallway and up the
stairs to the 2nd Floor.
Sneak into the Security Hub then go into both the Staircase and Stock Market
areas to put them on the map. Go up the north stairs to the 3rd Floor and
this should also complete the [On and Off Again] Mission Story. Go into the
Conference Room to put it on the map then go into the Office and let Athena
talk to you before doing anything else. At this point it is time to get rid
of all three of the Guards in the area.
Go to the northeast corner and to where the Tokens are displayed. Take cover
at the end of the table and wait. When Athena is inside the Chambers then one
of the Guards should move to a pillar near your position. Toss a Coin and
your feet to lure him to you. Grab him, take his weapon, and drag him to the
Closet inside the Break Room for hiding. Sneak back out and to the chair
closest to the other standing Guard.
Wait for Athena to come out then go back in again before sneaking up on him
and knocking him out. Grab his weapon and dump him in the Container closest
to the Chambers. Go inside the Chambers area and hide in the alcove across
from the door. When she leaves then she will stand for a bit in front of the
painting and leave.
When she is far enough away then exit the alcove and go to the Chambers door.
Throw stun the Guard and dump him in the Container. Go into the Chambers to
grab the CEO Exit Keycard. This should also complete full exploration of the
map.
After this then go back down to the Ground Floor and to the northeast corner
to find a woman with red hair. This is Ruby Red and she is a reporter looking
for a big story involving the Bank. The Cronkite Report is what she is
looking for and giving it to her should complete [The Expose] Mission Story.
This should also complete all of the Mission Stories in this mission.
Go back up to the Storeroom on the 2nd Floor and wait for the Market to crash
which will make Athena come down there. Wait here for her to talk on her
phone at the South Mezzanine and go up before going back up to the 3rd Floor
through the north stairs. Go to the halfway platform in the Staircase and
place a Coin on the floor by the large plant.
When Fabian comes by then he should see the Coin and go for it. Knock him out
and drag him partway up the stairs to hide him. Grab his Backup Drive then go
into the 3rd Floor Break Room and keep an eye on Athena using your Instinct.
When Athena is inside the Chambers then go back inside to find a cart near
the Chamber doors. Place the Vodka Bottle on it and use the Emetic Rat Poison
on the Glass. When she drinks from it and gets sick then she will go down to
the 2nd Floor Restrooms to vomit.
Wait near her desk until she drinks from the poisoned Glass then sit down and
access her computer to move up her meeting. Get up, run ahead of her, and
wait in the Restrooms. Drown her, dump her in the Container outside, and pick
up her Backup Drive. Go back into the other stall and grab the Briefcase then
go to the CEO exit point in the north stairs nearby to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Seven Figures --Maintenance Man
--The Other Frank --The IT Individual
--Access Granted --MS: The Heist
--Open Sesame! --Sensitive Files
--Where Did it Go? --Breath of Bad Air
--Brute Force --Ocean's 47
--Hard Core --Show Me the Money
--You've Been Served --Due You Even Care
--Injury to Insult --The Sweater
--Chameleon --MS: Hostile Termination
--Where is My Stapler? --Peeping Tom
--The Applicant --MS: The Job Interview
--You're Hired! --I'm Getting Too Old for This...
--Have You Tried Turning It Off and --MS: On And Off Again
On Again?
--Behind Closed Doors --Discover Milton-Fitzpatrick
--MS: The Expose --Insider Trading
--Expediter 47 --The CEO
--Hold My Hair --Someone Could Hurt Themselves
--Triple Core --Executive Exfiltration
--Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 39 in total, then you should earn a minimum of 57,000 XP which
translates into Mastery Level 9. You should also earn the {Break The Bank}
Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >NYK8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
New York chapter along with their respective strategies. It is highly
recommended that you complete New York Mastery Level 20 before doing any of
these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters (except where noted). These
strategies aren't the absolute fastest but are designed to help you get
Silent Assassin on each Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Dalton Dissection |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is different than the others in that you have no ability to
choose your loadout, Disguise, or location. You will start out inside the
Loading Bay in the Basement with no items and while wearing the Bank Robber
Disguise.
In addition, this is mostly based on what MrFreeze2244 does but made some
changes due to game patches since release.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Erna Seamans by electrocution. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Erna is the Janitor working the Storage area in the Basement. When you |
| start then sneak run north to grab the Crowbar then sneak run south to |
| the wall and run east towards the shelving and under the Camera. |
| |
| Grab both the Claw Hammer and Car Battery then go to the Air Conditioning |
| unit and drop the Battery then bring out the Claw Hammer. Sneak run into |
| the west side of Vault Security and behind the Guard. Close the doors, |
| knock him out, and destroy the Recorder. |
| |
| Go back out to the Cabinet and use the Crowbar to open and acquire the |
| Chloroform Flask. Go back to the Air Conditioner and use the Flask on it |
| - pick up the Battery. Run to the Controls by the Vault Security door and |
| turn it on to knock out the remaining Guards in the room. |
| |
| Crouch, stay against the left wall, and sneak down the hallway most of |
| the way to the Vault Button. Toss the Battery so it lands a few feet from |
| the Button to lure the door Guard closer. Bring out the Claw Hammer and |
| throw stun him the moment you get a lock on. Grab the Claw Hammer, the |
| Battery, the Guard's Security Keycard, and go out and to the door to the |
| Storage area. |
| |
| Use the Crowbar to break in then sneak run past Erna and to the |
| Photocopier. Turn it on to lure the Guard to it and knock him out with |
| the Battery the moment he turns it off. Go to Erna and toss the Battery |
| into the puddle to kill her - don't throw stun her with it. Run back out |
| and then to Room 0-399. |
| |
| Go to the sleeping Guard and grab the Money Transport Key. Go back to the |
| Vault area then run to the Loading Bay and use the Truck to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Erna Seamans by electrocution. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If any Non-Targets are eliminated then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| Retrieve the Burial Dagger. |
|---------------------------------------------------------------------------|
| Eliminate Enoch Holly with the Burial Dagger. |
|---------------------------------------------------------------------------|
| Eliminate Freeman Luoma with the Burial Dagger. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Enoch is the Guard near Erna and Freeman is behind the main counter at |
| Lost and Found. Do everything the same up to knocking out the Guard near |
| the Vault Button. |
| |
| Run back to the Air Conditioner Controls and turn it off then re-enter |
| Vault Security. Grab the Deposit Master Key and a Security Keycard. Go to |
| the corner Deposit Box and open it to acquire the Vault Keycard. Go to |
| the Vault Security Controls in the corner and unlock the Button then go |
| back out the room the same way you came in then press it to enter the |
| Vault. |
| |
| Disable the Lasers then grab the Dagger and run back out to grab both the |
| Claw Hammer and the Battery. Go into the Storage area as before and use |
| the Photocopier to lure Enoch. Use the Dagger to kill him when he turns |
| off the machine then grab the Battery and kill Erna as before. Go and |
| grab the Money Transport Key then go back into the Vault area. |
| |
| However, run up the stairs to the Lost and Found area and open the door |
| by Freeman. Run to the Weapons Box and toss the Claw Hammer near the Soda |
| Machines to lure him there. Throw kill him with the Dagger the moment you |
| get a lock on. Use the Keycard to go back down to the Basement and to the |
| Truck at the Loading Bay to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| If any Non-Targets are eliminated then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| Retrieve the Burial Dagger. |
|---------------------------------------------------------------------------|
| Eliminate Erna Seamans by electrocution. |
|---------------------------------------------------------------------------|
| Eliminate Enoch Holly with the Burial Dagger. |
|---------------------------------------------------------------------------|
| Eliminate Freeman Luoma with the Burial Dagger. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Aldo Tennison with an explosion. |
|---------------------------------------------------------------------------|
| Eliminate Edgar Scudder with an explosion. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The both of them are the Guards at the Loading Bay. Right after you drop |
| the Car Battery by the Air Conditioner then run up to and quickly knock |
| out both Aldo and Edgar with the Claw Hammer. After this then do the same |
| as before up to killing Freeman. |
| |
| After killing him then grab a Propane Flask at the south end of the area |
| and grab Freeman's Pistol if you hadn't acquired one from the Vault |
| Security area. |
| |
| Run back down to the Loading Bay, drop the Flask between Aldo and Edgar, |
| go back to the stairs, and shoot the Flask to kill the both of them. |
| After the explosion then run to the Truck to leave the mission. |
0===========================================================================0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
/ Siberia \@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >SNP3. Crime and Punishment (Sniper Assassin) 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@@\ Siberia /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
The last of the three Sniper Assassin missions takes 47 to Siberia where he
is to take down two Targets: Roman Khabko and Vitaly Reznikov, a warden at
the infamous private prison facility known as Perm-14.
Roman, a mobster with suspected political ties, has been a prisoner there for
about ten years but acts almost as a second-in-command due to his stature.
Despite his power within the prison Roman desires his release and is offering
a bribe to Vitaly to secure his freedom early.
There have been reports trickling out of Russia about Reznikov's prison,
reports of abuse and murder. The United Nations Human Rights Council is
planning to investigate Vitaly so releasing Roman may get some of the heat
off his back since some of this can be attributed to Roman.
However, releasing Roman may cause diplomatic issues due to some of his
political ties so he must be eliminated before he can leave. In addition,
conditions in the prison have become bad enough that anything could cause a
full scale riot. Because the Targets need to be discretely eliminated 47 also
needs to cause a riot to provide cover to do his work.
In addition to the Targets 47 must also eliminate the Siberian Tigers,
Vitaly's mercenary squad who are part of the Guard detail. The Civilian
Guards, however, are not sanctioned targets and are to be left alone.
47 is to use his Druzhina 34 ICA Arctic to cause a riot, eliminate the
Targets, and fulfill the contract.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CPN1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game.
>>Capital Punishment
******************
Description: Complete all Crime and Punishment Challenges.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>In a League of Their Own
************************
Description: Get a score above 1,000,000 points on Crime and
Punishment.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Never Knew What Hit Them
************************
Description: Complete Crime and Punishment as Silent Assassin.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
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/=========================================================================\
| >CPN2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The very large building at the far end of the map is the Administration
Building and is considered north for this mission. At the far west side of
the map is the Radio Tower which has the Tower Shack at the bottom. The
smaller building to the west of the Administration Building is the West
Offices.
To the south of the West Offices is the Prison Shacks. They are split into
two areas: west and east. There is a fence that splits the two areas which is
near the west-east shack almost directly in front of you. To the west of the
Prison Shacks area is the Perimeter Path that goes along the exterior of the
prison area. If you look down and east then you should see the South Tower
just outside of the Perimeter Path.
Dominating the center of the map is the main Yard. There are several towers
and buildings within this section of the map. At the west part of the area is
the West Yard Tower. In the center with the large mural is the Center Yard
Building. The smaller building to the southeast of it is the Main Gate
Building.
The tower to the northeast of the Center Yard Building is the North Yard
Tower. The tower to the east of the Center Facility Building is the South
Yard Tower.
The large building with the smokestack to the north of the Yard is the Prison
Building. High up at the northeast corner of the map is the Helipad.
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/=========================================================================\
| >CPN3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn the Extended Magazine I upgrade which extends the |
| | number of Body-Piercing ammo in your clip reducing the need |
| | for reloading. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn the Flared Magwell I upgrade which is a custom |
| | magazine that improves your reload time. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn the Straight Pull Bolt I upgrade which improves the |
| | bolt action of the Rifle and increases the fire rate. |
|----------+----------------------------------------------------------------|
| Level 5 | You earn the Rifle Precision I upgrade which increases the |
| | total slow down time when you use the Marksman feature. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn the Steady Scope I upgrade which increases the |
| | stability of the Rifle when looking through the scope. |
|----------+----------------------------------------------------------------|
| Level 7 | You earn the Wall-Piercing Ammo Pack which adds two titanium |
| | rounds to your clip. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn the Straight Pull Bolt II upgrade. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn the Extended Magazine II upgrade. |
|----------+----------------------------------------------------------------|
| Level 10 | You earn the Flared Magwell II upgrade. |
|----------+----------------------------------------------------------------|
| Level 11 | You earn the Straight Pull Bolt III upgrade. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn the Rifle Precision II upgrade. |
|----------+----------------------------------------------------------------|
| Level 13 | You earn the Padded Stock I upgrade which reduces recoil when |
| | shooting. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn the Extended Versatile Scope upgrade which adds a |
| | scope with four zoom levels. |
|----------+----------------------------------------------------------------|
| Level 15 | You earn the Extended Magazine III upgrade. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn the Flared Magwell III upgrade. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn the Shockwave Ammo Pack which adds two Shockwave |
| | rounds to your clip. |
|----------+----------------------------------------------------------------|
| Level 18 | You earn the Straight Pull Bolt IV upgrade. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn the Extended Magazine IV upgrade. |
|----------+----------------------------------------------------------------|
| Level 20 | You earn the Flared Magwell IV upgrade and unlock the Druzhina |
| | 34 ICA Arctic for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CPN4. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges I will list the locations of all fifteen
Siberian Tigers going from west to east:
0===========================================================================0
| Tiger #1 | He will be will be walking with a Civilian Guard on the |
| | Perimeter Path. |
|-----------+---------------------------------------------------------------|
| Tiger #2 | He will be on the top of the wall that goes between the West |
| | Offices and the west gate for the Yard. |
|-----------+---------------------------------------------------------------|
| Tiger #3 | He is one of the two Guards for Roman and will go to bring a |
| | prisoner for him near the beginning of the mission. |
|-----------+---------------------------------------------------------------|
| Tiger #4 | He is another one of Roman's Guards and will stay with him. |
|-----------+---------------------------------------------------------------|
| Tiger #5 | He will be patrolling on the roof of the Administration |
| | Building. |
|-----------+---------------------------------------------------------------|
| Tiger #6 | He will be with Vitaly and stay with him. |
|-----------+---------------------------------------------------------------|
| Tiger #7 | He will be in the West Yard Tower and will go to the base |
| | from time to time to piss. |
|-----------+---------------------------------------------------------------|
| Tiger #8 | He will be at the top of the Center Yard Building. |
|-----------+---------------------------------------------------------------|
| Tiger #9 | He will be patrolling the wall between the Center Yard |
| | Building and the Main Gate. |
|-----------+---------------------------------------------------------------|
| Tiger #10 | He will be at the South Tower. |
|-----------+---------------------------------------------------------------|
| Tiger #11 | He will be patrolling the rooftop of the Prison Building. |
|-----------+---------------------------------------------------------------|
| Tiger #12 | He will be at the North Yard Tower. |
|-----------+---------------------------------------------------------------|
| Tiger #13 | He will be at the South Yard Tower. |
|-----------+---------------------------------------------------------------|
| Tiger #14 | He will be patrolling the very southeast side of the map just |
| | outside the east side of the Prison Shacks area. |
|-----------+---------------------------------------------------------------|
| Tiger #15 | He will be at the Helipad. |
0===========================================================================0
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| A. Silent Assassin |#####################################################\
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In this sub-chapter I will go over my strategy for Silent Assassin which will
allow you to hide all bodies. This is much faster and more precise than what
was done for Hantu Port. As a matter of fact, a lot of Targets will be killed
quickly early on as well as keeping Vitaly in place for awhile to better time
his demise.
Getting the timing down will take some time but worth it to get some good
scores and climb through the Mastery Levels more quickly.
In addition, it is assumed that all kills will be with headshots.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The first four Targets will be killed very quickly from the start so it may
take a few tries to get this down.
When you start then immediately get out of the cutscene, zoom in on the east
side of the Administration Building rooftop, and find Tiger #5 who should be
standing there. Shoot him, drop out of zoom, and zip over to the Helipad to
find Tiger #15.
Shoot him, drop out of zoom, and zip over to the South Tower. Shoot Tiger #10
then go to the fence that splits the Prison Shacks area. There should be a
Snow Pile to the northeast and against the fence for the inner perimeter
area. Tiger #3 should be running east past this Pile.
Shoot the Pile to stop and lure him. As he is going to it then zip over to
the North Yard Tower to find Tiger #12. When he gets to the east railing then
shot him and zip back down to #3 and shoot him into the Pile.
Go back to the Administration Building rooftop to find Vitaly. Shoot one
round above him to interrupt him and keep him in place for a bit.
Go back down to the Prison Shacks and to Roman. Tiger #4 should be going into
a Outhouse to piss. Shoot him then quickly go up to Tiger #2 who should be
standing at the east end of his route. Shoot him then go back up to Vitaly,
shoot another round near him, then pan to the Prison Building to find Tiger
#11 who should be standing at the east end of his route.
Shoot him to put him over and go back to Vitaly to shoot another round near
him. You should also get a notification that Roman is on the move.
Shoot another round near Vitaly for the last time then quickly pan to the
Radio Tower and down to the Tower Shack. You should see a window and some
machinery. Shoot it to disable it and get the Civilian Guard on the Perimeter
Path to go investigate.
At this point Tiger #1 should be heading east and near a Snow Pile. As this
is happening then Roman should be heading to the east side of the Prison
Shacks just like Tiger #3 earlier. When Tiger #1 gets close to the Snow Pile
then shoot it to lure him to it. Keep an eye on Roman and do the same thing
with the Snow Pile that has Tiger #3's body. When both are in position then
shoot both Tiger #1 and Roman into their respective Snow Piles.
At this point Tiger #7 will be going down to base of his Tower and Tiger #14
should be going to an Outhouse. Both will arrive at their destinations at the
same time. While they are getting into position then Vitaly should be just
starting to go down the stairs and outside. Zoom in on Tiger #7 and wait.
There is a Civilian Guard that will pass by. When he does then shoot Tiger #7
and quickly pan over to Tiger #14 and shoot him. Go up to the front of the
Administration Building.
At the east corner of the Building is a large Snow Pile. There is also a set
of stairs thet Vitaly will go down on. Zoom in on the Pile and wait. When
Vitaly just gets into view then shoot the Pile to lure him there. Shoot one
round into the ground behind his Guard, Tiger #6, to make them both turn
around. Shoot Vitaly to put him into the Pile.
Shoot the Pile again to lure Tiger #6 to it. Keep an eye on the window nearby
as there may be a Civilian Guard inside that will be looking out. If he's
there then shoot through the window and into the wall behind him to lure him
then shoot Tiger #6 into the Pile.
Go back near the West Offices to find the Civilian Guard that passed by Tiger
#7 earlier. Shoot west and near him to lure him further west and stall him.
Go to Tiger #9 and, when he is at the south end of his route then shoot the
walkway past the gate for the wall for the Main Gate area to lure him south
and away from the prisoners.
As he is walking into position then pan west and shoot west near the other
Guard again to lure him further west. Go back to Tiger #9 and shoot him to
put him over the wall but out of the prisoner area. Go back to the other
Guard and lure him further west one more time.
The reason for this is that, if you let him continue his regular route, then
he will find Tiger #9's body. Stalling him this way will keep him from
finding the body before the end of the mission.
After this then go to the bottom of the Center Yard Building to find a
Fusebox. Shoot it to lure down the regular Guard near Tiger #8. Go to the
South Yard Tower and shoot the south side of the shack to lure the Civilian
Guard away from Tiger #13 and to the other side.
Zoom in on Tiger #13 and shoot the edge of the metal grating beyond him to
lure him further back. Shoot him to put him over the edge and start the riot.
Go back to Tiger #8 and he should run to a position in front of the window.
Shoot him to end the mission.
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By doing this run-through you should also complete the following Challenges
in the process:
>>In the Cut [1.09 Score Multiplier]
**********************************
For this you need to eliminate and hide the bodies of Roman and
Vitaly.
>>Cold War [1.07 Score Multipler]
*******************************
For this you need to hide five bodies in snow piles.
>>Hidden Tiger [1.09 Score Multiplier]
************************************
For this you need to eliminate and hide all of the Siberian Tigers.
>>Fusil for Everyone [1.04 Score Multiplier]
******************************************
For this you need to hide a Tiger in the riot.
>>Pink Mist [1.12 Score Multiplier]
*********************************
For this you need to eliminate all Targets with headshots.
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| B. Assassination |#######################################################\
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0=======================================0
| Hold Your Fire [1.13 Score Multiplier] \
0===========================================================================>
For this you need to kill all Targets without shooting them. This is a
tough one because of randomness once the riot starts. As a result this may
be the toughest of all of the Challenges related to the Sniper Assassin
maps.
When I did this long ago I researched some ways to do this and I found that
going after the [This is Fine] Challenge provided a good framework to
acquire the main Challenge. [This is Fine] requires that you kill both
Roman and Vitaly inside the Administration Building when the prisoners set
it on fire.
If you set off the riot in a certain way then both Main Targets will hole
themselves up in the building along with their Guards. When the prisoners
rampage through they will not be able to flee in time and all will die.
However, there is another way to set the both of them up for this Challenge
and will also allow you to acquire a bunch of Challenges along the way.
According to NikoEstevan over at Reedit there is a bottle of Sedative on
the desk inside Vitaly's office.
Shooting it will contaminate the Vodka Bottle inside so those who drink
from it later will go to sleep. However, this effect only lasts a short
while before they wake up. In addition, you need to shoot it a specific
time to get both Roman and Vitaly asleep. If you shoot it too early then
only Vitaly will be affected.
You will also need to kill Civilian Guards as well to keep things under
control prior to and during the riot.
When you start then immediately go down to the South Tower and to Tiger
#10. Near him is going to be a Fire Extinguisher. Shoot it to kill him and
blow him over the edge. Zip over to Tiger #12 at the North Yard Tower.
There should be another Extinguisher near him. Shoot it to blow him over
the south edge and hide him.
Go to the top of the Administration Building to find the Flagpole. Shoot
the Winch at the bottom to lower the Flag and begin Roman's release early .
Go to the West Offices and look through the window to find a sitting Guard
and a bag of clothes meant for Roman. Shoot it to destroy it.
But there is a second bag of clothes that Roman can use and that will be at
the top of the Main Gate Building. Look through the left window to find
them in a cabinet. Shoot it and Roman should go to the Administration
Building instead of either of these locations.
As this is going on then look at the walkways within the Yard. You should
see some Electrical Plugs scattered on them. Some will be by blue water
barrels and some are by themselves. Shoot only those by the barrels but not
the solitary ones as they are in puddles. This will allow you to set some
traps later.
Shoot the Plugs above the Main Gate then shoot the two Lights here - this
is to help acquire another Challenge which requires that you shoot ten
Lights. As you look around the Yard you should see some green fuseboxes
which are the Gate Switches. Shooting them will open the Gates and free the
prisoners. There are eight of them. Note their locations as you go around
the Yard.
At this point one of the Tigers, #3, should go stand under a Light near the
center of the Prison Shacks area. In addition, a Civilian Guard should be
nearing the east end of his route near the Main Gate area. Shoot the Snow
Pile near him to make him turn around and go to it then go to Tiger #3 and
shoot the Light above him to kill him. Shoot the Civilian Guard to put him
into the Pile.
More than likely Tiger #3 won't fall into the Snow Pile behind him. Switch
to your Shockwave and fire one round just beyond him to knock him into the
Pile.
Now go around the area and shoot the remaining seven Lights for the
Challenge. In the Yard you should see fuseboxes below the Lights - shoot
those instead of the Lights themselves.
As you are doing so then look every so often at Vitaly. When he is in his
office then he should be sitting. When he stands then stay at his office
and find the Sedative. He will go to a map at the back wall then go back to
his desk and drink from a glass. When he walks away from the desk then
shoot the Sedative to set the both of them up.
Between the West Offices and the Administration Building is a gate. Shoot
the lock on the gate to open it. This will allow Smith to go up to a tower
and for the prisoners to get to the Administration Building later. Although
Smith is going to help you with his Rifle he doesn't really do anything.
Go back to the West Offices and shoot the Guard at the desk when Tiger #2
is at the west end of his route. Then shoot the door as he starts to walk
past to lure him there. Above the door is an Icicle. Shoot it to kill him.
Shoot the door until it opens then use your regular bullets to shoot the
dead Tiger into the building to hide him.
By the time you've done this then both Roman and Vitaly will be knocked
out. Go to the South Yard Tower to find Tiger #13. Shoot the Extinguisher
to kill him and the Civilian Guard.
Now to start the riot. Go to the Gate Switch just outside the west Gate and
shoot it to free some of the prisoners who will go to set fire to the West
Offices and then to the Administration Building which will kill both Main
Targets and both of their personal Guards.
After opening that Gate then quickly go over to the base of the Center Yard
Building to find a door. Shoot the lock on it to open the door which will
allow the prisoners to set fire to it and kill another Tiger.
Quickly go over to the Main Gate Building and find the door at the base.
There is a small window and you can see a fusebox. Shoot it to open the
Main Gate and release more prisoners. Two of the Tigers will be killed by
the prisoners in the Prison Shacks area.
After this then find and shoot the remaining seven Gate Switches which
should put the entire facility on fire.
>>Frothy Blanket
**************
Keep an eye on the Tigers and, hopefully, one of them should pick up
an Extinguisher to help put out the fires. One of the Challenges
requires that you shoot the Extinguisher while he is holding it to
kill him. If he finishes with it and drops it you can still shoot it
to make it explode and kill him even you can't get the Challenge.
>>Electric Boogaloo
*****************
Go to the Main Gate and at least two Tigers should be above it. Shoot
the barrels to electrocute everybody there. Shoot any Civilian Guard
that finds the bodies. Shoot all blue barrels and all isolated Plugs
to hopefully nail at least one more Tiger for this Challenge.
At this point things tend to be random so keep an eye on the remaining
Tigers. Keep an eye open for dropped Extinguishers and use those to kill
anybody that happens to get close. If any stop under the Lights then shoot
it to drop it down on top of them.
The plan is to whittle the remaining Tigers to two before letting bodies be
found and they try to escape. At the east side of the Administration
Building are some Snowmobiles they will try first.
There is a group of three Gas Canisters near them plus another one at the
top of the nearby stairs. There are also some Icicles just beyond the base
of the stairs. Try to get one with the Icicles first and, if you miss, then
use the Canister at the top of the stairs to blow him up. Use the Canisters
by the Snowmobiles to blow up the last Tiger and acquire this tough
Challenge.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>False Flag [1.04 Score Multiplier]
**********************************
For this you need to lower the flag to trigger Roman's release.
>>Where Are My Pants [1.04 Score Multiplier]
******************************************
For this you need to destroy at least one bag of Roman's clothes.
>>Black Site [1.04 Score Multiplier]
**********************************
For this you need to shoot ten Lights or their fuseboxes.
>>Shanked [1.05 Score Multiplier]
*******************************
For this you need to kill a Target with an Icicle.
>>The Great Escape [1.06 Score Multipler]
***************************************
For this you need to open the Main Gate and let prisoners escape.
>>Instigator [1.04 Score Multiplier]
**********************************
For this you need to open all of the Gate Switches and spread the
riot to all areas of the Facility.
>>Burning Down the House [1.06 Score Multiplier]
**********************************************
For this you need to set all five Facility buildings on fire.
>>This is Fine [1.12 Score Multiplier]
************************************
For this you need to kill Roman and Vitaly inside the Administration
Building with a fire.
>>Frothy Blanket [1.07 Score Multiplier]
**************************************
For this you need to shoot a Fire Extinguisher while it is being held
by a Target to kill them.
>>Electric Boogaloo [1.09 Score Multiplier]
*****************************************
For this you need to electrocute at least three Targets.
0==============================================0
| Collapse of the Union [1.12 Score Multiplier] \
0===========================================================================>
For this you need to kill both Roman and Vitaly by dropping the Soviet Star
on them. This is the big red star above the door to the Administration
Building. Sometimes they will go into the Building to hole up when the riot
starts so you will have to do things a bit differently to ensure that they
are in front of the door so you can drop the Star on them.
For my Hitman 2 guide I wrote this up in such a way as to kill several of
the Civilian Guards to set up both Main Targets to be by themselves without
any Guards or Tigers so that Roman can kill Vitaly for you. This was to
acquire an Accomplishment that is not in the Hitman 3 version of this
mission.
However, I decided to leave it as is in case you wanted to get Roman to
kill Vitaly.
When you start then shoot the Tigers in order as before but leave Roman
alone. When Vitaly starts to go down the stairs to the walkways then shoot
into the Pile to stop them both and lure his Guard to it. When Vitaly walks
away then shoot the Guard into the Pile.
After that then shoot the winch on the Flagpole to begin Roman's release.
Go to the rooftop and shoot the patrolling Civilian Guard into the
skylight. Keep an eye on Roman as he proceeds to the West Offices to change
clothes.
Just as he climbs the stairs going to the Administration Building then go
to the South Yard Tower to find Tiger #13. Lure the Civilian Guard away as
before if he is there then lure and shoot the Tiger into the Yard to begin
the riot. Then quickly go down to the Main Gate Building and shoot the
fusebox to open the Gate and begin the escape. Do not do anything else
right now.
Two of the Civilian Guards will go to the Building rooftop. When they stop
then shoot them both. Eventually Vitaly and a Civilian Guard will go down
to the Yard. Just as the Guard reaches the top of the stairs then shoot the
Pile to lure him there and shoot him into it.
After that then shoot all of the Gate Switches except the one for the west
Gate. This will force Vitaly to go to the front of the Building. When the
two of them start arguing then shoot the Star to bring it down and kill
them both. Kill all remaining Tigers to finish the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Wish Upon a Star [1.04 Score Multiplier]
****************************************
For this you need to kill a Target by dropping the Soviet Star on
them.
0===================================0
| Foam Party [1.13 Score Multiplier] \
0===========================================================================>
For this you need to kill Vitaly with a Fire Extinguisher. To the left of
the Snow Pile at the east side of the Administration Building is a Fire
Extinguisher. When Vitaly leave the Building and walks near it then shot
one round to the right of it to lure him closer then shoot the Extinguisher
to kill him and his Guard.
0==========================================0
| Shocking Violence [1.07 Score Multiplier] \
0===========================================================================>
For this you need to kill Roman with a Car Battery. And this can be used to
acquire the [Electric Boogaloo] Challenge if you hadn't already done so.
When the mission starts then zoom in towards Roman who should be outside
his shack. At the corner is a faucet. Shoot it to turn it on and make a
puddle nearby. One of the Tigers will bring a prisoner who Roman will then
kill with a Car Battery. Note that both Tigers #3 and #4 will stand in the
puddle.
After Roman finishes then he will toss the Battery into the puddle then
stand in the puddle in front of the Tigers. Shoot the Battery to kill all
three by electrocution.
0=====================================0
| Tiger Hunter [1.12 Score Multiplier] \
0===========================================================================>
For this you need to kill all fifteen Guards after the evacuation has
been triggered. You cannot kill some of them, trigger the evacuation, and
then kill the rest - you need to do all fifteen.
This works the same as the [No Loose Ends] in Himmelstein and [Rock The
Boat] in Hantu Port. If you kill the Main Targets quickly then the Guards
will focus on shooting at you before trying to make a run for it and only a
few at a time which will make it easier to acquire this Challenge.
As before, quickly kill those who stand around then use the Shockwaves on
those who try to run.
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| C. Feats |###############################################################\
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0====================================0
| Na Zdorovje [1.04 Score Multiplier] \
0===========================================================================>
For this you need to find and shoot five bottles of Vodka or other
alcoholic beverages scattered around the map. Listed below is where they
can be found west to east (credit to Honzas4400 over at Reedit who posted a
map of all collectibles):
0=======================================================================0
| Bottle #1 | Zoom in on the shack that Roman is at. Go further south |
| | to find a flaming barrel. Next to it is a stack of bricks |
| | and that is where the Vodka Bottle is found. You may have |
| | to wait for a prisoner to move out of the way before |
| | taking the shot. |
|-----------+-----------------------------------------------------------|
| Bottle #2 | On the table inside the West Yard Tower. |
|-----------+-----------------------------------------------------------|
| Bottle #3 | On the desk inside Vitaly's Office. This looks like a |
| | wine bottle. |
|-----------+-----------------------------------------------------------|
| Bottle #4 | On the table inside the top of the Center Yard Building. |
| | This looks like a bottle of beer. |
|-----------+-----------------------------------------------------------|
| Bottle #5 | Look at the mural at the base of the Center Yard Building |
| | and pan east into the Yard until you find a green door |
| | with the number 5 on it. Near it to the east is a long |
| | table. Near the south end of the table is a Vodka Bottle. |
0=======================================================================0
0============================================0
| Lullaby of Birdland [1.07 Score Multiplier] \
0===========================================================================>
For this you need to find and shoot ten Rubber Ducks scattered around the
map. Listed below is where they can be found west to east (credit to
Honzas4400 again):
0=======================================================================0
| Duck #1 | Go to the West Offices then pan left to the north-south |
| | walkway. Pan left a bit more to the building next door and |
| | find a solitary light. Beneath it is a electrical box and |
| | the Duck. |
|----------+------------------------------------------------------------|
| Duck #2 | Go to the West Offices and to the top floor. Go to the |
| | east window to find some shelves and the Duck. |
|----------+------------------------------------------------------------|
| Duck #3 | Go to the west half of the Prison Shacks area and to |
| | Roman's shack. Go to the window and pan right to find a |
| | trash barrel and the Duck. |
|----------+------------------------------------------------------------|
| Duck #4 | Go to the Administration Building's top floor and to the |
| | west room. You should see three lockers including one |
| | numbered 137. The Duck is on the desk to the right. |
|----------+------------------------------------------------------------|
| Duck #5 | At the Administration Building go to the room beneath the |
| | Flagpole to find the Duck at the right side of the window. |
|----------+------------------------------------------------------------|
| Duck #6 | At the Administration Building go down to the front door. |
| | The Duck can be found sitting in a chair. However, you |
| | need to wait for one of the Guards to go through the door |
| | and open it long enough for you to shoot the Duck. |
|----------+------------------------------------------------------------|
| Duck #7 | Find the mural for the Center Yard Building then pan south |
| | into Yard #2. You should find a flaming barrel near the |
| | center with three prisoners gathered to keep warm. The |
| | Duck can be found in this barrel. |
| | |
| | However, the prisoner in front is partially blocking it |
| | and will sway back and forth. You need to time your shot |
| | to hit the Duck without hitting the prisoner. |
|----------+------------------------------------------------------------|
| Duck #8 | Go to the top floor of the Main Gate Building and to the |
| | south window to find the Duck under a desk. |
|----------+------------------------------------------------------------|
| Duck #9 | At the top of the Main Gate Building is a small chimney at |
| | the east side. The Duck can be found at the top. |
|----------+------------------------------------------------------------|
| Duck #10 | At the east side of the Prison Building is a tall |
| | smokestack. At the top, on the left and just under the red |
| | light, is the Duck. |
0=======================================================================0
0==============================================0
| Snitches Get Stitches [1.07 Score Multiplier] \
0===========================================================================>
For this you need to find and shoot six Rats scattered around the map.
Listed below is where they can be found west to east (credit to
Honzas4400 again):
0=======================================================================0
| Rat #1 | Go to the north end of the Prison Shacks area and |
| | to the cook's shack. Pan left to find a red bucket |
| | and the Rat. |
|-----------------+-----------------------------------------------------|
| Rat #2 | This one is found inside the cook's shack at the |
| | Prison Shacks area. However, it will only appear |
| | when the cook is away so either shoot outside to |
| | lure the cook away or wait for the cook to go to |
| | the back before shooting the Rat. |
|-----------------+-----------------------------------------------------|
| Rat #3 | This one will appear on the path between the West |
| | Offices and the west gate for the Administration |
| | Building. However, you need to start the riot and |
| | have the West Offices set on fire before it will |
| | appear. |
|-----------------+-----------------------------------------------------|
| Rats #4, #5, #6 | To the east of the Main Gate is a truck with a |
| | stack of gas cans inside it. Shoot the cans to set |
| | the vehicle ablaze. Each of the Rats will slowly |
| | flee the vehicle in three directions. |
0=======================================================================0
0=======================================0
| Porcelain King [1.06 Score Multiplier] \
0===========================================================================>
For this you need to hide three bodies in the Outhouses. One of the three
needs to be Roman. To get him to an Outhouse you need to poison his food.
Look at the northmost building in the Prison Shacks area to find a person
getting ready to cook at a stove. Near him is some Emetic Rat Poison.
Wait for him to put Roman's plate by the stove first before doing anything
else. If you shoot the poison before he puts the plate in place then he
will drop it and you won't be able to poison Roman. You should get him away
from there first so shoot at the outside wall to lure him away then shoot
the poison.
It will be awhile before Roman eats since he will go to kill a prisoner so
go after Tiger #14 at the southeast side of the map. When Roman sits down
to eat then Tiger #4 will go to the Outhouse by him. However, do *NOT*
shoot him. If you do then Roman will stand up then sit down again. But what
happens is that this will reset the plate and he won't get sick. You have
to leave #4 alone for now.
When Roman gets sick then he will go to this Outhouse so shoot him there.
Tiger #4 should stay by the shack. The best way to get at him is to lure
him to the Outhouse by the cook. Shoot at the ground near him at a way to
keep from luring the nearby prisoner and lure him to the Outhouse. When he
gets to the open door then shoot him to put him inside and acquire the
Challenge.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenge
in the process:
>>Prison Food [1.06 Score Multiplier]
***********************************
For this you need to poison Roman's food.
0=========================================0
| A Feat for Crows [1.07 Score Multiplier] \
0===========================================================================>
For this you need to find and shoot eight Crows scattered around the map.
Listed below is where they can be found west to east (credit to Honzas4400
again):
0=======================================================================0
| Crow #1 | Go to the Radio Tower and up to the first platform where |
| | you should find the Crow at the east side. |
|----------+------------------------------------------------------------|
| Crow #2 | Go to the north end of the Prison Shacks area and find the |
| | cook's shack. To the left of it is a small telephone pole. |
| | The Crow can be found at the top. |
|----------+------------------------------------------------------------|
| Crow #3 | At the east side of the Administration Building is a very |
| | tall light tower. The Crow can be found at the top just to |
| | the right of the light. |
|----------+------------------------------------------------------------|
| Crow #4 | Go to the roof of the Center Yard Building and find a silo |
| | just beyond it. The Crow can be found at the top. |
|----------+------------------------------------------------------------|
| Crow #5 | Go to the roof of the Center Yard Building and find the |
| | chimney at the east side and the Crow. |
|----------+------------------------------------------------------------|
| Crow #6 | Go to the top of the Main Gate Building and find a small |
| | antenna near the center. The Crow can be found on it. |
|----------+------------------------------------------------------------|
| Crow #7 | Go to the Main Gate itself and to the sign above it where |
| | you should find the Crow. |
|----------+------------------------------------------------------------|
| Crow #8 | Go to the Prison Building and pan east to find a very tall |
| | electrical tower. The Crow can be found at the very top of |
| | this tower. |
0=======================================================================0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Haven Island \@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY15. The Last Resort 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@\ Haven Island /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
47's next mission takes him to the Maldives and to a place called Haven
Island. This is a resort for the rich and has all of the amenities one would
expect from such a place: private huts, high end restaurant, spa and gym, and
other recreational activities. In addition, the Resort also serves as
"reputation management" for when things go wrong in their lives.
But, more importantly, Haven makes them disappear behind new identities and
transactions from the Providence Partners has led both 47 and Lucas here.
Olivia has been attempting to hack into their servers but the owners of Haven
manually reset the keys every ten hours. This aspect makes them 47's new
Targets.
The first is Tyson Williams, founder and CEO who is currently holed up in his
private Villa. The second is Ljudmila Vetrova, the company's recruiter and
client handler. And the last is Steven Bradley, the hacker behind Haven's
software and servers.
Once they've been eliminated then Olivia can go about hacking into their
servers with no interference and be able to secure the new identities.
Compared to New York a trip to paradise is a nice change of scenery as the
rogue group continues their pursuit of Providence.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HVL1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game:
>>Island and Chill
****************
Description: Complete The Last Resort.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Null and Void
*************
Description: Reach Haven Island Mastery Level 20.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HVL2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed directly east.
Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Private Huts, four in total, are located at the very south end of the
island. The Welcome Center, Pool area, and Spa are located north of the Huts
and are in the center of the island. The West Beach area has the Restaurant
Building, Garden Paths, and the Security Outpost which has a large Radio
Tower.
On the east half is the Natural Beach with the Spa Building and Water
Activity Center. The Private Island is north of the Natural Beach.
At the north end of the island is the Private Villa which is off limits to
Civilians and most Staff. It has its own Beach and the Server Farm is deep
underground beneath the Villa.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0===============0
| Item Placement \
0===========================================================================0
| Starting with this mission and going forward there will be no more item |
| placement differences between difficulties. Whatever you found laying |
| around at Casual difficulty will be the same for the other two |
| difficulties. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Here I will go over in detail of each area and where you can find useful
objects:
0=========================0
| Resort Pier and Hut Area \
0===========================================================================>
The Pier and Huts comprise the south end of the island. There are four Huts
in total. They are, going from west to east: Turtle, Shark, Manta Ray, and
Lion Fish. Each Hut has a Bathroom, Living Room, and a Bedroom plus an
exterior Pool.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| Turtle Hut |##############################|
0===========================================================================0
| Starfish | On a post under the west corner of the Hut. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall near the east corner of the Bathroom. |
|-------------------+-------------------------------------------------------|
| Soda Can | --On the coffee table inside the Living Room. |
| | --At the edge of the exterior Pool. |
|-------------------+-------------------------------------------------------|
| Earphones | On the small round table near the east corner of the |
| | Living Room. |
|-------------------+-------------------------------------------------------|
| Gluten Free Sign | Near the south corner of the Living Room. |
| Baseball Bat | |
| Baseball | |
|-------------------+-------------------------------------------------------|
| Turtle Hut Key | --Carried by Jason Portman. |
| | --Carried by the occupant inside the Living Room. |
|-------------------+-------------------------------------------------------|
| Haven Villa Key | Carried by Ljudmila Vetrova. |
0===========================================================================0
|###############################| Shark Hut |###############################|
0===========================================================================0
| Fire Extinguisher | On the wall near the east corner of the Bathroom. |
|-------------------+-------------------------------------------------------|
| Barber Razor | By the sink inside the Bathroom. |
|-------------------+-------------------------------------------------------|
| Note On Bed | On the bed inside the Bedroom. |
|-------------------+-------------------------------------------------------|
| Apple | On the round table just west of the bed inside the |
| | Bedroom. |
|-------------------+-------------------------------------------------------|
| Haven Pamphlet | On the round coffee table inside the Living Room. |
|-------------------+-------------------------------------------------------|
| Swimwear Disguise | On the shelf near the east corner of the Living Room. |
0===========================================================================0
|#############################| Manta Ray Hut |#############################|
0===========================================================================0
| Starfish | --Near the base of a post under the east side of the |
| | Hut. |
| | --On a post under the main walkway just outside the |
| | Hut. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall near the north corner of the Bathroom. |
|-------------------+-------------------------------------------------------|
| Stethoscope | --In a basket by the bed inside the Bedroom. |
| | --Carried by the Doctor. |
|-------------------+-------------------------------------------------------|
| Leather Briefcase | By the bed inside the Bedroom. |
|-------------------+-------------------------------------------------------|
| Scissors | On the small table just south of the bed inside the |
| | Bedroom. |
|-------------------+-------------------------------------------------------|
| Coin | Inside the bowl on the small coffee table inside the |
| | Living Room (x3). |
|-------------------+-------------------------------------------------------|
| Golf Club | Leaning against the wall near the east corner of the |
| | Living Room. |
|-------------------+-------------------------------------------------------|
| Manta Ray Hut Key | On the small table between the two loungers at the |
| | exterior Pool. |
0===========================================================================0
|#############################| Lion Fish Hut |#############################|
0===========================================================================0
| Fire Extinguisher | On the wall near the north corner of the Bathroom. |
|-------------------+-------------------------------------------------------|
| Apple | On the table at the north corner of the Living Room. |
|-------------------+-------------------------------------------------------|
| Iron | On a cart at the east corner of the Bedroom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Welcome Center, Pool Area, and Spa \
0===========================================================================>
This section comprises the center of the resort area and divides the west
and east sides of the island. The Welcome Center is at the south, the Pool
Area is to the north of that, and the Spa is to the north of the Pool Area.
Between the Security Outpost to the west and the Spa is a Small Shed.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|######################| Welcome Center and Pool Area |#####################|
0===========================================================================0
| Lion Fish Hut Key | Behind the large "Welcome to Haven" sign at the |
| | Center. |
|-------------------+-------------------------------------------------------|
| Haven Pamphlet | On a chair at the northeast side of the Center. |
|-------------------+-------------------------------------------------------|
| Earphones | On a small table between loungers at the west side of |
| | the Pool Area. |
|-------------------+-------------------------------------------------------|
| Haven Pamphlet | At the northeast end of the Bar inside the Pool. |
| Soda Can | |
0===========================================================================0
|###########################| Spa and Small Shed |##########################|
0===========================================================================0
| Haven Pamphlet | --On the front counter inside the Spa. |
| | --On the counter at the south side of the northeast |
| | private room inside the Spa. |
|-------------------+-------------------------------------------------------|
| Apple | On the front counter inside the Spa. |
|-------------------+-------------------------------------------------------|
| Staff Area Key | --Carried by the female Masseur inside the northwest |
| | private room within the Spa. |
| | --Carried by the male Masseur inside the Spa. |
| | --Carried by the patrolling Guard near the Small |
| | Shed. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall south of the door outside the west side |
| | of the Spa building. |
|-------------------+-------------------------------------------------------|
| Lethal Poisonous | On the west side of the beach near the gate to the |
| Frog | Security Outpost. |
|-------------------+-------------------------------------------------------|
| Coconut | On the ground by the gate to the Security Outpost. |
|-------------------+-------------------------------------------------------|
| Seashell | On the beach next to the west side of the Spa |
| | building. |
|-------------------+-------------------------------------------------------|
| Starfish | On a post just under the east side of the Spa |
| | building. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================================================0
| West Beach, Palm Grove, Security Outpost, and Garden Paths \
0===========================================================================>
The West Beach is the beach on the west side of the island and goes from
the west side of the Villa to the north to the Restaurant Building to the
south.
The Palm Grove is the area just to the north of the Restaurant Building and
the Security Outpost area is to the northeast of it. The Outpost has the
tall Radio Tower where you can climb up and overlook the most of the island
from above.
The area between the Restaurant Building and the Pool Area / Welcome Center
to the east is the Garden Paths. There is also a Small Bar at the north
side of the area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#######################| West Beach and Palm Grove |#######################|
0===========================================================================0
| Hatchet | In a singular boat at the north side of the Beach. |
|----------+----------------------------------------------------------------|
| Pearl | Near the southeast end of the south boat of the pair of boats |
| | close together at the north end of the Beach. |
|----------+----------------------------------------------------------------|
| Starfish | On the southwest end of the south boat of the pair of boats |
| | close together at the north end of the Beach. |
|----------+----------------------------------------------------------------|
| Fish | In a bucket by a fisherman in the water west of the boats at |
| | the Beach. |
|----------+----------------------------------------------------------------|
| Paddle | In a singular boat south of the pair of boats at the Beach. |
|----------+----------------------------------------------------------------|
| Soda Can | On a table by a lounger at the south end Beach. |
|----------+----------------------------------------------------------------|
| Coconut | At the base of a tree at the west side of the Palm Grove. |
0===========================================================================0
|############################| Security Outpost |###########################|
0===========================================================================0
| Shovel | By a tree near the stairs to the roof of the |
| | building. |
|-------------------+-------------------------------------------------------|
| Crowbar | At the base of the Radio Tower on the roof of the |
| | building. |
|-------------------+-------------------------------------------------------|
| Staff Area Key | --Carried by one of the Resort Guards standing |
| | outside the west gate. |
| | --On the north desk inside the building. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall at the northeast corner inside the |
| | building. |
|-------------------+-------------------------------------------------------|
| Police Baton | In a locker at the southwest side inside the |
| | building. |
|-------------------+-------------------------------------------------------|
| Remote Explosive | On the south desk inside the building. |
|-------------------+-------------------------------------------------------|
| Haven Pamphlet | On the bulletin board at the southeast corner inside |
| | the building. |
|-------------------+-------------------------------------------------------|
| Bartoli 75S | Inside the Weapons Box. |
0===========================================================================0
|##############################| Garden Paths |#############################|
0===========================================================================0
| Soda Can | On a shelf inside the west side of the Small Bar. |
|----------+----------------------------------------------------------------|
| Coin | On the counter at the west side of the Small Bar (x2). |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================================0
| Restaurant Building (Ground Floor) and Southwest Beach \
0===========================================================================>
There are three main rooms on this floor. The Restaurant Maintenance Room
is to the north, the Toilets are to the south of that, and the Restaurant
Storage Room is at the south end. The Toilets are divided by gender: The
Women's Toilets are the north half and the Men's Toilets are the south
half.
The Balcony Overhang is at the west side of this area. The Southwest Beach
is the beach area between the Restaurant Building and the Welcome Center.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|################| Restaurant Maintenance Room and Toilets |################|
0===========================================================================0
| Hammer | --On the table in the center of the Maintenance Room. |
| | --Carried by a Resort Staff person that works in the |
| | Room. |
|-------------------+-------------------------------------------------------|
| Wrench | In the blue toolbox in the center of the Maintenance |
| | Room. |
|-------------------+-------------------------------------------------------|
| Shovel | In the north corner of the Maintenance Room. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | In the west corner of the Maintenance Room. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall outside the north door of the Women's |
| | Toilets. |
0===========================================================================0
|########################| Restaurant Storage Room |########################|
0===========================================================================0
| Banana | In a blue crate at the north corner of the Room. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On a shelf along the east wall of the Room. |
0===========================================================================0
|##################| Balcony Overhang and Southwest Beach |#################|
0===========================================================================0
| Fish | In the water near a Jetski at the south end of the |
| | Balcony Overhang. |
|------------------+--------------------------------------------------------|
| Poisonous Flower | In the foliage at the west side of the Southwest |
| (Emetic) | Beach. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================================0
| Restaurant Building - 1st Floor \
0===========================================================================>
On this floor is both the Kitchen and Cocktail Bar. The west side of the
floor is the Balcony. The Kitchen has a small Pantry at the north side and
the Cocktail Bar has its own Kitchen east of the main Bar.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|################################| Kitchen |################################|
0===========================================================================0
| Soda Can | By the sink inside the Pantry. |
|------------------+--------------------------------------------------------|
| Blueberry Muffin | Inside the cooler near the sink inside the Pantry |
| | (x2). |
|------------------+--------------------------------------------------------|
| Lead Pipe | By the door inside the Pantry. |
|------------------+--------------------------------------------------------|
| Meaty Bone | Inside the Pot on the main Stove. |
|------------------+--------------------------------------------------------|
| Frying Pan | --At the east corner of the main Stove. |
| | --On the counter in the north corner. |
|------------------+--------------------------------------------------------|
| Cleaver | On the counter at the east side. |
|------------------+--------------------------------------------------------|
| Cheeseburger | On the counter at the east corner. |
0===========================================================================0
|##############################| Cocktail Bar |#############################|
0===========================================================================0
| Treasure Map Part | Carried by the Boat Captain. |
| (Palm Tree) | |
|-------------------+-------------------------------------------------------|
| Blueberry Muffin | On the table just outside the Bar. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the back counter behind the Bar. |
| Soda Can (x3) | |
| Banana | |
|-------------------+-------------------------------------------------------|
| Staff Area Key | Hanging on the south side of the center counter |
| | inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the floor in the north corner of the Kitchen. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================0
| Natural Beach and Private Island \
0===========================================================================>
This is the beach area for the east half of the island. It goes from the
north end where the south end of the bridge for the Private Island ends all
the way down to the east bridge for the Huts. The Gym Building is in the
center and the Water Activity Center is to the south. The Private Island
for Steven is north of the Natural Beach area. There is a Private Bar in
the center of the Island.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|################| Natural Beach and Water Activity Center |################|
0===========================================================================0
| Fish | In the water between the Spa Building and the bridge |
| | to the Private Island. |
|-------------------+-------------------------------------------------------|
| Driftwood Log | --In the foliage just east of the Spa Building. |
| | --In the foliage north of the boat sitting between |
| | jetskis and east of the Water Activity Center. |
|-------------------+-------------------------------------------------------|
| Poisonous Flower | --In the foliage north of the Gym Building. |
| (Emetic) | --In the foliage east of the southeast corner of the |
| | Gym Building. |
|-------------------+-------------------------------------------------------|
| Coconut | --By the foliage at the east side of the Beach and |
| | just north of a large boat. |
| | --On the ground in the grass just northeast of the |
| | Water Activity Center. |
|-------------------+-------------------------------------------------------|
| Seashell | On the ground by a small tree at the southeast side |
| | of the Beach. |
|-------------------+-------------------------------------------------------|
| Wrench | On the boat between jetskis at the south side of the |
| | Beach. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall by the door inside the Water Activity |
| | Center. |
|-------------------+-------------------------------------------------------|
| Water Scooter Key | Carried by the Snorkel Instructor at the Water |
| | Activity Center. |
0===========================================================================0
|#############################| Private Island |############################|
0===========================================================================0
| Kettle Bell | On the ground at the north side of the Island near |
| | the Private Bar. |
|---------------------+-----------------------------------------------------|
| Driftwood Log | In the foliage at the east side of the Island. |
|---------------------+-----------------------------------------------------|
| Starfish | On a post near the sunken boat at the east side of |
| | the Island. |
|---------------------+-----------------------------------------------------|
| Lethal Poisonous | In the foliage north of the north end of the bridge |
| Frog | to the Island. |
|---------------------+-----------------------------------------------------|
| Coconut | --On the ground in the foliage just north of the |
| | bridge to the Island. |
| | --On the the ground behind a crate near the Weapons |
| | Box just east of the north end of the bridge to |
| | the Island. |
|---------------------+-----------------------------------------------------|
| Wrench | On the crate near the Weapons Box just east of the |
| | north end of the bridge to the Island. |
|---------------------+-----------------------------------------------------|
| Soda Can | At the Private Bar. |
| Banana | |
|---------------------+-----------------------------------------------------|
| Water Scooter Key | --Under the Private Bar. |
| | --Carried by the standing Villa Guard north of the |
| | Private Bar. |
|---------------------+-----------------------------------------------------|
| Machete | Embedded in a tree just west of the Private Bar. |
|---------------------+-----------------------------------------------------|
| Propane Flask | Under the Private Bar. |
| Coin | |
|---------------------+-----------------------------------------------------|
| Jarl's Pirate Saber | Inside the Treasure Chest by the tree near the |
| Doubloons (x2) | southwest corner of the Private Bar. You will need |
| | a shovel to get the prompt to dig. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Gym Building - Ground Floor \
0===========================================================================>
There are four rooms on this floor: Laundry Room, Toilets, Med Clinic, and
Sec Break Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|########################| Laundry Room and Toilets |#######################|
0===========================================================================0
| Staff Area Key | On the dryer at the center of the Laundry Room. |
|-------------------+-------------------------------------------------------|
| Iron | At the east side of the Laundry Room (x2). |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | Near the door inside the Laundry Room. |
|-------------------+-------------------------------------------------------|
| Haven Pamphlet | On the floor in the corner of the south stall inside |
| | the Toilets. |
0===========================================================================0
|#####################| Med Clinic and Sec Break Room |#####################|
0===========================================================================0
| Stethoscope | On the gurney at the west side of the Med |
| | Clinic. |
|------------------------+--------------------------------------------------|
| Scalpel | In the small cabinet at the northeast corner of |
| | the Med Clinic. |
|------------------------+--------------------------------------------------|
| Lethal Poison Pill Jar | In the large cabinet at the east side of the Med |
| Modern Emetic Syringe | Clinic. |
|------------------------+--------------------------------------------------|
| Staff Area Key | Under the TV at the north side of the Sec Break |
| | Room. |
|------------------------+--------------------------------------------------|
| Treasure Map Part | On the bulletin board at the southwest corner of |
| (Skull) | the Sec Break Room. |
|------------------------+--------------------------------------------------|
| Machete | Embedded by the open window inside the Sec Break |
| | Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Gym Building - 1st Floor \
0===========================================================================>
This is the main Gym area that also has a couple of private rooms at the
north side.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Wrench | By the treadmills outside the northwest side of the |
| | floor. |
|----------------+----------------------------------------------------------|
| Screwdriver | On the floor by the exercise bike outside the northeast |
| | side of the floor. |
|----------------+----------------------------------------------------------|
| Kettle Bell | --On the floor inside the northeast private room. |
| | --On the floor in the corner just outside the northeast |
| | private room. |
| | --On the floor at the southwest side. |
|----------------+----------------------------------------------------------|
| Haven Pamphlet | On the bench at the east side outside of the small |
| | center room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Villa - Exterior \
0===========================================================================>
This area is the exterior of the Villa grounds and has four main areas. The
Private Villa Beach is to the east, the Villa Gardens that comprise the
front and west sides within the walls (as well as the Main Entrance), the
Main Terrace that goes around the building, and the Villa Pool Terrace
which is to the north.
At the northwest side of the Pool Terrace is the Private Villa Pier. Under
the north side of the Main Terrace on the Beach is the Beach Storage Area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##########################| Private Villa Beach |##########################|
0===========================================================================0
| Fire Extinguisher | Under the west side of the Beach Storage Area. |
|-------------------+-------------------------------------------------------|
| Propane Flask | At the north end of the Bar at the west side of the |
| | Beach. |
|-------------------+-------------------------------------------------------|
| Haven Pamphlet | On one of the beds near the water. |
|-------------------+-------------------------------------------------------|
| Seashell | On the sand by the left pontoon of the Plane at the |
| | east end of the Beach. |
|-------------------+-------------------------------------------------------|
| Hammer | On the crates just southwest of the Plane. |
|-------------------+-------------------------------------------------------|
| Coconut | On the ground at the center of the Beach area. |
|-------------------+-------------------------------------------------------|
| Poisonous Flower | In the foliage just south of the center of the Beach |
| (Emetic) | area. |
|-------------------+-------------------------------------------------------|
| Treasure Map Part | In the bottle by the ruined pier at the south end of |
| (Island) | the Beach area. You need to shoot the bottle to |
| | acquire it. |
0===========================================================================0
|#############################| Villa Gardens |#############################|
0===========================================================================0
| Newspaper | On the bench at the northwest side. |
|-----------+---------------------------------------------------------------|
| Hammer | By a blue toolbox in the foliage outside of the Main Entrance |
| | and to the east of it. |
0===========================================================================0
|##############################| Main Terrace |#############################|
0===========================================================================0
| Screwdriver | In the blue toolbox just east of the front door. |
|-----------------+---------------------------------------------------------|
| Haven Villa Key | On the coffee table at the northeast side. |
0===========================================================================0
|###############| Villa Pool Terrace and Private Villa Pier |###############|
0===========================================================================0
| Underground Haven | On the coffee table at the west side of the Terrace. |
| Facility Keycard | |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the floor by the west end of the counter at the |
| | west side of the Terrace. |
|-------------------+-------------------------------------------------------|
| Hamburger | On the counter at the west side of the Terrace. |
|-------------------+-------------------------------------------------------|
| Wrench | On the pier by the black speedboat at the Villa Pier. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Villa - Ground Floor \
0===========================================================================>
There are five areas on this floor. The Villa Hall just inside the front
doors, the Dining Room to the northwest, the Security Room to the
southwest, the Living Room to the northeast, and the Secret Office to the
southeast. The Office can be entered through the bookcase inside the Living
Room or through the Emergency Exit.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#######################| Villa Hall and Dining Room |######################|
0===========================================================================0
| Haven Villa Key | Carried by the Butler. |
|-----------------+---------------------------------------------------------|
| Banana | In the center of the table at the Dining Room. |
|-----------------+---------------------------------------------------------|
| Feather Duster | In the southwest corner of the Dining Room. |
0===========================================================================0
|#############################| Security Room |#############################|
0===========================================================================0
| Remote Explosive | On a shelf at the north side. |
|------------------+--------------------------------------------------------|
| Hackl 9S Covert | Inside the Weapons Box. |
|------------------+--------------------------------------------------------|
| Haven Villa Key | On a desk at the southwest side. |
0===========================================================================0
|##############################| Living Room |##############################|
0===========================================================================0
| Speedboat Key | On the small table in the north half. |
| Apple | |
|----------------+----------------------------------------------------------|
| Maori Paddle | On the wall at the south half (x2). |
|----------------+----------------------------------------------------------|
| Haven Pamphlet | On the bookshelf at the south end. |
| Gold Idol | |
0===========================================================================0
|#############################| Secret Office |#############################|
0===========================================================================0
| Tactical Bartoli 12G | On the wall at the northwest side. |
| Fusil G2 | |
| HX-10 | |
|------------------------+--------------------------------------------------|
| Lethal Poison Pill Jar | Inside the Cabinet. |
|------------------------+--------------------------------------------------|
| Bodyguard Disguise | Inside the locker. |
|------------------------+--------------------------------------------------|
| Scissors | In the cup on the south desk. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Villa - Top Floor \
0===========================================================================>
There are five main areas on this floor. The Master Bedroom is at the
northwest side, the Master Bathroom at at the southwest corner, Ljudmila's
Bedroom and Bathroom is at the northeast corner, and the Home Theater is at
the southeast corner. The interior walkway between the room is part of the
Villa Hall. There is also a Terrace that goes around the exterior.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|######################| Master Bedroom and Bathroom |######################|
0===========================================================================0
| Medical Cabinet Key | On the tray at the northeast corner of the Bedroom. |
|---------------------+-----------------------------------------------------|
| Letter Opener | By the TV inside the Bedroom. |
|---------------------+-----------------------------------------------------|
| Barber Razor | By the sink inside the Bathroom. |
|---------------------+-----------------------------------------------------|
| Screwdriver | Carried by the female Tech Crew inside the |
| | Bathroom. |
|---------------------+-----------------------------------------------------|
| Locker Key | Carried by Tyson Williams. |
0===========================================================================0
|####################| Ljudmila's Bedroom and Bathroom |####################|
0===========================================================================0
| Haven Villa Key | On the small table at the northwest corner of the |
| | Bedroom. |
|-----------------------+---------------------------------------------------|
| Earphones | On the table by the bed inside the Bedroom. |
|-----------------------+---------------------------------------------------|
| Imperial Filigree Egg | On the dresser at the south side of the Bedroom. |
|-----------------------+---------------------------------------------------|
| Starfish | By the Sink inside the Bathroom. |
| Pearl | |
0===========================================================================0
|##############################| Home Theater |#############################|
0===========================================================================0
| Speedboat Key | At the northwest corner. |
| Golf Club | |
|---------------+-----------------------------------------------------------|
| Coin | On the floor by the west end of the screen (x2). |
|---------------+-----------------------------------------------------------|
| Screwdriver | By the east end behind the screen. |
0===========================================================================0
|#########################| Villa Hall and Terrace |########################|
0===========================================================================0
| Gold Idol | On the lower shelf of a table just outside the Home Theater |
| | inside the Villa Hall. |
|-----------+---------------------------------------------------------------|
| Soda Can | On the small table at the northwest corner of the Terrace. |
|-----------+---------------------------------------------------------------|
| Newspaper | On the lounger at the northeast side of the Terrace. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================0
| Emergency Exit - Level -1 \
0===========================================================================>
This is the small room just under the southeast corner of the Villa and can
be used to access the Secret Office and Server Farm.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Underground Haven | Carried by the lone Tech Crew. |
| Facility Keycard | |
|-------------------+-------------------------------------------------------|
| Shovel | Leaning against the wall near the Closet. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================0
| Server Farm - Top Floor \
0===========================================================================>
This is the top level of the main Server Farm for Haven that is under the
Villa. At the south side is the Control Room. To the west is a Storeroom
and the Catwalk goes around the west, north, and east sides.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Blueberry Muffin | On the main counter inside the Control Room. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On a wall at the southeast side of the Control Room. |
|-------------------+-------------------------------------------------------|
| Haven Pamphlet | In a box at the south side of the Storeroom. |
|-------------------+-------------------------------------------------------|
| Crowbar | On a shelf at the north side of the Storeroom. |
|-------------------+-------------------------------------------------------|
| Screwdriver | On the counter at the northwest side of the Catwalk. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Server Farm - Main Floor \
0===========================================================================>
There are three areas on this floor. The Server Farm itself comprises the
majority of this floor. The room just south of it is the Security Break
Room. The smaller room to the south of it is the Locker Room. The two small
rooms on both sides of the Locker Room are the Restrooms.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Internal Haven Report | On the counter at the north side of the Farm. |
|------------------------+--------------------------------------------------|
| Screwdriver | On a large cart at the south side of the Farm. |
|------------------------+--------------------------------------------------|
| Wet Floor Sign | --Between servers at the east side of the Farm. |
| | --Outside the west end of the Security Break |
| | Room. |
|------------------------+--------------------------------------------------|
| Apple | --On a table inside the Security Break Room. |
| | --Inside the refrigerator within the Security |
| | Break Room. |
|------------------------+--------------------------------------------------|
| Underground Locker Key | Carried by a female Tech Crew with a red hat. |
|------------------------+--------------------------------------------------|
| Haven USB Stick | Inside the southwest locker within the Locker |
| | Room. |
|------------------------+--------------------------------------------------|
| Coin | Inside the open south center locker within the |
| | Locker Room. |
|------------------------+--------------------------------------------------|
| Folding Knife | Inside the southeast locker within the Locker |
| Banana | Room. |
|------------------------+--------------------------------------------------|
| Gas Suit Disguise | Inside the northeast locker within the Locker |
| | Room. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HVL3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn the Jarl's Pirate Saber for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You can now start at the Shark Hut. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn a Hidden Stash at the Laundry Room. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the Remote Emetic Gas Device for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn a Hidden Stash at the Restaurant Storage Room. |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start at the Resort Pool Area. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn an Agency Pickup at the Shark Hut. |
|----------+----------------------------------------------------------------|
| Level 9 | You can earn a Hidden Stash at the Changing Room. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the Sieker 1 for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the Resort Gym disguised as a Personal |
| | Trainer. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn an Agency Pickup at the Security Hut. |
|----------+----------------------------------------------------------------|
| Level 13 | You earn a Hidden Stash in the Crab Hole under the Bar at the |
| | Private Island. |
|----------+----------------------------------------------------------------|
| Level 14 | You can now start at the Restaurant's Kitchen disguised as a |
| | Waiter. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock The Black Almond's Dagger for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn a Hidden Stash in the Villa Bathroom. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn an Agency Pickup at the Villa Beach Storage Area. |
|----------+----------------------------------------------------------------|
| Level 18 | You can now start at the Private Villa Pier disguised as Villa |
| | Staff. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn an Agency Pickup at the Server Farm's Storeroom. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Jaeger 7 Tuatara Sniper Rifle and The Tropical |
| | Suit for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HVL4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0===============0
| Tyson Williams \
0===========================================================================0
| He is one of your Targets and can be found roaming around the Top Floor |
| of the Private Villa. He will go between the four rooms up there and |
| won't go downstairs unless certain things happen. He has been feeling |
| unwell and has called a Doctor to help him with his illness. |
0===========================================================================0
0=================0
| Ljudmila Vetrova \
0===========================================================================0
| She is one of the other Targets and can be found going between the Turtle |
| Hut, Kitchen, and the Pool and Spa areas. She has also been haggling the |
| Kitchen staff over the menu. |
0===========================================================================0
0===============0
| Steven Bradley \
0===========================================================================0
| He is the last Target and can be found doing his training regimen going |
| between the Private Island, Gym Building, and Water Activity Center. He |
| is also wanting to use is Water Scooter by the Island but has had the |
| Keys taken from him after an incident. |
0===========================================================================0
0==============0
| Jason Portman \
0===========================================================================0
| The Helmut Kruger wannabe is here for business and is talking to Haven |
| which is the reason why Ljudmila keeps coming to his Hut. |
0===========================================================================0
0=================0
| The Boat Captain \
0===========================================================================0
| This old man, who can only be found at the Cocktail Bar, keeps mumbling |
| to himself about a treasure map. He has one piece already and needs the |
| other pieces to find the prize which is supposedly nearby. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HVL5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0==========0
| Enforcers \
0===========================================================================0
| With most Disguises on all Main Story missions the number of Enforcers |
| change depending on the difficulty. On this mission, however, they do |
| not. Therefore all of the Enforcers listed are for all three difficulty |
| levels. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================0
| The Tropical Islander \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you only have access to what most Civilians have |
| access to which is: |
| |
| --The Resort Pier and Hut Area. |
| ++Cannot go in Turtle Hut, Manta Ray Hut, and Lion Fish Hut. |
| --The Welcome Center, Pool Area, and Spa. |
| ++Cannot go in the back area of Spa and Small Shed area. |
| --The West Beach, Palm Grove, Security Outpost, and Garden Paths. |
| ++Cannot go in the Security Outpost and behind the Small Bar. |
| --The Restaurant Building (Ground Floor) and Southwest Beach area. |
| ++Cannot go in the Restaurant Maintenance Room, Women's Toilets, |
| and the Restaurant Storage Room. |
| --The Restaurant Building - 1st Floor area. |
| ++Cannot go in the main Kitchen area, Kitchen Pantry, and Cocktail |
| Bar Kitchen. |
| --The Natural Beach and Private Island areas. |
| ++Cannot go into the Laundry Room, Sec Break Room, and Private |
| Island. |
| |
| Outside of these areas everything else is off limits. |
0===========================================================================0
0=========0
| Swimwear \
0===========================================================================0
| This is a Civilian outfit and consists of a blue tropical shirt and pink |
| shorts. As such it has the exact same properties as The Tropical Islander |
| Disguise and also has no Enforcers. This outfit can only be found inside |
| the Shark Hut. |
0===========================================================================0
0=============0
| Boat Captain \
0===========================================================================0
| This is the old man that is currently at the Cocktail Bar. This Disguise |
| consists of a dark blue blazer, light brown shorts, white shoes with |
| black socks, and a captain's hat. It is also a Civilian outfit thus it |
| has the same properties as the Suit and also has no Enforcers. |
| |
| To obtain this Disguise you should bring some emetic poison and wear the |
| Chef Disguise. At the south side of the Bar counter is a Whiskey Glass |
| that the Boat Captain drinks from. Use the poison on it and go downstairs |
| to the Men's Toilets. When he gets sick then he should go into one of the |
| stalls here where you can safely knock him out and take his Disguise. |
0===========================================================================0
0===================0
| Snorkel Instructor \
0===========================================================================0
| This is the person who hangs around the Water Activity Center and wears a |
| black and blue wetsuit. This Disguise has the same properties as the Suit |
| and has no Enforcers. |
| |
| There are two ways to acquire this Disguise. The first involves the use |
| of emetic poison. Go to the Beach near the Center to find a Breathing |
| Apparatus on the boat. Keep an eye on the nearby people and and use the |
| poison on it when no one is looking. |
| |
| The Instructor will come here to use it as part of a system check and get |
| sick. He should then go to the Lion Fish Hut and use the Bathroom there |
| to vomit. Follow him to the toilet, knock him out, dump him in the |
| Container, and take his Disguise. |
| |
| The second way is to grab a couple of objects and go to the Center. Go |
| inside and wait for a female Civilian to come inside to look at the |
| workbench. Look outside to find a male Civilian and the Instructor. |
| |
| When they are looking away then knock her out and dump her in the |
| Container. Go out to find a stack of boats with some Crocodiles on top. |
| Go behind it and keep an eye on both the male Civilian and the |
| Instructor. |
| |
| When the Civilian is leaning against the post and the Instructor goes to |
| the Beach then toss an object to lure the Civilian here. Knock him out |
| and leave him in the foliage. Go back into the Center and wait for the |
| Instructor to come to the table just outside. Toss an object by the |
| Container to lure him here. Knock him out, dump him in the Container, and |
| take his Disguise. |
0===========================================================================0
0=================0
| Personal Trainer \
0===========================================================================0
| This the guy who works at the Gym. He wears a light blue sleveless tank |
| top and dark gray shorts. As for access on the Resort this Disguise will |
| allow you to go into all areas of the Gym Building but has the same |
| properties as the Suit otherwise. One thing about this Disguise is that |
| you can serve workouts at the Gym. |
| |
| There are two ways to safely acquire this Disguise and they require some |
| emetic poison, Coins, and either the Waiter or Chef Disguise. |
| |
| Go to the workout table at the southeast corner of the Gym to find a |
| Bottle. Poison it then go to the Restrooms below. The Trainer will drink |
| from it and get sick then go down here. Subdue him at the Toilet, dump |
| him in the Container in the Laundry Room, and take his Disguise. |
| |
| However, if you wait too long, then he may take the Bottle with him thus |
| rendering you unable to poison it. In this case you will need to acquire |
| the Emetic Poison Syringe (there is one in the Med Clinic below). Place a |
| Coin on the floor at the end of the wall near the Cycles and place a |
| couple of more along the way and on the other side of the wall. |
| |
| When he comes to check on the Cyclist then he should see the Coin and |
| follow the chain. When he is safely out of view then stab him so he can |
| go to the Restroom for ambushing. |
| |
| As for Enforcers, there are are two: the Trainer and the Resort Staff at |
| the Gym. |
| |
| You can start at the Resort Gym already disguised as a Trainer once |
| you've reached Mastery Level 11. |
0===========================================================================0
0===========0
| Life Guard \
0===========================================================================0
| These are the people that patrol the Pool area and Beaches. They wear a |
| white short sleeve shirt with red shorts and a red hat. As for access, |
| they can go into all rooms at the Gym Building but has the same |
| restrictions as the Suit otherwise. |
| |
| The easiest way to acquire this Disguise is to go into the Laundry Room |
| through the Med Clinic. Grab an Iron and turn on the Radio to lure in the |
| Life Guard sleeping nearby. Stay crouched behind the washers and wait for |
| him to come to it. Sneak up behind him, knock him out when he turns it |
| off, dump him in the Container, and take his Disguise. |
| |
| As for Enforcers, there are two and they are a pair of Life Guards near |
| the Water Activity Center. |
0===========================================================================0
0=====0
| Chef \
0===========================================================================0
| These are the people that work the Kitchen. They wear a white long sleeve |
| shirt with dark gray pants. As for access on the Resort they can go into |
| all areas of the Restaurant Building except the Women's Toilets and all |
| areas of the Gym Building. Beyond that this Disguise has the same |
| properties as the Suit. |
| |
| Another thing about this Disguise is that you can safely poison food and |
| drink without suspicion. |
| |
| The best way to acquire this Disguise is to go through the open window |
| into the Kitchen's Pantry. Grab the Lead Pipe and turn on the Ice Machine |
| in the corner to lure in one of the Chefs. Take cover to the left of the |
| door and wait for him to go to it. Close the door, knock him out when he |
| turns it off, dump him in the Container, and take his Disguise. |
| |
| As for Enforcers, there are twelve: |
| |
| --One at the Resort Pier. |
| --One in front of the Shark Hut. |
| --Two at the Welcome Center. |
| --Three at the Garden Paths. |
| --One under the Balcony Overhang. |
| --One near the Kitchen. |
| --One patrolling the Balcony. |
| --A Chef inside the Kitchen. |
| --Steven's personal Guard. |
0===========================================================================0
0========0
| Masseur \
0===========================================================================0
| This is the male Masseur that can only be found at the east side of the |
| Spa Building. This outfit consists of a white shirt and pants plus a |
| light blue towel. As for access, it will allow you to go into the Spa and |
| Small Shed areas plus all rooms at the Gym Building. Outside of this it |
| has the same properties as the Suit. |
| |
| To safely obtain this Disguise you will need to get rid of the two Guards |
| east of the Spa Building. North of the Gym Building is a north-south path |
| that leads to the east side of the Spa. |
| |
| There is a patrolling Guard that goes from the front of the Spa to the |
| path and stops in the middle. On the east side of this path is some |
| foliage where you can find some Emetic Poison Flowers. Go into this |
| foliage, crouch, and, when the Guard comes close, then toss an object at |
| the Flowers to lure him there. Knock him out and leave the body. |
| |
| Go to the east side of the Spa Building where you should find another |
| Guard. He will sit on the stairs for a bit then go to the shore for a bit |
| before going back. When the Masseur is inside and the Guard goes to the |
| shore then knock him out, pick up his weapon, and drag him into the |
| foliage for hiding. |
| |
| Place a Coin on the sand near the bottom of the stairs and close to the |
| foliage. Go to the top of the stairs and wait. When the Masseur comes out |
| then he should go for the Coin. Throw stun him when he gets there, drag |
| him to the foliage, and take his Disguise. |
| |
| As for Enforcers, there is one and she is inside the northwest private |
| massage room at the Spa. |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| These are the people that work the Bars and other food related areas of |
| the Resort. They wear a white long sleeve shirt with dark pants and a |
| black apron. |
| |
| As for access on the Resort they can go into the Restaurant back areas |
| except the Women's Toilets but has the same properties as the Suit. One |
| important thing to note is that you can go onto the Private Island which |
| is something that most other Staff can't do. |
| |
| Just like with the Chef Disguise you can safely poison food and drink |
| without suspicion. |
| |
| There are two ways to acquire this Disguise. The safest is to go to the |
| open window at the north side of the Restaurant Maintenance Room. Inside |
| is a Waiter and a member of Resort Staff. When the Resort Staff leaves |
| then enter the room, ambush the Waiter, dump him in the Container, and |
| take his Disguise. |
| |
| The second way is at the Small Shed area. Hide in the foliage and ambush |
| the Resort Guard when he goes to the shore, drag him into the foliage, |
| and take his Disguise. When the Waiter from the Pool Bar comes to the |
| Shed then ambush him, dump him in the Container, and take his Disguise. |
| |
| As for Enforcers, there are are five: |
| |
| --Three at the Cocktail Bar area. |
| --One at the east side of the Private Island. |
| --One at the Private Island's Bar. |
| |
| You can start at the Kitchen already disguised as a Waiter once you've |
| reached Mastery Level 14. |
0===========================================================================0
0=============0
| Resort Staff \
0===========================================================================0
| These are the people that tend to the Huts and other areas of the Resort. |
| They wear a white short sleeve shirt with a gray and and blue cap along |
| with a gray apron-like skirt. As for access, they can go everywhere on |
| the Resort except the Women's Toilets and the Security Outpost. Unlike |
| with the Waiter Disguise they cannot go onto the Private Island. |
| |
| The best way to acquire this Disguise is to go inside the Bathroom at the |
| Lion Fish Hut. Place a Coin near the edge of the Hatch and grab the Fire |
| Extinguisher. Take cover to the right of the door, open it, and toss the |
| Extinguisher on the floor to lure the nearby Staff. Grab him through the |
| door as he goes for the Coin, dump him in the nearby Container, and take |
| his Disguise. |
| |
| As for Enforcers, there are fourteen: |
| |
| --One at the Resort Pier. |
| --One in front of the Shark Hut. |
| --Two at the Welcome Center. |
| --One at the Pool area. |
| --One at the Small Shed area. |
| --Three at the Garden Paths. |
| --One under the Balcony Overhang. |
| --One near the Kitchen. |
| --One patrolling the Balcony. |
| --A Guard that patrols the path between the Pool area and the northwest |
| side of the Gym Building. |
| --Steven's personal Guard. |
0===========================================================================0
0=======0
| Doctor \
0===========================================================================0
| This is the person who is here to see Tyson Williams. He wears a |
| "lightish red" shirt with a red tie, brown pants with sandals, and a |
| white lab coat. As for access this Disguise has pretty much the same |
| properties as the Suit except that you can go into the Manta Ray Hut. |
| |
| However, you can go into the Villa but you will need to be frisked at the |
| main entrance. Inside the Villa you can go on the Beach area and all |
| rooms on the Ground Floor except the Secret Office and the Security Room. |
| You can also go into all rooms on the Top Floor. But the Emergency Exit |
| and Server Farm areas are off limits. |
| |
| There are a couple of ways to acquire this Disguise. The first is at the |
| Manta Ray Hut. The best way is to start at the Resort Pier and bring your |
| Lockpick and Coins. Run down the Pier just far enough then drop down into |
| the water and run to the back area of the Manta Ray Hut. |
| |
| Go through the doors to the Bathroom, place a Coin near the Hatch by the |
| Sink, grab the Fire Extinguisher, and take cover to the right of the door |
| to the Living Room. By the time you get to this point then the Doctor and |
| his servant will be going to the Bedroom after having a conversation at |
| the front door. |
| |
| Once the servant is just inside the Bedroom then open the door and toss |
| the Extinguisher in the corner to lure her. Placing the Coin on the floor |
| ensures that she will go through the door. Grab her to subdue her then |
| pick up the Coin, turn on the Sink, and dump her in the Container. After |
| that then go onto the small Patio by the Sink and hide behind the wall. |
| |
| When the Doctor goes into the Living Room then he should be distracted by |
| the Sink. When he turns it off and steps away then sneak inside, subdue |
| him, dump him in the Container, and take his Disguise. |
| |
| The second way is to wait until he goes to the Villa which is at least |
| ten minutes into the mission. Go to the main entrance and sneak into the |
| foliage to the east of it. Go to the scaffold to find the Hammer then |
| toss it on the wall to lure a Guard to it. |
| |
| Knock him out and take his Disguise. Go to the foliage to the west of the |
| entrance and repeat the process to get rid of the second Guard and drag |
| him west into the deeper foliage. When the Doctor walks up the path to |
| the entrance then knock him out, drag him into the foliage, and take his |
| Disguise. |
| |
| As for Enforcers, there are four: |
| |
| --One at the Manta Ray Hut. |
| --Ljudmila and her personal Guard. |
| --One at the southeast corner of the Villa's Top Floor Terrace. |
0===========================================================================0
0============0
| Villa Staff \
0===========================================================================0
| This is the regular Staff that work at the Villa. They wear a white long |
| sleeve shirt with a tie and white gloves, black pants and shoes, and a |
| black apron. As for access, this Disguise has the exact same properties |
| as the Doctor Disguise. However, if you are going back into the Villa |
| then you will be frisked at the main entrance. |
| |
| The best way to obtain the Disguise is to go to the Dining Room as |
| Security. Turn on the Vacuum Cleaner to lure the one in the Room to it. |
| Knock him out when he turns it off, dump him in the Container, and take |
| his Disguise. |
| |
| As for Enforcers, there are twenty one: |
| |
| --One at the Resort Pier. |
| --One in front of the Shark Hut. |
| --Two at the Welcome Center. |
| --Three at the Garden Paths. |
| --One under the Balcony Overhang. |
| --One near the Kitchen. |
| --One patrolling the Balcony. |
| --Steven's personal Guard. |
| --One at the Bar at the Villa Private Beach. |
| --One at the northeast corner of the Main Terrace. |
| --One at the Villa Pool Terrace. |
| --The Butler. |
| --One inside the Villa's Dining Room. |
| --Two Maids on the Villa's Top Floor. |
| --Tyson's Bodyguard. |
| --One at the west side of the Top Floor Terrace. |
| --One at the southeast corner of the Top Floor Terrace. |
| |
| You can start at the Private Villa Pier already disguised as Staff once |
| you've reached Mastery Level 18. |
0===========================================================================0
0=======0
| Butler \
0===========================================================================0
| This is the main Butler for the Villa and can only be found here. He |
| wears the standard outfit which consists of a long black jacket, gray |
| pants, and white gloves. This Disguise has the exact same properties as |
| the Villa Staff Disguise. This Disguise also has the exact same Enforcers |
| as the Villa Staff minus the Butler so you only have to deal with twenty. |
| |
| There are a couple of ways to acquire this Disguise. The fastest is to |
| acquire the Doctor Disguise and go up to him. He will lead you up to the |
| Bedroom where you can safely subdue him, dump him in the Closet, and take |
| his Disguise. |
| |
| The second way is to wait for the Doctor to go up there on his own. After |
| he leaves then the Butler will go into the back area of the Dining Room |
| where you can safely ambush him, dump him, and take his Disguise. |
0===========================================================================0
0==========0
| Tech Crew \
0===========================================================================0
| These are the people that keep the Server Farm running. The outfit |
| consists of a white jumpsuit with a hood. In addition to the Farm they |
| can be on the Villa grounds including the ground floor of the Villa. |
| However, they can't go onto the Security Room and the Top Floor. |
| |
| Outside of the Villa this Disguise has the same properties as the Suit. |
| If you are going back into the Villa then you will be frisked at the main |
| entrance. |
| |
| There are two ways to acquire this Disguise. The first is to ambush the |
| one that goes between the Emergency Exit and the Bar, usually when he is |
| leaving. The second way is to lure one from the Control Room using the |
| Fusebox west of it. Knock him out, drag him behind the doors, and take |
| his Disguise. |
| |
| As for Enforcers, there are seven, all at the Villa area: |
| |
| --One at the west side of the Pool Terrace. |
| --Tyson's Bodyguard. |
| --One in the Master Bathroom. |
| --A Maid on the Top Floor. |
| --One at the southeast corner of the Top Floor Terrace. |
| --Two at the Server Farm's Main Floor. |
0===========================================================================0
0=========0
| Gas Suit \
0===========================================================================0
| This is a variant of the Tech Crew Disguise in that it has a gas mask |
| attached. It has the same properties as the Tech Crew Disguise but has |
| more Enforcers. One key difference is that if you try to go back into the |
| Villa through the main entrance then you will be turned away. |
| |
| The only way to acquire this Disguise is inside the Locker Room at the |
| Server Farm's Main Floor. You will need to knock out the Villa Guard |
| there first after the patrolling female Tech Crew leaves. You can get him |
| up by placing a Coin in front of him so you can knock him out and dump |
| him in the Closet. You can also place a Banana in front of him then get |
| him up with the Coin so he will fall and knock himself out. |
| |
| As for Enforcers, there are nineteen: |
| |
| --One at the Resort Pier. |
| --One in front of the Shark Hut. |
| --Two at the Welcome Center. |
| --Three at the Garden Paths. |
| --One under the Balcony Overhang. |
| --One near the Kitchen. |
| --One patrolling the Balcony. |
| --Steven's personal Guard. |
| --One at northeast corner of the Villa's Main Terrace. |
| --Three at the Pool Terrace. |
| --One in the Dining Room. |
| --Tyson's Bodyguard. |
| --Two at the Server Farm's Main Floor. |
0===========================================================================0
0=============0
| Resort Guard \
0===========================================================================0
| These are the standard Guards that patrol most of the Resort. They wear a |
| blue shirt with a shoulder holster and walkie-talkie, khaki pants, and |
| brown shoes. As for access, even though it is a Guard Disguise, it won't |
| allow you onto the Private Island and Villa areas. In the Resort itself |
| you can go everywhere except the Women's Toilets. |
| |
| There are two ways to acquire this Disguise, both of them near the Spa |
| Building. The first is to go to the stairs at the northwest side of the |
| Pool that enter into the Garden Paths. Look north to find a passage |
| through the foliage into the Small Shed area. Sneak through until you are |
| just west of the Shed. |
| |
| There is a Guard that patrols here. There is also a Waiter that comes to |
| the Shed from time to time and there is a female Masseur in the private |
| room nearby. When the Guard is at the shore and the Waiter is away and |
| the Masseur is not looking then ambush the Guard, drag him into the |
| foliage, and take his Disguise. |
| |
| The second way is at the east side of the Spa Building where you can take |
| one from either of the two Guards you would need to get rid of when going |
| after the Masseur Disguise. |
| |
| As for Enforcers, there are six: |
| |
| --One that patrols the bridge between the Manta Ray and Lion Fish Huts. |
| --One at the Small Shed area. |
| --One at the roof of the Security Outpost. |
| --One patrolling the northeast area of the Gym Building. |
| --One in the Sec Break Room. |
| --One just outside of the Gym. |
0===========================================================================0
0============0
| Villa Guard \
0===========================================================================0
| These are the highest end Guards for the Resort. They wear black pants |
| with a black vest and a red shirt. They can go everywhere except for two |
| places: the Women's Toilets and the Secret Office on the Villa's Ground |
| Floor. |
| |
| The best way to acquire this Disguise is to go to the Villa's Main |
| Entrance to find a pair of Guards. Go into the foliage to the east of |
| them to find a scaffold with a blue toolbox. There should be a Hammer |
| here. Toss the Hammer at the wall to the left of the scaffold to lure one |
| of them here. Pick up the Hammer, get up behind him, knock him out, and |
| take his Disguise. |
| |
| As for Enforcers, there are thirteen: |
| |
| --One at the southwest side of the Private Island. |
| --One at the south side of the Private Island. |
| --One at the east side of the Private Villa Beach. |
| --Two at the northeast side of the Main Terrace at the Villa. |
| --One at the Villa's Security Room. |
| --One at the Villa's Living Room. |
| --One at the Villa's Home Theater. |
| --The Maid at the west side of the Villa's top floor Terrace. |
| --One at the north side of the Villa's top floor Terrace. |
| --One at the southeast corner of the Villa's top floor Terrace. |
| --Two at the main floor of the Server Farm. |
0===========================================================================0
0==========0
| Bodyguard \
0===========================================================================0
| This is the person who follows Tyson around. This Disguise is similar to |
| the Villa Guard outfit except that it has a gold shirt and a beret. This |
| has the same access as the Villa Guard Disguise except that you can go in |
| the Secret Office. |
| |
| There are three ways to acquire this Disguise. The first is to enter the |
| Secret Office from the back door and use a Lockpick to open the Locker |
| that contains it. |
| |
| The second is to give the Haven USB Stick back to Tyson and he will take |
| you down to the Secret Office. He will promote you to Bodyguard and you |
| can safely acquire the Disguise when his back is turned after you acquire |
| the Locker Key from the desk. |
| |
| The third is to go into Ljudmila's Bathroom and wait for Tyson to go into |
| the Bedroom. Open the door, toss an object into the center of the room to |
| lure him then knock him out, dump him in one of the Closets, and take his |
| Disguise. |
| |
| As for Enforcers, there are thirteen (most of them outside of the Villa): |
| |
| --One at the Welcome Center. |
| --One at the Pool area. |
| --One near the Small Shed by the Spa Building. |
| --Two at the Garden Paths. |
| --Two near the Kitchen. |
| --One north of the Gym Building. |
| --One at the south side of the Private Island. |
| --Tyson and his Bodyguard. |
| --Two at the Server Farm's Main Floor. |
| |
| It should be noted that if you are promoted to Bodyguard by Tyson then |
| both he and the other Bodyguard no longer become Enforcers. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HVL6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=================0
| Camera Placement \
0===========================================================================0
| With most Cameras on all Main Story missions the number of them change |
| depending on the difficulty. On this mission, however, they do not. |
| Therefore all of the Cameras listed are for both Professional and Master |
| difficulties. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
There are a total of twenty two Cameras located around the Resort. At the
west half of the Resort there are six:
0=========================================================================0
| Two at the west gate of the Security Outpost. |
|-------------------------------------------------------------------------|
| Two at the east gate of the Security Outpost. |
|-------------------------------------------------------------------------|
| One above the Restaurant Maintenance Room door. |
|-------------------------------------------------------------------------|
| One on the east tree between the Kitchen and the Cocktail Bar. |
0=========================================================================0
At the east side of the Resort there are seven:
0=========================================================================0
| Two east of the Spa Building. |
|-------------------------------------------------------------------------|
| Two at the northeast side of Natural Beach. |
|-------------------------------------------------------------------------|
| One outside the east side of the Sec Break Room. |
|-------------------------------------------------------------------------|
| Two at the south side of the Private Island. |
0=========================================================================0
At the Villa exterior there are four:
0=========================================================================0
| Two by the west wall door. |
|-------------------------------------------------------------------------|
| One above the open door at the west side of the Top Floor Terrace. |
|-------------------------------------------------------------------------|
| One near the southeast corner of the Top Floor Terrace. |
0=========================================================================0
At the Villa interior there are two:
0=========================================================================0
| One halfway up the stairs from the Emergency Exit to the Secret Office. |
|-------------------------------------------------------------------------|
| One at the northwest corner inside the Secret Office. |
0=========================================================================0
At the Server Farm there are three:
0=========================================================================0
| One above the Storeroom door at the Top Floor. |
|-------------------------------------------------------------------------|
| One at the southwest corner of the Main Floor. |
|-------------------------------------------------------------------------|
| One at the south side of the Main Floor. |
0=========================================================================0
The Recorders for the Cameras can be found inside the Security Outpost, the
Villa's Security Room, and the Server Farm. The easiest to destroy is the one
at the Security Outpost because you can hide yourself easily to the left of
the north door when shooting the Recorder from the outside.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HVL7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0===================0
| Legacy Differences \
0===========================================================================0
| [The Key Maker], [Doctor Rieper], and [Stolen USB] Challenges are moved |
| from the Discovery tab to the Feats tab. The [Do You Even Lift], [Total |
| Server Collapse], and [Tiki Time] Challenges are moved from the Feats tab |
| to the Discovery tab. |
| |
| The [Dress For The Job You Want] Challenge is re-named [Mission Story - |
| Idle Hands]. The [Disrupt Portman] Challenge has been re-named [Mission |
| Story - The Shape Changer]. |
| |
| Finally, the [Big Brother] Challenge has been removed. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple keys that you will find in this mission: |
0===========================================================================0
| Hut Keys | There are four Keys, one for each of the Huts, and |
| | are specific to each one. |
|---------------------+-----------------------------------------------------|
| Staff Area Key | This Key opens all locked doors at the Resort. |
|---------------------+-----------------------------------------------------|
| Haven Villa Key | This Key opens all locked doors at the Villa. |
|---------------------+-----------------------------------------------------|
| Water Scooter Key | This Key allows you to use the Water Scooter at the |
| | Private Island. |
|---------------------+-----------------------------------------------------|
| Medical Cabinet Key | This Key opens the Cabinet at the Villa's Secret |
| | Office. |
|---------------------+-----------------------------------------------------|
| Locker Key | This Key opens the Locker at the Villa's Secret |
| | Office. |
|---------------------+-----------------------------------------------------|
| Speedboat Key | This Key allows you to use the Speedboat at the |
| | Private Villa Pier. |
|---------------------+-----------------------------------------------------|
| Underground Locker | This Key opens the Locker inside the Server Room's |
| Key | Locker Room of the person who stole the Haven USB |
| | Stick. |
|---------------------+-----------------------------------------------------|
| Underground Haven | This opens the doors for the Emergency Exit and the |
| Facility Keycard | Hatches on the west and east sides of the Villa |
| | area as well as the back door to the Secret Office. |
0===========================================================================0
0==========0
| The Storm \
0===========================================================================0
| When two of the Targets are dead then a storm will appear north of the |
| island. This will cause some of the people on the Beaches to take |
| shelter. Nothing else will happen otherwise. |
0===========================================================================0
0===========0
| The Banana \
0===========================================================================0
| One of the items you will find is the Banana. When placed on the floor |
| and someone walks on it then that person will be knocked out. This is the |
| same as being sedated and you won't lose Silent Assassin when the body is |
| found. |
| |
| However, unlike with a sedative, if somebody is seen tripping up on a |
| Banana and getting knocked out, then you will lose Silent Assassin. |
0===========================================================================0
0===============0
| Death By Water \
0===========================================================================0
| Much of the map is covered in shallow water. If you knock out someone or |
| shoot their legs and they fall into the water then they will die. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Targets Ahoy! [2,000 XP] \
0===========================================================================>
For this you must shoot all three Targets from the top of the Radio Tower
at the Security Outpost. Since bodies are going to be found this will not
be a Silent Assassin run-through. As such this run is going to include a
couple of Non-Target kill Challenges.
There is also the matter of [An Ocean Of Knowledge] Challenge which
requires that you pick up eight specific pieces of Intel. They are:
--The Note on Bed inside the Shark Hut.
--A Haven Pamphlet.
--The Water Scooter Keys.
--The Haven USB Stick from the Locker Room inside the Server Farm.
--The Internal Haven Report from the Server Farm.
--The Treasure Map Part (Skull).
--The Treasure Map Part (Palm Tree).
--The Treasure Map Part (Island).
Then there is the [Well Informed] Challenge that requires that you pick up
all eleven of the Haven Pamphlets found on the island. Below is the list of
them from south to north:
0=======================================================================0
| #1 - On the Living Room table of the Shark Hut. |
|-----------------------------------------------------------------------|
| #2 - On a chair at the Welcome Center. |
|-----------------------------------------------------------------------|
| #3 - At the east side of the Bar inside the main Pool. |
|-----------------------------------------------------------------------|
| #4 - On the front desk inside the Spa. |
|-----------------------------------------------------------------------|
| #5 - On the counter inside the northeast massage room inside the Spa. |
|-----------------------------------------------------------------------|
| #6 - On a bulletin board inside the Security Outpost. |
|-----------------------------------------------------------------------|
| #7 - Inside the south stall at the Restrooms at the Gym Building. |
|-----------------------------------------------------------------------|
| #8 - On a bench inside the Gym. |
|-----------------------------------------------------------------------|
| #9 - On a bed near the water at the Private Villa Beach. |
|-----------------------------------------------------------------------|
| #10 - On the bookcase at the south side of the Villa's Living Room. |
|-----------------------------------------------------------------------|
| #11 - In a box inside the Storeroom at the Server Farm's Top Floor. |
0=======================================================================0
In addition to these there will be a bunch of other smaller Challenges
bundled in this run and will also include the [Chameleon] Challenge. This
will also include a strategically placed game save. You should also start
in The Tropical Islander Suit.
When planning bring the Krugermeier, your Lockpick, bring a Briefcase with
the Sieger 300 Ghost and start at the Resort Pier. When you start then run
to the Welcome Center to pick up the Shark Hut Keys then go behind the
Welcome to Haven sign to pick up the Lion Hut Keys. Then go and pick up
Haven Pamphlet #2 from the chair nearby.
Go into the Pool and grab Haven Pamphlet #3 then go into the Spa and grab
Haven Pamphlet #4 from the front desk. Run to the Small Bar at the Garden
Paths to pick up the two Coins there then run to the West Beach and into
the water.
You should find a lone fisherman with a chair. On the chair is a bucket
with a Fish. Grab the Fish and run to the main entrance area of the Villa
but go along the shore and foliage south of it and to the scaffold east of
the entrance.
Grab the Hammer and toss it on the wall to the left of the scaffold to lure
in a Guard. Knock him out and leave his body - drop the Briefcase. Run back
to the Beach and north along the west side of the Villa's wall to find a
door. Pick your way through it and bring out the Fish.
Head up the short stairs to find and knock out a Maid. Run up the next set
of stairs to the Top Floor to find a pair of Maids. Knock them both out
with the Fish then go to the door to the Master Bathroom. Inside should be
a tech person and a Guard.
When the Guard is standing in the doorway then he is looking towards you.
When he goes back out onto the balcony then run in and gently toss the Fish
into the Bathroom's jacuzzi for a Challenge.
You will be spotted by the tech so run back out, down to the Beach, and go
back to where you knocked out the Guard. Take his Disguise and weapon. Go
to the Briefcase, bring out the Rifle, and holster it. Run into the Villa
area then go to the Beach. Pick up Haven Pamphlet #9 from one of the beds
near the water then go south until you find the ruined pier.
You should see a bottle on the ground. Shoot it to reveal the Treasure Map
Part (Island). Pick it up for the first Intel piece. Go and grab the nearby
Emetic Poison Flowers from the foliage and run to the Private Island. Go
under the Private Bar to find and pick up both the Coin and Water Scooter
Keys which is the second Intel piece.
Go back to the Villa area, into the Dining Room, and pick up a Banana. Go
to the back area and turn on the Vacuum Cleaner to lure the Villa Staff to
it. Knock him out when he turns it off, dump him into the Container, and
switch into and out of his Disguise.
Go into the Security Room through the south door to put it on the map, grab
the Pistol from the Weapons Box, then go into the Living Room. Pick up
Haven Pamphlet #10 from the bookcase at the south side.
Go upstairs into the Master Bedroom when Tyson isn't there and into the
main Closet area then go to the Master Bathroom to put it on the map. If
your timing is right then Tyson should be going into Ljudmila's Bedroom. Go
into the Home Theater and turn off the Projector to lure the Enforcer to
it. Knock him out when he turns it back on then dump him in one of the
Closets in Ljudmila's Bathroom.
Go back into the Bathroom and wait for Tyson to leave. Go into the Bedroom
to put it on the map then go down and outside onto the Pool Terrace.
Go to the west side of the Terrace to grab the Underground Keycard then go
to the diving board at the Pool. Here you should find someone trying to
dive off of the board but is hesitant. There is also a woman in the Pool
trying to encourage him. Crouch down near the loungers behind her and bring
out the Fish.
When the nearby Villa Staff isn't looking and the patrolling Enforcer isn't
near then go forward enough to lock onto the woman then throw stun her with
the Fish. Because she is in the water she will die but the man will jump
off the board for another Challenge.
Go back down to the Beach then go down to the Emergency Exit. Knock out the
person there, dump him in the Closet, and switch into and out of his
Disguise. Grab the Shovel then run up into the Secret Office. Drop the
Shovel here for now then open the Locker and switch into and out of the
Bodyguard Disguise.
Open the secret door and look at the bottom of the Fish Tank to find an
Outlet. One of the Non-Target kill Challenges requires that you kill five
people by electrocution. You can kill one here. Shoot the Outlet then
quickly shoot the Tank to let out the water. The nearby Guard should go to
it and get electrocuted for your first victim.
Let the door close then go down to the Top Floor of the Server Farm and
into the Storeroom to grab Haven Pamphlet #11. Go down to the Main Floor
and into the Locker Room. Wait for the female Tech Crew to come in and
leave before closing the doors. Place the Banana on the floor in front of
the sitting Guard then place a Coin a little further to make him come
forward and trip on the Banana to knock himself out.
Switch into and out of the Gas Suit Disguise then open the west Locker to
acquire the Haven USB Stick for Intel piece number three. Leave the Locker
Room then go to the north side of the floor to acquire the Internal Haven
Report for Intel piece number four. Go back up to the Secret Office to
re-acquire the Shovel then go through the secret door and back to the
Dining Room.
At this point the Doctor should be upstairs. When they are finished then
the Butler should come back down and into the Dining Room then go to the
back area. Knock him out with the Shovel, dump him in the Container, and
switch into and out of his Disguise. Grab the Shovel, go back down to the
Beach, and near the main entrance.
Near the front stairs are a pair of Guards including one on the Terrace.
There is also a Lightpost you can shoot and a Faucet you can use. Turn on
the Faucet and go into the foliage to the south. Shoot the Lightpost to
make one of the Guards investigate which will cause his electrocution for
victim number two.
After this then go back to the Private Island. Go under the Bar then to the
tree by the crates. You should also see a prompt to dig. Dig to bring up
the Treasure Chest. You can open it to find a Saber and some Doubloons.
Pick up the Doubloons, drop the Shovel, and head to the Gym Building area.
Pick up the Emetic Poison Flowers near the Building before going to it.
Go into the Laundry Room through the Med Clinic and turn on the Radio to
lure in the Life Guard. Go behind the washers and, when he stops, then
sneak up on him, knock him out, dump him in the Container, and switch into
and out of his Disguise. Go into the south stall of the Restrooms and pick
up Haven Pamphlet #7.
Go back into the Med Clinic and shoot the small cabinet with the Scalpel to
lure one of the Guards from the Sec Break Room to it. Knock him out, dump
him in the Container in the Laundry Room, and switch into and out of his
Disguise. Go into the Sec Break Room and throw stun the sitting Guard then
subdue the one at the window. Grab the Treasure Map Part from the Bulletin
Board for Intel piece number six.
Jump out the window and go up to the Gym, find and grab Haven Pamphlet #8,
then go by the Cycles. At this point the Trainer hasn't started carrying
his Bottle so you can go and poison it with the Emetic Flowers when no one
is looking then go back down to the Restrooms.
When the Trainer drinks from his Bottle and gets sick then he will come
down here. Knock him out, drop the Rifle, and switch into his Disguise. Go
back up to the Gym and into the small room when the Enforcer leaves it.
Turn off the Sound System to lure him inside. Knock him out when he turns
it on then switch into and out of his Disguise.
Jump out the window and go to the Workout Station where you poisoned the
Bottle and wait for Steven to come near before using it. Whenever anybody
comes near you then you have the options of telling them to do Box Steps,
Pull-Ups, and Meditate.
When Steven comes near you then tell him to Meditate. For everybody else
tell one to do Pull-Ups and another to do Box Steps then make a game save:
>>No Pain, No Gain
****************
Go to the Weights in the corner and become a Spotter. When Steven
comes near then prompt to Assist him. When he starts his reps then
you are given the prompt to kill him. Do so and you will be spotted
by his Guard. After the notifications pop up then reload the save.
When you get back then go back down to re-acquire the Villa Guard Disguise
and the Rifle. Go to the Security Outpost and into the building to grab
Haven Pamphlet #6 from the bulletin board. Go out then up to the top of the
Radio Tower. Keep an eye on Steven.
When he gets to the Private Island then shoot him with the Rifle to kill
him then go back down and go back to the Private Island. Now for a
Non-Target kill Challenge. Go to the east side of the Island to find a
female Waiter. When she is north of the private property sign then knock
her out and drag her into the foliage.
Go north to find a standing Guard. Go into the foliage and toss an object
at the tree in the sand to lure him there. Knock him out and drag him into
the foliage. Go west to find the north side of the Bar. Wait for the guest
to come down to the Beach before knocking him out then go up to the Bar and
knock out the Waiter.
Go to the southeast side of the Island to find a pair of Guards. Crouch in
the foliage nearby then toss an object further north to lure one of them
there. Knock him out then drag him north along the beach and near where you
knocked out the first Guard. Near him is a Coconut Tree.
The Challenge requires you kill five people with Coconuts. However, you can
kill five people with one to complete the Challenge. Place his body under
the Coconuts then drag each of the other bodies and make a nice pile. Then
stand back and shoot the Coconuts to kill all five and complete the
Challenge.
Go back to the Resort and to the north-south path north of the Gym Building
and where you picked up some Emetic Poison Flowers earlier. Go back into
the foliage, crouch, and wait for the patrolling Guard to come close. Toss
an object near where you picked up the Flowers to lure him there. Knock him
out and leave the body.
Next, go to the east side of the Spa Building. When the Masseur is inside
and the Guard is at the shore then knock him out and drag him into the
foliage.
Place a Coin on the sand near the bottom of the stairs. When the Masseur
comes out then he should see it and go to it. Throw stun him, drag him into
the foliage, and switch into and out of his Disguise. Go into the back area
of the Spa and go into the northeast massage room to grab Haven Pamphlet
#5.
Go to the Garden Paths and to the east corner of the Restaurant Storage
Room. Near here is a Lightpost and a hose. Place a Coin near the Lightpost,
get into cover, and shoot the Lightpost. Follow the hose to the Faucet and
turn it on. A patrolling Guard should come by and see the Coin which should
result in his electrocution for victim number three.
Go into the center of the Paths area to find another Lightpost you can
shoot. There is also a Faucet near it. Turn on the Faucet, crouch into the
foliage, and shoot the Lightpost. Either a Resort Staff person from the
Restaurant Maintenance Room or a female guest will come by and get
electrocuted for victim number four.
Go up the stairs and enter the Kitchen Pantry. Turn on the Ice Machine to
lure a Chef to it. Knock him out when he turns it off, dump him in the
Container, and switch into his Disguise - drop the Rifle. Jump out the
window, go to the Cocktail Bar, and to the south end. Here you should find
a Whiskey Glass that you can poison. This is for the Boat Captain and he
has the last Treasure Map Piece.
Use one of the Emetic Poison Flowers on it then go down to the Southwest
Beach to acquire another Emetic Poison Flower then into the Restrooms. When
he drinks from his Glass and gets sick then he should come down here.
Follow him into the stall then knock him out, pick up his Map Part for
Intel piece number seven, and switch into and out of his Disguise.
Go back up to re-acquire the Villa Guard Disguise and Rifle then go into
the Cocktail Bar Kitchen. Crouch down by the Staff Area Keys then toss a
Coin on the wall to the right of the open window to lure the Waiter to it.
Go up behind the woman, knock her out, then run up to and knock out the
Waiter. Dump both bodies into the Container and go to the Fusebox and turn
it off to lure in the Waiter from the Bar.
Knock him out when he turns it on, drag him behind the Sink, and switch
into his Disguise - drop the Rifle. Go out to the Bar and find where you
can serve drinks. Serve five Tiki Drinks to five different customers before
going back to the Kitchen to re-acquire the Villa Guard Disguise and the
Rifle.
Go down to the Turtle Hut and enter the Bathroom through the back door.
Jason should go through it to the small patio from time to time. After he
finishes talking then knock him out when he comes inside. Dump him in the
Container and take the Turtle Hut Keys he drops. Go through the Living Room
then out the front door.
Go to the Shark Hut, into the Living Room, and pick up the last Haven
Pamphlet to complete [Well Informed]. Go into the Bedroom to pick up the
Note on Bed to finish off the [An Ocean Of Knowledge]. Switch into and out
of the Swimwear Disguise.
Go to the Pool area for the Manta Ray Hut. Go and grab the Keys off of the
table then enter the Bathroom. Both the Doctor and his servant are going to
be by the Pool. Turn on the Sink, grab the Fire Extinguisher, go to the
exterior doors, open them, and toss the Extinguisher on the floor by the
toilet. This should lure the Doctor to it with the servant trailing.
Go to the Pool and wait for the Doctor to start heading to the Sink. Knock
out the servant then quickly knock out the Doctor. Dump them both in the
Container then switch into and out of the Doctor Disguise.
Go to the east corner of the Pool area to find another Lightpost and a
Faucet. Turn on the Faucet, stand near the top of the stairs down, and
shoot the Lightpost. This should spook the woman who is sitting on the
lounger and run to you because you are a Guard. She should then run into
the water and get electrocuted for your fifth, and final, victim.
After that then go to the Water Activity Center. Find the Breathing
Apparatus on the boat and use the emetic poison on it when no one is
looking. Run to the Lion Fish Hut, enter it, and go to the Bathroom. This
should also be the last Unexplored Area on the Island.
The Snorkel Instructor will try out the Apparatus as part of a system check
and get sick and go into the Lion Fish Hut. Knock him out at the toilet,
dump him in the Container, and switch into and out of his Disguise. This
should also complete the [Chameleon] Challenge.
Run back to the Radio Tower and climb it back up. Find Ljudmila and kill
her either going to the Turtle Hut or in the Garden Paths. Wait for Tyson
to go into the Home Theater then shoot him in the head when he sits down.
After that then go down and run to the Balcony Overhang and to the boat
there to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Plenty of Fish in the Sea [1,000 XP]
************************************
For this you need to pick up a Fish.
>>Hot Fizzsh [2,000 XP]
*********************
For this you need to toss a Fish into the Villa's Master Bathroom
jacuzzi. You should also earn The Tropical Islander Suit.
>>The Key Maker [1,000 XP]
************************
For this you need to acquire the Water Scooter Keys.
>>A Great Source of Potassium [1,000 XP]
**************************************
For this you need to pick up a Banana.
>>Sleep with the Fishes [1,000 XP]
********************************
For this you need to make the man jump off of the diving board at the
Villa's Pool.
>>Connector Conspiracy [1,000 XP]
********************************
For this you need to acquire the Tech Crew Disguise.
>>A Great Source of Comedy [1,000 XP]
***********************************
For this you need to make somebody trip on a Banana.
>>Very, Very Safe [1,000 XP]
**************************
For this you need to acquire the Gas Suit Disguise.
>>Stolen USB [1,000 XP]
*********************
For this you need to acquire the Haven USB Stick.
>>Tropical Espionage [1,000 XP]
*****************************
For this you need to acquire the Internal Haven Report.
>>Pirates' Gold [1,000 XP]
************************
For this you need to find the Treasure Chest on the Private Island.
>>A White Ball of Healing Light [1,000 XP]
****************************************
For this you need to disguise yourself as the Personal Trainer, use
the Workout Station at the Gym, and tell Steven to Meditate.
>>Do You Even Lift? [1,000 XP]
****************************
For this you need to disguise yourself as the Personal Trainer, use
the Workout Station at the Gym, and give out all three workout
instructions to three different people.
>>The Bad Boy [4,000 XP]
**********************
For this you need to kill Steven Bradley.
>>No Pain, No Gain [2,000 XP]
***************************
For this you need to kill Steven with the Weights at the Gym.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Wilson the Killer [2,000 XP]
****************************
For this you need to kill five people with Coconuts.
>>I Got Your Back [1,000 XP]
**************************
For this you need to acquire the Masseur Disguise.
>>Set It and Forget It [1,000 XP]
*******************************
For this you need to acquire the Chef Disguise.
>>Lily-Livered Landlubbers! [1,000 XP]
************************************
For this you need to acquire the Boat Captain Disguise.
>>Tiki Time [1,000 XP]
********************
For this you need to serve five Tiki Drinks to five different
customers while disguised as a Waiter.
>>Mission Story - The Shape Changer [1,000 XP]
********************************************
For this you need to knock out Jason Portman.
>>Well Informed [2,000 XP]
************************
For this you need to pick up all eleven Haven Pamphlets.
>>An Ocean of Knowledge [1,000 XP]
********************************
For this you need to pick up eight specific pieces of Intel.
>>Kleptomaniac [2,000 XP]
***********************
For this you need to acquire the Keys to all four Huts.
>>Doctor Rieper [1,000 XP]
************************
For this you need to acquire the Doctor Disguise.
>>Vacation Insurance [2,000 XP]
*****************************
For this you need to kill five people in electrocution accidents.
>>Discover Haven Island [1,000 XP]
********************************
For this you need to reveal all 41 Undiscovered Areas on Haven
Island.
>>Rapture of the Deep [1,000 XP]
******************************
For this you need to acquire the Snorkel Instructor Disguise.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Swimwear ++Boat Captain
++Snorkel Instructor ++Personal Trainer
++Life Guard ++Chef
++Masseur ++Waiter
++Resort Staff ++Doctor
++Villa Staff ++Butler
++Tech Crew ++Gas Suit
++Resort Guard ++Villa Guard
++Bodyguard
>>The Confidence Artist [4,000 XP]
********************************
For this you need to kill Ljudmila Vetrova.
>>The Tyrant [4,000 XP]
*********************
For this you need to kill Tyson Williams.
>>Bullet Time [2,000 XP]
**********************
For this you need to kill Tyson by shooting him through the Projector
canvas in the Home Theater.
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Inflatable Exfiltration [1,000 XP]
**********************************
For this you need to leave the mission via the boat under the Balcony
Overhang.
0========================================================0
| Synchronized Drowning [4,000 XP], Lamp Fever [2,000 XP] \
0===========================================================================>
For [Synchronized Drowning] you need to drown both Ljudmila and Steven at
the same time. For [Lamp Fever] you need to kill Tyson with a Chandelier.
According to MrFreeze2244 the picture for the Challenge is a little
misleading. It implies that the only way to complete this Challenge is by
killing him with the one in the Villa Hall. However, he never comes down
during his regular pattern. You can make him go down to the Secret Office
when you give him the Haven USB Stick.
But, when he leaves, he won't go under it. The only way to kill him with it
is by killing everyone else, knocking him out, and dragging him under it,
then shooting it down. But there is another one in the Master Bathroom and
that is the one to use for this.
In addition, you need to get rid of Jason Portman so Ljudmila can use his
computer. This needs to happen so both her and Steven can meet at the Spa
and sit in the hottub after you give her the USB Drive. They won't meet
until this is done even after giving her the Drive and therefore getting
rid of Jason will be done first.
When planning bring the Krugermeier, Lockpick, Coins, and start at the
Shark Hut. When you start then run down to the water and to the small patio
at the west side of the Turtle Hut. Climb up, enter the Bathroom, and grab
the Fire Extinguisher. Take cover to the left of the door and wait.
When Jason comes to the Living Room then open the door and toss the
Extinguisher near the bathtub to lure him inside. Close the door, subdue
him, and dump his body in the Container. At this point Ljudmila should be
at the Hut and will shortly enter. Make a game save here:
>>Down the Hatch
**************
Near the Sink is a Hatch. Place a Coin near the west side of the
Hatch then remove the Safety Pin. Go outside onto the patio, hide
behind the wall, and wait.
Ljudmila will mess around with Jason's computer and go into the
Bathroom. She will see the Coin and go for it. She will then step
onto the Hatch which will result in her falling through it and die.
After the notifications pop up then reload the save.
It is important to know that if you make the call while Ljudmila is still at
the Turtle Hut then you might not be able to get the prompt to talk to her
at the Restaurant so I am going to get some people out of the way before
making the call.
Go to the main entrance of the Villa but go into the foliage and to the
scaffold to acquire the Hammer. Toss it on the wall to the left to lure in a
Guard. Pick up the Hammer then sneak up on him, knock him out, and take his
Disguise.
Go inside the Villa's Dining Room to pick up a Banana then out onto the
west side of the Pool Terrace to pick up the Underground Keycard. Go down
to the Emergency Exit to enter then go down to the Server Farm's Locker
Room. Wait for the the female Tech Crew to come in and leave before closing
the door.
As before, place the Banana on the floor in front of the sitting Guard then
a Coin to make up get up and trip to knock himself out then hide him in the
Closet.
After this then go back up to the entrance to re-acquire your Suit and run
back to the Shark Hut. Go to the Bedroom to pick up the Note on Bed then go
into the Living Room to find a Phone. Use it to call Ljudmila and she will
want to have you come to the Restaurant area to talk. Run up to the 1st
Floor of the Restaurant and to the Kitchen area to find her. Talk with her
and she will tell you of a USB Drive she wants you to retrieve.
After the conversation then run back to the entrance, re-enter the foilage,
and re-acquire the Guard Disguise. Go back down to the Locker Room and open
the west Locker to retrieve the Haven USB Stick then run back to the main
entrance area to re-acquire your Suit. Run to the Small Bar to find a Phone
that you can use to call Ljudmila and she will want you to go to the Spa.
Go there and talk to the woman at the front desk. She will tell you to wait
for Ljudmila in the back. When she arrives then she will guide you to the
massage room. Give her the Haven USB Stick and she will engage in a
conversation. When she finishes then she will go down to the Jacuzzi below
and call Steven.
When he arrives then the Guards will be called off and both of them will
use the Jacuzzi. At the same time the female Masseur will come back into
the massage room. Subdue her then climb over, sneak up to them, and drown
them both.
Re-acquire the Haven USB Stick and the Haven Villa Key then climb back out
and exit the Spa. Go back to the Villa's main entrance and re-acquire the
Guard Disguise. Go back inside and go to Tyson. Talk to him and give him the
Haven USB Stick. He should lead you down to the Secret Office.
When he does so then he will promote you to Bodyguard. He will stay awhile
in the Office before resuming his pattern. Go into the Master Bathroom to
find a female Tech Crew person working on the Jacuzzi. It is on the fritz
and she is working on it for Tyson who wants to use it. In addition, there
is also a Guard that goes between the door and the Terrace railing.
Stay by the toilet and, when the Guard goes to the railing, then knock out
the Tech and quickly hide her in the Closet. Pick up the Screwdriver the
Tech dropped and repair the Jacuzzi. This will cause the exterior Guard to
permanently leave the area. Bring out the Krugermeier, take cover by the
toilet, and wait.
When Tyson comes by then he will use the Jacuzzi. Shoot the Chandelier
above him to bring it down on him to kill him. After this then run out to
the Beach and then to the Private Island. Grab the Water Scooter Keys from
under the Bar and run to the Water Scooter nearby to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Down the Hatch [2,000 XP]
*************************
For this you need to kill Ljudmila by dropping her through a Hatch in
any of the Huts.
>>Mission Story - A Lucrative Opportunity [2,000 XP]
**************************************************
For this you need to acquire the Haven USB Stick and give it to
Ljudmila.
>>Hi, Steven! [2,000 XP]
**********************
For this you need to make Steven meet up with Ljudmila.
>>Hold My Hair [2,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>For a Handful of USB [4,000 XP]
*******************************
For this you need to give the Haven USB Stick to both Ljudmila and
Tyson in the same run-through.
>>Mission Story - Idle Hands [2,000 XP]
*************************************
For this you need to give the Haven USB Stick to Tyson and make him
promote you to Bodyguard.
>>Recreational Exfiltration [1,000 XP]
************************************
For this you need to leave the mission via the Water Scooter near the
Private Island.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus these other Challenges:
--MS: The Shape Changer --The Confidence Artist
--Someone Could Hurt Themselves --A Great Source of Potassium
--A Great Source of Comedy --Stolen USB
--The Bad Boy --The Tyrant
0============================0
| Electric Trilogy [4,000 XP] \
0===========================================================================>
For this you need to eliminate all three Targets with electricity. You
should also earn the ICA Proximity Micro Taser for your weapons collection.
This strategy works very similar to the above run-through but with a few
tweaks.
There are no Car Batteries on the island so you will need to bring in
electrocution devices. You will need to complete Berlin Mastery Level 2 to
acquire the ICA Remote Micro Taser before doing this run-through.
When planning bring the Krugermeier, Lockpick, Remote EMP Device, bring in
the ICA Remote Micro Taser at the Shark Hut, and start at the Shark Hut.
When you start then run down to the water and to the small patio at the west
side of the Turtle Hut like before. Climb up, enter the Bathroom, and grab
the Fire Extinguisher. Take cover to the left of the door and wait.
When Jason comes to the Living Room then lure in and ambush him as before
and hide his body. Leave the Hut and make your way to the Villa Entrance to
lure in a Guard to the foilage and ambush him for his Disguise. Go down to
the Locker Room to knock out the Guard, hide his body, and acquire the USB
Drive.
Run to the Spa and to the back area. Drop the Taser in the left Jacuzzi. Go
back up to the Villa entrance to re-acquire your Suit and set up the
conversation with Ljudmila as before using the Phone at the Small Bar. After
that then run back to the Small Bar to call her again to set up the meeting
at the Spa.
Go through the whole deal with giving her the USB Drive and wait in the
Massage Room for Steven to arrive. When the both of them sit down in the
Jacuzzi then detonate the Taser to eliminate them both.
Go back to the Villa entrance to re-acquire the Guard Disguise and go up to
the Master Bathroom. Knock out and hide the Tech when the patrolling Guard
isn't looking and drop the EMP Device in the Jacuzzi. Grab the Screwdriver,
repair the Jacuzzi, and go onto the Patio. The repaired Jacuzzi should
immediately bring Tyson to the Bathroom.
He should see the EMP Device and go into the Jacuzzi. The moment he gets in
then detonate the Device to electrocute him. Run down the nearby stairs when
the Enforcer is away then run to the nearest exit point, which is the Plane
on the Private Villa Beach to the east, to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Arial Exfiltration [1,000 XP]
*****************************
For this you need to leave the mission via the Plane at the Private
Villa Beach.
Plus these other Challenges:
--MS: The Shape Changer --Stolen USB
--MS: A Lucrative Opportunity --Hi, Steven!
--The Confidence Artist --The Bad Boy
--Someone Could Hurt Themselves --A Great Source of Potassium
--The Tyrant --Silent Assassin
0============================================0
| The Chef, The Doctor, and The Water Scooter \
0===========================================================================>
This run-through is going to be used to acquire most of the other Target
kill Challenges and will use multiple game saves to acquire them including
one to acquire the remaining exit point Challenges. When planning bring the
Krugermeier, Lockpick, Coins, place the Sieger 300 Ghost into the Shark Hut
Pickup, and start at the Resort Pier.
When you start then run down to the water and run to the Manta Ray Hut. Go
up the back way and enter the Bathroom. Place a Coin near the Hatch by the
Sink, grab the Fire Extinguisher, and take cover to the right of the door
to the Living Room. By the time you get to this point then the Doctor and
his servant will be going to the Bedroom after having a conversation at the
front door.
Once the servant is just inside the Bedroom then open the door and toss the
Extinguisher in the corner to lure her. Placing the Coin on the floor
ensures that she will go through the door. Grab her to subdue her then pick
up the Coin, turn on the Sink, and dump her in the Container. After that
then go onto the small Patio by the Sink and hide behind the wall.
When the Doctor goes into the Living Room then he should be distracted by
the Sink. When the Doctor turns off the Sink and backs away then sneak up
behind him, knock him out, and dump him in the Container - pick up his
Stethoscope too. This will keep him from going up to Tyson on his own.
Go through the Living Room and out of the Hut. Run to the Water Activity
Center area and grab the Wrench off of the boat then go to Natural Beach
and find a couple of people on the sand talking about Steven and his
reckless behavior. This will start [The Water Horse] Mission Story.
Go into the Med Clinic then into the Laundry Room. Grab both Irons then
turn on the Radio to lure the Life Guard. Knock him out when he turns it
off and dump him in the Container. Go back into the Clinic and shoot the
large cabinet to acquire the Modern Emetic Syringe and the Lethal Poison
Pill Jar.
Go to the path north of the Gym Building and into the foliage at the east
side to find the Emetic Poison Flowers. Crouch down and wait for the
patrolling Guard to come near then toss an object at the Flowers to lure
him there. Knock him out when he gets there then pick up the object and go
to the foliage near the east side of the Spa building.
Wait for the Masseur to go inside and, when the Guard goes to the shore
then knock him out and drag him into the foliage and take his Disguise.
Place a Coin on the sand at the bottom of the stairs. When the Masseur
comes out and goes for it then throw stun him and drag him into the
foliage.
Go inside the Spa and into the northwest massage room when Ljudmila is not
around. Use the Emetic Syringe on the female Masseur and she will go the
Restrooms at the Gym Building to get sick. Knock her out there and go back
to the Masseur. The reason for getting rid of her is that she is the only
Enforcer to the Masseur Disguise which you need to use to get at Ljudmila.
Wait for Ljudmila to come back to the Spa, use the Jacuzzi, go back out,
and then come close to the Spa again before making a game save:
>>Trigger Point Therapy
*********************
Change into the Masseur Disguise and go into the massage room. When
Ljudmila comes in then give her a massage. Snap her neck when
prompted and, after the notifications pop up, then reload the save.
When you get back then go to the Restaurant Building and up to the Kitchen
Pantry. Turn on the Ice Machine to lure a Chef and knock him out when he
turns it off. Dump him in the Container then turn on the Machine again to
lure the other Chef. Knock him out, dump him in the Container, and take his
Disguise. Go up to the Stove and, when Ljudmila starts coming up to the
stairs, then make another game save:
>>Hot Sauce!
**********
As she gets close then make the Dish and wait by the Stove. Just as
she gets to the counter then turn off the Stove and use the Wrench to
sabotage it. Go back into the Pantry and wait. She will go behind the
counter to try the Dish.
However, the inactive Stove will bring a Civilian to it. As Ljudmila
tries the Dish then the Civilian will turn it on and blow the both of
them up. After the notifications pop up then reload the save.
When you get back then make the Dish again but this time use the Lethal
Poison on it. Go back to the Pantry and re-acquire the Guard Disguise. Go
out the window and head to the Security Outpost to acquire the Remote
Explosive then go to the Villa's main entrance. As you do so then Ljudmila
will try the Dish and die.
Go into the foliage, grab the Hammer, and use it to lure the Guard to the
scaffold so you can knock him out for his Disguise. Go into the Villa then
up to the Home Theater to acquire the Speedboat Keys. Go into Ljudmila's
Bathroom, grab the objects there, place a weapon on the floor near the
Sink, then stand to the right of the door to the Bedroom (don't take cover)
and wait.
When Tyson and his Bodyguard come into the Bedroom then open the door and
toss an object on the floor to lure in the Bodyguard. Close the door, knock
him out, then dump him in a Closet. This will keep him from being a
potential problem later.
Go down to the Pool Terrace to grab the Underground Keycard. Go into the
Emergency Exit then up to the Secret Office. Open the Cabinet to acquire
the Lethal Poison Pill Jar. Leave the Secret Office and the Villa then go
to the Private Island.
In the water at the northeast side is a solitary Water Scooter. This is
Steven's but he can't ride it right now since his Keys have been taken from
him. Place the Remote Explosive on the Water Scooter and go under the Bar
to acquire the Water Scooter Keys. Go to the east side of the Island to
find the female Waiter.
When no one is around then knock her out when she is at the north end of
her route and drag her into the foliage to hide her. This will prevent her
from becoming a problem later.
Run back to the Shark Hut to acquire your Rifle and holster it. Go find
Steven and give him the Water Scooter Keys to complete [The Water Horse]
Mission Story. Run to the ruined pier near the sunken ship, go along the
south edge and into the water as far as you can, and make another game
save:
>>Like Shooting Fish on a Scooter
*******************************
Wait for Steven to get on the Water Scooter. Because of where you're
standing you will have a clear shot at his back and he will go
straight for a bit from the start before doing any fancy maneuvers.
This will give you a nice clean shot before it gets too hard to hit
him. His personal Guard will be on the shore with his back turned.
Aim at Steven's back and the moment he starts going forward then
shoot him to kill him (use the slow motion feature of the Rifle as he
turns the Keys). After the notifications pop up then reload the save.
When you get back then bring out the Detonator. Wait for Steven to start
doing some maneuvers before detonating the Explosive to kill him. Run back
to the Manta Ray Hut and acquire the Doctor Disguise - drop the Rifle. Run
to the west door of the Villa's exterior wall and enter the grounds. Go up
to the stairs to the front door and wait outside until Tyson enters the
Home Theater.
Run inside and to the Butler who should lead you up to the Master Bedroom.
Knock him out and dump him in the Closet. Poison the Medicine near the bed
and make a game save:
>>Irregular Heart Rhythm
**********************
When Tyson enters the room then close the door and garrote him with
the Stethoscope. After the notifications pop up then reload the save.
When you get back then perform the Examination and talk about the Medicine.
Get him to take the Medicine which will kill him because of the poison.
After that then run to the Speedboat at the Pier to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Trigger Point Therapy [2,000 XP]
********************************
For this you need to kill Ljudmila during a massage session.
>>Hot Sauce! [2,000 XP]
*********************
For this you need to kill Ljudmila with an explosion in the
Restaurant Kitchen.
>>Vetrova's Special [4,000 XP]
****************************
For this you need to make a dish in the Restaurant Kitchen and use
any kind of poison on it.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Mission Story - The Water Horse [2,000 XP]
******************************************
For this you need to give the Water Scooter Keys back to Steven.
>>Like Shooting Fish on a Scooter [4,000 XP]
******************************************
For this you need to kill Steven by shooting him off his Water
Scooter with a Sniper Rifle.
>>MS Annihilation [2,000 XP]
**************************
For this you need to kill Steven by blowing up his Water Scooter
while he is on it.
>>Mission Story - Take A Deep Breath [2,000 XP]
*********************************************
For this you need to enter the Master Bedroom as the Doctor.
>>Irregular Heart Rhythm [2,000 XP]
*********************************
For this you need to kill Tyson with the Stethoscope.
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Piano Man] and the following Challenges done earlier:
++Someone Could Hurt Themselves ++Straight Shot
++Hold My Hair ++Tasteless, Traceless
>>Common Side Effects [2,000 XP]
******************************
For this you need to kill Tyson by poisoning his medicine.
>>Arial Exfiltration [1,000 XP]
*****************************
For this you need to leave the mission via the Plane at the Private
Villa Beach.
>>Maritime Exfiltration [1,000 XP]
********************************
For this you need to leave the mission via the Speedboat at the
Private Villa Pier.
Plus these other Challenges:
--I Got Your Back --The Confidence Artist
--Set It and Forget It --Someone Could Hurt Themselves
--The Bad Boy --Doctor Rieper
--The Tyrant --Silent Assassin
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
For this run-through I am going to bring all three Targets down to the
Server Farm by shutting down the system. There are going to be additional
Challenges added to this and there will be a strategically placed game save
used to acquire them.
When planning bring the Krugermeier, Disposable Scrambler, Sedative Poison
Vial, place the Sieger 300 Ghost into the Server Farm's Storeroom, and
start at the Resort Pool.
When you start then run through the Pool area and into the Garden Paths but
stop when you reach the bottom of the stairs. Look north to find a path
through the foliage that leads to the Small Shed area. Jump the wall and
sneak north, past the Shed, and close to the shore.
When the patrolling Guard stops in front of you and the Waiter is not
around then subdue him, drag him into the foliage, and pick up his weapon
and Staff Area Key. Sneak near the east gate for the Security Outpost and
look at the shore near the gate.
You should see a Poisonous Frog nearby. Sneak up to it then grab it as you
will need it for one of the other Challenges done later.
Go to the path to the Villa but go onto the shore to the right of it and
sneak your way to the scaffold east of the entrance. Grab the Hammer, climb
the scaffold, then climb over the wall to enter the grounds. Sneak east
through the foliage until you find the controls that opens the Escape Hatch
into the Server Farm area. Use the Disposable Scrambler to open the Hatch
and go down.
When you get down to the Server Farm then you should be on the Top Floor
and east of the Control Room. You should also find a Fusebox nearby. Turn
it off to lure one of the Tech Crew inside to it. Hide behind the cart
until they get to it. Knock them out with the Hammer when they turn it back
on and drag the body to the Ladder for hiding. Repeat for the remaining
two.
Go into the Storeroom then grab the Crowbar and Briefcase. Now to clear the
Main Floor of most of the people. Go to the east door of the Control Room
and use your Instinct to find the Guard that does the west-east patrol.
When he goes to the west side then go down the stairs and drop the
Briefcase and run back up and into the stairway to the Emergency Exit.
When the Guard comes back then he should find the Briefcase and take it to
the Storeroom going through the Control Room as he does. Follow him when he
passes then knock him out with the Hammer as he enters the Storeroom. Dump
him in the Closet and pick up both his weapon and the Briefcase.
Go to the east side of the Catwalk and toss the Briefcase down to the Main
Floor and near one of the Techs. The Tech should pick up the Briefcase and
take it to one of the Guards in the center who should then take it to the
Storeroom.
Go back into the Control Room until he gets to the Top Floor then follow
him and knock him out when he enters the Storeroom. Dump him in the Closet
and repeat with the second Guard - leave the Briefcase in the Storeroom.
Although there are more Guards you won't need to do anything with them.
However, you still need to get rid of the Techs on the floor.
Go north along the Catwalk then down the stairs at the northwest corner. Go
to the corner near the short stairs down and wait. There is a female Tech
that goes between Servers and you should wait for her to come closest to
you. Then go down, climb up behind her, knock her out, then dump her over
the edge, and drag her to one of the two Closets at the west side of the
Floor.
By one of the Servers at the west side is a standing Tech. Knock him out
and dump him in a nearby Closet while keeping an eye on the Tech on the
opposite side of the floor.
There are four Servers that have Server Racks that can be unplugged and are
colored white for easy identification. Unplugging one will attract the
attention of one of the Techs who will then plug it back in and repair it.
Go to the one at the northwest side and unplug the Rack there to attract
one of the three remaining Techs. Go to the lower level and to the base of
the stairs, take cover, and wait. When the Tech gets to the Server then
quickly get up behind them while on the lower level, bring out the Hammer,
and aim at them.
The moment the Server is repaired then throw stun them, dump them over the
edge, and drag them to a Closet. Do this until all three Techs are removed.
Now to bring the Targets down here. Go to the Server Rack at the southeast
side, unplug it, then go counter-clockwise through the Farm unplugging the
remaining three Racks then go back up to the Top Floor using the stairs at
the northwest corner. Run to the Storeroom, get the Rifle, and wait.
Eventually all three Targets will come down to bring the system back
online. As this happens then all of the remaining Guards will go up into
the stairway to the Emergency Exit and will stay there until the system is
back up. The three Guards that you knocked out will actually stop in the
Control Room which is also another reason to get rid of them.
Once all three Targets and their bodyguards are on the Main Floor then run
into the Control Room and to the east side. Here you should find the
Ventilation System which should be on. Use the Sedative Poison Vial on it
to knock out everybody on the Floor. Turn it off and make a game save:
>>Make Some Noise
***************
On the Catwalk are three Speakers. Drag a Guard under each of them
then go back up to the Catwalk and drop them onto them to kill them.
After the notifications pop up then reload the save.
>>Canary in a Server Farm
***********************
Use the Poisonous Frog on the Ventilation System then turn it on to
kill everybody on the Floor. After the notifications pop up then
reload the save.
When you get back then go down to the Floor and drag the Guards to the
Closets on the Catwalk to hide them for extra XP. Drag a Target to either a
Closet or Container, shoot them in the head, and dump the body.
After you kill the last Target then drop the Rifle and head to the Hatch at
the west side of the Main Floor. Go up and you should be near the Main
Terrace at the the west side of the Villa. Sneak out the exterior door
nearby to leave the Villa area. After this then run to the Balcony Overhang
and to the boat there to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Total Server Collapse [1,000 XP]
********************************
For this you need to unplug all four Server Racks in the Server Farm
to knock out the system.
>>Make Some Noise [4,000 XP]
**************************
For this you need to kill three people at the Server Farm by dropping
a Speaker on them.
>>Canary in a Server Farm [4,000 XP]
**********************************
For this you need to kill all three Targets at the Server Farm by
poisoning the Ventilation System.
>>Don't Eat the Buffet [4,000 XP]
*******************************
For this you need to kill all three Targets with lethal poison in the
same run-through.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--The Confidence Artist --The Bad Boy
--The Tyrant --Tasteless, Traceless
--Straight Shot --Inflatable Exfiltration
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Haven Island Challenge Run |######################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon] using only the weapons and
items you have in your inventory and starting at Mastery Level 1. So you will
be starting at the Resort Pier.
All five of the Mission Stories can easily be done in this run. The [Take A
Deep Breath] Mission Story is timed so you need to get to the Doctor before
he goes to the Villa on his own. Therefore I will knock him out near the
beginning to keep that from happening.
As for the Targets I will be using the [Vetrova's Special] with lethal poison
on Ljudmila, the [MS Annihilation] on Steven for an accident kill, and
[Irregular Heart Rhythm] on Tyson for the [Piano Man] Challenge to get the
most XP from them.
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When planning, bring the Krugermeier, Lockpick, Coins, and start at the
Resort Pier. When you start then run forward enough then drop down into the
water and run to the Turtle Hut. Go to the small patio, climb up, and go into
the Bathroom. Take the Fire Extinguisher, take cover to the left of the door
to the Living Room and wait for Jason, who should be by the Pool, to come
inside.
When he stops at his computer then open the door and toss the Extinguisher
near the Bathtub to lure him inside. Close the door, subdue him, and dump him
in the Container to complete [The Shape Changer] Mission Story.
Grab his Keys then go back out, drop down into the water, and run to the
Manta Ray Hut. If your timing is right then the Doctor and his servant should
be in the Bathroom. Sneak run up to the Pool and then to the round table at
the east side to grab the Manta Ray Hut Keys. Go to the glass doors for the
Bathroom and wait for the both of them to enter the Living Room before
entering.
Grab the Fire Extinguisher, take cover to the left of the door to the Living
Room, open it, and toss it near the bathtub to lure in the servant. Close the
door, subdue her, and dump her in the Container. Turn on the Sink, go out
onto the small patio, hide by the wall, and wait. The Doctor will go to the
Pool for a bit then come inside. He should then be lured by the Sink.
Wait for him to turn it off and step away before entering and subduing him.
Take the Stethoscope and dump him in the Container. Go to the Shark Hut to
grab the Note on Bed and the Haven Pamphlet. Both of these items are part of
the [An Ocean of Knowledge] Challenge where you need to acquire the following
items:
--The Note on Bed inside the Shark Hut.
--A Haven Pamphlet.
--The Water Scooter Keys.
--The Haven USB Stick from the Locker Room inside the Server Farm.
--The Internal Haven Report from the Server Farm.
--The Treasure Map Part - Skull
--The Treasure Map Part - Palm Tree.
--The Treasure Map Part - Island.
Then there is the [Well Informed] Challenge that requires that you pick up
all eleven of the Haven Pamphlets found on the island. Below is the list of
them from south to north:
0=======================================================================0
| #1 - On the Living Room table of the Shark Hut. |
|-----------------------------------------------------------------------|
| #2 - On a chair at the Welcome Center. |
|-----------------------------------------------------------------------|
| #3 - At the east side of the Bar inside the main Pool. |
|-----------------------------------------------------------------------|
| #4 - On the front desk inside the Spa. |
|-----------------------------------------------------------------------|
| #5 - On the counter inside the northeast massage room inside the Spa. |
|-----------------------------------------------------------------------|
| #6 - On a bulletin board inside the Security Outpost. |
|-----------------------------------------------------------------------|
| #7 - Inside the south stall at the Restrooms at the Gym Building. |
|-----------------------------------------------------------------------|
| #8 - On a bench inside the Gym. |
|-----------------------------------------------------------------------|
| #9 - On a bed near the water at the Private Villa Beach. |
|-----------------------------------------------------------------------|
| #10 - On the bookcase at the south side of the Villa's Living Room. |
|-----------------------------------------------------------------------|
| #11 - In a box inside the Storeroom at the Server Farm's Top Floor. |
0=======================================================================0
Pick up Haven Pamphlet #1 here at the Hut, switch into and out of the
Swimwear Disguise, then go to the Welcome Center to pick up the Shark Hut
Keys. Go around the back of the Welcome to Haven sign to pick up the Lion Hut
Keys then grab Haven Pamphlet #2.
Go to the east side of the Natural Beach to find a pair of people sitting in
the water. They will engage in a conversation about Steven and this will
start [The Water Horse] Mission Story.
Go into the foliage patches west of here to pick up a couple of the Emetic
Poison Flowers. Run back to the Shark Hut and use the Phone there to call
Ljudmila who wants to meet you near the Kitchen at the Restaurant Building.
This will also start the [A Lucrative Opportunity] Mission Story. Run to the
Kitchen but pick up another Emetic Poison Flower from the Southwest Beach
along the way.
Meet with her and do the conversation with her. After this then go down to
the Restaurant Storage Room and enter it. Grab the Emetic Rat Poison and the
Banana then leave and go into the water at the West Beach. At the northwest
side is a lone Fisherman with a chair that has a bucket on it. There is also
a Fish inside. Grab it to complete another Challenge.
Go to the main entrance of the Villa then go into the foliage to the east of
it. Go to the small scaffold and grab the Hammer. Toss it on the wall next to
it to lure in a Guard. Get behind him, knock him out, and take his Disguise.
Go into the Security Room through the south door and grab the Remote
Explosive.
Go into the Dining Room and turn on the Vacuum Cleaner to lure the Villa
Staff person to it. Knock him out when he turns it off, dump him in the
Container, and switch into and out of his Disguise. Go into the Living Room
to grab Haven Pamphlet #10 then go to the west side of the Pool Terrace to
grab the Underground Keycard. Go to the beds on the Beach and grab Haven
Pamphlet #9.
Go out the nearby glass doors and north to find a Maid. Go down the short
stairs to find a rocky path near the west wall of the Villa compound. Place a
Coin on the third large flat rock (next to the small bench), go into the
foliage under the stairs, and toss the Hammer at your feet to lure the Maid.
She should come down and see the Coin.
When she gets there then knock her out and drag her into the foliage - leave
the Coin. At the Top Floor above are two Maids, one of them being an Enforcer
to the Guard Disguise. Go to the stairs leading up then place a Coin on
stairs just a few feet from the bottom. Toss the Hammer just ahead of you to
lure down the Enforcer - run back down into the foliage. She should see the
Coin and pick it up.
Just after she does so then toss the Hammer at your feet to lure her down to
the path and to the second Coin. When she gets there then knock her out and
drag her into the foliage. Pick up the Coins and go up to the other Maid.
Keep an eye out for Tyson.
When he is far away then knock her out and drag her to the north end of the
large planter up here. Go back down to the rocky path then south to find the
door going out onto the Beach.
Go back to the Guard you ambushed earlier to switch back into the Tropical
Islander Suit. Go back through the door into the compound, up the stairs, and
to the door to the Master Bathroom when Tyson isn't around. Inside is a Guard
and a tech person.
When the Guard is in the doorway to the balcony then he is looking at the
door. When he walks to the balcony then open the door and toss the Fish into
the jacuzzi. Re-trace your steps back to the Guard and switch back into the
Guard Disguise.
Go to the ruined pier south of the Beach area to find a Bottle. Shoot it to
reveal a Treasure Map Part (Island). Pick it up for the third piece of the
[An Ocean Of Knowledge] Challenge. Go through the Emergency Exit and ambush
the Tech Crew person there. Dump him in the Closet and switch into and out of
his Disguise.
Go down to the Top Floor of the Server Farm then into the Storeroom to pick
up Haven Pamphlet #11. Go down to the Main Floor and into the Locker Room.
Wait for the female Tech Crew person to come in and leave. Close the doors
and place the Banana on the floor in front of the sitting Guard. Place a Coin
a little further to make him get up and trip on the Banana.
Switch into and out of the Gas Suit Disguise then go open the west Locker to
retrieve the Haven USB Stick. The USB Stick is part four of the [An Ocean Of
Knowledge] Challenge. Go to the north side of the floor to acquire the
Internal Haven Report for part five of the [An Ocean of Knowledge] Challenge.
Go up to the Secret Office and open the Cabinet to acquire the Lethal Poison
Pill Jar. Enter the Villa through the secret door then run out and back into
the Emergency Exit to grab the Shovel then run to the Private Island.
In the water near the northeast part of the Island is a solitary Water
Scooter. This is Steven's but he can't ride it right now since his Keys have
been taken from him. Go to the Scooter and place the Remote Explosive on it.
Go under the Private Bar on the Island to acquire the Coin and Water Scooter
Keys which is part six of [An Ocean of Knowledge] Challenge and drop the
Shovel here - you'll need it later.
Go back to the Resort and to the Sec Break Room. On the bulletin board above
the desk is the Treasure Map Part (Skull). Taking it completes part seven of
the [An Ocean of Knowledge] Challenge.
Go into the Laundry Room through the Med Clinic and turn on the Radio to lure
in the Life Guard. Hide behind the washers and wait for him to go to the
Radio before sneaking up on him and knocking him out. Dump him in the
Container and switch into and out of his Disguise.
Go to the south stall of the Restrooms nearby to acquire Haven Pamphlet #7.
Go back into the Med Clinic and shoot the glass on the cabinet to acquire the
Emetic Poison Syringe. Go up to the Gym and acquire Haven Pamphlet #8 from
the bench.
Go to the north-south path north of the Gym Building and where you picked up
some Emetic Poison Flowers earlier. Go back into the foliage, crouch, and
wait for the patrolling Guard to come close. Toss an object near where you
picked up the Flowers to lure him there. Knock him out and leave the body.
Next, go to the east side of the Spa Building. When the Masseur is inside and
the Guard is at the shore then knock him out and drag him into the foliage.
Place a Coin on the sand near the bottom of the stairs. When the Masseur
comes out then he should see it and go to it. Throw stun him, drag him into
the foliage, and switch into and out of his Disguise.
Now to finish acquiring the Haven Pamphlets for the [Well Informed]
Challenge. Go into the northeast massage room and the front desk of the Spa
to acquire Pamphlets #5 and #4. Go to the Pool area to acquire Pamphlet #3
then go to the Small Bar in the Garden Paths to pick up the two Coins there.
Go to the Security Outpost and inside the building. On the bulletin board in
the corner is the last Pamphlet (#6).
Leave the Outpost and go back to the Villa entrance where you ambushed the
Guard earlier, switch back into The Tropical Islander Disguise, then go back
to the Shark Hut and call Ljudmila. She will want you to go to the Spa so go
there and talk to the person at the front desk so you can go to the back.
When Ljudmila shows up then follow her into the massage room. This will
complete [A Lucrative Opportunity] Mission Story. Give her the Haven USB
Stick and do the conversation with her. After she leaves then wait here until
she calls Steven and he shows up to complete another Challenge.
Leave the Spa area then go back to the Villa entrance to re-acquire the Villa
Guard Disguise. Go to the Restaurant Building and into the Kitchen Pantry.
Turn on the Ice Machine to lure a Chef. Knock him out when he turns it off
and dump him in the Container. Turn on the Machine again to lure the other
Chef. Do the same to him and acquire his Disguise.
Go into the Kitchen and find the Plate at the east side. Make a dish then use
the Lethal Poison Pill Jar on it. Go back into the Pantry and wait.
Eventually Ljudmila will come to the Kitchen and go behind the counter. She
will go to the Plate and take a sample of the food then drop dead. Go back
out to grab the Haven USB Stick and go to the Cocktail Bar.
Go to the south end of the Bar to find a Whiskey Glass. This is the one that
the Boat Captain will drink from. He has the last Treasure Map Piece and you
need to get it from him. Use the emetic poison on his Glass and go to the
Restrooms below. When he gets sick then he will go down here. Follow him into
the stall, knock him out, and switch into and out of his Disguise. Grab the
last Treasure Map Part to complete [An Ocean Of Knowledge] Challenge.
After this then go back up to the Gym. At this point the Personal Trainer may
be carrying his Bottle so you won't be able to poison it. Go to the Cycles
near the Workout Station. Place a Coin near the end of the wall and place a
couple of more on the floor on the other side of the wall. Bring out your
Emetic Poison Syringe and wait.
When the Trainer comes here to check on the Cyclist then he should see the
Coin and follow the chain. As he gets to the last Coin then stab him and go
into the small room in the center. Turn off the Sound System to lure in the
Resort Staff as the Trainer goes down to the Restrooms. Knock out the Staff
when he turns it on, switch into and out of his Disguise, then jump out the
window and run down to the Restrooms.
Knock out the Trainer and take his Disguise then go back up and stand behind
the Workout Station but wait before using it. When Steven enters then use the
Station. Whenever anybody gets close you have the option to tell them to do
Box Steps, Pull-Ups, and Meditate.
When Steven gets close then tell him to Meditate. On the others that get
close then tell one to do Box Steps and another to do Pull-Ups. Go back down
to the Restroom to re-acquire the Chef Disguise then go to the Cocktail Bar
Kitchen. Crouch by the Staff Area Keys and toss a Coin to the right of the
window to lure the male Waiter. Run up to and knock out the woman then run to
and knock out the Waiter. Dump both of them into the Container.
Use the Fusebox to lure the Waiter behind the Bar. Knock him out when he
turns it back on, drag him behind the Sink, and take his Disguise. Go out to
the Bar and you should find a place where you can serve drinks. Serve five
drinks to the customers before leaving.
Go to the Water Activity Center to find the boat on the Beach. There should
be an Oxygen Tank and a Breathing Apparatus. The Snorkel Instructor will
check it as part of a system check. Keep an eye on everybody and use some
emetic poison on the Apparatus when no one is looking.
When the Instructor goes to check it then he should get sick and go to the
Lion Fish Hut. Follow him to the toilet then knock him out, dump him in the
Container, and switch into and out of his Disguise. Go back to the Kitchen
Pantry and re-acquire the Villa Guard Disguise.
Go around the Resort and find all Unexplored Areas before going back to the
Private Island. Grab the Shovel you dropped earlier then go to the tree by
the Bar. Here you should find a prompt to dig so do so to bring up a Treasure
Chest. Open it and pick up the Saber then drop it.
Wait for Steven to come back to the Island then talk to him about the Water
Scooter Keys. Give them to him to complete [The Water Horse] Mission Story.
He will then go onto the Water Scooter then drive around. Detonate the
Explosive to kill him.
Go to the Villa and to the Top Floor then talk to Tyson about the Haven USB
Stick. Give it to him and he should lead you down to the Secret Office which
will also complete the [Idle Hands] Mission Story. He will then place the
Locker Key on the desk which you should also pick up. He will then promote
you to Bodyguard and, when he turns his back, then open the Locker and switch
into the Bodyguard Disguise.
Explore all remaining Unexplored Areas within the Villa area to put them on
the map before going out the main entrance. Run back to the Manta Ray Hut and
acquire the Doctor Disguise. Go through the door at the west side of the
Villa's exterior wall to re-enter the grounds. Go to the front steps but wait
for Tyson to enter the Home Theater before going inside. Talk to the Butler
who should take you upstairs to the Master Bedroom.
When you enter the Bedroom then you should also complete the [Take A Deep
Breath] Mission Story which is the last one. Knock out the Butler, dump him
in the Closet, and switch into and out of his Disguise to complete the
[Chameleon] Challenge.
Bring out the Stethoscope and, when Tyson enters the Bedroom, then garrote
him with it. After this then run down to the Beach and use the Plane there to
leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--MS: The Shape Changer --Kleptomaniac
--A Great Source of Potassium --Plenty of Fish in the Sea
--Hot Fizzsh --Connector Conspiracy
--A Great Source of Comedy --Very, Very Safe
--Stolen USB --Tropical Espionage
--The Key Maker --I Got Your Back
--Well Informed --MS: A Lucrative Opportunity
--Hi, Steven! --Set It and Forget It
--Vetrova's Special --The Confidence Artist
--Tasteless, Traceless --Lily-Livered Landlubbers!
--An Ocean of Knowledge --A White Ball of Healing Light
--Do You Even Lift? --Tiki Time
--Rapture of the Deep --Pirates' Gold
--MS: The Water Horse --The Bad Boy
--MS Annihilation --Someone Could Hurt Themselves
--For a Handful of USB --MS: Idle Hands
--Discover Haven Island --Doctor Rieper
--MS: Take A Deep Breath --Chameleon
--The Tyrant --Irregular Heart Rhythm
--Piano Man --Arial Exfiltration
--Silent Assassin
**NOTE: MS - Mission Story.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 41 in total, then you should earn a minimum of 75,000 XP which
translates into Mastery Level 12. You should also earn the {Island And Chill}
Accomplishment.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HVL8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Haven Island chapter along with their respective strategies. It is highly
recommended that you complete Haven Island Mastery Level 20 before doing any
of these as it will make things easier for you. Each of the Escalations are
worth 4,000 XP towards your Global XP plus the Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters (except where noted). These
strategies aren't the absolute fastest but are designed to help you get
Silent Assassin on each Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Bartholomew Hornswoggle |#########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
By completing this Escalation then you should earn The Buccaneer Suit for
your collection.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Retrieve a Map piece from the Sea. |
|---------------------------------------------------------------------------|
| Retrieve a Map piece from the Captain. |
|---------------------------------------------------------------------------|
| Retrieve a Map piece from the Guard room. |
|---------------------------------------------------------------------------|
| Dig up the Pirate Booty. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning bring the Kalmer 1, Lockpick, place the Krugermeier in the |
| Private Island Hidden Stash, and start at the Gym. The placement of the |
| Krugermeier is for the next two Levels and isn't used for this one. |
| |
| When you start then immediately get out of the cutscene, turn left, and |
| run down the stairs towards the Sec Break Room. Use the Lockpick on the |
| door then run in and grab the first Map Piece. |
| |
| Run into the Med Clinic then into the Laundry Room to grab an Iron and |
| switch to then holster the Kalmer 1. Run towards and through the Welcome |
| Center to go to the Southwest Beach area. When you run into the foliage |
| near the Cocktail Bar then bring out the Kalmer 1. |
| |
| If your timing is right then the Boat Captain should be on the balcony. |
| What you want to do is to stand just south of the corner and looking |
| north so you can get a clear shot at his side so he doesn't see you shoot |
| him. Once he is down then holster the weapon and run up to grab the Map |
| Piece he drops even as people go to him to wake him up. |
| |
| Run back down to the Beach then go to the foliage to the east of the main |
| entrance of the Villa. Go to the scaffold and toss the Iron at the wall |
| near it to lure a Guard. Knock him out and switch into his Disguise. Run |
| into the Villa area, into the Security Room to grab the Hackl 9S Covert, |
| and run to the last Map Piece. Shoot the Bottle to retrieve it then run |
| to the Private Island to where the Booty is. |
| |
| Grab the Water Scooter Keys from under the Bar then grab the Shovel at |
| the tree (provided for the sake of this mission). Dig up the Booty to |
| finish the last objective (you do not have to open the Chest). After that |
| then run to the Water Scooter nearby to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Kill eight Targets with your trusted Saber. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| You will start out in the water north of the Private Island. You will be |
| wearing The Buccaneer Disguise, which is basically a Civilian Disguise, |
| and have only Jarl's Pirate Saber in your inventory. The Krugermeier that |
| you placed into the Private Island Hidden Stash will be waiting for you |
| here. |
| |
| One of the Targets is Steven so you should get rid of him quickly. |
| |
| When you start then bring out the Saber and run south towards the Island. |
| Angle towards the back of the standing Guard then kill him and grab his |
| Shotgun. Drag his body into the foliage then run towards the stairs to |
| the Bar then go to the beach and drop the Shotgun here. Run under the Bar |
| to grab the Krugermeier as well as the Kettle Bell. Hide in the foliage |
| nearby and scoot towards the stairs while staying in cover. |
| |
| At this point Steven will begin his run around the Island and one of the |
| Guards should follow. Steven should see the weapon and turn around |
| towards the Guard running behind him. But the Guard will run past him |
| without stopping and Steven should follow him. Aim at Steven and, when |
| the reticle appears, then throw kill him, grab the Saber, the Water |
| Scooter Keys he drops, and quickly drag him into the foliage. |
| |
| Go towards the Guard who should be stopped and catching his breath. Rush |
| him while crouching and kill him with the Saber - leave his body. Go into |
| the foliage and sneak run west to find a pair of Guards. Rush them, get |
| between them, and quickly kill them both before they can fire a shot. |
| |
| If any of them manages to fire their weapons then restart. The noise |
| should not only attract the other Guards on the Island but will lure |
| Guards from the Spa and Gym areas and things go bad. |
| |
| After killing these Guards then quickly drag and hide both bodies. Look |
| towards the bridge to find the patrolling Guard standing near the Camera |
| tower. Shoot the Camera that looks towards your position and he should |
| investigate for a bit and stand down. In the meantime then grab one of |
| the dropped weapons and place it more in the open then go back in the |
| foliage. |
| |
| When he is back to normal then wait a few seconds and toss the Kettle |
| Bell to the tree closest to him to lure him close enough to see the |
| dropped weapon. As he goes for it then run up behind him, kill him with |
| the Saber, and quickly drag him into the foliage. |
| |
| Pick up the Kettle Bell and head to the opposite side of the island while |
| going under the Bar to find the female Staff person. Knock her out then |
| drag her into the foliage to keep her from becoming a problem. |
| |
| Sneak down the Beach to find the last two Guards. Sneak into position |
| behind the Guard furthest from the Weapons Box then throw stun the one by |
| the Box with the Kettle Bell then quickly switch to the Saber and throw |
| kill the other. |
| |
| Quickly drag them both into the foliage, grab the Saber, and throw kill |
| the last Guard. Run to the Water Scooter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Kill eight Targets with your trusted Saber. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Earl White with a Cannon. |
|---------------------------------------------------------------------------|
| Eliminate Ashley Montague with a Cannon. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Both of them will be out in the water and near Water Scooters. They will |
| stand for a bit then go around for awhile then go back and repeat the |
| pattern. |
| |
| There will be two Cannons on the Island, one under the Bar pointing at |
| Earl's position and one nearby pointing at Ashley's position. There is |
| also a stack of Cannonballs and Bags of Gunpowder by each Cannon with |
| unlimited ammo. In addition, each Target will drop a Cannonball. Finally, |
| the Water Scooter that you would normally take to leave the mission is |
| not available. |
| |
| When you start then do exactly the same as in Level Two in regards to |
| eliminating your eight Targets but you have the advantage of using the |
| Cannonballs as lures instead of just the Kettle Bell. After killing the |
| last Target then go up to the Bar and throw stun the Waiter there with a |
| Cannonball. He will get spooked when you start firing and he may find |
| bodies when he runs around hence the need to knock him out. |
| |
| Go down to the Cannon under the Bar and wait for Earl to get into |
| position. He just needs to be in the general view of the Cannon when you |
| fire it to kill him. If you miss then, by the time you reload the Cannon, |
| he will stop to get off for a bit before going back out again and this |
| wastes time. |
| |
| Once you kill Earl then run over to the other Cannon and do the same to |
| Ashley. After he is dead then run to the Plane at the Private Villa Beach |
| to leave the mission. |
0===========================================================================0
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >HTM6. Best-Laid Plans |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
With Olivia's help the rogue group now have the new identities of the
Providence Partners. This new information leads both Lucas and 47 to the
Middle East and to one of the newest wonders of the modern world.
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
/ Dubai \@@@@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY16. On Top of the World 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@@@@\ Dubai /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
47's next mission takes him to Dubai and to the newest, tallest building in
the world: The Burj Al-Ghazali (aka The Sceptre). At the top of this building
is where the three Providence Partners (Carl Ingram, Marcus Stuyvesant, and
Alexa Carlisle) have holed themselves up under their new identities. Their
plan is to lay low and transfer their power to their heirs to continue
Providence.
Both 47 and Lucas decide to jump down to the tower from above. However, as
they do so, they nearly get hit by a helicopter leaving the area. They
recognize it as belonging to Alexa and she is on board. Diana then informs
the duo that she has left the area because of a new development.
The Constant, Arthur Edwards, has managed to escape his confinement on the
ship and has been liquidating Providence assets and putting them under his
control. This development has caused Alexa to leave so she can try to contain
the damage and take care of family business at the same time. But this still
leaves the other two Partners in the tower.
So now the plan is to shut down the elevators from that part of the building
to prevent them from leaving as 47 hunts down and eliminates them. Despite
the change in plan the end of the Providence Partners is near and little can
be done to stop it.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DBI1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Visible Accomplishments |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Death From Above
****************
Description: Complete On Top of the World.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 20 GS.
>>Dune Raider
***********
Description: Reveal all undiscovered areas in Dubai.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 20 GS.
>>Rise Up
*******
Description: Complete all Mission Stories in On Top of the World.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
-----------------------------------------------------------------------
Notes: You need to complete the following Mission Stories:
--Bird Of Prey --How The Mighty Fall
--(In)Security
>>Stair Master
************
Description: Reach Dubai Mastery Level 20.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Secret Accomplishments |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Keep Your Eyes Peeled
*********************
Description: Make a Target slip and fall while evacuating in a
skydiving suit.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Treacherous Architecture
************************
Description: Kill Ingram with his oil-rig model, push Stuyvesant over a
rail, and kill them in the air.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DBI2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed directly east.
Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Atrium and Atrium Lobby dominate the lower two floors. The Black Gold Bar
and the Garden can be found on the next floor up along with staffing areas.
More staffing areas along with the Art Gallery and Balcony Bar are on the
next level up from that. Another staff floor is above that and the Penthouse
floors comprise the top two floors of the tower.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0========================0
| Atrium Lobby - Level -1 \
0===========================================================================>
There are only a few areas on this floor. At the west side is the Cloak
Room and the Lockbox Room. At the east side is the Maintenance Area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | Most of the way inside the tunnel prior to the Lobby |
| | area and can be only acquired when approaching from |
| | the outside. |
|-------------------+-------------------------------------------------------|
| Skydiving Suit | Inside the Cloak Room. |
| Disguise | |
|-------------------+-------------------------------------------------------|
| Gold Idol | Inside the Deposit Box at the northwest corner of the |
| | Lockbox Room. |
|-------------------+-------------------------------------------------------|
| Goldbar | Inside the Deposit Box at the northeast corner of the |
| | Lockbox Room. |
|-------------------+-------------------------------------------------------|
| Whiskey Bottle | Inside the Deposit Box at the southwest corner of the |
| | Lockbox Room. |
|-------------------+-------------------------------------------------------|
| HX-10 | Inside the Deposit Box at the southeast corner of the |
| | Lockbox Room. |
|-------------------+-------------------------------------------------------|
| "Welcome To The | On the table inside the Lobby. |
| Sceptre" Pamphlet | |
|-------------------+-------------------------------------------------------|
| Janitorial Key | Carried by the female maintenance person in the |
| Screwdriver | Maintenance Area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================================0
| Atrium and Staff Area - Level 0 \
0===========================================================================>
The Atrium dominates the north and center portion of this floor. To the
west are stairs that lead to the Black Gold Bar and to the east are stairs
that lead to the Garden. Near the west stairs is the Small Bar.
The area at the southwest side of the floor is the main Staff Area. Behind
the north door behind the Small Bar is the Prep Room. To the south of that
is the Kitchen with a Changing Room at the southeast corner. To the west of
the Kitchen is the Meeting Room and the north-south West Hallway.
At the south end of the West Hallway is the West Maintenance Room. Across
east from it is the West Toilet. The west-east hallway is the Main Hallway
and the north-south hallway to the east of it is the Center Hallway.
At the east side of the floor is the Atrium Toilets. South of that is the
Maintenance Hallway with the small East Maintenance Room to the south of
it.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#################################| Atrium |################################|
0===========================================================================0
| Coin | At the Small Bar (x4). |
|-----------------+---------------------------------------------------------|
| Apple | On a table at the east side of the area. |
|-----------------+---------------------------------------------------------|
| Cannibis Joint | Carried by a woman with a white coat and dark blue |
| | skirt leaning against the wall at the very east end |
| | just north of the Garden. |
|-----------------+---------------------------------------------------------|
| Ornate Scimitar | Carried by Omar Al-Ghazali. |
| ATM Keycard | |
0===========================================================================0
|#######################| Kitchen and Changing Room |#######################|
0===========================================================================0
| Frying Pan | On the counter at the northwest corner of the |
| | Kitchen. |
|-----------------------+---------------------------------------------------|
| Cleaver | On the counter at the west side of the Kitchen. |
|-----------------------+---------------------------------------------------|
| Propane Flask | On the floor by the counter at the west side of |
| | the kitchen. |
|-----------------------+---------------------------------------------------|
| Emetic Rat Poison | On the counter at the southwest corner of the |
| | Kitchen. |
|-----------------------+---------------------------------------------------|
| Soda Can | --On the counter at the southwest corner of the |
| | Kitchen. |
| | --On the table at the north side of the Kitchen |
| | near the stairs. |
| | --Inside the Locker at the northeast corner of |
| | the Changing Room. |
|-----------------------+---------------------------------------------------|
| Burj Al-Ghazali | --At the north side of the main center counter |
| Staff Keycard | inside the Kitchen. |
| | --Inside the Locker at the north side of the |
| | Changing Room. |
|-----------------------+---------------------------------------------------|
| Blueberry Muffin (x2) | On the table at the east side of the Kitchen. |
| Kitchen Knife | |
|-----------------------+---------------------------------------------------|
| Maintenance Staff | Inside the Locker at the north side of the |
| Disguise | Changing Room. |
|-----------------------+---------------------------------------------------|
| Emetic Pills | Inside the Locker at the northeast corner of the |
| | Changing Room. |
|-----------------------+---------------------------------------------------|
| Locker Key | On the floor at the southwest corner of the |
| | Changing Room. |
|-----------------------+---------------------------------------------------|
| Transfer Papers | On the bench at the south side of the Changing |
| | Room. |
0===========================================================================0
|#################| Meeting Room and West Maintenance Room |################|
0===========================================================================0
| Banana | On the south end of the table inside the Meeting Room. |
|-------------+-------------------------------------------------------------|
| Screwdriver | On a box at the south end of the West Maintenance Room. |
0===========================================================================0
|########################| West Toilet and Hallways |#######################|
0===========================================================================0
| Wet Floor Sign | --Leaning against the south inside the West Toilet. |
| | --On the floor at the West Hallway. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | --On the wall at outside the northwest door of the |
| | Meeting Room. |
| | --On the wall by the south door outside the Meeting |
| | Room. |
|-------------------+-------------------------------------------------------|
| Soda Can | On the floor by the Soda Machines at the west end of |
| | the Main Hallway. |
|-------------------+-------------------------------------------------------|
| Wrench | On the cart west of the West Toilet. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall near the Elevator at the east end of the |
| | Main Hallway. |
|-------------------+-------------------------------------------------------|
| Scissors | On the stack of bags near the Elevator at the east |
| | end of the Main Hallway. |
|-------------------+-------------------------------------------------------|
| Hammer | In the corner near the Vacuum Cleaner at the north |
| | end of the Center Hallway. |
0===========================================================================0
|#####| Atrium Toilets, Maintenance Hallway, and East Maintenance Room |####|
0===========================================================================0
| Soap | At the south end of the counter inside the East |
| | Toilets. |
|-------------------+-------------------------------------------------------|
| Burj Al-Ghazali | Carried by the attendant inside the Atrium Toilets. |
| Staff Keycard | |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the floor by the shelves at the Maintenance |
| | Hallway. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall at the south end of the Maintenance |
| | Hallway. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the boxes inside the East Maintenance Room. |
|-------------------+-------------------------------------------------------|
| Hammer | On a shelf inside the East Maintenance Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================================0
| Black Gold Bar and Garden - Level 1 \
0===========================================================================>
At the west side of the floor is the Black Gold Bar with a Private Bar to
the east. At the south side of the Bar is the Toilets, Laundry Room and
Storage Room.
At the east side of the floor is the Garden. West of it is the Metal Garden
that runs under the stairs leading up to the next floor (this Garden has
metal trees and hence its name). South of the Garden is the Art
Installation Backstage that has an upper section that goes to Level 2.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| West Side |###############################|
0===========================================================================0
| Soda Can | On the bar at the Black Gold Bar. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | --On the counter behind the bar at the Black Gold |
| | Bar. |
| | --On the counter at the east side of the Private Bar. |
|-------------------+-------------------------------------------------------|
| Apple | On a small table inside the Private Bar. |
|-------------------+-------------------------------------------------------|
| Soap | By the Sink at the north side of the Toilets. |
|-------------------+-------------------------------------------------------|
| Burj Al-Ghazali | Carried by the attendant near the Sink inside the |
| Staff Keycard | Toilets. |
|-------------------+-------------------------------------------------------|
| Iron | On a shelf at the northeast corner of the Laundry |
| | Room. |
|-------------------+-------------------------------------------------------|
| Event Security | On the shelf at the south side of the Laundry Room. |
| Disguise | |
|-------------------+-------------------------------------------------------|
| Whiskey Bottle | On the shelf at the south side of the Storage Room. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the shelf at the north side of the Storage Room. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall by the Elevator inside the Storage Room. |
|-------------------+-------------------------------------------------------|
| Fire Axe | On the wall inside the stairwell just outside of the |
| | Storage Room. |
0===========================================================================0
|###############################| East Side |###############################|
0===========================================================================0
| Lethal Poison Pill Jar | Carried by The Assassin (Zana Kazem) inside the |
| Hackl 9S Covert | Garden. |
| Folding Knife | |
|------------------------+--------------------------------------------------|
| Coin | On the bench in the center of the Garden (x2). |
|------------------------+--------------------------------------------------|
| Screwdriver | --On the bench at the south side of the Garden. |
| | --On the stack of equipment at the north side of |
| | Art Installation Backstage. |
|------------------------+--------------------------------------------------|
| Shovel | Leaning against the railing at the east side of |
| | Garden. |
|------------------------+--------------------------------------------------|
| Soda Can | On the curved wall at the south side of the |
| | Garden. |
|------------------------+--------------------------------------------------|
| Coconut | At base of the palm tree just north of the Metal |
| | Garden. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Lower Staff Floor - Level 2 \
0===========================================================================>
The Art Gallery dominates the west and center portions of this floor. At
the east end of the Gallery is a large round construct call The Sun. There
are two Security Rooms on this floor. There is one at the northwest side
(West) and one to the east (East). At the east side of the East Security
Room is the Maintenance Room.
South of the West Security Room in the Staff Hallways. The long west-east
hallway next door south of that is the Backstage Hallway. At the east end
of the Backstage Hallway is the upper part of the Art Installation
Backstage. The southwest corner of the floor is the Balcony Bar. The
southeast corner is the Art Backstage Balcony.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#################| West Security Room and Staff Hallways |#################|
0===========================================================================0
| Security Key | --Carried by a Guard stationed at the entrance of the |
| | Art Gallery just west of the West Security Room. |
| | --On the desk at the west side of the north half of the |
| | West Security Room. |
|----------------+----------------------------------------------------------|
| HX-10 | On the drawers at the southeast corner of the north half |
| | of the West Security Room. |
|----------------+----------------------------------------------------------|
| Janitorial Key | Carried by the female maintenance person near the center |
| | of the Staff Hallways. |
0===========================================================================0
|############| Backstage Hallway and Art Installation Backstage |###########|
0===========================================================================0
| Hammer | On the floor by the base of the stairs to the Control |
| | Room at the west end of the Backstage Hallway. |
|---------------+-----------------------------------------------------------|
| Crowbar | Leaning against the wall by a blue toolbox near the |
| | center of the Backstage Hallway. |
|---------------+-----------------------------------------------------------|
| Screwdriver | On the stairs on the opposite side of the large window by |
| | The Sun. |
|---------------+-----------------------------------------------------------|
| Propane Flask | By the water cooler at the upper part of the Art |
| | Installation Backstage. |
0===========================================================================0
|################| East Security Room and Maintenance Room |################|
0===========================================================================0
| Security Key | On the desk at the west side of the Security Room. |
| Bartoli 75R | |
| Banana | |
|--------------------+------------------------------------------------------|
| Letter Opener | On a desk in the north half of the Security Room. |
|--------------------+------------------------------------------------------|
| Burj Al-Ghazali | On the desk in the center of the Security Room. |
| Staff Keycard | |
|--------------------+------------------------------------------------------|
| Wet Floor Sign | On the floor near the center of the Security Room. |
|--------------------+------------------------------------------------------|
| Screwdriver | Carried by the female maintenance person inside the |
| | Security Room. |
|--------------------+------------------------------------------------------|
| Evacuation Keycard | Inside the small safe at the east side of the |
| | Security room. |
|--------------------+------------------------------------------------------|
| Crowbar | On the toolbox at the south side of the Maintenance |
| | Room. |
|--------------------+------------------------------------------------------|
| Fusil G1-4 | Leaning against a locker by the Elevator inside the |
| | Maintenance Room. |
|--------------------+------------------------------------------------------|
| Penthouse Keycard | On the desk inside the Maintenance Room. |
0===========================================================================0
|#########################| Art Backstage Balcony |#########################|
0===========================================================================0
| Fuse Cell | Inside the Fusebox just inside the doorway to the |
| | Balcony. |
|----------------+----------------------------------------------------------|
| Crowbar | By the blue toolbox at the west side. |
|----------------+----------------------------------------------------------|
| Helicopter Key | Near the end of the L-shaped catwalk to the Helipad |
| | ladder at the southeast corner. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Upper Staff Floor - Level 3 \
0===========================================================================>
At the southwest corner of this floor is the Control Room for the Art
Gallery. North of that is the Storage Room and Server Room. Next to the
Server Room is the Maintenance Corridor that goes along the west side of
the Atrium.
At the south end of the Atrium is the Security Room for this floor. North
of that is the Conference Room with the Maintenance Room north of that. The
Penthouse Reception, Waiting Area, and Frisk Zone is to the east of the
Conference Room. At the southeast corner of the floor is the exterior
Helipad.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Control Room |#############################|
0===========================================================================0
| Propane Flask | On the floor by the black crate at the north side. |
|--------------------+------------------------------------------------------|
| Crowbar | In the blue toolbox at the northeast side. |
|--------------------+------------------------------------------------------|
| Screwdriver | On the table at the east side. |
|--------------------+------------------------------------------------------|
| Fuse Cell | Inside the Fusebox at the southeast corner. |
|--------------------+------------------------------------------------------|
| A Repair Order For | On a crate at a catwalk on the east end of the Art |
| The Sun | Gallery behind The Sun. |
0===========================================================================0
|#################| Storage Room and Maintenance Corridor |#################|
0===========================================================================0
| Janitorial Key | --On the table at the west side of the Storage |
| | Room. |
| | --Carried by the female maintenance person at the |
| | Maintenance Corridor. |
|---------------------+-----------------------------------------------------|
| Hammer | On the boxes near the center of the Storage Room. |
|---------------------+-----------------------------------------------------|
| Server Room Keycard | Carried by the male maintenance person at the |
| | Maintenance Corridor. |
|---------------------+-----------------------------------------------------|
| Explosive Golf Ball | On the floor by the red toolbox in the small room |
| | at the west end of the Maintenance Corridor. |
0===========================================================================0
|###################| Security Room and Conference Room |###################|
0===========================================================================0
| Evacuation Keycard | Inside the small Safe inside the Security Room. |
|--------------------+------------------------------------------------------|
| Penthouse Keycard | --On the desk at the west side of the Security Room. |
| | --Carried by the standing guard west of the Security |
| | Room. |
|--------------------+------------------------------------------------------|
| Banana | On the desk at the east side of the Security Room. |
|--------------------+------------------------------------------------------|
| Letter Opener | On the long table inside the Conference Room. |
| Soda Can | |
0===========================================================================0
|###########| Maintenance Room, Penthouse Reception, and Helipad |##########|
0===========================================================================0
| Soda Can | On one of the maintenance carts in the center of the |
| | Maintenance Room. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On one of the shelves at the south side of the |
| | Maintenance Room. |
|-------------------+-------------------------------------------------------|
| Apple | On the main desk at Penthouse Reception. |
|-------------------+-------------------------------------------------------|
| Coin | By the railing to the east of the lone black chair |
| | just west of the doors to the Helipad. |
|-------------------+-------------------------------------------------------|
| Wrench | On some crates at the east side of the Helicopter at |
| | the Helipad. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Penthouse (Bottom Floor) - Level 4 \
0===========================================================================>
The Courtyard dominates the north side of this floor. The Outdoor Area is
to the west of the Courtyard. The Ventilation Area is at the southeast
corner of this floor. The Dining Room with adjacent Storage Room is at the
west side of the floor. The Lounge is at the south center part of the floor
with the Study to the east.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Apple | --At the base of the tree in the center of the |
| | Courtyard (x2). |
| | --On the table at the north end of the Study. |
| | --In the center of the center table near the Stove |
| | inside the Dining Room. |
|----------------------+----------------------------------------------------|
| Coin | --On a short curved wall at the east side of the |
| | Courtyard (x2). |
| | --On the center table near the Stove in the Dining |
| | Room (x3). |
|----------------------+----------------------------------------------------|
| Golf Club | In the golf bag at the Outdoor Area. |
|----------------------+----------------------------------------------------|
| Crowbar | On one of the air conditioners near the center of |
| | the Ventilation Area. |
|----------------------+----------------------------------------------------|
| Car Battery | On one of the air conditioners at the south side |
| | of the Ventilation Area. |
|----------------------+----------------------------------------------------|
| Kitchen Knife | --On the counter at the west side of the Dining |
| | Room. |
| | --At the east end of the long table at the north |
| | side of the Lounge. |
|----------------------+----------------------------------------------------|
| Frying Pan | On the Stove inside the Dining Room. |
| Meaty Bone | |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | On one of the lower shelves at the west side of |
| | the Storage Room. |
|----------------------+----------------------------------------------------|
| Screwdriver | On some boxes at the east end of the Storage Room. |
|----------------------+----------------------------------------------------|
| Penthouse Key | --Carried by the Penthouse Staff person inside the |
| | Storage Room. |
| | --On the coffee table in the center of the Study. |
|----------------------+----------------------------------------------------|
| Model Of The Sceptre | On the small table at the south side of the |
| | Lounge. |
|----------------------+----------------------------------------------------|
| Penthouse Keycard | On the desk at the northeast side of the Study. |
| Letter Opener | |
|----------------------+----------------------------------------------------|
| Gold Idol | On a small table at the center of the Study. |
|----------------------+----------------------------------------------------|
| Imperial Filigree | Behind the couch inside the Study. |
| Egg (x2) | |
| Ornate Scimitar | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================================0
| Penthouse (Top Floor) - Level 5 \
0===========================================================================>
There are several areas on this floor. The Master Suite with Living Room
and Balcony is at the west end. The Master Bathroom is just east of it. The
large open area to the north is the main Terrace. At the east end is the
Guest Bedroom. The stairs going down to the Bottom Level is in the center.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Screwdriver | Under the TV at the west corner inside the Master Suite. |
|----------------+----------------------------------------------------------|
| Coin | --On the table at the west end of the Terrace (x2). |
| | --On the desk at the south corner inside the Guest |
| | Bedroom (x2). |
|----------------+----------------------------------------------------------|
| Whiskey Bottle | On the table at the west end of the Terrace. |
|----------------+----------------------------------------------------------|
| Soda Can | At the table and sofa at the east end of the Terrace. |
| Apple | |
|----------------+----------------------------------------------------------|
| Cannibis Joint | Inside the planter at the far east end of the Terrace. |
| Coconut | |
|----------------+----------------------------------------------------------|
| Tablet | Inside the Safe inside the Guest Bedroom. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DBI3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn the Burj Al-Ghazali Snowglobe for use in all missions |
| | and can now start at the Atrium Lobby. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn a Hidden Stash at the Kitchen. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start at the Meeting Room disguised as Event |
| | Staff. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the Emetic Poison Vial for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn an Agency Pickup at the Penthouse Supply Room. |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start at the Art Installation disguised as an Art |
| | Crew person and unlock the ICA Briefcase Mk III for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn a Hidden Stash at the Atrium Toilet. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn an Agency Pickup at the Maintenance Room. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the Explosive Golf Ball for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the Guard Room disguised as Event |
| | Security. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn a Hidden Stash at the Laundry Room. |
|----------+----------------------------------------------------------------|
| Level 13 | You unlock the Ornate Scimitar Melee Weapon for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn an Agency Pickup at the Art Backstage Balcony. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the Druzhina 34 DTI Sniper Rifle for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 16 | There are no unlocks at this Level. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn an Agency Pickup at the Penthouse Ventilation Area. |
|----------+----------------------------------------------------------------|
| Level 18 | There are no unlocks at this Level. |
|----------+----------------------------------------------------------------|
| Level 19 | You can now start at the Penthouse disguised as Penthouse |
| | Staff. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Ashen Suit with Gloves and the ICA Proximity |
| | Explosive Mk III for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DBI4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0============0
| Carl Ingram \
0===========================================================================0
| He is one of your Targets and can be found in the Penthouse. However, he |
| will initially start on Level 3 looking over the Atrium waiting for the |
| speech from Omar Al-Ghazali to start. He will then go back up and move |
| from his suite, to the Study, and to the Terrace while talking to a |
| recorder. |
0===========================================================================0
0==================0
| Marcus Stuyvesant \
0===========================================================================0
| He is one of the other Targets and can be found near the Art Gallery. He |
| will go between the Gallery, the Black Gold Bar, and the West Security |
| Room. |
0===========================================================================0
0================0
| Omar Al-Ghazali \
0===========================================================================0
| He is the person responsible for the new building and personally opens it |
| up in a grand celebration. He will go around the lower floors and |
| eventually go up to the Penthouse then back down again to repeat the |
| pattern. On the plus side he isn't like the late Sheikh Al-Khalifa who |
| would brag about how big his casino was. |
0===========================================================================0
0=============0
| Lucy Philips \
0===========================================================================0
| She is the artist responsible for the Art Gallery and can be found down |
| at the Black Gold Bar. |
0===========================================================================0
0====================0
| Cornelia Stuyvesant \
0===========================================================================0
| She is Marcus's daughter and has been requested to come here to talk to |
| him. However, Lucy, who is a friend of the family, won't leave her alone. |
0===========================================================================0
0===========0
| Zana Kazem \
0===========================================================================0
| This suspicious person, who can be found in the Garden, is trying to get |
| up to the upper floors for an important meeting. However, he seems to |
| have a problem with being frisked which is keeping him from going up. |
0===========================================================================0
0===========0
| Hans Lucht \
0===========================================================================0
| He is a Pulitzer Prize winning reporter and can be found at the Atrium |
| asking questions about who is staying at the Penthouse. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DBI5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0==========================================================0
| Sniper Rifle Usage (Professional and Master Difficulties) \
0===========================================================================0
| This is one of four maps that will allow you to carry Sniper Rifles out |
| in the open when properly disguised. However, the only Disguises that |
| have this privilege is the Ingram's Bodyguard and Penthouse Guard |
| Disguises. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Ashen Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you only have access to what most Civilians have |
| access to which is: |
| |
| --The Atrium Lobby. |
| ++Cannot go in Lockbox Room and Maintenance Hallway. |
| --The Atrium. |
| ++Cannot go in the Staff Area and behind the Small Bar. |
| --The Black Gold Bar and Garden. |
| ++Cannot go in the Private Bar, Art Installation Backstage, and |
| Staff Area. |
| --The Art Gallery and Balcony Bar. |
| ++Cannot go in the Staff Area. |
| |
| Outside of these areas everything else is off limits. |
0===========================================================================0
0===============0
| Skydiving Suit \
0===========================================================================0
| This is the black helmeted jumpsuit that you wore when jumping down. |
| However, wearing it inside the building makes the entire map a Hostile |
| Area regardless of difficulty. |
| |
| In addition, this Disguise doesn't count towards the [Chameleon] |
| Challenge. |
0===========================================================================0
0=============0
| The Assassin \
0===========================================================================0
| This is the strange looking person in the Garden who is trying to get up |
| to the Upper Staff Floor for a meeting. He is Zana Kazem and he wears a |
| black suit with a bright green shirt and glasses. As for access, it has |
| the same restrictions as the Suit but with one key difference. |
| |
| And that is that you can go up to Level 3 after being frisked. Once up |
| there you can go in most areas except the Control Room, Storage Room, and |
| Server Room. You also cannot go up to the Penthouse floors. However, you |
| can go up there for a meeting with Carl when you perform a certain |
| assignment but only for that meeting and you will be led back downstairs |
| afterwards. |
| |
| The way to acquire this Disguise is to go to the south part of the Garden |
| to find a bench with a Sound System nearby. When Zana is finished talking |
| to the Guards then he will go to sit on the bench in the center of the |
| Garden. Use the Sound System here to lure Zana to it. Stay in the foliage |
| until he turns it off then subdue him and take his clothes. |
| |
| As for Enforcers, being that this is a Civilian Disguise, there are none |
| at any difficulty. |
0===========================================================================0
0==============0
| Kitchen Staff \
0===========================================================================0
| These are the people that tend to the Kitchen. They wear a white shirt |
| with a white apron, black pants, blue gloves, and a blue cap. As for |
| access, you are allowed in some areas of the building except for the |
| following: |
| |
| --The Private Bar at the Black Gold Bar. |
| --The stairs going up to the Frisk Zone from the Garden. |
| --The West Security Room on the Lower Staff Floor (Level 2). |
| --The Art Installation Backstage, Hallway, and Balcony. |
| --The Upper Staff Floor (Level 3) and upwards. |
| |
| There is only one male Kitchen Staff person inside the Kitchen so wait |
| for him to be at the counter at the wall before knocking him out, |
| dragging him to the northwest corner, and taking his Disguise. |
| |
| As for Enforcers, there are ten at Casual and Professional difficulties: |
| |
| --One at the Small Bar at the main Atrium area. |
| --Two patrolling the south half of the main Atrium area. |
| --One standing just outside the Atrium Toilets. |
| --One standing north of the Garden. |
| --One inside the Storage Room behind the Black Gold Bar on Level 1. |
| --One by the entrance to the Art Installation Backstage area. |
| --Three at the Balcony Bar. |
| |
| At Master difficulty there is only one additional Enforcer and she is |
| inside the Meeting Room on Level 0. |
0===========================================================================0
0============0
| Event Staff \
0===========================================================================0
| These are the people that work the event in multiple areas. They wear a |
| white shirt with a gold vest and black pants. One special attribute is |
| that you can poison food and drinks without suspicion. As for access, you |
| are allowed in most areas of the building except for the following: |
| |
| --The stairs going up to the Frisk Zone from the Garden. |
| --The West and East Security Rooms on the Lower Staff Floor (Level 2). |
| --The Upper Staff Floor (Level 3) and upwards with the exception of the |
| Control Room and related areas on Level 3. |
| |
| There are several ways to obtain this Disguise. When coming in with just |
| your Suit there is one you can ambush at the east end of the Main Hallway |
| on the Atrium and Staff Floor. Once you make your way through the Keypad |
| door then grab the Hammer by the Vacuum Cleaner then turn the Cleaner on |
| and hide behind the boxes. This should lure the female Maintenance Staff |
| person. |
| |
| Knock her out when she turns it off and dump her in the Closet. Turn on |
| the Cleaner again to lure the Event Staff person into ambushing position. |
| Knock him out, dump him in the Closet, and take his Disguise. |
| |
| When wearing another Disguise you can easily ambush the one inside the |
| Prep Room behind the Small Bar, the Storage Room behind the Black Gold |
| Bar, and the one inside the Laundry Room. |
| |
| As for Enforcers, there are seven at Casual and Professional |
| difficulties: |
| |
| --One at the Lockbox Room at the Atrium Lobby (Level -1). |
| --One behind the Small Bar at the main Atrium area. |
| --One inside the Maintenance Room at the Staff Floor on Level 0. |
| --One at the west end of the Main Hallway. |
| --One inside the Kitchen. |
| --One inside the Storage Room behind the Black Gold Bar on Level 1. |
| --One patrolling the area near the entrance to the Art Gallery west of |
| the West Security Room on the Lower Staff Floor on Level 2. |
| |
| At Master difficulty there is only one additional Enforcer and she is |
| inside the Meeting Room on Level 0. |
| |
| You can start at the Meeting Room already disguised as Staff once you've |
| reached Mastery Level 4. |
0===========================================================================0
0=========0
| Art Crew \
0===========================================================================0
| These are the people that maintain the Art Gallery. They wear a black and |
| white short sleeve shirt with a lanyard and dark pants. As for access, |
| you are allowed in most areas of the building except for the following: |
| |
| --The stairs going up to the Frisk Zone from the Garden. |
| --The West and East Security Rooms on the Lower Staff Floor on Level 2. |
| --The Upper Staff Floor on Level 3 and upwards with the exception of |
| the Control Room. |
| |
| They can also go into the Private Bar area at the Black Gold Bar but will |
| need to be frisked first. |
| |
| The best way to acquire this Disguise is to go up to the Control Room and |
| to the hallway at the south end to find a Container. Toss an object near |
| it to lure one of the Art Crew to it. Knock him out, dump him in the |
| Container, and take his Disguise. |
| |
| As for Enforcers, there are only three at Casual and Professional |
| difficulties: |
| |
| --One patrolling the Backstage Hallway on Level 2. |
| --One inside the Art Installation Backstage. |
| --One inside the Garden just outside the Art Installation Backstage. |
| |
| At Master difficulty there are no additional Enforcers. |
| |
| You can start near The Sun already disguised as a member of the Art Crew |
| once you've reached Mastery Level 7. |
0===========================================================================0
0=================0
| Helicopter Pilot \
0===========================================================================0
| This is the person who flies the Helicopter and can be found at the |
| Helipad. This Disguise consists of a white shirt, black pants, and a |
| sunglasses. As for access, this will allow you into most areas of the |
| building except the following: |
| |
| --The Art Installation Backstage, Hallway, Balcony and both Security |
| Rooms on Level 2. |
| --The Control Room, Storage Room, and Server Room on Level 3. |
| --Both floors of the Penthouse area. |
| |
| One other thing: the Pilot can go up the stairs from the Garden to the |
| Penthouse Reception area but will have to be frisked twice along the way. |
| |
| To obtain this Disguise all you need to do is get up behind him and knock |
| him out then take his clothes. Lastly, this Disguise has no Enforcers at |
| any difficulty. |
0===========================================================================0
0============0
| Famous Chef \
0===========================================================================0
| This is the person who works at the Dining Room at the Penthouse. He |
| wears a white shirt, gray striped apron, black pants, and a Chef's Hat. |
| This is also another Disguise where you can poison food and drink without |
| suspicion. |
| |
| As for access, you can be in all areas of the Penthouse. You can go in |
| most areas of Level 3 except the Control Room, Storage Room, Server Room, |
| and Security Room. |
| |
| On Level 2 and below it has the same restrictions as the Suit in that you |
| are not allowed in any staff area even though you are employed in the |
| tower. You can go up from the Garden to the Frisk Zone and Penthouse |
| Reception but you will have to be frisked first. |
| |
| To acquire this Disguise you need to go up to the Storage Room and knock |
| out the Penthouse Staff there then dump him in the Container. Turn on the |
| Ice Machine to lure the Chef and hide nearby. When he turns it off then |
| knock him out, dump him in the Container, and take his Disguise. |
| |
| As for Enforcers, there are are eight at Casual and Professional |
| difficulties: |
| |
| --Two patrolling the south half of the main Atrium area. |
| --One standing just outside the Atrium Toilets. |
| --One standing north of the Garden. |
| --One by the entrance to the Art Installation Backstage area. |
| --Three at the Balcony Bar. |
| |
| At Master difficulty there are no additional Enforcers. |
0===========================================================================0
0==================0
| Maintenance Staff \
0===========================================================================0
| These are the people that maintain the tower. They wear gray pants with a |
| gray shirt with yellow trim and a grey hat. As for access, you are |
| allowed in most areas of the building with the exception of the |
| following: |
| |
| --The Private Bar at the Black Gold Bar. |
| --The stairs going up to the Frisk Zone from the Garden. |
| --The Security Room on the Upper Staff Floor (Level 3). |
| --The Penthouse itself and all stairs leading to the interior. |
| |
| The best way to obtain this Disguise is to take it from one of the |
| Lockers inside the Changing Room on Level 0. Another easy way to acquire |
| one is to go up to Level 3 and into the Storage Room to find a |
| Maintenance Staff person standing there. Knock him out, dump him in the |
| Closet, and take his Disguise. |
| |
| As for Enforcers, there are seventeen at Casual and Professional |
| difficultes: |
| |
| --One at the north end of the West Hallway on the Atrium and Staff Area |
| floor on Level 0. |
| --One at the east end of the Main Hallway. |
| --Two patrolling the south half of the main Atrium area. |
| --One standing just outside the Atrium Toilets. |
| --One in the Maintenance Hallway. |
| --One standing north of the Garden. |
| --One inside the Laundry Room on the Black Gold Bar and Garden floor on |
| Level 1. |
| --One by the entrance to the Art Installation Backstage area. |
| --One inside the Staff Hallways on the Lower Staff Floor on Level 2. |
| --One inside the East Security Room. |
| --Three at the Balcony Bar. |
| --One at the Maintenance Corridor on the Upper Staff Floor on Level 3. |
| --Two in front of the Penthouse Entrance on Level 4. |
| |
| At Master difficulty there is only one additional Enforcer and she is |
| inside the Meeting Room on Level 0. |
0===========================================================================0
0================0
| Penthouse Staff \
0===========================================================================0
| These are the people who work at the Penthouse. They wear a long sleeve |
| shirt, a blue and gold sleveless robe, and a white turban. As for access, |
| this will allow you into most areas of the building except the following: |
| |
| --The Private Bar at the Black Gold Bar. |
| --The Art Installation Backstage, Hallway, Balcony and both Security |
| Rooms on Level 2. |
| --The Control Room, Storage Room, and Server Room on Level 3. |
| |
| Just like with the Helicopter Pilot Disguise you can go up the stairs |
| from the Garden to the Penthouse Reception area but will have to be |
| frisked twice along the way. |
| |
| The best way to acquire this Disguise is to ambush the lone Staff inside |
| the Storage Room by the Dining Area on the Penthouse's Bottom Floor. Dump |
| him in the nearby Container afterwards and take his Disguise. |
| |
| As for Enforcers, there are seven at Casual and Professional |
| difficulties: |
| |
| --One at the Penthouse Reception area on Level 3. |
| --Two at the Penthouse's main entrance. |
| --One in the Storage Room. |
| --One in the Study. |
| --One by the Master Suite. |
| --One near the stairs on the Top Floor. |
| |
| At Master difficulty there is only one additional Enforcer and she is |
| inside the Meeting Room on Level 0. |
| |
| You can start at the Master Suite already disguised as Staff once you've |
| reached Mastery Level 19. |
0===========================================================================0
0===============0
| Event Security \
0===========================================================================0
| These are the standard Guards that patrol most of the tower. They wear an |
| all white uniform with a blue belt and blue beret. As for access you can |
| go everywhere except Level 3 and above with the exception of the Control |
| Room and related areas. |
| |
| The easiest way to acquire this Disguise is, if you are wearing your |
| Suit, is to go to the Black Gold Bar and sneak into the Storage Room |
| through the north door when the female Staff has her back turned and the |
| male Staff is at the Private bar area. Carefully subdue the lone person |
| in this room, dump him in the Closet, and take his Disguise. |
| |
| Go into the Laundry Room, subdue the lone person here, dump him in the |
| Container, and take the Disguise off of the shelf. |
| |
| As for Enforcers, there are only two at Casual and Professional |
| difficulties: |
| |
| --One patrolling the south half of the main Atrium area. |
| --One at the Metal Garden. |
| |
| At Master difficulty there are three additional Enforcers: |
| |
| --One inside the Meeting Room on Level 0. |
| --One patrolling the Backstage Hallway on Level 2. |
| --One patrolling the East Security Room. |
| |
| You can start at the East Security Room already disguised as Event |
| Security once you've reached Mastery Level 11. |
0===========================================================================0
0===================0
| Ingram's Bodyguard \
0===========================================================================0
| These are the personal Bodyguards for Carl Ingram. They wear a gray three |
| piece suit with a walkie-talkie and a security lanyard. As for access |
| they can go everywhere in the building making this one of the best |
| Disguises for this mission. |
| |
| There are two ways to acquire this Disguise. The first way is to get rid |
| of the Penthouse Staff in the Storage Room on the Penthouse's Bottom |
| Floor. Make the Chef prepare a dish for Carl and use emetic poison on it. |
| |
| When Carl goes to the Dining Room then one of the Bodyguards will go into |
| the Storage Room. Place a Coin in front of him to make him move forward |
| enough for you to knock him out. Dump him in the Container and take his |
| Disguise. |
| |
| The second way is to kill Carl in the Penthouse which will cause one of |
| the Bodyguards to go to the Maintenance Room on Level 3. Subdue him, dump |
| him in the Closet, and take his Disguise. |
| |
| As for Enforcers, there are eleven at Casual and Professional |
| difficulties: |
| |
| --One patrolling near the Maintenance Corridor doors on the Upper Staff |
| Floor (Level 3). |
| --The sleeping Guard in the Security Room. |
| --One standing by the Elevator just east of the Conference Room. |
| --Two at the Helipad. |
| --One at the southwest corner of the Courtyard at the Penthouse (Bottom |
| Floor). |
| --One inside the Lounge. |
| --One patrolling the Terrace at the Penthouse (Top Floor). |
| --One patrolling the hallway between the Master Suite and the Guest |
| Bedroom. |
| --Carl and the remaining Bodyguard. |
| |
| At Master difficulty there are two additional Enforcers: |
| |
| --One patrolling the Penthouse Reception and Waiting Area on Level 3. |
| --One inside the Dining Room at the Penthouse. |
| |
| And, as already pointed out, this Disguise will allow you to carry Sniper |
| Rifles out in the open at Professional and Master difficulties. |
0===========================================================================0
0================0
| Penthouse Guard \
0===========================================================================0
| These are the Guards for the Penthouse area. They wear a dark gray |
| uniform with a large red belt and a red beret. As for access it has the |
| exact same privileges as the Ingram's Bodyguard Disguise and is the best |
| Disguise since it is easier to acquire. |
| |
| There are two ways to acquire this Disguise. The first way is to climb up |
| either of the two Helipad ladders and sneak inside the east door into the |
| Upper Staff Floor (Level 3). Sneak into the Security Room and knock out |
| the sleeping Guard with an object then dump him in the Closet and take |
| his Disguise. |
| |
| The second way is to sneak onto the same floor either from the Control |
| Room (by jumping through the window) or through the windows on the west |
| side. When he goes into the corner by the Maintenance Corridor doors then |
| go up behind him and knock him out. |
| |
| Go into the Storage Room, knock out the Maintenance Staff person here, |
| and dump him in the Closet. Drag the Guard into the Closet and take his |
| Disguise. |
| |
| If you get to this point early enough and Carl is standing nearby then go |
| into the Room and knock out the Staff first and dump him. Place a Coin |
| just inside the door, open it, and toss an object onto the floor to lure |
| the Guard. Knock him out when he goes for the Coin, dump him, and take |
| his Disguise. |
| |
| As for Enforcers, at Casual and Professional difficulties, this Disguise |
| has the exact same ones as the Ingram's Bodyguard Disguise except that |
| Carl and his Bodyguards are not Enforcers. At Master difficulty this |
| Disguise has the exact same ones as the Ingram's Bodyguard Disguise but |
| with the addition of both of Carl's Bodyguards. |
| |
| And, as already pointed out, this Disguise will allow you to carry Sniper |
| Rifles out in the open at Professional and Master difficulties. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DBI6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of seven Cameras located around the
Building. At the Atrium and Staff Area floor (Level 0) there are two:
0=======================================================================0
| On the east wall of the Meeting Room. |
|-----------------------------------------------------------------------|
| On the wall halfway along the Maintenance Hallway. |
0=======================================================================0
At the Lower Staff Floor (Level 2) there are three:
0=======================================================================0
| Partway up the Penthouse Reception stairs. |
|-----------------------------------------------------------------------|
| On the east wall inside the East Security Room. |
|-----------------------------------------------------------------------|
| On the northwest wall of the Art Backstage Balcony. |
0=======================================================================0
At the Upper Staff Floor (Level 3) there are two:
0=======================================================================0
| On the north wall between the Toilet and the Storage Room at the west |
| side of the floor. |
|-----------------------------------------------------------------------|
| On the south wall just west of the Helipad entrance. |
0=======================================================================0
The Recorders for the Cameras can be found inside the West Security Room
and the Maintenance Room on Level 2. You can also disable the Cameras using
the Computer in the Server Room on Level 3.
The easiest Recorder to destroy is the one inside the Maintenance Room
since there is no one inside and you can close the door for privacy. Once
you open up the Elevator Shafts this becomes even easier since you can
access this room from the Shaft near the Metal Garden.
0=======0
| Master \
0========================================>
At this difficulty there are a total of four additional Cameras:
0=======================================================================0
| Above the Soda Machines outside south of the Meeting Room on Level 0. |
|-----------------------------------------------------------------------|
| Above the Penthouse Reception doors on Level 2. |
|-----------------------------------------------------------------------|
| One inside the Ventilation Area on Level 4. |
|-----------------------------------------------------------------------|
| One on the right wall just inside the Penthouse's main entrance. |
0=======================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DBI7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0=================0
| No Loadout Slots \
0===========================================================================0
| The very first time you do this mission you will be dropping in on the |
| building and cannot bring anything with you. After completion of the |
| mission then you will be able to open up the Atrium Lobby starting point |
| and can fully open up all loadout slots. You can also start from the |
| outside of the building again but you can bring one item with you. |
0===========================================================================0
0==========0
| Shortcuts \
0===========================================================================0
| There are four Shortcuts that you will find in this mission: |
0===========================================================================0
| Atrium Lobby Door | At the east side of the Atrium Lobby but must be |
| | unlocked from the Maintenance area on the other side. |
|-------------------+-------------------------------------------------------|
| Helipad Ladder | Just outside the door to the Helipad on Level 3. |
| | Requires a Crowbar to open. |
|-------------------+-------------------------------------------------------|
| Penthouse Terrace | At the north end of the Outdoor Area at the Penthouse |
| Ladder | (Bottom Floor) - Level 4. Requires a Crowbar to open. |
|-------------------+-------------------------------------------------------|
| Ventilation Area | At the south end of the Ventilation Area at the |
| Ladder | Penthouse (Bottom Floor) - Level 4. Requires a |
| | Crowbar to open. |
0===========================================================================0
0================0
| Elevator Shafts \
0===========================================================================0
| On both the west and east sides of the tower are Elevator Shafts that you |
| can use to climb up to various areas on the upper floors. This is another |
| Shortcut that will be permanently opened up when you use the Terminal in |
| the Server Room to open them. |
0===========================================================================0
0========0
| Keypads \
0===========================================================================0
| There are three Keypad combinations that you will find in this mission: |
0===========================================================================0
| Staff Area Doors | There are two doors at the Atrium floor that both |
| | lead to the Staff Area. One is at the southwest |
| | corner of the floor and one at the west side behind |
| | the Small Bar. Both of these doors can be opened |
| | with 4706. |
|---------------------+-----------------------------------------------------|
| Security Room Safes | There are two small Safes, one in the Security Room |
| | on Level 2 and one in the Security Room on Level 3, |
| | that house the Evacuation Keycards and can be |
| | opened with 6927. |
|---------------------+-----------------------------------------------------|
| Guest Bedroom Safe | There is a small Safe inside the Guest Bedroom at |
| | the Penthouse (Top Floor) and can be opened with |
| | 7465. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple keys and keycards that you will find in this mission: |
0===========================================================================0
| Locker Key | This Key opens one of the Lockers inside the |
| | Changing Room. |
|---------------------+-----------------------------------------------------|
| Helicopter Key | This Key operates the Helicopter on the Helipad. |
|---------------------+-----------------------------------------------------|
| Janitorial Key | This Key opens all doors to maintenance areas. |
|---------------------+-----------------------------------------------------|
| Security Key | This Key opens all security and related areas. |
|---------------------+-----------------------------------------------------|
| Penthouse Key | This Key opens all doors inside the Penthouse. |
|---------------------+-----------------------------------------------------|
| ATM Keycard | This Keycard operates the Gold Rush Machine at the |
| | Atrium Lobby. |
|---------------------+-----------------------------------------------------|
| Server Room Keycard | This Keycard allows you to operate the Terminal |
| | inside the Server Room. |
|---------------------+-----------------------------------------------------|
| Burj Al-Ghazali | This Keycard opens doors to all staff areas. |
| Staff Keycard | |
|---------------------+-----------------------------------------------------|
| Penthouse Keycard | This Keycard opens all doors to the Penthouse area. |
0===========================================================================0
0======================0
| The Gold Rush Machine \
0===========================================================================0
| At the Atrium Lobby is a special machine by the Lockbox Room called the |
| Gold Rush. If you manage to acquire the ATM Keycard from Omar then you |
| can go down and use it on the Machine to acquire a Goldbar. However, if |
| you operate the Terminal in the Server Room, then you can make the |
| Machine spit out nineteen Goldbars. |
0===========================================================================0
0===========0
| The Banana \
0===========================================================================0
| One of the items you will find is the Banana. When placed on the floor |
| and someone walks on it then that person will be knocked out. This is the |
| same as being sedated and you won't lose Silent Assassin when the body is |
| found. |
| |
| However, unlike with a sedative, if somebody is seen tripping up on a |
| Banana and getting knocked out, then you will lose Silent Assassin. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================0
| Mile High Drop [4,000 XP] \
0===========================================================================>
For this you need to kill both Targets while they are parachuting down. The
best way to do this is to sabotage their Parachutes. This initial
run-through is smaller than most of the others because you will be starting
outside of the tower and is designed to get to Mastery Level 2 quickly to
open up the Atrium Lobby starting point and full loadouts.
This run will also include a Non-Target kill Challenge so this will not be
a Silent Assassin run. This run will also go after the Challenges involving
Omar since it takes time to do and a few of the other smaller Challenges as
well.
When you start then make your way to the Window and open it with your
Camera. Climb inside and move forward to the junction then turn right to
find a Coin (you can pick it up if you want). Climb up the Ladder then move
forward into the Cloak Room to change into the Ashen Suit.
You will also notice that you do not have a Mini-Map at this time so the
first thing to do is to activate it. Go up to the Atrium then head
northeast to find a Map Terminal. Use it to activate the Mini-Map then go
west to the Black Gold Bar. Go to the east end of the bar itself and look
at the female Staff behind it.
When she goes to the back counter and the male Staff person is at the
Private Bar then go through the east door behind the bar into the Storage
Room and close it. Keep an eye on the Staff here inside the Room and, when
it is safe to do so, then sneak up behind him and subdue him. Drag him east
to the Elevator which should have its door closed at this point. Leave him
here and change into his Disguise.
Go into the nearby Laundry Room, subdue the Staff here, dump him into the
Container, and take the Event Security Disguise off of the shelf. Go
downstairs and into the Maintenance Room.
One of the Challenges requires that you open up all six Windows in the
building. You have already opened one and there are two here. Zoom in on
each one with your Camera and open them. Go into the Meeting Room and grab
the Banana off of the table. One of the other Challenges requires you use a
Banana to trip up one of the Targets. There are three in the building and
I'm going to grab all of them as they can be useful for other things later.
Go up to the Art Installation Backstage and find two more Windows at the
east side. Open them up then head west to the stairs leading up to the
Control Room. Grab the Hammer off the floor before going up the stairs.
When you get up to the Control Room then proceed north to find a blue tarp
on the scaffolding. Climb in then proceed left a bit to find a railing that
goes up into another section of this floor.
However, use your Instinct to find a Penthouse Guard nearby. He will go
between the top of the nearby stairs and to a coffee machine in a corner
nearby. When he goes to the machine then climb up and knock him out with
the Hammer.
Go into the Storage Room to find one of the Maintenance Staff looking at a
shelf. Knock him out and dump him in the Closet. Drag the Guard into here,
dump him into the Closet, and take his Disguise - grab his weapon too. Go
east to the Security Room area to find another Guard. Knock him out, drag
him into the Security Room, and dump him into the Closet - take his weapon
too.
Go to the nearby desk to find a sleeping Guard and a Banana. Take the
Banana then go back to the desk near the Weapons Box. Grab the Penthouse
Keycard and you should also find a Safe. Open it with 6927 to find and
acquire an Evacuation Keycard. You'll need two of these and the other is
down in the East Security Room below.
Go to the west end of the floor to find another Window. Open it with your
Camera to complete the Window related Challenge. Go to the Maintenance
Corridor and to the north end to find another male Maintenance Staff. He
has the Server Room Keycard that you need to do a couple of other things.
Knock him out when he goes to the railing and dump him in the Closet
nearby. Grab the Keycard he drops then go to the Server Room.
Near the center of the room is the Server Terminal but it is locked. There
are four pillars surrounding it, each with a Server Rack. Pulling a Rack
will cause an alarm to be sounded and Guards will come down to fix the
problem.
When you walk into the Room with the Keycard then a Keycard Reader will
appear to the left of the Terminal. Using it will cause something to
happen. Above each Server Rack is a monitor. Three of them should have
green text scrolling upwards.
However, one of them should have yellow text indicating an error of some
kind. Pulling the Server Rack under this monitor will allow you access to
the Terminal. When you use the Terminal then you are given four things you
can do:
>>01 - Re-Arrange Meetings
-------------------
This will arrange a meeting between Carl and Marcus inside the
Penthouse Lounge. This will be done in another run-through.
>>02 - Open Elevator Doors
-------------------
This will open up the Elevator Shaft Shortcuts.
>>03 - Disable Cameras
---------------
This will disable all Cameras in the building. At Casual
difficulty this is unnecessary.
>>04 - Deposit Emergency Funds
-----------------------
This will cause the Gold Rush Machine in the Atrium Lobby to
spit out nineteen Goldbars.
Use the Open Elevator Shafts and Deposit Emergency Funds options then leave
the Server Room. Go downstairs to the East Security Room to grab the Banana
and Bartoli Pistol off of the west desk, the Staff Keycard off of the
center desk, and open the Safe here to grab the second Evacuation Keycard.
Go down to the Storage Room and to where you left the Staff earlier. Dump
him into the now open Shaft to complete the Non-Target Kill Challenge. Go
down to the Atrium Lobby to acquire several Goldbars (you'll need at least
one for Omar).
Go back up to Level 3 using the Penthouse Reception doors near the center
of Level 2 then go up the west passage to the Penthouse. Go into the
Storage Room to find one of the Penthouse Staff. Knock him out and dump him
into the Container - take the Penthouse Key off of the floor. Go into the
Dining Room and grab the Kitchen Knife then into the Lounge and grab the
Model Of The Sceptre when no one is looking.
Go into the Study to find the Parachutes on the west wall. You will also
find a pair of Guards talking. When they finish then they will leave. When
Carl isn't in the Study area then open up each container and sabotage the
Parachute inside. Go into the Courtyard then west to the Outdoor Area. This
is where both Targets will jump from when they evacuate.
At the edge you should find another Parachute which is an exit point for
47. To the right of it you should see where the beam breaks at an angle.
Place a Banana on the beam at the tip of this angle. Carl should trip on
this later to acquire the Banana related Challenge.
Go back to the Parachutes to find a Keycard Reader. This is used with the
Evacuation Keycard. There is another Keycard Reader upstairs that is also
used with the Evacuation Keycard. When you use one then you have a short
time to run up and use the other before the timer runs out.
Before using the Reader go upstairs to find the other one. The best route
is by going up the stairs at the south side of the Study. Once you know the
route then use the first one then run up and use the second to start the
alarm and make both Targets run for the Helipad. As this is going on then
go downstairs to Level 2 and hang out somewhere for awhile.
When they reach the Helipad then they find that the Helicopter is not ready
for an evacuation so now they go up to use the Parachutes. They will then
put them on and run to the Outdoor Area for jumping. Carl should trip on
the Banana and knock himself out then jump after Marcus does. As each of
them jump and use their sabotaged Parachutes then they will die.
With this done it is time to go after the Challenges related to Omar. There
are two: one for taking a picture of him while he is sleeping and the other
for knocking him out with a Goldbar.
The main problem with him is that he will stay down near the Black Gold Bar
until Marcus dies then will start to go up to the Penthouse area. He will
then go to the Master Suite to try to talk to Carl then go to the Guest
Bedroom to sleep for a bit before going back downstairs and repeating the
pattern. He will also have two Guards that follow him at all times and you
should get rid of them before going after Omar.
**NOTE: I should point out that this is most of the time. There are times
when Omar will come up to the Penthouse while Marcus is still
alive. I believe that if they talk then Omar will start coming up
otherwise he will stay by the Bar.
When things calm down on Level 3 then go into the Security Room and place a
Banana just inside the west doorway. Place your Assault Rifle on the floor
near the top of the stairs going back down to Level 2. Go up the west
passage to the Penthouse and place a Pistol on the floor at the top of the
stairs just before the Storage Room. Stay near the Storage Room on Level 3
and wait.
At some point Omar should come up the stairs from Level 2 and see the
Rifle. One of his Guards should pick it up and take it to the Security
Room. As he enters then he should trip on the Banana and knock himself out.
Omar and the remaining Guard should go up the west passage. After the Guard
enters the door then place the last Banana just inside the doorway.
Omar should find the Pistol and get the Guard to take it to the Security
Room. As he leaves the passage then he should trip and knock himself out.
After placing the Banana then run to the east passage that goes up to the
Study and enter the Guest Bedroom while avoiding the Enforcers. Pick up
the two Coins on the desk and wait.
Omar should come to the Guest Bedroom to sleep. Stay nearby and start
taking pictures when he goes to sleep. After you acquire the Camera related
Challenge then place a Coin on the floor about ten feet northeast of the
bed. Omar should get up and see the Coin as he goes for the door. Bring out
a Goldbar and knock him out. Pick up his Ornate Scimitar then drop it.
From here then go back down to the Atrium Lobby. One of the last Challenges
requires that you leave the mission in the Skydiving Suit. The Elevator
exit is just a short run from the Cloak Room. Since this is already a
Non-SA run you can just switch into it and run to the exit point to leave
the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Waiter Cater [1,000 XP]
***********************
For this you need to acquire the Event Staff Disguise.
>>Elite Heat [1,000 XP]
*********************
For this you need to acquire the Penthouse Guard Disguise.
>>Easy Breezy [1,000 XP]
**********************
For this you need to open all six Windows.
>>Chip and Dip [1,000 XP]
***********************
For this you need to access the Server without triggering the alarm.
>>For Emergencies Only [1,000 XP]
*******************************
For this you need to acquire an Evacuation Keycard.
>>High Rise Drop [2,000 XP]
*************************
For this you need to dump someone down an Elevator Shaft.
>>Key to the Sceptre [1,000 XP]
*****************************
For this you need to acquire the Penthouse Key.
>>Pocket-Sized Empire [1,000 XP]
******************************
For this you need to acquire a Model Of The Sceptre.
>>Geronimo [2,000 XP]
*******************
For this you need to trigger an evacuation by using the Keycard
Readers in the Penthouse.
>>Flying Monkey Business [4,000 XP]
*********************************
For this you need to make a Target trip on a Banana while they are
wearing a skydiving suit. This should also earn you the {Keep Your
Eyes Peeled} Accomplishment.
>>Eliminate Marcus Stuyvesant [4,000 XP]
**************************************
For this you need to kill Marcus Stuyvesant.
>>Eliminate Carl Ingram [4,000 XP]
********************************
For this you need to kill Carl Ingram.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Nightcrawler [2,000 XP]
***********************
For this you need to take a photo of Omar while he is sleeping.
>>Cashing Out [1,000 XP]
**********************
For this you need to knock out Omar with a Goldbar.
>>Toothpick [1,000 XP]
********************
For this you need to acquire an Ornate Scimitar.
>>Suiting Attire [2,000 XP]
*************************
For this you need to leave the mission while wearing the Skydiving
Suit.
>>Ground Floor, Please [1,000 XP]
*******************************
For this you need to leave the mission using the Elevator at the
Atrium Lobby.
0======================================================0
| Angry Birdy [4,000 XP], Vertical Approach [4,000 XP] \
0===========================================================================>
For [Angry Birdy] you need to kill Carl with an Explosive Golf Ball and for
[Vertical Approach] you need to kill Marcus by pushing, pushing, or dumping
him over an edge or railing. This run will include most of the other
Challenges including [Chameleon]. Several strategically placed game saves
will be used including one to acquire most of the mission exit Challenges.
When planning bring the Krugermeier, Fiber Wire, Lockpick, and start at the
Atrium Lobby. When you start then go up and head east towards the Garden
then go into the Metal Garden under the stairs.
As you go there you will start a conversation between a strange looking man
and a female assistant. He is Zana Kazem and he is an assassin working for
Crystal Dawn, a group that you ran into in Marrakesh. He needs to go
upstairs for a meeting but refuses to be frisked. Unfortunately, for him,
they won't let him through so he will go back into the Garden. You need to
get at him to complete one of the Mission Stories.
When you get to the Metal Garden then go south to find the stairs going
back down to the Atrium level. However, look left to find the Elevator
Shaft. Go in then climb up to get into the Maintenance Room by the East
Security Room. Grab the Crowbar and Penthouse Keycard then go back down to
the Metal Garden.
Go into the main Garden and to the south side to find a curved wall. Go to
the interior of this curved wall to find a Sound System. Wait for Zana to
sit on the bench in the center of the Garden then use the System to lure
him to it. Knock him out when he turns it off, drag him further into the
foliage, and take his Disguise - drop your Pistol here for now.
Go to the Guards and get frisked so you can go upstairs. Go and talk to the
Assistant and she will lead you to the Conference Room. Sit down and wait
for Carl.
He will talk to you about a couple of assignments. The first one is to get
rid of a nosy reporter in the Atrium area: Hans Lucht. In addition to
getting rid of him you need to take a picture as proof. Complete this and
you will get the second assignment.
Go down to the Atrium and to the Small Bar to pick up the Coins there. Go
into the Atrium Toilets and place one of the Coins in the southeast corner
near the Sink. Go back into the Atrium to find Hans. He is a large heavy
set man with a purple jacket. Talk to him and lead him to the stall. He
should see the Coin and go for it. Knock him out and take his picture.
Go back up to Penthouse Reception (you won't be frisked again) and talk to
the Assistant. She should lead you to the Master Suite in the Penthouse.
Just before going inside then make a game save:
>>Black Gold Eye
**************
Talk to Carl and he should go to an Oil Rig Model on the desk. Kill
him with it and reload the save after the notifications pop up.
When you get back then go inside and talk to Carl again and he should lead
you to the living area to talk about the second assignment. And that is to
kill Arthur Edwards and in the most painful way possible. After the
conversation then follow the Bodyguard back down to Penthouse Reception
then go back down to the Garden.
As in the previous run-through go to the Black Gold Bar and sneak into the
Storage Room. At this point both Lucy Phillips, the artist behind the Art
Gallery, and Cornelia will be at the Private Bar. Prior to this point the
both of them will meet in the main Bar area.
At some point one of the Crew will talk to Lucy about the Installation
trying to get her to come look at it. However, Lucy would rather be with
Cornelia and will stick by her instead. The Crew member will then go back
to the Control Room and Lucy and Cornelia will go to the Private Bar.
When you sneak into the Storage Room then knock out the Staff here
and dump him in the Closet - do not take his Disguise. Take the Emetic Rat
Poison and Whiskey Bottle before leaving. Sneak into the Laundry Room,
knock out the Staff, dump him into the Container, and take the Event Staff
Disguise from him.
Go down to the Small Bar and to the staff door with the Keypad. You can
open it with 4706 or wait for the Staff to either come out or go in and go
through the open door. Go to the Changing Room and acquire the Transfer
Papers when the Recruit isn't looking and go to the north Locker.
Open it with your Lockpick to acquire the Staff Keycard and switch into and
out of the Maintenance Staff Disguise. Go back into the Kitchen and find
the Kitchen Staff. When he goes to the wall then knock him out, drag him to
the northwest corner, and switch into and out of his Disguise.
Go to the Atrium Toilets and enter the Maintenance Hallway. Go down to the
Atrium Lobby level and open the Shortcut from the backside. Go into the
Backstage Hallway then go up to the Control Room. At the south end is a
Fusebox. Open it, which requires a Crowbar, then remove the Fuse Cell. This
will cause a problem with the lights.
Stay nearby to trigger a conversation between the Crew. Afterwards then
they will see a problem with the lights and try to figure out how best to
tell Lucy. Go south past the Fusebox to find a Container. Toss the Crowbar
on the floor to lure one of the male Crew to it. Knock him out, dump him in
the Container, and take his Disguise.
Talk to the woman and she will ask you to talk to Lucy. Talking to Lucy
will get her away from Cornelia for the rest of the mission. The reason to
get Lucy to leave is because Marcus is trying to talk to Cornelia he and
needs to be alone with her. Reuniting them will help you in acquiring a
couple of additional Challenges.
**NOTE: If you knock out the Crew before the conversation happens then
you won't have the chance to talk to Lucy.
Normally you would need to go to the Private Bar and get frisked by the
Guard there before you can go in and talk to Lucy. However, there is a bug
in the game that manifests itself most of the time that will prevent you
from getting frisked.
It will say that you can't get frisked because of illegal items in your
inventory even if you don't have any. You can have absolutely nothing but
your Camera and it will still say that you have illegal items. Fortunately
you can get around this.
Go back down to the Storage Room and acquire the Event Staff Disguise from
the Closet. Go to the Private Bar to find the Glass of Red Wine that Lucy
drinks from and poison it.
Go back to re-acquire the Art Crew Disguise then go to the Toilets and
wait. Lucy will eventually get sick then go to one of the stalls. When she
finishes and leaves then talk to her and she will stay here for the rest of
the mission. Go back to re-acquire the Event Staff Disguise.
At some point Marcus will come down to talk to Cornelia. When they get
close together then take a picture of them then go back to the Garden to
re-acquire your Pistol.
Go to the Balcony Bar and behind the counter. Place the Whiskey Bottle on
the counter then serve. When Marcus comes by after talking to Cornelia then
serve him and leave. Go back to the Control Room, jump over the tarp, then
go to the railing near the Storage Room.
When the Penthouse Guard goes to the coffee machine then jump over and
knock him out. Go into the Storage Room, knock out the Staff here, and dump
him in the Closet. Drag the Guard inside, dump him in the Closet, and take
his Disguise - take the Janitorial Key before leaving.
Go into the Maintenance Corridor and all the way to the small room at the
end. Enter it and you should find a red toolbox on the floor. By it is an
Explosive Golf Ball that you need to kill Carl. Go up to the Penthouse
through the west passage up to the Storage Room.
Knock out the Penthouse Staff here and dump him in the Container - grab the
Emetic Rat Poison. Use the Ice Machine to lure in the Chef. Knock him out
when he turns it off, dump him in the Container, then switch into his
Disguise and into the Staff Disguise. Go up to the Bathroom by the Master
Suite while avoiding the Enforcer and wait.
At this point a Guard and the Enforcer by the Suite will talk and then they
will split up. At some point the Enforcer will come into the Bathroom. When
he comes in then knock him out and dump him in the Container. Go into the
Master Suite and to the bar in the next room.
Carl will come into the Suite, sit down, talk on his recorder, and get up
to take a drink. The moment he finishes talking then make another game
save:
>>Hold My Hair
************
Use the Emetic Rat Poison on the Whiskey Glass on the bar and go back
to the Bathroom. Carl will drink from the Glass, get sick, and come
here. Drown him and reload the save after the notifications pop up.
>>Piano Man
*********
When you get back then poison the Glass again then garrote him at the
toilet. After the notifications pop up then reload the save.
>>Straight Shot
*************
When you get back then poison the Glass again, knock him out at the
toilet, then shoot him in the head to kill him. After the
notifications pop up then reload the save.
When you get back then go back down to re-acquire the Guard Disguise and go
to the Outdoor Area to find a driving green with a Golf Bag and a bucket of
golf balls. Place the Explosive Golf Ball inside the bucket.
Near the driving green is another Shortcut that needs to be opened. Go to
the other side of the floor and to the Ventilation Area. Here you should
find another Shortcut at the south end that needs to be opened. Open that
then go around the map to put all Undiscovered Areas on the map.
Go back up to the Penthouse and just outside the Master Suite. One of the
things that you may have noticed is that Carl doesn't want to be disturbed
and, if he gets angry, then he will go to play Golf to calm down. So you
need to make him mad so he can go down and use the Explosive Golf Ball
which will kill him.
When he is up in the Suite, and preferably while he is talking into his
recorder, then use the Cleaner to get him mad. He will then go down to the
Study and try to record again. Go down to the Study and find the Radio. As
he starts talking and, when no one is looking, then use the Radio which
will make him mad enough to go to the Outdoor Area to play Golf which will
eventually kill him.
**NOTE: If he doesn't leave to go to the Outdoor Area then go back to the
other area and use the device there to make him mad. He will
eventually leave to play Golf.
As he goes to the Outdoor Area then run down to the Laundry Room to acquire
the Event Security Disguise. Marcus needs a new bodyguard and the recruit
down in the Changing Room was supposed to work with him.
However, his uniform has been misplaced and he can't do anything until it
is found. The Transfer Papers that you acquired earlier is to be given to
the Guards in the West Security Room so Marcus can come down and meet his
new bodyguard.
With this explained go to the West Security Room and talk to the Guards so
Marcus can come down. When he comes to talk to you then give him the Papers
and he will lead you to the Art Installation Balcony. Here you will go to a
table. As you walk there Marcus will explain that anybody good with a knife
will also be good with a gun. The current Guard will place several Kitchen
Knives on the table.
Your goal is to throw them at the moving targets beyond the railing. Lock
onto one and throw the Knife at it knock it out of the sky. Once locked on
it will remain locked unless you let go of the trigger. As such it will be
easy to knock out the targets.
After you complete this task then Marcus will dismiss the current Guard and
he will leave. As the Guard leaves then Marcus will go to the edge of the
Balcony. Push him over to kill him then go over to the nearby catwalk to
find and acquire the Helicopter Key. Go back to re-acquire the Penthouse
Guard Disguise then go to the Maintenance Room by the Conference Room on
Level 3.
At this point Carl should be dead and one of his Bodyguards should be
standing here. Knock him out, dump him in the Closet, and switch into and
out of his Disguise.
Go down to the Helipad area and stop just after you go through the door.
You should see the last Shortcut to the left. Open that then go up to the
Helipad to find the Pilot. Knock him out, drag him behind the crates, and
switch into and out of his Disguise which should also complete [Chameleon].
Go near the Helicopter and make one last game save:
>>Servant Exit
************
Go down to Level 2 and to the Elevator Shaft near the Penthouse
Reception doors and use it to leave the mission. When you get to the
menu after the cutscene then reload the save.
>>Grand Connection
****************
When you get back then go back inside and to the Elevator Shaft near
the Security Room and use it to leave the mission. When you get to
the menu after the cutscene then reload the save.
When you get back then use the Helicopter to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Wet Worker [1,000 XP]
*********************
For this you need to acquire The Assassin Disguise.
>>Mission Story - Bird Of Prey [2,000 XP]
***************************************
For this you need to deal with Hans Lucht as Zana Kazem then talk to
Carl afterwards.
>>Black Gold Eye [4,000 XP]
*************************
For this you need to kill Carl with the Oil-Rig Model.
>>Shortcut: Atrium Lobby Door [1,000 XP]
**************************************
For this you need to open the Shortcut at the Atrium Lobby.
>>Meet the Stuyvesants [2,000 XP]
*******************************
For this you need to reunite Marcus and Cornelia.
>>Precious Moments [2,000 XP]
***************************
For this you need to take a picture of both Marcus and Cornelia
together at the Private Bar.
>>Particular Palette [2,000 XP]
*****************************
For this you need to serve Marcus his favorite Whiskey at the Balcony
Bar.
>>Hot One [1,000 XP]
******************
For this you need to acquire the Famous Chef Disguise.
>>Hold My Hair [2,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Shortcut: Penthouse Terrace Ladder [1,000 XP]
*********************************************
For this you need to open the Shortcut at the Outdoor Area.
>>Shortcut: Ventilation Area Ladder [1,000 XP]
********************************************
For this you need to open the Shortcut at the Ventilation Area.
>>Discover Dubai [1,000 XP]
*************************
For this you need to reveal all 33 Undiscovered Areas in Dubai.
>>Disturbing the Peace [2,000 XP]
*******************************
For this you need to make Carl mad enough for him to go play Golf.
>>Mission Story - (In)Security [2,000 XP]
***************************************
For this you need to acquire the Transfer Papers, go up to the West
Security Room as Event Security, and complete Marcus's test.
>>Rotor Ready [1,000 XP]
**********************
For this you need to acquire the Helicopter Key.
>>Shortcut: Helipad Ladder [1,000 XP]
***********************************
For this you need to open the Shortcut at the Helipad.
>>Rotor Man [1,000 XP]
********************
For this you need to acquire the Helicopter Pilot Disguise.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++The Assassin ++Kitchen Staff
++Event Staff ++Art Crew
++Helicopter Pilot ++Famous Chef
++Maintenance Staff ++Penthouse Staff
++Event Security ++Ingram's Bodyguard
++Penthouse Guard
>>Servant Exit [1,000 XP]
***********************
For this you need to leave the mission via the Elevator Shaft on
Level 2.
>>Grand Connection [1,000 XP]
***************************
For this you need to leave the mission via the Elevator Shaft on
Level 3.
>>Up and Away [1,000 XP]
**********************
For this you need to leave the mission via the Helicopter.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
Plus these other Challenges:
--Eliminate Carl Ingram --Someone Could Hurt Themselves
--Waiter Cater --Elite Heat
--Eliminate Marcus Stuyvesant
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
For this run-through I am going to kill Carl with lethal poison and Marcus
with The Sun. When planning bring the Krugermeier, Lethal Poison Vial, ICA
Remote Audio Distraction Device, and start at the Atrium Lobby.
When you start then run up to the Atrium which will get Omar's speech
started. Run to the Metal Garden then climb up the Elevator Shaft and into
the Maintenance Room. Grab the Penthouse Keycard and the Crowbar. Go back
into the Shaft and climb up a bit to find the opening to Level 3 and stop
just before you get there.
At the beginning of the mission Carl can be found overlooking the Atrium.
When Omar's speech starts then he will leave shortly thereafter. By
starting the speech when you get up to the Atrium then you have sped up
Carl's departure. By the time you get to this point then Carl should be
heading back up to the Penthouse.
Go up to the opening and hang there then use your Instinct to look at the
Waiting Area. There will be a Guard that goes between the Reception and the
Area. If he is not there or when he leaves the Area then climb up and stop
at the window to the Security Room. Look at the far end of the hallway and
wait for the Penthouse Guard to come to the coffee machine.
When he goes back to the stairs then proceed forward to the west end of the
Security Room to find a Guard. He will then start to talk on his phone.
Knock him out and drag him and dump him into the Closet in the Security
Room. Go back out, jump over the railing, then drop down into the stairwell
and hide behind the center wall.
Wait for the other Guard to come back to the stairs before sneaking up and
knocking him out. Go into the Storage Room and knock out the Staff. Dump
him and the Guard into the Closet - drop the Guard's dropped weapon here.
Go to the west passage to the Penthouse and go up to the Storage Room.
Knock out the Staff here and dump him in the Container. Go to the west door
of the Kitchen and toss the Device inside. This should get the nearby Guard
to pick it up and take it to the Security Room below.
Crouch behind the boxes near the center of the room and wait for him to
pass then run up behind him, knock him out, pick up his weapon and Device,
and dump him in the Container. Use the Ice Machine to lure in the Chef.
Stay behind the boxes again and wait for him to pass.
Go into the Kitchen and you should find an egg shaped Timer on the main
table. Speed up the Timer then run back into the Room and into the hallway.
Wait for the Chef to go back into the Kitchen and go back into the Room and
wait by the Kitchen door. Use your Instinct to keep and eye on the Chef.
He will do a partial preparation of Carl's plate then walk away to get
something else. Sneak into the Kitchen, poison Carl's plate which will
eventually kill him, then run back into the hallway.
Run back down and go back to the Security Room window. Use your Instinct to
keep an eye on the patrolling Guard and, when he is gone, then go back to
the Shaft and climb back down to the Metal Garden. Run to the Balcony Bar
and go through the south door.
When you walk in then you should see a staff door. Go through it then climb
the stairs to the Control Room area. Sneak north to find the Fusebox and
open it to acquire the Fuse Cell. Run back down and out to the Art Gallery.
Go to The Sun area and you should find another staff door to the south of
it. Run through the door and run past the corner. You should get some
attention from the Art Crew nearby but should not be enough to cause a
problem. Follow the way until you find a control panel for The Sun.
This mainly consists of a safety override but there is not enough voltage
going through the piece to make that an issue. This is where the Fuse
Cell comes into play. Near the panel is a ladder up. Climb up and proceed
forward to find another Fusebox that happens to be open. Place the Fuse
Cell here to give The Sun more power.
Go back down to the panel and wait. Marcus will eventually enter the
Gallery and come to The Sun. When he gets there then override the controls
to electrocute Marcus and kill him. Run back to the door near The Sun to
re-enter the Gallery and run to the Atrium exit point to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Pick Your Poison [4,000 XP]
***************************
For this you need to kill Carl with poisoned food.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Tasteless, Traceless] and the following Challenges
done earlier:
++Someone Could Hurt Themselves ++Hold My Hair
++Piano Man ++Straight Shot
>>Icarus [4,000 XP]
*****************
For this you need to kill Marcus with The Sun at the Art Gallery.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--Eliminate Carl Ingram --Eliminate Marcus Stuyvesant
--Someone Could Hurt Themselves --Ground Floor, Please
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
This final run-through will use a couple of strategically placed game saves
to allow you to acquire the last of the Challenges. When planning bring the
Krugermeier, Coins, Janbiya Knife, place the Jaeger 7 Tuatara into the
Ventilation Area Pickup, and start at the East Security Room.
When you start then go to the desk at the other end of the Room, grab the
Security Key, and run back to enter the Maintenance Room. Grab the Crowbar
and Penthouse Keycard. Run out of the East Security Room and up to the
Control Room. Climb over the blue tarp and to the railing near the Storage
Room.
You should notice that Carl is still up here by the railing. By starting
somewhere other than the Atrium Lobby you can delay the start of Omar's
speech and keep Carl up here longer. This will allow you a chance to
acquire another Challenge.
When the Penthouse Guard is at the coffee machine then climb up, enter the
Storage Room, and knock out the Staff. Dump him in the Closet, change into
his Disguise, and grab the Hammer. Place a Coin just a few feet inside the
doors, open them, and toss an object at your feet to lure in the Guard.
Close the door when he goes for the Coin, knock him out, dump him in the
Closet, then change into his Disguise and pick up the Coin. Go and make a
game save here:
>>Steep Task
**********
Run to Carl, push him over the railing to kill him, and run away from
the Guards as they shoot at you. After the notifications pop up then
reload the save.
When you get back then go into the Maintenance Corridor to find the male
Staff person, knock him out, dump him in the Closet, and take the Server
Room Keycard. Go to the Server Room, use the Keycard Reader, and pull the
correct Server Rack. Use the Terminal and select 01 - Re-Arrange Meetings.
This will cause Marcus to meet with Carl in the Penthouse Lounge.
Run across to the east side of the floor and go up the passage to the
Study. Go out to the Courtyard then to the Ventilation Area to grab the
Sniper Rifle. Go to the lobby just before the Lounge and wait. When Marcus
comes up to meet Carl then Carl will get the Guards to leave including the
Enforcer.
When they leave then go to the bar and crouch down to find a special
Fusebox. Lucas will activate it then you can activate it to use the special
security features to give those inside additional privacy which includes
steel shutters for the windows and doors. Before using the Fusebox then
make a game save:
>>Impactful Art
*************
When you close the shutters then a TV will come up and Lucas will
confront the Partners. When he is finished then run up to both of
them, knock them out with the Hammer, and drag them both under the
Chandelier in the center of the room. Shoot it down to drop it on top
of them and kill them. After the notifications pop up then reload the
save.
>>Dagger! Dagger!
***************
When you get back and close the shutters then simply stab the both of
them with the Janbiya Knife. After the notifications pop up then
reload the save.
When you get back then activate the Fusebox again and knock them out again.
This time drag them both near the Container and put one on top of the
other, preferably at chest level. Bring out the Rifle and shoot them where
they overlap to kill them both. Dump them both, open the doors, and run to
the Outdoor Area to leave the mission.
**NOTE: If you want to speed things up a bit then knock them out right
after you close the shutters and before Lucas confronts them.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Steep Task [4,000 XP]
*********************
For this you need to kill Carl by pushing, pulling, or dumping him
over an edge or railing.
>>Mission Story - How The Mighty Fall [2,000 XP]
**********************************************
For this you need to arrange a meeting between Carl and Marcus then
activate the security features of the Lounge to start the
confrontation with Lucas.
>>Impactful Art [2,000 XP]
************************
For this you need to kill both Carl and Marcus with a single
Chandelier.
>>Dagger! Dagger! [2,000 XP]
**************************
For this you need to eliminate both Marcus and Carl with the Janbiya
Knife. This should also unlock the Trendy Tourist Suit for your
collection.
>>Conserving Ammunition [4,000 XP]
********************************
For this you need to kill both Carl and Marcus with a single sniper
shot.
>>Here Goes Nothing [1,000 XP]
****************************
For this you need to leave the mission via the Parachute at the
Outdoor Area.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--Elite Heat --Eliminate Carl Ingram
--Someone Could Hurt Themselves --Eliminate Marcus Stuyvesant
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Dubai Challenge Run |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon] using only the weapons and
items you have in your inventory and starting at Mastery Level 1. So you will
be starting at the tower exterior and for the very first time which means
that you can't bring anything in.
You can do all three Mission Stories but, to get more Challenges and XP, you
will need to not do the How The Mighty Fall story. If you leave them alive
after the confrontation with Lucas and open the shutters then they will try
to leave by Parachute.
However, you can't do [Geronimo] because you didn't trigger the evacuation
with the Keycards and you can't do [Flying Monkey Business] because tripping
one of the Targets with the Banana during the evacuation will cause you to
lose [Silent Assassin].
The best thing is to kill both of them in different ways to get more
Challenges and XP. For Carl I will use lethal poison on him, [Pick Your
Poison], and for Marcus I will push him over an edge, [Vertical Approach].
As before, I am not going to list all of the Challenges as they are done -
they will be listed later.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start then make your way to the Window and open it with your Camera.
Climb inside and move forward to the junction then turn right to find and
pick up a Coin. Climb up the Ladder then move forward into the Cloak Room to
change into the Ashen Suit.
You will also notice that you do not have a Mini-Map at this time so the
first thing to do is to activate it. Go up to the Atrium then head northeast
to find a Map Terminal. Use it to activate the Mini-Map then go south to the
Garden then to the curved wall at the south end.
As you go there you will start a conversation between a strange looking man
and a female assistant. He is Zana Kazem and he is an assassin working for
Crystal Dawn, a group that you ran into in Marrakesh. He needs to go upstairs
for a meeting but refuses to be frisked. Unfortunately, for him, they won't
let him through so he will go back into the Garden. You need to get at him to
complete one of the Mission Stories.
Go to the interior of this curved wall to find a Sound System. Wait for Zana
to sit on the bench in the center of the Garden then use the System to lure
him to it. Knock him out when he turns it off, drag him further into the
foliage, and take his Disguise. Pick up the Lethal Poison Pill Jar he drops
and pick up the two coins off the bench in the center of the Garden before
proceeding.
Go to the Guards and get frisked so you can go upstairs. Go and talk to the
Assistant and she will lead you to the Conference Room. Sit down and wait for
Carl.
He will talk to you about a couple of assignments. The first one is to get
rid of a nosy reporter in the Atrium area: Hans Lucht. In addition to getting
rid of him you need to take a picture as proof. Complete this and you will
get the second assignment.
Go down to the Atrium and to the Small Bar to pick up the Coins there. Go
into the Atrium Toilets and place one of the Coins in the southeast corner
near the Sink. Go back into the Atrium to find Hans. He is a large heavy set
man with a purple jacket. Talk to him and lead him to the stall. He should
see the Coin and go for it. Subdue him and take his picture.
Go back up to Penthouse Reception (you won't be frisked again) and talk to
the Assistant. She should lead you to the Master Suite in the Penthouse. Go
inside and talk to Carl again and he should lead you to the living area to
talk about the second assignment.
And that is to kill Arthur Edwards and in the most painful way possible.
After the conversation then follow the Bodyguard back down to Penthouse
Reception then go back down to the Garden then to the Black Gold Bar. Keep an
eye on the female Staff person behind the bar itself.
When she goes to the back counter and the male Staff person, who goes between
the bar and the Private Bar, is at the Private Bar then go through the east
door behind the bar into the Storage Room and close it. Keep an eye on the
Staff here inside the Room and, when it is safe to do so, then sneak up
behind him and subdue him.
Dump him in the Closet (do not take his Disguise), take the Whiskey Bottle
and the Emetic Rat Poison, and sneak to the Laundry Room. When the Staff
inside is looking at the shelf then go inside, subdue him, dump him in the
Container, and take his Disguise.
Go down to the Small Bar and to the staff door with the Keypad. You can open
it with 4706 or wait for the Staff to either come out or go in and go through
the open door. Go to the Changing Room and acquire the Transfer Papers when
the Recruit isn't looking.
Go back into the Kitchen and find the Kitchen Staff. When he goes to the wall
then knock him out, drag him to the northwest corner, and switch into and out
of his Disguise. Take the Staff Keycard off of the center table before
leaving.
Go to the Atrium Toilets and enter the Maintenance Hallway. Go down to the
Atrium Lobby level and open the Shortcut from the backside. Go into the
Backstage Hallway then go up to the Control Room and grab the Crowbar at the
north side of the area. At the south end of the area is a Fusebox. Open it,
which requires the Crowbar, then remove the Fuse Cell. This will cause a
problem with the lights.
Stay nearby to trigger a conversation between the Crew. Afterwards then they
will see the problem with the lights and try to figure out how best to tell
Lucy. Go south past the Fusebox to find a Container. Toss the Crowbar on the
floor to lure one of the male Crew to it. Knock him out, dump him in the
Container, and take his Disguise.
Talk to the woman and she will ask you to talk to Lucy. Talking to Lucy will
get her away from Cornelia for the rest of the mission. The reason to get
Lucy to leave is because Marcus is trying to talk to Cornelia he and needs to
be alone with her.
Due to a bug regarding the Guard in front of the Private Bar I am going to
poison Lucy to get her away from the area so I can talk to her to get her
away from Cornelia.
Go back down to the Storage Room and acquire the Event Staff Disguise from
the Closet. Go to the Private Bar to find the Glass of Red Wine that Lucy
drinks from and poison it.
Go back to re-acquire the Art Crew Disguise then go to the Toilets and wait.
Lucy will eventually get sick then go to one of the stalls. When she finishes
and leaves then talk to her and she will stay here for the rest of the
mission. Go back to re-acquire the Event Staff Disguise.
At some point Marcus will come down to talk to Cornelia. When they get close
together then take a picture of them then go back to the Garden to re-acquire
your Pistol.
Go to the Balcony Bar and behind the counter. Place the Whiskey Bottle on the
counter then serve. When Marcus comes by after talking to Cornelia then serve
him and leave. Go back to the Control Room, jump over the tarp, then go to
the railing near the Storage Room.
When the Penthouse Guard goes to the coffee machine then jump over and knock
him out. Go into the Storage Room, knock out the Staff here, and dump him in
the Closet. Drag the Guard inside, dump him in the Closet, switch into the
Maintenance Staff Disguise then into the Penthouse Guard Disguise - take the
dropped weapon too.
Go to the Security Room to find another standing Guard. Knock him out, grab
the Penthouse Keycard, and drag him into the Room then into the Closet. Grab
the Banana off of the desk with the sleeping Guard then open the Safe to
acquire the Evacuation Keycard.
Go to the west side of the floor and open the Window there. Go into the
Maintenance Corridor and to the north end to find a male Maintenance Staff
person. Knock him out and dump him in the Closet - take the Server Room
Keycard he drops then go to the Server Room.
Near the center of the room is the Server Terminal but it is locked. There
are four pillars surrounding it, each with a Server Rack. Pulling a Rack will
cause an alarm to be sounded and Guards will come down to fix the problem.
When you walk into the Room with the Keycard then a Keycard Reader will
appear to the left of the Terminal. Using it will cause something to happen.
Above each Server Rack is a monitor. Three of them should have green text
scrolling upwards.
However, one of them should have yellow text indicating an error of some
kind. Pulling the Server Rack under this monitor will allow you access to the
Terminal. When you use the Terminal then you are given four things you can
do:
>>01 - Re-Arrange Meetings
-------------------
This will arrange a meeting between Carl and Marcus inside the
Penthouse Lounge.
>>02 - Open Elevator Doors
-------------------
This will open up the Elevator Shaft Shortcuts.
>>03 - Disable Cameras
---------------
This will disable all Cameras in the building. At Casual
difficulty this is unnecessary.
>>04 - Deposit Emergency Funds
-----------------------
This will cause the Gold Rush Machine in the Atrium Lobby to spit
out nineteen Goldbars.
Use the Open Elevator Shafts and Deposit Emergency Funds options then leave
the Server Room. Go up to the Penthouse floor and to the Ventilation Area to
find and open the Shortcut there. Go to the opposite side of the floor and to
the Outdoor Area. Find and open the Shortcut there then pick up the two Coins
in the Courtyard before entering the Penthouse itself.
Go into the Lounge and pick up the Model Of The Sceptre then go into the
Kitchen and pick up the three Coins there. Go into the Storage Room, knock
out the Penthouse Staff here, dump him in the nearby Container, and switch
into and out of his Disguise - pick up the Penthouse Key he dropped.
Go upstairs to the Terrace and pick up the two Coins here while dodging
Enforcers. Go into the Bathroom for the Master Suite and wait. A Guard and
one of the Staff will have a conversation and split up. The Staff will
eventually come in here. Knock him out and dump him in the Container. Go to
the nearby vacuum Cleaner and wait.
Carl does not want to be disturbed and won't allow for sound of any kind.
When he goes into the Suite then turn on the Cleaner while he is talking to
his recorder to make him mad. He will then go down to the Study. Go down to
the Study and find the Radio. As he starts talking and, when no one is
looking, then use the Radio which should get him mad enough to make him leave
and play Golf for awhile.
While he is playing then go back to the Storage Room and use the Ice Machine
to lure the Chef. Knock him out when he turns it off, dump him in the
Container, and switch into his Disguise - drop your Assault Rifle. Go into
the Kitchen and prepare the Plate for Carl. Use the lethal poison on it then
press the button on the table to summon Carl.
Carl will eventually come back into the Penthouse and stay in the Lounge for
a bit before going into the Kitchen via the Storage Room to come get his
Plate. Leave to re-acquire the Penthouse Guard Disguise (and Assault Rifle)
when he gets his Plate then go to the Study as Carl eats from it and dies.
Go downstairs using the east passage and pick up the Coin ahead of you when
you get back down to Level 3. Go through the doors to the Helipad and look
left to find the Shortcut you need to open. Go up to the Helipad to find the
Pilot. Knock him out, drag him behind the crates, and switch into and out of
his Disguise.
Go down to the Art Installation Backstage to open the two Windows there. Go
downstairs to the East Security Room to grab the Banana and Bartoli Pistol
off of the west desk.
Go down to Level 0 and to the Maintenance Room to find the last two Windows
to be opened. However, there is a Guard and a woman here. You can open the
Windows with them in here but in being in the room you will start a
conversation between them. When they finish then they will go into the
Kitchen and find the knocked out Kitchen Staff. So you need to get rid of
them first.
When you enter the Room then close the door and toss a coin in the gap
between the boxes and the east wall. This should lure the Guard. Knock him
out then go and knock out the woman. Dump them both into the Container and
use the Camera to open the Windows. Before proceeding the go around and find
all remaining Unexplored Areas for the map.
When you are done then go to the Laundry Room to acquire the Event Security
Disguise. Marcus needs a new bodyguard and the recruit down in the Changing
Room was supposed to work with him.
However, his uniform has been misplaced and he can't do anything until it is
found. The Transfer Papers that you acquired earlier is to be given to the
Guards in the West Security Room so Marcus can come down and meet his new
bodyguard.
With this explained go to the West Security Room and talk to the Guards so
Marcus can come down. When he comes to talk to you then give him the Papers
and he will lead you to the Art Installation Balcony. Here you will go to a
table. As you walk there Marcus will explain that anybody good with a knife
will also be good with a gun. The current Guard will place several Kitchen
Knives on the table.
Your goal is to throw them at the moving targets beyond the railing. Lock
onto one and throw the Knife at it knock it out of the sky. Once locked on it
will remain locked unless you let go of the trigger. As such it will be easy
to knock out the targets.
After you complete this task then Marcus will dismiss the current Guard and
he will leave. As the Guard leaves then Marcus will go to the edge of the
Balcony. Push him over to kill him then go over to the nearby catwalk to find
and acquire the Helicopter Key. Go back to re-acquire the Penthouse Guard
Disguise then go to the Maintenance Room by the Conference Room on Level 3.
With Carl dead one of his Bodyguards should be standing here. Knock him out,
dump him in the Closet, and switch into and out of his Disguise. This should
also complete [Chameleon].
Now time to go after Omar to acquire some more Challenges. With both Targets
dead then he should come up to the Penthouse more frequently. However, I need
to get rid of his Guards before going after him and I will do that on Level
3.
Go into the Security Room and place a Banana just inside the west doorway.
Place your Assault Rifle on the floor near the top of the stairs going back
down to Level 2. Go up the west passage to the Penthouse and place a Pistol
on the floor at the top of the stairs just before the Storage Room. Stay near
the Storage Room on Level 3 and wait.
At some point Omar should come up the stairs from Level 2 and see the Rifle.
One of his Guards should pick it up and take it to the Security Room. As he
enters then he should trip on the Banana and knock himself out. Omar and the
remaining Guard should go up the west passage. After the Guard enters the
door then place the last Banana just inside the doorway.
Omar should find the Pistol and get the Guard to take it to the Security
Room. As he leaves the passage then he should trip and knock himself out.
After placing the Banana then run to the east passage that goes up to the
Study and enter the Guest Bedroom while avoiding the Enforcers. Pick up the
two Coins on the desk and wait.
Omar should come to the Guest Bedroom to sleep. Stay nearby and start taking
pictures when he goes to sleep. After you acquire the Camera related
Challenge then place a Coin on the floor about ten feet northeast of the bed.
Omar should get up and see the Coin as he goes for the door. Bring out a
Goldbar and knock him out. Pick up his Ornate Scimitar then drop it.
From here then go back down to the Atrium Lobby. One of the last Challenges
requires that you leave the mission in the Skydiving Suit. However, you need
to get rid of most of the people down here before you can go to the Elevator
in this Suit since it makes everyone an Enforcer. This is where all of the
Coins you have collected come into play.
Go into the Lockbox Room, knock out the woman here, and dump her in the
Closet. Place a Coin a few feet from the doors, open them, and toss and
object on the floor to lure the nearby woman. Close the doors when she goes
for the Coin, knock her out, and dump her in the Closet.
Place a Coin a few feet from the door then start a Coin Chain leading to the
standing male Staff near the stairs. When you place a Coin close enough to
him then he should go for it and follow the Chain into the Lockbox Room. When
he goes inside then close the door, knock him out, and drag him to the back
of the Room. Pick up all Coins then go to the Maintenance Hallway.
Go up the stairs and knock out the lone Staff on the stairs - you can just
leave her here. Go back down and place a Coin in the corner and place a
couple of more going to the Shortcut. Toss an object to lure the nearby
female Staff to the door. She should see the Coins and go to the corner.
Knock her out and drag her to the other body.
Create another Coin Chain from the corner to the female Staff near the center
of the Lobby. When she is lured to the corner then knock her out and drag her
to the other bodies. Create another Coin Chain from the corner to the woman
at the elevators. Run into her to make her turn around and see the Chain.
When she is lured to the corner then knock her out and leave her.
There is one more person in the Lobby but she will be too far to see you go
to the Elevator. Go to the Cloak Room, change into the Skydiving Suit, and
sneak around the edge of the Lobby and to the Elevator to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Wet Worker --MS: Bird Of Prey
--Waiter Cater --SC: Atrium Lobby Door
--Meet the Stuyvesants --Precious Moments
--Particular Palette --Elite Heat
--For Emergencies Only --Chip and Dip
--SC: Ventilation Area Ladder --SC: Penthouse Terrace Ladder
--Pocket-Sized Empire --Key to the Sceptre
--Disturbing the Peace --Hot One
--Eliminate Carl Ingram --Pick Your Poison
--Tasteless, Traceless --SC: Helipad Ladder
--Rotor Man --Easy Breezy
--Discover Dubai --MS: (In)Security
--Eliminate Marcus Stuyvesant --Someone Could Hurt Themselves
--Rotor Ready --Nightcrawler
--Cashing Out --Toothpick
--Chameleon --Ground Floor, Please
--Suiting Attire --Silent Assassin
**NOTE: MS - Mission Story, SC - Shortcut.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 34 in total, then you should earn a minimum of 60,000 XP which
translates into Mastery Level 10. You should also earn the {On Top Of The
World} and {Dune Raider} Accomplishments.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DBI8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Dubai chapter along with their respective strategies. It is highly
recommended that you complete Dubai Mastery Level 20 and unlock all Shortcuts
before doing any of these as it will make things easier for you. Each of the
Escalations are worth 4,000 XP towards your Global XP plus the Challenge for
completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Phoenix Ascension |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify Lucy Waller with a Shovel while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning start in the East Security Room. When you start then |
| immediately get out of the opening cutscene and run out the north door |
| then down to the Garden area. |
| |
| When you get there then you should find that Zana Kazem is not here and |
| that there is no one near your Target. Run up to Lucy to find the Shovel. |
| Grab it, knock her out, then run to the Art Installation Balcony to leave |
| the mission via an exit point that only appears in this Escalation. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify Lucy Waller with a Shovel while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Pacify Zana Kazem while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Zana after pacification. If you kill him before you pacify him |
| then you will immediately fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Zana will appear this time and go into the Metal Garden through the south |
| passage, go to the north end, and then go to the main Garden through the |
| same passage. When planning bring the Fish and Coins and start at the |
| East Security Room again. |
| |
| When you start then run down into the Metal Garden and to the Elevator |
| Shaft. Place a Coin at the edge then wait. When Zana comes close then |
| toss a Coin at the wall to lure him. He should see the Coin and go for |
| it. Knock him out with the Fish then dump him to kill him. |
| |
| Run back to the main Garden, grab the Shovel, knock out Lucy, then run to |
| the Balcony exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify Lucy Waller with a Shovel while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Pacify Zana Kazem while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Zana after pacification. If you kill him before you pacify him |
| then you will immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Pacify Naadim Yacoub while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Place Naadim's body in the Maintenance Storage Room. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Naadim is one of the Guards in the Metal Garden. He will go down into the |
| Maintenance Hallway, stand in the Atrium Toilets, then go back up and |
| repeat the pattern. Replace the Fish with the Lockpick and start in the |
| East Security Room again. |
| |
| When you start then run to the other desk to grab the Security Key then |
| run into the Maintenance Room to grab the Crowbar and destroy the |
| Recorder. Go down the Shaft to the Metal Garden level and use the same |
| luring technique to pacify and kill Zana. |
| |
| Run down the stairs to the Atrium level, run down the stairs to the |
| Lobby, and run through the Shortcut. Run up the stairs to the Maintenance |
| Room and use the Lockpick to open it. |
| |
| At this point Naadim should be going down the stairs. The moment he |
| reaches the floor then knock him out and quickly drag him to the Room. A |
| complication to this is that there is another Guard that is specific to |
| this Escalation that will stand outside the Atrium Toilets then go to the |
| Maintenance Hallway to stand by some shelves. |
| |
| And, at this point, he should be going through the Toilets and into the |
| Hallway. If you're fast enough then you should be out of his sight angle |
| by the time he reaches the shelves and you get Naadim into the Room. |
| |
| After leaving Naadim's body then run up the stairs to the Metal Garden |
| then to the main Garden. Grab the Shovel, knock out Lucy, then run to the |
| Balcony exit point to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Sinbad Stringent |################################################\
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0======0
| Notes \
0=======================================================>
This Escalation is different than the others in that you have no ability to
choose your loadout, Disguise, or location. You will start out near The Sun
as a member of the Art Crew and with nothing in your inventory.
One other thing about this mission: you don't kill anybody (except near the
end of Level Three). It consists of knocking out aerial Targets. Each Level
will move them to different and more difficult places to reach.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Hit five Targets with a Kitchen Knife. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The five Targets are scattered throughout the area (in order of |
| dispatching): |
| |
| --Inside the Art Gallery. |
| --Just outside the Window at the Art Installation Backstage. |
| --At the east end of the Garden. |
| --Near the balcony north of the Metal Garden. |
| --Above the Private Bar. |
| |
| You will also need Knives but you can find one near each of the Targets. |
| The Knife is also an illegal item with your Disguise so you need to be |
| careful when knocking out Targets. |
| |
| From your starting position then run south to find a table with a Knife |
| on it. Pick it up then proceed south and west to the Art Gallery. The |
| Target is near the center. Get close to it and quickly throw the Knife at |
| the Target to knock it out. Go back to your starting position then go |
| into the Backstage Hallway. Go into the Art Installation Backstage while |
| dodging the Enforcer and go to the Window. |
| |
| Open it with your Camera, jump through, then go north to the Ladder to |
| find another Kitchen Knife. Go back to the Target and throw the Knife at |
| it. Go back inside then run into the Garden at an angle to avoid the |
| Enforcer outside the Backstage area and to the Bench behind the curved |
| wall to find another Knife. |
| |
| Go into the foliage and sneak close enough to the Target to knock it out. |
| Run to the area north of the Metal Garden to find another Knife by the |
| tree. Pick it up then get close to and knock out the Target. |
| |
| Run up to the last Target via the Black Gold Bar area. The Knife for this |
| one can be found embedded in the chair west of it. If your timing is |
| right then the patrolling Guard should be away from the chair. Wait near |
| the opening to the alcove then subdue him as he goes beck to the chair. |
| Grab the Knife, knock out the Target, then run to the exit point near the |
| Penthouse Reception doors to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Hit five Targets with a Kitchen Knife. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The five Targets are scattered throughout the area, this time on Level 3 |
| (in order of dispatching): |
| |
| --Near the center of the Atrium area. |
| --Just outside the west Window. |
| --At the outside area near the Penthouse Terrace Shortcut. |
| --In the air at the northeast corner of Penthouse Reception. |
| --Just north of the Helipad. |
| |
| The key to a good score is to get Omar's speech started early since Carl |
| is going to be by the Atrium railing at the start. |
| |
| When you start then go and grab the Knife off the table as before then go |
| out the west door to the the Art Installation Balcony. Go to the catwalk |
| to acquire the Helicopter Keys then run back into the Backstage. Run to |
| the stack of equipment near the Window and grab the Knife on the floor |
| then run into the Garden area at an angle to avoid the Enforcer. |
| |
| Run to the Atrium and get close enough to use your Instinct to find both |
| of Omar's Guards in front of the stage. They should be standing ready. |
| The moment they start to move then run into the Metal Garden to grab the |
| Knife here and run to the Elevator Shaft. Climb up into the Maintenance |
| Room to destroy the Recorder and grab the Crowbar. |
| |
| Go back into the Shaft and climb up to Level 3 and hang on the edge. At |
| this point Carl should be walking back to the Penthouse. If your timing |
| is right then the Guard near the Storage Room should be going to the |
| coffee machine. |
| |
| Climb up, run up to the Guard by the Security Room, knock him out and |
| drag him into the Room - grab the Knife here before leaving. Go to the |
| Atrium Target and knock it out. At this point the patrolling Guard should |
| be back at the top of the stairs. |
| |
| Climb over the railing and down then run up to him and knock him out. Run |
| to the Window, open it, and knock out the Target. Go into the Maintenance |
| Corridor and knock out both Staff here as you go to the door at the end. |
| Use the Crowbar to open the door, grab the Knife here, and go outside to |
| knock out the Target here. |
| |
| Climb up the Penthouse Terrace Ladder and run into the Courtyard. Run to |
| the stairs to Penthouse Reception, climb over the railing, and knock out |
| the Target. Climb back up and run to the Ventilation Area. Wait near one |
| of the conditioner units as the Staff here is just about finished looking |
| one of them over. |
| |
| As he goes to the window then run up to him and knock him out. Climb down |
| the Shortcut then run to the Helipad. Go to the Target and knock it out. |
| Run to the Pilot, knock him out, and leave the mission via the |
| Helicopter. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Hit five Targets. |
|---------------------------------------------------------------------------|
| Eliminate Marcus Stuyvesant with a Kitchen Knife. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The five Targets are scattered throughout the area (in order of |
| dispatching): |
| |
| --At the northwest side of the Atrium (Level 3). |
| --At the north side of the Outdoor Area. |
| --Near the terrace outside of the Master Suite. |
| --In the air at the northwest corner of the Courtyard. |
| --Above the Penthouse Lounge. |
| |
| You will notice that your Targets are outside of throwing range meaning |
| that you can't hit them with a Knife which is why you are no longer |
| required to use it. The good news is that a Sniper Rifle (Hackl Leviathan |
| Sniper Rifle Covert) will be provided. However, that is located in the |
| Maintenance Corridor. |
| |
| You need to shoot all five Targets before you are allowed to go after |
| Marcus. For this Escalation he will actually be inside the Penthouse. He |
| will go between the Dining Area, Lounge, and Guest Bedroom. |
| |
| To do this properly a completely different path is needed. When you start |
| then run into the Backstage Hallway then into the Staff Hallway to avoid |
| the Enforcer ahead. Go to the door near the stairs to the Control Room |
| and wait for the Enforcer to go back to the other end. Run out then up to |
| the Control Room. Grab the Crowbar, jump the tarp, then go to the railing |
| near the Storage Room. |
| |
| At this point the patrolling Penthouse Guard should be by the coffee |
| machine so jump the railing and run into the Storage Room. Grab the |
| Kitchen Knife, the Janitorial Key, and the Hammer then knock out the |
| Staff before cutting through the Server Room and into the Maintenance |
| Corridor. Get into the gap between the shelving near the woman and wait |
| for the male Staff to go to the shelving ahead. |
| |
| When he gets there then run up behind him, knock him out, and dump him in |
| the Closet. Grab the Sniper Rifle nearby, shoot the Target, then run into |
| the small room and climb the Penthouse Terrace Ladder. |
| |
| **NOTE: Do not knock out the woman as you will lose Silent Assassin due |
| to her being found by Carl who is still nearby. |
| |
| Once you are up in the Outdoor Area then shoot the Target here then go to |
| the south end and shoot the Target by the Master Suite. Run into the |
| Courtyard and shoot the Target here then run to the east side and find |
| the Pipe then climb it up to the Terrace. |
| |
| Carl should still be downstairs because you did not start the speech |
| early so you don't have to worry about him. If your timing is right then |
| the patrolling Guard should be at the door near the center of the floor. |
| Run to the door to the Guest Bedroom and open it with the Crowbar. The |
| noise should lure the Guard to it. |
| |
| Run into the Bedroom and into the hallway near the last Target. Shoot it, |
| which will cause Marcus to appear as a Target, and drop the Rifle as you |
| no longer need it. At this point Marcus should be down in the Lounge and |
| will eventually come upstairs. |
| |
| As you shoot the Target then the Guard should go to the other door to |
| investigate the noise you made with the Crowbar. Go to the door, stay out |
| of view, and wait. When he finishes investigating then knock him out when |
| he turns around, drag him into the Bedroom, and hide him behind the bed - |
| drop his weapon here too. |
| |
| As you are doing this then Marcus and his Guard should be going upstairs |
| and to the Guest Bedroom. Marcus should see the weapon and his Guard |
| should take it and leave for the Security Room on Level 3. Marcus should |
| then lean on the railing. |
| |
| When his Guard is gone then run out, kill Marcus with the Knife, and drag |
| him into the Bedroom for hiding. Run out the other door, climb down the |
| Pipe, and run to the Outdoor Area to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Sebastian Principle |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is designed as a tutorial to doing these Contracts. As such
you have no choice in where you start and what you can bring. You will
always start off in the Black Gold Bar.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Sebastian Sato with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Sebastian will be in the Black Gold Bar then go into the Private Bar. |
| Being that this is a tutorial you will be instructed to do certain things |
| along the way. |
| |
| The first thing is to acquire the Event Staff Disguise. The best way is |
| to run to the east end of the bar and go through the door to the Storage |
| Room. Even with the woman at the bar you can just run through with no |
| problems. |
| |
| When you get into the Room the lone Staff here should have his back to |
| you so subdue him, dump him in the Closet, and acquire his Disguise. Grab |
| the Emetic Rat Poison nearby and head to the Private Bar. |
| |
| Unlike in the main mission you will be frisked so go ahead so you can |
| enter. You will be pointed to his Glass on the bar so poison it and wait |
| near the Toilets. Follow him inside when he gets sick, garrote him when |
| he enters the stall (as this is faster), and leave. |
| |
| One other thing to note: there is only one exit point just above and if |
| you try to go anywhere else in the building then you will be leaving the |
| mission area. Run to the lone exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Sebastian Sato in an accident while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Sebastian will be on Level 3 this time and you will have the ICA19 in |
| your inventory now. When you start then run through the Bar and go |
| upstairs then turn right and go to the window for the West Security Room. |
| Stay in cover and shoot the Recorder then go north and turn left to find |
| an alcove and a standing Guard. |
| |
| Wait for him to move before subduing him and taking his Disguise. Your |
| next objective is to get up to Level 3. Run into the Staff Hallway and |
| you will also notice that most of the doors are sealed for this Level. Go |
| to the Vacuum Cleaner at the east end and turn it on the lure the Guard |
| to it. Subdue him when he turns it off and grab the Penthouse Keycard. |
| |
| Go up the stairs and the Penthouse Guard should be at the coffee machine. |
| Run up to him, subdue him, and take his Disguise. Run up near Sebastian |
| and you should find him at another coffee machine and standing in a |
| puddle. Turn on the Switch and shoot the Outlet. |
| |
| You will be seen by Sebastian as you shoot the Outlet but you will regain |
| Silent Assassin when he dies. Go to the Elevator Shaft nearby to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Sebastian Sato with a Sniper Rifle while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Additional objectives will be revealed once you complete the previous |
| ones. |
|---------------------------------------------------------------------------|
| Escape the Burj Al-Ghazali. |
|---------------------------------------------------------------------------|
| Reach the Helipad. |
|---------------------------------------------------------------------------|
| Get the Helicopter Key from the Pilot. |
|---------------------------------------------------------------------------|
| Locate the exit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then run into the Storage Room as before, subdue the Staff |
| here, and change into his Disguise. Go up to the Staff Hallway and to the |
| Vacuum Cleaner. Turn it on and hide behind the Closet until the |
| patrolling Guard is lured. Subdue him when he turns it off then take his |
| weapon and Penthouse Keycard. Open the doors with the Keycard but stay |
| just outside. |
| |
| Use your Pistol to shoot the Camera ahead then run up. The patrolling |
| Penthouse Guard should be at the coffee machine so run up to him and |
| subdue him. Change into his Disguise then run into the Storage Room to |
| acquire the Janitorial Key. Go into the Maintenance Corridor then to the |
| small room to acquire the Rifle. |
| |
| Go to the Vantage Point marked then find and shoot Sebastian. Drop the |
| Rifle and head to the Penthouse Reception area. There are two Enforcers |
| near the doors to the Helipad. Although there are two Coins you can use |
| to try to distract them there is an easier way. |
| |
| When you get to the Reception area then head to an open window and climb |
| out onto the Ledge. Although there is an Enforcer nearby he is distracted |
| by his phone. Once onto the Ledge then go along it to the open window by |
| the Helipad doors. Go though it then outside and to the Helipad. Subdue |
| the Pilot, grab his Key, and leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DBI9. Exclusive Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The Escalations in this chapter are paid DLC and have additional bonuses and
items for participation and completion.
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Asmodeus Waltz |##################################################\
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is one that you earn by purchasing the Deluxe Edition of
the game. In addition to acquiring two Challenges by doing it you will also
earn The Devil's Own Suit (from Hitman: Blood Money), the Golden Briefcase,
and the DAK Gold Covert for use in all missions.
One complication to this is that there is going to be a person dressed in
The Devil's Own suit that will randomly appear, similarly to what Santa
did in the Holiday Hoarders mission. He tends to appear near your Targets
and will stay around for a bit before disappearing again.
Luckily he doesn't become too much of a problem but you still need to keep
an eye open for him since he can alert other people if you do anything
illegal near him. And you can't knock him out or kill him either - the game
won't let you.
Just like with The Sinbad Stringent you will have no choice in starting
location and loadout. You will always start out in the Atrium Lobby with
nothing but your Camera in your inventory.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Eliminate Miriam Amir with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Mahmood Salman with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Basant Pai with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Miriam is the female Maintenance Staff person in the Maintenance Corridor |
| on Level 3. Mahmood is going to be standing just outside the north doors |
| to the East Security Room on Level 2. Basant is going to be standing by |
| the north door to the Laundry Room. |
| |
| When you start then run up to the Black Gold Bar then into the Storage |
| Room. The Staff here should be at the west end so go ahead and run out |
| the other door, into the Laundry Room, subdue the Staff here, and dump |
| him in the Container. Take the Event Security Disguise, grab the Iron, |
| open the north door, and toss the Iron at the Container to lure Basant. |
| |
| Close the door when he enters then break his neck when he reaches the |
| Container and dump him. Grab the Iron and run up and to the East Security |
| Room. Grab the Security Key, go into the Maintenance Room, grab the |
| Penthouse Keycard, and destroy the Recorder. Go out to Mahmood, get |
| behind him, and wait. |
| |
| At the point The Devil will be standing nearby. Wait for him to either |
| disappear or walk away before knocking out Mahmood and dumping him over |
| the railing to kill him. Re-enter the East Security Room then go to the |
| doors to Penthouse Reception and, if your timing is right, then the |
| patrolling Guard should be away from them. |
| |
| Go through and go up to find the Penthouse Guard at the top of the |
| stairs. Knock him out, drag him to the Storage Room, dump him in the |
| Closet, and take his Disguise. Run up to Miriam and, if your timing is |
| right, then The Devil should be nearby. Wait for him to either disappear |
| or walk far enough away then push her over to kill her. Run to the |
| Elevator Shaft exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Miriam Amir with an explosion while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Mahmood Salman in an accident while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Basant Pai with a Fire Axe while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Oscar Malm in an electrocution accident while wearing any |
| Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Roberto Franculitta in a drowning accident while wearing any |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Oscar is going to be at the Art Installation Backstage. Roberto is the |
| Chef inside the Penthouse's Kitchen. |
| |
| When you start then do everything the same up to acquiring the Event |
| Security Disguise. Run into the stairway to find and acquire the Fire |
| Axe. Go back to the north door of the Laundry Room, open it, and toss the |
| Axe at the Container to lure Basant then run back to pick it up and go |
| back to the door. Close the door when Basant enters then throw kill him |
| with the Axe when he stops. |
| |
| Dump him then run to the East Security Room. Pick up the Security Key and |
| run to the Maintenance Room. Go inside, pick up the Crowbar and Penthouse |
| Keycard, and destroy the Recorder. Go to Mahmood, knock him out, and dump |
| him over the railing to kill him - pick up his Pistol. |
| |
| After this then run to Oscar's position. However, just before you get |
| there, then quickly run to The Sun's safety override room to acquire the |
| Screwdriver. Run to Oscar to find a Water Cooler. There is a Propane |
| Flask behind it so quickly pick it up. |
| |
| At this point The Devil is here but should be walking away. Oscar's |
| female co-worker should be walking away too. Drop the Flask a few feet |
| away then use the Screwdriver on the Cooler to make it leak water and |
| onto the Outlet. Get back out of Oscar's view and shoot the Outlet to |
| lure him there. Grab the Flask and run to the Penthouse Reception doors |
| as Oscar electrocutes himself. |
| |
| Go up the stairs and knock out the Guard as he is going to the coffee |
| machine. Drag him to the Closet inside the Storage Room, dump him, and |
| take his Disguise. Go back out to pick up his Rifle and the Flask. Run |
| into the Maintenance Corridor, place the flask behind Miriam, get back |
| towards the door, and shoot the Flask twice to make it explode and kill |
| her. |
| |
| Run to the west passage to the Penthouse and go up to the Storage Room. |
| Grab the Emetic Rat Poison and run out the east door to the Dining Area. |
| |
| At this point The Devil is nearby but go ahead and drop the Rifle right |
| next to the Guard to make him pick it up and walk away with it. Go to the |
| Bottle near the Chef and wait. As the Guard walks away then The Devil |
| should also be leaving. |
| |
| When the Chef goes to the Stove then poison his Bottle and go into the |
| bathroom inside the Storage Room. When the Chef comes here after getting |
| sick then drown him and run to the Outdoor Area to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Miriam Amir with the DAK Gold Covert while wearing The Devil's |
| Own Suit. |
|---------------------------------------------------------------------------|
| Eliminate Mahmood Salman with the DAK Gold Covert while wearing The |
| Devil's Own Suit. |
|---------------------------------------------------------------------------|
| Eliminate Basant Pai with the DAK Gold Covert while wearing The Devil's |
| Own Suit. |
|---------------------------------------------------------------------------|
| Eliminate Oscar Malm with the DAK Gold Covert while wearing The Devil's |
| Own Suit. |
|---------------------------------------------------------------------------|
| Eliminate Roberto Franculitta with the DAK Gold Covert while wearing The |
| Devil's Own Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then you will find yourself in The Devil's Own Suit and |
| The Devil himself in front of you. You are frozen in place as he claps |
| for a bit then teleports to the Cloak Room. When he does this then you |
| are free to move. Run to the Cloak Room to find the DAK Gold Covert and |
| the Golden Briefcase. The weapon is not concealable so you will need to |
| use the Briefcase. |
| |
| Once you have the weapon in the Briefcase then take it with you up to the |
| Atrium then turn right and go southeast towards the passage to the Metal |
| Garden. If you look left as you proceed you should find a Vine that goes |
| up to Mahmood's position. |
| |
| The problem is that you can't take the Briefcase up with you. Another |
| problem is that there is a patrolling Guard in this part of the area that |
| will eventually find and take the Briefcase. But there is a good place |
| for you to drop the Briefcase as you deal with Mahmood. |
| |
| There are two massive gold pillars on this side of the Atrium. Go to the |
| south one and stand at its northeast side. Retrieve the weapon, which |
| will cause you to drop the Briefcase here, then run up to and quickly |
| climb the Vine. This should keep the Briefcase safe and if you're quick |
| enough then you shouldn't attract a lot of attention. |
| |
| Climb over the railing and you should find The Devil already up here and |
| looking at Mahmood. However, he should disappear in a few seconds so get |
| up behind Mahmood. Subdue him when The Devil is gone, shoot him with the |
| weapon, and pick up his Pistol. Quickly climb back down then run to and |
| place the weapon back into the Briefcase. |
| |
| Next, run to the Storage Room and, as you enter, then the Staff should be |
| at the west end of the Room. Run past him, into the Laundry Room, knock |
| out the Staff here, and dump him into the Container. Pick up the Iron, |
| take cover to the right of the door, open it, and toss the Iron near the |
| Container to lure in Basant. |
| |
| Close the door when he enters, knock him out with the Briefcase, bring |
| out the weapon, and kill him. Dump the body, place the weapon into the |
| Briefcase, pick up the Iron, and go back into the Bar area through the |
| Toilets. |
| |
| Run into the Art Gallery and to the door that is south of The Sun. Run |
| into the back area then go around The Sun and into the Backstage Hallway. |
| If your timing is right then Oscar's female co-worker should be walking |
| away from him. |
| |
| When she is far enough away then knock her out with the Iron then go up |
| to Oscar. The Devil should also be here but will disappear in a few |
| seconds. Knock out Oscar, bring out the weapon, and kill him. Do not put |
| the weapon back into the Briefcase - you won't need it anymore. |
| |
| Run to the Window and use your Camera to open it - bring out the Pistol. |
| Go to the Helipad Shortcut then climb it up to Level 3. Go just inside |
| and shoot the Camera. Run to the window to the Security Room and get |
| close enough to use your Instinct on the two Guards ahead. |
| |
| At this point the patrolling Guard near the top of the stairs should be |
| going back to the stairs. Run to the Guard by the Security Room and knock |
| him out with the Iron - grab the Penthouse Keycard. Stay near him until |
| the other Guard goes back to the machine then run up to him and knock him |
| out. |
| |
| Run into the Maintenance Corridor and you should find The Devil already |
| here so run north to find the male Staff and knock him out as The Devil |
| leaves. Knock out Miriam and kill her with the weapon. Go back to the top |
| of the stairs going down and shoot the Camera near the Toilet then run to |
| the west passage up to the Storage Room. |
| |
| Knock out the Staff, drag him to the Ice Machine, turn it on to start |
| luring Roberto, then dump the Staff into the Container. Hide behind the |
| boxes in the center of the room, wait for Roberto to turn off the |
| Machine, then knock him out and kill him with the weapon. After this then |
| run to the Elevator Shaft to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Greed Enumeration |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is the first chapter of what is known as the Seven Deadly
Sins DLC. It was released on March 30, 2021 and takes place in 47's mind,
similar to the concept of "Hitman: Contracts".
By participating and completing it you can earn three items: The Rapacious
Suit, The Devil's Cane, and the Greedy Little Coin. In addition, there are
a total of seven Challenges to complete:
>>The Greed Enumeration [1,000 XP]
********************************
For this you need to start the Escalation Contract. You should also
earn The Rapacious Suit.
>>The Greed Enumeration [1,000 XP]
********************************
For this you need to complete the first Level. You should also earn
the Greedy Little Coin and The Devil's Cane.
>>The Greed Enumeration [4,000 XP]
********************************
For this you need to complete all three Levels of the Escalation
Contract.
>>Greed Apprentice [1,000 XP]
***************************
For this you need to exit a Level with 10 Coins.
>>Greed Intermediary [2,000 XP]
*****************************
For this you need to exit a Level with 20 Coins.
>>Greed Master [4,000 XP]
***********************
For this you need to exit a Level with 30 Coins.
>>Greed Grandmaster [4,000 XP]
****************************
For this you need to exit a Level with 60 Coins.
The entire theme of this Escalation is Greed and your goal is to collect
Coins and, as such, the structure is different than the others.
When you start a Level you will need to kill a Target and pick up the Coins
they drop. After killing the first Target then you will be given a new
objective which is to kill another Target. However, after you kill the
first Target then you can leave the Level at any time. In addition, the new
Targets will be harder to kill.
In order to complete all of the Challenges you need to collect sixty Coins
and you need to kill all Targets in a Level to get the maximum number of
Coins there. All of the Coins you collect in a Level will carry over to the
next.
Each Target will drop a set amount of Coins and they will increase with
each one you kill regardless of which order you kill them. You can only
kill the Target when they become the objective and not before. If you kill
the Target before they become one then you will immediately fail the
mission. However, you can knock them out and acquire their Coins
beforehand.
Because of this you can just knock out a person and take their Coins
without killing them and leave the Level. But, this causes a problem in
that the number of Coins only increase when you kill someone.
For example, if two Targets appear and one has two Coins and the other has
three Coins and you knock out both instead of killing them then the second
Target will only drop two Coins because you didn't kill the prior Target
first. This will prevent you from acquiring the maximum number of Coins for
the Escalation.
This also happens if you leave a Level without killing any additional
Targets after the first one.
Your starting and exit point is always going to be the Atrium Lobby. Here
you should find a pile of Coins and a large Gold Frog (who will talk to you
during each Level). Behind it is an item that you can purchase to make
things easier but will prevent you from acquiring the sixty Coins needed to
complete all of the Challenges for this Escalation.
The strategies for this Escalation are going to focus on acquiring all of
the Coins to complete all of the Challenges. Although there is some
streamlining to make things faster they are not designed to be fast,
especially for Level Three.
In order to complete all of the Challenges and have a great score you need
to do the Escalation twice.
The first time you do Level One then focus on killing the first Target and
running to the exit to get the best score you can. Do the same for Level
Two. When you get to Level Three then reset the Escalation and redo the
first two Levels to get the maximum amount of Coins going into Level Three
which is thirty. Complete Level Three to get all sixty Coins then replay
the Level to get the best score.
The first two Levels are very easy to kill and run but I will have notes on
Level Three since that one is harder to do.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| The Greed Coins that you keep when exiting a Level will be carried over |
| to the next. |
|---------------------------------------------------------------------------|
| Additional objectives will be revealed once you complete the previous |
| ones. |
|---------------------------------------------------------------------------|
| Eliminate Teresa Salas by breaking her neck while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Hanako Katos by breaking his neck while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Lars Blocker with a thrown weapon while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Teresa is going to be in the Atrium Lobby. Hanako is inside the Laundry |
| Room. Lars is at the Art Installation Balcony. |
| |
| When you start then get up behind Teresa. There will be Civilians that |
| will go up the stairs so you will need to wait a bit. When she starts |
| walking then knock her out between the stairs, drag her closer to the |
| pile of Coins, and snap her neck to kill her. |
| |
| Pick up the two Coins she drops and your Cane then run up to the Black |
| Gold Bar. Run into the Storage Room and knock out the Staff here then run |
| into the Laundry Room and knock out Hanako. Break his neck to kill him |
| and dump him in the Container. Pick up his three Coins, switch into the |
| Event Security Disguise, and run to the East Security Room. |
| |
| Pick up the Security Key and run into the Maintenance Room to destroy the |
| Recorder. Run to The Sun's safety override panel and grab the Screwdriver |
| off of the stairs. Run to Lars' position then throw kill him with the |
| Screwdriver. Grab his five Coins, which should give you ten and the most |
| you can get here, then leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| The Greed Coins that you keep when exiting a Level will be carried over |
| to the next. |
|---------------------------------------------------------------------------|
| Additional objectives will be revealed once you complete the previous |
| ones. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Namimah Wahba with a lethal throw while wearing The Rapacious |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Kelly To by drowning while wearing The Rapacious Suit. |
|---------------------------------------------------------------------------|
| Eliminate Taqqee Koroma with any Axe while wearing The Rapacious Suit. |
|---------------------------------------------------------------------------|
| Eliminate Lalit Mandal with any Axe while wearing The Rapacious Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Namimah is inside the Maintenance Hallway area. Kelly To is at the |
| Garden. Lalit is inside the Storage Room by the Black Gold Bar. Taqqee is |
| inside the Staff Hallway. |
| |
| When you start then run into the Maintenance Hallway area and knock out |
| Namimah with the Cane. Drag her a bit upstairs, grab the Screwdriver, and |
| throw kill her with it. Grab the five Coins she drops, the Janitorial |
| Key, the Cane, then run up and into the Storage Room to grab the Emetic |
| Rat Poison. |
| |
| Go back down to the Atrium Lobby then up to the Atrium level and then |
| southeast a bit to find the Vine going up to the upper level. Wait for |
| the patrolling Guard to walk past, climb it, which will cause you to drop |
| the Cane, then go to the window for the East Security Room. You should |
| find the Bottle that Kelly drinks from. Poison it then quickly climb the |
| Vine back down and pick up the Cane. |
| |
| It will be awhile before Kelly gets into position so I am going to set up |
| Lalit and Taqqee for later. Run to the Storage Room and knock out Lalit |
| with the Cane. Go to the stairs leading up to the Staff Hallways. If your |
| timing is right then Taqqee should be by the Soda Machines. |
| |
| When he walks away then run up behind the female Staff and knock her out |
| then run up behind Taqqee and knock him out. Pick up his five Coins and |
| drag him to the stairs for hiding. Drag the Staff here too. Go back to |
| Lalit and pick up his five Coins then run back out the east door and to |
| the Atrium Toilets. |
| |
| Kelly should be almost there by the time you get here. Follow her into |
| the stall, drown her, and take her five Coins which should give you |
| thirty and the max for this Level. Run back to the Storage Room and into |
| the Stairwell to grab the Fire Axe. Throw kill Taqqee then go and throw |
| kill Lalit. Run out through the Laundry Room and Toilets then to the exit |
| point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| The Greed Coins that you keep when exiting a Level will be carried over |
| to the next. |
|---------------------------------------------------------------------------|
| Additional objectives will be revealed once you complete the previous |
| ones. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you are spotted doing anything illegal or suspicious then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Usama Tahir with any method while wearing The Rapacious Suit. |
|---------------------------------------------------------------------------|
| Eliminate Keiji Kono with a Pistol while wearing The Rapacious Suit. |
|---------------------------------------------------------------------------|
| Eliminate Carl Thorn with a Pistol while wearing The Rapacious Suit. |
|---------------------------------------------------------------------------|
| Eliminate Tommy Marevick with a Pistol while wearing The Rapacious Suit. |
|---------------------------------------------------------------------------|
| Eliminate Yoshi Morita with a Pistol while wearing The Rapacious Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Usama is going to be patrolling the Backstage Hallway. Kenji is going to |
| be in the Storage Room on Level 3. Carl is in the Control Room. Tommy is |
| the Helicopter Pilot at the Helipad. Yoshi is at the Ventilation Area at |
| the Penthouse. It should be pointed out that all of the Guards now carry |
| unsilenced Bartolis adding another level of complexity to this Level. |
| |
| When you start then drop your Cane and run up to the Atrium level then up |
| the passage to the Metal Garden and to the Elevator Shaft. Climb it up to |
| the Maintenance Room then grab the Crowbar and destroy the Recorder. |
| Climb back down then go back to the Atrium level and to the west side to |
| find the Vine that goes up to the East Security Room area. |
| |
| Climb it up and, if your timing is right, then Marcus and his Guard |
| should have just passed you by. Also the patrolling Guard in the Staff |
| Hallway should be near the Soda Machines. Enter the Hallway and take |
| cover at the edge of the Elevator Shaft wall. When the Guard comes by |
| then grab him and take his Pistol - leave his body for now. |
| |
| Run east and out the door to the Backstage Hallway. Here you should find |
| a large stack of wood and a Container nearby. Drop the Pistol near the |
| northwest corner of this stack. If your timing is right then Usama should |
| be at the east end of his route. Toss a Coin at the west wall and take |
| cover at the corner of the stack. Usama should go to check it out and |
| find the Pistol. |
| |
| Grab him, break his neck then pick up his three Coins plus the Coin you |
| tossed and all weapons. Dump him in the Container and got the Fusebox by |
| the door. Carefully look at the Crew nearby and when he goes from one |
| side of the hall to the other then turn it off to lure him and hide |
| behind the stack. |
| |
| When he goes to the Fusebox then subdue him and dump him in the Closet |
| back in the Staff Hallway. Grab the Guard you subdued earlier and dump |
| him here. |
| |
| Go back into the Backstage Hallway and to The Sun's safety override area. |
| Go south then west to the door going back into the Art Gallery. Proceed |
| southwest towards the doors to the Balcony Bar but go through the staff |
| door by them. Run up the stairs to the south end of the Control Room |
| area. |
| |
| Go to the angled wall near the Fusebox. Toss the Crowbar at the wall to |
| lure Carl then take cover at the end. Grab him when he comes by then grab |
| his five Coins. Go to his partner, knock him out, and dump him in the |
| nearby Container. Grab Carl, drag him to the Container, then shoot him in |
| the head to kill him, dump him, and climb inside to hide. |
| |
| The noise should bring up the nearby Guard so stay here until he gives up |
| and leaves. Go into the Control Room and grab another Crowbar. Climb the |
| blue tarp, go to the railing near the Storage Room, and wait. |
| |
| When the nearby Guard goes to the coffee machine then climb up and knock |
| him out. Run to the Security Room and knock out the guard there and dump |
| him in the Closet inside the Security Room. Grab his Rifle, go back to |
| the other Guard, pick up his weapon, then drag and dump him into the |
| Closet in the Storage Room. |
| |
| Knock out Keiji and drag him to the Closet. Pick up the seven Coins he |
| dropped then shoot him in the head to kill him and dump him in the |
| Closet. Run out to the Security Room, cut through it, then run to the |
| Helipad area. Stay behind the large crate near the door and wait. |
| |
| There are two Guards at the Helipad. One will just stand at the east side |
| and the other will patrol the north side. When the patrolling Guard goes |
| to his friend then go to the catwalk and place the Rifle here and go back |
| to the crate and take cover. |
| |
| He should go back to the north end and see the Rifle. He should pick it |
| up and go to the Security Room. Grab him when he comes by and drag his |
| body just inside the doors. Grab the Rifle, place it back onto the |
| catwalk, then toss a Crowbar at your feet to lure the other Guard and go |
| back to the crate. |
| |
| He should find the Rifle, pick it up, and take it inside. Grab him and |
| leave his body. Go up to the Helipad and sneak to the east side to find |
| the Wrench. Go near the south end of the Helicopter and look southwest to |
| find a Gasoline Drum. Toss the Wrench at it to lure Tommy to it. When he |
| gets there then throw stun him with the Crowbar. |
| |
| The reason for luring him there is that if you knock him out or kill him |
| at the Helicopter then you run the risk of at least one Coin getting |
| stuck on or under the Helicopter making it nearly impossible to collect |
| them. Luring him away should prevent that. |
| |
| After knocking him out then grab his seven Coins, drag him to the east |
| side of the Helipad, and shoot him in the head to kill him. Go to the |
| catwalk and carefully climb the Shortcut to the Ventilation Area. Use |
| your Instinct to find Yoshi and make sure he is not looking in your |
| direction before climbing up. |
| |
| Knock him out and collect the remaining eight Coins to get the maximum of |
| sixty. Being that he is the last Target of the entire Escalation you do |
| have the option of not killing him so leave him and use the Shortcut to |
| go back down to the Helipad level. |
| |
| Go back inside then go near the Elevator Shaft. When the patrolling Guard |
| is away from the Waiting Area then climb into the Shaft and slide down to |
| the Metal Garden. Climb out then run to the exit point to leave the |
| mission. |
| |
| >>Best Score Strategy |
| ******************* |
| When you start then run up to the Vine near the East Security Room |
| and climb it up. One problem here is that Marcus will start in the |
| East Security Room and will go through the Hallways. And he will |
| leave the Room at random, sometimes early - sometimes later. |
| |
| When you climb up then drop three Coins just before you go through |
| the door. This will slow down Marcus for a bit when he leaves. Run |
| inside and take cover at the Elevator Shaft wall. Grab the |
| patrolling Guard, pick up his weapon, and drag him to the Closet |
| for hiding. |
| |
| Go to the south wall of the Hallway and run west to the stairs then |
| loop around and subdue the Staff at the Soda Machines. If things go |
| right then Marcus and his Guard should be going through the Hallway |
| and away from you as you are doing this. |
| |
| Grab the Staff by the leg and drag her into the West Security Room. |
| Run back out, drop the Pistol near the top of the stairs, and go to |
| the south doors. Usama should be near them at this point. |
| |
| Open the doors, run a little bit east (do not take cover), and toss |
| a Coin near the Pistol. This should lure Usama. When he goes inside |
| then close the door, break his neck, run to and climb down the |
| Vine, and run to the exit point to leave the mission. |
0===========================================================================0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
/ Dartmoor \@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY17. Death In the Family 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@\ Dartmoor /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
47's next mission takes him to Dartmoor, England and to Thornbridge Manor,
ancestral home to Alexa Carlisle and her family. He is to eliminate her to
finish off the Partners and Providence as well as retrieve the case file on
Arthur Edwards so they can re-capture him.
When he arrives he finds that her family is at the Manor preparing for her
funeral. Her sudden arrival has upset things but the funeral will go on as
planned to keep up appearances as she continues to fix the damage that Arthur
has caused, set up things to go after him, and setting up her family to
continue the Carlisle legacy, and Providence, in her absence.
There is extra security at the Manor because Alexa knows she is being hunted
and wants to delay the inevitable as long as possible. But that's not the
only reason. Zachary, Alexa's younger brother, was found dead in his room
just before 47's arrival. Apparently he was murdered and Alexa has requested
the services of a famous detective to find the killer. Perhaps 47 can use
this as cover as he makes Alexa join Zachary in the afterlife.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
**NOTE: This mission has no Security Cameras so that is one thing you don't
have to worry about when playing at the higher difficulty levels.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DTR1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Visible Accomplishments |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Full House
**********
Description: Complete all Mission Stories in Death In The Family.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
-----------------------------------------------------------------------
Notes: You need to complete the following Mission Stories:
--A Day To Remember --Her Final Resting Place
--Means, Motive And Opportunity
>>Master Of The Household
***********************
Description: Complete Death In The Family.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 20 GS.
>>No Stone Unturned
*****************
Description: Reveal all undiscovered areas in Dartmoor.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 20 GS.
>>The Great Outdoors
******************
Description: Reach Dartmoor Mastery Level 20.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Secret Accomplishments |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Family Feud
***********
Description: Help Emma kill Alexa.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Upstairs, Downstairs
********************
Description: Eliminate Alexa in her Private Room, shoot her from the
roof, and put her to rest.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
-----------------------------------------------------------------------
Notes: Can be done without shooting her from the roof.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DTR2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed directly east.
Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The Mansion Exterior dominates the map. The Garden and Greenhouse is to the
north. The Graveyard is to the west with the Main Gate to the south. The
Delivery Area is at the east side of the Mansion and the River Bridge is to
the northeast of that.
The Ground Floor of the Mansion has the Library, Trophy Room, Sitting Room,
and Dining Room. The main staff areas is at the southeast side of this floor.
The 1st Floor has Emma and Gregory's Room, Rebecca's Room, Zachary's Room,
and the Small Office. The 2nd Floor is where Alexa has her Office and
Bedroom.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0=================0
| Mansion Exterior \
0===========================================================================>
The Garden and Greenhouse dominate the north end of this area. Inside the
center of the Garden is the Garden Fountain. The Graveyard is to the west
of the Mansion. At the west side is the Open Grave and at the south side is
the ruined Small Chapel.
The West Outer Perimeter is the area between the Mansion fence and the
water and goes from the north end of the Garden area and south past the
Graveyard. The South Outer Perimeter goes from the Mansion fence to the
water and also includes the area just inside the Main Gate.
The East Outer Perimeter is the area between the Mansion fence and the
water and goes from the north end of the Garden area and all the way south
to the water. This area also includes the River Bridge which is about
halfway along the Perimeter and a Well directly east of the Mansion.
The North Inner Perimeter is the area between the Mansion fence and the
building itself and goes from the northeast door and west to the northwest
door. The West Inner Perimeter is the area between the Mansion fence and
the building itself and goes from the northwest door stairs and south all
the way to where the Hearse is parked.
The South Inner Perimeter is the area between the Mansion fence and the
building itself and goes west-east along the front of the Mansion. The East
Inner Perimeter is the area between the Mansion fence and the building
itself. Inside this area is the Delivery Area which also includes the lower
area just north of the main area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#########################| Garden and Greenhouse |#########################|
0===========================================================================0
| Boat Key | On a table at the west side inside the Greenhouse. |
|------------------+--------------------------------------------------------|
| Poisonous Flower | At the east side inside the Greenhouse (x2). |
| (Emetic) | |
|------------------+--------------------------------------------------------|
| Crowbar | On a stack of boxes just north of the Greenhouse. |
|------------------+--------------------------------------------------------|
| Shears | --On the railing at the northeast side of the |
| | Greenhouse. |
| | --On a bench at the southwest side of the Garden. |
|------------------+--------------------------------------------------------|
| Garden Fork | On a hedge at the southeast side of the Garden. |
|------------------+--------------------------------------------------------|
| Screwdriver | On a bench just southwest of the Garden Fountain. |
|------------------+--------------------------------------------------------|
| Wrench | On the wall at the north side of the Garden Fountain. |
|------------------+--------------------------------------------------------|
| Baseball | On the ground between the Garden and the Mansion at |
| | the southeast side. |
0===========================================================================0
|###############################| Graveyard |###############################|
0===========================================================================0
| Emetic Rat Poison | In the wheelbarrow just north of the Graveyard. |
|-------------------+-------------------------------------------------------|
| Garden Fork | On a crate by the wall outside the north wall of the |
| | Graveyard. |
|-------------------+-------------------------------------------------------|
| Driftwood Log | Between a large tree and a rock south of the main |
| | path into the Graveyard. |
|-------------------+-------------------------------------------------------|
| Rake | On the ground by a bench at the southeast side of the |
| | area and close to the Small Chapel. |
|-------------------+-------------------------------------------------------|
| Baseball | On a bench at the southwest side of the area and |
| | close to the Small Chapel. |
|-------------------+-------------------------------------------------------|
| Brick | --On the ground at the west side of the area. |
| | --On a small wall by the Wood Chipper at the |
| | southwest side of the area. |
| | --On a small section of wall at the southeast corner |
| | of the Small Chapel. |
| | --On the ground just southwest of the Open Grave. |
|-------------------+-------------------------------------------------------|
| Hammer | On the ground at the west end of the sand bridge just |
| | southeast of the Small Chapel. |
|-------------------+-------------------------------------------------------|
| Shovel | On the ground just west of the Open Grave. |
|-------------------+-------------------------------------------------------|
| Crowbar | On the crate just east of the Open Grave. |
|-------------------+-------------------------------------------------------|
| Hearse Key | Carried by the Undertaker. |
0===========================================================================0
|##########################| West Outer Perimeter |#########################|
0===========================================================================0
| Garden Fork | On the bench north of the Garden. |
|-------------+-------------------------------------------------------------|
| Shovel | By a wheelbarrow west of the Garden. |
|-------------+-------------------------------------------------------------|
| Brick | On a bench at the very south end of the Perimeter. |
0===========================================================================0
|#########################| South Outer Perimeter |#########################|
0===========================================================================0
| Shovel | By a wheelbarrow at the northwest end of the Perimeter. |
|---------------+-----------------------------------------------------------|
| Driftwood Log | On the ground at the very southwest end of the Perimeter. |
|---------------+-----------------------------------------------------------|
| Hatchet | Embedded in a stump southwest of the road bridge. |
|---------------+-----------------------------------------------------------|
| Brick | On the ground by a large rock at the north end of the |
| | sand bridge north of the Main Gate. |
|---------------+-----------------------------------------------------------|
| Shears | In a wheelbarrow at the east end of the Perimeter. |
|---------------+-----------------------------------------------------------|
| Rake | By a faucet at the northeast end of the Perimeter. |
0===========================================================================0
|##########################| East Outer Perimeter |#########################|
0===========================================================================0
| Driftwood Log | --Near a large stump north of the Garden. |
| | --By a tree just south of the River Bridge. |
|---------------+-----------------------------------------------------------|
| Fuse Cell | Inside the Fusebox at the northeast corner of the Mansion |
| | just inside the short hedge wall. |
|---------------+-----------------------------------------------------------|
| Shovel | On the wall at the very northeast corner of the Mansion. |
|---------------+-----------------------------------------------------------|
| Hatchet | --By the green lawnmower at the northeast corner of the |
| | Mansion. |
| | --Embedded in a stump by the Well. |
|---------------+-----------------------------------------------------------|
| Folding Knife | Embedded in a log by the Well. |
|---------------+-----------------------------------------------------------|
| Classic Coin | On the Well (x2). |
0===========================================================================0
|#########################| North Inner Perimeter |#########################|
0===========================================================================0
| Brick | In a box on the ground by the Container near the northeast |
| | door. |
|--------------+------------------------------------------------------------|
| Unicorn Horn | On the Unicorn at the large stairs going down to the |
| | Garden. |
|--------------+------------------------------------------------------------|
| Garden Fork | On a round table at the west end of the Perimeter. |
0===========================================================================0
|##########################| West Inner Perimeter |#########################|
0===========================================================================0
| Fuse Cell | On the black crates just outside the west door. |
| Hammer | |
|-----------------+---------------------------------------------------------|
| Hackl 9S Covert | On the black crate near the Weapons Box close to the |
| | west door. |
|-----------------+---------------------------------------------------------|
| Hearse Key | On a small black case near the stairs leading down to |
| | the parking area. |
0===========================================================================0
|#########################| South Inner Perimeter |#########################|
0===========================================================================0
| Unicorn Horn | --On the ground in the middle of the small hedge area at |
| | the west side of the Perimeter. |
| | --On the Unicorn at the stairs near the front door. |
|--------------+------------------------------------------------------------|
| Hammer | In a wheelbarrow at the west corner of large hedge area at |
| | the southwest side of the Perimeter. |
|--------------+------------------------------------------------------------|
| Baseball | On the ground east of the front door. |
0===========================================================================0
|##########################| East Inner Perimeter |#########################|
0===========================================================================0
| Lead Pipe | Leaning against the wall near the north side of the |
| | east door at the Delivery Area. |
|-------------------+-------------------------------------------------------|
| Newspaper | On a bag of leaves at the northeast side of the |
| | Delivery Area. |
|-------------------+-------------------------------------------------------|
| Apple | In a trash bag against the wall near the Container at |
| | the Delivery Area. |
|-------------------+-------------------------------------------------------|
| Crowbar | By the green van at the Delivery Area. |
|-------------------+-------------------------------------------------------|
| Staff Locker Key | On the ground by the small black van at the Delivery |
| | Area. |
|-------------------+-------------------------------------------------------|
| Receipt For Safe | By the Container at the lower area north of the |
| | Delivery Area. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On a green barrel at the lower area north of the |
| | Delivery Area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Ground Floor \
0===========================================================================>
The west side of this floor has the Trophy Room at the northwest corner and
the Library at the southwest corner. The West Hallway connects the two
rooms and has a small Bathroom.
The Sitting Room is the large room at the north center part of the floor.
The Center Hallway is the T-shaped hallway that has two stairs that go up
to the 1st Floor and connect to the Foyer to the south.
The Dining Room is the room at the northeast corner of the floor. The East
Hallway connects the Dining Room to the Foyer to the south and has a small
Storeroom near the southwest corner of the Dining Room. At the southeast
side of the floor is the Staff Room, with the Staff Toilet to the north,
the Kitchen, and Mr. Fernsby's Office.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#################| Trophy Room, West Hallway, and Library |################|
0===========================================================================0
| Maori Paddle | --On the shelf by the fireplace inside the Trophy |
| | Room. |
| | --In the case at the east side of the Trophy Room. |
|--------------------+------------------------------------------------------|
| Bust | On the shelf by the Fireplace inside the Trophy |
| | Room. |
|--------------------+------------------------------------------------------|
| Feather Duster | On the cart outside the Trophy Room. |
|--------------------+------------------------------------------------------|
| Soap | By the Sink inside the Bathroom. |
|--------------------+------------------------------------------------------|
| Letter Opener | On the round table by the couch inside the Library. |
|--------------------+------------------------------------------------------|
| Newspaper | On the west desk inside the Library. |
|--------------------+------------------------------------------------------|
| Pool Ball | Inside one of the center pockets of the Pool Table |
| | inside the Library. |
|--------------------+------------------------------------------------------|
| Hammer | On the open globe near the Fireplace inside the |
| | Library. |
|--------------------+------------------------------------------------------|
| Fire Poker | By the fireplace inside the Library. |
|--------------------+------------------------------------------------------|
| Rebecca Carlisle's | Carried by Rebecca Carlisle. |
| Token | |
| Key to Rebecca's | |
| Bedroom | |
0===========================================================================0
|################| Sitting Room, Center Hallway, and Foyer |################|
0===========================================================================0
| Fire Poker | By the fireplace at the northwest corner of the |
| | Sitting Room. |
|----------------------+----------------------------------------------------|
| Cigar Box | On the round table at the west side of the Sitting |
| | Room. |
|----------------------+----------------------------------------------------|
| Feather Duster | Under the stairs at the southeast corner of the |
| | Center Hallway. |
|----------------------+----------------------------------------------------|
| Key to Emma and | Carried by Gregory Carlisle. |
| Gregory's Bedroom | |
|----------------------+----------------------------------------------------|
| Poisonous Flower | Carried by Emma Carlisle. |
| (Emetic) | |
| Greenhouse Key | |
|----------------------+----------------------------------------------------|
| Mr. Fernsby's Token | Carried by Mr. Fernsby. |
| Key to Mr. Fernsby's | |
| Office | |
0===========================================================================0
|######################| Dining Room and East Hallway |#####################|
0===========================================================================0
| Apricot | On the table at the southwest corner of the Dining |
| | Room. |
|-----------------+---------------------------------------------------------|
| Bust | On the table at the northeast corner of the Dining |
| | Room. |
|-----------------+---------------------------------------------------------|
| Fire Poker | By the fireplace at the east side of the Dining Room. |
|-----------------+---------------------------------------------------------|
| Screwdriver | Inside the Storeroom. |
| Car Battery | |
| Fuse Cell | |
|-----------------+---------------------------------------------------------|
| Coin | On the table just outside of the Storeroom (x2). |
|-----------------+---------------------------------------------------------|
| Bartoli Hunting | Inside the glass cases at the south half of the East |
| Shotgun | Hallway (x4). |
0===========================================================================0
|#################| Staff Toilet, Staff Room, and Kitchen |#################|
0===========================================================================0
| Soap | --By the Sink inside the Staff Toilet. |
| | --By the Sink inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Lead Pipe | On the floor by the Toilet inside the Staff Toilet. |
|-------------------+-------------------------------------------------------|
| Mansion Guard | Inside the Locker near the Sink. |
| Disguise | |
| Banana | |
|-------------------+-------------------------------------------------------|
| Wrench | Leaning against the wall near the south door inside |
| | the Staff Toilet. |
|-------------------+-------------------------------------------------------|
| Apricot | --On the shelving at the north end of the Staff Room. |
| | --On the counter at the north side of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Bag of Sugar | On the shelving at the north end of the Staff Room |
| | (x2). |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the washing machine at the north end of the Staff |
| | Room. |
|-------------------+-------------------------------------------------------|
| Iron | On the ironing board at the north end of the Staff |
| | Room. |
|-------------------+-------------------------------------------------------|
| Apple | In the small crate on the floor just outside the |
| | north door to the Kitchen. |
|-------------------+-------------------------------------------------------|
| Propane Flask | --On the floor at the north end of the large center |
| | counter inside the Kitchen. |
| | --On the floor by the Stove at the southwest corner |
| | of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Cleaver | Embedded in the side of beef at the southwest corner |
| | of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Fish | Inside a box on the south center counter inside the |
| | Kitchen. |
0===========================================================================0
|##########################| Mr. Fernsby's Office |#########################|
0===========================================================================0
| Saber | On a crate just outside the Office. |
|----------------------+----------------------------------------------------|
| Mansion Master Key | On a shelf at the west side of the Office. |
|----------------------+----------------------------------------------------|
| Fire Poker | By the fireplace. |
|----------------------+----------------------------------------------------|
| Zachary's Half-Burnt | Inside the Fireplace. |
| Diary | |
|----------------------+----------------------------------------------------|
| Golf Club | Inside the golf bag at the northeast corner. |
|----------------------+----------------------------------------------------|
| Mr. Fernsby's List | On the desk. |
|----------------------+----------------------------------------------------|
| Lethal Poison Pill | By a window at the south side of the Office. |
| Jar | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| 1st Floor \
0===========================================================================>
At the northwest corner of this floor is Emma and Gregory's Room. However,
I will shorthand it to Emma's Room. The Upper Library is at the southwest
corner. The West Hallway connects these two rooms. This Hallway has a small
Bathroom at the north and a small Balcony and the (West) Secret Room which
can only be entered with the Walking Cane (explained later).
The Upper Sitting Room is at the north center part of this floor. The Upper
Foyer is the large room at the south center part and the Center Hallway
connects these two rooms.
At the northeast corner of this floor is Zachary's Room with the (North)
Secret Room next to it. South of Zachary's Room is the Small Office and the
(East) Secret Room which connects to Rebecca's Room to the south.
Connecting the Upper Sitting Room to Rebecca's Room is the East Hallway
which also has a small Bathroom next to Rebecca's Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############| Emma's Room, West Hallway, and Upper Library |#############|
0===========================================================================0
| Letter Opener | --On the table at the southwest corner of Emma's |
| | Room. |
| | --On the table at the west side of the Upper |
| | Library. |
|----------------------+----------------------------------------------------|
| Letter From Emma's | On the nightstand inside Emma's Room. |
| Mother | |
|----------------------+----------------------------------------------------|
| Greenhouse Key Chain | On the floor by the divider at the east side of |
| | Emma's Room. |
|----------------------+----------------------------------------------------|
| Walking Cane | Near the fireplace inside Emma's Room. |
|----------------------+----------------------------------------------------|
| Barber Razor | Inside the small Bathroom. |
|----------------------+----------------------------------------------------|
| Newspaper | On the luggage just outside of Emma's Room. |
|----------------------+----------------------------------------------------|
| Brick | On the railing at the outside Balcony. |
|----------------------+----------------------------------------------------|
| Montgomery's Long | Inside the (West) Secret Room. |
| Lost Letter | |
| Classic Coin (x2) | |
0===========================================================================0
|##########| Upper Sitting Room, Center Hallway, and Upper Foyer |##########|
0===========================================================================0
| Bust | --At the northwest corner of the Upper Sitting Room. |
| | --At the southeast side of the Upper Foyer. |
|-----------+---------------------------------------------------------------|
| Newspaper | At the northeast corner of the Upper Sitting Room. |
0===========================================================================0
|#########| Zachary's Room, (North) Secret Room, and East Hallway |#########|
0===========================================================================0
| Kitchen Knife | On the counter at the east side of Zachary's |
| | Room. |
|------------------------+--------------------------------------------------|
| Zachary's Suicide Note | On the table by the fireplace inside Zachary's |
| | Room. |
|------------------------+--------------------------------------------------|
| Mansion Floor Plan | Inside the (North) Secret Room. |
|------------------------+--------------------------------------------------|
| Feather Duster | On the table outside the Bathroom in the East |
| | Hallway. |
0===========================================================================0
|##########| Small Office, (East) Secret Room, and Rebecca's Room |#########|
0===========================================================================0
| Soda Can | On the center desk inside the Small Office. |
| Apricot | |
| Apple | |
|----------+----------------------------------------------------------------|
| Scissors | On the shelf at the southwest corner of the Small Office. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| 2nd Floor \
0===========================================================================>
Alexa's Office dominates the north half of this floor. There is also a
Balcony to the north, a Private Room to the west, and a Secret Room that
connects it to the hallway outside the Office. Alexa's Bedroom is at the
south half of the floor. There is a Bathroom to the west, a Closet to the
north of that, and a Staff Room next to it.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############| Alexa's Office, Private Room, and Secret Room |#############|
0===========================================================================0
| Case File on Arthur | Inside the Safe. |
| Edwards | |
|-----------------------+---------------------------------------------------|
| Imperial Filigree Egg | On the counter at the west side of the Office. |
| Bust | |
|-----------------------+---------------------------------------------------|
| Apple | On the coffee table at the east side of the |
| | Office. |
|-----------------------+---------------------------------------------------|
| Letter Opener | On the small table by the chair at the east side |
| | of the Office. |
|-----------------------+---------------------------------------------------|
| Fire Poker | By the fireplace inside the Office. |
|-----------------------+---------------------------------------------------|
| Shears | On the ground by the rectangular planter at the |
| | west side of the Balcony. |
|-----------------------+---------------------------------------------------|
| Unicorn Horn | On the table with the large model of a sailing |
| | ship inside the Secret Room. |
0===========================================================================0
|###########| Alexa's Bedroom, Bathroom, Closet, and Staff Room |###########|
0===========================================================================0
| Fire Poker | By the fireplace inside the Bedroom. |
|-------------------+-------------------------------------------------------|
| Scissors | --On the counter inside the Bathroom. |
| | --On the floor at the northwest corner of the Closet. |
|-------------------+-------------------------------------------------------|
| Letter to Rebecca | On the large ottoman inside the Closet. |
| Carlisle | |
|-------------------+-------------------------------------------------------|
| Iron | On the ironing board inside the Staff Room. |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the shelf at the south side of the Staff Room. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| 3rd Floor \
0===========================================================================>
This is the upper area above the Office. It also has a balcony and a
Maintenance Area to the west that isn't seen on the map and can only be
accessed by a Ledge above the stairs.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Bartoli Hunting Shotgun | Near the doors to the balcony. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DTR3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn a Hidden Stash at the Deliveries and unlock the |
| | Lockpick Mk III for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn an Agency Pickup at the Ground Floor Bathroom. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start at the Garden disguised as a Gardener. |
|----------+----------------------------------------------------------------|
| Level 5 | You earn a Hidden Stash at the Greenhouse and unlock the ICA19 |
| | Shortballer for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You can now start at the Staff Room disguised as a Mansion |
| | Guard. |
|----------+----------------------------------------------------------------|
| Level 7 | You earn an Agency Pickup at the Changing Room and unlock the |
| | Sedative Poison Vial for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You can now start behind the Mansion. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn an Agency Pickup at the Graveyard. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the ICA Remote Audio Distraction Mk III for use in |
| | all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the Library disguised as Mansion Staff. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn a Hidden Stash at the Library. |
|----------+----------------------------------------------------------------|
| Level 13 | You unlock the Kukri Knife for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn an Agency Pickup at the Upper Floor Hallway. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the Proximity Explosive Duck for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now start at Zachary's Bedroom disguised as the |
| | Private Investigator. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn a Hidden Stash at the Laundry Room. |
|----------+----------------------------------------------------------------|
| Level 18 | You can now start at the Main Road after the family gathering |
| | has started and unlock the Walking Cane for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 19 | You can now start behind the Mansion after the family |
| | gathering has started. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Classic Cut Long Coat Suit with Gloves and the |
| | Bartoli Woodsman Hunting Rifle for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DTR4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0===============0
| Alexa Carlisle \
0===========================================================================0
| She is your primary Target and can be found at the upper levels of the |
| Mansion. She will go to a couple of places including Zachary's Room, go |
| back up to her Secret Room, then go downstairs to address the family. |
| After that then she will stay downstairs. |
| |
| You can make her come down sooner if you get her down to the Garden for a |
| photo shoot or select one of the endings of the murder mystery when |
| presenting your findings to Alexa as the Detective. You can also make her |
| stay upstairs if you select another of the mystery endings. |
0===========================================================================0
0============0
| Mr. Fernsby \
0===========================================================================0
| He is the Butler for the Carlisle family. He mainly stays downstairs and |
| goes between the family and staff areas. |
0===========================================================================0
0=================0
| Gregory Carlisle \
0===========================================================================0
| He is one of Alexa's brothers and can be found sitting in the Sitting |
| Room. |
0===========================================================================0
0==============0
| Emma Carlisle \
0===========================================================================0
| She is the wife of Gregory and is Alexa's daughter-in-law. She can be |
| found pacing inside the Sitting Room. |
0===========================================================================0
0=================0
| Patrick Carlisle \
0===========================================================================0
| He is the son of Emma and Gregory and can be found playing pool at the |
| Library. |
0===========================================================================0
0================0
| Edward Carlisle \
0===========================================================================0
| He is one of Alexa's brothers and can be found inside the Dining Room. |
0===========================================================================0
0=================0
| Zachary Carlisle \
0===========================================================================0
| He is Alexa's youngest brother and is the murder victim who can be found |
| still in his bed. |
0===========================================================================0
0===============0
| Phineas Witmer \
0===========================================================================0
| He is the famous detective who has been requested to the Manor to find |
| out which member of the family or staff is responsible for Zachary's |
| death. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DTR5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=====================0
| The Mansion Exterior \
0===========================================================================0
| Almost all of the listed Disguises will allow you to go everywhere on the |
| Mansion Exterior grounds except the Greenhouse. The only Disguise that |
| will allow you to safely go inside is the Private Investigator Disguise. |
| Therefore, all permissions listed will be for the interior of the |
| Mansion. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================0
| Classic Cut Long Coat Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. The only area you are allowed is just outside the Main Gate. |
| Everything beyond it is off limits. In addition, there is one Enforcer at |
| the Gate. |
| |
| You can start behind the Mansion and behind the Mansion after the family |
| gathering has started once you've reached Mastery Levels 8 and 19 and at |
| the Main Road after the family gathering has started once you've reached |
| Mastery Level 19. |
0===========================================================================0
0===========0
| Undertaker \
0===========================================================================0
| This is the person who is handling the funeral and can only be found at |
| the Graveyard. He wears a black long jacket with black gloves, a |
| gray-blue sash ("Nearer my God to thee"), and a top hat. As for access, |
| you cannot go anywhere inside the Mansion. |
| |
| To acquire this Disguise you need to go to the northeast corner of the |
| Open Grave area to find a Container. Toss an object near it to lure the |
| nearby Gardener. Knock him out and dump him into the Container. When the |
| Undertaker is close then toss an object near the tree in the hedge corner |
| close to the chairs to lure him there. Knock him out there, dump him in |
| the Container, and take his Disguise. |
| |
| If he happens to be standing by the Open Grave by the time you get rid of |
| the Gardener then knock him out there and drag him to the Container. |
| |
| Another way is to use the Gas Briefcase on him. He should then go to the |
| water's edge at the northwest side of the Graveyard and you can safely |
| subdue him for his clothes there. |
| |
| As for Enforcers, there are are only two at Casual difficulty: one at the |
| west side of the Graveyard and one at the south side of the Graveyard. |
| There are no additional Enforcers at Professional difficulty. At Master |
| difficulty there is one additional Enforcer and he is at the West Inner |
| Perimeter. |
0===========================================================================0
0=============0
| Photographer \
0===========================================================================0
| This is the person assigned to take the family photo and can only be |
| found near the Garden Fountain. He wears a brown jacket with a mauve |
| scarf, black leather pants, and a brown cap. As for access, you cannot go |
| anywhere inside the Mansion. |
| |
| The best way to acquire this Disguise is to find the Bottle at the west |
| side of the Garden Fountain. Use emetic poison on it and wait. He will |
| eventually drink from it and get sick. He will then go all the way to the |
| river shore close to the Graveyard. When the patrolling Guards are far |
| away then subdue, drag him into the bushes, and take his Disguise. |
| |
| It is recommended that you only subdue not hit him or you may risk having |
| him fall into the river which will result in his death and loss of the |
| Disguise. |
| |
| As for Enforcers, there are none at any difficulty. |
0===========================================================================0
0=========0
| Gardener \
0===========================================================================0
| These are the people that tend to the exterior of the Mansion. They wear |
| green jumpsuit with black boots and a green hat. As for access, you are |
| only allowed inside the Staff areas (Staff Room, Staff Toilet, Kitchen). |
| All other rooms are off limits. |
| |
| The safest way to acquire this Disguise if you start at the Main Gate is |
| to climb over the wall and cross the sand bridge going north. Grab the |
| Brick after you cross the bridge. |
| |
| Go to the south end of the East Outer Perimeter to find two Gardeners. |
| There is a large bush near them and another large bush to the south. Toss |
| an object, such as a Coin, between the bushes to lure the male Gardener. |
| Get up behind him, knock him out with the Brick when he gets to the Coin, |
| drag him into the bush, and take his Disguise. |
| |
| As for Enforcers, there are twelve at Casual difficulty: |
| |
| --Two at the north side of the Greenhouse. |
| --One near the Garden Fountain. |
| --One at the southeast side of the Garden. |
| --One north of the Graveyard. |
| --One patrolling the center of the Graveyard. |
| --Two south of the Small Chapel. |
| --One patrolling just west of the front door. |
| --One just outside the road entrance to the South Inner Perimeter. |
| --Two at the East Outer Perimeter just south of the Well. |
| |
| There are no additional Enforcers at Professional difficulty. |
| |
| At Master difficulty, there are eleven additional Enforcers: |
| |
| --One at the east side of the Greenhouse. |
| --One at the northwest side of the Garden. |
| --One at the northeast side of the Garden. |
| --One patrolling the East Outer Perimeter near the Garden. |
| --One patrolling the southwest side of the Garden. |
| --One patrolling the southeast side of the Garden. |
| --One near the Open Grave at the Graveyard. |
| --One at the south end of the West Outer Perimeter. |
| --One near the bridge at the South Outer Perimeter. |
| --One near the River Bridge at the East Outer Perimeter. |
| --One near the water's edge at the south end of the East Outer |
| Perimeter. |
| |
| You can start at the Garden already disguised as a Gardener once you've |
| reached Mastery Level 4. |
0===========================================================================0
0=======0
| Lawyer \
0===========================================================================0
| This is the person who can only be found in the Small Office on the 1st |
| Floor and wears a black pinstripe three piece suit. |
| |
| As for access, you can go everywhere on the Ground Floor except for Mr. |
| Fernsby's Office. On the 1st Floor, you can go everywhere except |
| Zachary's Room. You cannot go on the 2nd Floor and above. |
| |
| To obtain this Disguise you should go into the Office as a Bodyguard and |
| dismiss the Guard already here. Once he leaves then subdue the Lawyer, |
| dump him in the Container, and take his Disguise. |
| |
| As for Enforcers, there are only three at Casual difficulty: one outside |
| the west door, Mr. Fernsby, and Rebecca Carlisle. At Professional |
| difficulty there is one additional Enforcer and he is patrolling the |
| Center Hallway on the 1st Floor. At Master difficulty there is one |
| additional Enforcer and he is patrolling the 1st Floor Foyer. |
0===========================================================================0
0=====================0
| Private Investigator \
0===========================================================================0
| This is Phineas Witmer, a famous detective who has been requested by |
| Alexa to investigate the death of Zachary. He wears a long beige coat |
| with a gray shirt, dark jeans, and a brown hat and glasses. |
| |
| As already noted this is the only Disguise to allow you safe access to |
| the Greenhouse. As for inside the Mansion, you can go everywhere on the |
| Ground Floor including Mr. Fernsby's Office. On the 1st Floor you can go |
| everywhere except the Small Office. You cannot go up onto the 2nd Floor |
| except when you talk to Alexa about your findings on the murder mystery. |
| |
| After talking to Alexa then you will have full access to the Office and |
| hallway areas but not Alexa's Bedroom, Bathroom, and Closet. |
| |
| The best way to acquire this Disguise is to go into the Sitting Room as |
| Mansion Staff and use emetic poison on the Cakes on the table at the |
| southeast corner of the room. When Phineas enters the room then he will |
| eventually take a sample of the Cakes and gets sick. He will then go to |
| the Bathroom at the West Hallway where you can safely subdue him, dump |
| him in the Closet, and take his Disguise. |
| |
| As for Enforcers, there are none at any difficulty. The level of access |
| and lack of Enforcers makes this the best Disguise to use for this |
| mission. |
| |
| You can start at Zachary's Bedroom already disguised as the Investigator |
| once you've reached Mastery Level 16. It should be pointed out that if |
| you start here then Phineas becomes an Enforcer at all difficulties. |
0===========================================================================0
0==============0
| Mansion Staff \
0===========================================================================0
| These are the people that tend to the interior of the Mansion. They wear |
| a white shirt with gloves, a black and blue vest with a bowtie, and black |
| pants. This is also the only Disguise that will allow you to poison food |
| and drinks without suspicion. |
| |
| As for access, you can go everywhere on the Ground Floor except for Mr. |
| Fernsby's Office. On the 1st Floor you can go everywhere except for |
| Zachary's Room and the Small Office. On the 2nd Floor you can go |
| everywhere except the Private Room. |
| |
| The easiest way to acquire this Disguise is to go to the Storeroom by the |
| Dining Room. Just outside is a Vacuum Cleaner. Turn it on to lure a |
| nearby Staff person. Go to the glass doors near the Kitchen and hide |
| behind one side of them. When the Staff gets into position then run up |
| behind him, subdue him when he turns it off, dump him in the Closet |
| inside the Storeroom, and switch into his Disguise. |
| |
| Another way to obtain this Disguise is to grab a Crowbar and find the |
| Fusebox just outside of Mr. Fernsby's Office. Open it and turn it off to |
| lure the Staff to it. Knock him out when he turns it back on, take his |
| Disguise, and dump him out of the window when the patrolling Guard |
| outside has his back turned. |
| |
| As for Enforcers, there are thirteen at Casual difficulty: |
| |
| --One near the Garden Fountain. |
| --One at the Delivery Area. |
| --One in the hallway just outside of the Trophy Room on the Ground |
| Floor. |
| --One inside the Library that will leave on occasion at Patrick's |
| request. |
| --One inside the Staff Room. |
| --Mr. Fernsby. |
| --One patrolling the Upper Foyer on 1st Floor. |
| --One at the south end of the East Hallway on the 1st Floor. |
| --One on the Office balcony on the 2nd Floor. |
| --One outside Alexa's Bedroom. |
| --Two inside Alexa's Bedroom. |
| --Alexa. |
| |
| At Professional difficulty there are two additional Enforcers: one |
| patrolling the Center Hallway on the 1st Floor and one on the Office |
| balcony on the 2nd Floor. |
| |
| At Master difficulty there are five additional Enforcers: |
| |
| --One between the south side of the Garden and the stairs to the |
| Mansion. |
| --One at the west door of the Mansion. |
| --One in the hallway between the Sitting Room and the Dining Room. |
| --One in the Staff Room. |
| --One in the Kitchen. |
| |
| You can start at the Upper Library already disguised as Staff once you've |
| reached Mastery Level 11. |
0===========================================================================0
0==============0
| Mansion Guard \
0===========================================================================0
| These are the regular Guards that patrol the exterior of the Mansion. |
| They wear a dark blue security coat, a black hat, dark gray pants, and |
| green rain boots. As for access, you are only allowed inside the Staff |
| areas (Staff Room, Staff Toilet, Kitchen). All other rooms are off |
| limits. |
| |
| The easiest way to acquire this Disguise is to go to the Staff Toilet to |
| find a Locker. Use either a Crowbar or Lockpick to open it and find the |
| Disguise at the bottom. Although there is a Staff Locker Key at the |
| Delivery Area it is best to just bust or pick open the Locker since you |
| need to distract a Guard to get at the Key safely. |
| |
| Incidentally, this Guard at the Delivery Area can also be knocked out to |
| obtain the Disguise if you need it without going into the Mansion. Simply |
| grab the Crowbar nearby, go behind the green van, and toss it on the |
| ground to lure him. Knock him out, dump him in the Container, and take |
| his clothes. |
| |
| As for Enforcers, there are twelve at Casual difficulty: |
| |
| --One near the Garden Fountain. |
| --Two at the east side of the Garden. |
| --One patrolling the West Outer Perimeter near the Garden. |
| --One patrolling the West Outer Perimeter near the Graveyard. |
| --One just inside the Main Gate. |
| --One patrolling the East Outer Perimeter near the River Bridge. |
| --One near the west door to the Trophy Room. |
| --Two near the Hearse at the West Inner Perimeter. |
| --One near the front door. |
| --One at the Delivery Area. |
| |
| At Professional difficulty there is one additional Enforcer and he is at |
| the Staff Room. |
| |
| At Master difficulty there are six additional Enforcers: |
| |
| --One patrolling the center of the Graveyard. |
| --One at the south end of the West Outer Perimeter. |
| --One patrolling the East Outer Perimeter near the Garden. |
| --One patrolling the East Outer Perimeter near the Well. |
| --One patrolling just west of the front door. |
| --One patrolling just east of the front door. |
| |
| You can start at the Staff Room already disguised as a Guard once you've |
| reached Mastery Level 6. |
0===========================================================================0
0==========0
| Bodyguard \
0===========================================================================0
| These are the high end Guards for the Mansion. They wear a dark gray |
| three piece suit with a green tie, a security lanyard, and a |
| walkie-talkie. As for access, they can go everywhere except for one |
| place: the Private Room on the 2nd Floor. |
| |
| There are two ways to acquire this Disguise. The first is to go to the |
| west door of the Mansion to find two Bodyguards. Go into the West |
| Hallway's Bathroom, turn on one of the Sinks, and hide in the Closet. The |
| Sink will lure one of the Bodyguards to it. When he turns it off and |
| begins to clean up the mess then leave the Closet, subdue him, dump him |
| in the Closet, and take his Disguise. |
| |
| The second way is after you unlock the Zachary's Balcony Shortcut. Simply |
| go up the Ladder to the Balcony to find a lone stationary Bodyguard. |
| Sneak up behind him, subdue him, drag him inside and to the Closet, dump |
| him, and take his Disguise. |
| |
| As for Enforcers, there are eight at Casual difficulty: |
| |
| --One outside the Graveyard. |
| --Two by the west door of the Mansion. |
| --One inside the Trophy Room. |
| --Mr. Fernsby. |
| --One patrolling the Foyer on the 1st Floor. |
| --One standing outside Alexa's Bedroom on the 2nd Floor. |
| --Alexa's personal Guard. |
| |
| There are no additional Enforcers at Professional difficulty. |
| |
| At Master difficulty there are six additional Enforcers: |
| |
| --One in the Ground Floor Staff Room. |
| --One in the Kitchen. |
| --One patrolling the Center Hallway on the 1st Floor. |
| --Two at Alexa's Office. |
| --One inside Alexa's Bedroom. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DTR6. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0=========================0
| The Main Road Exit Point \
0===========================================================================0
| The very first time you do this mission you will only be able to leave |
| via the Main Road exit point. Afterwards you can leave through any of the |
| three additional exit points. |
0===========================================================================0
0==========0
| Shortcuts \
0===========================================================================0
| There are two Shortcuts that you will find in this mission: |
0===========================================================================0
| Zachary's Balcony | On one side of the Balcony to Zachary's Room. |
| Ladder | Requires a Crowbar to open. |
|--------------------+------------------------------------------------------|
| Maintenance Ladder | On the west side of the maintenance area at the west |
| | side of the 3rd Floor that can only be accessed via |
| | a Ledge above the stairs going up. Requires a |
| | Crowbar to open. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple keys and keycards that you will find in this mission: |
0===========================================================================0
| Staff Locker Key | This Key opens a Locker inside the Staff Toilet. |
|----------------------+----------------------------------------------------|
| Hearse Key | This Key operates the Hearse parked at the west |
| | side of the Mansion. |
|----------------------+----------------------------------------------------|
| Boat Key | This Key operates the Boat at the west side of the |
| | Garden. |
|----------------------+----------------------------------------------------|
| Key to Emma and | This Key opens the door to their Room. |
| Gregory's Bedroom | |
|----------------------+----------------------------------------------------|
| Key to Rebecca's | This Key opens the door to her Room. |
| Bedroom | |
|----------------------+----------------------------------------------------|
| Key to Mr. Fernsby's | This Key opens the door to his Office. |
| Office | |
|----------------------+----------------------------------------------------|
| Greenhouse Key | This Key opens the Greenhouse. |
|----------------------+----------------------------------------------------|
| Mansion Master Key | This Keycard opens all of the doors inside the |
| | Mansion. This will not open the Greenhouse. |
0===========================================================================0
0=================0
| The Walking Cane \
0===========================================================================0
| This Cane, found inside Emma's Room, looks like any ordinary Cane. |
| However, as noted earlier, this can be used to open some of the Secret |
| Rooms inside the Mansion. Look for a picture of a dog and you should see |
| a Mysterious Switch. Use the Switch to make 47 use the Cane on it to open |
| the Room. |
| |
| The Secret Rooms are also Unexplored Areas so this is another clue as to |
| their locations. |
0===========================================================================0
0======================0
| The Poison Distillery \
0===========================================================================0
| Inside the Greenhouse is a piece of broken Equipment which I will call |
| the Poison Distillery. Here you can take any emetic poison, such as the |
| Emetic Flowers and even the Emetic Rat Poisons, and turn them into lethal |
| poison. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================0
| Obtaining The Case File \
0===========================================================================>
Before going into the main run-throughs I'm going to go over one of the
main tasks you need to do in order to complete the mission and that is to
retrieve the Case File. There are three ways to acquire it:
>>The Safe
********
There is a Safe inside Alexa's Office that has the File. Pushing a
button on her chair will open a secret panel and reveal the Safe.
This Safe is the only Keypad in the mission.
Above the Safe are four symbols: a clock, a telescope, a fireplace,
and a moose head. These four things can be found inside the Office
area. When you find one then there should be a very small plaque with
a number nearby:
>>Clock - 1
>>Telescope - 9
>>Fireplace - 7
>>Moose Head - 5
Thus the combination for the Safe is 1975.
>>The Token
*********
Rebecca Carlisle and Mr. Fernsby have been given two halves of a
Token belonging to the London branch of the Milton-Fitzpatrick Bank.
Alexa made an additional copy of the File and put it in a safety
deposit box in the Bank.
In case of Alexa's death Mr. Fernsby would give his half of the Token
to her and she could go to the Bank to retrieve it no questions
asked. Acquiring the Token would give 47 access to the copy and would
not need to open the Safe in Alexa's Office.
>>The Detective
*************
When solving the murder mystery, explained later, then you can go up
to the Office and talk to Alexa about the Case. After finishing up
with her then she will ask you for your reward in which you can
choose either Money or the Case File. One of the endings is better
suited for this than the others.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Just One More Thing..... \
0===========================================================================>
For this initial run-through I am going to do the murder mystery and find
out who killed Zachary. Doing this will involve multiple Challenges and
will also acquire all but one of the Disguises for [Chameleon]. This run
will also acquire a bunch of smaller Challenges. The mystery has three
potential endings and a game save will be used to acquire them all. One of
them will be used to kill Alexa and obtain the Case File.
When planning bring the Krugermeier, Lockpick, Coins, and you will be
starting at the Main Road. When you start then run to the north side of the
Main Gate, climb over the wall, proceed north over the sand bridge, and
grab the Brick by the large rock.
Run north to find a pair of Gardeners. Go into the large bush near them
then toss a Coin in the clearing between this and another bush to the south
to lure the male Gardener. When he gets to the Coin then sneak up on him
and knock him out with the Brick. Drag him into the bush and take his
Disguise.
Go northwest to the bushes near the perimeter wall and proceed north until
you find a break in the wall that you can use to climb up into a small
hedge area near the parked cars. Climb over the north wall then run to the
Delivery Area. Grab the Crowbar then run to the north to grab the
Newspaper. Go down into the lower area to grab the Emetic Rat Poison.
Go in through the east door then into the Kitchen and to the Staff Room.
Grab the Emetic Rat Poison here then go into the Staff Toilet to find the
Locker. Open it then switch into and out of the Mansion Guard Disguise.
Go to Mr. Fernsby's Office, pick open the door, then go in and grab the
Mansion Master Key. Go to the Fusebox just outside, open it, and turn it
off to lure the Mansion Staff to it. Go in the corner near the door to the
hallway and wait for him to get into position. Knock him out when he turns
it off, dump him in the Closet in the Office, and switch into his Disguise.
Run to the Sitting Room and to the southeast corner to find a dining table.
On it you should find some Cakes. Use one of the poisons on it then run to
the West Hallway Bathroom and wait. As you are doing this then the Private
Investigator will be led inside and go to the Sitting Room. He should take
a bit of the Cakes and get sick then go here. Knock him out, dump him in
the Closet, and take his Disguise.
Now time to solve the case. In order to do so you need to obtain clues and
interview suspects. One of the Challenges related to the case is [House
Cleaning] in which you need to obtain all Clues from each location of
interest.
There are five places:
--Zachary's Room.
--Emma's Room.
--Rebecca's Room.
--The Greenhouse.
--Mr. Fernsby's Office.
But there's more. According to IGN.com there are five additional Clues
outside of these rooms that must be found to complete the Challenge. These
clues are not required to solve the case but can be used further implicate
people and even open up the third ending.
In addition, you may find Camera icons on the map. These indicate places
where you can use your Camera to scan in a Clue.
To start, go up to Mr. Fernsby and ask him to lead you to the crime scene.
He will then take you to Zachary's Room. Once you enter then go to the
Balcony outside to find a Bodyguard. Knock him out, drag him inside, and
dump him in the Closet. Go back to the Balcony to find and open the
Shortcut.
Go back inside and begin going over the Room. There are a total of six
Clues inside the Room:
--Use your Camera to scan Zachary's body.
--Use your Camera to scan the nearby Whiskey Bottle.
--Go to the Laptop on his desk and investigate it.
--Go to the fireplace and grab the Suicide Note from the table.
--Go to the bookcase at the southwest corner to find a Book. Pull it to
open a door into a Secret Room.
--Grab the Mansion Floor Plans from inside the Secret Room.
After this then go to Emma's Room at the northwest corner of this floor.
There are a total of four Clues inside this Room:
--Go to the bed and grab Emma's Letter from the nightstand.
--Go to the northeast corner to scan in the Shoes.
--Look on the floor by the divider to find and pick up the Greenhouse Key
Chain.
--Find and pick up the Walking Cane.
Picking up the Walking Cane will allow you enter certain Secret Rooms. Go
to the Upper Library and to the northeast corner. On your map you should
see an Unexplored Area icon indicating a Secret Room here. Look on the
floor to find a Mysterious Switch. Use it to open the door and enter the
Room to put it on the map.
Here you should find another Clue which is Montgomery's Long Lost Letter.
Picking it up will also open the third ending option. Pick up the two
Classic Coins before leaving. Carefully go near the stairs down to the
Library and look north into the Hallway. Here you should see a Bodyguard
flirting with a Maid. Stay distant and take a picture of them for another
Challenge.
Before going to any of the other rooms it is best to go after the other
outside Clues. Go downstairs and outside. Near the stairs by the Sitting
Room is another Camera icon. Use the Camera to scan in some Footprints. Go
into the Trophy Room to find some Documents on a round table. Scan it in
then go the Sitting Room to find a large picture of Montgomery Carlisle.
Scan it then go to the Dining Room to find a Speech on the table. Scan it
then go back outside and to the Greenhouse but grab the Wrench from the
Garden Fountain along the way. Enter through the front door using the
Lockpick and go to the Equipment (Poison Distillery).
The Distillery has been recently used but is now broken. Nearby is a Poison
Dosage Table that needs to be scanned in to complete Clue finding for this
location. Before leaving repair the Distillery then grab one of the Emetic
Flowers and use it on it to acquire some lethal poison.
Go back inside the Mansion and to the 1st Floor and to Rebecca's Room.
There are two Clues here. The first is Documents by the fireplace that you
need to scan in. The second is the Laptop on the table that you need to
investigate.
After this then go down to Mr. Fernsby's Office. There are three Clues
inside the Office:
--Pick up Zachary's Half-Burnt Diary from the fireplace.
--Pick up Mr. Fernsby's List off of the desk.
--Pick up the Lethal Poison Pill Jar from the window.
With all of the Clues acquired you have enough evidence to suggest that
Emma is the murderer because her handwriting best matches what was found on
the Suicide Note. But you also have evidence that can also be used to frame
Mr. Fernsby because of his involvement in Montgomery's murder almost fifty
years ago. And the long lost note can also be used to frame Zachary because
that same murder was unnecessary.
But you still need to do more before going up to Alexa. Go back to Mr.
Fernsby and he will suggest that you talk to everybody to obtain alibis.
But all you need to do is talk to Emma who should be in the Sitting Room.
You need to talk to her or you won't be able to accuse her when talking to
Alexa. Talking to Emma will give you all of the evidence you need - she is
the true murderer.
After talking to Emma then go to Mr. Fernsby and ask to present your
findings to Alexa. He will lead you to her Office. Go inside and, before
sitting down, then make a game save:
>>A Matter of Justice
*******************
Sit down and Accuse Emma. 47 will then tell Alexa about how Emma was
getting revenge for Montgomery's murder and speeding up her ascension
as the lady of the house. Emma is Alexa's daughter-in-law but she is
also her niece because she is the daughter of Montgomery.
Emma's mother, Jane, witnessed both Alexa and Zachary push Montgomery
to his death and she married into the family to reclaim what her
mother felt was stolen from her. She killed Zachary with poison from
one of his rare plants and make it look like a suicide. She was also
planning to kill Alexa with the same poison once she knew she was
still alive.
When Alexa asks what you want your reward to be choose Money then
walk away. Run down to Zachary's Room and go into the Secret Room. At
the south side is a Peephole. If things go right then Alexa will go
downstairs nearby and talk to Mr. Fernsby.
After talking to him then she will go to the painting on the opposite
side of the wall and talk to it. As she is talking then look through
the Peephole for a few seconds then run back into Zachary's Room and
hide behind the large pillar at the northeast side of the room.
She will then go into the Room, sit in the chair nearby, and talk to
Zachary. Take some pictures of her here for another Challenge and
reload the save after the notifications pop up.
>>A Matter of Loyalty
*******************
When you get back then sit down and Accuse Mr. Fernsby. 47 will then
tell Alexa that Mr. Fernsby killed Zachary because he was going to
tell the world about his involvement in Montgomery's murder now that
Alexa was dead. Mr. Fernsby helped cover up the murder and make it
look like an accident and he didn't want to be implicated in the
confession so that is why he was murdered.
However, Alexa informs 47 that Mr. Fernsby didn't kill Zachary for
himself - he did it to protect the Carlisle empire and maintain its
stability. When Alexa asks for your reward then choose Money again
and leave. Reload the save again after the notifications pop up.
When you get back then sit down and Accuse Zachary. 47 tells Alexa that
Zachary killed himself because with her dead he felt he couldn't go on.
However, Alexa finds it hard to believe that he would kill himself over her
considering that he hated her.
But he found the lost letter that stated that Montgomery wanted to let
Alexa have the empire because he wanted to marry Jane and that he felt that
Alexa was better suited to the job. The letter made Montgomery's murder
unnecessary - Alexa would've gotten everything anyway.
The murder devastated Zachary and made him into a sad recluse. The letter
utterly destroyed him and made him kill himself. This revelation shakes
Alexa up to the core, devastating her the same way it did Zachary. She
realized how badly she screwed everything up and that she needs to "leave
the pit" as she puts it.
When she asks for your reward then ask for the Case File. She is surprised
by the request then realizes that the detective across from her is the
assassin following her and the Partners. She knew this day would come and
is at peace with it. She then gets up and opens the Safe for you with one
simple request: make Arthur suffer. Grab the Case File and run to the
Private Room.
As you do so then Alexa will go to the balcony outside, climb the railing,
and plunge to her death.
With her gone it is time to acquire a bunch of other Challenges before
leaving the mission. Go into the Private Room and to the south side to find
a button that opens up the Secret Room here.
Go inside and obtain the Unicorn Horn then go into the hallway and into the
Staff Room. Go into the Closet area then into the Bathroom. Use the
Gramophone to lure in the Staff and hide behind the bathtub.
When he turns it off then knock him out, dump him in the Closet in the
Closet, and sneak into the Bedroom to put it on the map. Go back into the
hallway through the Bedroom door then run back down to Zachary's Room.
Switch into the Bodyguard Disguise then go into the Small Office.
Go to the Bodyguard and dismiss him then go to the Lawyer and subdue him.
Dump him in the nearby Container, and switch into and out of his Disguise.
Investigate his Laptop then go back to Zachary's Room to re-acquire the
Investigator Disguise then go back upstairs and to the Office.
Climb up the stairs and grab the Ledge near the top. Shimmy left to a
window then climb up to the Maintenance Area. Find and open the Shortcut at
the edge before going back inside. Go back to the 1st Floor and put any
Unexplored Areas on the map before going back down to the Ground Floor.
Another Challenge requires that you obtain five Keys related to the
Mansion:
--Mansion Master Key.
--Key to Emma and Gregory's Bedroom.
--Key to Rebecca's Bedroom.
--Greenhouse Key.
--Key to Mr. Fernsby's Office.
You already have one but you need to knock out four additional people to
acquire the rest. One Challenge requires that you knock out all five
members of the family with a Hammer. Go to the south side of the Library to
acquire a Hammer.
Go back to the Bathroom to re-acquire the Mansion Staff Disguise. Go into
the Trophy Room through the south door and find the table where you scanned
in the Documents earlier. Here you should find a Bottle that Rebecca drinks
from. Use the emetic poison on it then go back to the Bathroom.
When she gets sick and comes here then knock her out with the Hammer and
dump her in the Closet. She will also drop one of the Tokens to the deposit
box mentioned earlier. Pick up both the Token and her Bedroom Key then
switch back into the Investigator Disguise.
Go to the stairs leading up to the 1st Floor and under the west set to find
a Vacuum Cleaner. When Mr. Fernsby is nearby then turn it on and climb into
the Container. When he gets into position then climb out, knock him out,
and dump him in the Container. Pick up his Office Key and his Token to
complete another Challenge.
Go to the Storeroom by the Dining Room to find a Vacuum Cleaner. You need
to get rid of the two Mansion Staff in the hallway by the Dining Room to do
other things. Turn on the Cleaner and go to the glass doors near the
Kitchen and hide behind them until he gets into position. Run up to him,
knock him out when he turns it off, and dump him in the Closet in the
Storeroom.
Turn on the Cleaner again but it won't lure the other one because he is too
far away. Toss an object into the hallway to get him close enough to hear
the Cleaner. Hide then ambush him when he gets into position. Go south down
the hallway a bit to find a glass case with some Shotguns. Shoot the glass
then pick up and drop a Shotgun to complete another Challenge.
Go into the Dining Room to find Edward Carlisle. Wait for him to sit down
and play the piano then throw stun him with the Hammer for another
Challenge. Drag him to the Container inside the Room and dump him.
Go back to the hallway to find a Closet. With the Coins you have then make
a Coin Chain from near the Closet and into the Sitting Room. Then toss an
object near the last Coin to lure one of the nearby Bodyguards. When he
reaches the last Coin then knock him out and dump him in the Closet. Pick
up all Coins, the Pistol, and re-create the Chain. When Emma is away from
Gregory then make a game save:
>>Second-Hand News
****************
Toss the object again to lure Gregory to the Chain. Bring out the
Newspaper and knock him out when he reaches the last Coin. After the
notifications pop up then reload the save.
When you get back then toss the object again to lure Gregory to the Chain.
Bring out the Hammer and knock him out when he reaches the last Coin.
Dump him in the Closet, pick up his Bedroom Key, and re-create the Chain
again.
When Emma is close to the couch then toss the object again to lure her.
Knock her out with the Hammer when she reaches the last Coin, pick up the
Greenhouse Key and Coins, and dump her in one of the Closets further down
the hallway. This should also complete the Key related Challenge.
Go into the Library and to the pool table. In one of the pockets is a Pool
Ball that you should pick up. Another Challenge is to knock out Patrick
with it. There should also be a maid in the Library. Go to the Bathroom
door and place a couple of Coins outside and one inside the Bathroom. Toss
an object to lure her. She should then pick up the Coins.
As you wait for her then take cover to the left of the door. When she walks
in then grab her and pick up the Coins. Go to Patrick and make another game
save:
>>Cue Balled
**********
Knock him out with the Ball when he is at the table then reload the
save after the notifications pop up.
When you get back then knock out Patrick with the Hammer and dump him in
the nearby Container to hide him. Go to the Graveyard and to the Open
Grave. To the northeast is a Container. Toss an object near it to lure the
Gardener to it. Knock him out and dump him into it.
When the Undertaker is standing by the Grave then knock him out, drag and
dump him into the Container, and switch into and out of his Disguise. Go
and find all remaining Unexplored Areas before leaving the mission via the
Main Road.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Elementary, My Dear Diana [1,000 XP]
************************************
For this you need to acquire the Private Investigator Disguise.
>>Shortcut: Balcony Ladder [1,000 XP]
***********************************
For this you need to open the Shortcut at Zachary's Balcony.
>>D'ya Like Dags [1,000 XP]
*************************
For this you need to pick up the Walking Cane.
>>Dogs Secrets [2,000 XP]
***********************
For this you need to enter a Secret Room.
>>Voyeurism [1,000 XP]
********************
For this you need to take a picture of the flirting couple on the 1st
Floor.
>>Poison Ivy [1,000 XP]
*********************
For this you need to repair the Equipment inside the Greenhouse and
make some lethal poison with it.
>>House Cleaning [2,000 XP]
*************************
For this you need to acquire all seventeen murder mystery Clues.
>>Mission Story - Means, Motive and Opportunity [2,000 XP]
********************************************************
For this you need to have enough evidence to complete at least one
ending to the murder mystery and go up to Alexa's Office to present
your findings.
>>A Matter of Justice [4,000 XP]
******************************
For this you need to talk to Alexa as the Private Investigator and
accuse Emma of murdering Zachary.
>>Peeping 47 [2,000 XP]
*********************
For this you need to spy on Alexa through a Peephole.
>>A Private Moment [2,000 XP]
***************************
For this you need to take a picture of Alexa inside of Zachary's Room
while she is talking to him.
>>A Matter of Loyalty [4,000 XP]
******************************
For this you need to talk to Alexa as the Private Investigator and
accuse Mr. Fernsby of murdering Zachary.
>>A Matter of Guilt [4,000 XP]
****************************
For this you need to talk to Alexa as the Private Investigator and
accuse Zachary of committing suicide.
>>Close to the Chest [2,000 XP]
*****************************
For this you need to obtain the Case File.
>>Eliminate Alexa Carlisle [4,000 XP]
***********************************
For this you need to kill Alexa Carlisle.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Magic is Real [1,000 XP]
************************
For this you need to acquire a Unicorn Horn.
>>Justice for a Prize [1,000 XP]
******************************
For this you need to acquire the Lawyer Disguise.
>>Don't Kill the Messenger [4,000 XP]
***********************************
For this you need to inspect the Lawyer's Laptop.
>>Shortcut: Maintenance Ladder [1,000 XP]
***************************************
For this you need to open the Shortcut at the Maintenance Area on the
3rd Floor.
>>Tuppence [2,000 XP]
*******************
For this you need to acquire the Tokens for the Milton-Fitzpatrick
deposit box from both Rebecca Carlisle and Mr. Fernsby.
>>Let's Go Hunting [2,000 XP]
***************************
For this you need to acquire a Shotgun from the glass case on the
Ground Floor of the Mansion.
>>Elton Would Be Proud [2,000 XP]
*******************************
For this you need to knock out Edward Carlisle while he is playing
the piano.
>>Second-Hand News [2,000 XP]
***************************
For this you need to knock out Gregory Carlisle with a Newspaper.
>>Thornbridge Manor Keys [2,000 XP]
*********************************
For this you need to collect all five of the Manor related Keys.
>>Cue Balled [2,000 XP]
*********************
For this you need to knock out Patrick Carlisle with a Pool Ball.
>>It's a Fhammerly Affair [2,000 XP]
**********************************
For this you need to knock out Edward, Emma, Gregory, Patrick, and
Rebecca Carlisle with a Hammer. You should also acquire the Claw
Hammer melee weapon.
>>Bring Out Your Dead [1,000 XP]
******************************
For this you need to acquire the Undertaker Disguise.
>>Discover Dartmoor [1,000 XP]
****************************
For this you need to reveal all 22 Undiscovered Areas in Dartmoor.
>>Top Gear [1,000 XP]
*******************
For this you need to leave the mission via the Motorcycle at the Main
Road.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0=========================0
| Pictures of a Dead Woman \
0===========================================================================>
This run-through will involve the family photo shoot and the Challenges
related to them. This run will also involve multiple Target kill Challenges
and will include several game saves to acquire them including one to obtain
two of the exit point Challenges.
When planning bring the Krugermeier, Lockpick, Emetic Poison Vial, place
the Fiber Wire into the Changing Room (Staff Toilet), and start in the
Garden.
When you start then run to the west door of the Mansion to grab the Fuse
Cell there then run to the Garden Fountain. At the west side you should
find a Bottle that the nearby Photographer drinks from. At this point make
a game save:
>>One for the Ages
****************
Poison the Bottle then run to the river west of the Garden.
Eventually the Photographer will drink from the Bottle, get sick,
then come here to throw up. Follow him to the edge then, while
keeping an eye on the patrolling Guards nearby, subdue him, drag him
into the bushes, and switch into his Disguise.
Go back to the Garden and find the Fusebox west of the Fountain. Use
the Fuse Cell in it to power the camera flashes. Go back to the
Fountain and find the Screwdriver at the southwest corner. Pick it up
and go to the Camera then take a photo of the maid. She will then get
the family down to the Fountain.
As she is doing so then sabotage the Outlet by the chair. Near it is
a small pipe. Follow it to a Faucet. Turn it on to make a water leak
by the chair and go back to the Camera.
When everybody is in position and Alexa is sitting down then take a
photo. When the flashes go off then Alexa will be electrocuted in an
accident. After the notifications pop up then reload the save.
When you get back then go to the Fusebox and use the Fuse Cell in it to
power the flashes then run to the east door of the Mansion. Run inside, go
to the Staff Toilet to acquire the Fiber Wire, then run to the Vacuum
Cleaner by the Storeroom.
Turn it on to lure the nearby Staff and hide behind the glass doors near
the Kitchen. When he gets into position then run up behind him, subdue him
when he turns it off, dump him in the Storeroom Closet, and switch into his
Disguise. Go into the Sitting Room and you should find a Bell at the east
wall.
The Photographer will notice the restored power and call for the family to
gather. He will then take the photo and the family will go to the Sitting
Room for the family meeting. Just as Alexa walks in then ring the Bell. You
may need to ring it again to make her mad and acquire another Challenge.
When she stops near the family then walk to the south door to get behind
her and back out into the hallway. Take a picture of her with your Camera
during the meeting for another Challenge. At this point then make a game
save which will be used a little later in the run-through.
After making the save then go to the southwest corner of the Room to find a
mini-bar. Here you should find a Whiskey Glass. Poison it then go to the
West Hallway Bathroom. Keep an eye on Alexa. She will have a meeting with
Rebecca then go back to the Sitting Room. Then she will go to the mini-bar.
Just as she gets there then make another game save in another slot:
>>Hold My Hair
************
Alexa will drink from the Glass and get sick then come to the
Bathroom. When she gets to the toilet then drown her. After the
notifications pop up then reload the save.
>>Piano Man
*********
When you get back and she comes to the toilet then garrote her. After
the notifications pop up then reload the save you made by the Sitting
Room.
When you get back then run outside and to the north side of the Garden
Fountain to find the Wrench. Pick it up and enter the Greenhouse. Find and
pick up the Boat Key then repair the Poison Distillery before leaving.
After the meeting then Emma will come here to make some lethal poison to
use on Alexa. If the Distillery is broken then she won't be able to do
this. But, by repairing it, then you are setting up Emma to kill Alexa for
you.
Run back inside the Mansion then up to the 2nd Floor. Enter the Office
while avoiding the Enforcer then climb up the stairs a bit and throw stun
the Guard at the bottom. Pick up his Pistol then dump him into the
Container under the stairs. Go to Alexa's chair to open the secret panel
and reveal the Safe. Open it with 1975 and acquire the Case File.
After that then run back down to the Garden and stay near the southeast
side. You may see Emma coming back inside from the Greenhouse but Alexa
will take a drink from her Glass just before Emma can poison it so it will
take awhile before Alexa comes back to take another drink and die. After
Alexa drops dead then make another game save:
>>The Bridge on the Thornbridge River
***********************************
Run to the River Bridge to leave the mission. When you get to the
menu after the cutscene then reload the save.
When you get back then run to the Boat at the northwest side of the Garden
to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Don't Lose Focus [1,000 XP]
***************************
For this you need to acquire the Photographer Disguise.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Undertaker ++Photographer
++Gardener ++Lawyer
++Private Investigator ++Mansion Staff
++Mansion Guard ++Bodyguard
>>Mission Story - A Day To Remember [2,000 XP]
********************************************
For this you need to power up the camera flashes and take a photo of
the maid while disguised as the Photographer.
>>One for the Ages [4,000 XP]
***************************
For this you need to kill Alexa by electrocution during the photo
shoot.
>>Say Cheese [2,000 XP]
*********************
For this you need to make the Photographer take the photo of the
family.
>>Ding Ding Ding [2,000 XP]
*************************
For this you need to make Alexa upset about the ringing of the Bell.
>>Nothing as it Seems [2,000 XP]
******************************
For this you need to take a picture of Alexa during the family
meeting.
>>Hold My Hair [2,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Another Death in the Family [4,000 XP]
**************************************
For this you need to kill Alexa by letting Emma poison her for you.
You should also acquire the {Family Feud} Accomplishment in the
process.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>The Bridge on the Thornbridge River [1,000 XP]
**********************************************
For this you need to leave the mission via the River Bridge.
>>Don't Rock the Boat [1,000 XP]
******************************
For this you need to leave the mission via the Boat near the Garden.
Plus these other Challenges:
--Eliminate Alexa Carlisle --Someone Could Hurt Themselves
--Close to the Chest --Silent Assassin
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
Although it is easy enough to bring a Sniper Rifle with you and complete
all of the Classics Challenges in one run I am not going to do that since
there is another Sniper Rifle related Target kill Challenge and I am going
to do [Sniper Assassin] that way. I will also include a strategically
placed game save to acquire another kill Challenge.
When planning bring the Krugermeier, Coins, and start at the Main Road.
When you start then run to the north side of the Main Gate, climb over the
wall, and proceed north over the sand bridge. Continue north to the bushes
near the perimeter wall and proceed north until you find a break in the
wall that you can use to climb up into a small hedge area.
While keeping an eye on the patrolling Guard nearby then climb over the
north wall and proceed to the corner at the southwest corner of the
Delivery Area. Here you should find a Pipe that goes up to the 1st Floor.
Climb it up then get up onto the Ledge.
From here then follow it west along the building moving past all windows
and Pipes along the way. When you reach the balcony for the Upper Foyer
then you will need to climb down, shimmy left, and climb up onto the
balcony. Go to the other side, climb over and down, then shimmy left and
climb back up onto the Ledge.
Continue west and enter the first window you get to which is at the
southeast corner of the Upper Library. Go to the northwest corner and go
out the window there to get back onto the Ledge. Continue west until you
get to the West Hallway balcony. You have to climb down, shimmy left, then
climb up to get onto the Balcony. You have to do this quickly because of
the Guards below.
After you climb over then grab the Brick, go to the opposite corner, and
climb over the railing, shimmy left, and climb back onto the Ledge. Proceed
west and past the next window then climb the Pipe up to the small area on
the 2nd Floor where you can find the Shortcut up to the 3rd Floor
Maintenance Area. Climb up that then go through the window into Alexa's
Office. When you drop down then make a game save:
>>I Find This Amoosing
********************
Go up to the top of the stairs and look towards the center of the
Office. Here you should find a large antler Chandelier. Move a little
bit away from the railing, crouch down, and wait. At this point Alexa
should be downstairs but will eventually come up into the Office and
stand under the Chandelier to make a phone call.
Shoot the chain to bring the Chandelier down onto her and kill her.
After the notifications pop up then reload the save.
When you get back then go down the stairs a bit and throw stun the standing
Guard with the Brick. Pick up his weapon and dump him into the Container
under the stairs. Go to Alexa's chair and press the button to move the
secret panel to reveal the Safe amd open it with 1975 to acquire the Case
File. Run into the Private Room and drop all of your Coins in the northwest
corner. Run into the Secret Room and wait.
Alexa will eventually come into the Office and make the phone call then
will go into the Private Room. She will see the Coins and go to pick them
up. Run into the Room and subdue her then drag her to the door to the
Secret Room.
Just before you drag her inside then shoot her in the head to kill her and
take her inside and dump her in the Container. Stay in the Secret Room for
a bit as her Guard is still in the Office. He will eventually go into the
Private Room to look for Alexa and leave.
When he leaves the Office then run back inside, go up the stairs, then grab
the Ledge and go back to the Maintenance Area. From here then re-trace your
steps all the way back down to ground level. Once you get back down then
run to the Main Road to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>I Find This Amoosing [2,000 XP]
*******************************
For this you need to kill Alexa with the antler Chandelier in her
Office.
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Tasteless, Traceless] and the following Challenges
done earlier:
++Someone Could Hurt Themselves ++Hold My Hair
++Piano Man ++Straight Shot
>>Sweet Dreams [2,000 XP]
***********************
For this you need to kill Alexa in the Private Room.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--Close to the Chest --Eliminate Alexa Carlisle
--Top Gear
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
This final run-through will involve the Graveyard area and all Challenges
related to that including a Sniper Rifle related Challenge. When planning
bring the Krugermeier, the Fish, Coins, place the Sieger 300 Ghost into the
Changing Area (Staff Toilet), and start in the Garden.
When you start then run to the Shortcut for Zachary's Balcony and go up.
Knock out the Bodyguard up here with the Fish then pick up his weapon and
drag him inside. Dump him in the Closet, switch into his Disguise, then
crouch and hide behind the large pillar at the northeast side of the Room.
Eventually Alexa will come here to talk to Zachary and her Bodyguard will
stand in the southwest corner. When she leaves then move a bit closer to
the Closet and keep an eye on the Bodyguard.
When he starts to move then toss a Coin at the Closet to lure him there. As
he goes there then loop around the counter to get behind him. Knock him out
with the Fish, pick up his weapon, and dump him in the Closet. When you get
rid of Alexa later he will then go around looking for her. Getting rid of
him now makes things a bit easier on you.
After this then run down to the Graveyard area. The Undertaker needs to
show the Open Grave to Alexa but can't due to the birds nearby. They have
Nests in the trees nearby and one of the Gardeners is trying to shoo them
away but with no luck. When no one ls looking then knock out the Gardener
and drag him into the bushes for hiding then go into the bushes by the
Small Chapel.
Look in the trees to find the three Nests. You need to destroy them before
Alexa can come down. Use your Pistol to shoot the Nest closest to you then
the one in the center. Leave the last one by the Open Grave alone.
Run back to and inside the Mansion. Go to the Staff Toilet to acquire the
Rifle then go to the Library and up the stairs to the Upper Library. Run to
the window close to the flirting couple, climb out onto the Ledge, then
shimmy left and climb up the Pipe to the small area then up the Shortcut to
the 3rd Floor Maintenance Area which is also the 2nd Floor roof.
Use your Rifle to look out over the Graveyard, find the last Nest, and
shoot it from here. It should be noted that you can only shoot two of the
three Nests from here. After the last Nest is gone then the Undertaker will
call for Alexa and she will come down.
At some point then Alexa will stand at the Open Grave. Keep an eye on the
Undertaker. He will stand to her right and face her then he will go to her
left and have his back to her. When he has his back to her then shoot her
in the head to knock her into the Open Grave and kill her.
After this then drop the Rifle and climb into the Office. Throw stun the
Guard at the base of the stairs with the Fish and dump him in the Container
under the Stairs. Push the Button on Alexa's chair to expose the Safe and
open it with 1975 to acquire the Case File.
Climb back out the window to get back on the roof, climb down using the
Shortcut, then re-enter the window to get back into the Mansion. Run down
to the West Hallway Bathroom, go out the window, pick up the Hearse Keys
nearby, and run to the Hearse to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>The Raven [2,000 XP]
********************
For this you need to destroy all three Nests at the Graveyard.
>>Mission Story - Her Final Resting Place [2,000 XP]
**************************************************
For this you need to bring Alexa down to the Graveyard to meet with
the Undertaker.
>>Proud Undertaker [2,000 XP]
***************************
For this you need to get the Undertaker to present the funeral
arrangements to Alexa.
>>Grave Mistake [2,000 XP]
************************
For this you need to knock Alexa into the Open Grave.
>>Keep Calm and Aim [2,000 XP]
****************************
For this you need to kill Alexa with a Sniper Rifle from the 3rd
Floor Maintenance Area.
>>Last Responder [1,000 XP]
*************************
For this you need to leave the mission via the Hearse.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--Eliminate Alexa Carlisle --Straight Shot
--Close to the Chest --Silent Assassin
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Dartmoor Challenge Run |##########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon] using only the weapons and
items you have in your inventory and starting at Mastery Level 1.
The interesting thing here is that you can also acquire [Sniper Assassin] in
this run-through. Unlike with Dubai you have all of your loadout slots open
and can bring whatever you want for this mission at the beginning.
And, unlike with Dubai, you can also do all three Mission Stories without any
problems or needing to not complete one to get more Challenges and XP. The
Mission Story, Her Final Resting Place, will be used to kill Alexa as you can
get the most Challenges and XP from it since you can use a Sniper Rifle to do
it and acquire [Sniper Assassin].
This run will also involve solving the murder mystery. If you choose to
accuse Emma of being the murderer then Alexa will never go downstairs to do
the family meeting even if you do the photo shoot which often triggers it.
She will then cut through the Sitting Room to go back upstairs. You can get
the Challenge [Ding Ding Ding] as she goes through but you cannot do [Nothing
as it Seems]. And accusing Zachary will cause Alexa to commit suicide.
Accusing Mr. Fernsby will cause the family meeting to happen sooner
regardless of when you do the photo shoot. And this ending will allow you to
do the two Challenges related to the meeting.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When planning bring the Lockpick, a Briefcase with the Sieger 300 Ghost, and
start at the Main Road.
When you start then run to the north side of the Main Gate, climb over the
wall, proceed north over the sand bridge, and grab the Brick by the large
rock. Run north to find a pair of Gardeners. Go into the large bush near them
then toss Briefcase in the clearing between this and another bush to the
south to lure the male Gardener.
When he gets there then run up behind him, knock him out with the Brick, drag
him into the bush, and take his Disguise. Pick up the Briefcase, go northwest
to the bushes near the perimeter wall and proceed north until you find a
break in the wall that you can use to climb up into a small hedge area near
the parked cars. Climb over the north wall then run to the Delivery Area.
Grab the Crowbar, go north to grab the Newspaper, then go north into the
lower area to pick up the Emetic Rat Poison. Go the Well to the east of the
Mansion and pick up the Classic Coins then run into the building through the
east door.
Go through the glass doors to find the Vacuum Cleaner by the Storeroom. Turn
it on to lure one of the Mansion Staff to it then hide behind one side of the
glass doors. When he gets into position then run up behind him, knock him out
with the Briefcase when he turns it off, drag him into the Storeroom to dump
him in the Closet, and switch into his Disguise. Drop the Briefcase in the
Storeroom and grab the Fuse Cell from the shelf before leaving.
Go south along the East Hallway to find a glass case with some Shotguns.
Either break the glass or shoot it then run south to the staff door then east
to Mr. Fernsby's Office. Use the Lockpick to enter and grab the Mansion
Master Key. Run to the Library while avoiding Enforcers and go up the stairs
here.
When you get to the top then look north into the West Hallway. Here you
should find a Bodyguard and a maid flirting. Take some pictures of them for a
Challenge. Run to the Upper Sitting Room then to the East Hallway.
You should find an open window at the north end. Climb out then shimmy all
the way east to the balcony for Zachary's Room. Climb up, knock out the
Bodyguard here, then go to the east end and open up the Shortcut. Pick up the
dropped Pistol, drag the Guard into the Room, and dump him into the Closet at
the southeast corner. Go to the west side of the Room to find a Bookcase.
Here you should find a special Book. Pull it to open a door into a Secret
Room. Go inside and to the south end to find a Peephole. Stay here and wait.
At some point Alexa will come down and talk to the painting by the Peephole.
When she does then look through it and run back into Zachary's Room. Go to
the large pillar at the northeast corner, crouch and hide behind it, and
wait.
After Alexa talks to the painting then she will come inside and sit down to
talk to Zachary who is still dead in his bed. As she is talking then take
some pictures of her for another Challenge.
Her personal Bodyguard should be by the Bookcase at this point. Alexa will
then go to the Small Office. As she leaves then get a little closer to the
Closet and keep an eye on the Bodyguard.
As he starts to move then toss the Crowbar at the Closet to lure him there.
Loop behind the counter to get behind him as he goes to the Closet. Subdue
him there, dump him in the Closet, pick up the Crowbar, and switch into his
Disguise. Getting rid of him will make things easier later after you kill
Alexa.
Keep an eye on Alexa. When she leaves the Small Office then go inside to
dismiss the Bodyguard. After he leaves then subdue the Lawyer, dump him in
the Container, and switch into his Disguise. Go to his Laptop and investigate
it then go back into Zachary's Room and re-acquire the Staff Disguise.
Go through the Secret Room to re-enter the Hallway then go back downstairs
and to the Sitting Room. At the southeast side is a table where you should
find some Cakes. Use the emetic poison on them and run to the Bathroom in the
West Hallway.
If your timing is right then the Private Investigator should be in the
Sitting Room and talking to Gregory. After talking to him then he will go
sample the Cakes and get sick. He will then go to the Bathroom to throw up.
When he gets here then knock him out, dump him in the Closet, and take his
Disguise.
Now time to solve the case. In order to do so you need to obtain clues and
interview suspects. One of the Challenges related to the case is [House
Cleaning] in which you need to obtain all Clues from each location of
interest.
There are five places:
--Zachary's Room.
--Emma's Room.
--Rebecca's Room.
--The Greenhouse.
--Mr. Fernsby's Office.
But there's more. According to IGN.com there are five additional Clues
outside of these rooms that must be found to complete the Challenge. These
clues are not required to solve the case but can be used further implicate
people and even open up the third ending.
In addition, you may find Camera icons on the map. These indicate places
where you can use your Camera to scan in a Clue.
To start, go up to Mr. Fernsby and ask him to lead you to the crime scene. He
will then take you to Zachary's Room. There are a total of six Clues inside
the Room. You already found one when you entered the Secret Room. Here are
the remaining five:
--Use your Camera to scan Zachary's body.
--Use your Camera to scan the nearby Whiskey Bottle.
--Go to the Laptop on his desk and investigate it.
--Go to the fireplace and grab the Suicide Note from the table.
--Grab the Mansion Floor Plans from inside the Secret Room.
After this then go to Emma's Room at the northwest corner of this floor.
There are a total of four Clues inside this Room:
--Go to the bed and grab Emma's Letter from the nightstand.
--Go to the northeast corner to scan in the Shoes.
--Look on the floor by the divider to find and pick up the Greenhouse Key
Chain.
--Find and pick up the Walking Cane.
Picking up the Walking Cane will allow you enter certain Secret Rooms. Go to
the Upper Library and to the northeast corner. On your map you should see an
Unexplored Area icon indicating a Secret Room here. Look on the floor to find
a Mysterious Switch. Use it to open the door and enter the Room to put it on
the map.
Here you should find another Clue which is Montgomery's Long Lost Letter.
Picking it up will also open the third ending option. Pick up the two Classic
Coins before leaving.
Before going to any of the other rooms it is best to go after the other
outside Clues. Go downstairs and outside. Near the stairs by the Sitting Room
is another Camera icon. Use the Camera to scan in some Footprints. Go into
the Trophy Room to find some Documents on a round table. Scan it in then go
the Sitting Room to find a large picture of Montgomery Carlisle.
Scan it then go to the Dining Room to find a Speech on the table. Scan it
then go back outside and to the Greenhouse but grab the Wrench from the
Garden Fountain along the way. Enter through the front door using the
Lockpick and go to the Equipment.
It has been recently used but is now broken. Nearby is a Poison Dosage Table
that needs to be scanned in to complete Clue finding for this location.
Before leaving go and grab all of the Emetic Flowers.
Go back inside the Mansion and to the 1st Floor and to Rebecca's Room. There
are two Clues here. The first is Documents by the fireplace that you need to
scan in. The second is the Laptop on the table that you need to investigate.
After this then go down to Mr. Fernsby's Office but cut through the staff
area starting with the Staff Toilet. Open the Locker with the Lockpick then
switch into and out of the Mansion Guard Disguise. Go into the Staff Room and
acquire the Emetic Rat Poison then go out and into the Office. There are
three Clues inside the Office:
--Pick up Zachary's Half-Burnt Diary from the fireplace.
--Pick up Mr. Fernsby's List off of the desk.
--Pick up the Lethal Poison Pill Jar from the window.
With all of the Clues acquired you have enough evidence to suggest that Emma
is the murderer because her handwriting best matches what was found on the
Suicide Note. But you also have evidence that can also be used to frame Mr.
Fernsby because of his involvement in Montgomery's murder almost fifty years
ago. And the long lost note can also be used to frame Zachary because that
same murder was unnecessary.
But you still need to do more before going up to Alexa. Go back to Mr.
Fernsby and he will suggest that you talk to everybody to obtain alibis. But
all you need to do is talk to Emma who should be in the Sitting Room. You
need to talk to her or you won't be able to accuse her when talking to Alexa.
Talking to Emma will give you all of the evidence you need - she is the true
murderer. However, as noted earlier, I will not solve the case by accusing
her.
After talking to Emma then go to Mr. Fernsby and ask to present your findings
to Alexa. He will lead you to her Office. Go inside, which should also
complete the [Means, Motive And Opportunity] Mission Story, sit down, and
Accuse Mr. Fernsby.
47 will then tell Alexa that Mr. Fernsby killed Zachary because he was going
to tell the world about his involvement in Montgomery's murder now that Alexa
was dead. Mr. Fernsby helped cover up the murder and make it look like an
accident and he didn't want to be implicated in the confession so that is why
he was murdered.
However, Alexa informs 47 that Mr. Fernsby didn't kill Zachary for himself -
he did it to protect the Carlisle empire and maintain its stability. When
Alexa asks for your reward then choose Money.
When she tells you to leave then get up, run into the Private Room, then
press the button on the south wall to enter the Secret Room. On a table is a
Unicorn Horn. Pick it up, drop the Lethal Poison Pill Jar, and go into the
hallway then go back down to the Ground Floor.
Go back to the Vacuum Cleaner by the Storeroom and turn it on again. The
Staff in the Hallway is too far to hear it so toss an object into the Hallway
to lure him close enough to be distracted by the Cleaner. Hide behind the
doors again and wait for him to get into position. When he does then run up
behind him, knock him out when he turns it off, then dump him in the Closet
in the Storeroom. Getting rid of him will make things easier later.
Grab the Coins off of the table outside of the Storeroom, pick up the object
you tossed, and go into the Sitting Room. At the east side you should find a
Bell. After talking to Alexa then she will come down and call for the family
meeting. As she walks in then ring the Bell and keep ringing it until she
gets upset and go to the south door.
When the meeting begins and she is talking to the family then take a picture
of her to acquire another Challenge. Go back to the Storeroom and acquire the
Staff Disguise from the Closet then run to the Garden Fountain. At the west
side is a Bottle that the Photographer drinks from.
If your timing is right then he should've just drank from it so it will be
awhile before he drinks from it again. Use some emetic poison on the Bottle
and run to the Graveyard area.
The Undertaker needs to show the Open Grave to Alexa but can't due to the
birds nearby. They have Nests in the trees nearby and one of the Gardeners is
trying to shoo them away but with no luck. When no one ls looking then knock
out the Gardener and drag him into the bushes for hiding then go into the
bushes by the Small Chapel.
Look in the trees to find the three Nests. You need to destroy them before
Alexa can come down. Use your Pistol to shoot the Nest closest to you then
the one in the center. Leave the last one by the Open Grave alone.
Go back to the west entrance to the Garden and wait. Eventually the
Photographer will drink from his Bottle and get sick. He will go to the river
to throw up. Follow him there. When he stops and the patrolling Guards are
far enough away then subdue him, drag him into the bushes, and take his
Disguise.
Go to the Fusebox west of the Fountain and use the Fuse Cell in it to power
the flashes. Run to the Camera and use it to take a photo of the maid. This
should complete the [A Day To Remember] Mission Story. The maid should call
down the family for the photo. When they all gather and Alexa sits down then
take a couple of photos. She will then stand up and the session is over.
Immediately run back into the Mansion, to the Storeroom, and re-acquire the
Investigator Disguise. Pick up the Briefcase and run upstairs to the 2nd
Floor and into the Office. Go up to the 3rd Floor and drop the Briefcase
here.
Go down the stairs a bit and throw stun the Guard at the bottom. Pick up his
weapon, dump him in the Container under the stairs, and run back up to the
Briefcase. Bring out the weapon and go down the stairs a little bit. You
should find a Ledge here that you can grab.
Grab it and shimmy left to a window. Climb through the window to enter the
3rd Floor Maintenance Area which is also the 2nd Floor roof. At the edge is
another Shortcut that needs to be opened. Look out towards the Graveyard area
with your Rifle and zoom in towards the Open Grave. Look left to find and
shoot the last Nest to finally bring Alexa down.
When she arrives then this should complete the last Mission Story, [Her Final
Resting Place]. Keep an eye on Alexa. At some point she will stand at the
Open Grave. When she does that then look at the Undertaker. He will stand to
her right and look at her then he will go to her left and have his back to
her.
When he has his back to her then shoot her in the head to knock her into the
Open Grave and kill her. If you didn't knock out her Guard earlier then he
will go about the ground looking for her and you don't need to have him
roaming about when trying to do other things.
Drop the Rifle and go back inside. Go into the hallway then into the Staff
Room. Go into the Closet area then into the Bathroom. Use the Gramophone to
lure in the Staff and hide behind the bathtub. When he turns it off then
knock him out, dump him in the Closet in the Closet, and sneak into the
Bedroom to put it on the map. Go back into the hallway through the Bedroom
door then run back down to the 1st Floor.
Before doing anything else go and put all remaining Unexplored Areas on the
map. Go back to the Graveyard and stand by the Open Grave. Eventually the
Undertaker will come and stand here. Knock him out and drag him to the
Container just northeast of the Grave. Dump him into it and switch into and
out of his Disguise. This should also complete the [Chameleon] Challenge.
Go to the Greenhouse and wait just outside. Emma will eventually come here if
she isn't already inside. Go inside and you should startle her. She will talk
to you and leave. As she is leaving then knock her out and dump her in the
Container. She will drop an Emetic Flower and the Greenhouse Key. This is one
of five Keys that you need to collect for another Challenge. You have two and
here is the remaining three:
--Key to Emma and Gregory's Bedroom.
--Key to Rebecca's Bedroom.
--Key to Mr. Fernsby's Office.
All of these are carried by people you need to knock out and that will be
done later. Before leaving go and repair the equipment then use it to make
some lethal poison. Leave the poison and leave the Greenhouse.
Go back into the Mansion and then into the Library. Go to the pool table and
look inside for a Pool Ball you need to pick up so you can do another
Challenge. Go to the East Hallway and to the glass case you shot earlier. Mr.
Fernsby should walk by every so often.
Knock him out and dump him into the nearby Closet. Pick up his Key and a
Token. The Token is in two pieces and Rebecca has the other one. Grab one of
the Shotguns and then drop it before going to the Dining Room.
When Edward is playing the Piano then throw stun him with an object and dump
him in the Container at the south side of the Room. Go into the Sitting Room
and make a Coin Chain from behind Gregory's couch, into the hallway, and to
the Closet at the south end. Toss an object at the beginning of the Chain to
lure the Bodyguard to it.
Take cover to the right of the door to keep it open and let him follow the
Chain to the Closet. Knock him out at the end, dump him in the Closet, and
pick up the Coins and dropped weapon. Remake the Chain back to the Sitting
Room and toss the object again to lure Gregory. Bring out your Newspaper and
knock him out with it when he reaches the Closet. Dump him in the Closet,
pick up the Coins, and his Key.
Go back to the West Hallway Bathroom to re-acquire the Staff Disguise. Go
into the Trophy Room through the south door to avoid the Enforcer. Go to the
table where you scanned in the documents earlier to find a Bottle. Poison it
and go back to the Bathroom then re-acquire the Investigator Disguise.
Rebecca will drink from the Bottle, get sick, and come here. Knock her out at
the toilet, dump her in the Closet, and take both her Key and Token. This
should complete both the Key and Token related Challenge. Go to the hallway
entrance for the Trophy Room to find a maid.
When she is at the north end of the hall then place a Coin in front of the
Closet at the south end. When she comes back south then she should see the
Coin and go to it. Knock her out there and dump her in the Closet.
Inside the Trophy Room is Patrick who will come here after the family
meeting. Make a Coin Chain from the door to the Closet. Stand to the north of
the door and, when Patrick is close to it, then toss an object in the doorway
to lure him to the Chain. Bring out the Pool Ball and knock him out when he
gets to the Closet. Dump him into the Closet, run out the front door, and to
the Main Road to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--Voyeurism --SC: Balcony Ladder
--Dog's Secrets --Peeping 47
--A Private Moment --Justice for a Prize
--Don't Kill the Messenger --Elementary, My Dear Diana
--D'ya Like Dags --House Cleaning
--MS: Means, Motive And Opportunity --A Matter of Loyalty
--Magic is Real --Ding Ding Ding
--Nothing as it Seems --Don't Lose Focus
--MS: A Day To Remember --Close to the Chest
--SC: Maintenance Ladder --The Raven
--MS: Her Final Resting Place --Proud Undertaker
--Eliminate Alexa Carlisle --Grave Mistake
--Keep Calm and Aim --Straight Shot
--Discover Dartmoor --Chameleon
--Bring Out Your Dead --Poison Ivy
--Let's Go Hunting --Elton Would Be Proud
--Second-Hand News --Tuppence
--Thornbridge Manor Keys --Cue Balled
--Top Gear --Silent Assassin
--Sniper Assassin
**NOTE: MS - Mission Story, SC - Shortcut.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 39 in total, then you should earn a minimum of 79,000 XP which
translates into Mastery Level 13. You should also earn the {Master Of The
Household}, {No Stone Unturned}, and {Full House} Accomplishments.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DTR7. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Dartmoor chapter along with their respective strategies. It is highly
recommended that you complete Dartmoor Mastery Level 20 and unlock all
Shortcuts before doing any of these as it will make things easier for you.
Each of the Escalations are worth 4,000 XP towards your Global XP plus the
Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Baskerville Barney |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This is based on what MrFreeze2244 does. This Escalation is rather annoying
in that you need to kill all of your Targets in accidents and it pretty
much requires the use of Chandeliers to do them. This Escalation is also
very linear with not much room for creativity.
However, I have made one tweak to this strategy and that is the inclusion
of a Sniper Rifle for Level Three.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Emma Carlisle in an accident while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Gregory Carlisle in an accident while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Patrick Carlisle in an accident while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The timing for this Level is pretty tight but doable. |
| |
| When planning bring the Krugermeier and start in the Upper Library. When |
| you start then immediately get out of the opening cutscene, quickly turn |
| around, and bring out your Pistol. You should see a Chandelier chain. The |
| moment you see it then shoot it. |
| |
| Patrick should be walking under it to go to the maid. If you do this |
| quickly enough then you should get him. After you kill Patrick then |
| holster your Pistol and run to the Upper Sitting Room through the West |
| Hallway. |
| |
| There are two Chandeliers in the Sitting Room. The north one is where |
| Emma will go under as you enter the area. You need to get here in less |
| than fifteen seconds. Bring out your Pistol and shoot the chain to kill |
| Emma. Quickly turn to the right to find the other chain and shoot it to |
| kill Gregory who has just stood under the other Chandelier when Emma |
| died. |
| |
| After this then holster your Pistol and run to the Bathroom. Climb out |
| the window then climb the Pipe and slide down. When you reach ground |
| level then run to the River Bridge to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Undercover starting locations are no longer available. If you change to |
| another Disguise at any point then you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Emma Carlisle in an accident while wearing your Suit. |
|---------------------------------------------------------------------------|
| Eliminate Gregory Carlisle in an accident while wearing your Suit. |
|---------------------------------------------------------------------------|
| Eliminate Patrick Carlisle in an accident while wearing your Suit. |
|---------------------------------------------------------------------------|
| Eliminate Rebecca Carlisle in an accident while wearing your Suit. |
|---------------------------------------------------------------------------|
| Eliminate Edward Carlisle in an accident while wearing your Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning bring the Coins and start at the Behind Mansion area but |
| not after the start of the family meeting. |
| |
| When you start then run south along the path and go up the stairs and to |
| the railing for the entrance to the Trophy Room. Climb the railing then |
| run to the other railing and climb it down. Turn left and climb the |
| railing then run to the west door while sticking close to the wall. |
| |
| Go inside and run to the Library entrance. Patrick should be standing |
| under the Chandelier. Shoot the chain to bring it down and kill him. Run |
| to the south door for the Sitting Room, open the doors, and shoot the |
| Bell to gather the family into the Room. Go to the East Hallway and stay |
| to the left of the north portion's entrance. |
| |
| Edward should be heading to the Room and will go through the hallway. |
| While staying out of sight of the two Mansion Staff personnel then shoot |
| the chain of the Chandelier inside the hallway when Edward walks under it |
| to bring it down and kill him. |
| |
| Run to the West Hallway and wait. Rebecca will eventually walk back to |
| the Trophy Room and walk under the Chandelier in the hallway. Open the |
| door, stay to the right to avoid being seen by the maid, then shoot the |
| chain to kill Rebecca. |
| |
| Run to the stairs in the Center Hallway and go partway up the east one. |
| Grab the Ledge and shimmy left until you can climb the railing. While |
| avoiding the patrolling Bodyguard then run into the Upper Sitting Room |
| and to the west side. |
| |
| As things calm down then Emma should go back to Gregory and then go to |
| the table under the north Chandelier. It should be pointed out that she |
| may go to Rebecca's body and stay nearby for awhile before going back to |
| the Sitting Room. |
| |
| Shoot the chain to kill Emma then whip right and shoot the other chain to |
| kill Gregory. Run to the East Hallway near Zachary's Room and go out the |
| window. Shimmy left to go to the balcony and run to go down the Shortcut. |
| Go into the bushes near the River Bridge. Toss a Coin behind the large |
| rock to get the Guard to investigate. |
| |
| When the Guard's back is turned as well as the Gardener's then run to the |
| River Bridge to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Undercover starting locations are no longer available. If you change to |
| another Disguise at any point then you will immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Emma Carlisle in an accident while wearing your Suit. |
|---------------------------------------------------------------------------|
| Eliminate Gregory Carlisle in an accident while wearing your Suit. |
|---------------------------------------------------------------------------|
| Eliminate Patrick Carlisle in an accident while wearing your Suit. |
|---------------------------------------------------------------------------|
| Eliminate Rebecca Carlisle in an accident while wearing your Suit. |
|---------------------------------------------------------------------------|
| Eliminate Edward Carlisle in an accident while wearing your Suit. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| When you eliminate your first Target then you must eliminate another |
| Target within 60 seconds or you will fail the mission. The countdown is |
| stopped when all Targets are eliminated. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When planning bring the Coins, a Briefcase with the Sieger 300 Ghost and, |
| start behind the Mansion but not after the start of the family meeting. |
| |
| When you start then immediately get out of the cutscene, immediately go |
| into your inventory and bring out the Rifle, and run south along the path |
| until you reach about eight seconds into the Level. Stop, quickly zoom in |
| to the Sitting Room to find the Chandelier chain, and shoot it to kill |
| Emma who should be under it about the time you look for the chain. |
| |
| After killing her then continue south and go up the stairs and to the |
| railing for the entrance to the Trophy Room. Climb the railing then run |
| to the other railing and climb it down. Turn left and climb the railing |
| then run to the west door while sticking close to the wall. Go inside, |
| quickly close the door, and run near the Library entrance. |
| |
| Bring out the Rifle, zoom in on the Chandelier chain, and shoot it at |
| about 21 seconds on the timer to kill Patrick. Go to the door for the |
| hall entrance to the Trophy Room and use your Instinct to keep an eye on |
| the maid. When she gets to the south end of her route then run in, subdue |
| her, and dump her in the Closet. |
| |
| If things have gone right so far then Rebecca should be going to the east |
| end of the Trophy Room. As she is talking on the phone then toss a Coin |
| so it lands under the Chandelier and hide behind the cart. When she gets |
| to it then shoot the chain with the Pistol to kill her. |
| |
| Run to the south door of the Sitting Room and wait until about 42 seconds |
| on the timer before shooting the Bell then run to the stairs in the |
| Center Hallway then east through the door by the glass cases, stop and |
| crouch. |
| |
| A Bodyguard will be dropping off Emma's body in the Storeroom and you |
| need to wait for him to pass before approaching the hall by the Dining |
| Room. Also you need to wait for one of the Staff to investigate the Bell |
| then go back. If things don't go right then you may end up killing him |
| the same time you kill Edward. As Edward goes under the Chandelier then |
| shoot the chain to kill him. |
| |
| Run to the stairs in the Center Hallway and go partway up the east one. |
| Grab the Ledge and shimmy left until you can climb the railing. While |
| avoiding the patrolling Bodyguard then run into the Upper Sitting Room |
| and to the west side. |
| |
| Look down to find Gregory who should be sitting down. Shoot one shot near |
| his feet to get him up and under the Chandelier. Shoot the chain to kill |
| him which will also kill the timer. Run to the East Hallway near |
| Zachary's Room and go out the window. |
| |
| Shimmy left to go to the balcony and run to go down the Shortcut. Go into |
| the bushes near the River Bridge. Toss a Coin behind the large rock to |
| get the Guard to investigate. When the Guard's back is turned as well as |
| the Gardener's then run to the River Bridge to leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DTR8. Exclusive Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The Escalations in this chapter are paid DLC and have additional bonuses and
items for participation and completion.
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Percival Passage |################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is one that you earn by purchasing the Deluxe Edition of
the game. In addition to acquiring two Challenges by doing it you will also
earn the Formal Hunting Attire Suit, the Hunter's Briefcase, and the
Bartoli Hunting Shotgun Deluxe for use in all missions.
As with The Asmodeus Waltz in Dubai you will have no choice in starting
location and loadout. You will always start out behind the Mansion with
nothing in your inventory.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Lucian Barker with any method while wearing the Formal Hunting |
| Attire. |
|---------------------------------------------------------------------------|
| Eliminate Ben Moore with any method while wearing the Formal Hunting |
| Attire. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Lucian is going to be the standing Bodyguard at the Zachary's Room |
| balcony. Ben is going to be inside the Small Office. The Formal Hunting |
| Attire is the standard Suit for this Escalation. |
| |
| When you start then run around the north end of the Garden and to the |
| bench to grab the Garden Fork. After grabbing it then continue around the |
| north end until you reach the bushes east of the Greenhouse. Go into them |
| and look south. |
| |
| You should see a Guard ahead. When he turns around then proceed southeast |
| just inside the Garden wall then continue south and out the east |
| entrance. Continue south all the way to the Shortcut and climb the |
| Ladder. |
| |
| When you get to the top then run inside instead of killing Lucian. At |
| this point Ben should be going to the window for the Office. Run inside, |
| push him out to kill him, then run back into Zachary's Room. You may get |
| some attention but that should not be enough to cause any problems. |
| |
| Run to the balcony and push Lucian over to kill him. Climb down the |
| Ladder and go to the bushes near the River Bridge. Toss the Fork behind |
| the large rock to distract the nearby Guard and Gardener. When the Guard |
| goes to investigate and the Gardener has her back turned then run to the |
| Bridge to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Obtain the Barber Razor. |
|---------------------------------------------------------------------------|
| The mission cannot be completed before all dead and unconscious bodies |
| are hidden. |
|---------------------------------------------------------------------------|
| Eliminate Lucian Barker with the Barber Razor while wearing the Formal |
| Hunting Attire. |
|---------------------------------------------------------------------------|
| Eliminate Ben Moore with the Barber Razor while wearing the Formal |
| Hunting Attire. |
|---------------------------------------------------------------------------|
| Eliminate Isaac Hunter with the Barber Razor while wearing the Formal |
| Hunting Attire. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Isaac is going to be the standing Guard inside Alexa's Office. When you |
| start then run straight south along the path and up the set of stairs |
| then turn left and go up the next set. Run to the doors for the hallway |
| to the east entrance to the Trophy Room but go up the Pipe in the corner |
| instead. Climb it up then climb the Ledge and go inside the Bathroom |
| window. |
| |
| Grab the Barber Razor, go out the door, and run into the Upper Sitting |
| Room. Run into the East Hallway then go out the window and onto the |
| Ledge. Walk right and to the Pipe that goes up to the 2nd Floor balcony. |
| Once onto the Balcony then run ahead and go up the Pipe to the 3rd Floor |
| Balcony. |
| |
| Bring out the Razor, run inside, go down the stairs a bit, and throw kill |
| Isaac. Grab his Pistol and dump his body in the Container under the |
| stairs. Go out the northeast door back to the balcony and climb the Pipe |
| down to the Ledge. Walk left to the balcony for Zachary's Room then climb |
| down, shimmy left, then climb up. |
| |
| Kill Lucian and drag his body inside and to the Closet for dumping. As |
| you're doing this then Ben should be by the Lawyer. When you are finished |
| dumping then he should be walking to the window. Run into the Office, |
| Kill Ben, and dump him in the Container by the door. Run back to the |
| balcony and climb the Shortcut down. |
| |
| Proceed to the bushes near the River Bridge but go northeast towards them |
| to limit attention from the pair of patrolling Guards who should be near |
| them at this point. Once inside then go south towards the end. |
| |
| If your timing is right then the single Guard that patrols here should be |
| on the opposite side and have his back turned enough to make a run for |
| the River Bridge to leave the mission without having to toss the Knife to |
| cause a distraction. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Obtain the Bartoli Hunting Shotgun Deluxe. |
|---------------------------------------------------------------------------|
| If any Non-Targets are eliminated then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| Eliminate Lucian Barker with the Bartoli Hunting Shotgun Deluxe while |
| wearing the Formal Hunting Attire. |
|---------------------------------------------------------------------------|
| Eliminate Ben Moore with the Bartoli Hunting Shotgun Deluxe while wearing |
| the Formal Hunting Attire. |
|---------------------------------------------------------------------------|
| Eliminate Isaac Hunter with the Bartoli Hunting Shotgun while wearing the |
| Formal Hunting Attire. |
|---------------------------------------------------------------------------|
| Eliminate Daniel Brooks with the Bartoli Hunting Shotgun while wearing |
| the Formal Hunting Attire. |
|---------------------------------------------------------------------------|
| Eliminate Layton Gill with the Bartoli Hunting Shotgun while wearing the |
| Formal Hunting Attire. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Both Daniel and Layton will be on the balcony for Alexa's Office. When |
| you start then run to grab the Barber Razor as before as this will be |
| used for a distraction. Run into the Upper Sitting Room as before but |
| grab the Newspaper before entering the East Hallway. Go up to the 3rd |
| Floor as before but grab the Shotgun and ammo. |
| |
| Go down the stairs a bit then throw stun Isaac with the Newspaper. As you |
| are doing so then Daniel and Layton are going to meet and talk. After |
| knocking out Isaac then pick up his weapon, the Newspaper, and drag him |
| to the Container under the stairs. |
| |
| When you finish then Daniel will go to the railing east of Layton. Run |
| out the east door, knock out Daniel, then run up to and knock out Layton. |
| Drag Layton to the Container near the east door then drag Daniel a bit |
| closer. Kill one, quickly dump him, then kill the other and dump him. |
| |
| Run into the Office, kill Isaac, then quickly dump him. Run out the east |
| door and climb the railing before anybody runs into the Office. Go along |
| the Ledge and to Zachary's balcony. Go into the Room without doing |
| anything to Lucian. |
| |
| Go to the doors to the hallway, stay to the right of them, open them, and |
| toss the Razor towards the Closet which should lure one of the nearby |
| standing Guards. Go near the bookcase and wait for him to get into |
| position. Close the doors, knock him out with the Newspaper, and dump him |
| into the Secret Room. Repeat the process for the other Guard. |
| |
| Knock out Lucian, drag him to the Closet, kill him, and dump him. If |
| everything has gone right then no one should hear you. |
| |
| When Ben goes to the window inside the Office then run inside and knock |
| him out then throw stun the Lawyer. Dump the Lawyer into the Container, |
| drag Ben to it, kill him, and dump him. Run back into Zachary's Room then |
| to the balcony before anybody comes to investigate. |
| |
| Climb down the Shortcut and go to the bushes near the River Bridge. Use |
| the Razor to distract the Guard so you can run to the Bridge to leave the |
| mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Sloth Depletion |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is the third chapter of what is known as the Seven Deadly
Sins DLC. It was released on June 15, 2021 and takes place in 47's mind,
similar to the concept of "Hitman: Contracts".
By participating and completing it you can earn three items: The Lotophage
Suit, the Slapdash SMG, and the Goldbrick Proximity Mine. In addition,
there are a total of twelve Challenges to complete:
>>Personal Day [1,000 XP]
***********************
For this you need to start the Escalation Contract. You should also
earn The Lotophage Suit.
>>Vacation Day [2,000 XP]
***********************
For this you need to complete the first Level. You should also earn
the Slapdash SMG and the Goldbrick Proximity Mine.
>>Sabbatical [4,000 XP]
*********************
For this you need to complete all three Levels of the Escalation
Contract.
>>Tortoise and the Hare - Level 1 [2,000 XP]
******************************************
For this you need to eliminate the Jogger on Level One.
>>Tortoise and the Hare - Level 2 [2,000 XP]
******************************************
For this you need to eliminate the Jogger on Level Two.
>>Tortoise and the Hare - Level 3 [2,000 XP]
******************************************
For this you need to eliminate the Jogger on Level Three.
>>Sleeper Agent - Level 1 [4,000 XP]
**********************************
For this you need to complete Level One with at least 50% Vitality
and with a Silent Assassin rating.
>>Sleeper Agent - Level 2 [4,000 XP]
**********************************
For this you need to complete Level Two with at least 50% Vitality
and with a Silent Assassin rating.
>>Sleeper Agent - Level 3 [4,000 XP]
**********************************
For this you need to complete Level Three with at least 30% Vitality
and with a Silent Assassin rating.
>>Self-Care - Level 1 [2,000 XP]
******************************
For this you need to complete Level One with at least 50% Vitality.
>>Self-Care - Level 2 [2,000 XP]
******************************
For this you need to complete Level Two with at least 50% Vitality.
>>Self-Care - Level 3 [2,000 XP]
******************************
For this you need to complete Level Three with at least 30% Vitality.
The entire theme of this Escalation is Sloth and your goal is to complete
the Escalation with as little movement as possible and, as such, the
structure is different than the others.
Just like with The Greed Enumeration in Dubai you will be given a Target
but will be given another when you kill the first one. Like before you
cannot kill a Target before they become one. However, you will be given an
optional Target who is a Jogger that runs around the Mansion grounds that
you can deal with at any time.
The Mansion grounds have been given a different, grungy look for this
Escalation. In addition, even though you are in a Suit, you do have full
access to the grounds but you will have to deal with multiple Enforcers as
you go about your objectives.
Also, many of the people on the map will be placed differently than they
were in the regular mission.
As the title suggests you are given Vitality which will drain as you move
about. Doing certain movements, such as subduing, will drain it faster.
Killing your Targets in certain ways will allow you to maintain your
Vitality. Pacifying or killing the Jogger will restore 50% of your
Vitality.
When you have killed the last Target then your Vitality will freeze at
whatever percentage it is at so you don't have to worry about it draining
when running for the exit point.
You may also notice large Shells around the map. These Shells will have
useful items and weapons that can be used to deal with your Targets.
The run-throughs listed here are designed to complete all objectives and
with a minimum of 50% and 30% Vitality to acquire all of the Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Additional objectives will be revealed once you complete the previous |
| ones. |
|---------------------------------------------------------------------------|
| Movement and certain actions cost Vitality. Reach 0% and 47 will take |
| damage over time. |
|---------------------------------------------------------------------------|
| Eliminate or pacify the Jogger to restore Vitality. This is an optional |
| objective. |
|---------------------------------------------------------------------------|
| Eliminate Layton Rose with a thrown weapon while wearing The Lotophage |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Ray Wright with any method while wearing The Lotophage Suit. |
|---------------------------------------------------------------------------|
| Eliminate Leonard Parsons in an accident while wearing The Lotophage |
| Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Layton will be near the Small Chapel in the Graveyard area. Ray is the |
| patrolling Guard in the center of the area. Leonard is the Undertaker. |
| |
| When you start then you will be near the Small Chapel in the Graveyard |
| area. Immediately get up then angle left and climb over the wall. Run |
| inside the Chapel while avoiding Layton and to the east side to find a |
| Shell with a Shuriken. Grab it then then look right to find a Brick and |
| take it too. Run towards the west side to find a Radio. Turn it on to |
| lure Layton to it and hide in the bushes. |
| |
| When he turns it off then throw kill him with the Shuriken and grab it |
| back. Run towards Ray's position and he should be drinking from a Bottle. |
| Throw kill him then run west to find a Gardener. Throw stun him with the |
| Brick and run back to Ray, grab the Shuriken, and drag him to the bush |
| near the entrance. Run back to the Gardener and drag him northwest and |
| out of view. |
| |
| At this point Leonard should be at the Open Grave. Carefully climb the |
| short wall to the Grave and approach the stand at an angle so you aren't |
| seen by Leonard and the Gardener then grab the Screwdriver. Quickly climb |
| back down and run out the entrance to find a Gasoline Drum. Puncture it |
| then run towards the Mansion. |
| |
| At this point the Jogger should be running north along the west side of |
| the Garden. Run up behind her while avoiding the Guards. You should catch |
| up to her near the Boat. Throw kill her then quickly drag her into the |
| bushes, crouch, and wait. |
| |
| Leonard will go near the Drum then smoke which will kill him and freeze |
| your Vitality Meter. Run to the exit point at the Small Chapel while |
| avoiding the Guards to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Additional objectives will be revealed once you complete the previous |
| ones. |
|---------------------------------------------------------------------------|
| Movement and certain actions cost Vitality. Reach 0% and 47 will take |
| damage over time. |
|---------------------------------------------------------------------------|
| Eliminate or pacify the Jogger to restore Vitality. This is an optional |
| objective. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Oliver Dickens with a thrown weapon while wearing The Lotophage |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Flynn Sharp in an accident while wearing The Lotophage Suit. |
|---------------------------------------------------------------------------|
| Eliminate Jude Graham in an accident while wearing The Lotophage Suit. |
|---------------------------------------------------------------------------|
| Eliminate Jane Moss with any method while wearing The Lotophage Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Oliver is a Gardener at the north side of the Garden. Flynn is the |
| Photographer. Jude is a Bodyguard patrolling the east side of the Garden. |
| Jane is a maid near the Trophy Room. |
| |
| When you start then you should be near the center of the Grarden. |
| Immediately get up then run to the area west of the Garden. You should |
| find a large stump with a Hatchet. Grab it then run to Oliver's position. |
| Hide behind the bags of leaves and wait. |
| |
| He'll eventually go into the Greenhouse. Follow him but stop at the door. |
| Aim at him and throw kill him when he is directly behind the Gardener - |
| he won't ever turn around so you are safe. |
| |
| After killing Oliver then back out, run east, then run southeast and just |
| inside the Garden wall. After you go through the hedge break then you |
| should see a Faucet. Turn it on and you should distract Jude who should |
| be just outside the Garden. Go up the nearby stairs and to the water's |
| edge. To the south is a Shell with a Car Battery. |
| |
| At this point an Enforcer should be by it but will walk away shortly. |
| When he does then grab the Battery and go back to the stairs. Jude should |
| be near the Faucet so toss the Battery into the water puddle you created. |
| Go south then jump down through the hedge break and go west towards Flynn |
| - Jude will be electrocuted as you do so. |
| |
| If your timing is right then he should be kneeled down near some |
| equipment. Get close to him and wait. When he leaves then grab the |
| Screwdriver from the toolbox, go through the hedge entrance, then go |
| northwest along the smaller hedge wall. Here you should find a Radio. |
| |
| Flynn will go to the small pond but there is one member of the Staff |
| here. Turn off the Radio to lure him then get behind Flynn. The moment |
| the Staff has his back turned then push Flynn into the pond to kill him |
| then run west out of the Garden. You should find the Jogger here so |
| follow her and throw kill her near the Boat. Grab the Screwdriver and |
| quickly drag her into the bushes. |
| |
| Run south and up to Jane's position. If your timing is right then she |
| should be by one of the windows for the Trophy Room. Throw kill her with |
| the Screwdriver to freeze your Vitality Meter and run to the exit point |
| by the terrace stairs to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Additional objectives will be revealed once you complete the previous |
| ones. |
|---------------------------------------------------------------------------|
| Movement and certain actions cost Vitality. Reach 0% and 47 will take |
| damage over time. |
|---------------------------------------------------------------------------|
| Eliminate or pacify the Jogger to restore Vitality. This is an optional |
| objective. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Mr. Fernsby in an accident while wearing The Lotophage Suit. |
|---------------------------------------------------------------------------|
| Eliminate Lawrence Hunt in an accident while wearing The Lotophage Suit. |
|---------------------------------------------------------------------------|
| Eliminate Aron Ford Jr. in a falling accident while wearing The Lotophage |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Mary Moore with a thrown weapon while wearing The Lotophage |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Ben Stone with any method while wearing The Lotophage Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Mr. Fernsby will be in the Sitting Room area. Lawrence should be in the |
| Foyer area. Aron will be in Rebecca's Room. Mary will be inside Alexa's |
| Bedroom. Ben will be inside Alexa's Office. |
| |
| You need to do this fast enough to get at the Jogger to regain enough |
| Vitality to complete the Level so timing for this is a bit tight. When |
| you start then you will be in the Upper Sitting Room. Immediately get up |
| then run to the East Hallway and south to find a Letter Opener. Quickly |
| grab it, holster it and run towards the stairs at a slight angle to avoid |
| the Enforcer's gaze. |
| |
| You should find a Shell with a Lockpick and a round table with the |
| Walking Cane. Pick up the Cane and run north into the Hallway. You need |
| to get to the Upper Foyer but the Enforcers in the Hallways will force |
| you to take the long way around. |
| |
| Find the Dog Painting and use the Switch to get into the Secret Room. Run |
| into Zachary's Room then into the Small Office. If your timing is right |
| then the Bodyguard should be at the window. However, most of the time, |
| when you try to use the Book to open the next Secret Room then he will |
| turn around at the right moment and spot you. |
| |
| So knock him out at the window before using the Book to go through the |
| Room then into Rebecca's Bedroom and into the Upper Foyer. Crouch at the |
| southeast corner and wait. There is an Enforcer at the railing and a |
| Shell nearby. |
| |
| When he turns around and goes to the balcony door then follow him, knock |
| him out past the Shell, and pick up his weapon. Go onto the balcony to |
| find another Shell with a silenced Sniper Rifle. Pick it up, open the |
| door, then stand in the doorway and at the left side. |
| |
| Aim with the Rifle and you should see three Chandelier chains. Shoot the |
| one at the far back to drop it on Mr. Fernsby and kill him. Then shoot |
| the one closest to you to kill Lawrence who has just become the next |
| Target just as he is standing under the Chandelier. |
| |
| Grab the Cane and run to Rebecca's Room. Push Aron over to kill him then |
| run into the Hallway and north a bit to grab the Feather Duster. Go by |
| the stairs going up then climb the railing and continue up the stairs. |
| Run into the Bedroom and go up against the wall to the right to hide from |
| the male Staff ahead. |
| |
| You could run through the Staff Room and Bathroom but that will take more |
| energy and you are starting to run low as it is. When he turns around |
| then run up close, throw stun him with the Cane, then bring out the |
| Opener and throw kill Mary with it. Run into the Office and go left |
| towards the west balcony door. |
| |
| If your timing is right then the patrolling Guard outside should be at |
| the railing. Go outside and hide behind the Container. When he moves then |
| go to the railing. |
| |
| If everything has gone right then the Jogger should be near the |
| Greenhouse. She will stop just northeast of the Garden for a short bit. |
| Shoot her when she stops then proceed to the railing directly north of |
| the north door but go east a few steps and drop the Rifle then go back to |
| the north railing and drop the Pistol at the railing then go southeast |
| towards the Container there. |
| |
| As you are doing this then the patrolling Guard should be going to the |
| east stop of his route. By the time you get to the Container then he |
| should be stopped but see the Rifle on the ground and pick it up. As he |
| is picking it up then Ben should see the Pistol and go to it. |
| |
| Get up behind Ben and wait for him to just get ready to stand up before |
| knocking him out with the Duster and dumping him over the railing to kill |
| him and freeze the Vitality Meter. Go back into the Office through the |
| west door then up the stairs to the 3rd Floor to leave the mission. |
| |
| **NOTE: Dropping the Rifle closer to the patrolling Guard will allow it |
| to be seen sooner so the Guard will leave sooner and give you a |
| little more time to safely ambush and kill Ben. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Wrath Termination |###############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is the seventh, and final, chapter of what is known as the
Seven Deadly Sins DLC. It was released on October 26, 2021 and takes place
in 47's mind, similar to the concept of "Hitman: Contracts".
By participating and completing it you can earn three items: The Temper
Suit, The Roar Flash Grenade, and The Shashka Beast. In addition, there are
a total of six Challenges to complete:
>>The Wrath Termination [1,000 XP]
********************************
Start the Escalation Contract. You should also earn The Temper Suit.
>>The Wrath Termination [2,000 XP]
********************************
Complete the first Level. You should also earn The Roar Flash
Grenade and The Shashka Beast.
>>The Wrath Termination [4,000 XP]
********************************
Complete all three Levels of the Escalation Contract.
>>Power of Frenzy [1,000 XP]
**************************
For this you need to complete Level One before any Inhibitors reach
the top floor.
>>Power of Fury [2,000 XP]
************************
For this you need to complete Level Two before any Inhibitors reach
the top floor.
>>Power of Rage [4,000 XP]
************************
For this you need to complete Level Three before any Inhibitors reach
the top floor.
The entire theme of this Escalation is Wrath and your goal is to prevent
the Inhibitors from reaching 47's body in the Private Room on the 2nd
Floor. This Escalation, and all of the other Seven Deadly Sins Escalations,
take place between the Mendoza and Carpathian Mountains chapters when 47 is
in a coma. The Inhibitors keep 47 sedated and stopping them will help give
47 a chance to awaken.
This Escalation is much different than the others in that it is based
around combat instead of using precise planning and execution which has
annoyed some fans. However, I feel that this is a throwback to the old
classic Hitman games where there were some levels where you had to shoot
your way out such as: Meet Your Brother (Codename 47), Redemption at
Gontranno (Silent Assassin), and Requiem (Blood Money).
There are three Levels to this Escalation and they all have the same
objectives:
--Start with the restricted loadout.
--Protect 47's body from the Inhibitors.
--Enemies do not provide Disguises or firearms when pacified or killed.
--You can't change Disguises or you will fail the mission.
--Non-Target kills do not affect scoring.
The basic premise of this Escalation is that you are placed in the Mansion
at night time. Each Level has three waves of Inhibitors that you need to
fight off. At the start of each Level you are given two minutes to grab
weapons and other items within the Mansion before the Inhibitors appear
outside of the building and begin their assault.
You will start in the Private Room near your body and you can open the
Secret Room nearby to gather weapons and items. It will have a Box you can
open but you need a Crowbar that you do not currently have. There will also
be two Glass Cases with additional weapons and useful items. But they
require a Lockpick to open and you do not have that either. With each Level
the weapons and items you can see in this Room will change.
As you run around the Mansion acquiring items and weapons you will find
traps that you can set but they will require items that are mostly locked
away. There is a weapons stash in Mr. Fernsby's Office but you need to open
that with a Lockpick too.
Each Inhibitor will have two to three Guards accompany them. The Inhibitors
are your main Targets with the Guards being secondary Targets. As noted,
the Inhibitors will not drop firearms when knocked out or killed.
Instead, they will drop one of three items: Old Rusty Nail (one time use
Lockpick), Rusty Crowbar (one time use Crowbar), and the Shuriken.
Neutralizing Inhibitors is how you can get access to the Boxes and Glass
Cases for better weapons.
When you kill the last Inhibitor at the first wave then a secret room at
the Upper Library will open which is a weapons stash and you will be given
one minute to prepare for wave two. The weapons you can see within this
stash will change with each Level but the items in the Boxes won't.
However, if any Guard is alive when you kill the last Inhibitor, then you
will have to deal with him during the wave break.
The second wave will have more Inhibitors and Guards to deal with. When you
kill the last Inhibitor at the second wave then you will open a Secret Room
by Zachary's Room. In this stash the weapons in the Glass Cases and Box
won't change between Levels.
With wave three you will have even more Inhibitors and Guards to deal with.
When you kill the last Inhibitor on wave three then you open the exit point
by your body and you can leave the mission even if some of the other Guards
are alive. However, in order to acquire Silent Assassin, you need to kill
everybody on wave three.
With this explained, let's move onto strategy.
While defending the Mansion from these onslaughts sounds tough there are
some things to know that make this Escalation easier. The Inhibitors start
at four specific points outside the Mansion: River Bridge, Greenhouse,
Graveyard, and Main Gate.
When they appear at the start of a wave then they will pause to throw up a
flare before advancing and they will do so all at once. When they arrive at
the building then the Inhibitor will pause for a bit while one of the
Guards goes on ahead then he will advance again.
A very important thing to know is that, even though they all start at the
same time, they will arrive at the Mansion at different times because each
starting point is a different distance from the Mansion with the River
Bridge being the closest and the Main Gate being the furthest. So knowing
where to start then quickly taking down each group as they arrive will keep
things manageable and make the waves easier.
Now, they will carry firearms and you don't. But that doesn't mean that you
can't get some - they will be in the weapons stashes. Sometimes they will
be in Mr. Fernsby's Office but definitely in the one by Zachary's Room. But
that means that you will have to go through at least two waves without a
firearm.
The items and weapons that you find throughout the Mansion can be thrown
for knockouts and kills. However, I found out that with many of the
attackers moving around they tend to cause my reticle to unlock while
trying to throw at them often resulting in lazily tossing the weapon in
their general direction instead of at their heads.
So I didn't bother with doing that or even setting traps, mainly because I
risked setting it off myself in the heat of battle.
After playing through the Levels I found that rushing them with a Hammer,
knocking them all out, and breaking their necks was the best strategy to
getting through these Levels with minimum hassle.
The reason for using the Hammer is that it is a fast single hit melee
weapon regardless of attack angle. You can find one outside the West Door
and one in the Library.
With this explained here is my strategy for each wave at each Level (with
the Inhibitors coming in from the River Bridge):
Grab the Hammer and wait in the Dining Room. When they come in from the
staff door then wait for them to pass and run out then knock them out
quickly before they can fire a shot. At this point the Inhibitors from the
Greenhouse area will be outside the Sitting Room. Rush out, knock all
people out there, then run inside and knock out the advancing Guard.
Go to the west door to meet those coming from the Graveyard, knock out the
first person that comes in, then use the crates for cover as you run to and
knock out the remaining people. Run back inside and to the Foyer where
those from the Main Gate have just entered the Mansion.
Either use the cover here to run up to and knock out people or toss an
explosive or two at them. Once all are down then grab dropped items from
Inhibitors and break the necks of all people but leave an Inhibitor for
last so you will have a clean wave break. Go up to an opened stash to grab
useful weapons and repeat for the next waves.
In addition to the Hammer there are two other useful weapons that you can
acquire from the stashes. The first is the ICA Proximity Explosive. These
can be found in the Box closest to the door within the Upper Library stash
and in the Box inside the Zachary Room stash. There are two in each box so
you can have a total of four to carry.
I recommend using them for wave three and specifically those in the Foyer
since they tend to be the largest group. Just toss it at them like grenades
and it'll explode before they can do anything.
The second useful item is the ICA19 Classicballer which can be found in the
Zachary Room stash. However, it will only have fourteen rounds total but
this is a reasonably accurate firearm and is good for headshots. If you're
good with rushing and up close attacking then you may not need to use it
but it is handy to have should things start going wrong.
With that said I have some notes for each Level:
0==========0
| Level One \
0=======================================================>
You enemies for this Level are going to be Bikers and Guards from the
Berlin mission and they will be using assault rifles. The waves are going
to be light until wave three. The first wave will have them coming from the
Graveyard and Main Gate. The second wave will have them coming from the
River Bridge as well as the Graveyard and Main Gate. The last wave will
have them coming from all four starting points.
0==========0
| Level Two \
0=======================================================>
Your enemies for this Level are going to be Sicarios and Guards from the
Santa Fortuna mission and they will be carrying Shotguns. One important
thing about this Level is that there will be a Cleaver in the Secret Room
where you start. Use that on them instead of the Hammer but you still need
to knock out at least one Inhibitor so you can save him for last to end a
wave.
Starting on the second wave some Inhibitors will come in pairs along with a
number of additional Guards.
0============0
| Level Three \
0=======================================================>
Your enemies for this Level are going to be the Providence Commandos from
the Carpathian Mountains mission and will be carrying assault rifles. There
is no Cleaver this time so you will need to use the Hammer. Like with the
last Level they will start coming in pairs starting with wave two. The last
wave will have a lot of them coming in, especially through the Foyer. I
highly recommend using the Proximity Explosives on this group.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >DTR9. The Dartmoor Garden Show |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0======0
| Notes \
0=======================================================>
This special event Escalation was released on August 5, 2021 and takes
place at the Carlisle Mansion at some point after Alexa's death.
Because there is no narrative it is assumed that the Mansion is no longer
in the hands of the family considering that their fortune was taken from
them by Arthur and that the residence has been converted into a museum and
civic center by the state.
The Garden Show takes place in the main Garden area and has been broken up
into four specific exhibition areas:
>>Enshu's Pavilion
****************
This Japanese inspired display was created by Ken Takeuchi and is
situated in the northwest section of the Garden.
>>God Save the Green
******************
This traditional British display was created by Evelyn Crane and is
situated in the northeast section of the Garden.
>>Sans Pareil
***********
This fanciful French display was created by Manin Beaulieu and is
situated at the southwest section of the Garden.
>>The Gate of Paradise
********************
This Middle Eastern inspired display was created by Gulshan Yazdani
and is situated at the southeast section of the Garden.
These four designers are in competition with each other and their exhibits
are being judged by the following:
>>Sebastian Sato
**************
After being cut loose from Sanguine after the death of Viktor Novikov
he has done pretty well for himself and is here to help judge the
contest at the request of his friends.
>>Cornelia Stuyvesant
*******************
Still reeling after the death of her father she is here to help judge
the contest at the request of her friend, Lucy.
>>Lucy Philips
************
After her recent exhibition at the Sceptre in Dubai she is here to
help with the judging and has asked her friend Cornelia to come along
even as she is still dealing with the death of her father.
As for the rest of the map, the Greenhouse has been made into an exhibition
area for some of the various plants and animals on display. The Fountain
has been removed and replaced with additional exhibition and a Catering
Area. A large Stage can be found on the terrace area at the north side of
the Mansion.
You cannot enter the Mansion except for the Sitting Room and hallway
areas. With very few exceptions the map is fully accessable to you. There
are also a lot of people attending the show with plenty of food and
entertainment for the event.
Of course, 47 isn't there to look at all of the pretty flowers. He has
business to attend to. It seems that one of the competitors wants to win.
And badly enough that 47 has been hired to eliminate the competition. Not
only does the Client want their rivals dead, the Client also wants two of
the three Judges dead as well since one of them is an Accomplice.
What makes this Escalation interesting is that, when you play it for the
first time, the first Target you have to kill for Level One, the Client,
and the Accomplice, are going to random for each run.
In addition, the people you kill for Levels One and Two will be removed
from the Escalation. For example, if you kill Gulshan at Level One then he
will not be around for Level Two and Three. This may also change how you
deal with the Judges since your victims won't be around to talk to them.
After you complete the entire Escalation then you will unlock Deterministic
Mode which will allow you to choose which people you want to kill on later
run-throughs.
To select Deterministic Mode you need to reset the Escalation then select
this Mode for your new Starting Location. You only need to do this when
starting at Level One.
For this Escalation you will be starting at the south end of the Mansion
grounds wearing the Summer Sightseeing Suit. There will only be two places
to smuggle in items: the Greenhouse and the Graveyard.
In addition, there are a total of seven Challenges to complete:
>>The Dartmoor Garden Show [4,000 XP]
***********************************
For this you need to complete all three Levels of the Escalation
Contract. You will also unlock the Deterministic Mode and earn the
Summer Sightseeing Suit for your collection.
>>Been There, Done That [2,000 XP]
********************************
For this you need to complete the Dartmoor Garden Show in
Deterministic Mode. You should also unlock the Florida Fit with
Gloves Suit for your collection.
>>Cocoh no! [2,000 XP]
********************
For this you need to kill Gulshan by dropping Coconuts on him.
>>Danger! Danger! [4,000 XP]
**************************
For this you need to electrocute five Targets. This is a cumulative
Challenge.
>>Holy Moly! [2,000 XP]
*********************
For this you need to kill Cornelia with an explosive hidden in a Mole
Hole.
>>Froget Escaping [2,000 XP]
**************************
For this you need to catch all four escaped Poisonous Frogs. They can
be found in the following locations:
--By the Boat northwest of the Gardens.
--Just northeast of the Greenhouse.
--At the west side of Manin's display.
--At the west end of the sand bridge just northeast of the
Graveyard.
>>Voyerist [1,000 XP]
*******************
For this you need to take a photo of the kissing couple.
As for the Targets, most of them will have two methods for elimination:
Standard and Electrocution. One of the Challenges requires that you kill
your Targets with electricity so there is a method for doing that to them.
It is highly recommended that you acquire the ICA Remote Micro Taser from
the Berlin mission before doing this Escalation. This will make
electrocuting your Targets much easier and that is the Taser I will be
using for this write up.
Alternatively, there is a Car Battery that can be found behind the Stage
and by the Container at the Delivery Area if you do not already have the
Taser. I also have a method for electrocution if you use the Battery
instead of the Taser.
Listed below are the Contestants and methods for elimination:
0=============0
| Ken Takeuchi \
0=========================================================================0
| He is probably the toughest one to get at. There are three people in |
| his display and an additional person that comes and goes. When Ken is |
| inside the display he tends to stop on the bridge and at the Gazebo at |
| the other end. |
| |
| Behind the sitting couple is a Sprinkler. The Faucet for that is at the |
| opposite side of the wall. Go to it and wait. When the wandering person |
| is not in the display and Ken is either walking to the bridge or to the |
| Gazebo then turn on the Faucet while crouched down and the patrolling |
| Guard is not nearby. |
| |
| The noise will lure the standing person to the Faucet and the sitting |
| couple will leave for good. Go to Ken and push him over the railing to |
| get rid of him. |
| |
| It should be noted that Cornelia can come through the display and talk |
| to Ken so you need to wait for her to leave before doing anything to |
| him. |
| |
| An alternate method is to bring the Remote Emetic Gas Device within a |
| Briefcase so you can make a Gas Briefcase. Use it near him to make him |
| go to the nearby river to throw up in which case you can simply push |
| him in. |
| |
| As for the Electrocution Method, place the Micro Taser on the ground |
| behind the sitting couple and turn on the Faucet to get rid of them. |
| After they leave then drop a Coin next to the Taser and place another |
| Coin a few feet away and towards the Gazebo. |
| |
| When Ken leaves the Gazebo and starts to leave the display then he |
| should see the Coins and go into the puddle. Activate the Taser to kill |
| him. |
| |
| When using the Car Battery then bring the Gas Briefcase (or place it |
| into the Graveyard Pickup) and some Coins. For this method it is best |
| to remove everybody from the display. |
| |
| When you start then go and grab the Battery. Place it behind the |
| sitting couple then turn on the Faucet to get rid of them. Go and get |
| the Gas Briefcase from the Graveyard if you put it there otherwise go |
| to Manin's display and wait near the center. |
| |
| The wandering person that goes into Ken's display will go here for a |
| bit before going back. Use the Briefcase on him to make him go to the |
| river. As he leaves then run near the river and drop the Briefcase in |
| the bushes. |
| |
| The reason for using the Briefcase on him there instead of Ken's |
| display is because there of the glitch where after you use the Device |
| it drops a "ghost" device that others can see and the Guards keep going |
| to. And you don't want that to happen in Ken's display. |
| |
| While the person is going to the river then go back to Ken's display |
| and, if Ken is leaving and Cornelia is not there, then place a Coin in |
| front of the standing person to make him go forward enough for you to |
| subdue him. Dump him into the nearby Container and run back to the |
| river to subdue the sick person. Drag him into the bushes for hiding |
| and go back to Ken's display. |
| |
| If Cornelia comes through then wait for her to leave before doing |
| anything. Drop a Coin by the Battery then place another on the ground a |
| few feet from that and towards the Gazebo. Go deep into the east corner |
| and make sure that you can't be seen by anybody. |
| |
| When Ken comes by and leaves the Gazebo then he should see the Coins |
| and go into the puddle. Shoot the Battery to activate it and |
| electrocute him. |
| |
| It is also possible that he may take a pose near where the standing |
| person was. However, since the standing person is no longer around, |
| then Ken may get stuck there. In this case then shoot the Battery to |
| make him go investigate which will result in his electrocution. |
0=========================================================================0
0================0
| Gulshan Yazdani \
0=========================================================================0
| There is a tree with some Coconuts on it at the northwest side of the |
| display. Place a Coin under the Coconuts and wait for him to come by. |
| When he stops to pick up the Coin then shoot the Coconuts down onto him |
| to kill him. |
| |
| As for the Electrocution Method, there is a Hose at the lower part of |
| the east corner of the display. Place the Micro Taser at the end plus a |
| Coin about halfway between the Hose and the fountain. Turn on the |
| Faucet at the other end for a few seconds, turn it off, and activate |
| the Taser. |
| |
| When Gulshan comes by then he should stand by the fountain near the |
| Hose. However, he won't stand in the puddle so this is why you have the |
| Coin near the Taser - so you can lure him to his death. |
| |
| When using the Car Battery then place the Battery between the Hose and |
| the fountain. Go to a point directly south of it so you can see it |
| through the opening but you can't be seen by the Gardener just outside |
| of the display. Crouch down and shoot the Battery to activate it. The |
| noise will attract someone to investigate. |
| |
| When the person is done and walks away then place a Coin by the |
| Battery. Go to the Faucet, turn it on for a few seconds, then turn it |
| off. When Gulshan comes to the fountain later then he should go to the |
| Coin and electrocute himself. |
0=========================================================================0
0=============0
| Evelyn Crane \
0=========================================================================0
| The easiest way to kill her is to stab her with a Poison Syringe. Go up |
| near her and she should talk to the female Staff who should then walk |
| away. As they are talking then go up behind Evelyn. After the Staff |
| leaves then stab Evelyn to kill her. |
| |
| Alternatively, you can poison her tea with a Poison Frog. After the |
| Staff leaves then use the Frog on her Cup when no one is looking. You |
| can also ambush one of the male Mansion Staff to acquire a safe |
| Disguise if you need one. |
| |
| There is one male Staff that leaves the central area and goes east to |
| stand at the stairs at the very east side of the Gardens. He is far |
| enough away so you can easily subdue him. Drag him to the Shredder |
| nearby for hiding and take his Disguise. |
| |
| As for the Electrocution Method, at the northeast side of the Gazebo is |
| a Faucet. Place the Micro Taser under it and wait. |
| |
| When both the Staff and Evelyn are away from the Gazebo and there is no |
| one looking then turn on the Faucet, walk away, and activate the Taser. |
| Eventually Evelyn will come to turn off the Faucet and get |
| electrocuted. |
| |
| When using the Car Battery you should acquire the Gardener Disguise |
| first before attempting this. Run to the west side of the Graveyard to |
| find a lone Gardener. Subdue him, drag him to a bush to hide him, and |
| take his Disguise. |
| |
| Run behind the Stage to acquire the Battery then run to Evelyn's |
| display. Wait for her to dismiss the Staff before doing anything. Turn |
| on the Faucet and stand at a point south of that. Aim the Battery at |
| the Lamp and, when no one is looking, then toss the Battery at it just |
| as she starts turning off the Faucet to electrocute her. |
| |
| The moment you toss the Battery then immediately run out of the south |
| entrance then run east out of the Gardens so you aren't spotted. |
| Although you can safely sabotage the Lamp with a Screwdriver you can't |
| do that here. |
| |
| The moment you turn on the Faucet then you will be electrocuted no |
| matter how fast you try to run from it. You pretty much need to toss a |
| Battery to successfully electrocute her without the Micro Taser. |
0=========================================================================0
0===============0
| Manin Beaulieu \
0=========================================================================0
| She can be electrocuted easily and this is the preferred method to |
| eliminating her. On the path to the Graveyard from the Trophy Room is a |
| Hose. Place the Micro Taser here then turn on the Faucet at the other |
| end. Somebody else will turn it off so you can just walk away and |
| activate the Taser. Manin will come by to stand by the Hose and she |
| will be electrocuted. |
| |
| When using the Car Battery then make the puddle and acquire the |
| Battery. Drop the Battery at the north end of the puddle and stand at |
| the north side of the stairs then look towards the puddle. |
| |
| When she comes down the stairs then crouch down so you aren't seen by |
| the man sitting on them. Shoot the Battery with your Silenced Pistol |
| the moment she stops to activate it and electrocute her. |
0=========================================================================0
As for the judges:
0===============0
| Sebastian Sato \
0=========================================================================0
| The fastest way to get rid of him is drop a potted plant on him. When |
| you start then go north along the east side of the Mansion then turn |
| left at the corner and go through the opening in the short hedge wall. |
| Stop here and use your Instinct to find the two Guards standing at the |
| entrance to the Sitting Room. |
| |
| Above and slightly behind them is a hanging potted plant. Sebastian |
| will go to the Stage then go stop on the stairs nearby. After that then |
| he will go to the Sitting Room. Bring out your Pistol, use your |
| Instinct to find him, and shoot the plant down onto him to kill him |
| just as he walks under it. |
| |
| As for the Electrocution Method, there is a white van not far from |
| where you start if you go left. Open it to find a Branson MD-2 |
| Microphone. Take it to the Stage and swap it with the other one. You do |
| not need to change Disguises to get on the Stage but you need to make |
| sure that the female Staff nearby isn't looking at the Stage before |
| going onto it. |
| |
| After switching the Microphone then turn up the Regulator behind it and |
| leave. Sebastian will eventually come on the Stage to check it out and |
| be electrocuted. |
0=========================================================================0
0=============0
| Lucy Philips \
0=========================================================================0
| The fastest way to kill her is with a Poison Syringe. When you start |
| then run to the Greenhouse where she starts. Close the doors as you run |
| in and wait by the long table. She will be talking to one of the |
| Gardeners inside and leaves through the main doors afterwards. Stab her |
| just before she gets to them to kill her. |
| |
| Alternatively, you can poison a tray of food at the right end of the |
| counter at the south side of the Catering Area. You will need a Mansion |
| Staff Disguise and at least a Poison Frog to do this safely. |
0=========================================================================0
0====================0
| Cornelia Stuyvesant \
0=========================================================================0
| The fastest way to eliminate her is with a Poison Syringe. Early on in |
| the mission she will enter Evelyn's display. She will talk to her then |
| go to stand at a statue at the southwest corner of the display. Stab |
| her here to kill her. |
| |
| To do this more safely then enter the display before Cornelia gets |
| there and make Evelyn talk to the Staff to get rid of her. |
| |
| As for the Electrocution Method, she will stand by the Hose in |
| Gulshan's display when she goes there. Simply place the Taser there, |
| turn on the Hose for a few seconds, turn it off, and activate the |
| Taser. |
| |
| When using the Car Battery you place the Battery in the same spot like |
| you did when dealing with Gulshan and shoot it from a safe spot. After |
| the investigating person walks away then turn on the Faucet for a few |
| seconds to create the puddle. |
| |
| Of course, this method works best when Gulshan has already been |
| eliminated. |
0=========================================================================0
One important thing to know about this Escalation: there is no tiered
scoring. If you take twenty minutes on Level One in Random Mode then
re-play the same Level in Deterministic Mode and take five minutes then
that new time is going to be your best time for that Level regardless of
mode.
So the plan is to use the initial run-through in Random Mode to acquire
most of the Challenges while exploring the area, learning about the
Targets, and how to kill them properly. Then, after unlocking Deterministic
Mode, use that to get your best score.
All in all, this is not a difficult Escalation. The challenge here is to
find the correct Targets to eliminate and in what order to get the best
overall time and score. I found that this is probably the best selection of
Targets for each Level:
--Level One: Manin.
--Level Two: Evelyn and Gulshan.
--Level Three: Lucy and Cornelia.
By selecting these Targets this makes Ken the Client and Sebastian the
Accomplice.
Each Level is going to have two run-throughs: Random Mode and Deterministic
Mode.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate the Client's rival. |
|---------------------------------------------------------------------------|
| The Client must survive the mission. |
0===========================================================================0
|=========================| The Plan (Random Mode) |========================|
0===========================================================================0
| For this bring the Krugermeier, ICA Remote Micro Taser, RFID Triggered |
| Explosive, and place the Remote Emetic Gas Device into the Graveyard |
| Pickup. |
| |
| The plan here is to just explore the area and go after some of the |
| Challenges. The first thing to do is set up Cornelia's death with a Mole |
| Hole explosion for the [Holy Moly!] Challenge. |
| |
| When you start then run to the Graveyard to make the Gas Briefcase. As |
| you leave the Graveyard then go to the sand bridge just northeast of it. |
| Use your Instinct to find one of four of the Poisonous Frogs you need to |
| grab for the [Froget Escaping] Challenge. Crouch down then gently creep |
| up on it so you can grab it. |
| |
| After that then go to Manin's display through the north opening. At the |
| west part of the display is another Frog so grab that before doing |
| anything else. |
| |
| Near the center of the display is a Mole Hole. There is one woman who |
| just stands there always looking in that direction. There is also a |
| Bodyguard patrolling through the display and another person that goes in |
| and out of the area. |
| |
| After grabbing the Frog then stand near the woman but not too close. The |
| Bodyguard should, as part of his patrol, stop and look in your direction |
| for a bit. As he stops then get close to the woman and detonate the Gas |
| Briefcase to make her sick and leave. Go over the Mole Hole and wait. |
| |
| When the Bodyguard walks past you going north then place the RFID |
| Triggered Explosive in the Mole Hole. Find Cornelia and place the RFID |
| Coin in such a way that only she will pick it up. This will set her up |
| for later and acquire the Challenge. |
| |
| With that done it is time to go find the other two Frogs for the [Froget |
| Escaping] Challenge. The first one is going to be near the Boat northwest |
| of the Gardens. The last one is going to be just northeast of the |
| Greenhouse. There will be a Guard standing over it so it will be easier |
| to find. |
| |
| For [Voyerist], the couple you need to take a picture of is going to be |
| in the lower area north of the Delivery Area. Go to a point northeast of |
| them so you can see them through the stairs opening. Zoom in on them and |
| keep taking pictures until you acquire the Challenge. |
| |
| Go and kill your Target, preferably by electrocution. When Cornelia gets |
| blown up then go and leave the mission via the River Bridge. |
0===========================================================================0
|=====================| The Plan (Deterministic Mode) |=====================|
0===========================================================================0
| For this bring the ICA Micro Remote Taser. Before doing anything of note |
| then go and electrocute any Target that you already didn't kill that way |
| in Random Mode. After you electrocute a Target then restart the mission. |
| |
| When you are finished with that then, when you restart the mission, |
| immediately bring out the Taser and run north along the west side of the |
| Mansion and inside the perimeter wall. Go down the stairs just before the |
| Food Stand then to the Faucet for the Hose on the Graveyard path. |
| |
| If you get there fast enough then you can turn it on just before the |
| patrolling Guards can see you doing it and possibly lose Silent Assassin. |
| |
| **NOTE: Going along the perimeter exterior is not recommended as this |
| will get you to the Faucet a second or two slower and will |
| allow the Guards to see you turn on the Faucet. |
| |
| Run to the Hose, drop the Taser in the puddle, and run to the table |
| outside the north side of the Greenhouse to pick up the Boat Key while |
| activating the Taser. By the time you get here then Manin will be |
| electrocuted. Run to the Boat to leave the mission. |
| |
| **NOTE: Use of the Car Battery is stil going to be effective against |
| her here but will be slower since you have to wait for her to |
| come back around. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The remaining two Competitors must be eliminated. |
|---------------------------------------------------------------------------|
| The Client must survive the mission. |
0===========================================================================0
|=========================| The Plan (Random Mode) |========================|
0===========================================================================0
| For this bring the Krugermeier, Coin, and the ICA Remote Micro Taser. The |
| plan here is to kill at least one of your two Targets with electrocution |
| and do a safe, slower method for the second Target. |
0===========================================================================0
|=====================| The Plan (Deterministic Mode) |=====================|
0===========================================================================0
| For this bring the Krugermeier, Coins, and a Lethal Syringe. When you |
| start then run north along the east side of the Mansion and inside the |
| perimeter wall. Continue north along the path at just outside the east |
| perimeter wall of the Gardens. |
| |
| Go through the east opening then into the south entrance to Evelyn's |
| display. Stop outside the west side of the Gazebo, bring out the Syringe, |
| and wait. Evelyn will talk to the Staff who will then leave. |
| |
| As she leaves then get up close behind Evelyn and stab her to kill her. |
| Run to Gulshan's display then to the tree with the Coconuts. Place a Coin |
| under the Coconuts then stand at a point just southeast of them. |
| |
| Gulshan will come through the nearby entrance and see the Coin. Shoot the |
| Coconuts just as he gets under them to kill him then run to the River |
| Bridge to leave the mission. |
| |
| **NOTE: You should also acquire the [Cocoh no!] Challenge if you |
| haven't already done so in Random Mode. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The two opposing Judges must be eliminated. |
|---------------------------------------------------------------------------|
| The Client and Accomplice must survive the mission. |
0===========================================================================0
|=========================| The Plan (Random Mode) |========================|
0===========================================================================0
| For this bring the Krugermeier, Coin, and the ICA Remote Micro Taser. The |
| plan here is to kill at least one of your two Targets with electrocution |
| and do a safe, slower method for the second Target, just like with Level |
| Two. |
| |
| However, if both Targets are Sebastian and Cornelia, then use the Branson |
| Microphone on Sebastian and the Taser on Cornelia. If Gulshan is the |
| Client then you may have to wait until you unlock Deterministic Mode to |
| electrocute Cornelia if you need to do so. |
0===========================================================================0
|=====================| The Plan (Deterministic Mode) |=====================|
0===========================================================================0
| For this bring a Lethal Syringe, a Briefcase with the Remote Emetic Gas |
| Device, and place another Lethal Syringe into the Greenhouse Stash. If |
| you do not already have the [Danger! Danger!] Challenge already then go |
| ahead and use the Branson Microphone to electrocute Sebastian before |
| restarting. |
| |
| When you start then run north along the east side of the Mansion again |
| and enter the Gardens through the east opening. Continue west towards the |
| center then run north into the Greenhouse and close the doors as you |
| enter. Lucy should be talking to another person as you enter. Go to the |
| west end of the long table, crouch, make the Gas Briefcase, and bring out |
| the Syringe. |
| |
| Wait for Lucy to start leaving then stab her with the Syringe just as she |
| goes for the door to kill her. Run out the west door and acquire the |
| other Syringe from the Stash. |
| |
| Run to Evelyn's display and Cornelia should already be there and standing |
| by herself since Evelyn is dead and gone. Use the Briefcase on her and |
| she should go to the porta-potties at the east side of Gulshan's display |
| area. |
| |
| When she gets there then a Mansion Staff person should be leaving the |
| area. Wait for him to turn the corner then stab her with the Syringe to |
| kill her and run to the River Bridge to leave the mission. |
| |
| >>Mystery of the Unicorns [2,000 XP] |
| ********************************** |
| For this you need to eliminate a Target with the Unicorn Horn. You |
| should also earn the Unicorn Horn for your collection. The Unicorn |
| Horn is on the ground in the shrub area southwest of the Library. |
| The picture of the Challenge should give you a better idea of its |
| location. The plan is to use the Horn on Cornelia. |
| |
| When you start then do everything the same in regards to Lucy. |
| After eliminating Lucy then run out and acquire the Horn then run |
| to the porta-potties at the east side of Gulshan's display. Grab |
| the Screwdriver there and go north to the Shredder. Near it is a |
| large potted plant. Go to it and wait. |
| |
| When the Mansion Staff person goes to the stairs nearby and reaches |
| the top then toss the Screwdriver on the ground at the base of the |
| wall by the plant to lure him there. Knock him out with the |
| Briefcase and dump him in the Shredder. Go into Evelyn's display |
| and wait for Cornelia to come back. |
| |
| Use the Briefcase on her and wait by the porta-potties. When she |
| stops then stab her with the Horn and run to the River Bridge to |
| leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. [Seasonal Pruning] Challenge |########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
For this you need to do three things:
--Eliminate a Target with the Garden Shredder.
--Eliminate a Target with the Garden Shears.
--Eliminate a Target with the Garden Fork.
When you complete these objectives then you will earn the Floral Baller and
4,000 XP for completing the Level.
The neat thing about this is that you can use it on the same Target. Kill the
Target one way then restart the Level. Do another way and repeat until the
Challenge is completed. Then complete the Level any way you like to get the
XP. This Challenge is best done in Deterministic Mode on the first Level and
the Target I used for this is Gulshan.
When planning bring the Coins and the Claw Hammer. When you start then run
left to the white van, open it, and acquire both the Wrench and Microphone as
they can be used for additional throwing objects. Run to Gulshan's display
area but go to the east side of it to find several porta-potties. North of
them and by Evelyn's display area is a Shredder.
There is going to be a Mansion Staff person near here who should go to the
porta-potty. Knock him out and leave him here. Go to the Shredder and place a
Coin near it.
Go to the north end of the porta-potties and toss one of you objects close to
the Shredder to lure the woman inside the display near the northeast corner.
She should see the Coin and go to it. Knock her out and drag her to the
northeast side of Evelyn's display. Go back to the porta-potties and wait.
When Gulshan comes by the same corner then toss the object again to lure him
to the Coin. Knock him out, dump him, and shred him to kill him. After the
notifications pop up then redo the Level.
This time run to the east side of the Greenhouse to find the Shears. Go back
to the porta-potties and knock out the Staff as before. Lure the the woman to
the Coin as before to knock her out and hide her again. When Gulshan comes
near then toss an object at your feet to lure him near your position.
When he comes by then he should see the downed Staff and run to him. Follow
him then stab him with the Shears when he stops. After the notifications pop
up then redo the Level again.
This time grab the Fork from the table outside the north side of the Trophy
Room. Do everything as before and stab him with the Fork when he goes to the
downed Staff. From here you can either run to the River Bridge to complete
the Level for the XP or redo the Level, do it any way you want, then complete
it.
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
/ Berlin \@@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY18. Apex Predator 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@@@\ Berlin /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
With Alexa Carlisle dead Providence is finally gone. But things take a turn
for the worse as 47 leaves the Mansion. As he begins to exit Lucas announces
that he is under attack and that Arthur is behind it. 47 goes to Lucas' aid
but both of them are outnumbered. Lucas, not wanting to be taken back to
Arthur, makes the decision to end his own life in front of 47.
As this is going on Arthur confronts Diana. Arthur has no plans to harm Diana
as he considers her to be very useful and would be a benefit to him and
Providence. He then drops a bombshell on her regarding the death of her
parents and tells her to call him later as he leaves.
Unaware of this 47 heads back to Berlin to meet up with Olivia so he can give
her the Case File. And this leads him to a bus stop just outside of the
city.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BRN1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Visible Accomplishments |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Death of the Party
******************
Description: Complete Apex Predator.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 20 GS.
>>Followed the Trails
*******************
Description: Reveal all undiscovered areas in Berlin.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 20 GS.
>>Last Call
*********
Description: Become the club owner and have a sit down with the ICA.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
-----------------------------------------------------------------------
Notes: You need to leave the mission after the confrontation and
obtaining the [There was a Fire Fight!] Challenge to acquire the
Accomplishment.
>>Warehouse Veteran
*****************
Description: Reach Berlin Mastery Level 20.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Secret Accomplishments |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Bird Art
********
Description: Photograph the Yellow Bird.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
-----------------------------------------------------------------------
Notes: For this you need to complete the [Concrete Ornithology]
Challenge.
>>Partied Out
***********
Description: Tremaine has a rifle accident, Thames is hit by a crane
and Montgomery and Banner light up the club.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
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/=========================================================================\
| >BRN2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed almost directly
south. Therefore you should turn it off to prevent confusion.
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This is a pretty large map that has multiple areas. First is the Gas Station
and Forest Paths that head north to the main area of the map. Here there are
two large buildings. The north large building is what I call the Biker
Headquarters. This is where the Ragnarok Disciples have set up shop in this
part of the Berlin area. This building has multiple floors and includes a
Garage, Grow House, and Drug Processing area.
The second larger building to the south is Club Holle, a large techno dance
hall that is set up inside an unfinished power plant. This building has
multiple floors including multiple bars and the Dance Floor which is located
in the Basement.
In addition, there are multiple exterior areas. There is the Back Entrance,
Club Holle Entrance, and Parking Lot to the west and south. To the east is
the Water Channels and North Clearing areas. There are also two large
exterior bars: the Juice Bar and Chill Out areas.
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| A. Detailed Map |########################################################\
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Here I will go over in detail of each area and where you can find useful
objects:
0===========================================0
| Gas Station, Radio Tower, and Forest Paths \
0===========================================================================>
The Gas Station is at the very south end of the exterior map. The Main Path
goes from the road to the fork with the other Forest Paths. There are three
Forest Paths: West, Center, and East. The West path is the long curved path
to the west. The Center path is the one that runs parallel to the West Path
and the East Path is the one to the east. The Radio Tower is in the center
of the Main Path.
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|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Flyer | On a table at the restaurant area at the west side |
| | of the Gas Station. |
|--------------------+------------------------------------------------------|
| Coin | At the Payphone at the northeast corner of the Gas |
| | Station. |
|--------------------+------------------------------------------------------|
| Combat Knife | Embedded in the dead Agent near the beginning of the |
| | Main Path. |
|--------------------+------------------------------------------------------|
| Lead Pipe | On the workbench at the small shack by the Radio |
| | Tower. |
|--------------------+------------------------------------------------------|
| Bird's Egg | On the ground near the center of the West Forest |
| | Path. |
|--------------------+------------------------------------------------------|
| Poisonous Mushroom | On the ground at the east half of the West Forest |
| (Emetic) | Path. |
0===========================================================================0
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0==============================0
| Club Holle and Water Channels \
0===========================================================================>
The Club Holle area is what is in front of the Club Entrance at the
southwest corner of the building. It extends north to the gate for the Back
Entrance and west to the road leading out. By the road leading out is the
South Cooling Tower to the north and a Small Building to the south. At the
east side of the area is the Parking Lot.
The area to the east of the Parking Lot is the Water Channels area. The
Container Area is the large clearing at the south end that has lots of
shipping containers. The north end, across the small bridge, is the North
Clearing that is just east of the Club building.
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|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#######################| Club Holle and Parking Lot |######################|
0===========================================================================0
| Iron | On the ground in the northwest corner at the South |
| | Cooling Tower. |
|-------------------+-------------------------------------------------------|
| Spray Can | By the large tank behind a wall just northwest of the |
| | Club Entrance. |
|-------------------+-------------------------------------------------------|
| Shovel | Leaning against a wall at the west side of the Small |
| | Building. |
|-------------------+-------------------------------------------------------|
| Brick | --On the ground at the east side of the Small |
| | Building. |
| | --Found amongst the junk just southwest of the Club |
| | Entrance (x2). |
|-------------------+-------------------------------------------------------|
| Radio Tower Key | Found under the Brick at the Small Building. |
|-------------------+-------------------------------------------------------|
| Bag of "Medicine" | On the bright green bike at the southeast corner of |
| Pills | the Parking Lot. |
|-------------------+-------------------------------------------------------|
| Car Battery | On the ground at the southeast corner of the Parking |
| | Lot. |
0===========================================================================0
|###################| Water Channels and North Clearing |###################|
0===========================================================================0
| Coin | --On the northwest corner of the group of large tanks at the |
| | north end of the Container Area. |
| | --On the ground at the southwest corner of a shipping |
| | container cluster at the southwest side of the North |
| | Clearing. |
|------------+--------------------------------------------------------------|
| Bird's Egg | --In a nest at west center part of the Container Area. You |
| | will need to shoot the nest to acquire the Egg. |
| | --In a nest on the ground in the middle of a group of |
| | containers and pipes at the south end of the Container |
| | Area. |
|------------+--------------------------------------------------------------|
| Old Axe | On the ground in the middle of a group of containers and |
| | pipes at the south end of the Container Area. |
|------------+--------------------------------------------------------------|
| Hammer | On a stack of boards at the north end of the North Clearing |
| | just west of the Wardrobe entrance. |
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0==============0
| Back Entrance \
0===========================================================================>
This large area goes from the South Gate northwest of the Club Entrance,
north to the North Gate, east to the East Gate and east past the entrance
to the Biker Headquarters building, and to the west gate for the Juice Bar.
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|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | On the long red concrete railing structure between the |
| | North Gate and the South Gate. |
|---------------+-----------------------------------------------------------|
| Fuse Cell | In the small yellow dumpster just southwest of the East |
| | Gate. |
|---------------+-----------------------------------------------------------|
| Food Delivery | On the red scooter in front of the Biker Headquarters |
| | entrance. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Juice Bar \
0===========================================================================>
This are goes from the gate to the west, to the water to the east, north to
the Garage entrance for the Biker Headquarters building, and south to the
three small bridges that link this area to the Chill Out area to the south.
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|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Scooter Key | Carried by the Delivery Guy who is standing at the |
| | northwest corner of the area. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the ground by some barrels near where the Delivery |
| | Guy is. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | Behind the main counter. |
| Bag of Sugar | |
| Banana | |
|-------------------+-------------------------------------------------------|
| Coconut | On a pallet in the back area behind the main counter. |
|-------------------+-------------------------------------------------------|
| Scrap Sword | In the pile of junk against the wall between the |
| | north and center tanks at the east side of the area. |
|-------------------+-------------------------------------------------------|
| Brick | On the ground inside the bushes just northeast of the |
| | east gate and near the standing Guards. |
|-------------------+-------------------------------------------------------|
| Spray Can | On the railing at the southeast corner of the large |
| | group of tanks at the east side of the area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Chill Out \
0===========================================================================>
This is the area between the Juice Bar to the north and the North Clearing
and Wardrobe area to the south. The Staff Room is to the east of the main
counter.
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|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Staff Locker Key | Behind the main counter. |
| Bag of Sugar | |
|--------------------+------------------------------------------------------|
| Wrench | On a barrel in the secluded area between the main |
| | counter and the Staff Room. |
|--------------------+------------------------------------------------------|
| Coin | On the ground in the corner by the large tank at the |
| | southeast corner of the area. |
|--------------------+------------------------------------------------------|
| Fire Extinguisher | On the wall at the northwest corner of the Staff |
| | Room. |
|--------------------+------------------------------------------------------|
| Juice Bar Ticket | Inside the closed locker in the Staff Room. |
|--------------------+------------------------------------------------------|
| Bartender Disguise | Inside the open locker in the Staff Room. |
|--------------------+------------------------------------------------------|
| Frying Pan | On the table at the south end of the Staff Room. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | On the floor at the southeast corner of the Staff |
| | Room. |
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0==========================================0
| Biker Headquarters Ground Floor - Level 0 \
0===========================================================================>
The west half of this floor is the Drug Packaging area. The large west half
of this area is the Warehouse. The packaging area itself is in the north
center portion. The Incinerators is at the northeast corner of this
portion. The east side of this floor is the Garage where the Bikers tend to
their vehicles. The south center part of this floor is the Biker Hangout
which is their break area.
The stairs at the southwest corner of this floor and that also connect to
the lower floors of the Club building is the Main Stairs. The West Stairs
to the 1st Floor is at the northwest corner and the East Stairs is at the
Garage area.
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|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############| Drug Packaging, Warehouse, and Incinerators |##############|
0===========================================================================0
| Cocaine Brick | On the table at the center part of Drug Packaging. |
|-------------------+-------------------------------------------------------|
| Hobby Knife | On the box near the center of the Warehouse. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the ground by the stack of pallets near the North |
| | Stairs in the Warehouse. |
0===========================================================================0
|#################################| Garage |################################|
0===========================================================================0
| Screwdriver | On the workbench at the northeast corner of the area. |
| Fuse Cell | |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall corner at the northeast side of the area. |
| | |
|-------------------+-------------------------------------------------------|
| Car Battery | On the workbenches at the east center side of the |
| Hammer | area. |
| Wrench | |
|-------------------+-------------------------------------------------------|
| Coin | On the small counter by the Closet at the west center |
| | part of the area. |
0===========================================================================0
|#############################| Biker Hangout |#############################|
0===========================================================================0
| Biker Disguise | On the floor in the small storeroom just north of |
| | the Biker Hangout. |
|----------------------+----------------------------------------------------|
| Pool Ball | On the pool table at the west half of the area. |
|----------------------+----------------------------------------------------|
| Tactical Bartoli 12G | On the table at the west half of the area. |
|----------------------+----------------------------------------------------|
| Kitchen Knife | Embedded in the wall by the dart board at the west |
| | half of the area (x2). |
|----------------------+----------------------------------------------------|
| Motorcycle Key | In the living section of the area. |
| Baseball Bat | |
| Battle Axe | |
|----------------------+----------------------------------------------------|
| Propane Flask (x2) | At the northeast corner of the area. |
| Frying Pan | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Biker Headquarters 1st Floor - Level 1 \
0===========================================================================>
The west side of this area is the West Hallway. The large center area is
the Grow House where illegal plants are being cultivated. The Security Room
is to the southwest of the House. The east side of the floor is the Storage
area and the South Balcony is the area to the south. The Center Stairs is
in the center of the floor and the Northeast Stairs is at the north side of
the Storage area.
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|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|######################| West Hallway and Grow House |######################|
0===========================================================================0
| Lead Pipe | On a pallet just south of the West Stairs in the West |
| | Hallway. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On a shelf at the southwest corner of the Grow House. |
|-------------------+-------------------------------------------------------|
| Garden Fork | On the table at the southwest corner of the Grow |
| | House. |
|-------------------+-------------------------------------------------------|
| Shovel | Inside the large planter near the center of the Grow |
| | House. |
|-------------------+-------------------------------------------------------|
| Bartoli 75R | On the table near the Center Stairs just outside the |
| | Grow House. |
|-------------------+-------------------------------------------------------|
| Bartoli Hunting | In the case near the bottom of the Center Stairs |
| Shotgun | (x2). |
|-------------------+-------------------------------------------------------|
| Crowbar | On a table just east of the Center Stairs. |
0===========================================================================0
|#######################| Storage and South Balcony |#######################|
0===========================================================================0
| Garden Fork | In the crates at the north side of the Storage area. |
| Gold Idol | |
|---------------+-----------------------------------------------------------|
| Insecticide | On a shelf at the south side of the Storage area. |
|---------------+-----------------------------------------------------------|
| Propane Flask | On a pallet with a blue tarp near the center of the South |
| | Balcony. |
0===========================================================================0
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0=======================================0
| Biker Headquarters 2nd Floor - Level 2 \
0===========================================================================>
The area just north of the Main Stairs is the West Hallway. The large
center area is the Catwalks that look down on the Grow House. The area to
the east is the Sniper Nest.
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|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Bartoli Woodsman Hunting Rifle | On the stand in the Sniper Nest. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============================0
| Biker Headquarters - Level 3 \
0===========================================================================>
The only thing of note is the connection of the Overpass from the Club
building to the Main Stairs.
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0=====================================0
| Biker Headquarters Rooftop - Level 4 \
0===========================================================================>
This is the main rooftop that overlooks the entire Club area.
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|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Brick | On the southeast railing corner. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Club Holle Ground Floor - Level 0 \
0===========================================================================>
The Club Entrance is at the south end of this floor. Next to it to the
northeast is the Wardrobe area. At the south part of the main Wardrobe room
is the Wardrobe Counter.
To the west of Wardrobe is the Main Hall which is the wide hall that goes
north-south along the east side of the floor. It goes west along the south
side of the floor and goes west along the north side of the floor to
another area called the Red Toilets.
To the south of the Red Toilets is the Staff Storeroom. The north-south
hall that goes along the west side of the floor is the Staff Hallway. There
is a short west-east hallway in the center called the Center Hallway.
At the northeast corner of the floor is the East Stairs that goes up to the
Roof and down to the lower two floors. At the south side of the floor is
the South Stairs that goes down to the lower two floors.
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|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#############| Club Entrance, Wardrobe, and Wardrobe Counter |#############|
0===========================================================================0
| Small Camera Stickers | On the counter at the Club Entrance. |
| Flyer | |
|-----------------------+---------------------------------------------------|
| Fire Extinguisher | On the east wall of the staff room at the Club |
| | Entrance. |
|-----------------------+---------------------------------------------------|
| Fire Axe | On the wall in the hallway at the Wardrobe area. |
|-----------------------+---------------------------------------------------|
| Club Crew Disguise | Inside open locker at northwest corner of the |
| | main Wardrobe room. |
|-----------------------+---------------------------------------------------|
| Coin | On the floor at the west center part of the main |
| | Wardrobe room. |
|-----------------------+---------------------------------------------------|
| Blueberry Muffin | On the counter at the southwest corner of the |
| | main Wardrobe room. |
|-----------------------+---------------------------------------------------|
| Staff Area Key | On the south counter at the Wardrobe Counter. |
|-----------------------+---------------------------------------------------|
| Baseball Bat | On the lower shelf beneath the Wardrobe Counter. |
0===========================================================================0
|#######################| Main Hall and Red Toilets |#######################|
0===========================================================================0
| Fire Axe | On the wall just inside the East Stairs. |
|-----------+---------------------------------------------------------------|
| Wrench | Near the Container in a side area at the east wall of the |
| | east half of the Main Hall between the East Stairs and the |
| | entrance to the Chill Out area. |
|-----------+---------------------------------------------------------------|
| Lead Pipe | By a urinal at the south side of the urinal area at the south |
| | end of the Red Toilets. |
|-----------+---------------------------------------------------------------|
| Coin | Carried by a male Civilian at the urinal area at the south |
| | end of the Red Toilets (x3). |
0===========================================================================0
|###########| Staff Storeroom, Staff Hallway, and Center Hallway |##########|
0===========================================================================0
| Screwdriver | On a shelf at the northeast corner of the Staff |
| | Storeroom. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the floor at the southwest corner of the Staff |
| | Storeroom. |
|-------------------+-------------------------------------------------------|
| Car Battery | On a portable scaffold at the west end of the Center |
| | Hallway. |
|-------------------+-------------------------------------------------------|
| Fuse Cell | On a large black crate in the center of the Center |
| | Hallway. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Club Holle Lower Rooftop - Level 1 \
0===========================================================================>
There are three sections to this level: North Lower Rooftop, West Lower
Rooftop, and the Southeast Lower Rooftop.
The North Lower Rooftop can be accessed by climbing up a shipping container
just inside the Back Entrance area and a Ladder from the Main Rooftop. The
West Lower Rooftop can be accessed by a Pipe at the north end at and a
scaffold in the Staff Hallway inside the Club. The Southeast Lower Rooftop
can be accessed by a set of stairs within the Club Entrance area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Brick | In the corner just east of the base of the Ladder at the |
| | North Lower Rooftop. |
|-----------+---------------------------------------------------------------|
| Wrench | On the windowsill just inside the Club at the West Lower |
| | Rooftop. |
|-----------+---------------------------------------------------------------|
| Baseball | In the gutter at the south end of the West Lower Rooftop. |
|-----------+---------------------------------------------------------------|
| Crowbar | On the ground just east of the door at the Southeast Lower |
| | Rooftop. |
|-----------+---------------------------------------------------------------|
| Spray Can | On the ground by an air conditioning unit at the west section |
| | of the Southeast Lower Rooftop. |
|-----------+---------------------------------------------------------------|
| Lead Pipe | At the edge of the roof by the large pipe at the southeast |
| | corner of the west section of the Southeast Lower Rooftop. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Club Holle Main Rooftop - Level 2 \
0===========================================================================>
This is the main rooftop area of the Club. To the north are stairs that go
to the Overpass that leads to the Biker Headquarters, a Ladder that goes
down to the North Lower Rooftop, and the top of the East Stairs. Near the
center is a Skylight that goes back into the Club. At the south end are
stairs and a Ladder that go down to the Southeast Lower Rooftop.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Crowbar | Under the stairs that go up to the Overpass. |
|---------------+-----------------------------------------------------------|
| Spray Can | On the ground in the corner just east of the Ladder for |
| | the North Lower Rooftop. |
|---------------+-----------------------------------------------------------|
| Propane Flask | On the ground by an air conditioning unit just east of |
| | the Skylight. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Club Holle Sub-Basement - Level -1 \
0===========================================================================>
The North Bar is the area at the north end of this floor. The Pipe Room is
the large room at the west side of the floor and is divided into north and
south halves. The Center Walkway is in the middle of the floor. South of
the Pipe Room is the Projection Bar. Northwest of it is the Bar Storeroom.
The long north-south area at the east side of the floor is the East
Hallway.
At the very north end of the floor is the Main Stairs that goes up into the
Biker Headquarters building. The East Stairs is at the northeast corner.
The South Stairs going down to the Dance Floor is at the south end.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|########################| North Bar and Pipe Room |########################|
0===========================================================================0
| Lead Pipe | On the floor near the base of the Main Stairs. |
|---------------------+-----------------------------------------------------|
| Screwdriver | --On a small table behind the North Bar. |
| | --Carried by both of the Technicians at the west |
| | end of the Center Walkway. |
|---------------------+-----------------------------------------------------|
| Crowbar | On a black crate near the center of the south half |
| | of the Pipe Room. |
|---------------------+-----------------------------------------------------|
| Fire Extinguisher | On the table just west of the Center Walkway. |
|---------------------+-----------------------------------------------------|
| Technicians Note #1 | On the table at the west end of the Center Walkway. |
|---------------------+-----------------------------------------------------|
| Hammer | On a stack of wood at the southeast corner of the |
| | south half of the Pipe Room. |
0===========================================================================0
|####################| Projection Bar and Bar Storeroom |###################|
0===========================================================================0
| Hobby Knife | --In the back area of the Projection Bar. |
| | --At the north end of the center crates within the Bar |
| | Storeroom. |
|------------------+--------------------------------------------------------|
| Juice Bar Ticket | In the back area of the Projection Bar. |
|------------------+--------------------------------------------------------|
| Soda Can | --On a table at the south side of the Projection Bar. |
| | --At the north end of the center crates within the Bar |
| | Storeroom. |
|------------------+--------------------------------------------------------|
| Lead Pipe | In the small staff area next door east of the |
| | Projection Bar. |
0===========================================================================0
|##############################| South Stairs |#############################|
0===========================================================================0
| Soda Can | On the stair railing just east of the Projection Bar. |
|--------------+------------------------------------------------------------|
| Club Keycard | On a crate by the stairs at the east half of the Stairs. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| Club Holle Basement - Level -2 \
0===========================================================================>
The main Dance Floor takes up the entire center of this floor. The
west-east North Hallway is the hallway north of the Dance Floor.
Hirschmuller's Office is at the northeast corner of this floor. The Office
Storeroom is the small room at the west side of the Office.
At the south side of the center door of the North Hallway is the DJ
Backstage with the DJ Booth in the center. At the west side of the floor is
the north-south West Hallway.
At the southwest corner of the floor is the Basement Bar. At the northeast
corner of the Bar is the Kitchen. North of that is the Toilets. North of
the Toilets is the West Hallway.
The Boiler Room is the large room at the southeast corner of the floor.
Just north of it is the Security Room.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############| Hirschmuller's Office and Office Storeroom |##############|
0===========================================================================0
| Toy Tank | On a box at the southwest corner of the Office. |
|-----------------------+---------------------------------------------------|
| Sawed-Off Bartoli 12G | Under the desk. Can only be acquired when the |
| | desk is kicked over under certain circumstances. |
|-----------------------+---------------------------------------------------|
| Cocaine Brick | Inside the Safe in the Office. |
| Gold Idol | |
|-----------------------+---------------------------------------------------|
| Club Keycard | On south end of the long counter in the west side |
| | of the Office. |
|-----------------------+---------------------------------------------------|
| Baseball Bat | On the counter in the middle of the Office. |
|-----------------------+---------------------------------------------------|
| Juice Bar Ticket | On the table at the east side of the Office. |
|-----------------------+---------------------------------------------------|
| Rolf Hirschmuller's | Carried by Rolf. |
| Phonebook | |
|-----------------------+---------------------------------------------------|
| Tactical Bartoli 12G | On the shelf inside the Office Storeroom. |
0===========================================================================0
|#######################| DJ Backstage and DJ Booth |#######################|
0===========================================================================0
| Medicine Cabinet Key | On the corner counter at the west end of the |
| Staff Area Key | Backstage. |
|-------------------------+-------------------------------------------------|
| Modern Sedative Syringe | Inside the Cabinet at the east end of the |
| | Backstage. |
|-------------------------+-------------------------------------------------|
| Wrench | On the stack of wood near the Cabinet. |
|-------------------------+-------------------------------------------------|
| Technician's Note #2 | At the southwest corner of the DJ Booth. |
|-------------------------+-------------------------------------------------|
| Fire Extinguisher | On the back wall of the DJ Booth. |
|-------------------------+-------------------------------------------------|
| Hobby Knife | By the yellow ladder on top of the DJ Booth. |
| | Climb the ladder outside the east side of the |
| | Booth to access. |
0===========================================================================0
|#######################| Basement Bar and Storeroom |######################|
0===========================================================================0
| Fire Extinguisher | On the wall inside the Dance Floor area just outside |
| | the southeast door of the Bar. |
|--------------------+------------------------------------------------------|
| Kitchen Knife (x2) | On the back counter behind the main Bar counter. |
| Banana | |
|--------------------+------------------------------------------------------|
| Coconut | --On the back counter behind the main Bar counter. |
| | --On the floor near the center of the Storeroom. |
|--------------------+------------------------------------------------------|
| Coin | On the south end of the main Bar counter. |
|--------------------+------------------------------------------------------|
| Soda Can | --On the counter near the center of the Bar. |
| | --On the counter at the southeast side of the Bar. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | On the floor at the northeast corner of the |
| | Storeroom. |
0===========================================================================0
|########################| Toilets and West Hallway |#######################|
0===========================================================================0
| Staff Area Key | On the Sink at the northmost open stall at the |
| | Toilets. |
|-------------------------+-------------------------------------------------|
| Bag of "Medicine" Pills | Carried by the Drug Dealer that hangs around |
| | outside the Toilets. |
|-------------------------+-------------------------------------------------|
| Fire Axe | On the wall at the north end of the West |
| | Hallway. |
|-------------------------+-------------------------------------------------|
| Propane Flask | Under the stairs at the north end of the West |
| | Hallway (x2). |
|-------------------------+-------------------------------------------------|
| Screwdriver | Carried by both of the Technicians. |
0===========================================================================0
|#####################| Boiler Room and Security Room |#####################|
0===========================================================================0
| Emetic Rat Poison | On the ventilation ducting at the northeast |
| | corner of the Boiler Room. Climb up the stack of |
| | wood at the northwest corner then climb up to |
| | the ducting to access. |
|------------------------+--------------------------------------------------|
| Screwdriver | On the floor by some pallets at the northeast |
| | side of the Boiler Room. |
|------------------------+--------------------------------------------------|
| Club Keycard | On the shelf at the north side of the Security |
| | Room. |
|------------------------+--------------------------------------------------|
| Police Baton | In the open locker at the south end of the |
| | Security Room. |
|------------------------+--------------------------------------------------|
| Club Security Disguise | On the washer inside the Security Room's Toilet. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BRN3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn an Agency Pickup at the Entrance Staff Room and |
| | unlock the ICA Remote Micro Taser for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You can now start at the Club Entrance with the Rave On Suit. |
|----------+----------------------------------------------------------------|
| Level 4 | You earn a Hidden Stash at the Projection Bar. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the ICA Remote Explosive Mk III for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You can now start at the Projection Bar disguised as a |
| | Bartender. |
|----------+----------------------------------------------------------------|
| Level 7 | You earn a Hidden Stash at the Basement Toilet and unlock the |
| | Custom 5mm DTI for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You can now start at the Radio Tower. |
|----------+----------------------------------------------------------------|
| Level 9 | You earn a Hidden Stash at the Biker Garage. |
|----------+----------------------------------------------------------------|
| Level 10 | You unlock the Lethal Poison Vial for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You can now start at the Chill Out area disguised as Club |
| | Crew. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn an Agency Pickup at the Chill Out Staff Trailer. |
|----------+----------------------------------------------------------------|
| Level 13 | You unlock the Flash Grenade Mk III for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn an Agency Pickup at the Skylight Access. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the Lethal Syringe Mk III for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now start at the DJ Booth disguised as a DJ. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn an Agency Pickup at the Overpass. |
|----------+----------------------------------------------------------------|
| Level 18 | You can now start at the Biker Hangout disguised as a Biker. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn an Agency Pickup at the Basement Boiler Room. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Number Six with Gloves Suit and the Remote |
| | Explosive Devil Rubber Duck for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BRN4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0=================0
| Agent Montgomery \
0===========================================================================0
| He is the leader of the Agents and can be found patrolling the |
| Sub-Basement and Basement areas and carries a DAK DTI and a Club Keycard. |
0===========================================================================0
0=============0
| Agent Thames \
0===========================================================================0
| He patrols the Back Entrance area and carries a DAK DTI and the Remote |
| Audio Distraction Device Mk III. |
0===========================================================================0
0===========0
| Agent Swan \
0===========================================================================0
| He patrols the Juice Bar and Chill Out areas and carries a DAK DTI and an |
| Electronic Key Hacker. |
0===========================================================================0
0================0
| Agent Lowenthal \
0===========================================================================0
| He patrols the Ground Floor of the Biker Headquarters building and |
| carries an ICA SMG Raptor Covert Assault Rifle and the Remote CX Demo |
| Block. |
0===========================================================================0
0=============0
| Agent Rhodes \
0===========================================================================0
| He patrols the 1st Floor of the Biker Headquarters building and carries |
| an ICA SMG Raptor Covert Assault Rifle and Lethal Pills. |
0===========================================================================0
0===============0
| Agent Tremaine \
0===========================================================================0
| He is at the 2nd Floor of the Biker Headquarters building looking out |
| over the area and carries an ICA SMG Raptor Covert Assault Rifle and the |
| Radio Tower Key. |
0===========================================================================0
0================0
| Agent Davenport \
0===========================================================================0
| He patrols the Ground Floor of the Club and carries a DAK DTI and the |
| Lockpick Mk III. |
0===========================================================================0
0============0
| Agent Green \
0===========================================================================0
| He patrols the Club's Main Rooftop and carries an ICA SMG Raptor Covert |
| Assault Rifle, a Concealable Knife, and the Radio Tower Key. |
0===========================================================================0
0=============0
| Agent Banner \
0===========================================================================0
| He is standing on the Center Walkway at the Club's Sub-Basement floor and |
| carries a DAK DTI and the Modern Lethal Syringe. |
0===========================================================================0
0=================0
| Agent Chamberlin \
0===========================================================================0
| He patrols the Dance Floor at the Club's Basement and carries a DAK DTI |
| and the Remote Semtex Demo Block Mk III. |
0===========================================================================0
0============0
| Agent Price \
0===========================================================================0
| He patrols the Forest Paths and carries a Hackl 9S Covert. This Agent |
| will only appear the very first time you do the mission and when you |
| choose to start at the Bus Stop. |
0===========================================================================0
0=====0
| Jiao \
0===========================================================================0
| She is the Handler for the Agents and will keep in constant touch with |
| them for updates and info. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BRN5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========0
| The Agents \
0===========================================================================0
| With the exception of the Rolf Hirschmuller Disguise the Agents are going |
| to be Enforcers for all Disguises and Suits regardless of difficulty. As |
| such, all Enforcers listed are going to those outside of this group. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================================================0
| Sniper Rifle Usage (Professional and Master Difficulties) \
0===========================================================================0
| This is one of four maps that will allow you to carry Sniper Rifles out |
| in the open when properly disguised. However, the only Disguise that has |
| this privilege is the Biker Disguise. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Number Six \
0===========================================================================0
| This, plus any other earned outfits, is one of your standard Suits for |
| this chapter. With this you only have access to what most Civilians have |
| access to which is: |
| |
| --The Gas Station and Forest Paths. |
| --Club Holle Exterior and Parking Lot. |
| ++Cannot go in the Back Entrance and Water Channels area. |
| --Chill Out and Juice Bar areas. |
| ++Cannot go in staff areas. |
| --Club Holle Ground Floor. |
| ++Cannot go in staff areas and the upper floors. |
| --Club Holle Sub-Basement and Basement. |
| ++Cannot go in staff areas. |
| |
| Outside of these areas everything else is off limits. |
| |
| As for Enforcers, there are none at Casual difficulty. At Professional |
| difficulty there is one and he is a Bartender at the Projection Bar on |
| the Club Sub-Basement. |
| |
| You can start at the Radio Tower once you've reached Mastery Level 8. |
0===========================================================================0
0=============0
| Rave On Suit \
0===========================================================================0
| This is the second of your standard Suits for this chapter. This will |
| allow you to start at the Club Entrance with the ability to use most of |
| your loadout slots and have all Targets on the map when you reach Mastery |
| Level 3. |
| |
| This Suit has the exact same access and restrictions as the Number Six |
| Suit and will also allow you to do the Suit related Challenges. This Suit |
| does not count towards the [Chameleon] Challenge. |
| |
| As for Enforcers, there are none at Casual difficulty. At Professional |
| difficulty there is one and he is a Bartender at the Projection Bar on |
| the Club Sub-Basement. |
0===========================================================================0
0=======0
| Dealer \
0===========================================================================0
| He is the dealer that can be found just outside the Toilets at the Club |
| Basement. He wears a dark trenchcoat, light gray pants with red shoes, |
| and a red hat. As for access, being that this is a Civilian Disguise, |
| this has the same access and restrictions as the Suit. |
| |
| You can also approach people for transactions and lure them to secluded |
| areas for ambushing. |
| |
| The best way to acquire this Disguise is to approach him, preferably in a |
| Suit (especially at higher difficulties), and tell him you want to score. |
| He will then lead you to a secluded area at the southeast corner of the |
| Dance Floor. Get behind him, knock him out, dump him in the Container, |
| and take his Disguise. |
| |
| You can also use a Gas Briefcase on him and he will go into the little |
| secluded storeroom inside the Toilets where you can safely ambush him, |
| dump him in the Closet, and take his Disguise. |
| |
| As for Enforcers, being that this is a Civilian non-worker Disguise, |
| there are none at any difficulty. |
0===========================================================================0
0============0
| Florida Man \
0===========================================================================0
| He is the guy you first encountered in Miami. He wears a black sleeveless |
| tank top, blue, black, and white tights, and a dark cap with a tail. |
| Since this is also a Civilian Disguise this also has the same access and |
| restrictions as the Suit. |
| |
| The best way to acquire this Disguise is to approach him as the Dealer |
| and talk to him. Lead him to the secluded area where you ambushed the |
| Dealer, knock him out, dump him in the Container, and take his Disguise. |
| |
| As for Enforcers, being that this is also a Civilian non-worker Disguise, |
| there are none at any difficulty. |
0===========================================================================0
0=============0
| Delivery Guy \
0===========================================================================0
| He is the person who is delivering food for the Bikers and can only be |
| found at the northwest section of the Juice Bar area. He wears a bright |
| red jacket, red hat, and blue jeans. As for access, this Disguise has the |
| same access as the Suit but you can go into the entire Back Entrance |
| area. |
| |
| To obtain this Disguise go up behind him while he is talking to someone |
| on the phone, knock him out, drag him back to hide him by the large |
| shipping container, and take his Disguise. |
| |
| You can also hide him in the Container to the south. Drag him to the wall |
| to the west, then south along it while keeping an eye on the main Chill |
| Out area, then east to the Container. |
| |
| As for Enforcers, there are none at any difficulty. |
0===========================================================================0
0===0
| DJ \
0===========================================================================0
| This is one of the people DJ'ing for the Club. They wear a white |
| jumpsuit, white fishnet arm sleeves, a white cowboy hat, and a white |
| mask. |
| |
| As for access, they can go throughout the Tech Only areas within the |
| Sub-Basement and Basement floors. They are not allowed in the Security |
| Only areas on the Basement floor. They also cannot go in the staff areas |
| of all of the bars and on the Ground Floor as well as the Southeast Lower |
| Rooftop and Main Rooftop. |
| |
| As for exterior areas they cannot go into the Back Entrance, Water |
| Channels, and North Clearing areas. Of course, they are also not allowed |
| in the Biker Headquarters building. |
| |
| The best way to acquire this Disguise is to go into the DJ Backstage area |
| and find the Rack Case at the east side. Turn it off and stand some |
| distance away. This will eventually attract the lone DJ back here to it. |
| After he turns it on then knock him out, dump him in the nearby |
| Container, and take his Disguise. |
| |
| As for Enforcers, there is one at Casual difficulty and he is at the Club |
| Entrance. At Professional difficulty there are two additional Enforcers: |
| a DJ at the DJ Backstage area and one in the West Hallway at the Club |
| Basement floor. At Master difficulty there is one additional Enforcer and |
| he is at the Basement Bar. |
| |
| You can start at the DJ Booth already disguised as a DJ once you've |
| reached Mastery Level 16. |
0===========================================================================0
0==========0
| Club Crew \
0===========================================================================0
| These are the people that work most of the staff areas around the Club. |
| They wear drak gray pants with black shoes, a black tank top with a |
| bright pink Club Holle logo, and a black mask. |
| |
| As for access, you can go everywhere around the exterior of the map |
| including the Back Entrance, Water Channels, and North Clearing areas. As |
| for the buildings, you cannot go into the Biker Headquarters building. |
| |
| As for the Club building, you have access to all areas of the Ground |
| Floor. But you do not have access to the Southeast Lower Rooftop and the |
| Main Rooftop. In the Sub-Basement and Basement floors you do not have |
| access to the Tech Only and Security Only areas. |
| |
| In addition, you do have access to all back areas related to the Chill |
| Out, Projection Bar, and Basement Bar. But, you do not have access to the |
| back area of the Juice Bar. |
| |
| The best way to acquire this Disguise is to go into the main Wardrobe |
| area and take it from the open locker. This is best done when you have |
| acquired the Staff Area key or bring the Lockpick. |
| |
| If you do not have either on you then go into the Chill Out area and |
| carefully enter the Staff Room. Go to the other end and go through the |
| door. Cut through the shipping container and get behind the standing |
| Guard then go through the door into the Wardrobe area. Jump through the |
| window to get into the main room then sneak to the open locker to acquire |
| the Disguise. |
| |
| As for Enforcers, there is one at Casual difficulty and he is at the Club |
| Entrance. There are no additional Enforcers at Professional difficulty. |
| At Master difficulty there is one additional Enforcer and he is inside |
| the Wardrobe room at the Club's Ground Floor. |
| |
| You can start at the Chill Out area already disguised as Club Crew once |
| you've reached Mastery Level 11. |
0===========================================================================0
0==========0
| Bartender \
0===========================================================================0
| These are the people that serve drinks at the various bars around the |
| Club. They wear a bright pink shirt with a bright pink mask, plack pants, |
| and green shoes. This is also the only Disguise that will allow you to |
| poison food and drinks without suspicion. |
| |
| As for access, this has the same access and restrictions as the Club Crew |
| Disguise except that you can go into the Juice Bar back area. |
| |
| The easiest way to acquire this Disguise is to grab the one in the Staff |
| Room behind the Chill Out bar counter. |
| |
| As for Enforcers, there is one at Casual difficulty and he is at the Club |
| Entrance. At Professional difficulty there are two additional Enforcers: |
| one at the Projection Bar at the Club Sub-Basement and one at the west |
| side of the Dance Floor area. At Master difficulty there is one |
| additional Enforcer and he is at the Basement Bar. |
| |
| You can start at the Projection Bar already disguised as a Bartender once |
| you've reached Mastery Level 6. |
0===========================================================================0
0===========0
| Technician \
0===========================================================================0
| These are the people that work the technical side of the Club and can be |
| found on the lower two levels. They wear blue jeans with black tennis |
| shoes, a black shirt with the Club Holle logo, and a black hat. |
| |
| As for access, this has the same access and restrictions as the Club Crew |
| Disguise except that you have full access to the Tech Only areas on the |
| lower two floors of the Club. In addition, you do have access to the back |
| areas of all of the bars except the Juice Bar. |
| |
| To acquire this Disguise you will need to take it from somebody. The best |
| thing to do, if you're wearing your Suit, is to go down to the stair |
| platform between the Sub-Basement and Dance Floor. One of the stairs that |
| go back up is into the Tech Area of the Sub-Basement. Sneak up then loop |
| around to the standing Guard. |
| |
| By the stair railing is the Club Keycard. Grab it then go back down to |
| the Dance Floor. Go to the doors for the Security Room and, when Agent |
| Montgomery and Agent Chamberlin are away from the room, then use the |
| Keycard to enter. Go to the Toilet and switch into the Club Security |
| Disguise. |
| |
| From here, there are two places where you can acquire the Disguise. The |
| first is inside the West Hallway. Cut through the DJ Backstage area to |
| reach the Hallway. Use the Radio here to lure the female Technician and |
| ambush her when she turns it off. Dump her in the Container and turn on |
| the Radio again to lure the male Technician. Ambush him, dump him, and |
| take his Disguise. |
| |
| The second place is on the Sub-Basement level by the Light Tree. You need |
| to get rid of both of them to sabotage the Tree and there is a Fusebox |
| just to the southwest of them that you can use to lure them. Knock out a |
| male Technician there, drag him south to a Container, dump him, and take |
| his Disguise. |
| |
| As for Enforcers, there is one at Casual difficulty and he is at the Club |
| Entrance. At Professional difficulty there is one additional Enforcer and |
| she is the female Technician in the West Hallway at the Club Basement. At |
| Master difficulty there is one additional Enforcer and he is inside the |
| North Hallway at the Club Basement. |
0===========================================================================0
0==================0
| Rolf Hirschmuller \
0===========================================================================0
| He is the owner of Club Holle and can only be found in his Office at the |
| Club Basement. He wears dark blue pants, a white shirt with suspenders, |
| and glasses. As for access, being that he is the owner, he can go |
| everywhere on the map including the Biker Headquarters building. |
| |
| The best way to acquire this Disguise is to go into his Office as a Biker |
| and find the Gramophone near the Closet in the northwest corner. Turn it |
| on then hide at the south end of the long counter since he is an Enforcer |
| to the Biker Disguise. When he gets to it then sneak up behind him, wait |
| for him to turn it off, knock him out, dump him in the Closet, and take |
| his Disguise. |
| |
| As for Enforcers, as noted the Agents are not Enforcers for him with the |
| exception of one. But there are sixteen other Enforcers to avoid at |
| Casual difficulty such as: |
| |
| --One outside the east gate of the Juice Bar. |
| --One inside the Garage at the Biker Headquarters building. |
| --Three in the Biker Hangout. |
| --Three in the Security Room on the 1st Floor. |
| --Two on the 2nd Floor including Agent Tremaine. |
| --Two at the Club Entrance. |
| --One at the Club Rooftop. |
| --Both of the Bikers in Rolf's Office at the Club Basement. |
| --One at the Club's Security Room. |
| |
| At Professional difficulty there is one additional Enforcer and he is at |
| the west side of the Dance Floor area. There are no additional Enforcers |
| at Master difficulty. |
0===========================================================================0
0==============0
| Club Security \
0===========================================================================0
| These are the main security personnel for the Club. They wear dark pants |
| with black boots, a green jacket with a security armband, and a black |
| cap. As for access, they can go everywhere on the map except for three |
| places: |
| |
| --The back area of the Juice Bar. |
| --The Biker Headquarters building. |
| --The hallway between the Security Room and Rolf's Office in the Club |
| Basement. |
| |
| The easiest way to acquire this Disguise is to get the one in the |
| Basement Security Room's Toilet. Like I described for the Technician |
| Disguise above go and grab the Club Keycard from behind the standing |
| Guard at the Sub-Basement then go down to the Dance Floor and enter the |
| Security Room. |
| |
| As for Enforcers, there is one at Casual difficulty and he is Agent |
| Montgomery's personal Guard. At Professional difficulty there are three |
| additional Enforcers: |
| |
| --One patrolling the north half of the Pipe Room in the Club |
| Sub-Basement. |
| --One patrolling the East Hallway in the Club Sub-Basement. |
| --One at the west side of the Dance Floor. |
| |
| At Master difficulty there are two additional Enforcers and they are one |
| at the south entrance to the Back Entrance area and one near the East |
| Stairs on the Club's Main Rooftop. |
0===========================================================================0
0======0
| Biker \
0===========================================================================0
| These are the bikers that also serve as the high end Guards for the map. |
| They wear a black Ragnarok Disciples bike jacket, camouflage pants, and a |
| black cap. As for access, because they are the highest end Guards, they |
| can go everywhere on the map. As such this is considered the master |
| Disguise for this mission. |
| |
| The best way to acquire this Disguise is to grab the one inside the |
| Toilet area near the Biker Hangout at the Biker Headquarters Ground |
| Floor. If you have opened up the Biker Basement Door Shortcut then enter |
| the Back Entrance area, through the Shortcut, then sneak to the Toilet |
| (and dodging the Camera if you are playing at either Professional or |
| Master difficulties) and grab the Disguise. |
| |
| If you have not opened the Shortcut then go to the east gate for the |
| Juice Bar. You should see a couple of standing Guards. Behind them is a |
| Pipe that goes all the way to the rooftop of the Biker Headquarters. |
| Climb it up then run down the Main Stairs to the Ground Floor then sneak |
| to the Toilet to grab the Disguise. |
| |
| As for Enforcers, there is one at Casual difficulty and he is Rolf, the |
| Club owner. At Professional difficulty there are four additional |
| Enforcers: |
| |
| --One inside the Garage at the Biker Headquarters Ground Floor. |
| --One inside the Security Room on the 1st Floor. |
| --One patrolling the center of the 2nd Floor. |
| --One at the west side of the Dance Floor at the Club Basement. |
| |
| At Master difficulty there is one additional Enforcer and he is inside |
| the Warehouse at the Biker Headquarters Ground Floor. |
| |
| You can start at the Biker Hangout already disguised as a Biker once |
| you've reached Mastery Level 18. |
| |
| And, as already pointed out, this Disguise will allow you to carry Sniper |
| Rifles out in the open at Professional and Master difficulties. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BRN6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of nine Cameras located around the
map. At the Biker Headquarters building and Juice Bar area there are six:
0=======================================================================0
| Above the door to the center of the Drug Processing area just |
| northwest of the Biker Hangout area on the Ground Floor. |
|-----------------------------------------------------------------------|
| Above the door to the small storage area at the north side of the |
| Warehouse on the Ground Floor. |
|-----------------------------------------------------------------------|
| Near the base of the Center Stairs on the 1st Floor. |
|-----------------------------------------------------------------------|
| Above the west door at the South Balcony on the 1st Floor. |
|-----------------------------------------------------------------------|
| Above the center door at the South Balcony on the 1st Floor. |
|-----------------------------------------------------------------------|
| Above the outside of the east door for the Juice Bar area. |
0=======================================================================0
At the Club building there are three:
0=======================================================================0
| Above the north door of the building which is just south of the west |
| gate for the Juice Bar area. |
|-----------------------------------------------------------------------|
| Above the East Stairs doorway at the Club Sub-Basement. |
|-----------------------------------------------------------------------|
| Above the east door to Hirschmuller's Office at the Club Basement. |
0=======================================================================0
The Recorders for the Cameras can be found at the Security Room on the 1st
Floor at the Biker Headquarters and the Security Room at the Club Basement.
0=======0
| Master \
0========================================>
At this difficulty there are a total of nine additional Cameras. At the
Biker Headquarters area there are four:
0=======================================================================0
| In the Main Stairs above the door leading into the Ground Floor |
| Warehouse. |
|-----------------------------------------------------------------------|
| On the wall at the south half of the Garage at the Ground Floor. |
|-----------------------------------------------------------------------|
| One above the east door at the South Balcony on the 1st Floor. |
|-----------------------------------------------------------------------|
| In the Main Stairs above the door to the 2nd Floor area. |
0=======================================================================0
At the Club building and related areas there are five:
0=======================================================================0
| Above the door at the north side of the North Clearing. |
|-----------------------------------------------------------------------|
| Above the door to the Red Toilets at the Club's Ground Floor. |
|-----------------------------------------------------------------------|
| Halfway down the South Stairs going from the Ground Floor to the Club |
| Sub-Basement. |
|-----------------------------------------------------------------------|
| Halfway down the South Stairs going from the Club Sub-Basement to the |
| Dance Floor. |
|-----------------------------------------------------------------------|
| Above the door to the Toilets at the Dance Floor. |
0=======================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BRN7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0=================0
| No Loadout Slots \
0===========================================================================0
| The very first time you do this mission you will be dropped off at the |
| Bus Stop and cannot bring anything with you. After completion of the |
| mission then you will be able to open up the Club Entrance starting point |
| and can open up most of your loadout slots. All of the other starting |
| points will have all loadout slots opened. |
| |
| If you choose to start at the Bus Stop again then you can bring in a |
| smuggled item but nothing else. |
0===========================================================================0
0============================0
| The Forest Paths Exit Point \
0===========================================================================0
| The very first time you do this mission you will only be able to leave |
| via the Forest Paths. Afterwards you can leave through any of the three |
| additional exit points. |
0===========================================================================0
0==========0
| Shortcuts \
0===========================================================================0
| There are three Shortcuts that you will find in this mission: |
0===========================================================================0
| Entrance Door | This is just past the frisk zone in the Entrance |
| | area and needs to be unlocked from the backside. |
|---------------------+-----------------------------------------------------|
| Skylight Ladder | This is inside the short connecting hallway on the |
| | Ground Floor of the Club. This needs to be accessed |
| | from the Skylight on the Main Rooftop and requires |
| | a Crowbar to open. |
|---------------------+-----------------------------------------------------|
| Biker Basement Door | This is at the Ground Floor base of the Main Stairs |
| | at the Biker Headquarters building. This needs to |
| | be unlocked from the backside. |
0===========================================================================0
0========0
| Keypads \
0===========================================================================0
| There is just one Keypad that you will find in this mission: |
0===========================================================================0
| Rolf's Office Safe | There is a small Safe near the desk at Rolf's Office |
| | at the Club Basement and can be opened with 1989. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple keys and keycards that you will find in this mission: |
0===========================================================================0
| Radio Tower Key | This Key opens the gate at the base of the Radio |
| | Tower at the Main Path. |
|----------------------+----------------------------------------------------|
| Scooter Key | This Key, carried by the Delivery Guy, opens the |
| | box at the back of his Scooter and will allow you |
| | to leave the mission on it. |
|----------------------+----------------------------------------------------|
| Staff Locker Key | This Key opens up a locker inside the Staff Room |
| | at the Chill Out area. |
|----------------------+----------------------------------------------------|
| Motorcycle Key | This Key will allow you to leave the mission via |
| | the Motorcycle in the Garage at the Biker |
| | Headquarters Ground Floor. |
|----------------------+----------------------------------------------------|
| Staff Area Key | This Key opens most of the staff doors inside the |
| | Club. |
|----------------------+----------------------------------------------------|
| Medicine Cabinet Key | This Key opens a Cabinet inside the DJ Backstage |
| | area. |
|----------------------+----------------------------------------------------|
| Club Keycard | This Keycard opens up all keycarded doors within |
| | the Club. |
0===========================================================================0
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| A. The Berlin Challenge Run |############################################\
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Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon] using only the weapons and
items you have in your inventory and starting at Mastery Level 1.
You may notice that the Challenge Run is listed before the main Assassination
Challenges for this chapter. Because of how things are structured in this
mission, including not having any Mission Stories, you can acquire most of
the Challenges without using any game saves for branching.
Usually in the initial run-throughs in the other chapters there are places
where I make game saves to help acquire Challenges in specific areas on the
map then have the Challenge Run later to do a run without branching. Because
of things here I felt it would be best to make the initial run-through and
Challenge Run be the same thing hence the order here.
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When you start then your goal is to contact Olivia. The plan is to meet her
at some club and give her the Case File. At this point in the mission you do
not have the use of your Instinct and the Mini-Map. Proceed to the Gas
Station nearby to find a Payphone and a Coin. Grab the Coin and proceed. If
you look around the back then you will find several unmarked vehicles.
Go down the Main Path to find a dead body with a Combat Knife stuck in him.
Something is not right. Continue down the Path and you will be contacted by
Olivia. The mission has been compromised and she wants 47 to abort and leave.
The ICA has tracked them and has infiltrated the Club looking for them. 47
decides that the best thing to do is to take them on and send ICA a message.
After the call then you will finally get the use of your Instinct, inventory,
and the Mini-Map. Your goal now is to kill five Agents to successfully
complete the mission but you need to also acquire an Earpiece. Proceed
forward and you should find somebody on one of the other Paths.
He is Agent Price and he is looking for you. You may notice that he doesn't
appear as a Target until you get close enough to him to listen in on him.
Follow him and subdue him when he stops. Drag him back into one of the bushes
and grab his Earpiece. The Earpiece will allow you to listen in on the
conversations between the Agents and Jiao, their handler.
There are a total of ten Agents in the complex ahead. If you kill five of
them then Jiao will terminate the mission and the remainder of the group will
leave via the North Path by the Back Entrance area. In the initial
run-through of this mission the Agents will not appear on the map until you
get close enough to them. The good news is that they are Enforcers to all but
one Disguise so they are easy enough to spot and avoid.
When you kill the five Targets to complete the mission then the others will
no longer appear as Targets on the map and Instinct even though you can still
kill them. When you use the other starting points then all Targets will
automatically appear on the map and Instinct when you start the mission. You
will also be given an Earpiece so you don't need to knock out anybody for
one.
Although Price counts towards the kill total it is not recommended that you
kill him as there are no Challenges related to him - only the other Targets.
In addition, when you use the other starting points then he will not appear -
only in the initial run-through or when you decide to use the Bus Stop
starting point.
Price will also drop a Silenced Pistol but do not pick it up right now.
Proceed north until you reach the Club complex.
This area was once a power plant but has been abandoned and converted into a
huge techno dance hall called Club Holle. This huge building has multiple
floors including a Basement that houses the main Dance Floor. There is
another large building to the north and that is the Biker Headquarters
building.
Some of the security comes from a major biker gang known as the Ragnarok
Disciples and their headquarters is the building by the Club. They handle
stolen merchandise and drugs which is stored and processed here.
With all of this explained, here is the plan for this Challenge Run. The plan
is to kill all ten Agents for maximum XP. In order to do that you need to
knock out five of them so they can't leave when Jiao calls for their
evacuation.
Four of the five Versatile Assassin Challenges can be done here in this run
as well as all but one of the major Assassination Challenges. Nearly all of
the Discovery and Feats Challenges can be done here too. With that said,
let's proceed:
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When you enter into the Club exterior then head northwest to a large cooling
tower. Go into the northwest corner to find and pick up an Iron. Go south to
a small building by the Gate. At the east side is a Brick. Pick it up then
pick up the Radio Tower Key.
Go east along the south side of the nearby parking area to find multiple
bikes. Near the southeast corner is a bright green bike with a yellow basket.
Inside the basket is a Bag of "Medicine" Pills. Pick it up then go back into
the Parking Lot.
Here you should find a solitary person named Helfried Ziegler. He is looking
for his "allergy pills" before he can go into the Club. Give him the Pills
and he will help you get into the Club for free. Follow him then go inside
the Club Entrance. Go to the Guard at the end to get frisked.
After you get frisked then proceed forward to where you can see a Staff Only
area to your right. Go through it to find the first of three Shortcuts. Open
it then go back into the Parking Lot. Go back to Price to pick up his Pistol
then go south to the Radio Tower. Go into the area, while avoiding the trip
beam, to put it on the map.
Go back to the Entrance Shortcut but jump the short wall to the east to enter
the Water Channels area. Go east to the large tanks then north along them to
the corner to find a Coin. Grab it then go back to the Shortcut and enter it
to get back into the Club.
Go into the main area and proceed north towards the Chill Out area while
avoiding Agent Davenport who is patrolling this area. When you enter the
Chill Out area then go to the large tank at the southeast corner and deep
into the corner to find another Coin. Pick it up then proceed north into the
Juice Bar area while avoiding Agent Swan who is in this area.
Go west towards the Porta-Potty area and stay here until Swan is either at
the Juice Bar counter or heading south from it. Jump the wall to the north to
find a man in a red jacket. He is the Delivery Guy and his Disguise will be
useful later. Knock him out, drag him to the west wall, drag him south to the
south wall, then east to dump him in the Container.
Switch into and out of his Disguise, pick up the Scooter Key he dropped, then
go southeast a bit to find and pick up the Emetic Rat Poison.
Go into the main Juice Bar area then southeast towards the bridge to the
Chill Out area. You should see a passage to the channel to the east. Go into
the passage then north to the east gate for the Juice Bar back area. Go into
the bushes then sneak east towards a Pipe behind the standing Guards. Climb
it up all the way to the Biker Building Rooftop.
Run west towards the Main Stairs and climb down. When you reach the 1st Floor
then close the door before continuing down. When you reach the Ground Floor
then continue down one more platform to find and open the second Shortcut
(Biker Basement Door).
Go back up to the Ground Floor then carefully sneak inside and east towards
the Biker Hangout area. You should find the door to a small room which is the
Ground Floor Toilet. Go inside to find and acquire the Biker Disguise. As
noted, this is the best Disguise for the chapter and will make things a lot
easier here.
There are three Agents inside the building. On the Ground Floor is Agent
Lowenthal. On the 1st Floor is Agent Rhodes. And on the 2nd Floor is Agent
Tremaine. The plan is to knock out both Rhodes and Tremaine but leave
Lowenthal alone. For him I will emetic poison him and drown him at the
Toilet.
In order to knock out the two Agents I will need to get rid of three nearby
Guards. Go up to the 1st Floor then onto the South Balcony to avoid Rhodes.
Re-enter through either the center or east door then go into the Storage
Area.
There should be a Guard here and on one of the shelves at the south side is
some Insecticide. Stand by the Insecticide and wait for the Guard to come
near. Use your Instinct to look up at the patrolling Guard near Tremaine who
should be at the Sniper Nest above. When he is not in plain view then knock
out the Guard on this floor and drag him to the South Balcony for hiding.
Go back inside then go near the south side of the Grow House exterior to find
a table with a Crowbar - pick it up then go up the Center Stairs. Wait near
the top for another patrolling Guard to come by. When he stops then use your
Instinct to find the other Guard by Tremaine then knock out this one when it
is safe. Drag him to the other side of a stack of pipes to the west to hide
him.
Go into the Sniper Nest area and to a cart of wood not far from Tremaine to
the north. The patrolling Guard should stand for a bit near Tremaine then go
north to stand near the corner. As he goes north then run up behind Tremaine,
knock him out, then run up to the Guard and knock him out. Grab Tremaine's
Sniper Rifle off of the stand then drag Tremaine north.
There are stairs on the side of the building that go up to the Rooftop and
the door for them is near the Guard you just knocked out. Drag Tremaine up
then north to the wall. Drop him then drop the Rifle. The Rifle will be used
to kill him later for one of the main Assassination Challenges.
Go back down to the 1st Floor and to the base of the Center Stairs. Near the
center door to the Grow House is a table with a Pistol that you should pick
up. Also here is a Sprinkler Unit. Use the Insecticide on it and keep an eye
on Rhodes. He will enter the House then stop nearby.
Turn on the Unit to knock out all people in the House including Rhodes. Go to
Rhodes and pick up the Lethal Pills he drops - this will be used against
Davenport later. Drag Rhodes to the Center Stairs. At the top of the Stairs
is a Bag of Bricks. Drop Rhodes under them. The Bag will be used to kill him
for another of the main Assassination Challenges.
Go down to the Garage on the Ground Floor while avoiding Lowenthal and pick
up the Fuse Cell, Hammer, Wrench, and Coin. Go to the Biker Hangout and pick
up the Pool Ball. Go into the center of the Drug Processing area to pick up
the Cocaine Brick. Go back into the Garage then outside into the back of the
Juice Bar area and pick up a Coconut.
At the west side is a green shipping container with a passage that leads
west. Go through it and out the door which also unlocks it to put you back
where you knocked out the Delivery Guy earlier. Go through the west gate to
unlock it then back into the Juice Bar area. Go to the Chill Out area and
behind the counter to find and pick up the Staff Locker Key. Go east to the
Staff Room and enter it.
You should find some Lockers near the center. One of them you can open with
the Key and acquire the Juice Bar Ticket. This will allow you to enter the
Juice Bar area through the east door when dressed as a Bartender. You will
need to show the invitation to the standing Guards so you can go inside.
However, you can either jump on top of the shipping containers to the west
and drop down or go through the door in one of them which I just unlocked. So
I will enter the area through that door instead of dealing with the Guards.
In the open Locker nearby is a Bartender Disguise which you should also put
on. One of the Challenges involves serving a drink to Swan so go through the
unlocked door to the back area of the Juice Bar. Go to the counter and
Dismiss the Bartender here.
After dismissing him then Serve and wait for Swan to come close the serve
him. After serving him then go back to the Staff Room to re-acquire the Biker
Disguise. The Bartender you dismissed should go back to his post after you
leave.
Go back to the passage by the water and you should see three large tanks. The
northmost tank should have a passage that goes west to the wall. Here you
should find the Scrap Sword. Don't pick it up though. Instead, place a Coin
on the ground near the entrance to the passage then place two more closer to
the south corner.
At some point Swan will stand by the bridge closest to you. When he does then
toss an object by the Coin closest to the corner to lure him to the chain. Go
into the passage, bring out an object, and wait. When he reaches the last
Coin, and is in line with you, then throw stun him. I will kill im with the
Sword later far another main Assassination Challenge and dump him into the
water for an additional Challenge.
Grab the Coins then proceed to the southwest corner of the Chill Out area to
find a standing Guard. He is watching over the passage that goes into the
Wardrobe area. Go into the passage and enter the main Wardrobe room through
the open window. In the northwest corner is an open locker with the Club Crew
Disguise. Switch into and out of it then go south to the main Wardrobe
counter.
At the south end of this room is another counter where you can find and pick
up the Staff Area Key. Leave the counter and go back outside through the
Entrance Shortcut. Go to the line of people leading into the Club then
proceed north a bit to find a large tank that should be to your right.
Proceed east to the wall.
You will notice that the building and surrounding areas are covered in
graffiti. Here, on this wall, you should see a Yellow Bird with sunglasses
and a black cap. One of the Challenges requires that you photograph seven of
these Birds. Thankfully, most of them are clustered and not hard to find.
To get things started photograph this Bird for Bird #1. Proceed north into
the Back Entrance area while avoiding Agent Thames who patrols this area.
When you get the opportunity to turn right then you should also see a pair of
cars. Continue east from this point to the wall.
Here you should see several bikes and bright pink lettering. There should be
three Birds around this lettering but you can only photograph two. Bird #2 is
the one on the top of the lettering. Bird #3, with the glasses, is behind the
yellow dumpster at the left end.
After this then proceed east into the next area and past the standing Guards.
You should also find a white car. Climb the shipping container by it to go up
then climb the wall to enter the North Lower Rooftop area. To your left is a
stack of Birds with is Bird #4. After photographing them then look straight
up to the top of the wall then pan right to find a small Bird in the corner
which is Bird #5.
After photographing it then climb the Ladder to the Main Rooftop then climb
the stairs into the south room of the Overpass. The moment you enter then
turn left to find Bird #6 near the corner then turn right to find a trio of
Birds which is Bird #7. Photographing them should complete the Challenge.
Go back down to the Main Rooftop and head south while avoiding Agent Green
who patrols this area. You should see a sitting Guard at this end. Go west
from him to find a Container by a short wall. When Green is at the north end
then toss an object by the Container to lure the sitting Guard and take cover
at the corner. Grab him, dump him, and take his weapon.
Go to where he was sitting and take cover at the small dumpster there. When
Green comes close then toss an object at one side to lure him there then get
closer to that side. Grab him, take his Rifle, and drag him to the Container
- drop his Rifle here. Go near the center of the Rooftop to find the open
Skylight. Climb down into the building then drop down to the next platform.
Here you should find the last Shortcut. Open it with the Crowbar then climb
down into the Center Hallway on the Ground Floor. Go down the main stairs to
the Sub-Basement level. As you head to the railing then you should see a
single male Civilian dancing in nothing but his underwear. Photograph him for
an easy Challenge.
After photographing him then go east past the standing Guard. Near him is a
Club Keycard that you should pick up. Go down the stairs from here to the
Basement level then go to the Toilets.
Here you should see a conversation between a female Club Crew and a man in a
red hat. That man is the Dealer and you need to wait for him to finish before
talking to him. Tell him that you want to score and he will lead you to a
secluded area at the southeast corner of the Dance Floor. Follow him while
avoiding Agent Chamberlin and bring out the Cocaine Brick.
When you reach this area then knock him out with the Brick, dump him in the
Container, and take his Disguise. Head back to the Toilets and stand between
the piping and the wall to avoid Chamberlin as he patrols the area.
What you need to do is wait for Florida Man to strut through the Bar so you
can approach him. Why he is in Berlin is anybody's guess. Talk to him and
lead him to the secluded area where you knocked out the Dealer and bring out
the Coconut. Walk to the door inside this area, wait for him to get close to
you, then quickly get up behind him. Knock him out with the Coconut, dump
him, take his Disguise and switch back into the Biker Disguise.
Go back upstairs to the Sub-Basement level and to the Pipe Room area at the
northwest section of the floor. Near the middle is a standing Guard by a
railing. There is also a Guard that patrols between this Guard and the North
Bar area. Agent Montgomery patrols part of this area so you should wait for
him to pass before doing anything.
Get up behind the patrolling Guard when he is going from one end to the
other, knock him out, pick up his weapon, dump him in the Container, and
switch into and out of the Club Security Disguise. It should be noted that
there is a sleeping person nearby. He won't do anything unless you make
enough noise to wake him up.
Go to the stairs leading down and you should find a large crate. Place a
Pistol on the floor at the north side of this crate then go back south and
stand at the south end of the wall close to the Center Walkway. On the
Walkway is Agent Banner and he will talk to Montgomery when he comes to him.
Montgomery will have a secondary Guard that trails him. The plan is to kill
both Banner and Montgomery with the Light Tree by the Walkway. However, the
secondary Guard will become collateral damage unless you get rid of him.
After talking to Banner then Montgomery and his Guard will go north to the
North Bar to talk to one of the Guards there
Carefully follow them and stop some distance away when they stop. After
talking to the Guard then Montgomery will go down the Pipe Room stairs. One
thing to note is that Agents will not be lured with weapons. You can use
other objects, like Coins, but not weapons. So he will ignore the Pistol you
placed earlier.
However, his Guard won't. As he goes for the Pistol then get up behind him,
knock him out as he picks it up, pick up both weapons, then dump him in the
Container where you dumped the other Guard earlier. This should prevent him
from getting killed.
Go back south near the Center Walkway to find a pair of Technicians. They are
standing near a Fusebox for the Light Tree that you need to sabotage.
Southwest of them is a pillar and at the south side of that is another
Fusebox. Turn it off to lure the male Technician to it. Hide behind the stack
of wood nearby and wait for him to get into position.
Knock him out when he turns it off, grab the Screwdriver he drops, drag him
southeast to a secluded area with a Container, dump him into it, and switch
into and out of his Disguise. Turn off the Fusebox again to lure the other
Technician to it, knock her out when she turns it on, and drag her to and
dump her in the Container.
Sabotage the Fusebox for the Light Tree then go downstairs using the East
Stairs. Turn right when you reach the bottom and enter Rolf Hirschmuller's
Office through the south door.
Although you can easily get rid of Rolf with the Gramophone as outlined
earlier I am going to get rid of him a different way. When you use the
Gramophone to get rid of Rolf then his Guards will go the Biker Headquarters
Rooftop. However, that means that they can find Tremaine up there so, in
order to prevent that from happening, I will get rid of all of them here.
Go up to the wall near Rolf and toss an object south towards the Closet to
lure one of the Guards. When he gets into position then knock him out, pick
up his weapon, and dump him in the Closet. Repeat the process to lure Rolf.
Knock him out and go to the other Guard. Place a Coin in the floor in front
of him so he can move forward enough to knock him out and dump him in the
Closet by the Gramophone at the west side of the Office.
By the Closet is a Safe. The code is 1989, the year the Berlin Wall came down
(according to a pair of Technicians just outside the DJ Backstage area). Open
the Safe and acquire the Cocaine Brick. Go back to Rolf, switch into and out
of his Disguise, and dump him in the Closet.
Go into the DJ Backstage area and to the Rack Case at the east side. Turn it
off to lure the nearby DJ to it. Get behind him and, when he turns it on,
then knock him out and dump him in the nearby Container.
Go to the southwest corner then go through the door to the Dance Floor, close
it, then unlock it (for some reason this door will not unlock if you open it
from the other side - you must unlock it with a Key, Lockpick, or Crowbar).
By this door is a large Fan. Stand by the pillar nearby and wait for
Chamberlin to get close to your position. He will go into the Security Room
then head west towards the Toilets and towards you. As he gets close to you
then toss an object so it lands directly in front of the Fan then go back
into the DJ Backstage area.
When he stops in front of the Fan then open the door and toss the Cocaine
Brick into the back of the Fan which will send a cloud of Cocaine into
Chamberlin's face and disorient him. However, when he manages to regain
control, then he will get sick and go to a small maintenance room at the
Toilets.
Follow him, close the door when he enters, and knock him out. Before leaving
then use your Instinct to look outside. There is a woman that goes out into
the hallway and back into the Toilets and may see the body when you try to
leave. If she is not in the hallway then leave the room and close the door.
At this point everything is set up to finally kill the Agents. But, before
doing that, go around the map and find all Unexplored Area before proceeding.
After this then go back down to the Basement and to the DJ Backstage. Acquire
the DJ Disguise and enter the Booth through the west door. Taking the DJ
Disguise should also complete the [Chameleon] Challenge. Relieve the current
DJ and take over the set. He will then go over how to use the Light Tree. You
will need to hype the crowd then use the Tree at the right time afterwards.
Use your Instinct to find Montgomery. As he walks onto the Walkway then Hype
the Crowd. When he stops then Overload the Climax to kill both Montgomery and
Banner in an accident. That's two Agents down.
Go back to re-acquire the Biker Disguise and go up to the Back Entrance area
to find a large Crane. The Crane is holding a section of Concrete Pipe. At
the base of the ladder up is a Fusebox that needs a Fuse Cell. Go to the
Fusebox and wait for Thames to be either at the east end of his route by the
Guards or at the south end by the scooter. Put the Fuse Cell into the Fusebox
then quickly climb the ladder.
The light from the Crane will lure Thames to it and under the Pipe. As he
gets into position then use the controls, release the Pipe to kill him, then
quickly get away from the controls.
Quickly go down the ladder, grab the Fuse Cell to turn off the light, then
run to Thames and grab both his weapon and the Audio Distraction Device he
drops. Grabbing his items will prevent Guards from taking them to the
Security Room in the Biker Headquarters and possibly finding the bodies on
the 1st Floor.
**NOTE: If a Guard goes for the body before you have a chance to grab the
items then just stay back a bit. He will be more interested in
prepping the body and moving it. As he drags Thames away then go
and grab the items before anybody else sees them.
Go to the Juice Bar area and then to the Delivery Guy's Scooter near the
Biker Basement Door Shortcut. When you get to his Scooter then open the box
at the end to reveal the food that is to be delivered inside. Use the Emetic
Rat Poison on it then use the bell by the large door to get the nearby Biker
to it. Wait for the notification of him coming to the door before re-entering
the building.
When he looks through the camera above the doorbell then he should see the
open box and the food. He will open the door and take the food inside which
will be placed inside the Biker Hangout and Lowenthal will eventually take a
bite and get sick.
Follow him to the Toilet and drown him. That's four down. Go back to the
Chill Out area, enter the Staff Room, and re-acquire the Bartender Disguise.
Go just out near the tables and wait.
Davenport will go into the area, look around for a bit, then take a drink
from a Cup before leaving. Wait for him to drink and leave before going to
the Cup and using the Lethal Pills on it. Go back to re-acquire the Biker
Disguise and back to Swan. Go into the passage to acquire the Scrap Sword
then back to Swan.
When Davenport drinks from the Cup and drops dead then Jiao will end the
mission and will order the evacuation. However, all of the remaining Agents
are out cold and at your mercy.
After Davenport dies then throw kill Swan with the Sword and dump him into
the water. Go back into the Biker Headquarters building and to the Rooftop.
Go to Tremaine, pick up his Rifle, shoot him in the head to kill him, and
drop the Rifle. Go back down into the building and to the Bag of Bricks above
Rhodes. Kick the Bag to drop it down onto him and kill him.
Go down to the Club's Main Rooftop and to Green and break his neck to kill
him. Go down to the Club's Basement and to the maintenance room with
Chamberlin. Keep an eye on the woman and enter when it is safe. Kill
Chamberlin by breaking his neck and dump him in the Closet. That's all ten
Agents down. With that done then head to the Forest Paths to leave the
mission.
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By doing this run-through you should also complete the following Challenges
in the process:
>>Herr Ziegler Plus One [1,000 XP]
********************************
For this you need to let Helfried help you into the Club.
>>Shortcut: Entrance Backdoor [1,000 XP]
**************************************
For this you need to open the Shortcut behind the Club Entrance.
>>The Wurst Disguise [1,000 XP]
*****************************
For this you need to acquire the Delivery Guy Disguise.
>>Shortcut: Biker Basement Door [1,000 XP]
****************************************
For this you need to open the Shortcut at the basement of the Main
Stairs of the Biker Headquarters building.
>>Paging Dr. Greenthumb [2,000 XP]
********************************
For this you need to knock out Agent Rhodes with the Sprinkler Unit
at the Grow House.
>>Devil's Dandruff [1,000 XP]
***************************
For this you need to pick up a Cocaine Brick.
>>The Golden Ticket [1,000 XP]
****************************
For this you need to acquire the Juice Bar Ticket.
>>Juiced Up [2,000 XP]
********************
For this you need to serve Agent Swan at the Juice Bar.
>>Concrete Ornithology [4,000 XP]
*******************************
For this you need to find and photograph seven Yellow Birds painted
onto the Club building.
>>Shortcut: Skylight Ladder [1,000 XP]
************************************
For this you need to open the Shortcut at the Skylight area above the
Ground Floor of the Club.
>>Trophy Au Naturel [1,000 XP]
****************************
For this you need to photograph the lone male Civilian dancing near
the stairs at the Club Sub-Basement in nothing but his underwear.
>>Sweet Dreams [2,000 XP]
***********************
For this you need to knock out the Dealer with the Cocaine Brick.
>>The Candy Man [2,000 XP]
************************
For this you need to acquire the Dealer Disguise.
>>Coconut Ball Surprise [4,000 XP]
********************************
For this you need to knock out Florida Man with a Coconut.
>>Der Ami [1,000 XP]
******************
For this you need to acquire the Florida Man Disguise.
>>The Club Owner [2,000 XP]
*************************
For this you need to acquire the Rolf Hirschmuller Disguise.
>>Whiteout [2,000 XP]
*******************
For this you need to envelope Agent Chamberlin in a cloud of Cocaine.
>>Discover Berlin [1,000 XP]
**************************
For this you need to reveal all 22 Undiscovered Areas in Berlin.
>>The Party Starter [2,000 XP]
****************************
For this you need to acquire the DJ Disguise.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Dealer ++Florida Man
++Delivery Guy ++DJ
++Club Crew ++Bartender
++Technician ++Rolf Hirschmuller
++Club Security ++Biker
>>The Leader [2,000 XP]
*********************
For this you need to kill Agent Montgomery.
>>The Wall [2,000 XP]
*******************
For this you need to kill Agent Banner.
>>How the Turntables [4,000 XP]
*****************************
For this you need to eliminate both Agent Montgomery and Agent Banner
with the Light Tree.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>The Professional [2,000 XP]
***************************
For this you need to kill Agent Thames.
>>Crane Trauma [2,000 XP]
***********************
For this you need to kill Agent Thames by dropping the Concrete Pipe
on him.
>>The Wurst Delivery [1,000 XP]
*****************************
For this you need to deliver the food from the Scooter to the Bikers.
>>The Englishman [2,000 XP]
*************************
For this you need to kill Agent Lowenthal.
>>Hold My Hair [2,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Scavenger [2,000 XP]
********************
For this you need to acquire the Scrap Sword.
>>The Rookie [2,000 XP]
*********************
For this you need to kill Agent Davenport.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>The Swan Song [2,000 XP]
************************
For this you need to kill Agent Swan.
>>Waaagh! [2,000 XP]
******************
For this you need to kill a Target with the Scrap Sword.
>>Spree Party [1,000 XP]
**********************
For this you need to dump a body into the water.
>>Drive it Home [4,000 XP]
************************
For this you need to eliminate at least one Agent during the
evacuation.
>>The Sniper [2,000 XP]
*********************
For this you need to kill Agent Tremaine.
>>The 47th Trick in the Book [2,000 XP]
*************************************
For this you need to kill Agent Tremaine with his own Rifle.
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>The Veteran [2,000 XP]
**********************
For this you need to kill Agent Rhodes.
>>Suck a Bag of Bricks [1,000 XP]
*******************************
For this you need to kill a Target with a Bag of Bricks.
>>The Scout [2,000 XP]
********************
For this you need to kill Agent Green.
>>The Joker [2,000 XP]
********************
For this you need to kill Agent Chamberlin.
>>Clean House [4,000 XP]
**********************
For this you need to eliminate all ten Agents. You do not need to
kill them all in one run-through to acquire this Challenge. You can
do this in multiple run-throughs.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If you manage to perform all of the Challenges listed here in this
sub-chapter, 45 in total, then you should earn a minimum of 87,000 XP which
translates into Mastery Level 14. You should also earn the {Death Of The
Party}, {Followed The Trails}, {Bird Art}, and {Partied Out} Accomplishments.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the remaining strategies for killing your primary Targets. Each
strategy will include all possible Challenges that can be acquired including
Discovery and Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
This is based on what MrFreeze2244 did for the [T-47] Challenge. Basically
you change into Rolf's clothes and set up the meeting with Montgomery. As
you're talking to him then four other Agents will come down into the Office
area. After the conversation then you will get into combat with them and
you can kill all of them in this area to quickly complete the major mission
objective.
MrFreeze also suggested that this strategy can be used for SASO. So I've
made this run-through for that and use a strategically placed game save to
acquire other Challenges. In addition, this run-through will acquire all
Challenges not related to [Sniper Assassin] including all remaining exit
points. One of the things I will do is to get rid of three Guards to make
things easier and allow you to escape with Silent Assassin.
For [T-47] you will need a Shotgun. Although there is one in the Office
Storeroom and one under the desk it is best to bring in one of your own,
preferably a Silenced Shotgun.
When planning bring the Fiber Wire, Coins, bring in the Enram HV Covert
into the Overpass Agency Pickup, and start at the Club Entrance. When you
start then go to the Cooling Tower and grab the Iron in the corner. Enter
the Club through the Shortcut and go to the Juice Bar. Go to the east gate,
sneak into the bushes, and climb up the Pipe to the top of the Biker
Headquarters rooftop.
Go down the Main Stairs and to the Overpass to grab the Enram. Go all the
way down to the Sub-Basement and grab the Lead Pipe at the bottom of the
stairs. Sneak forward to the Guards by the North Bar. To your left you
should see an opening and a Pipe that goes down to the Office Storeroom.
Climb it down then pick up the Bartoli Shotgun and drop it near the Pipe.
This is to give you extra Shotgun ammo.
Sneak into the Office and to the Gramophone. Turn it on to lure Rolf and
crouch at the south end of the long counter. As he passes then get up
behind him and knock him out when he turns it off. Dump him in the Closet
and pick up his Phonebook. As noted earlier his Guards will then leave the
Office and go back to the Biker Headquarters building.
To make things easier you should get rid of the two Guards standing outside
the west door. Place the Shotgun on the floor at the end of the long
counter, open the doors, and either toss an object or a Coin towards the
weapon to lure one of them inside. Hide behind the boxes in the corner and
wait for him to get into position.
When the doors close then throw stun him and dump him in the Container
inside the Storeroom for hiding. Repeat for the second Guard, drop the
Enram in the Storeroom, and pick up all dropped weapons in the Office.
It is also best to get rid of Montgomery's Guard before proceeding. Sneak
out the south door then into the DJ Backstage area. Go to the east door of
the Booth and you should see a Ladder going up. Take it up to the roof then
turn right to find some ventilation ducting that goes west-east along this
room and out into the hallway to the east and the West Hallway to the west.
Climb up on it and go west to the West Hallway but keep an eye on
Montgomery as you do so. When you get there then drop down onto the stairs
and go up to the top but stay there. Keep an eye on the patrolling Guard
and wait for him to stop by the sleeping Technician.
When he starts to go south again then sneak run up behind him, knock him
out, take his weapon, and dump him into the Container. Place a Pistol by
the crate at the top of the stairs as before and hide near the north end of
the wall. As Montgomery passes then get up behind his Guard as he goes to
the Pistol, knock him out, pick up his Pistol, and dump him into the
Container.
Climb back down the stairs, onto the ducting, and take it back through the
DJ Backstage area, and out into the hallway and drop down. Although there
is some boxes that you can use to climb up to the ducting just outside the
Office you can get stuck in the wall just after you climb up so this is why
I went into the DJ Backstage to get up onto the ducting.
Go back into the Office, to the Phone at the north end of the long counter,
and keep an eye on Montgomery. He will go to the south end of the Dance
Floor and go up to the Projection Bar. The moment he starts going up the
stairs then make the game save.
But, before going after the Agents, I'm going after a different Challenge:
>>Rave On
*******
Change into Rolf's Disguise then go into the DJ Backstage Area. Grab
the Staff Area Key then go to the other side and turn on the Rack
Case to lure a DJ to it. Knock him out when he turns it off, dump him
in the Container, and take his Disguise. Go into the DJ Booth and
take over.
You need to set off the light show just like before except that you
are not killing the Agents this time. However, you are using
Montgomery to time the triggering of the show. Once you have
triggered the show, and after the notifications pop up, then reload
the save.
When you get back then you should see Montgomery going to the mid-level
platform then turn right to go up to the Bar. About halfway up this section
then make the call to him. The reason to make the call here is to get him
as far from the Office as possible and allow the other Agents to gather
before he gets there.
As he walks to the Office you will listen in on the conversation between
him and Jiao. Both of them know that it is 47 and Montgomery wants to see
how this will play out. Of course, they don't know that 47 knows.
As Montgomery approaches then Chamberlin will go and wait outside the west
door. Thames, Banner, and Davenport will come down and wait inside the east
side of the Office. After the call then go to the Closet at the east side
and place a Coin on the floor in line with the door. Hide at the corner by
the Closet, bring out your Fiber Wire, and wait.
When Thames enters the room then he will go for the Coin. Run up behind
him, garrote him, dump him in the Closet, and take his DAK DTI. This will
also complete the last of the [Versatile Assassin] Challenges and the
reason why you bring the Fiber Wire. Unfortunately you can't do this method
for both Banner and Davenport since they come in too close together and you
don't want to initiate combat early.
Run back into the Storeroom, crouch, and bring out an object. When
Montgomery comes into the Office then he will go to the desk and then go
into the entertainment area. As he turns to go there then run in, knock him
out, and drag him back into the Storeroom.
The reason for knocking him out instead of killing him is that if you kill
him before you can initiate combat then the other Agents will walk away and
go back to their positions. Knocking out Montgomery and dragging him into
the Storeroom will prevent this and leave you with only three Agents to
deal with.
However, you can't lure and knock out the other Agents as this will start
combat. So, while you're in the Storeroom, pick up the Enram and switch to
the DAK. Open the door and look towards the east side to find some colored
crates. Fire a burst at them to initiate combat with the remaining Agents
then close the door. Go to the Container, look towards the Pipe, and wait.
Eventually the Agents will start coming into the Storeroom. Use either the
DAK or Enram to kill them as they enter. When you kill the three Agents
then kill Montgomery to complete the main objective. Drop the Shotgun, pick
up the Lockpick that Davenport drops, and climb back up the Pipe to get to
the Main Stairs. Go to the Shortcut but wait just inside.
The remaining Agents will run past you as they leave the area and you
should wait for them to leave before doing anything. When they leave then
go to the gate for the Juice Bar and use the Lockpick to enter. Knock out
the Delivery Guy, drag him back a bit to the shipping container to hide
him, and pick up the Scooter Key then run to his Scooter to leave the
mission. When you get to the menu after the cutscene then reload the save.
>>There was a Fire Fight!
***********************
When you get back then call Montgomery, grab Rolf's clothes from the
Closet, and sit down at the desk. When Montgomery comes in and sits
down then you will begin a conversation with him. As the conversation
proceeds then the other Agents will gather behind him.
Although you can kick over the desk at any time it is best to let the
entire conversation play out and have it happen on its own. Kicking
over the desk is the only way to acquire the Sawn-Off Shotgun that is
attached underneath - but you don't need to use it.
Instead, just run back into the Office, grab the Enram, go to the
Container, and wait for them to come inside where you can pick them
off safely.
When all of them are dead then you should get the Challenge
notification. However, you still need to leave the mission for one of
the Accomplishments, {Last Call}. To leave the mission simply go to
the Emergency Exit door just west of the Office.
>>T-47
****
For this you need to kill the five Agents with a Shotgun while
wearing the Biker Disguise and leaving on a Motorcycle. As before
call Montgomery, grab Rolf's clothes, and sit at the desk for the
conversation.
When combat begins then run to the Office, switch into the Biker
Disguise, grab the Enram, and kill the Agents as they enter the
Storeroom. When they are all dead then drop the Shotgun, climb the
Pipe, go up the Main Stairs into the Biker Hangout, grab the
Motorcycle Key, and go to the Motorcycle in the Garage to leave the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Rave On [2,000 XP]
******************
For this you need to start at the Club Entrance, acquire the DJ
Disguise, and trigger the light show.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Piano Man] and the following Challenges done earlier:
++Someone Could Hurt Themselves ++Hold My Hair
++Tasteless, Traceless ++Straight Shot
>>The Wurst Getaway [2,000 XP]
****************************
For this you need to leave the mission via the Delivery Guy's
Scooter.
>>There was a Fire Fight! [4,000 XP]
**********************************
For this you need to confront Montgomery and four Agents in the
Office and kill them all while wearing the Rolf Hirschmuller
Disguise. Leaving the mission after the confrontation will allow you
to acquire the {Last Call} Accomplishment.
>>Full Throttle [2,000 XP]
************************
For this you need to leave the mission via the Motorcycle in the
Biker Headquarters Garage.
>>T-47 [4,000 XP]
***************
For this you need to kill five Agents with a Shotgun while wearing
the Biker Disguise then leave the mission via the Motorcycle in the
Biker Headquarters Garage.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
Plus these other Challenges:
--The Professional --The Wall
--The Rookie --The Joker
--The Leader
0==============================================0
| Codename 47 - Explosions Run Loose [4,000 XP] \
0===========================================================================>
This is the fourth of the "Codename 47" Challenges and you need to do [The
Red Dragon] Challenge in Chongqing, the [Say Hello to My Little Friend]
Challenge in Santa Fortuna, and the [Traditions of the Trade] Challenge in
Bangkok before doing this one.
For this particular Challenge you need to eliminate five ICA Agents with
explosives and do it all in one session. Propane Flasks do not count and
you must use an explosive device against them. Still, you only need one as
you can lure five of the Agents down to Hirschmuller's Office when setting
up the showdown with Montgomery.
When planning bring the Remote CX Demo Block and start at the Biker
Hangout. When you start then run to the pool table and grab the Pool Ball.
Run down the Main Stairs to the Basement then to the Pipe that goes down to
the Office Storeroom for Hirschmuller's Office.
Climb down then go into the Office and to the Gramophone. Turn it on then,
when Rolf gets distracted, turn it back off. Take cover at the coner of the
crate and wait for him to approach before grabbing him and dumping him in
the Closet.
When the other Bikers leave the Office then take Rolf's clothes, his
Phonebook, and make the call to Montgomery. Sit in the chair and wait for
the group to approach. When all five of them are in the Office then kick
the desk over and run to the Storeroom. Close the door and stand to the
left of it but do not take cover. One by one the Agents will come inside to
confront you.
When one enters then close the door and quickly knock him out with the Pool
Ball. After they are all knocked out then drag them to the Container and
drop the Explosive on them. Climb back up the Pipe and detonate the
Explosive to kill all five of them and complete the Challenge. After all of
the notifications pop up then quit the mission and go down to the
Carpathian Mountains for the last of the "Codename 47" Challenges.
0===========================0
| Sniper Assassin [4,000 XP] \
0===========================================================================>
The interesting thing about this is that you need to use a Sniper Rifle on
five Targets instead of just one or two. The last main Assassination
Challenge requires that you kill three Agents from the Radio Tower. You can
kill three Agents clearly from here: Tremaine, Green, and Thames.
You can get Lowenthal through the open Garage door but he is a moving
Target and you have a small window to get him. Swan is the only other Agent
outdoors but the angle you have plus all of the buildings make it
practically impossible to get at him from the Tower.
So the plan is to shoot the three Agents from the Tower and use the Cheap
Method on two others and those will be Lowenthal and Rhodes. I will use
emetic poison to make Lowenthal go to the Toilet where I will knock him out
and use the Insecticide on Rhodes to knock him out.
I will set up Lowenthal first then go acquire the Rifle and shoot Tremaine,
Green, and Thames in that order from the Tower. Then I will go back to the
Headquarters, kill Rhodes, and then Lowenthal. The reason for not setting
up Rhodes before leaving the building is that Tremaine's body will be found
and moved and his Assault Rifle will be picked up and placed in the
Security Room and you don't want the bodies to be found.
When planning bring the Krugermeier, Lockpick, bring the Sieger 300 Ghost
into the Overpass Pickup, and start at the Biker Hangout. When you start
then pick up the Motorcycle Key, grab the Pool Ball, and grab the Emetic
Rat Poison from the Warehouse. Go through the Shortcut and to the Scooter.
Open the box, poison the food, then ring the doorbell and wait for the
notification of the Biker going to the door before going back inside.
The Biker will take the food inside and Lowenthal will eat the food and get
sick. Follow him into the Toilet and knock him out. Go up the Main Stairs
and to the Overpass to acquire the Sniper Rifle. Go down to the Main
Rooftop then down the North Lower Rooftop and drop down to ground level.
Run to the Radio Tower while avoiding Thames.
When you get to the Tower then use your Instinct to find a laser tripwire
near the base. Shoot it with your Pistol to disable it. Look up the Tower
to find another tripwire. Shoot it befor climbing the ladder.
When you finally get to the top then aim at and shoot Tremaine in the head
to kill him. Immediately climb back down to ground level and run to the
West Forest Path. At this point his body will be found and they will look
for the shooter. If you stay on the Tower then you may risk them finding
and shooting back at you. Climbing back down should prevent that and will
allow you to avoid any Guards that may come to the Tower.
When the Searching notification is gone then climb back up and repeat the
process with Green. After dealing with Green then climb back up and look
out for Thames. Wait for him to go to the Guards and then walk west and
stop near the North Gate. When he gets here then shoot him to kill him. The
reason for waiting for him to get to this point is because there's a good
chance he may not be found once you kill him.
After killing Thames then climb back down and run back to the Biker
Headquarters. Go up to the 1st Floor and grab the Insecticide. Go to the
Sprinkler Unit, poison it, and use it when Rhodes is nearby to knock him
out. Go to him and shoot him in the head to kill him. Go down to Lowenthal,
kill him, then run to the Motorcycle in the Garage to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Who's Sniping the Sniper? [2,000 XP]
************************************
For this you need to kill Agent Tremaine with a headshot using a
Sniper Rifle. You should also earn the Jaeger 7 Covert Sniper Rifle.
>>Rule of Threes [4,000 XP]
*************************
For this you need to kill three Agents from the Radio Tower using a
Sniper Rifle.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--The Wurst Delivery --The Sniper
--Straight Shot --The Professional
--The Scout --The Englishman
--Paging Dr. Greenthumb --The Veteran
--Full Throttle
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BRN8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Berlin chapter along with their respective strategies. It is highly
recommended that you complete Berlin Mastery Level 20 and unlock all
Shortcuts before doing any of these as it will make things easier for you.
Each of the Escalations are worth 4,000 XP towards your Global XP plus the
Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Lesley Celebration |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is unique in that you are limited in your starting points,
can only bring one item on you, bring in one smuggled item, and cannot
bring in a concealed weapon. In addition, only two places can be used to
bring in items: the Entrance Staff Room and the Projection Bar.
Finally, Agents are not Enforcers during this Escalation.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Doris Schultheiss with any method while wearing the Rave On |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Manfred Messmann with any method while wearing the Rave On |
| Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Doris is going to be at the Wardrobe area and Manfred is going to be at |
| the Projection Bar. When planning bring the Coins and bring in the |
| Lockpick into the Entrance Staff Room. |
| |
| When you start then run out and run back in through the Shortcut. Go into |
| the Staff Room to grab the Lockpick then run down to the Sub-Basement |
| level. Go into the nook east of the Bar to grab the Lead Pipe. Run into |
| the Bar, run past the west end of the counter, and to the back area. |
| If you run fast enough then you shouldn't be spotted. |
| |
| Go to the Laptop and turn off the Projection to lure Manfred to it. |
| Either use the Lockpick on the door by the Container or run through the |
| storeroom, out the other door, and open this door from the other side. |
| Crouch and, when Manfred turns the Projection back on, then throw stun |
| him. If you sneak up and knock him out then you more than likely will get |
| spotted even though nobody can see you. |
| |
| After knocking him out then break his neck, dump him in the Container, |
| and pick up the Pipe. Run up to the Wardrobe counter then to the south |
| door. Pick it open, run near the corner, and climb in through the window. |
| You should see the Closet ahead. |
| |
| Crouch by the racks and toss a Coin near the Closet to lure Doris to it. |
| When she gets there then knock her out, break her neck, and dump her in |
| the Closet. Run back out the south door, out the Shortcut, and to the |
| Gate by the Cooling Towers to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Additional starting locations are available. |
|---------------------------------------------------------------------------|
| Eliminate Hartmut Bauers with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Julius De Koning with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Lasse Danegod with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Hartmut is at the Pipe Room at the Sub-Basement level. Julius is one of |
| the DJ's in the DJ Booth. Lasse is at the Ground Floor just outside the |
| Chill Out area. You should notice that the additional starting locations |
| is the Chill Out area and Projection Bar which include additional |
| Disguises. Bring the same loadout as before and start at the Club |
| Entrance again. |
| |
| Run out then go back through the Shortcut and grab the Lockpick. Lasse is |
| going to jam out for a bit before going to the Red Toilets. Simply go |
| there and wait for him. He will go into the empty stall to urinate. Drown |
| him then run down the main stairs to the Sub-Basement. |
| |
| Run into the Projection then past the west end of the counter. Run |
| through the Storeroom to get to the Pipe Room. Grab the Crowbar and run |
| to Hartmut. |
| |
| If your timing is right then Hartmut should be standing by the sleeping |
| Technician. Stay by the crate at the top of the stairs until he starts to |
| move. When he starts going south then run up behind him, knock him out, |
| and break his neck - you can just leave the body. |
| |
| Go down the stairs until you reach the ventilation ducting. Climb onto it |
| and follow it to the DJ Backstage area. Climb down onto the top of the DJ |
| Booth then take the ladder down. Open the door to the Booth and toss a |
| coin near the Rack Case to lure out one of the DJs. Take cover to the |
| left of the door and grab him as he goes through to knock him out. |
| |
| Run into the Booth, knock out Julius, and break his neck. Leave the Booth |
| and run though the nearby door to the Dance Floor. Run back up to the |
| Ground Floor, out the Shortcut, and to the Gate to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Additional starting locations are available. |
|---------------------------------------------------------------------------|
| Eliminate Hartmut Bauers with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Julius De Koning with any method while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Lasse Danegod with any method while wearing any Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| The mission cannot be completed before all dead and unconscious bodies |
| are hidden. |
|---------------------------------------------------------------------------|
| Eliminate Hartmut Bauers with a Hobby Knife while wearing any Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Nicolas Velmorres with any method while wearing any Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Nicolas is the Florida Man. An additional starting point will be made |
| available and that is the DJ Booth. When planning bring the Coins and |
| start at the DJ Booth. |
| |
| When you start then immediately bring out the Coins and run out the east |
| door. Toss a Coin at the base of the pillar to lure out Julius's friend |
| then take cover to the left of the door. Grab him when he exits then run |
| in, subdue Julius, and break his neck. |
| |
| Drag his body out of the Booth and dump him in the Container at the east |
| side of the DJ Backstage area. Grab the Coin and drag the other body to |
| the Container for hiding. Run to and grab the nearby Wrench then go up |
| the Ladder to the top of the Booth. Grab the Hobby Knife then go onto the |
| ventilation ducting. Follow it to the stairs in the West Hallway and go |
| up to the Pipe Room. |
| |
| If your timing is right then Hartmut should be near the center of the |
| Room and both Montgomery and his Guard should have passed. Go to the end |
| of the wall and wait for Hartmut to just pass you before killing him with |
| the Knife and dumping him in the Container - grab the Screwdriver. |
| |
| Run down the stairs then to the Toilets. Go into the open stall and grab |
| the Staff Area Key. Go south to the door to the Basement Bar Storeroom, |
| unlock it, but wait outside. |
| |
| A Bartender should be walking into the Storeroom as you open the door. |
| Nicolas should also be going through the Bar as you're waiting then stop |
| nearby. The moment the Bartender moves and is no longer looking in your |
| direction then run in and grab the Coconut off of the floor then wait by |
| the door. Just as you get there then Nicolas should be walking past it. |
| |
| Open the door, toss the Coconut at the stack of red crates, then wait by |
| the Container. This should lure Nicolas inside. As he walks in then throw |
| kill him with either the Hobby knife or Screwdriver. Quickly dump him |
| into the Container then run out the door and into the hallway outside of |
| the Toilets. |
| |
| Run north back into the West Hallway and to the stairs while avoiding the |
| Enforcer. Go back up to the North Bar and to the East Stairs. However, |
| keep an eye on the Camera above the door. If your timing is right then it |
| should be moving left just before you get there so you won't have to |
| wait. |
| |
| Run up the Stairs to the Ground Floor and to the Red Toilets. Go south to |
| the Staff Storeroom, enter it, close the door, and use the Radio by the |
| other door to lure in the Club Crew nearby. Hide behind the rack and |
| knock him out when he turns it off - leave the body for now. |
| |
| At this point Lasse should be going to the Toilet. Go into the Staff |
| Hallway and to the divider at the north end. Place a couple of Coins on |
| the floor - one to the north of the divider and one just south past it. |
| |
| When Lasse leaves the Toilet then the patrolling Guard should be heading |
| east away from the area. When Lasse gets into view then toss the Wrench |
| to the north Coin to lure him there. Take cover on the right side of the |
| divider and wait. |
| |
| As he goes for the second Coin then grab him to knock him out. Drag him |
| to the Storeroom while staying on the right side of the Hallway. Take him |
| to the Container, break his neck, dump him, then dump the Club Crew. Go |
| out into the Hallway then to the east side through the Center Hallway. |
| Run out of the building through the Shortcut and then to the Gate to |
| leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Halliwell Fable |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This is a fantasy themed Escalation that won't allow you to bring in any
equipment or change Disguises. This is based around the tale of The Three
Little Pigs. Your Targets are going to be wearing Pig masks and you are
going to dress up in a special Suit that involves a Wolf mask. Also, the
Targets are not going to show up on both your Instinct and the Mini-Map so
you will have to look around to find them.
The first Level is going to have three Pigs, the second Level is going to
have four Pigs, and the last Level is going to have five Pigs. In each
Level you need to kill three of them, there is no bonus for killing all of
them. Thus, in the last two Levels, you can choose which three to kill in
order to get through the Level quickly.
**NOTE: Credit to MrFreeze2244 for pointing out that there are four Pigs
on Level Two and that you don't need to be frisked when going
through the Club Entrance.
There will also be optional objectives that won't auto fail the mission if
you don't complete them. You will simply get a lower score.
In addition, by starting the first Level of this Contract you should
complete [The Halliwell Fable] Challenge which will reward you with 1,000
XP and unlock The Big, Bad Wolf Suit for your collection.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate the 3 Little Pigs. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The three Pigs are going to be sitting at a table not far from the Gas |
| Station. There are going to be three objects on the table and you need to |
| pick up one of them to begin. When you pick up an item then they will get |
| up and disappear into the Forest. You cannot do anything to them as they |
| are sitting. They must leave the table before you can get rid of them. |
| |
| The best thing to do at the start is to run to the table, pick up the |
| Brick, and immediately run to the Forest. As you enter the Forest go and |
| pick up the Combat Knife. |
| |
| As you proceed into the Forest you should see two of the Pigs but, as you |
| approach, they will run from you and you won't be close enough to do a |
| throw kill. However, one of them, in a pink shirt, will be standing by a |
| tree and you can easily run up to and kill him up close. |
| |
| After this then continue down the Main Path and the remaining two Pigs |
| will split up. One will go onto the West Path and the other will continue |
| to the fence. Go to the one by the fence and he will lead you to the |
| Center Path. Keep up with him and he should stop just long enough to do a |
| throw kill on him. |
| |
| After that then go back to the center and go down the West Path. The last |
| Pig should be standing by a tree and should stay there long enough for |
| you to run up to and kill him. After killing him then run to the bicycle |
| at the gate to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate 3 Undercover Pigs. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated with melee weapons [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Pigs are now in the Club and they are at the following locations: |
| |
| --At the Club Entrance. |
| --At the Projection Bar. |
| --At the Center Walkway. |
| --At the railing overlooking the Dance Floor. |
| |
| The one I will not go after is the one at the Club Entrance. For this |
| Level you will be starting at the Club Entrance. |
| |
| When you start then run into the entrance and enter the Club. Run down to |
| the Projection Bar and run to the back area through the west end of the |
| bar. Pick up the Hobby Knife and run back out. Go down the stairs to the |
| Dance Floor to find the first Pig here. |
| |
| Go behind the Tech Only sign, crouch down, then toss the Hobby Knife at |
| the base of the wall and a couple of feet from the base of the stairs to |
| lure him there. Immediately pick up the Knife, run out, and get behind |
| him. |
| |
| As he starts to go there then bring out the Hobby Knife. Follow him then |
| crouch by the sign and throw kill him when he stops. He should be just |
| out of view from those below and the noise won't attract anybody. The |
| moment he drops then run back behind the sign and drag his body up the |
| stairs and behind the large stack of crates to hide him. |
| |
| Run back to the Projection Bar and go behind the back area again. Turn |
| off the Projector to lure the second Pig here. Hide in the Container |
| until he gets into position then leave it and slash him to kill him. |
| |
| Go through the Bar Storeroom then into the Pipe Room. Go to the stack of |
| wood east of the Storeroom, grab the Hammer, take cover at the southeast |
| corner, and toss the Hammer on the floor at your feet to lure the second |
| Pig to you. Grab him when he comes to you, grab his dropped Screwdriver, |
| and drag his body to the Container south of you. Throw kill him with the |
| Screwdriver and dump him. |
| |
| **NOTE: If you throw kill him where you grabbed him then the noise of |
| the killing will attract his friend to you. This is why you |
| drag him to the Container - to get him far enough away so you |
| can't be heard. |
| |
| The closest exit point from here would be the Basement Exit. Crouch down |
| and run north along the west side of the Pipe Room then run down the |
| stairs and to the exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate 3 Angry Pigs. |
|---------------------------------------------------------------------------|
| If any Non-Targets are eliminated then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| All shots must hit an NPC, even if they subsequently pass through the NPC |
| and hit a wall [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Pigs are now inside the Biker Headquarters building. Although the |
| pictures suggest that you can use a gun on them you don't need to do |
| that. As noted there are five Pigs for this Level and they can be found |
| at the following locations: |
| |
| --Inside the Drug Packaging area on the Ground Floor. |
| --Inside the Security Room on the 1st Floor. |
| --Outside the Security Room. |
| --Patrolling the Security Room and Grow House. |
| --At the Sniper Nest on the 2nd Floor. |
| |
| The ones I will go after are these (in order): |
| |
| --At the Sniper Nest. |
| --Patrolling the Security Room and Grow House. |
| --Outside the Security Room. |
| |
| You will also be starting inside the Biker Hangout on the Ground Floor. |
| When you start then grab the Motorcycle Key off the table then run to the |
| pool table to grab the Pool Ball. Jump out the window and go near the |
| car. Wait for the Camera to pan away from the Warehouse door before |
| running inside then up the Main Stairs to the 2nd Floor. |
| |
| Run north through the door and to the north wall then crouch run east |
| along the walkway and into the Sniper Nest area. You may get a little |
| attention from the standing Guard to the south but he won't do anything. |
| |
| Bring out the Pool Ball, turn south at the corner, and run straight at |
| the first Pig. He should be close to a large stack of wood at this point |
| as you approach him. He will see you and go into combat but quickly knock |
| him out. The noise from this confrontation should lure up the Guard from |
| below which is a good thing since you need to get rid of him to prevent |
| any problems on the lower floor. |
| |
| Quickly drag the Pig behind the stack of wood then break his neck to kill |
| him. The approaching Guard should be using the exterior stairway near the |
| Sniper Nest itself to come up. Run to the crates by the door and take |
| cover. When he runs in then he should run to you and you can grab him to |
| get him out of the way - leave the body. |
| |
| Run down the nearby stairs then go west along the passage at the north |
| side of the Grow House and stop at the corner at the west end. To the |
| south you should see the door to the Security Room. The patrolling Pig |
| should be in the Room at this point. |
| |
| Take cover and toss the Ball at your feet to lure one of the people in |
| the corridor nearby. You are not going to lure the third Pig but you will |
| lure his friend and that is okay since you need to get rid of him. Grab |
| him and quickly pull him back out of view. Grab his weapon then drop it |
| closer to the corner but further down then take cover again. |
| |
| After a few seconds then the patrolling Pig should leave the Security |
| Room and see the weapon. Grab him as he comes closer to you then break |
| his neck. Run up behind the last Pig, knock him out with the Pool Ball, |
| and break his neck to finish this part of the mission. |
| |
| Run down the Main Stairs back to the Ground Floor and to the door going |
| back to the Biker Hangout area. If your timing is right then the Camera |
| should be panned away from the door so you can run right in then jump |
| through the window to enter the Hangout. Run to the Garage and to where |
| you need to vault so you can go to the Motorcycle but don't vault yet. |
| |
| The patrolling Guard here should be heading in your direction and you |
| need to wait for him to just get past the shelving before safely vaulting |
| over. Then run and jump over the next group, loop around the van, and to |
| the Motorcycle to leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BRN9. Exclusive Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The Escalations in this chapter are paid DLC and have additional bonuses and
items for participation and completion.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Satu Mare Delirium |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is one that you earn by purchasing the Deluxe Edition of
the game. In addition to acquiring three Challenges by doing it you will
also earn The Straitjacket, The Straitjacket Belt, and the Taunton Dart Gun
for use in all missions.
As with the other Deluxe Edition Escalations you will have no choice in
starting location and loadout. However, you will always start in a
different place at the beginning of each Level. This is because you are
trying to escape from the Club which is closed and is patrolled by the
Bikers.
This means that that the Club is a completely different environment than it
was in the Main Story.
In addition, there are Wind Up Toys (shorthanded to Toys) strategically
placed throughout each Level. These act as proximity alarms which will
attract Guards to them to shut them off. You need to avoid them but you can
also use them to lure Guards into better positions for either avoidance or
ambushing.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| If you are spotted doing anything illegal or suspicious then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Escape! |
|---------------------------------------------------------------------------|
| Eliminate Wyatt Fonder with The Straitjacket Belt while wearing The |
| Straitjacket. |
|---------------------------------------------------------------------------|
| Eliminate Billy Hoppa with Lethal Pills while wearing The Straitjacket. |
|---------------------------------------------------------------------------|
| Eliminate George Nicola in an accident while wearing The Straitjacket. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Wyatt is going to be standing at the west side of the DJ Backstage area. |
| Billy is going to be at the Basement Bar. George is going to be walking |
| around the Pipe Room area. You will start off inside the Office Storeroom |
| at Rolf's Office. |
| |
| When you start then get up and grab the Rusty Nail off of the crate then |
| use it on the door to escape. You will notice that it will break in one |
| use. Go and grab the Toy Tank then run east past the Toy which will set |
| it off. Grab the Rusty Crowbar then run to the east door and use it to |
| break it open. Like with the Nail it will also break with one use. |
| |
| If your timing is right then the Camera will be panning right and you can |
| run to the DJ Backstage area. Grab the Wrench, bring out the Belt, run to |
| Wyatt, and garrote him. Even though there is a Biker standing nearby he |
| won't hear you. Grab the Medicine Cabinet Key then run back to the |
| Cabinet to acquire the Lethal Pills. Run past Wyatt and into the West |
| Hallway. |
| |
| If your timing is right then the patrolling Guard will be in the center |
| of the Hallway. Run straight south to the Toilets and into the open stall |
| to acquire the Staff Area Key. Go into the Bar Storeroom then into the |
| Bar. Keep crouched behind the counter and make your way to the Coin then |
| grab it. |
| |
| If your timing is right then Billy should be going to his Bottle at the |
| south end of the Bar. After grabbing the Coin then run back to the |
| Storeroom and place the Coin just inside the doorway. Toss the Toy Tank |
| just down behind the counter to lure one of the Guards to it. |
| |
| If everything has gone right then this is the one that looks at the |
| dancer and he is also the one that looks at the Bottle you need to |
| poison. So you need to get rid of him. |
| |
| After tossing the Tank then take cover to the left of the door then grab |
| him as he goes for the Coin. Grab the Coin then go back into the Toilets |
| and out into the Dance Floor. |
| |
| At this point there should be three Guards nearby. Two of them should |
| have their backs to you but one will be looking in your direction. Stay |
| behind the pillar until he moves south towards another Guard. Go to the |
| next pillar and stay here until he moves north again. If you look south |
| then you should see another Toy. |
| |
| When heading south towards the Bar then go to the left side of the pillar |
| to avoid the Toy. At this point then Billy should be back with the group. |
| Run to the Bottle and poison it. |
| |
| Re-trace your steps back to the West Hallway. The patrolling Guard should |
| be standing near the center so it should be a straight run up the stairs |
| to the Pipe Room. Go to the crates near the Center Walkway and take cover |
| at the northwest corner. |
| |
| George should stop near the crates before going onto the Walkway. Toss |
| the Wrench on the floor near your feet to lure him there. Grab him as he |
| gets to the corner and drag him south towards the Projection Bar. Dump |
| him over the railing to kill him. Billy should also be dead at this |
| point. |
| |
| Run through the door to the back of the Projection Bar, run south past |
| the east end of the counter, and run to the exit point to leave the |
| mission even though you will trigger another Toy along the way. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| If you are spotted doing anything illegal or suspicious then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Nicolas Blaze in an drowning accident while wearing The |
| Straitjacket. |
|---------------------------------------------------------------------------|
| Eliminate Marlon Strabler in an electrocution accident while wearing The |
| Straitjacket. |
|---------------------------------------------------------------------------|
| Eliminate Eddie Furter with a Fire Axe while wearing The Straitjacket. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Nicolas is going to be in the Juice Bar area. Marlon is going to be at |
| the Chill Out area. Eddie is going to be at the Water Channels area. You |
| will start off at the stairs going up to the Ground Floor. When you start |
| then run up the stairs and go left into the Staff Hallway near where you |
| exited from the previous Level. |
| |
| Run north to the Staff Storeroom and the Guard that patrols this area |
| should be heading north away from you. Run into the Storeroom and grab |
| both the Emetic Rat Poison and the Screwdriver. Go into the Red Toilets |
| and into the urinal area to grab the Lead Pipe. |
| |
| Near the mirrors is a Guard looking at himself. Sneak run up to him and |
| knock him out. By him is a Bottle that can be poisoned. Nicolas will |
| start in the Juice Bar but will come here to drink. Poison the Bottle, |
| pick up the dropped weapon, and drag the Biker to the Container in the |
| Storeroom to dump him. |
| |
| It will take while for Nicolas to get into position so run into the |
| Hallway and ambush the Guard when he is at the north end. Pick up his |
| Pistol and drag him to the Container for dumping. Go back near the urinal |
| area and Nicolas should be walking to the Red Toilets. He will then drink |
| from the Bottle and get sick. He will go into one of the Toilets at |
| random so follow him and drown him. |
| |
| Go out the door and to the East Stairs. Grab the Fire Axe off of the wall |
| then go up one platform to find an open window onto the shipping |
| containers. Go onto the containers then drop down into the Chill Out area |
| and by Marlon who should be sleeping. Tamper with the Outlet next to him |
| then run southeast up the stairs and past the Toy which should trigger |
| and wake Marlon up. |
| |
| Near the top of the stairs is a Switch for the Outlet so turn it on then |
| go into the Staff Room, out the other door, then through the Gate and |
| into the North Clearing. As you're going into the Clearing then Marlon |
| should be electrocuted. |
| |
| Near the door to the Wardrobe is a Guard who should have his back to you. |
| Throw stun him with the Pipe then go and grab either the Pipe or Hammer |
| and re-acquire the Axe. Go to the southwest section of the Clearing but |
| stay close to the shipping containers. |
| |
| At this point Eddie should be on the bridge near your position. Toss the |
| Pipe so that it lands close to the edge of the channel. This should lure |
| Eddie here. Grab the Axe then go to the east end of the containers. |
| |
| As he goes for the Pipe then run up behind him and throw kill him with |
| the Axe. After this then run across the bridge staying right up against |
| the right railing so you don't trigger the Toy just off to your left. |
| Once across the bridge then run to the Parking Lot then to the Forest |
| Paths to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| If you are spotted doing anything illegal or suspicious then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Arnold Terman by breaking his neck while wearing The |
| Straitjacket. |
|---------------------------------------------------------------------------|
| Eliminate Leonard Klein with an explosion accident while wearing The |
| Straitjacket. |
|---------------------------------------------------------------------------|
| Eliminate Stefan Hilts with a Combat Knife while wearing The |
| Straitjacket. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Arnold is going to be on the Center Forest Path. Leonard is going to be |
| near the Radio Tower. Stefan is going to be at the back of the Gas |
| Station. You are going to start where you left off from the previous |
| Level. |
| |
| When you start then grab the Soda Can ahead of you then go up the Path. |
| You should see a Toy ahead but crouch down and go into the bushes near |
| the junction. You should see Arnold and another Guard come up the Center |
| Path. Arnold will go past then the Guard should stop near the junction. |
| |
| Keep an eye on him and, when he turns around, then turn to and throw stun |
| Arnold and run up and subdue the Guard. Run to Arnold and break his neck |
| then hide him in the nearby bush. Grab the Dart Gun he drops then proceed |
| south. Climb the large rock to avoid the Toy then get close enough to the |
| two Guards ahead and quickly shoot them both with the Dart Gun to sedate |
| them. |
| |
| Run to the Radio Tower area. You should see Leonard up ahead by his bike. |
| Go to the Shack to find a Wrench which is by a Toy. Grab the Wrench and |
| also trigger the Toy which will lure Leonard away from the bike. Loop |
| around the Tower and to the bike then use the Wrench on it to create a |
| leak. Leonard will eventually come back to smoke by it and this will |
| trigger an explosion and kill him. |
| |
| South of the bike is another Biker just standing there. Knock him out and |
| hide him in the nearby bushes - grab his dropped weapon. At this point a |
| Guard from the West Forest Path should find the sedated bodies of the |
| Guards you shot earlier but you will not lose Silent Assassin. |
| |
| Continue south up the Path to find the Combat Knife. Go to the road to |
| find a pair of Guards by the car on the road. Run south but go along the |
| grassy area at the edge of the Gas Station area. |
| |
| Stefan will be standing at the end of a van along with another Guard. One |
| of the cars at the other end has a Toy on it. Go along the grass to stay |
| out of their view then go to the Toy and activate it to lure the Guard |
| away from Stefan. Go to a point just south of the van and expose just |
| enough of Stefan's head to aim your Knife at. |
| |
| As the Guard walks away then throw kill Stefan, grab his weapon, and drag |
| him to the south side of the van to hide him. Go west back to the grass |
| then north to the exit point. Because of the Guards by it you need to |
| gently creep on it so you can safely leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Lust Assignation |################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is the fourth chapter of what is known as the Seven Deadly
Sins DLC. It was released on July 27, 2021 and takes place in 47's mind,
similar to the concept of "Hitman: Contracts".
By participating and completing it you can earn three items, The Scarlet
Suit, The Serpent's Tongue, and The Serpent's Bite Remote Mine. In
addition, there are a total of six Challenges to complete:
>>The Lust Assignation [1,000 XP]
*******************************
For this you need to start the Escalation Contract. You should also
earn The Scarlet Suit.
>>The Lust Assignation [1,000 XP]
*******************************
For this you need to complete the first Level. You should also earn
The Serpent's Tongue and The Serpent's Bite Remote Mine.
>>The Lust Assignation [4,000 XP]
*******************************
For this you need to complete all three Levels of the Escalation
Contract.
>>The Great Pretenders [4,000 XP]
*******************************
For this you need to eliminate all of the Pretenders.
>>Ratiocination [1,000 XP]
************************
For this you need to identify the secret admirer after finding three
Clues.
>>The Safe Option [1,000 XP]
**************************
For this you need to open all six Safes and acquire all six Clues.
The entire theme of this Escalation is Lust and your goal is to find a
Secret Admirer of Lust and deliver a Bouquet to him or her. There are a
total of eight people of which one is the Admirer and the other seven are
Pretenders.
To find the identity of the Admirer you need to open Safes and find the
Admirer's Love Letter within. You need to find at least three Love Letters
(Clues) before Lust will bring out a Bouquet for you to give to the
Admirer. There are a total of six Letters to acquire. The more Letters you
find, the easier it will be to find the Admirer. If you give the Bouquet to
the wrong person then you will fail the mission.
Once you have properly identified the Admirer then you can eliminate the
Pretenders to please Lust but you don't have to do so. However, in order to
get the best score you need to kill them all. Even if you finish with a
Silent Assassin rating you will only get a 4-Star rating and a reduced
score if you don't kill them.
As for the map, the Dance Floor has been converted into something more
formal and where the Admirer and Pretenders are gathered. Lust can be found
sitting in the center and you will start and exit through the chair at the
south end. The remainder of the map is exactly the same as the regular
mission but without the Agents. The Scarlet Suit is basically the Suit for
this mission and will have the same restrictions.
What makes this Escalation different than all of the others, including the
other Sins based ones, is that it is one Level instead of three or five. In
addition, there are random elements built into the Escalation: the Safes
can be found in six of a total of twelve different locations and that the
Admirer is going to be random in each run-through.
While the concept of these random elements is not necessarily a bad thing
it is not a good idea for Escalations. Part of the thing about Escalations
is that you are not only trying to figure the puzzle of doing each Level
correctly, you are also trying to do them quickly in order to get a good
score. These random elements blow that up as it is a matter of luck in Safe
placement to help get through this quickly.
The good news is not everything on the map is random. On the map you will
find multiple tables with useful items such as Safe Keys, The Serpent's
Bite, and The Serpent's Tongue.
To open a Safe you will need to find a Safe Key. Each Key can only be used
once so you will need to find a minimum of three Keys. The Keys can be
found in the following locations:
0=========================================================================0
| Outside of the Club Entrance. |
|-------------------------------------------------------------------------|
| At the south half of the Back Entrance area. |
|-------------------------------------------------------------------------|
| At the Security Room at the 1st Floor of the Biker Headquarters |
| building. |
|-------------------------------------------------------------------------|
| At the north end of the Ground Floor of the Club. |
|-------------------------------------------------------------------------|
| On the West Lower Rooftop. |
|-------------------------------------------------------------------------|
| At the south half of the Pipe Room in the Club's Sub-Basement. |
|-------------------------------------------------------------------------|
| In the DJ Backstage area at the Club Basement. |
|-------------------------------------------------------------------------|
| Near where Lust is sitting. |
0=========================================================================0
If you do not have enough Keys then you can use The Serpent's Bite
explosive to open the Safes but they tend to make noise which will draw
unwanted attention. It can be found in the following locations:
0=========================================================================0
| Just south of the group of large tanks in the Water Channels area. |
|-------------------------------------------------------------------------|
| At the north half of the North Clearing. |
|-------------------------------------------------------------------------|
| In the center of the Juice Bar area. |
|-------------------------------------------------------------------------|
| In the center of the Juice Bar back area. |
|-------------------------------------------------------------------------|
| In the back of the Garage at the Biker Headquarters building. |
|-------------------------------------------------------------------------|
| At the north side of the Southeast Lower Rooftop. |
|-------------------------------------------------------------------------|
| In the room at the south end of the Overpass. |
|-------------------------------------------------------------------------|
| At the south end of the Staff Hallway at the Club's Ground Floor. |
|-------------------------------------------------------------------------|
| At the base of the stairs at the south end of the Club's Sub-Basement. |
0=========================================================================0
Each Safe will have at least two people nearby so you will need to deal
with them in one way or another before approaching the Safe. In addition to
knocking them out or avoiding them you can also temporarily blind them
using The Serpent's Tongue crossbow. The effect will last about ten seconds
which is just long enough for you to go and open a Safe to acquire the
Letter. It can be found in the following locations:
0=========================================================================0
| At the South Balcony at the Biker Headquarters 1st Floor. |
|-------------------------------------------------------------------------|
| At the Club's Main Rooftop. |
|-------------------------------------------------------------------------|
| In the nook just east of the Projection Bar at the Club's Sub-Basement. |
|-------------------------------------------------------------------------|
| North of where Lust is sitting. |
0=========================================================================0
Listed below are the twelve Safe locations, which are marked as a ? on your
map, and how to access them safely (knocking out the Cameras beforehand is
highly recommended):
0=======================================================================0
| Back Entrance | You should approach this one from the north. Go to |
| | the car closest to the pair of Club Crew and wait. |
| | When the male drinks from his Bottle and walks away |
| | then run up to and knock out the woman then him |
| | before opening the Safe. |
|----------------+------------------------------------------------------|
| Juice Bar | Place a weapon on the ground on the path just south |
| (East Gate) | of the Safe. Stay hidden and toss an object near the |
| | weapon to lure one of the Guards to it. As he goes |
| | for the weapon then knock him out. Gently sneak into |
| | the bushes near the other one then get up behind him |
| | and knock him out before opening the Safe. |
|----------------+------------------------------------------------------|
| Biker Hangout | Go to the Fusebox just outside of the Hangout, turn |
| (Biker HQ) | it off for a few seconds, turn it back on again, |
| | then take cover at the nearby corner. |
| | |
| | This should lure the Guard that is looking in the |
| | direction of the Safe. Grab him as he comes to you |
| | then carefully go over to the Safe to open it. |
|----------------+------------------------------------------------------|
| Grow House | Acquire the Insecticide from the Storage area then |
| (Biker HQ) | use it on the Sprinkler Unit. Turn it on to knock |
| | out the Guards inside, turn it off, then go inside |
| | to open the Safe. |
|----------------+------------------------------------------------------|
| Storage | Place a weapon on the floor about ten feet north of |
| (Biker HQ) | the center door to the South Balcony, go to the wall |
| | for the Storage area, then toss an object at your |
| | feet to lure the patrolling Guard. |
| | |
| | As he comes close then he should see the weapon and |
| | go for it. Throw stun him and drag him into the |
| | hallway at the east side of the Grow House to hide |
| | him. |
| | |
| | Go to the shelving at the east side of the area, |
| | stand at the south end, toss an object at your feet, |
| | then take cover at the left side. This should lure |
| | one of the Guards to it. Grab him to knock him out. |
| | |
| | Carefully sneak up to the other Guard, shoot him |
| | with the Tongue to blind him, then run to the Safe |
| | to acquire the Letter. |
|----------------+------------------------------------------------------|
| Wardrobe | Go into the hallway outside of the room and to the |
| (Club Holle) | corner. One of the Club Crew inside patrols around |
| | inside. When he comes close to the corner then toss |
| | an object at your feet to lure him there. Grab him |
| | to knock him out then go to the window closest to |
| | the Safe. |
| | |
| | When the area is clear then jump inside, open the |
| | Safe to acquire the Letter, and climb out. |
|----------------+------------------------------------------------------|
| Center Hallway | Go west along the north side of the Ground Floor |
| | then go south into the Staff Hallway. Take cover |
| | near the standing Club Crew and wait. There is a |
| | woman near the Safe and she will go to the corner |
| | near your position to smoke. |
| | |
| | When she walks away then grab the Crew to knock him |
| | out and run up to her when she is at the Safe, knock |
| | her out, then open the Safe to acquire the Letter. |
|----------------+------------------------------------------------------|
| Main Rooftop | Go up the stairs from the Ground Floor to the |
| | Southeast Lower Rooftop. Carefully throw stun the |
| | Guard at the stairs going up then go to the west end |
| | and climb the Ladder to the Main Rooftop. |
| | |
| | Go to the Safe area along the wall to avoid the |
| | sight of the sitting Guard. Stop close to the |
| | standing Guard and wait. When the patrolling Guard |
| | is safely away then shoot the standing one with the |
| | Tongue, run to the Safe and open it to acquire the |
| | Letter, and run away before the effect wears off. |
|----------------+------------------------------------------------------|
| Pipe Room | Stay by the crate near the top of the stairs at the |
| | north end of the Room. When the patrolling Guard is |
| | walking away from the Safe then shoot the standing |
| | Technician with the Tongue then open the Safe, |
| | acquire the Letter, and run away before the effect |
| | wears off. |
|----------------+------------------------------------------------------|
| East Hallway | Approach this from the south along the east wall. |
| (Sub-Basement) | There will be a standing Guard at the railing |
| | looking south and a patrolling Guard that goes |
| | between him and the north end of this area. |
| | |
| | As he walks away then run over to the Safe to |
| | acquire the Letter when the standing Guard is either |
| | looking straight ahead or to his right. |
|----------------+------------------------------------------------------|
| Rolf's Office | Run into the Office through the south door while |
| | avoiding the Camera above. Stay near the Closet and |
| | use your Instinct to find the Guard near the Safe. |
| | He will go to Rolf's Safe then stop near the Closet. |
| | |
| | When he is at this point then run into the |
| | entertainment area and go into the corner by the two |
| | barstools. The reason for this is that you may |
| | attract enough attention from the sitting Guard and |
| | make him investigate. While he is investigating then |
| | the patrolling Guard will go to the Safe for a bit. |
| | |
| | When the Guard walks away then the investigating |
| | Guard will go back. Run to open the Safe, acquire |
| | the Letter, and run back out. |
|----------------+------------------------------------------------------|
| West Hallway | Turn on the Radio near the two Technicians near the |
| | Safe to lure one of them to it. As she goes for the |
| | Radio then run up behind the other, shoot him with |
| | the Tongue, then open the Safe to acquire the Letter |
| | and run away before the effect wears off. |
0=======================================================================0
Each of the Letters has a Clue to who the Admirer is. Each Clue identifies
a specific trait that the Admirer has and they go in this order regardless
of which Safes you open:
0=======================================================================0
| Clue #1 | This tells you if the person smokes or not. "Cloudless air" |
| | means a non-smoker. |
|---------+-------------------------------------------------------------|
| Clue #2 | This tells you if the person dances or not. |
|---------+-------------------------------------------------------------|
| Clue #3 | This tells you what kind of drink the person likes |
| | (Whiskey, Champagne, White Wine, Red Wine). |
|---------+-------------------------------------------------------------|
| Clue #4 | This tells you the gender of the Admirer. |
|---------+-------------------------------------------------------------|
| Clue #5 | This tells you of a gender specific trait such as a beard |
| | if the person is male or wears furs if female. |
|---------+-------------------------------------------------------------|
| Clue #6 | This provides the final Clue to who the Admirer is and is |
| | specific to that person only like clothing and physical |
| | characteristics. |
0=======================================================================0
There are a total of eight people on the Dance Floor, four male and four
female. Each of them has a short patrol pattern in which they can go to
other areas of the floor and drink from a Glass. Each of them has specific
traits that can be used to identify the Admirer.
The more you study them, the easier it will be to identify the Admirer with
less than six Clues and preferably with only three which is the minimum
required to bring out the Bouquet. It is highly recommended that you look
them over closely to know who's who before doing anything of note.
When studying them you should acquire some Emetic Rat Poison beforehand -
the nearest one is inside the Basement Bar's Storeroom. Without a poison in
your inventory you cannot identify their drinks and you will simply get a
"missing poison" notification when by their glasses.
Listed below are the eight people with their Clues (minus the gender one)
and what they drop when you knock them out. I have given them names to make
them sound less generic:
0=======================================================================0
|###############################| Male |################################|
0=======================================================================0
| Thomas | He can be found at the west side of the floor near Lust and |
| | wears a long open jacket with a white shirt and white tie. |
| | |
| | --Clue #1: Cloudless air - non-smoker. |
| | --Clue #2: Stands - does not dance. |
| | --Clue #3: Drinks whiskey. |
| | --Clue #5: Is clean shaven. |
| | --Clue #6: Wears a tailed jacket. |
| | |
| | --Object: A Screwdriver. |
|--------+--------------------------------------------------------------|
| Keith | He can be found near the east center side of the floor and |
| | wears a closed blue jacket with a white tie. |
| | |
| | --Clue #1: Cloudless air - non-smoker. |
| | --Clue #2: Is a dancer - dances with Carol. |
| | --Clue #3: Drinks champagne. |
| | --Clue #5: Has a beard. |
| | --Clue #6: Wears a white tie and tailless blue jacket. |
| | |
| | --Object: A Staff Area Key. |
|--------+--------------------------------------------------------------|
| Zach | He can be found near the center of the floor and wears a |
| | closed jacket with a red tie. |
| | |
| | --Clue #1: Smokes. |
| | --Clue #2: Is a dancer - dances with Emily. |
| | --Clue #3: Drinks white wine. |
| | --Clue #5: Is clean shaven. |
| | --Clue #6: Has blonde hair. |
| | |
| | --Object: A Fragmentation Grenade. |
|--------+--------------------------------------------------------------|
| Brian | He can be found at the east side of the floor near Lust and |
| | wears a open jacket with a white shirt and black tie. He |
| | will go to the east side of the floor to sample some food |
| | then go back. |
| | |
| | --Clue #1: Smokes. |
| | --Clue #2: Stands - does not dance. |
| | --Clue #3: Drinks red wine. |
| | --Clue #5: Has a beard. |
| | --Clue #6: Wears a black bowtie and has a bald head. |
| | |
| | --Object: Emetic Rat Poison. |
0=======================================================================0
|##############################| Female |###############################|
0=======================================================================0
| Emily | She wears a long blue dress with a black hat and a black |
| | belt and can be found at the southeast side of the floor. |
| | She will go to a painting at the southeast corner of the |
| | floor and go back. |
| | |
| | --Clue #1: Cloudless air - non-smoker. |
| | --Clue #2: Is a dancer - dances with Zach. |
| | --Clue #3: Drinks white wine. |
| | --Clue #5: Wears furs. |
| | --Clue #6: Wears a hat and has blonde hair. |
| | |
| | --Object: A Coin. |
|--------+--------------------------------------------------------------|
| Lilly | She wears a long blue sleveless dress and can be found at |
| | the west side of the floor. She will sit down for a bit then |
| | go drink before sitting down again. |
| | |
| | --Clue #1: Cloudless air - non-smoker. |
| | --Clue #2: Stands - does not dance. |
| | --Clue #3: Drinks whiskey. |
| | --Clue #5: Does not wear furs. |
| | --Clue #6: Long red hair, wound, and bound. |
| | |
| | --Object: Lethal Pills. |
|--------+--------------------------------------------------------------|
| Gina | She wears a purple dress with a fur jacket and can be found |
| | at the south side of the floor. She will go to a pillar at |
| | the southwest corner of the floor before going back. |
| | |
| | --Clue #1: Smokes. |
| | --Clue #2: Stands - does not dance. |
| | --Clue #3: Drinks champagne. |
| | --Clue #5: Wears furs. |
| | --Clue #6: Black hair and violet dress. |
| | |
| | --Object: Hackl 9S Covert. |
|--------+--------------------------------------------------------------|
| Carol | She wears a white jacket with black pants and a red hat and |
| | can be found at the east center side of the floor. |
| | |
| | --Clue #1: Smokes. |
| | --Clue #2: Is a dancer - dances with Keith. |
| | --Clue #3: Drinks red wine. |
| | --Clue #5: Does not wear furs. |
| | --Clue #6: Dark hair and white jacket. |
| | |
| | --Object: Emetic Rat Poison. |
0=======================================================================0
Six of the eight people can be determined by the first three Clues alone.
However, both Thomas and Lilly share the same three Clues. If this happens
then you either need to open another Safe to determine the gender or take a
guess and hope that you're correct.
As for the overall objectives:
In addition to finding the Admirer you also need to eliminate the
Pretenders after successfully hooking up Lust with the Admirer. You cannot
change Disguises either or you will fail the mission.
As for the overall strategy:
In order to acquire all of the Challenges there are going to be two
run-throughs: one to get the best score and the other to open all six
Safes.
For the best score you need to have three of the Safes in the Sub-Basement
and Basement levels: Rolf's Office, West Hallway, and the Pipe Room. The
moment you start the mission then go to your map. If the Safes are not in
these locations then restart until they are where you need them to be.
When you get the Safes in the right places then get up and run to the Safe
Key near Lust and pick it up then run behind her and pick up The Serpent's
Tongue. Run into the DJ Backstage area, pick up the Key, then the Wrench,
and go up the Ladder to the top of the Booth. Go onto the ventilation
ducting and go to the hallway by the East Stairs.
When you drop down then the Camera should be looking away from you so run
into the Office. If your timing is right then the patrolling Guard should
be by the Closet when you run in. Continue running into the entertainment
area and hide by the barstools as the patrolling Guard goes to the Safe.
By the time he walks away then the sitting Guard you may have alerted
should be going back. Run to the Safe, open it to acquire the Letter, then
run back out of the Office. At this point the Camera should be looking
right so you can run out without stopping.
Run into the Security Room to acquire the Club Keycard then run back into
the DJ Backstage. Climb the Ladder, acquire the Hobby Knife, and go back
onto the ducting. Go west into the West Hallway and climb up the stairs
into the Pipe Room. Run south to grab the Key then go to the crate at the
top of the stairs.
When the patrolling Guard is stopped near the Safe or is walking away from
it then shoot the Technician with the Tongue to blind him, open the Safe to
acquire the Letter, and run down.
When you get to the bottom of the stairs then turn on the Radio to lure the
female Technician to it. Get close to their position and wait for her to
leave before using the last dart on the male Technician to blind him, open
the Safe to acquire the third Clue, and run back into the Dance Floor.
When you reach the floor then look over your Clues to determine the
Admirer. If the person is a Whiskey drinker then you may have to guess
between Thomas and Lilly and hope that you're correct. Grab the Bouquet and
give to to the Admirer.
As they head to Lust then run to the Gramophone in the southeast corner,
turn it on, and run to the Basement Bar to grab the Coin then grab the Fire
Extinguisher when you run out.
The Gramophone should lure either Emily or Gina to it. Go to the secluded
area behind the Gramophone and drop the Extinguisher here. Bring out the
Coin and wait. Use your Instinct and, when she just starts to walk away
after turning it off, then toss the Coin at the wall to lure her here.
When she comes into the area then use the Hobby Knife on her to kill her.
Pick up the Coin, dropped object, and dump her into the Container. Use the
Keycard to open the nearby door.
Turn on the Gramophone again and toss the Extinguisher just down onto the
floor area to lure another person close enough to get them to hear the
Gramophone. Use the Coin again to lure them to the area after they turn it
off, kill them, and either dump them into the Container or into the
hallway. Continue this method until there are two people left.
When you lure the next person then just kill them at the Gramophone and
leave them. As for the last person, depending on who that person is, you
can use either the Emetic Rat Poison you picked up or the Lethal Pills on
their drink when they are not looking.
If you use the emetic poison then they will go into the small maintenance
room where you can kill them out of sight and dump them in the Closet
before leaving the mission. If you use the Lethal Pills then poison the
Glass and wait by the chair. When they drop dead then leave the mission.
As for the second run-through, the point is to simply open all six Safes
regardless of location. Since your best score is already set you don't have
to play clean.
When you start then go into the Security Room after you acquire the two
Keys and the Wrench. Throw stun the Guard looking at the Recorder, grab his
weapon and the Wrench, and destroy the Recorder before grabbing the Club
Keycard and leaving. This will make things easier.
After acquiring all six Clues, and the last Challenge, then go back down to
the floor, give the Bouquet to the Admirer, and leave the mission without
doing anything to the Pretenders.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BRN10. Berlin Egg Hunt |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This is a special seasonal Escalation that was slated to appear for a short
time during the Easter season. However, in early 2022, this became a
permanent feature and can be played at any time. In June 2022 there was an
additional Challenge added to this Escalation that makes the last Level
faster to complete.
The overall goal is to eliminate colored Rabbits who are scantily clad male
ravers with special colored bunny masks. You also have to deal with a man in
a white suit known as the White Rabbit.
The map is different from the Main Story mission in that both the Club and
Biker Headquarters areas are completely closed but both the Juice Bar and
Chill Out areas are still operational.
Being that this is Easter themed there are lots of eggs around the map. In
addition to the regular Bird Eggs that you can find there are additional
colored eggs that will assist you in your mission:
>>Blue Easter Egg
***************
When tossed they will emit a blue sedative gas that will knock out
those nearby.
>>Green Easter Egg
****************
When tossed they will emite a green emetic gas that will make those
nearby sick.
>>Red Easter Egg
**************
When tossed they will emit a red poisonous gas that will kill those
nearby.
>>Yellow Easter Egg
*****************
This is just a plain egg that can be used to distract or as a melee
weapon.
You can throw them at peoples heads to throw stun them which will also
release the gas and knock out, sicken, or kill those nearby. You can also
drop them at the feet of your victims to release the gas within.
You will also notice large reddish colored striped eggs on the ground as you
travel about the map. These eggs contain items. To break them you either need
to throw a Brick at it or shoot it with a firearm.
Finally, there are two Challenges for completing this Escalation:
>>Berlin Egg Hunt [4,000 XP]
**************************
For this you need to complete all Levels of this Escalation Contract.
You should also earn The Raver Suit.
>>Duck Hunt [4,000 XP]
********************
For this you need to find the ICA19 F/A Stealth Pistol and kill the
White Rabbit with it. You should also earn The Yellow Rabbit Suit.
**NOTE: Credit goes to MrFreeze2244 for locating the weapon and for a
good way to eliminate the White Rabbit with it.
>>Oocyanin Hunt [4,000 XP]
************************
For this you need to pacify a Target with the Blue Egg. You should also
earn the Blue Easter Egg for your weapons collection. The best thing to
do is to do this after successfully completing Level Three. Redo the
Level and use a Blue Easter Egg on the first Target you come across
then restart the Level and finish it properly.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Follow the White Rabbit. Do not eliminate or pacify him. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Disguise yourself as the Yellow Rabbit. |
|---------------------------------------------------------------------------|
| Eliminate the Pink Rabbit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| For this you will start on the Main Path and in the Number 6 Suit. The |
| White Rabbit is just ahead of you and will lead you to the Radio Tower. |
| You can actually run past him and he will follow you. He will make you |
| climb the Tower to the top so use the ladder as it is the fastest way. |
| |
| When he gets to the top, regardless of whether or not you beat him there, |
| then he will disappear to go back onto the Main Path and leave behind a |
| Blue Easter Egg. |
| |
| After acquiring the Egg then quickly climb back down and continue to |
| follow him. He will lead you onto the West Forest Path where you should |
| encounter two Guards along with another Blue Easter Egg. Toss the Blue |
| Easter Egg you already have between them to knock them out and pick up |
| the new one. Do not take their weapons. |
| |
| Continue along the path and you should encounter the Yellow Rabbit. |
| Subdue him, as this is faster than using the Blue Easter Egg, and take |
| his Disguise. Continue along the path until you reach the road. You |
| should also find another Blue Easter Egg here. Nearby is the gate for the |
| facility along with a Guard. You need to get frisked to enter which is |
| why you couldn't pick up any of the weapons earlier. |
| |
| Once you are past the Guard then the White Rabbit should go past the |
| Guards into the Back Entrance area. However, approach the Guards but go |
| to the large white egg to the left of them so the Rabbit will go past |
| them instead of just standing near them. |
| |
| The plan is to use your Blue Easter Egg to knock out these pair of Guards |
| so you can enter the Back Entrance area without any problems. If the |
| White Rabbit is standing by them then you risk knocking him out and |
| failing the mission. Going by this egg should prompt him to go ahead. |
| |
| Go back to the Guards and toss a Blue Egg between them to knock them out |
| so you can pass safely. Sneak run along the left side as you enter and |
| get behind the long narrow red wall. You should now find the Pink Rabbit |
| which you need to eliminate. Behind him, on the wall, is a Red Easter |
| Egg. Toss it at his feet to kill him. Run back out the area the same way |
| you came and then to the exit point by the gate to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Eliminate the Pink Rabbit. |
|---------------------------------------------------------------------------|
| Eliminate the Blue Rabbit. |
|---------------------------------------------------------------------------|
| Eliminate the Red Rabbit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| For this you will start near the line of people outside of the Club |
| Entrance and already disguised as the Yellow Rabbit. |
| |
| When you start then immediately run east into the Parking Lot and then |
| into the Water Channels area. The Red Rabbit is going to go between the |
| North Clearing and the area near the short bridge. |
| |
| There are also going to be three additional people here. There is a |
| female Staff that will be on the short bridge looking away, a standing |
| Guard near the north end of the long bridge, and a patrolling Guard. |
| |
| When you enter the Water Channels area then go right around the large |
| tanks to get to the corner between the bridges but grab a Yellow Easter |
| Egg along the way. At the corner there should be a wall of junk to hide |
| behind and there should also be a Blue Easter Egg here too. Grab the Egg |
| and wait a few seconds. |
| |
| The Red Rabbit should be in the North Clearing and the patrolling Guard |
| should be coming back to the standing one. The moment the patrolling |
| Guard stops then throw stun the standing Guard with the Blue Egg to knock |
| them both out. Bring out the Yellow Egg, run up behind the woman, and |
| knock her out with it. Run up to the Red Rabbit, knock him out, and break |
| his neck to kill him. |
| |
| After this then run to the northeast corner of the North Clearing so you |
| can climb down and shimmy right to the Chill Out area. After climbing up |
| then you should find and pick up a Red Easter Egg here in the small |
| alley. Go to the bridges leading into the Juice Bar area but do not cross |
| them. |
| |
| Instead, go west to the shipping container, climb it, then go down the |
| other side. The moment you land then look right to find another Red |
| Easter Egg. After grabbing it then climb back up and run to the Blue |
| Rabbit who is in the Juice Bar area. At this point he should be at the |
| Bar. |
| |
| Wait for him to walk away so he is away from the nearby people then drop |
| a Red Egg at his feet to kill him. Run into the Back Entrance area then |
| sneak run along the north side so you can get close to the Pink Rabbit. |
| Throw stun him with the other Red Egg to kill him and run to the exit |
| point near where you started to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Eliminate the Pink Rabbit. |
|---------------------------------------------------------------------------|
| Eliminate the Blue Rabbit. |
|---------------------------------------------------------------------------|
| Eliminate the Red Rabbit. |
|---------------------------------------------------------------------------|
| The party is ever changing and the Rabbits have moved on. |
|---------------------------------------------------------------------------|
| Eliminate the White Rabbit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| All three Rabbits are going to be at the Chill Out area and the White |
| Rabbit will appear after all three are dead. He will lead you into the |
| Container Area at the south part of the Water Channels where you will |
| need to kill him. This area will also have several additional Guards that |
| you will need to dodge to get at him. |
| |
| However, due to the [Duck Hunt] Challenge, you can kill him well before |
| that and make the mission easier. But that will take a bit of skill to |
| do. The ICA19 Ducky pistol is going to be in the large red striped egg |
| just past the Guards at the Back Entrance area. You will also start in |
| the same place as with the last Level. |
| |
| When you start then run to the Guards but pick up the Blue Easter Egg |
| just before them. Toss the Egg between them to knock them out and pick up |
| one of their Pistols. Run to the large egg just after them, crouch down, |
| and shoot it with the Pistol. Although there is a Brick by it it is more |
| consistent and easier to just shoot it. |
| |
| Grab the ICA19 and drop the other Pistol. Run north along the short red |
| wall and grab the Red Easter Egg here. Run north to the crane then run |
| east along the north side to get past the Guards. Just after them you |
| should find another Blue Easter Egg that you should pick up. Run through |
| the door to get into the Juice Bar area and go south towards the Chill |
| Out area. You should see the Pink Rabbit near the center. |
| |
| Run up to him and drop the Red Egg at his feet to kill him then run into |
| the alley at the east side of the Staff Room and to the water's edge to |
| acquire another Red Easter Egg. Run back out then go west and climb the |
| shipping container. Drop down the other side and acquire another Red |
| Easter Egg. Run south and out the door to go back into the main area. |
| |
| Although the other two Rabbits can go a bit random at times generally the |
| Red Rabbit should be heading towards your position and far enough away |
| from people do safely kill him. Drop a Red Easter Egg at his feet to |
| eliminate him. |
| |
| The Blue Rabbit should be by the counter but should head south to go into |
| the isolated area by the Guard. Try to get him before he gets there and |
| drop the last Red Easter Egg to kill him then go into the crowd. Once the |
| Blue Rabbit is dead then the White Rabbit should appear at the east edge |
| of the area. |
| |
| Now comes the tricky part. Run towards him and he should go into the |
| alley and disappear at the water's edge. He will then re-appear in the |
| Water Channels area. The plan is to kill him in the alley before he |
| disappears. |
| |
| Just before you enter the alley then bring out the Pistol, run just into |
| the alley, and fire at him just before he reaches the corner. Being that |
| this Pistol is a Machine Pistol you will shoot a burst and you should be |
| able to hit him at least once to stop him but you will also hit the wall |
| which should bring attention. |
| |
| Quickly kill him to finish him off, drag him to the water, and dump him |
| before anybody comes to investigate. That's the hard part done. |
| |
| Climb down and shimmy over to the North Clearing. Once there then bring |
| out the Blue Easter Egg and run to the shipping container just north of |
| the standing Guard. |
| |
| If your timing is right then the patrolling Guard should be walking back |
| to him. Once he's stopped and has his back turned then run to the short |
| bridge and get behind the woman. Drop the Blue Easter Egg behind her to |
| knock her out then run west and south to the Parking Lot and to the exit |
| point to leave the mission. |
0===========================================================================0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
/ Chongqing \@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY19. End of an Era 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@\ Chongqing /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
After meeting up with Olivia and giving her the Case File then the two of
them begin to use it to track down Arthur. Unfortunately, the Partners made
sure that their controller could not be tracked and all efforts so far have
failed despite Olivia's talents. Only the best could keep Arthur untraceable
and that would be the ICA.
The only way to defeat them would be to access their data hub and leak the
contents to the public. 47 knows where the ICA keeps all of their data and
that leads him to China.
The facility has very daunting security including a dual human controlled
authentication process that helps to make the data core practically
invincible. These controllers are Imogen Royce and Hush, both highly talented
individuals with special implants that connect them to the core.
But Olivia has found a loophole in the process. If the both of them die
within a short space of time then the system goes into a safe mode which
Olivia can bypass to gain access to the core. And now 47 goes to China to
hack the system and continue his pursuit of Arthur.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CGQ1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Visible Accomplishments |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Hack The Planet
***************
Description: Reach Chongqing Mastery Level 20.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
>>Icebreaker
**********
Description: Complete all Mission Stories in End of an Era.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
-----------------------------------------------------------------------
Notes: You need to complete the following Mission Stories:
--All-Seeing Eyes --Certainty Principle
--Impulse Control
>>NEXUS-47
********
Description: Complete End of an Era.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 20 GS.
>>Surveillance Master
*******************
Description: Reveal all undiscovered areas in Chongqing.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 20 GS.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Secret Accomplishments |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Console Cowboy
**************
Description: Use Royce's terminal to fry the Core.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Future Shock
************
Description: Kill Hush in his "relaxing chair", electrocute Royce, and
shoot both with one bullet.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CGQ2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed almost directly
north and, as such, you should turn it on for this mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Although the map has some large areas it is also fairly compact. At the west
side of the map is the Train Station and Homeless Encampment. Going up the
stairs leads up to Yuzhong Square. At the west side of the Square area is the
Laundromat that has multiple floors. At the northeast corner of the Square is
Yuzhong Apartments.
At the south side of the Square is the Restaurant and Back Entrance. At the
northeast side of the map is The Block, a multi-level building where Hush has
been spending his time. At the south side of the map is a large derelict
building that hides the ICA Data Facility and the Data Core.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0===============================0
| Homeless Encampment - Level -3 \
0===========================================================================>
This is an encampment found just past the Train Station and has stairs to
the north that go up to the back door of the Laundromat and east that go up
to Yuzhong Square.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | On the ground near the northeast corner. |
|-----------------+---------------------------------------------------------|
| Apple | On the ground near the southeast corner. |
|-----------------+---------------------------------------------------------|
| Future Progress | Carried by three of the homeless people. |
| Initiative | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================0
| Yuzhong Square - Level 0 \
0===========================================================================>
This is the large square that connects most of the major buildings on the
map. At the west side is the stairs that go down to the Homeless
Encampment. The stairs to the north go up to the Upper Square and at the
northeast corner is the Yuzhong Apartments. At the south side is the
Restaurant and related walkway areas. The Square ends at the Arcade at the
east end.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Coin | On the ground by the broken payphone near the north stairs. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================0
| Upper Square - Level 1 \
0===========================================================================>
This is the north part of Yuzhong Square that leads to the Laundromat and
OK Karaoke. The east half is an alley that goes along the north side of
Yuzhong Apartments and ends at the front of The Block.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Newspaper | Inside OK Karaoke. |
| Coin | |
|-------------+-------------------------------------------------------------|
| Garden Fork | On the balcony above OK Karaoke. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Laundromat - Levels 1, 2, 3, 4, and 5 \
0===========================================================================>
This is the building at the west side of the Upper Square. There are
several floors to this building. The Washing Area is on the ground floor.
The Storeroom and Lower Rooftop on the 1st Floor. The Lower Rooftop has
stairs that lead down to the Ground Floor Rooftop and a bridge that leads
to a ladder to go back down to ground level. The Main Rooftop is on the 3rd
Floor. And the Glorious Leap Sign is on the 4th Floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############################| Washing Area |#############################|
0===========================================================================0
| Soap | On a shelf at the west end. |
|-------------------+-------------------------------------------------------|
| Iron | On an ironing board at the west end. |
|-------------------+-------------------------------------------------------|
| Soda Can | At the northwest corner of the washers. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | Behind the register area. |
| Umbrella | |
0===========================================================================0
|###############################| Storeroom |###############################|
0===========================================================================0
| Dumpling Cook | On the floor at the north side. |
| Disguise | |
|---------------+-----------------------------------------------------------|
| Scissors | On a shelf at the south side. |
|---------------+-----------------------------------------------------------|
| Soda Can | Just inside the entrance. |
|---------------+-----------------------------------------------------------|
| Wrench | On a box in the hallway just outside the entrance. |
0===========================================================================0
|##############################| Main Rooftop |#############################|
0===========================================================================0
| Crowbar | Under the stairs at the northwest end. |
|------------------------+--------------------------------------------------|
| Brick | On the ground by the center air conditioner. |
|------------------------+--------------------------------------------------|
| Hackl Leviathan Sniper | Laying against the railing at the southeast |
| Rifle Covert | corner. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============================================0
| Yuzhong Apartments - Levels 0, 1, 2, 3, and 4 \
0===========================================================================>
This apartment building at the northeast corner of Yuzhong Square has four
floor. There is the ground floor Lobby, Zhaos' Apartment is on the 1st
Floor, the ICA Apartment is on the 2nd Floor, and the Main Rooftop is on
the 3rd Floor. The stairs that lead up to the Northeastern Rooftop is also
found on the Main Rooftop.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|#################################| Lobby |#################################|
0===========================================================================0
| Scissors | Embedded in the bulletin board. |
0===========================================================================0
|############################| Zhaos' Apartment |###########################|
0===========================================================================0
| Coin | On the table at the northwest corner (x2). |
|---------------+-----------------------------------------------------------|
| Driftwood Log | On the shelf at the southeast corner. |
|---------------+-----------------------------------------------------------|
| Umbrella | By the front door. |
|---------------+-----------------------------------------------------------|
| Apartment Key | Carried by both occupants. |
0===========================================================================0
|#############################| ICA Apartment |#############################|
0===========================================================================0
| Kitchen Knife | By the sink. |
|---------------+-----------------------------------------------------------|
| Soda Can | On the coffee table. |
|---------------+-----------------------------------------------------------|
| P41 Form | On the floor under the bed. |
0===========================================================================0
|##############################| Main Rooftop |#############################|
0===========================================================================0
| Soda Can | On railing at northwest corner. |
|----------+----------------------------------------------------------------|
| Brick | On the ground near northeast corner. |
0===========================================================================0
|##########################| Northeastern Rooftop |#########################|
0===========================================================================0
| Brick | On the ground by the southwest corner. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================================0
| The Block - Levels 0, 1, 2, 3, 4, and 5 \
0===========================================================================>
The is the large derelict building at the northeast side of the map. At the
lowest level is the Basement, exterior Courtyard, and Arcade (which also
has a small Storeroom). The South Stairs starts at the keypadded door in
the Storeroom.
On Level 1 is the two exterior alleys: the west-east North Alley and the
north-south East Alley. Just southeast of the East Alley is the small
Onelectrics Store. Also on this Level is the interior ground floor Lobby as
well as the Basement Stairway that goes down to the Basement.
On the 1st Floor is the Recruitment Station where the Researchers are
vetting the homeless people for possible experimentation. The Station also
has a small Restroom. In addition to the South Stairs there is another
stairway that starts on the floor located at the northeast corner which I
will call the North Stairs.
The 2nd Floor has the Derelict Apartments which is split up into several
areas including a Security Area.
The 3rd Floor has the main Benchmark Lab. The Test Pods are at the north
side of the floor, the Assessment Area is at the center of the floor, and
the Restroom is near the center.
The 4th Floor has Hush's Private Lab. At the north side of the floor is the
Therapy Room, Meeting Room, and Restroom. The south end of the floor has
the Break Room area which has a small Storeroom at the west end. Near the
Storeroom is the door that leads to The Lotus Passage.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|####################| Basement, Courtyard, and Arcade |####################|
0===========================================================================0
| Fuse Cell | In a ruined refrigerator at the northwest corner of the |
| | Basement. |
|--------------+------------------------------------------------------------|
| Crowbar | On a box near the stairs inside the Basement. |
|--------------+------------------------------------------------------------|
| Wrench | On a trash can near the center of the Courtyard. |
|--------------+------------------------------------------------------------|
| Lead Pipe | On the ground at the south side of the Courtyard. |
|--------------+------------------------------------------------------------|
| Coin | On the floor near the main door inside the Arcade. |
|--------------+------------------------------------------------------------|
| Car Battery | On the floor at the northwest corner of the Arcade. |
|--------------+------------------------------------------------------------|
| Toy Tank | On the desk inside the Arcade. |
|--------------+------------------------------------------------------------|
| Soda Can | On the table inside the middle of the Arcade. |
|--------------+------------------------------------------------------------|
| Screwdriver | On the table inside the Arcade's Storeroom. |
|--------------+------------------------------------------------------------|
| Street Guard | On the box inside the Arcade's Storeroom. |
| Disguise | |
|--------------+------------------------------------------------------------|
| Brick | On the ground just outside the Arcade Storeroom's exterior |
| | door. |
0===========================================================================0
|#########| North Alley, East Alley, Onelectrics Store, and Lobby |#########|
0===========================================================================0
| Future Progress | --Carried by the homeless person sleeping in the North |
| Initiative | Alley. |
| | --Under the corner shelter at the south end of the East |
| | Alley. |
|-----------------+---------------------------------------------------------|
| Hobby Knife | Jammed in the gate of the closed shop along the North |
| | Alley. |
|-----------------+---------------------------------------------------------|
| Hammer | On some junk in the corner at the east end of the North |
| | Alley. |
|-----------------+---------------------------------------------------------|
| Crowbar | On a crate under the corner shelter at the south end of |
| | the East Alley. |
|-----------------+---------------------------------------------------------|
| Car Battery | On the ground tucked in the northwest corner of the |
| | Onelectrics Store. |
0===========================================================================0
|##########################| Recruitment Station |##########################|
0===========================================================================0
| Future Progress | --On the bulletin board. |
| Initiative | --On the table at the south side of the Station. |
| | --Carried by a homeless woman that comes to the |
| | Station. |
|-------------------+-------------------------------------------------------|
| Apple | On the main table. |
|-------------------+-------------------------------------------------------|
| Soap | On the high shelf inside the Restroom. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | By the toilet inside the Restroom. |
|-------------------+-------------------------------------------------------|
| Fire Extinguisher | On the wall at the south end of the hallway outside |
| | of the Station. |
|-------------------+-------------------------------------------------------|
| Cowboy Bust | On a shelf partway down the South Stairs. |
0===========================================================================0
|##########################| Derelict Apartments |##########################|
0===========================================================================0
| Fuse Cell | On a cart on the opposite side of a chain-link fence near |
| | the North Stairs. |
|-------------+-------------------------------------------------------------|
| Car Battery | On the floor in small hallway at the north side of the |
| | floor. |
|-------------+-------------------------------------------------------------|
| Crowbar | Near the west entrance of the small hallway at the north |
| | side of the floor. |
|-------------+-------------------------------------------------------------|
| Wrench | On a counter by a television at the west side of the north |
| | room. |
|-------------+-------------------------------------------------------------|
| Hammer | --On a desk at northwest side of the center room. |
| | --On a crate near center of the hallway at the east side of |
| | the floor. |
|-------------+-------------------------------------------------------------|
| Cigar Box | On the counter inside the kitchen. |
0===========================================================================0
|#############################| Benchmark Lab |#############################|
0===========================================================================0
| Brick | On the floor at the north side of the Assessment |
| | Area. |
|---------------------+-----------------------------------------------------|
| Lethal Poison Pill | On the table at the east side of the Assessment |
| Jar | Area. |
|---------------------+-----------------------------------------------------|
| Screwdriver | On a crate at the south side of the Assessment |
| | Area. |
|---------------------+-----------------------------------------------------|
| Stethoscope | On the table at the south side of the Assessment |
| | Area. |
|---------------------+-----------------------------------------------------|
| Kitchen Knife | By the sink just south of the Restroom. |
|---------------------+-----------------------------------------------------|
| Researcher Disguise | Inside the Restroom. |
| Emetic Rat Poison | |
|---------------------+-----------------------------------------------------|
| Fire Axe | On the wall by the South Stairs. |
|---------------------+-----------------------------------------------------|
| Propane Flask | By the ladder at the south side of the Lab's |
| | exterior balcony. |
0===========================================================================0
|#####| Hush's Private Lab, Therapy Room, Meeting Room, and Break Room |####|
0===========================================================================0
| Fire Axe | On the wall by the North Stairs. |
|---------------------+-----------------------------------------------------|
| Wrench | On a server rack just outside the Restroom. |
|---------------------+-----------------------------------------------------|
| Sensory Calibration | --On a table at the west side of the Lab. |
| Unit Manual | --At the east side of the Therapy Room. |
|---------------------+-----------------------------------------------------|
| Tanto | On a low shelf at the north side of the Therapy |
| | Room. |
|---------------------+-----------------------------------------------------|
| Crowbar | On a box at the northwest side of the Meeting Room. |
|---------------------+-----------------------------------------------------|
| Letter Opener | On the desk at the east side of the Meeting Room. |
|---------------------+-----------------------------------------------------|
| Frying Pan | In the Sink at the north side of the Break Room. |
|---------------------+-----------------------------------------------------|
| Apple | On the small table at the north side of the Break |
| | Room. |
|---------------------+-----------------------------------------------------|
| Soda Can | On the long center counter at the east side of the |
| | Break Room. |
|---------------------+-----------------------------------------------------|
| Screwdriver | In the Break Room's Storeroom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Southeastern Rooftop and Inner Courtyard \
0===========================================================================>
At the south end of The Lotus Passage is the large Southeastern Rooftop
area. Near the end of the Passage is the stairs that lead down to ground
level and the Inner Courtyard. The Inner Courtyard Shortcut is at the west
end of the Courtyard.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Lead Pipe | On the ground at the northwest corner of the Rooftop. |
|-------------+-------------------------------------------------------------|
| Brick | On the railing at the northeast corner of the Rooftop. |
|-------------+-------------------------------------------------------------|
| Hammer | On the crate near the stairs down to the Courtyard. |
|-------------+-------------------------------------------------------------|
| Crowbar | On the ground near the base of the stairs inside the |
| | Courtyard. |
|-------------+-------------------------------------------------------------|
| Scrap Sword | In the dumpster just outside the Shortcut. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============================0
| Restaurant and Back Entrance \
0===========================================================================>
At the south side of Yuzhong Square is the Restaurant. The Restaurant has
the main Dining Area, Restroom, and Kitchen. The Back Entrance is the large
area just outside the east side of the building and has the Facility
Elevator Shaft Shortcut at the east end.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Apricot | At the top of the stairs in the Dining Area. |
|-------------------+-------------------------------------------------------|
| Coin | On the back counter in the Dining Area. This is left |
| | by a customer (Zhao) at some point during the |
| | mission. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | Inside the Restroom. |
|-------------------+-------------------------------------------------------|
| Frying Pan | On the Stove at the west side of the Kitchen. |
| Meaty Bone | |
|-------------------+-------------------------------------------------------|
| Cleaver | On the center counter inside the Kitchen. |
|-------------------+-------------------------------------------------------|
| Kitchen Knife | On the counter at the east side of the Kitchen. |
|-------------------+-------------------------------------------------------|
| Screwdriver | Just inside the vent at the Facility Elevator |
| | Shortcut. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============================0
| ICA Data Facility - Level -1 \
0===========================================================================>
This is the top level of the facility. At the northwest corner is Tier 1
Security (which has a Storeroom along the north side). Just southeast of
that is the ICA Entrance Checkpoint. Directly south of Tier 1 Security is
the Server Room.
East of Tier 1 Security is the ICA Employee Vetting area. It has a small
Storeroom at the south side of the main area. There are the Toilets at the
northeast corner of the floor and the Locker Room just southeast of the
Vetting Area. To the south of the ICA Employee Vetting area is the Break
Area with the Resting Capsules to the east.
Stairs to Level -2 are at the north and south sides of the floor.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##############| Tier 1 Security and ICA Entrance Checkpoint |##############|
0===========================================================================0
| Chloroform Flask | On a shelf at the northwest corner of the Tier 1 |
| | Security area's Storeroom. |
|----------------------+----------------------------------------------------|
| Tier 1 Access Dongle | --On a shelf near the center of the Tier 1 |
| | Security area's Storeroom. |
| | --On a desk at the center west side of Tier 1 |
| | Security. |
|----------------------+----------------------------------------------------|
| Banana | On a desk at the north half of Tier 1 Security. |
|----------------------+----------------------------------------------------|
| Newspaper | On a desk at the center east side of Tier 1 |
| | Security. |
|----------------------+----------------------------------------------------|
| Screwdriver | On a red toolbox at the south end of Tier 1 |
| | Security. |
|----------------------+----------------------------------------------------|
| Package | On a bench at the southwest side of the ICA |
| | Entrance checkpoint area. |
0===========================================================================0
|############| ICA Employee Vetting, Storeroom, and Locker Room |###########|
0===========================================================================0
| Tier 2 Access Dongle | On the desk at the north side of the ICA Employee |
| | Vetting area. |
|----------------------+----------------------------------------------------|
| Apricot | On the desk inside the small employee nook at ICA |
| | Employee Vetting. |
|----------------------+----------------------------------------------------|
| Tier 1 Access Dongle | On a shelf inside the Storeroom. |
|----------------------+----------------------------------------------------|
| Facility Analyst | On a bench at the south side of the Locker Room. |
| Disguise | |
0===========================================================================0
|####################| Break Area and Resting Capsules |####################|
0===========================================================================0
| Soda Can | On the table at the west side of the Break Area. |
|----------+----------------------------------------------------------------|
| Banana | On the bench inside the Resting Capsules area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============================0
| ICA Data Facility - Level -2 \
0===========================================================================>
At the west area of the floor is the Break Room. To the south of it are the
Server Room and the West Toilets. At the north side of the floor is Royce's
Office, Analysis Area, and Service Tunnels. Ming's Office is the room next
to the Service Tunnels.
At the east side of the floor is the Tier 2 Security area complete with an
Armory. The East Toilets are at the southeast corner of the floor.
Stairs leading down to Level -3 are to the west and east sides. There is an
entrance to the Core at the south side of it.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|######################| Break Room and West Toilets |######################|
0===========================================================================0
| Apple | On the table inside the Break Room. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On the cart at the northeast corner inside the West |
| | Toilets. |
0===========================================================================0
|###########| Royce's Office, Analysis Area, and Service Tunnels |##########|
0===========================================================================0
| Screwdriver | --On the north desk inside Royce's Office. |
| | --On the floor at the south end of the Service |
| | Tunnels. |
|----------------------+----------------------------------------------------|
| Royce's Tablet | On the south desk inside Royce's Office. |
|----------------------+----------------------------------------------------|
| Mannequin Arm | On a shelf at the southwest side of Royce's |
| | Office. |
|----------------------+----------------------------------------------------|
| Tier 2 Access Dongle | --On the desk at south side of the Analysis Area. |
| | --On the desk at the southwest side of Ming's |
| | Office. |
|----------------------+----------------------------------------------------|
| Tablet | On desk at the northeast side of Ming's Office. |
|----------------------+----------------------------------------------------|
| Tier 3 Access Dongle | Carried by Imogen Royce and her Guard. |
0===========================================================================0
|#######################| Tier 2 Security and Armory |######################|
0===========================================================================0
| Tier 2 Access Dongle | On the desk at the north side of Tier 2 |
| | Security. |
|---------------------------+-----------------------------------------------|
| Hammer | On a shelf just outside of the Armory. |
|---------------------------+-----------------------------------------------|
| Tier 3 Access Dongle | On a shelf at the west side of the Armory. |
|---------------------------+-----------------------------------------------|
| Tactical Bartoli 12G (x4) | On the east wall of the Armory. |
| Fusil X2000 Stealth (x2) | |
| ICS SMG Raptor Covert | |
| Hackl 9S Covert (x2) | |
| Bartoli 75R (x4) | |
|---------------------------+-----------------------------------------------|
| ICA Executive Briefcase | On the desk inside the Armory. |
| Flash Grenade (x3) | |
| Remote Explosive | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============================0
| ICA Data Facility - Level -3 \
0===========================================================================>
This is the floor where the Data Core is housed. At the north center side
of the floor is the Core Control Room. The large room to the west is the
West Server Room. The large room to the east is the East Server Room. South
of the East Server Room is the Facility Server Supply Room.
There are also multiple service tunnels on this floor. At the southwest
side of the floor is the West Service Tunnel. The long west-east tunnel at
the south side of the floor is the South Service Tunnel. The tunnel at the
southeast side of the floor in the East Service Tunnel. The tunnel at the
north side of the floor is the North Service Tunnel.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Screwdriver | --On a toolbox at the north side of the East |
| | Server Room. |
| | --On the workbench at the center of the Facility |
| | Server Supply Room. |
| | --On the ground near the center of the North |
| | Service Tunnel. |
|----------------------+----------------------------------------------------|
| Tier 3 Access Dongle | On the workbench at the center of the East Server |
| | Room. |
|----------------------+----------------------------------------------------|
| Wrench | On a shelf at the south end of the East Server |
| | Room. |
|----------------------+----------------------------------------------------|
| Chloroform Flask | On a shelf at the northeast corner of the |
| | Facility Server Supply Room. |
|----------------------+----------------------------------------------------|
| Lead Pipe | On the floor just inside the vent at the west side |
| | of the West Service Tunnel. |
|----------------------+----------------------------------------------------|
| Crowbar | At the south end of east tunnel section of the |
| | West Service Tunnel. |
|----------------------+----------------------------------------------------|
| Blueberry Muffin | At the west end of the South Service Tunnel. |
| Whiskey Bottle | |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CGQ3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You earn a Hidden Stash at the Facility Server Supply Room and |
| | unlock the Electronic Key Hacker Mk III for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn a Hidden Stash at the Restaurant Back Stairwell. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start at the River-Side Walkway. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the ICA Pen Syringe Emetic for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn an Agency Pickup at the Corridor (The Block). |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start at the Restaurant Kitchen disguised as a |
| | Dumpling Cook and unlock the ICA Proximity Concussion Device |
| | Mk III for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn an Agency Pickup at the Facility Maintenance Tunnel. |
|----------+----------------------------------------------------------------|
| Level 9 | You can now start at the Facility (Southeastern) Rooftop |
| | disguised as a Street Guard. |
|----------+----------------------------------------------------------------|
| Level 10 | You earn a Hidden Stash at the Facility Rooftop and unlock the |
| | ICA Tactical Shotgun for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You earn an Agency Pickup at the Arcade. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn an Agency Pickup at the Side Alley. |
|----------+----------------------------------------------------------------|
| Level 13 | You can now start at The Block disguised as a Block Guard. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn a Hidden Stash at the Facility Ventilation Room. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the ICA SMG Raptor Covert for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now start at the Balcony. |
|----------+----------------------------------------------------------------|
| Level 17 | You earn a Hidden Stash at The Laundry (Laundromat). |
|----------+----------------------------------------------------------------|
| Level 18 | You earn an Agency Pickup at (Zhaos') Apartment. |
|----------+----------------------------------------------------------------|
| Level 19 | You can now start at the Facility Locker Room (Resting |
| | Capsules) disguised as a Facility Analyst. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Neon City Suit with Gloves and the Hackl |
| | Leviathan Sniper Rifle Covert for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CGQ4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0=====0
| Hush \
0===========================================================================0
| He is one of your Targets and can be found at The Block. He will work in |
| the main Lab area then go to the Meeting Room and then to the Therapy |
| Room. He will then go down to the Benchmark Lab area before going back up |
| to the Lab. |
0===========================================================================0
0=============0
| Imogen Royce \
0===========================================================================0
| She is your other Target and can be found at the Facility. She will go to |
| her Office then go down to the Data Core for a bit. Then she will go up |
| to the Analysis Area and Ming's Office before going back to her own. |
0===========================================================================0
0================0
| Angus Pritchard \
0===========================================================================0
| He is the ICA board member who is visiting the Facility following the |
| disastrous Berlin mission. He can be found in the Restaurant where he is |
| going to eat before doing a tour of the Facility. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CGQ5. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0========================0
| The Surveillance Drones \
0===========================================================================0
| On the Southeastern Rooftop you will find five of these small round |
| Drones flying around the area. They will survey the ground beneath them |
| on their patrols. Depending on what Disguise you are wearing and if you |
| are seen by any of them then they will go red and freeze in position. |
| When this happens then a Guard will go over to fix it. |
| |
| Being seen by a Drone will not cause you to lose Silent Assassin. But |
| being seen by the Guard who goes to fix it will count as being spotted |
| and you will lose Silent Assassin regardless of Disguise. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Neon City Suit \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you only have access to what most Civilians have |
| access to which is Yuzhong Square and alleyways plus the following: |
| |
| --The Laundromat. |
| ++Cannot go up onto the 1st Floor and above. |
| --Yuzhong Apartments. |
| ++Cannot go into Zhao's Apartment and ICA Apartment. |
| --Restaurant. |
| ++Cannot go in the Kitchen and Back Entrance. |
| --The Block. |
| ++Ground floor Lobby only. |
| |
| Finally, the entire ICA Data Facility, along with the related |
| Southeastern Rooftop and Inner Courtyard areas, is off limits. |
| |
| As for Enforcers, there is one at Casual difficulty and he is Angus |
| Pritchard. There are no additional Enforcers at Professional difficulty. |
| |
| You can start at the River-Side Walkway and the Balcony once you've |
| reached Mastery Levels 4 and 16 respectively. |
0===========================================================================0
0================0
| Homeless Person \
0===========================================================================0
| These are the poor people that can be found around the map. They tend to |
| wear old, raggedy, clothes. |
| |
| As for access, within The Block, you are only allowed inside the |
| Courtyard and 1st Floor but not the Lobby. Outside of The Block, this |
| Disguise has the same access and restrictions as the Suit. |
| |
| Although there are several Homeless People you can subdue for this |
| Disguise the best way is to go into the North Alley by The Block to find |
| one already sleeping on the ground. Throw stun him, dump him in the |
| nearby Container, and take his Disguise. |
| |
| As for Enforcers, there are none at any difficulty. |
0===========================================================================0
0=====================0
| Perfect Test Subject \
0===========================================================================0
| This is the person who is supposed to work alongside Hush in his |
| experiments but won't come out of the Restroom by the Lab. He wears a |
| long blue patient robe with a giant A on the back. |
| |
| As for access, within The Block, you are only allowed inside the Private |
| Lab. If you manage to kill Hush while wearing this Disguise then you will |
| be led out by Security. Outside of the Lab area the remainder of the |
| building is off limits. |
| |
| Outside of The Block, this Disguise has the same access and restrictions |
| as the Suit. |
| |
| The only way to acquire this Disguise is to knock him out, dump him in |
| the Closet, and take his Disguise. |
| |
| As for Enforcers, there are none at any difficulty. |
0===========================================================================0
0===========0
| Researcher \
0===========================================================================0
| These are the people that work with Hush within The Block. They wear a |
| standard white lab coat, a gray shirt with a dark tie, and brown pants |
| with black shoes. |
| |
| As for access, within The Block, they can go on all floors and rooms. |
| Outside of The Block, this Disguise has the same access and restrictions |
| as the Suit. |
| |
| The easiest way to acquire this Disguise is to go into the Benchmark |
| Lab's Restroom to find it laying on the floor. |
| |
| As for Enforcers, there are seven at Casual difficulty, all at The Block: |
| |
| --One at the Recruitment Station on the 1st Floor. |
| --One at the north side of the Derelict Apartments and one at the |
| Security Area on the 2nd Floor. |
| --Two at the Benchmark Lab on the 3rd Floor. |
| --One at the Therapy Room on the 4th Floor. |
| --Hush. |
| |
| There are no additional Enforcers at Professional difficulty. At Master |
| difficulty there are two additional Enforcers and they are one near the |
| North Stairs on the 3rd Floor and Hush's personal Guard. |
0===========================================================================0
0==============0
| Dumpling Cook \
0===========================================================================0
| These are the people that tend to the Restaurant Kitchen but is also used |
| as a Disguise for incoming ICA employees. They wear a white chefs shirt |
| with a white apron, red pants with sandals, and a white cap with a face |
| mask. This is also the only Disguise that will allow you to poison food |
| and drinks without suspicion. |
| |
| As for access, within the Facility, they have very limited access. They |
| can only go through the ICA Entrance Checkpoint, scanning, and Locker |
| Room areas. All other areas in the Facility are off limits. |
| |
| However, you can go into the Inner Courtyard outside of the building but |
| not onto the Southeastern Rooftop. But, when re-entering the Courtyard |
| through the guarded entrance, then you will be frisked. |
| |
| Outside of the Facility building you can go into the Back Entrance and |
| Restaurant Kitchen areas. But you won't be frisked if you go through |
| here. |
| |
| Outside of these exceptions this Disguise has the same access and |
| restrictions as the Suit. |
| |
| The easiest way to obtain this Disguise is to sneak up to the |
| Laundromat's Storeroom and acquire the Disguise laying there. You can |
| also go to the Restaurant's Restroom and use the Sink to lure in a nearby |
| Cook for safe ambushing. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties. |
| At Master difficulty there is one and she will be at the Back Entrance at |
| the start but will go inside and down to ICA Entrance Checkpoint. |
| |
| You can start at the Restaurant Kitchen already disguised as a Dumpling |
| Cook once you've reached Mastery Level 7. |
0===========================================================================0
0=================0
| Facility Analyst \
0===========================================================================0
| These are the analysts that work at the Analysis Area. They wear a dark |
| gray three-piece suit with a long yellow tie. |
| |
| As for access, within the Facility, they can go everywhere on the top and |
| middle floors (except Royce's Office) but not on the Core floor. They can |
| also go onto the Southeastern Rooftop and Inner Courtyard outside of the |
| building. |
| |
| However, when on the Rooftop, you can alert the Drones when seen by them |
| and, when re-entering the Courtyard through the guarded entrance, then |
| you will be frisked. |
| |
| Outside of the Facility building they can go into the Back Entrance (but |
| not the Restaurant Kitchen). But you won't be frisked if you go through |
| here. |
| |
| Outside of these exceptions this Disguise has the same access and |
| restrictions as the Suit. |
| |
| The easiest way to acquire this Disguise is to go to the ICA Vetting |
| Locker Room and find it on a bench. You can also easily subdue the |
| Analyst in the Resting Capsules as well Xiao Ming in his Office for one |
| if you need to. |
| |
| As for Enforcers, there are three at Casual difficulty: one inside ICA |
| Employee Vetting, Xiao Ming, and Imogen Royce. There are no additional |
| Enforcers at Professional difficulty. |
| |
| At Master difficulty there are two additional Enforcers and they are one |
| at ICA Employee Vetting and one just outside the Break Room. |
| |
| You can start at the Resting Capsules already disguised as a Facility |
| Analyst once you've reached Mastery Level 19. |
0===========================================================================0
0==================0
| Facility Engineer \
0===========================================================================0
| These are the people that tend to the Data Core. They wear a red hooded |
| jumpsuit with red boots. |
| |
| As for access, within the Facility, they can go everywhere on all three |
| floors except Royce's Office. They can also go onto the Southeastern |
| Rooftop and Inner Courtyard outside of the building. |
| |
| However, when on the Rooftop, you can alert the Drones when seen by them |
| and, when re-entering the Courtyard through the guarded entrance, then |
| you will be frisked. |
| |
| Outside of the Facility building they can go into the Back Entrance (but |
| not the Restaurant Kitchen). But you won't be frisked if you go through |
| here. |
| |
| Outside of these exceptions this Disguise has the same access and |
| restrictions as the Suit. |
| |
| The easiest way to acquire this Disguise is to ambush the male Engineer |
| at the south end of the West Server Room. Go to the exterior door and |
| hack it open when Royce is not around. When the patrolling Guard is going |
| north then open the door and toss an object by the window to lure him |
| outside. Knock him out, dump him in the nearby Closet, and take his |
| Disguise. |
| |
| As for Enforcers, there are two at Casual difficulty: one inside the Core |
| Control Room and one inside the East Server Room. There are no additional |
| Enforcers at Professional difficulty. |
| |
| At Master difficulty there are two additional Enforcers and they are one |
| at the waiting area at the northeast corner of ICA Employee Vetting and |
| one in the Break Area near the Resting Capsules. |
0===========================================================================0
0=================0
| The Board Member \
0===========================================================================0
| This is Angus Pritchard, the ICA board member who has flown to Chongqing |
| to tour the Facility. He wears a beige three piece suit, a reddish tie, |
| and sunglasses. |
| |
| As for access, within the Facility, he can go everywhere in the Facility. |
| But, there's a catch. You need to get the P41 Form from the ICA Apartment |
| and do the tour with Miss Ting and Royce before you are allowed to free |
| roam the Facility. If you don't do this then the Facility will become a |
| Hostile Area to you. |
| |
| However, regardless, you can go into the Inner Courtyard outside of the |
| building but not onto the Southeastern Rooftop. But, when re-entering the |
| Courtyard through the guarded entrance, then you will be frisked. |
| |
| Outside of the Facility building you can go into the Back Entrance and |
| Restaurant Kitchen areas. But you won't be frisked if you go through |
| here. |
| |
| Outside of these exceptions this Disguise has the same access and |
| restrictions as the Suit with the exception that you can go into the ICA |
| Apartment. |
| |
| The only safe way to acquire this Disguise is to go into the Kitchen as a |
| Dumpling Cook, make his food, and use emetic poison on his dish. Ring the |
| bell and his food will be served to him. He will get sick and go into the |
| Restroom where you can easily ambush him, dump him in the Container, and |
| take his Disguise. |
| |
| As for Enforcers, there are none at any difficulty. |
0===========================================================================0
0============0
| Block Guard \
0===========================================================================0
| These are the Guards that work The Block. They wear a light blue hooded |
| jumpsuit and weapon holsters. As for access, although they technically |
| work for the ICA, they aren't allowed in the Facility or even the |
| Southeastern Rooftop and Inner Courtyard. |
| |
| In addition, they aren't allowed into other ICA sanctioned areas such as |
| the upper levels of the Laundromat, the Restaurant's Kitchen and Back |
| Entrance, and the ICA Apartment (as well as Zhaos' Apartment at Yuzhong |
| Apartments). |
| |
| As for The Block itself, they are allowed on all floors and rooms. |
| |
| The best way to acquire the Disguise is to go to the roof of Yuzhong |
| Apartments and to the south side to find a Ledge and a Pipe. Use them to |
| climb to the Northeastern Rooftop then carefully make your way to the |
| Container at the southeastern section of the Rooftop. |
| |
| One of the Guards will come closer to you as part of his route. Toss an |
| object at your feet to lure him to you then take cover as he approaches. |
| Grab him, dump him in the Container, and take his Disguise. |
| |
| As for Enforcers, there are seven at Casual difficulty, all at The Block: |
| |
| --One inside the Recruitment Station on the 1st Floor. |
| --One by the South Stairs at the 1st Floor. |
| --One patrolling the north side of the Derelict Apartments on the 2nd |
| Floor. |
| --One standing in the hallway just north of the Security Area. |
| --One in the Therapy Room on the 4th Floor. |
| --One in the Break Room on the 4th Floor. |
| --Hush's personal Guard. |
| |
| At Professional difficulty there is one additional Enforcer and he is |
| patrolling the hallway by the Benchmark Lab on the 3rd Floor. At Master |
| difficulty there is one additional Enforcer and he is patrolling the |
| Northeastern Rooftop. |
| |
| You can start at the Security Area at The Block already disguised as a |
| Block Guard once you've reached Mastery Level 13. |
0===========================================================================0
0=============0
| Street Guard \
0===========================================================================0
| These are ICA Guards that work outside of the Facility building. They |
| wear dark pants, a light gray shirt with a brown jacket and a |
| walkie-talkie, and a black cap. As for access, although they work for the |
| ICA, they aren't allowed in the Facility itself. |
| |
| Outside the Facility, they can be in the Restaurant's Kitchen and Back |
| Entrance. At The Block, they can be in the Courtyard, Arcade, and the |
| Recruitment Station area on the 1st Floor. The 2nd Floor and above are |
| off limits. At Yuzhong Apartments they can go everywhere except Zhaos' |
| Apartment. At the Laundromat they can go on all floors. |
| |
| The easiest way to acquire this Disguise is to pick your way into the |
| Arcade Storeroom to find one laying inside. You can also easily acquire |
| one by ambushing the Guard at the Main Rooftop of the Laundromat and also |
| ambushing the lone standing Guard on one of the lower rooftops of the |
| Laundromat. |
| |
| As for Enforcers, there are two at Casual difficulty: one at the 1st |
| Floor of the Laundromat and one at the Recruitment Station at The Block. |
| At Professional difficulty there is one additional Enforcer and he is at |
| the northwest section of the Southeastern Rooftop. |
| |
| At Master difficulty there are two additional Enforcers and they are one |
| outside of the Laundromat and one patrolling the Inner Courtyard. |
| |
| You can start at the Southeastern Rooftop already disguised as a Street |
| Guard once you've reached Mastery Level 9. |
0===========================================================================0
0==================0
| Facility Security \
0===========================================================================0
| These are the lower end Guards for the Facility. They wear dark pants |
| with boots, a light gray short sleeve shirt with a walkie-talkie, and a |
| teal beret. |
| |
| As for access, within the Facility, they can go everywhere on the top |
| floor plus the Break Area on Level -2. However, any area with yellow and |
| red doors (Tier 2 and Tier 3) are off limits. This includes the Analysis |
| Area, Royce's Office, Tier 2 Security, and the Core floor. |
| |
| They can also go onto the Southeastern Rooftop and Inner Courtyard |
| outside of the building. |
| |
| Outside the Facility they can go into the Restaurant Kitchen and Back |
| Entrance plus the ICA Apartment and Northeastern Rooftop at Yuzhong |
| Apartments. They can also go up into the upper levels of the Laundromat. |
| |
| However, they can't go into Zhaos' Apartment and the entirety of The |
| Block. |
| |
| The best way to obtain the Disguise is to go into the Inner Courtyard |
| where you can find one of the Security inside one of the passages. Knock |
| him out, drag him closer to the blue barrels, and take his Disguise. |
| |
| As for Enforcers, there is only one at Casual difficulty and he is inside |
| Tier 1 Security at Level -1. There are no additional Enforcers at |
| Professional and Master difficulties. |
0===========================================================================0
0===============0
| Facility Guard \
0===========================================================================0
| These are the high end Guards for the Facility. They wear a dark jumpsuit |
| with a red beret. As for access, within the Facility, they can go |
| everywhere inside and outside of the building (Southeastern Rooftop and |
| Inner Courtyard. |
| |
| Outside the Facility they have the exact same access and restrictions as |
| the Facility Security Disguise. |
| |
| The best way to acquire this Disguise is to go into Tier 2 Security's |
| Armory as a Facility Analyst and toss an object into a corner to lure in |
| a Guard from outside. Knock him out, dump him in the Closet, and take his |
| Disguise. |
| |
| At Professional and Master difficulties you'll need to shoot out the |
| Camera above the Closet first before luring the Guard. |
| |
| Another way, if you use the Courtyard Hatch to get down to the Core |
| floor, is to go to the door for the Core Control Room and carefully |
| activate the glass panel that looks into the West Server Room to keep the |
| Facility Engineer from looking out. |
| |
| When the patrolling Guard is going to the south end of his route then use |
| the Fusebox near the door to lure the female Engineer to it then hide |
| near the Control Room's door. Knock her out when she turns it on and dump |
| her in the nearby Closet. |
| |
| When the Guard is most of the way to the north end of his route then turn |
| off the Fusebox again to lure him to it and hide in the Closet. When he |
| gets to it then sneak out, knock him out when he turns it on, dump him in |
| the Closet, and take his Disguise. |
| |
| At Professional and Master difficulties you'll need to shoot out the |
| Camera in the corner first before using the Fusebox. |
| |
| As for Enforcers, there are only two at Casual difficulty: one patrolling |
| the West Server Room and Royce's personal Guard. There are no additional |
| Enforcers at Professional and Master difficulties. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CGQ6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of twelve Cameras located around the
map. At The Block there are four:
0=======================================================================0
| Near the center of the Recruitment Station on Level 2. |
|-----------------------------------------------------------------------|
| By the North Stairs at the Derelict Apartments on Level 3. |
|-----------------------------------------------------------------------|
| By the bridge that connects the Northeastern Rooftop to the balcony |
| for the Benchmark Lab. |
|-----------------------------------------------------------------------|
| Near the top of the North Stairs by Hush's Private Lab. |
0=======================================================================0
At the ICA Data Facility there are eight:
0=======================================================================0
| Above the Facility entrance at the Inner Courtyard. |
|-----------------------------------------------------------------------|
| Above the door to the Analysis Area at Level -1. |
|-----------------------------------------------------------------------|
| Above the west stairs to the Core floor looking through a large |
| window north of the Break Area on Level -2. |
|-----------------------------------------------------------------------|
| Above the east stairs to the Core floor looking through a large |
| window north of Tier 2 Security on Level -2. |
|-----------------------------------------------------------------------|
| Inside the Tier 2 Security's Armory above the Closet. |
|-----------------------------------------------------------------------|
| Just inside the south door of the West Server Room on the Core floor. |
|-----------------------------------------------------------------------|
| Near the northwest corner outside of the Core Control Room door. |
|-----------------------------------------------------------------------|
| High up in the Data Core looking down at the Safety Mechanism. |
0=======================================================================0
The Recorders for the Cameras can be found at the Security Area on Level 3
of The Block and at Tier 2 Security inside the Facility.
To destroy the Recorder at The Block go up the stairs a bit then shoot it
from cover. To destroy the Recorder at Tier 2 Security you should get rid
of the patrolling Guard by the Armory first. After that then hack the TV by
the Toilets to lure the sitting Guard away from the Recorder then walk over
and de-activate it.
0=======0
| Master \
0========================================>
At this difficulty there are a total of four additional Cameras:
0=======================================================================0
| One just above the door inside the main doors for The Block. |
|-----------------------------------------------------------------------|
| One looking over the passage entrance to the Facility Elevator |
| Shortcut at the Back Entrance. |
|-----------------------------------------------------------------------|
| One above the Server Room door at ICA Entrance Checkpoint at Level |
| -1. |
|-----------------------------------------------------------------------|
| One near a door southeast of the Break Room at Level -2. |
0=======================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CGQ7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0=====================================0
| The Train Station and Mission Ending \
0===========================================================================0
| When you do the mission for the first time then you will start at the |
| Train Station. By starting here then you will need to hack the Core |
| personally after eliminating your Targets which forces you to sneak your |
| way out afterwards. With all other starting points you do not need to |
| hack the Core yourself unless you want to which simplifies later |
| run-throughs. |
| |
| You can still choose to start at the Station if you want when doing a |
| run but you will need to hack the Core yourself each time. |
0===========================================================================0
0==========0
| Shortcuts \
0===========================================================================0
| There are three Shortcuts that you will find in this mission: |
0===========================================================================0
| The Block Ladder | This is on the balcony outside of the Recruitment |
| | Station on the 1st Floor and leads down to the |
| | Courtyard. Requires a Crowbar to open. |
|----------------------+----------------------------------------------------|
| Inner Courtyard Door | This is found at the west side of the Inner |
| | Courtyard and can only be opened from the north |
| | side. |
|----------------------+----------------------------------------------------|
| Facility Elevator | This is found in a nook at the northeast side of |
| Shaft Door | the Back Entrance area and can only be opened from |
| | the back side after going through an elevator |
| | shaft in the Storeroom for Tier 1 Security. |
| | |
| | When using this in the other direction after |
| | opening the Shortcut you can use your Camera to |
| | open the Hatch. |
0===========================================================================0
0========0
| Keypads \
0===========================================================================0
| There are two Keypad combinations that you will find in this mission: |
0===========================================================================0
| The Block Doors | What's interesting is that, although there are several |
| | keypadded doors in the building, they can all be opened |
| | with one code which is 2552. |
|-----------------+---------------------------------------------------------|
| ICA Doors | Just like with The Block there are also several |
| | keypadded doors related to the ICA and can be opened |
| | with 0118. This includes the Laundromat and ICA |
| | Apartment. |
0===========================================================================0
0====================0
| The Courtyard Hatch \
0===========================================================================0
| Inside The Block's Courtyard is a keypadded hatch which can be opened |
| with 2552. This hatch leads down to the Facility's Core floor and the |
| North Tunnel. |
0===========================================================================0
0===============================0
| Zhao's Apartment and Occupants \
0===========================================================================0
| One of the Apartments inside Yuzhong Apartments is for someone called |
| Zhao. Zhao and his girlfriend can be found by the stairs leading up to |
| the Upper Square. If you get close to them then they will talk about the |
| Restaurant. |
| |
| After they finish then they will split up with her going back up to the |
| Apartment and with him going to the Restaurant. He will eat there for a |
| bit then go to the back counter to place a Coin before leaving to go back |
| to the Apartment. |
| |
| If you ambush him before he can eat or finishes eating then he won't drop |
| the Coin. If you ambush them both then they will each drop an Apartment |
| Key. |
0===========================================================================0
0========================0
| Civilians and Umbrellas \
0===========================================================================0
| Throughout the map you will see multiple Civilians wandering around. If |
| you are doing anything suspicious in the streets and alleys then you will |
| need to keep an eye open for them before doing anything. In addition, |
| they will drop Umbrellas if you attack them. |
0===========================================================================0
0=============================================================0
| Facility Hatches, Doors, Dongles, and Other Hackable Objects \
0===========================================================================0
| When looking at the Facility levels on the map then you will see a lot of |
| Camera icons. These correspond to Doors and Hatches that can be hacked |
| open with your Camera. They will have a Panel that you can use your |
| Camera on to open. |
| |
| However, some Doors and Hatches are for high level security areas and |
| cannot opened so easily. In order to open them you need to find special |
| Dongles to upgrade the Camera. |
| |
| There are three of them: Tier 1, Tier 2, and Tier 3. Acquiring the |
| Dongles will be enough to upgrade the Camera. But, the access privileges |
| of the Dongles do not stack. For example, the Tier 3 Dongle only opens |
| Tier 3 doors - they do not open Tier 1 and Tier 2 Doors. |
| |
| Therefore, in order to open all Doors and Hatches you will need to |
| acquire all three Dongles. If you encounter a Hatch that you do not have |
| the correct Dongle for you can still open it but will require a |
| Screwdriver. Screwdrivers cannot be used to open doors however. |
| |
| But Doors and Hatches aren't the only things you can use your Camera on. |
| You can also use them on certain Computers, TVs, and Windows. |
| |
| If you use the Camera on a Computer then you can tell the operator to |
| take a break. If you use the Camera on a TV then you will turn it on and |
| lure people to turn it off. If you use it on a Window then you will turn |
| on the frosted glass feature and make the window opaque so people can't |
| see through it - known as closing the window. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Hacking Your Way to Success \
0===========================================================================>
For this initial run-through I am going to use both of the projects that
Hush and Imogen are working on to eliminate them.
Hush is working on a mind manipulation project experimenting on the local
homeless population. Unfortunately, the participants are left with harmful
side effects. This project is taking place within The Block, a run down
apartment complex that has been converted to suit Hush's needs.
Imogen is working on a behavioral prediction project. Hers is a project
that can accurately predict subject behavior based on various factors. She
is to present her project to Angus Pritchard, a high level ICA board member
who has just flown in and is currently at the Restaurant to get something
to eat.
Being that this is the first run-through you will need to hack the Data
Core yourself after eliminating both Targets. As with previous initial
run-throughs this run will also acquire many of the other Challenges
including [Chameleon]. This will also use a strategically placed game save
to acquire additional Challenges.
When planning bring the Krugermeier, Lockpick, Coins, and you will be
starting at the Train Station.
When you start then run to Yuzhong Square then run up the stairs to the
Upper Square. Run into the alley to the east and find an open window. This
leads into Zhaos' Apartment. Go inside through the window, grab the Coins
off of the table, grab the Umbrella by the door, then go back out through
the window.
Go into the Laundromat and open the keypadded door with 0118 then sneak run
up to the Main Rooftop. Quickly take cover on the air conditioner by the
Guard, grab him, drag him to the Container near the northwest section of
the Rooftop, dump him, and take his Disguise. Go up to the Glorious Leap
Sign area to put it on the map.
Go back down to grab the Crowbar under the stairs then grab the Umbrella
and Pistol. Use the metal stairs to go down to the next lower rooftop then,
while avoiding the Enforcer, go west and down the next set to find a lone
Guard by a large tank. When alone this Guard will dance and sing for a bit.
Drop the Umbrella and make a game save:
>>What a Glorious Feeling...
**************************
Pick up the Umbrella, knock him out with it, and drop the Umbrella
again. You need to knock him out again for another Challenge so use
the unsilenced Pistol you just acquired and fire one shot into the
large tank to get the attention of the nearby Guards.
Run to the large sign at the southwest corner of this level to hide
from them. Go down to ground level if you need to. The Guards will
come down and find the unconscious Guard. He will be awakened and
then everything will go back to normal.
Go back to him, pick up the Umbrella, and knock him out a second
time. After the notifications pop up then reload the save.
When you get back then go down the ladder at the large sign and leave the
Laundromat area. Go to the North Alley by The Block and throw stun the
sleeping Homeless Person when there is no one around. Dump him in the
Container and pick up the Pamphlet he drops. You need to pick up three of
these for a Challenge and you now have one.
Switch into and out of the Homeless Person Disguise then go to the east end
of the Alley to find and pick up a Hammer. Go down the East Alley by stop
near a trio of Homeless People near the southeast corner of The Block to
listen to their conversation. This will get the [Impulse Control] Mission
Story started.
However, go east into the alley to find a door that leads into the Arcade
Storeroom. Go inside with the Lockpick then open the keypadded door with
2552. Go up the stairs until you find and grab the Cowboy Bust. Go back
down to the Arcade and grab the Toy Tank off of the desk.
Go into the Courtyard and find a Hatch near the center. There is a Keypad
on the wall so open the Hatch with 2552.
Go to the guarded entrance for the Inner Courtyard and find the Facility
Security person. Knock him out when he is near the barrels and leave him.
Go to the west side of the tunnel to find and open one of the three
Shortcuts of the map. Go up to the Southeastern Rooftop to find Imogen's
Drones flying about.
However, even though you are in a Street Guard Disguise, the one you took
from the Rooftop Guard doesn't have a hat so you need to not be seen by the
Drones.
When you get to the top of the stairs then go through the doors nearby and
put The Lotus Passage, which connects the Facility building with The Block,
on the map. Go in The Block through the door to put you at the Break Room
at the 4th Floor. One of the Challenges requires that you knock out five
Guards within The Block with a Hammer and there are two of them here.
When the patrolling Guard is at the window then sneak up to the stationary
Guard, knock him out with the Hammer, then run up to and knock out the
other with the Hammer. Dump them both in the nearby Closet and take the
Block Guard Disguise from one of them. Cut through Hush's Private Lab to
get onto the balcony to the west.
The door you exited from is a keypadded door so open it with 2552 and go
south. At the south end is a scaffold with a ladder. Go down the ladder to
get to the balcony outside of the Benchmark Lab.
At the north side of the Lab is the Test Pods. Go through the door at the
west end of this area then look southeast. You should see a window back to
the balcony. Toss an object by the window to lure the male Researcher to
it. Knock him out and drag him behind the wall to the northwest.
Go to the Pod at the east side of the Lab and you should also find a
Container nearby. There is a female Researcher nearby. One of the primary
Researchers, Sister Lei, will go to talk to here then leave.
When she leaves then sabotage the Pod to lure the Researcher here. As she
works on it then bring out the Toy Tank. When she finishes then knock her
out with it and dump her in the Container.
**NOTE: For some reason in order to acquire the Challenge regarding the
Tank you need to knock out a female Researcher instead of any of
them regardless of gender.
Go back to the male Researcher you knocked out, carefully drag him east to
the door in the center of this area, drag him through when everybody in the
main area isn't looking, and dump him in the Container.
After that then go and sabotage all four Pods then go back outside and to
the Northeastern Rooftop to find the Satellite Dish. Go through the
chain-link door and turn off the Dish. This will bring Hush down to fix
both problems.
As this is going on then go down to the 3rd Floor and to the Derelict
Apartments. At the northwest corner is a patrolling Enforcer. To complete
one of the Challenges you still need to knock out one more Guard with the
Hammer and the Enforcer will be that person.
Carefully go to the curved windows in the corner and toss a Coin on the
floor by them to lure him when he is close. Loop back behind him and knock
him out with the Hammer when he reaches the Coin.
Go down to the 1st Floor and wait outside the Recruitment Center. When you
get here then a conversation will play between the recruiter and a Homeless
Person. Hush will call to inform the recruiter that they have enough people
for that day. As the conversation plays out you should see an Enforcer
standing near the center.
When the conversation ends and the Homeless Person leaves then the Enforcer
will go to sit in a chair behind a divider then go to sleep. Grab the
Pamphlet off of the bulletin board then go to the south side of the Station
to grab the last Pamphlet needed for a Challenge. Go through the window at
the northwest side of the Station to get onto the balcony. At the south end
is another Shortcut which you need to open with the Crowbar.
Go back up to Hush's Private Lab and into the Restroom to find the Perfect
Test Subject. He is having trouble going through with the experiment so he
is standing in front of the mirror debating his decision. Knock him out,
dump him in the Closet, and take his Disguise.
Go into the Lab and talk to Junli to let her know you are ready to
experiment. Eventually Hush will come up and the both of you will sit down
which will complete the [Impulse Control] Mission Story.
He will then begin the experiment and you need to Resist to keep him at
bay. At some point Junli will stop the experiment to keep Hush from hurting
himself. To eliminate Hush with his own experiment you need to get rid of
Junli so that Sister Lei can take over and help Hush try to break 47.
When you get up then go out onto the balcony through the door behind Junli.
Take cover to the left of the door and toss a Coin near the air
conditioning unit to lure her out. Grab her then drag her by the
conditioner to hide her.
Hush will eventually go down to the Benchmark Lab and talk to Sister Lei
then the both of them go back up. At this point they will notice that Junli
is missing and that they will continue the experiment without her. Sit down
and continue resisting. Lei will increase the settings beyond 100 percent
and, upon resisting again, this will fry Hush's brain and kill him.
The moment you get up then immediately run back to the Restroom to
re-acquire the Block Guard Disguise then go back out onto the balcony.
Climb down the scaffold to go back down to the Benchmark Lab's balcony.
Another Challenge requires that you knock out Sister Lei with the Cowboy
Bust. Go to the center door, take cover to the left of it, and open it.
When Lei goes between the Assessment Area and the Test Pods then toss a
Coin onto the ground a few feet from the door to lure her outside. Close
the door, knock her out with the Bust, and drag her to the scaffold for
hiding. Put all remaining Unexplored Areas of The Block on the map then go
down to the Arcade Storeroom to re-acquire the Street Guard Disguise.
Leave the building and put all Unexplored Areas outside of the Facility and
ICA Apartment on the map before proceeding. Go to the Inner Courtyard and
acquire the Facility Security Disguise then drag the Guard's body out
through the Shortcut and dump him in the Container nearby. Go into the
building through the doors behind the two Guards.
Once inside then go to the ICA Entrance Checkpoint area and acquire the
Package from the bench. Go into the Server Room to avoid the frisk then use
the Camera to open the Hatch into Tier 1 Security. Go inside then grab the
Tier 1 Dongle off of the desk while avoiding the Enforcer. As noted earlier
the Dongles will allow you to open more secure doors.
Go into the Storeroom to find an elevator door. Open it and enter the shaft
area. Proceed to the nook to the south then open the Hatch with your
Camera. Climb through and open the Shortcut back into the Back Entrance
area.
Go back into the Facility the same way you came then go to ICA Employee
Vetting. Grab the Tier 2 Dongle off of the desk and go near the nook where
an employee is working. You should see a Panel by the window in front of
her. Use your Camera on the Panel to close the window - this will be useful
later.
Go to the Break Area then into the Resting Capsules. Knock out the Analyst
here, dump him in the Closet, and take his Disguise. Go back out into the
Break Area then down the stairs at the south end. As you get halfway down
then you should see the Emergency Exit which can only be used at the end of
the mission.
Go down to the next floor then head east and enter Tier 2 Security. Use
your Camera to hack the Door so you can enter the Armory. Toss a Coin near
the Closet to lure in the nearby Guard. Knock him out, dump him in the
Closet, and take his Disguise. Grab the Tier 3 Dongle before leaving - with
all three Dongles in hand you can go in all areas of the Facility.
Go north from the Security area and find a Hatch just north of the east
stairs. Open it and enter the Service Tunnels to put them on the map. Go to
the next Hatch and open it when Imogen is not around to enter Ming's
Office.
Go out the west door and find the large window at the north side of the
Analysis Area. Hack the Panel by it to close the window then go back to
Ming's Office. Knock out Xiao with the Package then drag him to the Closet
at the north side of the Office for hiding. Explore the remainder of this
floor to put all Unexplored Areas on the map before going down.
Go to the south door for the West Server Room when Imogen is away and hack
the Door. The Enforcing Guard is going to do a north-south patrol for the
Room. When he heads north and he gets about halfway then open the door and
toss a Coin near the window but outside. This should lure the nearby male
Engineer.
When he gets to the Coin then knock him out, dump him in the nearby Closet,
and switch into and out of his Disguise. Explore the remainder of this
floor to put all Unexplored Areas on the map then go to the Storeroom at
the southeast part of this floor. Open the Hatch and enter the East Tunnel.
Drop all weapons here then re-enter the Storeroom.
After this then go up and back outside. Go to Yuzhong Apartments and enter
the ICA Apartment. If you've done everything correctly then this should be
the last Unexplored Area on the map. Grab the P41 Form then go back to the
Laundromat. Go up to the Storeroom, switch into the Dumpling Cook Disguise
then sneak down and out of the area.
Go into the Restaurant and into the Restroom to acquire the Emetic Rat
Poison. Here in the Restaurant is Angus Pritchard, the ICA Board Member who
is here to tour the Facility but needs to eat before proceeding. He also
meets with the guide, Chen Ting, who reminds him that he needs the P41 Form
in order to do the tour and she will be waiting for him in the back.
Go into the Kitchen and you should find a Bowl on the center island.
Prepare the Bowl, use the Emetic Rat Poison on it, and ring the Bell so it
can be served to him. Go into the Restroom and wait.
He will then be served and get sick after he takes a bite. He will go to
the stall so knock him out, dump him in the Container, and take his
Disguise.
Go and meet Chen who will then lead you into the Facility. The both of you
will stop at the ICA Entrance Checkpoint and you need to give her the P41
Form. Go to the Guards to get frisked and proceed. As you continue towards
ICA Employee Vetting you will be notified that you cannot go further until
your clearance is approved. However, if it goes through then your cover
will be blown.
Olivia will tell you to go to the nearest Laptop which is the one by the
window you closed earlier. Use it to let Olivia in so she can intercept the
process and give you safe clearance. Meet up with Chen again and she will
lead you to the Data Core walkway.
Here you will finally meet up with Imogen who will lead you into the Core.
She will mention the organic removal procedure that can only happen when no
one is in the Core and the Safety Mechanism that prevents it from happening
when people are in the Core.
But, at some point, she will shift gears and talk to you about the project
she is working on. Her project involves behavior prediction analysis and
that this should make contracts easier and less costly. She will lead you
to her Office and to a Terminal. On the Terminal are three employees she
can fire at will. She also tells you that she can accurately predict their
behavior when fired:
>>Sharon Reed
***********
She is the person in the Core Control Room that handles the Core
cleansing. When fired she will complete her tasks before leaving. And
that would be to press the button on her console within eleven
seconds after being notified of her release.
>>Alicia Reynolds
***************
She is one of the Facility Engineers in the East Server Room. She is
posessive of her contributions to the ICA. When fired then she will
go to turn off the Safety Mechanism inside the Core before leaving.
>>Jeremy Bolt
***********
He is the Guard standing by the Core Room door at the East Server
Room. When fired he will call his mother who will recommend that he
talk to his friend at the ICA, which is Imogen's personal Guard,
before leaving his post.
Imogen will then finish the presentation and leave the room. Olivia also
suggests that you can use the Terminal to get at Imogen if you do things
right.
And that is to eliminate Imogen when she is in the Core Room and by getting
one of the employees, Sharon, to start the Core cleansing procedure. But
you need to fire the three people in a certain order. If you fire Alicia
first then she will be turned away by Jeremy. So you need to fire him
first.
Before using the Terminal then close the nearby window using the Panel,
open the door, and toss a Coin near the Closet to lure in the nearby Guard.
Close the door, knock him out, and dump him in the Closet. Go to the
Terminal and use it to fire Jeremy.
After he leaves his post then acquire the Facility Guard Disguise from the
Closet and pick up his dropped weapon then leave the Office. Next, go up to
the stairs leading out into Inner Courtyard and wait.
Jeremy will come out through the Courtyard and head to the River-Side
Walkway where he will mope for awhile before committing suicide - it won't
count against you though. To prevent that get up behind him just as he
reaches the door and knock him out - pick up his weapon. Carefully drag him
out and to the Container by the stairs while keeping an eye on the two
Guards and the walkway outside for wandering Civilians.
After that then go back into the Facility and to the Core Room when Imogen
just leaves it. Drop the Rifle by the console and go back up to Imogen's
Office. Re-acquire Angus' Disguise then run to the Tier 2 Armory.
When Imogen comes back down to the Core then her Guard will pick up the
weapon and go to the Armory to drop it off. Knock him out here and dump him
in the Closet. Go back to the Office and fire Alicia when Imogen has just
left the Core which will cause the deactivation of the Safety Mechanism.
When Imogen goes back down and just enters the Core then fire Sharon who
will then press the Core cleansing button and kill Imogen. Stay here in the
Office until Imogen is found and dragged out.
After the Core is cleared out then go down and enter it which will cause
the doors and windows to be sealed so you can perform the hack along with
Olivia. Follow the prompts to erase the information about you and Diana and
send the data to a non-profit site.
Unfortunately, just as you finish then you will be detected and the room is
sealed off and the Guards alerted. You now need to leave the Core and the
only way is out through the Hatch at the south side of the room. As you
enter the South Tunnel then Olivia will get the Core to overheat which will
prevent you from going west but not east.
Go to the East Tunnel and to the Storeroom. Pick up the weapons you dropped
earlier and enter the Storeroom. Use your Instinct to keep an eye on the
Guards outside. When some of them start going up the stairs then run north
through the East Server Room and near the Core Control Room. The
overheating will prevent you from entering the North Tunnel and using the
Courtyard Hatch.
Go around the Control Room, into the West Server Room, and into the Hatch
near the center. Climb up the ladder and into Imogen's Office. Sneak out
into the Analysis Area while keeping an eye on the Guards. Go up the stairs
at the north side and to the top level. The closed doors will force you to
go through the Tier 1 Security's Storeroom.
Because you opened the elevator door earlier you can leave through the
Shortcut but I am going to exit the mission through the Emergency Exit. Go
south through Tier 1 Security and through the hatch into the Server Room.
Go out of the Room and, while keeping an eye on the nearby Guards, then
sneak run under the stairs and down to the Emergency Exit. Hack the Panel
to open the door and leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>The Beat [1,000 XP]
*******************
For this you need to acquire the Street Guard Disguise.
>>What a Glorious Feeling... [1,000 XP]
*************************************
For this you need to knock out the dancing Guard at the Laundromat
with an Umbrella.
>>...I'm Happy Again [1,000 XP]
*****************************
For this you need to knock out the dancing Guard at the Laundromat
with an Umbrella a second time.
>>The Downtrodden [1,000 XP]
**************************
For this you need to acquire the Homeless Person Disguise.
>>Quite a Hatch [1,000 XP]
************************
For this you need to open the Courtyard Hatch.
>>Shortcut: Inner Courtyard [1,000 XP]
************************************
For this you need to open the Shortcut at the Inner Courtyard.
>>Block Buster [1,000 XP]
***********************
For this you need to acquire the Block Guard Disguise.
>>Ease of Pain [2,000 XP]
***********************
For this you need to sabotage a Test Pod at the Benchmark Lab.
>>Think! Tank! [1,000 XP]
***********************
For this you need to knockout a female Researcher with a Toy Tank.
>>The Show Must Go On [2,000 XP]
******************************
For this you need to make Hush reset all of the Test Pods.
>>Contact [1,000 XP]
******************
For this you need to make Hush turn the Satellite Dish back on.
>>Vengeance [2,000 XP]
********************
For this you need to knock out five Guards within The Block with a
Hammer.
>>Last Resort [1,000 XP]
**********************
For this you need to acquire three Flyers.
>>Shortcut: The Block Ladder [1,000 XP]
*************************************
For this you need to open the Shortcut at The Block.
>>Mission Story - Impulse Control [2,000 XP]
******************************************
For this you need to disguise yourself as the Perfect Test Subject
and approach Hush.
>>Eliminate Hush [4,000 XP]
*************************
For this you need to kill Hush.
>>Mnemonic [4,000 XP]
*******************
For this you need to kill Hush by frying his brain during the
experiment.
>>Lei Me to Sleep [1,000 XP]
**************************
For this you need to knock out Sister Lei with a Cowboy Bust.
>>Shortcut: Facility Elevator Shaft [1,000 XP]
********************************************
For this you need to open the Shortcut at the ICA Data Facility.
>>Hack the Planet [2,000 XP]
**************************
For this you need to acquire all three Tier Dongles.
>>Going Postal [1,000 XP]
***********************
For this you need to knock out Xiao Ming with the Package.
>>Discover Chongqing [1,000 XP]
*****************************
For this you need to reveal all 29 Undiscovered Areas in Chongqing.
>>Dumplings Cook [1,000 XP]
*************************
For this you need to acquire the Dumpling Cook Disguise.
>>A Hair in My Soup [2,000 XP]
****************************
For this you need to have poisoned food served to Angus.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Homeless Person ++Perfect Test Subject
++Researcher ++Dumpling Cook
++Facility Analyst ++Facility Engineer
++The Board Member ++Block Guard
++Street Guard ++Facility Security
++Facility Guard
>>Climbing the Corporate Ladder [2,000 XP]
****************************************
For this you need to acquire The Board Member Disguise.
>>Mission Story - Certainty Principle [2,000 XP]
**********************************************
For this you need to disguise yourself as Angus Pritchard, do the ICA
tour, and listen to Imogen's presentation.
>>Human Error [2,000 XP]
**********************
For this you need to disable the Core's Safety Mechanism.
>>Eliminate Imogen Royce [4,000 XP]
*********************************
For this you need to kill Imogen Royce.
>>Medium Rare [4,000 XP]
**********************
For this you need to kill Imogen with the Core cleansing that is
started by an employee.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Killing the Past [2,000 XP]
***************************
For this you need to personally hack the Data Core and erase all
files of 47 and Diana.
>>Super Special Door [2,000 XP]
*****************************
For this you need to leave the mission via the ICA Facility's
Emergency Exit.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0===========0
| [Redacted] \
0===========================================================================>
This run-through will involve the two redacted Target kill Challenges. The
first one requires that you kill Hush while wearing the Homeless Person
Disguise. The second one requires that you kill Imogen in the Break Room on
the second floor of the Facility with poison gas from the nearby Air
Conditioner.
This run will also use several strategically placed game saves to acquire
most of the other Target kill Challenges including one to acquire all but
one of the exit point Challenges.
When planning bring the Krugermeier, the Lockpick, Coins, place the Fiber
Wire in the Facility Server Supply Room, and start at the River-Side
Walkway.
When you start then run to the Arcade Storeroom to acquire a Screwdriver
and the Street Guard Disguise. Go through the Courtyard and into the
Basement to acquire a Crowbar and the Fuse Cell.
The overall plan in regards to Hush is to go up to the Therapy Room as a
Homeless Person, reactivate his Relaxation Chair, and shoot him in the head
to kill him when he is sitting down in it.
At this point I am going to clear a path to the Room so I can go up there
later as a Homeless Person. Go to the Inner Courtyard, knock out the
Facility Guard, and dump him in the Container outside of the Shortcut. Run
up the stairs to the door to The Lotus Passage and shoot the Drone that
normally covers the stairs.
Run into The Block and go to the balcony outside of the Private Lab by
cutting through the Lab. Go to the north door and open it with 2552. Take
cover to the left of the door and toss a Coin on the ground to lure out the
Researcher. Grab him then go inside and throw stun the Block Guard. Dump
both bodies in the Closet and take the Block Guard Disguise.
The plan is to get rid of Hush's Bodyguard. However, since it may take
awhile for Hush to go to the Therapy Room to check on his chair, then go
down to the Benchmark Lab's balcony with the scaffold. Go into the
Assessment Area to grab the Lethal Poison Pill Jar then go back up to the
Therapy Room and switch into the Researcher Disguise.
Wait on the balcony until Hush, who is an Enforcer to you, comes in and
leaves. Go to the door to the Meeting Room, take cover to the right of it,
open the door, and toss a Coin just a few feet from the door to lure in the
Guard. Close the door, knock him out, and drag him behind the divider to
hide him.
Re-acquire the Street Guard Disguise then re-trace your steps back to the
Inner Courtyard and out. Go to the North Alley to find the sleeping
Homeless Person. Throw stun him, dump him in the Container, and take his
Disguise.
Go back to the Inner Courtyard through the Shortcut and back up to The
Lotus Passage. Re-enter the Lab then go onto the balcony and into the
Therapy Room. Use the Fuse Cell in the Fusebox, hide behind the divider,
and bring out your Silenced Pistol.
At some point Hush will come in, find the Chair operational, and use it. As
he sits down then sneak up on him, shoot him in the head to kill him, and
hide him behind the divider.
Go back through the Lab, Passage, and down to the Inner Courtyard. Go to
the Container by the Shortcut to acquire the Facility Security Disguise.
Enter the Facility through the nearby door and go down to Tier 1 Security
to acquire the Tier 1 Dongle. Go into the Storeroom to acquire the
Chloroform Flask.
Go into Employee Vetting to acquire the Tier 2 Dongle. Go into the Resting
Capsules, knock out the Analyst, dump him in the Closet, and take his
Disguise. Go into the Tier 2 Armory and lure in the nearby Guard for
ambushing. Dump him in the Closet and take his Disguise and dropped weapon
- grab the Tier 3 Dongle before leaving.
Go down to the Core floor and to the Storeroom to acquire the Fiber Wire.
Go to the Core console and drop the Rifle here. Go up to the Armory and
re-acquire the Analyst Disguise.
Imogen will find the weapon later and her Guard will come up here to drop
it off. Knock him out when he gets to the Armory and dump him in the
Closet. Re-acquire the Guard Disguise and pick up the Rifle. Go down to the
Core and, when Imogen is coming down the stairs, make a game save:
>>Cooling Down
************
Stay on the opposite side of the console and, when Imogen gets to it,
then toss a Coin at your feet to lure her there. Loop back around her
and knock her out at the Coin. Dump her over the railing to kill her.
After the notifications pop up then reload the save.
When you get back then go back up from the Core and to the Break Room area.
The plan is to not only kill Imogen in this area but also acquire the
remaining [Versatile Assassin] Challenges here too. Part of the plan is to
clear out this area of all people. There is one Guard standing by the door,
two Analysts nearby, and two inside the Break Room.
To start, go into the Break Room and close the windows. Go out and drop the
Rifle by the Guard. Run to the Armory and wait for him to come by. Knock
him out there and drag him to the corner to better hide him. Go back to the
Break Room area and you should see a long white bench near the West
Toilets. Stay behind them and wait.
One of the other Analysts will come and sit down. Toss a Coin on the floor
to lure him there. Knock him out there and leave him. Go to the other
Analyst and knock him out. Drag him to the Closet in the West Toilets to
hide him. Do the same to the other one and pick up the Emetic Rat Poison
before leaving the Toilets.
Outside the south door of the Break Room is the Panel for the Air
Conditioner in the small room by you. There are special drugs being pumped
into the Break Room to help relax people.
Turn on the Panel to lure out one of the people inside the Room. Go back
into the Toilets and wait for her to turn it off before knocking her out
and dumping her in the Closet in the small room. Go into the Break Room,
throw stun the last person, and dump him in the Closet.
The next thing to do is to go to the Analysis Area. Here you should see
three large consoles being operated by other Analysts. At the top of each
console is a Panel that can be hacked. When hacked then the console will
tell the operator to take a break and they will head to the Break Room. Do
this to all three consoles to make the Analysts go to the Break Room.
Go inside the small room, stand by the Air Conditioner, and wait. When
Imogen comes up to the Analysis Area and finds it empty then she will get
upset and go down to the Break Room to chew out the Analysts and clear the
Room. She will then take a break herself and leave her open for attack.
When she gets most of the way to the Room then make a game save:
>>A Shock to the System
*********************
As you're waiting for her to enter the Room then use the Chloroform
Flask on the Conditioner and wait by the Panel. When Imogen is alone
then turn on the Panel to knock her out. Turn it off then go inside
to find an Outlet on the floor nearby.
Sabotage it, drag Imogen to it, get a safe distance, and shoot the
Water Cooler by the Outlet to kill Imogen in an electrocution. After
the notifications pop up then reload the save.
>>Hold My Hair
************
When you get back then use the Emetic Rat Poison on the Conditioner
and wait by the Panel again. When Imogen is alone then turn on the
Panel to make her sick and go to one of the Toilet stalls. Drown her
there to kill her. After the notifications pop up the reload the save
again.
>>Piano Man
*********
When you get back then walk into the Room when it clears and garrote
her. After the notifications pop up then reload the save again.
When you get back then use the lethal poison on the Conditioner. When
Imogen is alone then turn on the Panel to kill her. Turn off the Panel, go
inside, and dump her in the Closet. Being that you started at the Walkway
instead of the Train Station you do not need to hack the Core this time -
you can just leave the Facility. Go up to Yuzhong Square and make one last
game save:
>>Training Hard
*************
From the Square, run west, down, and north to the Train Station to
leave the mission. When you get to the menu after the cutscene then
reload the save.
>>Scoot Over
**********
When you get back then run east to find a Scooter with an exit
marker. Take it to leave the mission. When you get to the menu after
the cutscene then reload the save again.
When you get back then run into the North Alley. Go to the east end to find
a Manhole. Open it then use it to leave the mission one last time.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Deprivation [4,000 XP]
**********************
For this you need to kill Hush while he is in his Relaxation Chair.
>>Stick It to the Man [2,000 XP]
******************************
For this you need to kill Hush while he is in his Relaxation Chair.
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>Cooling Down [4,000 XP]
***********************
For this you need to kill Imogen by dumping her in the Core's
coolant.
>>A Shock to the System [2,000 XP]
********************************
For this you need to kill Imogen in an electrocution.
>>Hold My Hair [2,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Venting Some Stress [2,000 XP]
******************************
For this you need to kill Imogen in the Break Room with poison gas.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Tasteless, Traceless] and the following Challenges
done earlier:
++Someone Could Hurt Themselves ++Straight Shot
++Hold My Hair ++Piano Man
>>Training Hard [1,000 XP]
************************
For this you need to leave the mission via the Train Station.
>>Scoot Over [1,000 XP]
*********************
For this you need to leave the mission via the Scooter.
>>Down the Rabbit Hole [1,000 XP]
*******************************
For this you need to leave the mission via a Manhole.
Plus these other Challenges:
--The Beat --Block Buster
--The Downtrodden --Eliminate Hush
--Hack the Planet --Eliminate Imogen Royce
--Someone Could Hurt Themselves --Silent Assassin
0========================================0
| Codename 47 - The Red Dragon [1,000 XP] \
0===========================================================================>
This is the first of five special Challenges that are done in a certain
order and take place on five of the maps. Completing these Challenges will
unlock The Codename 47 Suit which is inspired by the very first Hitman
game, "Codename 47". You will also earn 4,000 XP in addition to the XP you
earn doing these Challenges.
Each of these Challenges are named after the chapters in the game "Codename
47". As noted they need to be done in a certain order and the first one is
done here with the second in Santa Fortuna, the third in Bangkok, the
fourth in Berlin, and the last one in the Carpathian Mountains.
For this particular Challenge you need to take down a Target with a
headshot from a Sniper Rifle and from the neon sign vantage point. This
vantage point is not the Balcony starting point but the higher rooftop area
on top of the Laundromat known as the Glorious Leap Sign. You can easily do
this against Hush in the Main Story mission.
When planning you don't need to bring anything and start at the Balcony.
When you start then run west and climb up the Pipe to the Laundromat's
rooftop. Run to the Guard by the air conditioning unit, take cover, then
grab and subdue him. Quickly grab the Sniper Rifle nearby and run up to the
Sign.
Just as you get up here then Hush should be entering the Therapy Room. Wait
for him to stop then nail him with a headshot to complete the Challenge.
After the notifications pop up then quit the mission and go up to Santa
Fortuna for the next of the "Codename 47" Challenges.
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
This last run-through will acquire all remaining Target kill and exit point
Challenges. A strategically placed game save will be used to acquire the
last Challenges. Although both Targets are in different areas of the map
you can easily bring them together and kill them both at once in a safe
manner.
You can bring a Sniper Rifle with you if you want but you don't need to
since there is one already on the map. Plus it is the best Rifle to use for
this mission anyway. When planning bring the Krugermeier, Lockpick, and
start at the River-Side Walkway.
When you start then run to the Laundromat and go up to the next floor. Grab
the Wrench near the top of the stairs and go out the nearby door. There are
two Guards here. They will stand here for a bit then go up to the Main
Rooftop. Allowing them to go up will complicate things so it is best to get
rid of them now.
Take cover at the west end of the air conditioning unit and toss the Wrench
near your feet and to the north. This will lure one of them to you. Grab
him then immediately run to the other and knock him out with the Wrench -
pick up their Pistols and leave the bodies.
Go up the metal stairs to the Main Rooftop to find another Guard at the
southeast corner. Quickly take cover on the unit next to him, grab him, and
dump him in the Container nearby. Grab his Pistol and run up to the Sign
level.
At the southwest corner is a busted Drone. Using the Camera on it will
begin the last Mission Story, [All-Seeing Eyes]. Destroying all of the
Drones that Imogen has sent out will bring the Targets together on The
Lotus Passage which will allow you to kill them both at once.
It is suggested that you use the Rifle from the Sign level to shoot all
five Drones at the Southeastern Rooftop. But, some of them are hard to get
at from here. One of them near the east side of the Rooftop is mostly
hidden when it stops at the north end of its route and is completely hidden
when it stops at the south end.
Rather than risk using up all of your ammo it is best to get rid of four of
them up close. After scanning the Drone then climb the metal stairs back
down to the 1st Floor then go down and leave the Laundromat. Go and enter
the Inner Courtyard then knock out the Facility Security when he is going
to the east end of his route. Dump him in the Container outside of the
Shortcut.
Run up to the Rooftop and to the door for The Lotus Passage. You'll be seen
by the Drone over the stairs which will get it to freeze in place and alert
a Guard. Shoot the Drone which will destroy it and get the Guard to go back
to his post.
Before proceeding it is best to destroy three other Drones and leave the
one patrolling the northwest corner of the Rooftop alone. Shoot the one
closest to you then proceed south a bit and carefully shoot the two here.
After this then go onto the Passage to find a Gas Canister. There is a
Challenge involving using an explosive to kill your Targets so sabotage it.
Run back down to the Inner Courtyard and run back to the Laundromat. Go up
to the Main Rooftop to grab the Rifle at the corner, plus additional ammo,
and go up to the Sign to grab more ammo.
Aim at the remaining Drone and wait for it to stop at either end of its
route before shooting it. After it has been destroyed then Imogen will get
mad and send out two more Drones at the Northeastern Rooftop and more men
at the Laundromat Rooftop.
However, the Drones will not appear until the men arrive. You have already
knocked out three men including the two that were supposed to come up here.
The good news is that the two inside the Storeroom will come up to the Main
Rooftop which will cause the Drones to finally appear. The Guards will do a
short patrol then go back down to the Storeroom. It may be best to wait for
them to go back down before doing anything else.
Aim at the Northeastern Rooftop to find the Drones. Shoot each of them when
they stop and they are away from the Guards. When they are both gone then
you will complete the Mission Story and get both Targets to meet at the
Passage. When the meeting just starts then make a game save.
After making the save then zoom in on the Canister you sabotaged earlier.
When the two of them get close together then shoot the Canister to cause an
explosion to kill them both. After they are both dead then you should see
an exit point appear at the Main Rooftop. Run to it to leave the mission.
When you get to the menu after the cutscene then reload the save.
>>Sniper Assassin
***************
One of the other Challenges requires that you kill both Targets with
a single bullet. When you get back, and as the conversation
progresses, then aim at Hush's torso. At some point then Imogen will
try to walk past him.
When she is about a couple of steps from him then use the Marksman
feature to slow time and shoot Hush as she is behind him to kill them
both. Run to the exit point below to leave the mission one last time.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Big Sister [4,000 XP]
*********************
For this you need to destroy five Drones.
>>Mission Story - All-Seeing Eyes [2,000 XP]
******************************************
For this you need to shoot down all of Imogen's Drones and get both
her and Hush to meet on The Lotus Passage.
>>Big Bada Boom [4,000 XP]
************************
For this you need to kill both Hush and Imogen in a single explosion.
>>Apartment Safe House [1,000 XP]
*******************************
For this you need to leave the mission via the safe house at the
Laundromat's Main Rooftop.
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>Bullet Points [4,000 XP]
************************
For this you need to kill both Hush and Imogen with one bullet.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--Eliminate Hush --Eliminate Imogen Royce
--Someone Could Hurt Themselves
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Chongqing Challenge Run |#########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon] using only the weapons and
items you have in your inventory and starting at Mastery Level 1. The good
thing is that you have no loadout restrictions at the start unlike with the
Berlin chapter.
There are only three Mission Stories for this chapter and they can be done in
one run without any problems. As for the Targets, I am going to kill Hush
with a Silenced Pistol while wearing the Homeless Person Disguise to acquire
three Challenges with him. As for Imogen, I will eliminate her in the Core
cleansing procedure.
Being that this is the first run-through you need to do the hack yourself
which will lead you to being discovered and having to sneak your way out. As
such I will leave the mission through the Emergency Exit inside the Facility.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When planning bring the Krugermeier, Lockpick, Coins, and start at the Train
Station. When you start then run to Yuzhong Square then run up the stairs to
the Upper Square. Run into the alley to the east and find an open window.
This leads into Zhaos' Apartment. Go inside through the window, grab the
Coins off of the table, grab the Umbrella by the door, then go back out
through the window.
Go into the Laundromat and open the keypadded door with 0118 then sneak run
up to the Main Rooftop. Quickly take cover on the air conditioner by the
Guard, grab him, drag him to the Container near the northwest section of the
Rooftop, dump him, and take his Disguise. Go up to the Glorious Leap Sign
area to put it on the map and use your Camera on the busted Drone to get the
[All-Seeing Eyes] Mission Story started.
Go back down to grab the Crowbar under the stairs then grab the Umbrella and
Pistol. Use the metal stairs to go down to the next lower rooftop then, while
avoiding the Enforcer, go west and down the next set to find a lone Guard by
a large tank. When alone this Guard will dance and sing for a bit. Knock him
out with the Umbrella then go to the sign at the southwest, go down the
ladder, then leave the Laundromat area.
Go to the North Alley by The Block and throw stun the sleeping Homeless
Person when there is no one around. Dump him in the Container and pick up the
Pamphlet he drops. You need to pick up three of these for a Challenge and you
now have one.
Go to the east end of the Alley to find and pick up a Hammer. Go down the
East Alley by stop near a trio of Homeless People near the southeast corner
of The Block to listen to their conversation. This will get the [Impulse
Control] Mission Story started.
Next, go west and down to the Arcade. However, go east into the alley to find
a door that leads into the Arcade Storeroom. Go inside with the Lockpick then
open the keypadded door with 2552. Go up the stairs until you find and grab
the Cowboy Bust. Go back down to the Arcade and grab the Toy Tank off of the
desk.
Go into the Courtyard and find a Hatch near the center. There is a Keypad on
the wall so open the Hatch with 2552. Go into the Basement to find a Fuse
Cell in the corner.
Go to the guarded entrance for the Inner Courtyard and find the Facility
Security person. Knock him out when he is near the barrels and leave him. Go
to the west side of the tunnel to find and open one of the three Shortcuts of
the map. Go up to the Southeastern Rooftop to find Imogen's Drones flying
about.
One of the things to do for the [All-Seeing Eyes] Mission Story is to shoot
all five Drones here. You can do that from the Laundromat Rooftop using the
provided Sniper Rifle but you can do that here too. However, even though you
are in a Street Guard Disguise, you may still trigger the Drones.
Carefully go around the Rooftop area and shoot all the Drones to make Imogen
mad. She will then send two more at the Northeastern Rooftop area.
When you're done with that then go and put The Lotus Passage, which connects
the Facility building with The Block, on the map. Go in The Block through the
door to put you at the Break Room at the 4th Floor. One of the Challenges
requires that you knock out five Guards within The Block with a Hammer and
there are two of them here.
When the patrolling Guard is at the window then sneak up to the stationary
Guard, knock him out with the Hammer, then run up to and knock out the other
with the Hammer. Dump them both in the nearby Closet and take the Block Guard
Disguise from one of them. Cut through Hush's Private Lab to get onto the
balcony to the west.
Look west to find the Northeastern Rooftop and both of Imogen's Drones. Shoot
them both to make both Imogen and Hush meet up on The Lotus Passage which
completes the [All-Seeing Eyes] Mission Story.
Go to the north end of the balcony to find a Keypad for the Therapy Room.
Open it with 2552 then toss an object to lure out the Researcher. Grab him
then go inside and knock out the Block Guard here with the Hammer. Dump both
bodies in the Closet and switch into the Researcher Disguise.
Go back outside and wait for Hush to go into the Therapy Room and leave since
he is an Enforcer to this Disguise. His bodyguard will be in the Meeting Room
along with Hush. Open the door to the Room and toss a Coin just a few feet
from the door to lure in the bodyguard. Close the door, knock him out, and
drag him behind the divider at the north side of the room to hide him. Switch
back into the Block Guard Disguise then go back out onto the balcony.
At the south end is a scaffold with a ladder. Go down the ladder to get to
the balcony outside of the Benchmark Lab. At the north side of the Lab is the
Test Pods. Go through the door at the west end of this area then look
southeast. You should see a window back to the balcony. Toss an object by the
window to lure the male Researcher to it. Knock him out and drag him behind
the wall to the northwest.
Go to the Pod at the east side of the Lab and you should also find a
Container nearby. There is a female Researcher nearby. One of the primary
Researchers, Sister Lei, will go to talk to here then leave.
When she leaves then sabotage the Pod to lure the Researcher here. As she
works on it then bring out the Toy Tank. When she finishes then knock her out
with it and dump her in the Container. Go back to the male Researcher you
knocked out, carefully drag him east to the door in the center of this area,
drag him through when everybody in the main area isn't looking, and dump him
in the Container.
After that then go and sabotage all four Pods then go back outside and to the
Northeastern Rooftop to find the Satellite Dish. Go through the chain-link
door and turn off the Dish. This will bring Hush down to fix both problems.
As this is going on then go down to the 3rd Floor and to the Derelict
Apartments. At the northwest corner is a patrolling Enforcer. To complete one
of the Challenges you still need to knock out one more Guard with the Hammer
and the Enforcer will be that person.
Carefully go to the curved windows in the corner and toss a Coin on the floor
by them to lure him when he is close. Loop back behind him and knock him out
with the Hammer when he reaches the Coin.
Go down to the 1st Floor and wait outside the Recruitment Center. When you
get here then a conversation will play between the recruiter and a Homeless
Person. Hush will call to inform the recruiter that they have enough people
for that day. As the conversation plays out you should see an Enforcer
standing near the center.
When the conversation ends and the Homeless Person leaves then the Enforcer
will go to sit in a chair behind a divider then go to sleep. Grab the
Pamphlet off of the bulletin board then go to the south side of the Station
to grab the last Pamphlet needed for a Challenge. Go through the window at
the northwest side of the Station to get onto the balcony. At the south end
is another Shortcut which you need to open with the Crowbar.
Go down the Shortcut and back to the Courtyard. Go into the North Alley and
acquire the Homeless Person Disguise. Go all the way to the south side of the
map and re-enter the Inner Courtyard through the Shortcut. Run up to the
Southeastern Rooftop which is now easier without the Drones. Run across The
Lotus Passage to re-enter The Block.
Sneak run through the Lab area and back into the Therapy Room. Switch into
the Block Guard Disguise and go to the Restroom. Here you will find the
Perfect Test Subject who is having trouble going through with the experiment.
Knock him out, dump him in the Closet, and take his Disguise.
Go into the Lab and talk to Junli to let her know you are ready to
experiment. Eventually Hush will come up and the both of you will sit down
which will also complete the [Impulse Control] Mission Story.
He will then begin the experiment and you need to Resist to keep him at bay.
At some point Junli will stop the experiment to keep Hush from hurting
himself. The moment you get up then immediately run to the Therapy Room.
Switch into the Homeless Person Disguise, use the Fuse Cell to turn on Hush's
Relaxation Chair, and hide behind the divider.
The first thing Hush is going to do after talking to Junli is to go here. As
he sits down then sneak up on him and shoot him in the head with your
silenced Pistol to kill him. Drag him behind the divider to hide him.
Re-acquire the Block Guard Disguise from the Closet then go back out onto the
balcony. Climb down the scaffold to go back down to the Benchmark Lab's
balcony. Another Challenge requires that you knock out Sister Lei with the
Cowboy Bust. Go to the center door, take cover to the left of it, and open
it.
When Lei goes between the Assessment Area and the Test Pods then toss a Coin
onto the ground a few feet from the door to lure her outside. Close the door,
knock her out with the Bust, and drag her to the scaffold for hiding. Put all
remaining Unexplored Areas of The Block on the map then go down to the Arcade
Storeroom to re-acquire the Street Guard Disguise.
Leave the building and put all Unexplored Areas outside of the Facility and
ICA Apartment on the map before proceeding. Go to the Inner Courtyard and
acquire the Facility Security Disguise then drag the Guard's body out through
the Shortcut and dump him in the Container nearby. Go into the building
through the doors behind the two Guards.
Once inside then go to the ICA Entrance Checkpoint area and acquire the
Package from the bench. Go into the Server Room to avoid the frisk then use
the Camera to open the Hatch into Tier 1 Security. Go inside then grab the
Tier 1 Dongle off of the desk while avoiding the Enforcer. As noted earlier
the Dongles will allow you to open more secure doors.
Go into the Storeroom to find an elevator door. Open it and enter the shaft
area. Proceed to the nook to the south then open the Hatch with your Camera.
Climb through and open the Shortcut back into the Back Entrance area.
Go back into the Facility the same way you came then go to ICA Employee
Vetting. Grab the Tier 2 Dongle off of the desk and go near the nook where an
employee is working. You should see a hackable Panel by the window in front
of her. Use your Camera to close the window - this will be useful later.
Go to the Break Area then into the Resting Capsules. Knock out the Analyst
here, dump him in the Closet, and take his Disguise. Go back out into the
Break Area then down the stairs at the south end. As you get halfway down
then you should see the Emergency Exit which can only be used at the end of
the mission.
Go down to the next floor then head east and enter Tier 2 Security. Use your
Camera to hack the Door so you can enter the Armory. Toss a Coin near the
Closet to lure in the nearby Guard. Knock him out, dump him in the Closet,
and take his Disguise. Grab the Tier 3 Dongle before leaving - with all three
Dongles in hand you can go in all areas of the Facility.
Go north from the Security area and find a Hatch just north of the east
stairs. Open it and enter the Service Tunnels to put them on the map. Go to
the next Hatch and open it when Imogen is not around to enter Ming's Office.
Go out the west door and find the large window at the north side of the
Analysis Area. Hack the Panel by it to close the window then go back to
Ming's Office. Knock out Xiao with the Package then drag him to the Closet at
the north side of the Office for hiding. Explore the remainder of this floor
to put all Unexplored Areas on the map before going down.
Go to the south door for the West Server Room when Imogen is away and hack
the Door. The Enforcing Guard is going to do a north-south patrol for the
Room. When he heads north and he gets about halfway then open the door and
toss a Coin near the window but outside. This should lure the nearby male
Engineer.
When he gets to the Coin then knock him out, dump him in the nearby Closet,
and switch into and out of his Disguise. Explore the remainder of this floor
to put all Unexplored Areas on the map then go to the Storeroom at the
southeast part of this floor. Open the Hatch and enter the East Tunnel. Drop
all weapons here then re-enter the Storeroom.
After this then go up and back outside. Go to Yuzhong Apartments and enter
the ICA Apartment. If you've done everything correctly then this should be
the last Unexplored Area on the map. Grab the P41 Form then go back to the
Laundromat. Go up to the Storeroom, switch into the Dumpling Cook Disguise
then sneak down and out of the area.
Go into the Restaurant and into the Restroom to acquire the Emetic Rat
Poison. Here in the Restaurant is Angus Pritchard, the ICA Board Member who
is here to tour the Facility but needs to eat before proceeding. He also
meets with the guide, Chen Ting, who reminds him that he needs the P41 Form
in order to do the tour and she will be waiting for him in the back.
I need his Disguise to go after Imogen and complete the last Mission Story,
[Certainty Principle]. Go into the Kitchen and you should find a Bowl on the
center island. Prepare the Bowl, use the Emetic Rat Poison on it, and ring
the Bell so it can be served to him. Go into the Restroom and wait.
He will then be served and get sick after he takes a bite. He will go to the
stall so knock him out, dump him in the Container, and take his Disguise.
This should also be the last Disguise for [Chameleon].
Go and meet Chen who will then lead you into the Facility. The both of you
will stop at the ICA Entrance Checkpoint and you need to give her the P41
Form. Go to the Guards to get frisked and proceed. As you continue towards
ICA Employee Vetting you will be notified that you cannot go further until
your clearance is approved. However, if it goes through then your cover will
be blown.
Olivia will tell you to go to the nearest Laptop which is the one by the
window you closed earlier. Use it to let Olivia in so she can intercept the
process and give you safe clearance. Meet up with Chen again and she will
lead you to the Data Core walkway.
Here you will finally meet up with Imogen who will lead you into the Core.
She will mention the organic removal procedure that can only happen when no
one is in the Core and the Safety Mechanism that prevents it from happening
when people are in the Core.
But, at some point, she will shift gears and talk to you about the project
she is working on. Her project involves behavior prediction analysis and that
this should make contracts easier and less costly. She will lead you to her
Office and to a Terminal. On the Terminal are three employees she can fire at
will. She also tells you that she can accurately predict their behavior when
fired:
>>Sharon Reed
***********
She is the person in the Core Control Room that handles the Core
cleansing. When fired she will complete her tasks before leaving. And
that would be to press the button on her console within eleven seconds
after being notified of her release.
>>Alicia Reynolds
***************
She is one of the Facility Engineers in the East Server Room. She is
posessive of her contributions to the ICA. When fired then she will go
to turn off the Safety Mechanism inside the Core before leaving.
>>Jeremy Bolt
***********
He is the Guard standing by the Core Room door at the East Server Room.
When fired he will call his mother who will recommend that he talk to
his friend at the ICA, which is Imogen's personal Guard, before leaving
his post.
When you reach this Terminal then you will also complete the [Certainty
Principle] Mission Story. Imogen will then finish the presentation and leave
the room. Olivia also suggests that you can use the Terminal to get at Imogen
if you do things right.
And that is to eliminate Imogen when she is in the Core Room and by getting
one of the employees, Sharon, to start the Core cleansing procedure. But you
need to fire the three people in a certain order. If you fire Alicia first
then she will be turned away by Jeremy. So you need to fire him first.
Before using the Terminal then turn on the frosted glass panel, open the
door, and toss a Coin near the Closet to lure in the nearby Guard. Close the
door, knock him out, and dump him in the Closet. Go to the Terminal and use
it to fire Jeremy.
After he leaves his post then acquire the Facility Guard Disguise from the
Closet and pick up his dropped weapon then leave the Office. Next, go up to
the stairs leading out into Inner Courtyard and wait.
Jeremy will come out through the Courtyard and head to the River-Side Walkway
where he will mope for awhile before committing suicide - it won't count
against you though. To prevent that get up behind him just as he reaches the
door and knock him out - pick up his weapon. Carefully drag him out and to
the Container by the stairs while keeping an eye on the two Guards and the
walkway outside for wandering Civilians.
After that then go back into the Facility and to the Core Room when Imogen
just leaves it. Drop the Rifle by the console and go back up to Imogen's
Office. Re-acquire Angus' Disguise then run to the Tier 2 Armory.
When Imogen comes back down to the Core then her Guard will pick up the
weapon and go to the Armory to drop it off. Knock him out here and dump him
in the Closet. Go back to the Office and fire Alicia when Imogen has just
left the Core which will cause the deactivation of the Safety Mechanism.
When Imogen goes back down and just enters the Core then fire Sharon who will
then press the Core cleansing button and kill Imogen. Stay here in the Office
until Imogen is found and dragged out.
After the Core is cleared out then go down and enter it which will cause the
doors and windows to be sealed so you can perform the hack along with Olivia.
Follow the prompts to erase the information about you and Diana and send the
data to a non-profit site.
Unfortunately, just as you finish then you will be detected and the room is
sealed off and the Guards alerted. You now need to leave the Core and the
only way is out through the Hatch at the south side of the room. As you enter
the South Tunnel then Olivia will get the Core to overheat which will prevent
you from going west but not east.
Go to the East Tunnel and to the Storeroom. Pick up the weapons you dropped
earlier and enter the Storeroom. Use your Instinct to keep an eye on the
Guards outside. When some of them start going up the stairs then run north
through the East Server Room and near the Core Control Room. The overheating
will prevent you from entering the North Tunnel and using the Courtyard
Hatch.
Go around the Control Room, into the West Server Room, and into the Hatch
near the center. Climb up the ladder and into Imogen's Office. Sneak out into
the Analysis Area while keeping an eye on the Guards. Go up the stairs at the
north side and to the top level. The closed doors will force you to go
through the Tier 1 Security's Storeroom.
Because you opened the elevator door earlier you can leave through the
Shortcut but I am going to exit the mission through the Emergency Exit. Go
south through Tier 1 Security and through the hatch into the Server Room. Go
out of the Room and, while keeping an eye on the nearby Guards, then sneak
run under the stairs and down to the Emergency Exit. Hack the Panel to open
the door and leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If everything went right then you should have the following Challenges (in
order - left to right):
--The Beat --What a Glorious Feeling...
--Quite a Hatch --SC: Inner Courtyard
--Big Sister --Block Buster
--MS: All-Seeing Eyes --Ease of Pain
--Think! Tank! --Vengeance
--Last Resort --SC: The Block Ladder
--The Downtrodden --MS: Impulse Control
--Eliminate Hush --Stick It to the Man
--Deprivation --Straight Shot
--Lei Me to Sleep --SC: Facility Elevator Shaft
--Hack the Planet --Going Postal
--Discover Chongqing --Dumplings Cook
--A Hair in My Soup --Chameleon
--Climbing the Corporate Ladder --MS: Certainty Principle
--Human Error --Eliminate Imogen Royce
--Medium Rare --Someone Could Hurt Themselves
--Killing the Past --Super Special Door
--Silent Assassin
**NOTE: MS - Mission Story, SC - Shortcut.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 35 in total, then you should earn a minimum of 71,000 XP which
translates into Mastery Level 11. You should also earn the {NEXUS-47},
{Surveillance Master}, {Icebreaker}, and {Console Cowboy} Accomplishments.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CGQ8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Chongqing chapter along with their respective strategies. It is highly
recommended that you complete Chongqing Mastery Level 20 and unlock all
Shortcuts before doing any of these as it will make things easier for you.
Each of the Escalations are worth 4,000 XP towards your Global XP plus the
Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
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| A. The Jinzhen Incident |################################################\
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0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Some Crowbars have changed position and rusted. |
|---------------------------------------------------------------------------|
| The mission cannot be completed before all dead and unconscious bodies |
| are hidden. |
|---------------------------------------------------------------------------|
| Eliminate Shihong Luo with any method while wearing the Homeless Person |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Shihong is the Researcher in the middle of the Derelict Apartments area |
| on the 2nd Floor of The Block. You will start at under the southeast |
| corner of The Block in the Homeless Person Disguise and with no items in |
| your inventory. |
| |
| When you start then grab the Rusty Crowbar nearby and quickly climb up |
| the ladder and into the window to get up to the 1st Floor. Go to the |
| North Stairs and use the Crowbar to open the gate. Run up to the 2nd |
| Floor and enter the Apartments. |
| |
| The patrolling Guard should have his back to you at this point so run |
| near the center of the floor to pick up the Hammer. Run up behind Shihong |
| and knock him out with it. Quickly drag him to the Container at the south |
| side of the Apartments. |
| |
| Break his neck to kill him and dump him to hide him. Grab the Rusty |
| Crowbar nearby then retrace your steps back to the 1st Floor. Go to the |
| nearby window to the south of the Stairs and use the Pipe to get down to |
| ground level inside the North Alley. Run to the nearby Manhole, open it, |
| and leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Some Crowbars have changed position and rusted. |
|---------------------------------------------------------------------------|
| The mission cannot be completed before all dead and unconscious bodies |
| are hidden. |
|---------------------------------------------------------------------------|
| Eliminate Shihong Luo with any method while wearing the Homeless Person |
| Disguise. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Doors in The Block are now locked. |
|---------------------------------------------------------------------------|
| Eliminate Hui Hou with any method while wearing the Homeless Person |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Hui is the Researcher inside the Therapy Room. Do the same as before in |
| regards to Shihong and grab the Rusty Crowbar after you dump him. |
| However, run to the desks in the corner near the sitting Guards and |
| vault over it. |
| |
| At this point the patrolling Guard should be going back near the sitting |
| Guards so go towards the curved windows in the northwest corner and you |
| should find an open window here. Climb out then climb up to the window |
| into the Test Pods area. Climb in and then run to and climb out the |
| window to the balcony outside of the Benchmark Lab. |
| |
| Climb up the scaffold at the south end to get up to the 4th Floor. Go to |
| the keypadded door, open it, take cover to the left, and toss the Hammer |
| on the ground to lure out Hui. Grab him, break his neck, and dump him |
| inside the Closet. |
| |
| After this then retrace your steps back to the Derelict Apartments. When |
| you get back inside then go to the south end of the wall in the corner. |
| If your timing is right when you get here then the patrolling Guard |
| should be walking away. |
| |
| Run back to the desk you vaulted over before then climb back over it and |
| run downstairs to the 1st Floor window. Climb out, climb the Pipe back |
| down to the North Alley, and open the Manhole to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Some Crowbars have changed position and rusted. |
|---------------------------------------------------------------------------|
| The mission cannot be completed before all dead and unconscious bodies |
| are hidden. |
|---------------------------------------------------------------------------|
| Doors in The Block are now locked. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If any Non-Targets are eliminated then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| Retrieve the Scrap Sword. |
|---------------------------------------------------------------------------|
| Eliminate Shihong Luo with the Scrap Sword while wearing the Homeless |
| Person Disguise. |
|---------------------------------------------------------------------------|
| Eliminate Hui Hou with the Scrap Sword while wearing the Homeless Person |
| Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Scrap Sword is found near the Inner Courtyard Shortcut. |
| Unfortunately, you can't be seen with this weapon in hand unless you're a |
| Guard. But there is a way to get back to The Block with minimal hassle. |
| |
| When you start then grab the Rusty Crowbar and run to the Sword using the |
| River-Side Walkway. After grabbing the Sword then go up to the top of the |
| stairs to find two bamboo ladders - a short one and a long one. Take the |
| closest one which is the short one and which will take you up to a |
| scaffold. |
| |
| This will lead you to a lower rooftop just below the Southeastern |
| Rooftop. Climb up the Pipe to the Rooftop and follow the wall to the |
| north side then angle northeast to find a gap that allows you to go down |
| to the Northeastern Rooftop. Go north to the bridge that leads to the 3rd |
| Floor balcony. |
| |
| However, there is a Camera here and, if you get here fast enough, then it |
| should be panned away enough to allow for fast and safe passage. Once on |
| the balcony then climb up the scaffold to get up to the 4th Floor. |
| |
| Go to the keypadded door, open it, take cover, and toss the Sword on the |
| ground to lure out Hui. Grab him then grab the Sword and throw kill him |
| with it. Dump him in the Closet and go back down to the Pipe to the 2nd |
| Floor window. |
| |
| If your timing is right then the patrolling Guard should be away from the |
| window. Climb back in and go to the south end of the wall near him. At |
| this point he should just start to go to the north end of his route so |
| run to the desk in the corner, jump over it, then run to Shihong and kill |
| him with the Sword. Drag him to the Container, dump him, and drop the |
| Sword. Go to the Rusty Crowbar and take cover here. |
| |
| At this point the patrolling Guard should be going to the southeast end |
| of his route and will be looking in your direction. The moment he turns |
| around then run back to the North Stairs and go down to the 1st Floor |
| window. Climb out, climb down the Pipe, and open the Manhole to leave the |
| mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CGQ9. Exclusive Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The Escalations in this chapter are paid DLC and have additional bonuses and
items for participation and completion.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Lee Hong Derivation |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is one that you earn by purchasing the Deluxe Edition of
the game. In addition to acquiring two Challenges by doing it you will also
earn The Black Dragon Suit, the Chinese Briefcase, and The Golden Dragon
Sniper Rifle for use in all missions.
As with other Deluxe Edition Contracts you will have no choice in starting
location and loadout. You will always start out on the Balcony with nothing
in your inventory.
In addition, Levels One and Two aren't too hard but Level Three imposes a
tight time limit to complete the mission. MrFreeze2244 came up with a good
way to do this and I have implemented it for Level Two so you can do it
again for Level Three. However, I made some tweaks to it due to new ideas.
Finally, this Escalation is an homage to the Lee Hong missions from both
Hitman: Codename 47 and Hitman: Contracts. In both games there were several
missions related to starting a gang war between The Blue Lotus and the Red
Dragon so the Police protection for one of the leaders and your main
Target, Lee Hong, be removed so you can go after him.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pacify the Chief of Police. |
|---------------------------------------------------------------------------|
| Eliminate The Blue Lotus. |
|---------------------------------------------------------------------------|
| Eliminate The Red Dragon. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Chief of Police, James Gordon, is going to be on the Southeastern |
| Rooftop. The Blue Lotus is going to be in Yuzhong Square. The Red Dragon |
| is going to be on a skytrain going north and south along the west side of |
| the map. For this Escalation a Crowbar will be provided near the bridge |
| connecting the Northeastern Rooftop to the Southeastern Rooftop. |
| |
| When you start then go west along the Balcony, climb the railing, then up |
| the Pipe to the Main Rooftop. Run up behind the Guard, take cover behind |
| him, and grab him then take his Disguise. Go to grab his Pistol then pick |
| up the Sniper Rifle. Go to the west edge of the Rooftop and look down. |
| |
| You should see The Blue Lotus near the limo. On one of the tires is an |
| explosive that you can shoot to kill him. However, doing that will result |
| in loss of Silent Assassin because it is a regular kill in an open area. |
| There is a better way, though. |
| |
| When you reach the edge then you should see him walking towards the |
| Restaurant and stop at the northwest corner. Next to it is a passage to |
| the Walkway. At the entrance is a Scooter. Shoot the bottom part of it to |
| make it leak and lure The Blue Lotus to it. When he gets there then shoot |
| the gas to make it explode and kill The Blue Lotus in an accident. |
| |
| **NOTE: If you shoot the top part of the Scooter then you won't make it |
| leak. Shooting it again will make The Blue Lotus panic and you |
| may need to restart. |
| |
| After that then run up to the Sign level and get to the gap at the |
| southwest corner and look south. Use your Instinct to find The Red Dragon |
| on one of the skytrain cars. Zoom in on him and shoot him to kill him. |
| Drop the Rifle and run downstairs and grab the Crowbar under the stairs. |
| |
| Go back to the Balcony and run to the Apartment rooftop. Go up to the |
| Northeastern Rooftop and to the bridge that connects it to the |
| Southeastern Rooftop. Grab the Crowbar nearby then go over to the other |
| Rooftop and run to James. |
| |
| There is a patrolling Guard that goes over to James for a bit then sit |
| down for awhile opposite of him. At this point, if your timing is right, |
| then he should be sitting down. Run to the junk behind him and take cover |
| at the corner. As you get there then he should be heading your way. Grab |
| him to get him out of the way. |
| |
| After that then knock out James and then run to the chain-link gate for |
| the stairs leading down to the Inner Courtyard. Run down and out the |
| guarded entrance then run to the Scooter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Pacify the Chief of Police while wearing The Black Dragon Suit. |
|---------------------------------------------------------------------------|
| Eliminate The Blue Lotus with an explosion while wearing The Black Dragon |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate The Red Dragon with The Golden Dragon while wearing The Black |
| Dragon Suit. |
|---------------------------------------------------------------------------|
| Eliminate The Black Dragon with The Golden Dragon while wearing The Black |
| Dragon Suit. |
|---------------------------------------------------------------------------|
| Poison Mogwai Tzun then eliminate him with a Pistol while wearing The |
| Black Dragon Suit. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Black Dragon, Lee Hong, is inside the Restaurant. Mogwai Tzun is |
| going to be at The Lotus Passage standing guard but will also be eating |
| which will also give you a chance to poison him. For this Escalation some |
| Emetic Rat Poison will be provided just outside the door to The Lotus |
| Passage. The overall plan is to do this in under five minutes. |
| |
| When you start then go over the railing at the east end then go over to |
| the Apartment rooftop. Grab the Soda Can nearby and run to the wall gap |
| to the south. Go through it and shimmy over to the Pipe and climb up to |
| the Northeastern Rooftop. Run east past the Container then north and hide |
| behind the black crate. |
| |
| At this point a Block Guard should be walking over to the air conditioner |
| unit and stop. The moment he stops then throw stun him with the Can, grab |
| the Crowbar, and run over to climb up to the Southeastern Rooftop. Go to |
| the gate to The Lotus Passage, open it, grab the Emetic Rat Poison, and |
| open the door to the Passage. |
| |
| If your timing is right then Mogwai should be just getting up from his |
| table. Run over to the table, poison his food, bring out the Crowbar, and |
| run back to the wall gap you climbed up from. However, once you get there |
| then run over to James' position. |
| |
| At this point the patrolling Guard should have just stopped by James. Go |
| to the corner of the junk and take cover. As the Guard comes back then |
| grab him. Run to James, knock him out, pick up his Pistol and The Golden |
| Dragon. Bring out the Crowbar, stand up, and get close enough to the |
| remaining Guard and throw stun him - leave the Crowbar. |
| |
| Run back to the wall gap but get up behind the large board near it, |
| crouch, and bring out the Pistol. Look towards Mogwai's position and you |
| should see him throwing up. Kill him with a headshot to complete one of |
| your objectives. The nearest Guards that can hear the noise and |
| investigate are all knocked out so nothing will happen and Mogwai won't |
| be found. |
| |
| Climb back down to the Northeastern Rooftop then make your way back to |
| the Apartment rooftop. Run under the stairs and grab the Brick then go |
| back to the Balcony. If everything has gone right thus far then you |
| should have over two minutes remaining. |
| |
| When you climb over then get far enough away from the Guards at the |
| Northeastern Rooftop and aim towards The Blue Lotus. He should be at the |
| corner by the Scooter at this point. Shoot the Scooter as before to make |
| it leak then shoot the gas to kill him as he investigates. Lee will panic |
| for a bit before going back to eat so I will go take care of The Red |
| Dragon first. |
| |
| Climb up to the Main Rooftop then go to the northwest corner by the |
| stairs. If your timing is right then he should be at the north end and |
| coming back south. Aim at him and shoot him when he gets within your |
| sight to kill him. Run to the Guard by the southeast corner, throw stun |
| him with the Brick, and go to the edge. |
| |
| At this point Lee should be eating again. Shoot him to kill him and run |
| to the Apartment Safe House exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Pacify the Chief of Police while wearing The Black Dragon Suit. |
|---------------------------------------------------------------------------|
| Eliminate The Blue Lotus with an explosion while wearing The Black Dragon |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate The Red Dragon with The Golden Dragon while wearing The Black |
| Dragon Suit. |
|---------------------------------------------------------------------------|
| Eliminate The Black Dragon with The Golden Dragon while wearing The Black |
| Dragon Suit. |
|---------------------------------------------------------------------------|
| Poison Mogwai Tzun then eliminate him with a Pistol while wearing The |
| Black Dragon Suit. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Complete the mission within five minutes. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Do the same as in Level Two. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Pride Profusion |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is the second chapter of what is known as the Seven Deadly
Sins DLC. It was released on May 10, 2021 and takes place in 47's mind,
similar to the concept of Hitman: Contracts.
By participating and completing it you can earn three items, The Narcissus
Suit, The Proud Swashbuckler, and The Majestic Sniper Rifle. In addition,
there are a total of six Challenges to complete:
>>The Pride Profusion [1,000 XP]
******************************
Start the Escalation Contract. You should also earn The Narcissus
Suit.
>>The Pride Profusion [2,000 XP]
******************************
Complete the first Level. You should also earn The Proud
Swashbuckler and The Majestic Sniper Rifle.
>>The Pride Profusion [4,000 XP]
******************************
Complete all three Levels of the Escalation Contract.
>>Hubris [4,000 XP]
*****************
For this you need to do what the Peacock wants. This means doing the
Hard path for all three Levels.
>>Humility [1,000 XP]
*******************
For this you need to do the opposite of what the Peacock wants. This
means doing the Easy path for all three Levels.
>>Ambivalence [2,000 XP]
**********************
For this you need to do two of the Levels on one path and one on the
other. They can be done in any order such as:
--Easy, Easy, Hard.
--Hard, Hard, Easy.
--Easy, Hard, Easy.
--Hard, Easy, Hard.
The entire theme of this Escalation is Pride and your goal is to complete
the Escalation using a path structure which determines the difficulty of
the Escalation.
When you start then you need to find the Peacock who will then present two
items on the table. Picking up one of the two items will present a path to
complete the Level and your Targets for that path.
One item is the Easy path and the other item is the Hard path. If you take
the Easy path then you will upset and disappoint the Peacock. If you take
the Hard path then you will make the Peacock happy and proud.
Three of the Challenges are based on what paths you take during the
Escalation: Easy, Hard, or a combination of both.
This means that you need to play through the entire Escalation at least
twice. The first time should be on Easy so you can get the feel for the
overall Escalation. The Easy way is also the fastest so you should do all
three Levels on Easy to get your best score and acquire the [Humility]
Challenge.
The second time then reset the Escalation and do the first two Levels on
Hard and do the last one on Easy to acquire [Ambivalence]. Then replay the
last level on Hard to acquire [Hubris]. The Hard way is also the longest
but, since you did your best scoring on Easy, you can take more time if you
need to and do these Levels more safely.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Find the Peacock. |
0===========================================================================0
|*******************************| Easy Path |*******************************|
0===========================================================================0
| Eliminate Yingtai Tang in an explosion while wearing The Narcissus Suit. |
|---------------------------------------------------------------------------|
| Eliminate Geming Qiao in an explosion while wearing The Narcissus Suit. |
0===========================================================================0
|*******************************| Hard Path |*******************************|
0===========================================================================0
| Eliminate Lavern Cancel with the Tanto while wearing The Narcissus Suit. |
|---------------------------------------------------------------------------|
| Eliminate Sam Brownlee with the Tanto while wearing The Narcissus Suit. |
|---------------------------------------------------------------------------|
| All bodies must be hidden. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then you will be at the Train Station with the Peacock in |
| the center of Yuzhong Square with the following items on the table: |
0===========================================================================0
|======================| Easy (Remote CX Demo Block) |======================|
0===========================================================================0
| Both Targets are going to be at the Walkway corner behind the Restaurant. |
| After picking up the explosive then holster it and run up to them. Place |
| the explosive on the ground behind them and run away. Detonate the |
| explosive and run to the Scooter to leave the mission. |
0===========================================================================0
|==============================| Hard (Tanto) |=============================|
0===========================================================================0
| Lavern is going to be at the Northeastern Rooftop. Sam is going to be in |
| the Laundromat's 1st Floor Storeroom. After acquiring the Tanto and |
| holstering it then run to the Apartment's lobby and grab the Scissors |
| before running up to the rooftop. |
| |
| Once up here then run to the wall gap to the south. Shimmy along the |
| Ledge and to the Pipe up to the Northeastern Rooftop. |
| |
| If your timing is right when you get up here then Lavern should be |
| nearing the south part of his route. Go up a bit and toss the Scissors as |
| far as you can to lure him further away and closer to the Container near |
| the southeast corner of the Rooftop. |
| |
| As he gets into position then sneak up behind him, kill him with the |
| Tanto, and dump him. Retrace your steps back to the rooftop then go over |
| the Balcony and climb up to the Laundromat's Main Rooftop. |
| |
| Go inside and all the way down to the Storeroom. Leave the Storeroom and |
| find the Fusebox by the stair corner. Turn it off to lure Sam to it, go |
| outside, and crouch near the air conditioner. When Sam gets to the |
| Fusebox then sneak back inside, close the door, and wait. |
| |
| When he turns it on then kill him with the Tanto, drag him to the |
| Storeroom, and dump him in the Closet. After that then run back up to the |
| Rooftop and to the Apartment Safe House exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Find the Peacock. |
0===========================================================================0
|*******************************| Easy Path |*******************************|
0===========================================================================0
| Eliminate Hui Hou with The Majestic while wearing The Narcissus Suit. |
|---------------------------------------------------------------------------|
| Eliminate Filiberto Newbold with The Majestic while wearing The Narcissus |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Virgilio Nelms with The Majestic while wearing The Narcissus |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Lavern Cancel with The Majestic while wearing The Narcissus |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Huang Peng in an explosion while wearing The Narcissus Suit. |
|---------------------------------------------------------------------------|
| Eliminate Nuying Xue in an explosion while wearing The Narcissus Suit. |
|---------------------------------------------------------------------------|
| Eliminate Geming Zhen in an explosion while wearing The Narcissus Suit. |
0===========================================================================0
|*******************************| Hard Path |*******************************|
0===========================================================================0
| Eliminate Meilin Du with the Antique Lethal Syringe while wearing The |
| Narcissus Suit. |
|---------------------------------------------------------------------------|
| Eliminate Serman Marcoux with the Antique Lethal Syringe while wearing |
| The Narcissus Suit. |
|---------------------------------------------------------------------------|
| Eliminate Hung Smithers with the Antique Lethal Syringe while wearing The |
| Narcissus Suit. |
|---------------------------------------------------------------------------|
| Do not get spotted or you will immediately fail the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then you will be in Yuzhong Square with the Peacock at the |
| Laundromat's Main Rooftop. If you plan to do the Hard Path then run to |
| the broken Payphone to grab the Coin then run into the Laundromat and |
| head upstairs. Once you get up to the Main Rooftop then grab the Crowbar |
| under the stairs before you go to the table which has the following |
| items: |
0===========================================================================0
|===================| Easy (The Majestic Sniper Rifle) |====================|
0===========================================================================0
| Virgilio and Hui are going to be in the Therapy Room on the 4th Floor of |
| The Block. Filiberto and Levern are going to be at the Northeastern |
| Rooftop. |
| |
| After acquiring the Rifle then go to the east edge of the Rooftop and aim |
| at the Therapy Room. Hui will probably be bent down so shoot the wall |
| behind him to get him to stand up. Shoot him then quickly shoot Virgilio. |
| Aim down towards the other two Targets then quickly shoot them both. |
| |
| After that then the remaining three Targets will appear at the east end |
| of the Square. Go to the corner and aim at them to find a Gas Canister. |
| Shoot it to make it explode to kill them and run to the nearby exit point |
| to leave the mission. |
0===========================================================================0
|====================| Hard (Antique Lethal Syringe x3) |===================|
0===========================================================================0
| Sherman is at the north part of the Derelict Apartments of the 2nd Floor |
| of The Block. Meilin Du is going to be near the Assessment Area of the |
| Benchmark Lab on the 3rd Floor of The Block. Hung Smithers is going to be |
| at the Break Room on the 4th Floor of The Block. |
| |
| After acquiring all three Syringes then go down to the Balcony and run |
| over the the Apartment rooftop. Run to the wall gap to the south. Shimmy |
| along the Ledge and to the Pipe up to the Northeastern Rooftop. |
| |
| If your timing is right when you get up here then the Guard (Lavern) |
| should be at the south part of his route. Run up behind him and knock him |
| out before going onto the bridge that leads up to the Southeastern |
| Rooftop. |
| |
| Go to the chain-link gate by the stairs and use the Crowbar to open it. |
| Open the door to the Passage then run to the door to The Block and enter |
| it. Bring out a Syringe and sneak run to Hung's position. |
| |
| If your timing is right then the other Guard should be at the window. |
| Stab Hung to kill him then cut through the Lab to the balcony. Climb the |
| scaffold down then run into the Assessment Area and into the Restroom. |
| The Sink here is broken so you can't use that for luring. |
| |
| Instead, place the Coin on the mattress, open the door, and toss the |
| Crowbar on the floor to lure in Meilin. Pick up the Crowbar and hide in |
| the Container. When he gets there then he should see the Coin and go for |
| it. Get out of the Container and stab him with a Syringe to kill him. |
| |
| Pick up the Coin then run back to the balcony and run in to the open |
| window for the Test Pods area. Go north to find an open window and climb |
| out. Go down the nearby Pipe to take you to the window at the northwest |
| corner of the Derelict Apartments and near Sherman. |
| |
| Climb in then run to the wall corner nearby. Look near the windows and |
| you should see a cart. Toss the Coin about three feet left of the cart to |
| lure Sherman and take cover. After he walks past you to get to the Coin |
| then stab him with the last Syringe to kill him. |
| |
| Go southeast and vault over the desk at the corner then proceed to the |
| North Stairs and down to the 1st Floor. Proceed west a bit to find an |
| open window. Climb out and down the Pipe to ground level. Go to the |
| nearby Manhole and open it to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Find the Peacock. |
0===========================================================================0
|*******************************| Easy Path |*******************************|
0===========================================================================0
| Eliminate Salvador Molie with The Proud Swashbuckler while wearing The |
| Narcissus Suit. |
|---------------------------------------------------------------------------|
| Eliminate Tomas Perren with The Proud Swashbuckler while wearing The |
| Narcissus Suit. |
|---------------------------------------------------------------------------|
| Eliminate Da Yin with The Proud Swashbuckler while wearing The Narcissus |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Abe Freeborn with The Proud Swashbuckler while wearing The |
| Narcissus Suit. |
0===========================================================================0
|*******************************| Hard Path |*******************************|
0===========================================================================0
| Eliminate Sharon Reed with the Fiber Wire while wearing The Narcissus |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Leslie Huguley with the Fiber Wire while wearing The Narcissus |
| Suit. |
|---------------------------------------------------------------------------|
| Eliminate Harry Peters with the Fiber Wire while wearing The Narcissus |
| Suit. |
|---------------------------------------------------------------------------|
| Do not pacify or subdue anyone. |
|---------------------------------------------------------------------------|
| Only eliminate Targets. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then you will be at the Inner Courtyard with the Peacock |
| inside the Tier 1 Security's Storeroom. You should also now have your |
| Camera in your inventory. |
| |
| When you start then run under the stairs to grab the Crowbar then |
| approach the door when the Camera has panned away. Enter the Facility |
| then run to the Server Room. |
| |
| Go into the Room and into Tier 1 Security. You'll note that there is no |
| one here so simply run to the Storeroom to find the following items on |
| the table: |
0===========================================================================0
|=====================| Easy (The Proud Swashbuckler) |=====================|
0===========================================================================0
| All four Targets will be inside Tier 1 Security. After acquiring the |
| Sword then turn on the Photocopier to lure Da to it. Kill him when he |
| turns it off. |
| |
| At this point one of the other Targets should be heading back to the |
| center desk. Go out and kill him then turn around and throw kill the one |
| sitting down. Grab the Sword then get up a bit to the last one by the |
| window and throw kill him. |
| |
| Run back to the Server Room, out of it, and run up the stairs to the Back |
| Entrance. Once outside then run to the nearby Manhole to the south to |
| leave the mission. |
0===========================================================================0
|=======================| Hard (Fiber Wire Classic) |=======================|
0===========================================================================0
| Sharon is in the Core Control Room. Leslie is in Tier 2 Security. Harry |
| is in ICA Employee Vetting. |
| |
| After grabbing the Fiber Wire then run back a bit to grab the Tier 1 |
| Dongle then run to ICA Employee Vetting. No matter how good you are you |
| will more than likely get seen by the Camera above the door to the |
| Analysis Area so let yourself be seen - don't worry, nobody will come for |
| you. |
| |
| When you get to the door then hack the Panel to open the door then |
| quickly toss the Crowbar near the Closet to lure out Harry. Grab the |
| Crowbar, run through the next door, and hide beside it. The moment Harry |
| finishes investigating and turns around then quickly run out and garrote |
| him before he can reach the door. |
| |
| If your timing is right then the wandering Civilian inside should be near |
| the desk and won't see you kill Harry. Dump Harry in the Closet, pick up |
| his Pistol, and go into Employee Vetting. The Civilian should go to the |
| trio of screens so sneak to the desk and grab the Tier 2 Dongle. |
| |
| Run back to Tier 1 Security and run through the main area to reach the |
| Server Room. Run out, run under the stairs, then down to Tier 2 Security. |
| |
| If your timing is right then Leslie should be going from his desk to a |
| monitor near the Armory. Go near his desk and hack the Armory panel from |
| afar then run up behind Leslie and garrote him. Grab his Pistol then dump |
| him inside the Armory's Closet. Pick up the Tier 3 Dongle before leaving. |
| |
| Go near the Soda Machine, aim the Camera at the TV by the Toilets, and |
| hack the Panel to lure the Guard away from the Recorder. Destroy the |
| Recorder and go near the Soda Machine until Guard goes back to his desk. |
| Run out of Security then into the Core Room and to the door to the West |
| Server Room. |
| |
| If your timing is right then Imogen should still be upstairs. Keep an eye |
| on the patrolling Guard. He should be heading back to the Core Room door |
| at this point. The moment he leaves the door then carefully follow him |
| and to the Panel near the center of the Room. Hack it and go inside. |
| |
| Wait for the Guard to return to the south part of his route before |
| climbing out and going to the Core Control Room door. When Sharon is |
| stopped at any point inside the Room then sneak inside, stop behind the |
| center console, and hack the Panels on both windows to close them. |
| Garrote Sharon and leave the body. |
| |
| Leave the Room and hack the Panel to the North Tunnel. Go into the Tunnel |
| and to the ladder for the Courtyard Hatch. Carefully climb up and keep an |
| eye on the two Guards in the Courtyard. When they are split up then climb |
| out, open the door to the Arcade with the Crowbar, and run out. From |
| there then run to the Scooter to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Gluttony Gobble |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is the fifth chapter of what is known as the Seven Deadly
Sins DLC. It was released on August 31, 2021 and takes place in 47's mind,
similar to the concept of "Hitman: Contracts".
By participating and completing it you can earn three items, The Profligacy
Suit, the "Bubble Queen" Gum Pack, and The Maximalist Shotgun. In addition,
there are a total of eight Challenges to complete:
>>The Gluttony Gobble [1,000 XP]
******************************
Start the Escalation Contract. You should also earn The Profligacy
Suit.
>>The Gluttony Gobble [2,000 XP]
******************************
Complete the first Level. You should also earn the "Bubble Queen" Gum
Pack and The Maximalist Shotgun.
>>The Gluttony Gobble [4,000 XP]
******************************
Complete all three Levels of the Escalation Contract.
>>Exquisite Appetizer [1,000 XP]
******************************
For this you need to complete all objectives on Level One. This
includes optional objectives.
>>Exquisite Main Course [2,000 XP]
********************************
For this you need to complete all objectives on Level Two. This
includes optional objectives.
>>Exquisite Dessert [4,000 XP]
****************************
For this you need to complete all objectives on Level Three. This
includes optional objectives.
>>Wafer-Thin Muffin [4,000 XP]
****************************
For this you need to feed the Pig a Blueberry Muffin.
>>Horsing Around [4,000 XP]
*************************
For this you need to feed the Pig the Cowboy Bust.
The entire theme of this Escalation is Gluttony and your goal is to
complete the Escalation by feeding the Pig that is inside the Restaurant.
Yuzhong Square is converted into some sort of food stand-like area and you
will find lots of stacks of plates and bowls throughout the map. The
placement of many Guards and Civilians will be different that it was in the
main mission.
The major thing here is that there are no specific Targets to go after. You
must feed the Pig various food items to complete your objectives. Around
the map you will find multiple Guards that are wearing different colored
Pig masks. Not all Guards wear masks though.
Each color refers to a different food item. Killing a masked Guard will
cause him to drop the food item. But, in order to obtain a food item, you
not only need to kill a masked Guard you need to kill him with a specific
weapon or you will not get the item. These weapons, "harvesting tools",
will be provided to you near the beginning of the mission.
Listed below are the Masks, what food items they represent, what item you
need to kill the Guard with, and where to find them:
>>White (Fish)
************
These Guards, mainly Street Guards, can be found outside in the rain
and need to be killed with the Fishing Line.
>>Yellow (Bananas)
****************
These Guards are the Facility Guards normally found around the Core
floor of the ICA Facility and need to be killed with a Machete.
>>Blue (Grapevines)
*****************
These are the Block Guards within The Block and need to be killed
with a Grape Knife.
>>Brown (Meaty Bones)
*******************
These are the Facility Security personnel found on the higher floors
of the ICA Facility and need to be killed with a Cleaver.
This means that you can choose any Masked Guard you want to get the item
you need to feed the Pig. It is simply a matter of choosing the right
Guards to complete the Level efficiently and quickly.
And, this also means that all Masked Guards are sanctioned Targets. You can
kill any Masked Guard regardless of weapon and it will still count as a
Target kill. Other than loss of a food item you will not be punished and
will gain 50 XP for the kill.
This is also why not all Guards are Masked and those that are are put in
areas with non-masked people. It would become too easy to run through an
area with a bunch of Guards, kill then quickly, and still get Silent
Assassin.
In addition, the placement of some of the Guards and Civilians will change
from Level to Level which may force you to change tactics. A Guard that you
killed in one Level may be in a different position in the next and may
force you to go after another one.
As you complete most of your objectives then you will be given an
additional objective which is to add more of one of the items that you are
going after.
And, just like with The Lust Assignation in Berlin, you will be punished if
you do not complete the optional objective. You may be able to get a good
time by skipping it and still get Silent Assassin but you will only get a
4-Star rating and your score will suffer.
The run-throughs listed here are designed to complete all objectives
including the optional ones and the two Redacted Challenges, [Horsing
Around] and [Wafer-Thin Muffin].
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Pick up the Pig's succulent Wish List. |
|---------------------------------------------------------------------------|
| Feed the Pig two Fish. |
|---------------------------------------------------------------------------|
| Feed the Pig two Grapevines. |
|---------------------------------------------------------------------------|
| ++[Optional]: Feed the Pig an additional Grapevine. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then you will be in Yuzhong Square just outside the |
| Restaurant. Run inside and to the Pig to acquire the Wish List. Your |
| tools, the Fishing Line and Grape Knife, will appear on the nearby |
| counter. |
| |
| To start, find the White Masked Guard at the west side of the dining |
| area. Quickly get behind him, garrote him, and dump him in the nearby |
| Container. Grab the Fish and his Pistol then run out of the Restaurant |
| and head to the corner shelter at the southeast corner of The Block to |
| grab a Crowbar. |
| |
| Run into the North Alley and head west a bit to find a Container and a |
| Fusebox. Turn it off to lure the White Masked Guard from the corner then |
| turn it on again just as he starts walking. Garrote him when he gets to |
| it then dump him in the Container. Pick up the Fish, go up the Pipe, and |
| go inside. |
| |
| Break through the gate into the North Stairs and head up to the Derelict |
| Apartments where you will find several Blue Masked Guards. The Guard |
| placement is different here than in the main mission but makes your |
| objective easier. |
| |
| When you get here then head towards the center of the floor to find a |
| standing Guard. Get up behind him and kill him with the Grape Knife then |
| pick up the Grapevine. Go to the sitting Guard and throw kill him with |
| the Knife then pick up the Grapevine. |
| |
| Go to the standing Guard in the hallway, take cover at the corner, and |
| grab him. Throw kill him with the Knife and acquire the last Grapevine. |
| |
| Go back down to the 1st Floor and run to the South Stairs. Go down to |
| acquire the Cowboy Bust then continue down to the Arcade and run out. Run |
| to the Restaurant, to the Pig, and toss all of the food items, plus the |
| Cowboy Bust, into the bowl to complete all objectives including the |
| [Horsing Around] Challeng . After this then run to the Scooter to leave |
| the mission. |
| |
| **NOTE: Since you have the Crowbar you can leave through the Manhole in |
| the Back Entrance area. However, you will need to lure the Cook |
| away since he will be looking in your direction plus knock out |
| the woman by the Manhole. Doing all of this takes about the |
| same amount of time as if you just ran for the Scooter. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Feed the Pig two Meaty Bones. |
|---------------------------------------------------------------------------|
| Feed the Pig three Fish. |
|---------------------------------------------------------------------------|
| ++[Optional]: Feed the Pig an additional two Meaty Bones. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then you will be in the Restaurant near the Pig. To start, |
| grab the harvesting items including the Bubble Gum. Quickly run into the |
| Kitchen, toss the Gum at the shelving near the center island, and run |
| back out and outside. This will safely knock out the Cook and make things |
| easier for later. |
| |
| Go east towards the Scooter but go to the alley that goes to the Inner |
| Courtyard and River-Side Walkway. |
| |
| When you get here then you should see three White Masked Guards. The one |
| in the dark brown jacket is the leader and the other two will follow way |
| behind him. At this point they are currently stopped but are just getting |
| ready to walk away when you get there. |
| |
| As the leader walks away then go near the one in the beige shirt and bump |
| into him. This is to get him further from his back shirted buddy. As he |
| walks then follow him and bump into him again. Then, after a short |
| distance, bump into him again. |
| |
| As you proceed to the Inner Courtyard then you should see a couple of |
| Civilians approach you. As you get near the stack of pallets then you |
| should see a Container. The Guard's buddy will also stop near it for |
| awhile before continuing. |
| |
| The plan is to garrote the beige Guard just as he passes the pallets and |
| dump him just as his buddy starts walking again. Dump the body in the |
| Container and quickly get up behind the buddy - don't bump into him |
| though. |
| |
| When you get up the stairs and onto the walkway then garrote him about |
| halfway along. Dump the body over the left railing then pick up the |
| Pistol and Fish. Go back to the Container and pick up the Pistol and Fish |
| from the first Guard. |
| |
| At the entrance to the Inner Courtyard is a White Masked and a non-masked |
| Guard. By the Container is a light colored electrical box. Toss a Fish at |
| it to lure out the non-masked Guard. When he gets to it then knock him |
| out, dump him in the Container, and pick up the Pistol. This time toss |
| the Cleaver at the box to lure out the Masked Guard. |
| |
| Pick it up, which will get it ready for what needs to be done next, |
| holster it, then get in line with the entrance but stay near the large |
| pipes. When you look into the Courtyard then you should see the Brown |
| Masked Guard go to the west end of his route. |
| |
| When the White Masked Guard just goes past the right edge of the entrance |
| then then run to the Brown Masked Guard, kill him, and pick up the Meaty |
| Bone. Run back towards the entrance but hide behind the blue barrels near |
| the Facility entrance. If everything has gone right at this point then |
| you should be hidden by the time he walks back into view and gets back to |
| his standing position. |
| |
| Get up behind him, garrote him, and dump him in the Container by the |
| stairs. Pick up the Crowbar, Fish, Pistol, and bring out the Camera. |
| |
| Enter the Facility and run down and enter the Server Room. Hack the Hatch |
| and enter Tier 1 Security. There should be two Brown Masked Guards here - |
| one sitting down and, if your timing is right, one near the windows. He |
| will then go to the center desk which will make it easier to attack him. |
| |
| While you're waiting then hack the nearby Panel to close the window to |
| make it less likely for you to be seen. When the patrolling Guard goes to |
| the center desk then run to the other desk to grab the Tier 1 Dongle and |
| kill the standing Guard with the Cleaver. Turn around and throw kill the |
| sitting one. Grab the Cleaver and both Meaty Bones. |
| |
| Go to the north part of the Storeroom then out towards ICA Employee |
| Vetting. When you get here then the patrolling Analyst should be by the |
| monitors just inside. There should be a Brown Masked Guard by the window |
| at the east side of the room. Hack the Door and wait. |
| |
| When the Analyst is walking to the south side of the room then go inside |
| and get close enough to the Panel at the employee nook to shut the |
| window. Run up behind the Analyst and knock him out. Run up behind the |
| Guard just close enough to throw kill him. Grab the Meaty Bone and run |
| back to Tier 1 Security. |
| |
| Go back into the Server Room and out. Run up the stairs to the Back |
| Entrance area. Use your Instinct to keep an eye on the Guards just |
| outside. Run out when both have their backs to you and to the back door |
| of the Restaurant. Open the door with the Crowbar and run through the |
| Kitchen and to the Pig. |
| |
| Toss all items into the bowl and run to the Manhole in the Back Entrance |
| area to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Feed the Pig two Bananas. |
|---------------------------------------------------------------------------|
| Feed the Pig two Grapevines. |
|---------------------------------------------------------------------------|
| ++[Optional]: Feed the Pig an additional two Bananas. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The thing here is that the Machete you need to use to get the Bananas is |
| not a concealable weapon and you can't carry it on your without the risk |
| of being spotted so you will need to enter the Facility through the back |
| Entrance. The timing is a little tight but will allow you to complete all |
| objectives, including the acquisition of the Blueberry Muffin for the |
| [Wafer-Thin Muffin] Challenge, without too much trouble. |
| |
| When you start then pick up the Grape Knife and Machete but pick up the |
| Bubble Gum for last so you have it in your hand. Run through the Kitchen |
| but quickly drop the Gum by the large trash can before running out. |
| |
| When you get outside then go to the corner where the standing Masked |
| Guard is, take cover, and subdue him. Quickly drag him away from the |
| corner just far enough to hide him and bring out your Camera. Run into |
| the Elevator Shaft Shortcut, hack the Hatch, and climb inside. |
| |
| Quickly pick up the Screwdriver and make your way to the Tier 1 Security |
| Storeroom - by this time then the Cook in the Kitchen will be knocked |
| out. Grab the Tier 1 Dongle, switch to your Camera, and run to ICA |
| Employee Vetting. As you approach the door then zoom in on the Panel with |
| your Camera and continue moving towards it as you hack it. |
| |
| When you enter the room then the Analyst should be at the south end of |
| the room. Quickly grab the Tier 2 Dongle and run to the Analysis Area |
| door. Go down and take a left to go down the stairs nearest Royce's |
| Office then loop back towards the large window for the Analysis Area. |
| |
| There are going to be two Yellow Masked Guards here - one by the Analysis |
| Area and one inside Royce's Office. |
| |
| When you get to this point the hack the Window to close it then toss the |
| Machete at the wall closest to the Yellow Masked Guard nearby to lure him |
| to you. |
| |
| Take cover at the corner and grab him when he gets to you. Grab his |
| Silenced Pistol, drag him just a few feet to get him out of view, and |
| throw kill him with the Machete. Grab the Banana and the Machete, and run |
| to Royce's Office. Rush the Guard and kill him before he can attack then |
| dump him in the Closet. Grab his Pistol and the Banana then switch to |
| your Camera. |
| |
| Run to Ming's Office and to the Hatch at the north end but do not use the |
| Camera on it - using the Screwdriver saves a couple of seconds. Climb in |
| then go left to the ladder down. However, do not take the ladder. Instead |
| go to the right of it and drop down as this saves time. Run to the Hatch |
| to the Core Control Room area and open it with the Screwdriver. |
| |
| If your timing is right at this point then Sharon, the Core Control Room |
| engineer should be at the center panel or just walking to it. There are |
| also going to be two Yellow Masked Guards - the patrolling Guard in the |
| West Server Room and the one standing in the East Server Room. |
| |
| Run into the Control Room and get close enough to the window Panel for |
| the East Server Room and close the window. Run out and stop just outside |
| of the Room by the ICA logo near the door. Shoot the Camera with the |
| Pistol, bring out the Screwdriver, and wait. |
| |
| As Sharon moves to the east side of the Room then look to the west wall |
| to find a couple of TVs. Toss the Screwdriver so that it lands at the |
| base of the wall under the one closest to the corner to lure the nearby |
| Guard. After tossing the Screwdriver then run back into the Room and |
| subdue Sharon to prevent her from becoming a problem. |
| |
| After subduing her then drag her back to the door, bring out the Machete, |
| and wait. When the Guard stops where you threw the Screwdriver then throw |
| kill him. Run to him, pick up both the Machete and Screwdriver, and run |
| south into the West Server Room. Stay close to the wall on your left as |
| you go to the Hatch at the south end of the Room. |
| |
| Open it, go inside, and proceed to the corner to pick up the Crowbar. Go |
| west to the junction then south and west to go to the west end of the |
| South Tunnel to find a Bottle and the Blueberry Muffin. Pick up the |
| Muffin, switch to the Screwdriver, and go back out the Hatch. |
| |
| Run back to the Control Room door and look at the east wall. Toss the |
| Screwdriver so it lands at the base of the wall to lure the nearby Guard |
| to it. Throw kill him with the Machete when he stops and grab the Banana |
| - leave everything else. |
| |
| Go into the North Tunnel again but this time go to the ladder for the |
| Courtyard Hatch. Bring down the ladder and climb up. As you get near the |
| top then use your Instinct and look left a bit. You should see two Guards |
| in the Courtyard including a White Masked Guard. At this point then |
| Masked Guard should be next to the other one. |
| |
| However, he will be looking right in your direction. The moment you exit |
| the Hatch then crouch down, run to the Shortcut ladder in the southeast |
| corner, and climb up to the balcony. This will attract his attention and |
| lure him to where you just were but, if you move fast enough, then you |
| shouldn't be spotted. |
| |
| Once you get up to the balcony then proceed to the window for the north |
| half of the Recruitment Center. Go through it then out and to the North |
| Stairs then up to the Derelict Apartments. The Guard placement is a bit |
| different than in Level One. There is now a non-masked Guard sitting near |
| the sitting Masked Guard and there is a Researcher near the hallway |
| Guard. |
| |
| If your timing is right then the standing Masked Guard should be at the |
| table. Run up behind him and kill him for one of the Grapevines. Knock |
| out the Researcher then go to the hallway Guard, take cover at the |
| corner, and grab him. Throw kill him with the Knife to acquire the last |
| Grapevine and run back down to the 1st Floor. |
| |
| Run to the window between the Recruitment Station and the South Stairs, |
| climb out onto the scaffold, and climb down the ladder. The reason for |
| going out this way instead of going back into the Courtyard and cutting |
| through the Arcade is because the patrolling Masked Guard will be going |
| to a spot near the Arcade as you near the Recruitment Station and he will |
| stay in place a long time thus nullifying any time advantage. |
| |
| It is simply faster to go out this way. And going down the South Stairs |
| and out the Arcade takes about the same amount of time as going out the |
| window. |
| |
| Once outside then run back to the Restaurant and to the Pig. Toss all of |
| the food items, and the Muffin, into the bowl then run back out to the |
| Back Entrance area and to the Manhole to leave the mission. |
| |
| >>Obtaining Your Best Time |
| ************************ |
| To improve your time you need to skip going through the West Server |
| Room. There is a Crowbar placed just inside the Recruitment Center |
| for this Escalation. |
| |
| Proceed all the way up to killing the first Guard by the Core |
| Control Room. After acquiring the Banana and re-acquiring the |
| Screwdriver and the Machete then proceed to lure the other Guard |
| and throw kill him. |
| |
| Climb up the ladder to the Courtyard and you should find the Masked |
| Guard looking in your direction. However, wait a couple of seconds |
| near the top and he should start moving to the Arcade. When he |
| looks away when he is walking then go out and run to the Shortcut. |
| |
| Climb up to the balcony, enter the window for the north half of the |
| Center, then turn right to find the Crowbar by the window. When you |
| get up to the Apartments then the patrolling Guard should have his |
| back to the table and in easy position for ambushing. |
| |
| After acquiring the last Grapevine then run to and climb out the |
| same window as before since the patrolling Guard will be going back |
| to the Arcade when you reach the 1st Floor. |
0===========================================================================0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
/ Mendoza \@@@@@@@@@@@@@@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY20. The Farewell 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@@@@@@@@@@@@@@\ Mendoza /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
When 47 returns to Berlin from Chongqing he is alerted by Olivia to Diana's
whereabouts. She tells him that Diana was last seen at Buenos Aires Airport
with another person - and both are wearing Providence pins.
Although the trail ended there Olivia informs 47 that there is another
Providence operative in the area - Don Archibald Yates, one of the founders
of the infamous legal firm Morgan, Yates, & Kohn. Don is having a retirement
party at his vineyard and lots of people are expected to attend. Olivia also
identifies the woman seen with Diana - Tamara Vidal, a former CIA asset, a
political firebrand, and The Constant's must trusted aide.
After talking to Olivia then 47 flies out to Mendoza and to Vinedo Yates
where he meets up with Diana. She confirms that she has infiltrated
Providence with plans to dismantle the organization from within. However,
there are two obstacles.
Don is in line to become the next Constant now that Arthur is in charge of
Providence. He needs to be removed in order for Diana to advance with her
plans. But, in order for that to happen, Tamara must be removed as well since
she is Arthur's eyes and ears regarding Diana. Diana then gives 47 an
invitation and he goes to remove these obstacles from her path.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MDZ1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Visible Accomplishments |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Master the Terroir
******************
Description: Reveal all undiscovered areas in Mendoza.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 20 GS.
>>Rich Harvest
************
Description: Complete all Mission Stories in The Farewell.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
-----------------------------------------------------------------------
Notes: You need to complete the following Mission Stories:
--Closing Statement --Eyes On Target
--Over the Top --The Tour
>>The Last Tango
**************
Description: Complete The Farewell.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 20 GS.
>>Vineyard Virtuoso
*****************
Description: Reach Mendoza Mastery Level 20.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Secret Accomplishments |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Evil Wine Club
**************
Description: Attend the secret Providence meeting.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
-----------------------------------------------------------------------
Notes: You acquire this when you complete the [Closing Statement]
Mission Story.
>>Ripe for the Picking
********************
Description: Eliminate Vidal with the Grape Crusher, Yates with
poisoned Grand Paladin, and both with gas.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MDZ2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
**IMPORTANT: For mapping directions within this chapter north is the top of
the screen. The Compass has north pointed directly east.
Therefore you should turn it off to prevent confusion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This is a large and complicated map. The Parking Lot, Viewing Platform, and
Security Checkpoint area is at the southwest side of the map. To the north
and northwest is the Silo, Lower Gardens, and Upper Gardens area. To the east
of that is the main Villa residence of Don and his wife, Valentina. It has
multiple levels including a Basement.
In the center of the map is the Winery building. It has three main floors.
The top level is the Asado Promenade where the guests have gathered for a
feast to celebrate Don's retirement. The Main Floor below has the Reception,
Tasting Room, and Dance Floor areas. The lowest floor is the main production
areas such as the Production Room, Fermentation Room, Barrel Room, and
Cinema.
The south side of the map is dominated by the Grapefield which is split into
two main areas: the Malbec Field and the Chardonnay Field.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0======================================================0
| Parking Area and Grapefield Cliff - Level 2, 3, and 4 \
0===========================================================================>
This is the large area at the southwest side of the map. The Security
Checkpoint is at the very south end of this area. The Parking Lot is at the
north end. In-between these two areas is the Viewing Platform.
At the west side of the Parking Lot is a secured area with more cars that
has the Security Tunnel that leads north to the Silos and the Gardens
areas. At the east side are entrances to the Gardens and the stairs down to
the Dance Floor and the Winery Main Floor.
Just east of the Viewing Platform is the Grapefield Cliff that leads down
to the main Grapefield area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##################| Security Checkpoint and Parking Lot |##################|
0===========================================================================0
| Remote CX Demo | On the desk inside the Security Checkpoint. |
| Block Mk II | |
|-------------------+-------------------------------------------------------|
| Brick | --On the sidewalk to the right of the limo just north |
| | of the Viewing Platform. |
| | --On the ground just behind the Guard trailer in the |
| | secured area of the Parking Lot. |
|-------------------+-------------------------------------------------------|
| Soda Can | At the feet of the GNN cameraman just south of the |
| | round garden planters at the center of the Parking |
| | Lot. |
|-------------------+-------------------------------------------------------|
| Invitation | --By the standing guest at the north side of the |
| | round garden planters at the center of the Parking |
| | Lot. |
| | --Carried by Pam Kingsley and her cameraman. |
|-------------------+-------------------------------------------------------|
| Leather Briefcase | Carried by Aron Ford Jr. |
| Research File | |
|-------------------+-------------------------------------------------------|
| Wrench | On top of the Guard trailer at the north side of the |
| | Parking Lot. |
|-------------------+-------------------------------------------------------|
| Coin | On the ground by the blue car at the southwest |
| | section of the secured area at the west side of the |
| | Parking Lot. |
0===========================================================================0
|############################| Security Tunnel |############################|
0===========================================================================0
| Fire Extinguisher | On the floor against the north wall inside the |
| | office. |
|-------------------+-------------------------------------------------------|
| Banana | On the desk inside the office. |
| Coin | |
0===========================================================================0
|############################| Grapefield Cliff |###########################|
0===========================================================================0
| Poisonous Flower (Emetic) | On the small dead end nook at the south end |
| | of the Cliff area. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================================0
| Silo, Gardens, and Boatdock - Level 2 and 3 \
0===========================================================================>
This is the large area north of the Parking Lot and west of the Villa
grounds. At the west side is the Silo which has two big silos and a small
building. At the top of the Silo area is the Sniper Spot.
To the east is the Lower Gardens and to the east of that is the Higher
Gardens. There are two entrances to the Villa grounds at the north and
south ends of the Higher Gardens. At the north end of the area is the
Boatdock.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##################################| Silo |#################################|
0===========================================================================0
| Soda Can | --On a table at the north end inside the small |
| | building. |
| | --On a stack of pallets north of the small |
| | building. |
| | --On a crate at the south side of the 1st Floor |
| | catwalk level. |
|---------------------+-----------------------------------------------------|
| Car Battery | On a lower shelf inside the small building. |
|---------------------+-----------------------------------------------------|
| Claw Hammer | On an air conditioning unit on top of the small |
| | building. |
|---------------------+-----------------------------------------------------|
| Crowbar | On a blue box at the south side of the south silo. |
|---------------------+-----------------------------------------------------|
| Sieger 300 Tactical | On a tripod at the Sniper Spot. |
0===========================================================================0
|########################| Lower and Higher Gardens |#######################|
0===========================================================================0
| Earpiece | At the south side of the truck near the center of the Lower |
| | Gardens. |
|----------+----------------------------------------------------------------|
| Soda Can | On a crate south of the truck near the center of the Lower |
| | Gardens. |
|----------+----------------------------------------------------------------|
| Brick | --On the ground by a large rock just southeast of the truck |
| | near the center of the Lower Gardens. |
| | --On the ground at the north end of the center path inside the |
| | Higher Gardens. |
| | --On the ground near the middle of the center path inside the |
| | Higher Gardens. |
|----------+----------------------------------------------------------------|
| Hatchet | --On the ground leaning against a large rock at the beginning |
| | of the center path to the Boatdock in the Lower Gardens. |
| | --Embedded in a tree stump in a bluebonnet patch at the south |
| | end of the Higher Gardens. |
|----------+----------------------------------------------------------------|
| Shovel | Leaning against the wall that separates the Lower and Higher |
| | Gardens at the north end of the Lower Gardens. |
0===========================================================================0
|################################| Boatdock |###############################|
0===========================================================================0
| Yate's Boat Key | Inside the shack. |
| Propane Flask | |
| Screwdriver | |
| Villa Key | |
| Machete | |
| Crowbar | |
| Hatchet | |
|-----------------+---------------------------------------------------------|
| Fish | In a bucket outside the north side of the shack. |
|-----------------+---------------------------------------------------------|
| Fishing Line | On the pier by the large boat. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Villa Exterior and Backside \
0===========================================================================>
This is the area that is outside of the Villa. This includes the Front Yard
and Back Yard areas. There is also a Patio that goes around the building
itself. To to north and northeast are Cliffs that go around outside of the
grounds. To the east is the Backside which also has a small Shrine at the
north end of the ground level portion.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|###############################| Front Yard |##############################|
0===========================================================================0
| Soda Can | --On the wall near the opening to the Backside at the east |
| | side of the building. |
| | --On the ground by one of the loungers at the south end of the |
| | Yard. |
|----------+----------------------------------------------------------------|
| Torch | By the red van at the west side of the Yard close to the |
| | building (x4). |
|----------+----------------------------------------------------------------|
| Brick | On the ground by the right Cannon at the front steps. |
|----------+----------------------------------------------------------------|
| Shears | In the ground near the Shredder at the east side of the Yard. |
0===========================================================================0
|###############################| Back Yard |###############################|
0===========================================================================0
| Shovel | Leaning against the Patio wall at the southwest side of the |
| | Yard. |
|-------------+-------------------------------------------------------------|
| Garden Fork | In the ground by the wall at the northeast corner of the |
| | Yard. |
0===========================================================================0
|#################################| Patio |#################################|
0===========================================================================0
| Cabernet Sauvignon | --On a barrel at the west side (x2). |
| | --On a table at the east side. |
|--------------------+------------------------------------------------------|
| Soda Can | Behind some plants at the left side of the front |
| | door. |
0===========================================================================0
|##########################| Cliffs and Backside |##########################|
0===========================================================================0
| Brick | At the edge of the west end of the northwest Cliff. |
|---------------+-----------------------------------------------------------|
| Garden Fork | On the ground by the curved wall at the east end of the |
| | northwest Cliff. |
|---------------+-----------------------------------------------------------|
| Crowbar | On the ground by the broken fence going to the Cliffs at |
| | the Backside. |
|---------------+-----------------------------------------------------------|
| Propane Flask | On the ground behind the shrine within the Shrine at the |
| | Backside. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Villa Interior - Level 3, 4, 5, and 6 \
0===========================================================================>
This is the interior of the Villa. The lowest level is the Basement. Above
that is the Ground Floor and has three rooms: Living Room, Foyer, and Guest
Room. The 1st Floor is the Bedroom and Bedroom area plus the Roof. Above
that is the Attic.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|################################| Basement |###############################|
0===========================================================================0
| Report On Data Leak | Inside the Safe at the west end. |
0===========================================================================0
|##################| Living Room, Foyer, and Guest Room |###################|
0===========================================================================0
| Frying Pan | At the sink at the west side of the Living Room. |
| Meaty Bone | |
|-----------------------+---------------------------------------------------|
| Soda Can | On the large white counter at the west side of |
| | the Living Room. |
|-----------------------+---------------------------------------------------|
| Banana | On the table near the center of the Living Room. |
| Apple | |
|-----------------------+---------------------------------------------------|
| Fire Poker | By the fireplace in the Living Room. |
|-----------------------+---------------------------------------------------|
| Umbrella | By the front door inside the Foyer. |
|-----------------------+---------------------------------------------------|
| Imperial Filigree Egg | On the table at the east side of the Guest Room. |
|-----------------------+---------------------------------------------------|
| Violin | On the floor by the nightstand at the northwest |
| | corner of the Guest Room. |
0===========================================================================0
|##########################| Bedroom and Bathroom |#########################|
0===========================================================================0
| Calendar | On the wall by the door to the Back Balcony. |
|------------------------+--------------------------------------------------|
| Basement Key | On the desk near the door to the Back Balcony. |
|------------------------+--------------------------------------------------|
| Sapper's Axe | On the wall by the stairs. |
|------------------------+--------------------------------------------------|
| Yate's Car Keys | On the nightstand by the bed. |
|------------------------+--------------------------------------------------|
| Lethal Poison Pill Jar | On the small table near the sink. |
0===========================================================================0
|#################################| Attic |#################################|
0===========================================================================0
| Bartoli Woodsman Hunting Rifle | At the west side of the room. |
| Jarl's Pirate Saber | |
| Cannonball (x3) | |
| Old Axe | |
|--------------------------------+------------------------------------------|
| Bag Of Gunpowder (x3) | At the east side of the room. |
| Emetic Rat Poison | |
| Broadsword | |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================0
| Winery Main Floor - Level 2 \
0===========================================================================>
This is a massive floor with many areas. To the west and south is the
Winery Promenade that comprises the exterior and and goes along the east
side of the building all the way north to the Backside.
At the north side is the Dance Floor. The stairs at the north end are the
Asado Stairs that go up to the Asado Promenade. Near the center of the
Winery Promenade is the North Stairs. At the south end of the area is the
South Stairs. The East Stairs are two sets of stairs that goes up to the
Asado Promenade and down to the Cinema door.
The interior also has multiple areas. Through the main door is Reception.
Beyond that is Fermentation Atrium. To the south is the Center Stairs that
go up to the Asado Promenade and next to that is the Cinema Stairs that go
down to the Cinema. South of these is the Tasting Room.
To the north is the Bathroom and Security Room. Beyond that is the Secret
Tunnel that goes up to the Villa Basement and a passage to the Armory and
Backside area.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|############################| Winery Promenade |###########################|
0===========================================================================0
| Malbec | --On a table northeast of the North Stairs. |
| | --On the ground by a stool by the railing for the |
| | North Stairs and on a table nearby (x2). |
| | --On a table just southeast of the North Stairs. |
| | --On a table just outside the southeast corner of |
| | the Tasting Room. |
|--------------------+------------------------------------------------------|
| Cabernet Sauvignon | --On a table northeast of the North Stairs. |
| | --On a table just east of the North Stairs. |
| | --On a table just outside the south end of the |
| | Tasting Room. |
| | --On a table just east of the South Stairs. |
|--------------------+------------------------------------------------------|
| Pinot Noir | On a table just north of the North Stairs. |
|--------------------+------------------------------------------------------|
| Wet Floor Sign | --On the ground just south of the North Stairs. |
| | --On the ground between two bluebonnet patches |
| | between the North and South Stairs. |
| | --On the ground by the railing between the North and |
| | South Stairs. |
|--------------------+------------------------------------------------------|
| Crowbar | On the ground next to a Container just south of the |
| | East Stairs. |
0===========================================================================0
|############| Reception, Fermentation Atrium, and Tasting Room |###########|
0===========================================================================0
| Cabernet Sauvignon | --On the Reception desk. |
| | --On a table just south of the Reception desk. |
| | --On a couple of tables by the window just southeast |
| | of the Fermentation Atrium (x2). |
| | --On a shelf behind the west counter inside the |
| | Tasting Room. |
|--------------------+------------------------------------------------------|
| Malbec | --On the Reception desk. |
| | --On a table by the window just southeast of the |
| | Fermentation Atrium. |
| | --On a table by the railing at the southeast corner |
| | of the Fermentation Atrium. |
| | --On the tables at the south railing for the |
| | Fermentation Atrium (x3). |
| | --At the south counter inside the Tasting Room (x6). |
| | --On the east counter inside the Tasting Room. |
| | --On a table inside the southwest corner of the |
| | Tasting Room. |
|--------------------+------------------------------------------------------|
| Pinot Noir | Inside the small storeroom at the Tasting Room. |
|--------------------+------------------------------------------------------|
| Coin | --On the Reception Desk. |
| | --On the east counter inside the Tasting Room (x3). |
|--------------------+------------------------------------------------------|
| Wrench | On a crate at the northeast corner of the upper |
| | level of the Fermentation Atrium. |
|--------------------+------------------------------------------------------|
| Pump Blueprints | Carried by one of the Workers at the east side of |
| | the Fermentation Atrium. |
|--------------------+------------------------------------------------------|
| Security Keycard | Carried by a Bodyguard that patrols the north side |
| Invitation | of the Reception area. |
0===========================================================================0
|###########| Bathroom, Security Room, Secret Tunnel, and Armory |##########|
0===========================================================================0
| Security Keycard | --Carried by the Bodyguard inside the |
| | Bathroom. |
| | --On the desk at the north side of the |
| | Security Room. |
|---------------------------+-----------------------------------------------|
| Fire Axe | By the door to the Armory hallway in the |
| | Secret Tunnel. |
|---------------------------+-----------------------------------------------|
| Wet Floor Sign | In the tunnel outside of the Armory. |
|---------------------------+-----------------------------------------------|
| Mercenary Disguise | In the locked locker at the west side of the |
| | Armory. |
|---------------------------+-----------------------------------------------|
| Tactical Wetsuit Disguise | On the bench at the west side of the Armory. |
|---------------------------+-----------------------------------------------|
| Combat Knife | In the open locker at the south side of the |
| | Armory. |
|---------------------------+-----------------------------------------------|
| Sieger AR552 Tactical | In the locked locker at the south side of the |
| Cocaine Brick | Armory. |
|---------------------------+-----------------------------------------------|
| Crowbar | On the bench at the east side of the Armory. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================0
| Asado Promenade - Level 3 \
0===========================================================================>
This is the level above the Main Floor and has the Asado Pit and Dining
Area which is in the center of the area. The Center Stairs, near the center
of the area, goes back down to the Main Floor. The East Stairs are to the
east and the Asado Stairs, that go down to the Dance Floor, are to the
west.
At the north side of the area are two sets of stairs that go up to the
Villa grounds. Between them is the Staff Area that leads to the Security
Room and goes to a small Storeroom that sits between the Area and Villa
Basement.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Pinot Noir | On a crate near the center of the Staff Area. |
|--------------------+------------------------------------------------------|
| Emetic Rat Poison | --Next to the Ice Machine at the south side of the |
| | Staff Room. |
| | --Inside the Storeroom. |
|--------------------+------------------------------------------------------|
| Cabernet Sauvignon | --Inside the Storeroom. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================================0
| Grapefield and Production Area - Level 0 and 1 \
0===========================================================================>
This is the lowest part of the map. The west side is the main Grapefield
and has several areas. To the north is the Malbec Field with paths that
lead up to the Grapefield Cliff. In the center is the Grapefield Roads and
the Grape Shed and separates the Malbec Field and the Chardonnay Field
which is to the south. Between the Grapefield and the Winery building is
the Grapefield Promenade.
At the southeast side of the facility is the Cinema which has a small
storeroom under the Cinema Stairs.
The central part of the Winery is the main production area. To the west is
the Production Room which has the Freezer to the west and the Grape Crusher
in the center. At the northwest corner of the Room is the Staff Locker Room
and Staff Restroom. To the east is the Fermentation Room which has the
Fermentation Tanks and the Grape Presser.
To the north and up is the Tech Room, Barrel Room, and the Wine Fridge.
Beneath these rooms are the Ventilation Tunnels with a couple of Hatches
that open up into the Wine Fridge.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
|##################| Grapefield and Grapefield Promenade |##################|
0===========================================================================0
| Shovel | --Embedded in the ground near the center of the |
| | Malbec Field. |
| | --In the small storeroom at the west side of the |
| | Grape Shed. |
| | --Embedded in the ground at the south side of the |
| | Chardonnay Field and about a hundred feet east of |
| | the Grape Shed. |
|---------------------+-----------------------------------------------------|
| Shears | --On a crate at the southwest side of the Malbec |
| | Field near the south path to the Grapefield |
| | Cliff. |
| | --Embedded in the ground at the east side of the |
| | Chardonnay Field and about a hundred feet west of |
| | the South Stairs to the Winery Promenade. |
| | --Embedded in the ground at the south end of the |
| | Chardonnay Field. |
|---------------------+-----------------------------------------------------|
| Grape Knife | --On a crate in the Malbec Field and about a |
| | hundred feet east of the south path to the |
| | Grapefield Cliff. |
| | --On the tables in the center of the Grape Shed |
| | area (x2). |
|---------------------+-----------------------------------------------------|
| Soda Can | --On a crate in the Malbec Field and about a |
| | hundred feet south of the south path to the |
| | Grapefield Cliff. |
| | --On the pallet with the Forklift at the south |
| | corner of the Grape Shed. |
| | --On the ground at the west corner of the truck |
| | about a hundred feet from the Grape Shed in the |
| | Chardonnay Field. |
| | --On a long table close to the fence for the |
| | Promenade about halfway down the Chardonnay |
| | Field. |
|---------------------+-----------------------------------------------------|
| Bartoli Hunting | Leaning in a corner by the Forklift at the north |
| Shotgun | corner of the Grape Shed. |
|---------------------+-----------------------------------------------------|
| Car Battery | On a table in the center of the Grape Shed area. |
|---------------------+-----------------------------------------------------|
| Wrench | On a table at the west corner of the Grape Shed. |
|---------------------+-----------------------------------------------------|
| Rake | On a table outside the east side of the Grape Shed. |
|---------------------+-----------------------------------------------------|
| Brick | --On the ground by a large grape tub near the |
| | center of the Chardonnay Field. |
| | --On the ground near a bluebonnet patch at the |
| | north end of the Promenade. |
|---------------------+-----------------------------------------------------|
| Pinot Noir | On the ground by a bench at the very south end of |
| | the Promenade. |
|---------------------+-----------------------------------------------------|
| Winery Workers' Key | Carried by Ramon, Mr. Vargas' assistant. |
0===========================================================================0
|#################################| Cinema |################################|
0===========================================================================0
| Crowbar | On a crate at the northwest side by the window. |
|-------------------+-------------------------------------------------------|
| Branson MD-2 | On the crates between the west window and the Cinema |
| Microphone | Stairs. |
| Claw Hammer | |
|-------------------+-------------------------------------------------------|
| Banana | On a couch at the northeast side. |
|-------------------+-------------------------------------------------------|
| Hobby Knife | On a crate just outside the Cinema Stairs storeroom |
| | door. |
|-------------------+-------------------------------------------------------|
| Emetic Rat Poison | On a shelf inside the Cinema Stairs storeroom. |
|-------------------+-------------------------------------------------------|
| Coin | --On the floor at the east side of the fourth row |
| | from the main stage. |
| | --On the main stage (x2). |
|-------------------+-------------------------------------------------------|
| Propane Flask | On the main stage. |
| Screwdriver | |
0===========================================================================0
|#########| Production Room, Staff Locker Room, and Staff Restroom |########|
0===========================================================================0
| Icicle | On a shelf inside the Freezer in the Production |
| | Room. |
|------------------------+--------------------------------------------------|
| Winery Worker's Key | --At the break area at the west side of the |
| | Production Room. |
| | --On the workbench at the southeast side of the |
| | Production Room. |
| | --On a bench at the north side of the Staff |
| | Locker Room. |
|------------------------+--------------------------------------------------|
| Apple | --At the break area at the west side of the |
| | Production Room. |
| | --On the workbench at the southeast side of the |
| | Production Room. |
|------------------------+--------------------------------------------------|
| Kitchen Knife | At the break area at the west side of the |
| Frying Pan | Production Room. |
| Banana | |
| Apple | |
|------------------------+--------------------------------------------------|
| Cabernet Sauvignon | --On a barrel just east of the Freezer in the |
| | Production Room. |
| | --Inside the center stall in the Staff Restroom. |
|------------------------+--------------------------------------------------|
| Screwdriver | Embedded in a barrel just inside the outside |
| | entrance to the Production Room. |
|------------------------+--------------------------------------------------|
| Toolbox | At the work area at the east side of the |
| Wrench | Production Room. |
|------------------------+--------------------------------------------------|
| Hobby Knife | On a crate at the southeast side of the |
| | Production Room. |
|------------------------+--------------------------------------------------|
| Fuse Cell | On the workbench at the southeast side of the |
| | Production Room. |
|------------------------+--------------------------------------------------|
| Fire Extinguisher | On the wall by the south door inside the Staff |
| | Locker Room. |
|------------------------+--------------------------------------------------|
| Winery Worker Disguise | On the bench at the south side inside the Staff |
| | Locker Room. |
|------------------------+--------------------------------------------------|
| Fire Axe | On the wall by the south door inside the Staff |
| | Restroom. |
0===========================================================================0
|###########################| Fermentation Room |###########################|
0===========================================================================0
| Soda Can | On the ground and on the crate near the Grape Presser at the |
| | southwest side of the Room (x2). |
0===========================================================================0
|################| Tech Room, Barrel Room, and Wine Fridge |################|
0===========================================================================0
| Screwdriver | At the north side of the Tech Room. |
| Fuse Cell | |
|----------------------+----------------------------------------------------|
| Tier 1 Access Dongle | On the counter in the center of the Tech Room. |
| Winery Workers' Key | |
|----------------------+----------------------------------------------------|
| Soda Can | On a crate by the stairs at the southwest side of |
| | the Tech Room. |
|----------------------+----------------------------------------------------|
| Emetic Rat Poison | On the workbench at the southeast side of the Tech |
| | Room. |
|----------------------+----------------------------------------------------|
| Malbec | --On a table at the north side of the Barrel Room. |
| | --On the table in the center of the Wine Fridge |
| | (x7). |
|----------------------+----------------------------------------------------|
| Cabernet Sauvignon | On the table at the north side of the Wine Fridge |
| | (x6). |
|----------------------+----------------------------------------------------|
| Pinot Noir | On the table at the south side of the Wine Fridge |
| | (x6). |
|----------------------+----------------------------------------------------|
| 1945 Grand Paladin | Inside the secured room inside the Wine Fridge. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MDZ3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You can now start at the Parking Lot and unlock the ICA DTI |
| | Stealth for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 3 | You earn a Hidden Stash at the Boathouse. |
|----------+----------------------------------------------------------------|
| Level 4 | You can now start at the Grapefield disguised as a Winery |
| | Worker. |
|----------+----------------------------------------------------------------|
| Level 5 | You unlock the Kalmer 2 - Tranquilizer for use in all |
| | missions. |
|----------+----------------------------------------------------------------|
| Level 6 | You earn a Hidden Stash at the Workers' Bathroom. |
|----------+----------------------------------------------------------------|
| Level 7 | You can now start at the Tasting Room disguised as a Waiter |
| | and unlock the ICA Combat Axe for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 8 | You earn an Agency Pickup at the Barrel Room. |
|----------+----------------------------------------------------------------|
| Level 9 | You can now start at the Shrine. |
|----------+----------------------------------------------------------------|
| Level 10 | You earn a Hidden Stash at the Cinema and unlock the |
| | Krugermeier 2-2 Silver for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 11 | You earn a Hidden Stash at the Shrine. |
|----------+----------------------------------------------------------------|
| Level 12 | You earn an Agency Pickup at the Steel Tanks. |
|----------+----------------------------------------------------------------|
| Level 13 | You can now start at the Sniper Spot disguised as a Gaucho. |
|----------+----------------------------------------------------------------|
| Level 14 | You earn an Agency Pickup at the Villa Attic. |
|----------+----------------------------------------------------------------|
| Level 15 | You unlock the DAK Black Covert for use in all missions. |
|----------+----------------------------------------------------------------|
| Level 16 | You earn an Agency Pickup at the Grapefield Shed. |
|----------+----------------------------------------------------------------|
| Level 17 | You can now start at the Dining Area disguised as a Asado |
| | Chef. |
|----------+----------------------------------------------------------------|
| Level 18 | You earn a Hidden Stash at the Villa Basement. |
|----------+----------------------------------------------------------------|
| Level 19 | You earn a Hidden Stash at the Dance Floor. |
|----------+----------------------------------------------------------------|
| Level 20 | You unlock the Black & White Tuxedo Set Suit and the Sieger |
| | 300 Viper for use in all missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MDZ4. Cast of Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I will go over the major and minor characters you will be dealing with
during this chapter:
0==========0
| Don Yates \
0===========================================================================0
| He is one of your Targets and can be found at his Villa. He will go from |
| the Back Yard, inside to the Guest Room, up to the Bedroom, and back |
| outside. He will go to the Dining Area when the Asado Pit is lit up and |
| down to the Barrel Room to meet up the wine tour guests at the end of the |
| tour. |
0===========================================================================0
0=============0
| Tamara Vidal \
0===========================================================================0
| She is your other Target and can be found close to Diana. They will go to |
| the Winery Main Floor before going up to the Asado Promenade. They will |
| also go down to the Tasting Room and to the Security Room during their |
| travels. |
0===========================================================================0
0===============0
| Diana Burnwood \
0===========================================================================0
| She is 47's handler and has Tamara going with her wherever she goes. She |
| will give assistance to 47 whenever she can. |
0===========================================================================0
0============0
| Corvo Black \
0===========================================================================0
| He is Don's fixer and is at the party to help Don with an annoying |
| problem: Diana Burnwood. He can be found at the Winery Main Floor and is |
| to take the wine tour with Diana and Tamara. |
0===========================================================================0
0==============0
| Aron Ford Jr. \
0===========================================================================0
| He is the lawyer you encountered in Dartmoor and is here in Mendoza to |
| present some research files to Don. He can be found in the Parking Lot |
| area. |
0===========================================================================0
0===============0
| Gabriel Vargas \
0===========================================================================0
| He is the Chief Winemaker for Vinedo Yates and can be found near the |
| Production Room getting ready to harvest the grapes that are used for |
| their award winning Malbec wine. |
0===========================================================================0
0============0
| Mr. Sommers \
0===========================================================================0
| He is the Winery's main Sommelier and can be found in the Wine Fridge |
| looking over their most prized bottles which includes a bottle of 1945 |
| Grand Paladin, one of the rarest wines in existence. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MDZ5. Disguises |
\=========================================================================/
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0=========================0
| Black & White Tuxedo Set \
0===========================================================================0
| This, plus any other earned outfits, is your standard Suit for this |
| chapter. With this you only have access to what most Civilians have |
| access to which is the following: |
| |
| --The Parking Lot. |
| ++Cannot go up into the Security Checkpoint, secured parking area, |
| and the Grapefield Cliff. |
| --Main Winery Floor and Promenade. |
| ++Cannot go into Security Room, Fermentation Atrium, and Backside. |
| --Asado Promenade. |
| ++Cannot go in the Staff Area. |
| --Grapefield Promenade. |
| ++Cannot go into main production areas, Cinema, and Grapefield. |
| |
| Finally, the entire Villa area, including the Gardens, is off limits. |
| |
| As for Enforcers, there is none at Casual difficulty. However, there is |
| one at Professional difficulty and he is Corvo Black. |
| |
| You can start at the Parking Lot and the Shrine once you've reached |
| Mastery Levels 2 and 9 respectively. |
0===========================================================================0
0====================================0
| Agent 47 Signature Suit With Gloves \
0===========================================================================0
| This is one of your standard Suits that becomes a Disguise to acquire in |
| this mission. As for access, it has the exact same access and |
| restrictions as the Black & White Tuxedo Set. And Corvo Black is still |
| the Enforcer at Professional and Master difficulties. |
| |
| There is only one way to acquire this Disguise and that is by |
| successfully rescuing Diana from Don when completing the [Closing |
| Statements] Challenge. It can be found by the fireplace after killing |
| him. |
0===========================================================================0
0=================0
| Tactical Wetsuit \
0===========================================================================0
| This is the wetsuit you wore in New Zealand and is used to access a |
| specific exit point. It can only be found in the Armory laying on a |
| bench. |
| |
| As for access, because this is another one of your Suits that is included |
| in this mission, it has the same access and restrictions as the Black & |
| White Tuxedo Set. And Corvo Black is still the Enforcer at Professional |
| and Master difficulties. |
0===========================================================================0
0===============0
| Tango Musician \
0===========================================================================0
| These are the musicians that play at the Dance Floor. They wear a dark |
| blue three piece suit with a decorative scarf and a wide brim hat. As for |
| access, it has the exact same access and restrictions as the Suit. |
| |
| The only safe way to acquire this Disguise is to go onto the stage as a |
| Waiter and to the table in the center to find a Glass that you can emetic |
| poison while they are playing. After they finish a set then one of them |
| will drink from it, get sick, and go into the Restroom inside the Winery. |
| He should go into the first stall where you can easily knock him out for |
| his clothes. |
| |
| It is important that you acquire this Disguise before you kill the |
| Targets and Diana waits for you on the Dance Floor. This is because when |
| Diana is waiting there then the band will keep playing without taking a |
| break and you will not be able to acquire the Disguise, at least not |
| without going up to a Musician, knocking him out on stage, and switching |
| into his clothes. |
| |
| As for Enforcers, there are none at any difficulty. |
0===========================================================================0
0===========0
| Asado Chef \
0===========================================================================0
| He is Pablo, one of the famous Llosa Brothers, a pair of celebrity chefs |
| brought in for the event. He wears a white chefs shirt, a blue apron, |
| light brown pants, and a blue cap. |
| |
| As for access, he can go up to the Villa grounds but not inside the |
| building itself - he will be frisked at the entrances though. He can go |
| into the Backside area too. Outside of this it has the same access and |
| restrictions as the Suit. |
| |
| This is probably the toughest Disguise to acquire in that it takes the |
| longest to acquire safely. Before going after the Disguise there are some |
| people and items you need to remove. |
| |
| Pablo is going to be at the Asado Pit with his brother, Miguel, and won't |
| do anything until you approach them. They will bicker about the lack of a |
| torch and he will go up to acquire one. Before approaching them you need |
| to set things up. |
| |
| Go up to the Villa as a Mercenary and into the Foyer when Don is not |
| there. Open the door and toss a Coin towards the Closet to lure in the |
| outside Guard. Knock him out and dump him in the Closet - pick up his |
| weapon. |
| |
| Go outside and to the red van. You should see four Torches. Pick each of |
| them up and drop them in the bushes west of the Water Pump. There are |
| also two female Staff by the van. However, there is a Waiter that patrols |
| this area and goes to stop by them for a bit. |
| |
| Wait for him to get to them before turning on the Pump to lure one of the |
| women here and wait in the bushes. The Waiter will walk away as the woman |
| goes to the pump. Knock her out when she turns it off and drag her to the |
| Torches. Repeat for the second woman. |
| |
| Wait for the Waiter to come back up to the van before using the Pump |
| again to lure him for ambushing. Take all of the Torches and drop them |
| into the bushes. Run down to the Pit to get the conversation started |
| between the brothers so Pablo can go up. Go back to the Pump and wait. |
| |
| When Pablo gets close then turn on the Pump to lure him there. knock him |
| out, drag him into the bushes, and take his Disguise. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties. |
| At Master difficulty there is one and he is Miguel, the other brother. |
| |
| You can start at the Dining Area already disguised as an Asado Chef once |
| you've reached Mastery Level 17. However, you will be taking the place of |
| Miguel instead of being a third Chef at the Pit. |
0===========================================================================0
0============0
| Corvo Black \
0===========================================================================0
| This is the person who works for Don and serves as his fixer. He wears a |
| three piece suit with a bowtie, sunglasses, and a gray cap. As for |
| access, even though he works for Don he is still considered a guest and |
| as such this Disguise has the same access and restrictions as the Suit. |
| |
| However, Corvo does the wine tour, regardless of whether or not you dress |
| up as him, then the properties of the Disguise will change in that you |
| will now have access to the Production Room, Fermentation Room, Tech |
| Room, Barrel Room, and Cinema. |
| |
| There are two ways to acquire this Disguise, before the wine tour and |
| after (if you choose not to go as him). |
| |
| When going after him before the tour then go down to the west side of the |
| Winery Main Floor to find him talking to Cortazar, the Head of Security. |
| This will get them to split up and Corvo will come up to the Asado |
| Promenade via the Center Stairs. Just southeast of the stairs is a |
| Bluebonnet Patch. |
| |
| Go in and to the southeast side, crouch, and take cover. Eventually Corvo |
| will come here to lean against the wall. Pull him over and take his |
| Disguise. |
| |
| When going after him after the tour then he will go back to where the |
| tour begins at the north side of the Grapefield Promenade. Just south of |
| him is a secluded area with a Container. There should be a Winery Worker |
| nearby. Lure him to the Container with a tossed object or a Coin Chain, |
| knock him out, and dump him. Repeat the process to lure Corvo to the |
| Container, knock him out, and take his Disguise. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties. |
| At Master difficulty there is one and he is at the Reception area. |
0===========================================================================0
0==================0
| Providence Herald \
0===========================================================================0
| These are the people that work for Providence. They wear a medium blue |
| three piece suit with a white shirt, black tie, and the Providence pin. |
| |
| As for access, even though you are a Herald, you are still considered a |
| guest but there are areas you can go into that the regular Suit can't. |
| You can go up to the Villa grounds and go inside the building and on all |
| floors including the Basement. Interestingly enough, you can still be |
| allowed in the Bedroom when Don confronts Diana. |
| |
| However, you will need to be frisked before being allowed on the grounds. |
| |
| You can also go down into the Main Floor Security Room, Secret Tunnel, |
| and Armory. You cannot go into any of the main production areas however. |
| |
| There are two ways to obtain this Disguise without triggering the Herald |
| gathering in the Basement. What you need to do first is to go to the |
| Asado Promenade. Near the railing at the west side of the Center Stairs |
| is a pair of Heralds: a male, named Mikhail Kadir, and a female. |
| |
| Before doing this you should bring some Coins of your own and grab all |
| nine Coins on the map so you will have at least ten. The first method is |
| the hard way. |
| |
| At the south side of the Center Stairs is a passage between the two large |
| curved planters leading to a closed window. Just to the northwest of that |
| is a bluebonnet patch. There should also be a Waiter there. Climb inside, |
| take cover behind him, and pull him over. |
| |
| Climb out and place a Coin just west of the passage then create a Coin |
| Chain to the pair but stay close to the railing. What you want to do is |
| to place the last Coin close enough to them but not close enough for the |
| woman to see and go after the Chain. |
| |
| When you place the last Coin then run into Mikhail to make him turn and |
| see the Chain so he can follow it. When he gets to the last Coin then |
| knock him out, dump him near the Waiter, climb in, and take his Disguise. |
| |
| The second, and easier, method involves the use of the Gas Briefcase. |
| Bring the Remote Emetic Gas Device either with you or into an Agency |
| Pickup. If you just bring it with you then you will need to ambush the |
| Lawyer for his Briefcase. |
| |
| After making the Gas Briefcase then go up to the Waiter as before and get |
| rid of him. Go up to the pair of Heralds and use the Briefcase to make |
| them both sick. The woman will go one way and Mikhail will go the other. |
| He will then go to the railing at the south end of the Dining Area to |
| vomit. He is too close to everybody else so you can't ambush him here. |
| |
| Instead, place a Coin behind him then make a Chain back to near where you |
| pulled over the Waiter. After he finishes throwing up then he will turn |
| around, see the Chain, and follow it. Knock him out at the last Coin, |
| dump him over, climb in, and take his Disguise. |
| |
| As for Enforcers, there are none at any difficulty. |
0===========================================================================0
0=======0
| Lawyer \
0===========================================================================0
| This is Aron Ford Jr, the lawyer you encountered in Dartmoor. He wears |
| glasses, a white long sleeved shirt with a bowtie and suspenders, and |
| black pants. He also carries a Briefcase that you can use for yourself |
| after you ambush him. |
| |
| As for access, because he works for the firm, he has access to the Silo |
| and Gardens area but will need to be frisked first before going there. He |
| is also supposed to go to the Villa. You can either talk to one of the |
| Guards at the gate for the Upper Gardens or get frisked when coming from |
| the Asado Promenade before he has safe access there. He does have access |
| to all rooms of the Villa except the Basement and Secret Tunnel areas. |
| |
| Outside of the Villa he does have access to the Security Room and Staff |
| Area. But he doesn't have access to the Winery production areas such as |
| the Grapefield, Production Room, Fermentation Room, Cinema, Barrel Room |
| and Tech Room. |
| |
| There are two ways to acquire this Disguise. The first way is to go to |
| the Parking Lot where you can find him near the center. He will talk to |
| Don before going to the Bluebonnet Patch nearby. He will stop to admire a |
| bird which will give you an opening to push him over to knock him out and |
| take his Disguise. |
| |
| The second way is to wait for him to go to the Villa on his own. He will |
| go to the Guest Room where he will talk to Don from time to time. More |
| than likely you would be wearing the Mercenary Disguise that gives full |
| access to the Villa and the Guard inside the Room with Aron is an |
| Enforcer. |
| |
| When Don is not around then climb into the room through the window behind |
| the Enforcer. Knock him out and dump him in the Closet. Throw stun Aron, |
| dump him in the Closet, and take his Disguise. |
| |
| As for Enforcers, there are three at Casual difficulty and they are all |
| at the Silo area. There are no additional Enforcers at Professional and |
| Master difficulties. |
0===========================================================================0
0==============0
| Winery Worker \
0===========================================================================0
| These are the people that work the Grapefield. They wear a dirty blue |
| long sleeved shirt, dirty blue pants with black boots, and a dark hat. As |
| for access, they have access to the Cinema, Grapefield, Production Room, |
| Fermentation Room, Tech Room, and Barrel Room. |
| |
| However, they do not have access to the Winery Main Floor and above. Of |
| course, all security areas and Villa related areas are off-limits as |
| well. |
| |
| The best way to acquire the Disguise is to go into the Staff Locker Room |
| near the Production Room to find one laying on a bench. |
| |
| If you need to take one from somebody you can go to the Grapefield |
| Promenade to find a solitary Worker just north of the North Stairs. He |
| will be working by a secluded area with a Container. Toss an object near |
| it to lure him there, knock him out, dump him, and take his Disguise. |
| |
| You can also acquire it from Ramon, Gabriel Vargas' assistant. When they |
| go to the table at the Chardonnay Field then turn on the Water Pump to |
| the east to lure him there. Knock him out, drag him to the Container to |
| the southeast, dump him, and take his Disguise. |
| |
| As for Enforcers, there are seventeen at Casual difficulty: |
| |
| --Eight in the Malbec Field at the Grapefield. |
| --Two at the Grape Shed. |
| --Ramon, Gabriel's assistant. |
| --Two at the Cinema. |
| --One in the Production Room. |
| --Two in the Fermentation Room. |
| --One in the Tech Room. |
| |
| There are no additional Enforcers at Professional difficulty. At Master |
| difficulty there are two and and they are at the Production Room. |
| |
| You can start at the Grapefield already disguised as a Winery Worker once |
| you've reached Mastery Level 4. |
0===========================================================================0
0================0
| Chief Winemaker \
0===========================================================================0
| This is Gabriel Vargas, the main winemaker for the Winery who can be |
| found near the Grapefield. He wears a heather gray jacket with a black |
| bowtie, red pants with black shoes, and a light gray hat. |
| |
| As for access, being that he is the Chief Winemaker, he is allowed in all |
| areas inside the main production areas, the Grapefield, and the Cinema. |
| However, he is not allowed onto the Villa grounds and Gardens. He is also |
| not allowed into the security areas at the north side of the Winery Main |
| Floor. |
| |
| The only way to acquire this Disguise is to get close enough to him at |
| the facility to start [The Tour] Mission Story. He will eventually go |
| inside the Grapefield and to a table within the Chardonnay Field with his |
| assistant, Ramon. |
| |
| Just southeast of them is a Water Pump. Turn it on to lure Ramon to it. |
| Hide nearby until he turns it off then knock him out and dump him in the |
| Container just south of the Pump. Turn on the Pump again to lure Mr. |
| Vargas to it. Knock him out, dump him in the Container, and take his |
| Disguise. |
| |
| If you do not wish to ambush him before the Story then he will come back |
| to the table after the tour is completed and you can ambush him the same |
| way. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties. |
| At Master difficulty there is one and he is a Winery Worker by the Grape |
| Crusher machine. |
0===========================================================================0
0==========0
| Sommelier \
0===========================================================================0
| This is Mr. Sommers, the person who helps tend the Wine Fridge and can |
| only be found there. He wears a white shirt with black pants and a |
| leather apron with the Winery's logo. |
| |
| As for access, he has the same access and restrictions as the Chief |
| Winemaker but with one key difference. If you wear this Disguise to |
| complete the [Closing Statement] Mission Story then you are allowed to go |
| up into the Secret Tunnel and Villa Basement area. These areas will |
| remain open to you even after the Story is completed. |
| |
| There are two ways to acquire this Disguise. The first is to go up to the |
| Security Room and find the Console that overlooks the Barrel Room. Use it |
| and adjust the Wine Fridge temperature. This will get him out of the |
| Fridge and up into the Room. |
| |
| After he finishes with the Console then he will go back down to the |
| Fridge via the hallway to the south of the Room. There should be a |
| Container in this hallway. Knock him out there, dump him in the |
| Container, and take his Disguise. |
| |
| The second way is to go into the Wine Fridge. However, if you walk into |
| the Barrel Room then the Waiter there will get a call from Don to get the |
| Sommelier to bring up the 1945 Grand Paladin and this will begin the |
| gathering of the Heralds in the Villa Basement. |
| |
| If you do not wish to start that then you will need to get rid of this |
| Waiter before he can receive the call. The best way to do that is to |
| bring the Remote Emetic Gas Device via an Agency Pickup so you can use |
| that Briefcase instead of ambushing the Lawyer for his or using the |
| Toolbox in the Production Room. |
| |
| Make the Gas Briefcase and go up to the main stairs to the Barrel Room |
| preferably as a Mercenary. Stay about halfway down then, when he is |
| closest to the stairs, then toss an object (not a Coin) to the barrels |
| closest to you. |
| |
| When he gets to the object then run up to him and activate the Briefcase |
| to make him sick and leave the Room. He will then go into the Secret |
| Tunnel to get sick. Drop down into the Ventilation Area then go to the |
| north Hatch and open it with a Screwdriver. |
| |
| Climb up into the Fridge when no one is looking and go into the northwest |
| corner to find a Fusebox. Turning it off will lure either the Waiter or |
| Sommelier to it. Knock out the person not going to the Fusebox first then |
| the one at the Fusebox. Drop the Sommelier into the Ventilation Area, |
| drop down, and take his Disguise. Then leave the Barrel Room area before |
| the other Waiter comes back. |
| |
| As for Enforcers, there are four at Casual difficulty: one in the |
| Security Room, two in the Cinema, and one in the Wine Fridge. There are |
| no additional Enforcers at Professional and Master difficulties. |
0===========================================================================0
0=======0
| Waiter \
0===========================================================================0
| These are the people that work the public areas of the Winery. They wear |
| a white long sleeved shirt with a gray vest and a black bowtie, black |
| pants, and a black apron. This is also the only Disguise that will allow |
| you to poison food and drinks without suspicion. |
| |
| As for access, they can go onto the Villa grounds and Backside area but |
| not into the Villa itself (and the Shrine). They will need to be frisked |
| at the secured entrances before safe entry. Outside of the Villa they |
| aren't allowed at the secured parking area, Silo, Gardens, and secret |
| Tunnel areas. However, they are allowed in all of the Winery production |
| areas including the Grapefield. |
| |
| There are three easy ways to acquire this Disguise. |
| |
| The first way is to go to the south side of the Asado Promenade to find a |
| Waiter standing by a Bluebonnet Patch. Go inside, pull him over, and take |
| his Disguise. |
| |
| The second way is to go into the Staff Area, knock out the lone Waiter |
| here, dump him in the Closet by the door, and take his Disguise. |
| |
| The third way is to turn off the Fusebox inside the Tasting Room's |
| storeroom. Knock him out when he turns it back on, dump him in the |
| Closet, and take his Disguise. |
| |
| As for Enforcers, there are four at Casual difficulty: one in the |
| Security Room, two in the Cinema, and the Sommelier in the Wine Fridge. |
| There are no additional Enforcers at Professional difficulty. At Master |
| difficulty there are five additional Enforcers: four at the Asado |
| Promenade and one inside the Staff Area nearby. |
| |
| You can start at the Tasting Room already disguised as a Waiter once |
| you've reached Mastery Level 7. |
0===========================================================================0
0==========0
| Bodyguard \
0===========================================================================0
| These are the Guards that protect the VIPs at the event. They wear a |
| black three piece suit with a blue tie and a walkie talkie. As for |
| access, they have access to most the map including the entire Winery |
| facility (except the Wine Fridge) and the Grapefield. However, they |
| aren't allowed on any part of the Villa related areas including the Silo |
| and Gardens. |
| |
| The best way to acquire the Disguise is to go to the Bathroom at the |
| Winery Main Floor. Here you should find a Civilian and a Bodyguard. When |
| the Civilian goes into a stall then follow him and knock him out. Sneak |
| up to the Bodyguard, knock him out, and take his Disguise. |
| |
| As for Enforcers, there are none at Casual and Professional difficulties. |
| At Master difficulty there is one and she is Tamara. |
0===========================================================================0
0=======0
| Gaucho \
0===========================================================================0
| These are the regular Guards that work around the Winery. They wear a |
| pastel colored shirt with a dark cap, grayish pants with wide legs and |
| boots, shoulder holsters, and a large decorative belt. As for access, |
| they can go almost everywhere except the main Villa area and Secret |
| Tunnel. |
| |
| The easiest way to acquire this Disguise is to go to the north end of the |
| Grapefield Cliff. You can drop down onto a small cliff then down into a |
| Bluebonnet Patch with a standing Guard nearby. Sneak up on him, subdue |
| him, drag him into the Patch, and take his Disguise. |
| |
| As for Enforcers, there are thirteen at Casual difficulty: |
| |
| --Four at the Silo. |
| --Three at the Lower Gardens including one at the Boatdock. |
| --Two at the Higher Gardens. |
| --One at the Malbec Field within the Grapefield. |
| --One in the Production Room. |
| --One in the Fermentation Room. |
| --One in the Tech Room. |
| |
| At Professional difficulty there are four additional Enforcers: one in |
| the Lower Gardens and all of Diana's and Tamara's bodyguards. There are |
| no additional Enforcers at Master difficulty. |
| |
| You can start at the Sniper Spot at the Silo already disguised as a |
| Gaucho once you've reached Mastery Level 13. |
0===========================================================================0
0==========0
| Mercenary \
0===========================================================================0
| These are the highest end Guards for the map. They wear black pants and a |
| black shirt with a Jaguars patch and a black beret. As for access, they |
| can go everywhere on the map. |
| |
| The easiest way is to bring a Lockpick and sneak into the Armory hallway |
| via the door in the Backside area. Sneak into the Armory and find the |
| Locker at the west side. Open it and acquire the Disguise within. |
| |
| But, if you need to take the Disguise from a person, there are four ways |
| to acquire it. |
| |
| The first way is to grab a Crowbar and take it with you into the Security |
| Room. Go through the door to the north to enter the Secret Tunnel. At one |
| corner is a Fusebox. Open it and turn it off to lure a Mercenary nearby. |
| Sneak up on him when he goes to it and knock him out when he turns it |
| off. Drag him to the nearby Container, dump him, and take his Disguise. |
| |
| The second way is to sneak into the hallway by the Armory. Throw stun the |
| Guard there for his Disguise. The third way is to go into the Shrine and |
| hide behind the altar. There is a Guard the patrols outside. When he gets |
| close then toss an object into the corner to lure him. Sneak up behind |
| him, knock him out, and take his Disguise. |
| |
| The last way is at the Sniper Spot. Hide behind the table behind the |
| Snipers and toss an object onto the walkway to the north of them. As one |
| of them investigates then knock out the one by the Rifle and then the |
| other. Take the Disguise from either one of them. |
| |
| As for Enforcers, there are twenty one at Casual difficulty: |
| |
| --Two at the Silo. |
| --Three at the Lower Gardens including one at the Boatdock. |
| --Two at the Higher Gardens. |
| --Three at the west gate into the Villa. |
| --One patrolling the west side of the Villa Back Yard. |
| --Two at the northwest corner of the Villa Back Yard. |
| --One patrolling the center of the Villa Back Yard. |
| --One patrolling the east side of the Villa Back Yard. |
| --One standing near the center of the Backside area. |
| --Two in the Villa Basement. |
| --One in the Security Room. |
| --One outside of the Armory. |
| --One at the Malbec Field within the Grapefield. |
| |
| At Professional difficulty there are five additional Enforcers: |
| |
| --One at the Lower Gardens. |
| --One sitting at the west side of the Villa's Patio. |
| --One at the east entrance to the Villa from the Asado Promenade. |
| --Two in the Secret Tunnel. |
| |
| At Master difficulty there are two additional Enforcers and they are Juan |
| Cortazar (the Head of Security), and Don. |
0===========================================================================0
0=================0
| Head of Security \
0===========================================================================0
| He is Juan Cortazar and works closely with Don. He wears a black shirt |
| with shoulder stripes, a black tie, a watch with a wide strap, |
| sunglasses, and black pants with wide legs and tall boots. As for access, |
| he can go everywhere on the map. |
| |
| There are two ways to acquire this Disguise. The first way is before |
| doing the [Closing Statement] Mission Story. Go near the East Stairs to |
| find a lone oddly placed Weapons Box. From time to time you will find a |
| Civilian vomiting because he can't handle his wine. Knock him out and |
| dump him in the nearby Container. |
| |
| Go to the Fermentation Atrium and down the stairs near the Barrel Room. |
| Go down to the mid-level platform and place a Pistol here. Go back up to |
| the Main Floor and to the west side to find both him and Corvo Black. |
| Start their conversation and wait near the East Stairs. |
| |
| Juan should go down to the Atrium and down these stairs to go to the base |
| of the stairs to the Barrel Room. He should see the Pistol and take it to |
| the Weapons Box. Just before he gets there then knock him out, dump him |
| in the Container, and take his Disguise. |
| |
| The second way to acquire this Disguise is during the [Closing Statement] |
| Mission Story. Go up to the Villa Bedroom when Diana is there, get rid of |
| the Guards, and talk to her. Sit down when she tells you to and this will |
| bring up Don and Juan. |
| |
| Just before they get up to the Bedroom then run into the Bathroom and |
| turn on the Sink to lure him. Grab him just as he enters to subdue him. |
| Complete the confrontation with Don then take Juan's Disguise. |
| |
| Interestingly enough, even though you are the Head of Security, this |
| Disguise has the exact same Enforcers as the Mercenary Disguise for both |
| Casual and Professional difficulties. The only difference for Master |
| difficulty is that only Don is the extra Enforcer (since you can't be an |
| Enforcer to yourself of course). |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MDZ6. Security Cameras (Professional and Master) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=============0
| Professional \
0========================================>
At this difficulty there are a total of six Cameras:
0=======================================================================0
| One at the Security Checkpoint at the Parking Lot area. |
|-----------------------------------------------------------------------|
| One above the Security Room door at the Winery Main Floor. |
|-----------------------------------------------------------------------|
| In the hallway by the Armory. |
|-----------------------------------------------------------------------|
| One by the East Stairs door for the Cinema. |
|-----------------------------------------------------------------------|
| Two above each door to the Wine Fridge. |
0=======================================================================0
There is only one Recorder and that is inside the Security Room. It can be
found on the south desk. If you wish to shoot it then you will need to do
it from the hallway to the north. When the Bodyguard is sitting near it
then you can shoot it but the monitor is partially blocking it making for a
harder shot.
In the hallway to the south is a Photocopier that you can use to lure each
Guard to it for ambushing so you can go up and destroy the Recorder without
any interference.
You can also go up to the Terminal and Enable Alarm which will get the
Guards to leave long enough for you to destroy the Recorder. However, a
side effect of that is that the Guards will keep running down to the Fridge
even if the Alarm stops so you might be better off just using the
Photocopier for ambushing and clearing the room.
0=======0
| Master \
0========================================>
At this difficulty there are a total of four additional Cameras:
0=======================================================================0
| One above the door to the Security Tunnel inside the secured area of |
| the Parking Lot. |
|-----------------------------------------------------------------------|
| One above the outside of the south door to the Silo area. |
|-----------------------------------------------------------------------|
| One above the outside of the Armory door at the Backside area. |
|-----------------------------------------------------------------------|
| One above the exterior of the south door of the Fermentation Room at |
| the Grapefield Promenade. |
0=======================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MDZ7. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0==========0
| Shortcuts \
0===========================================================================0
| There are three Shortcuts that you will find in this mission: |
0===========================================================================0
| Backdoor | This is the door at the south end of the Backside area |
| | just north of the East Stairs and can only be opened |
| | from the north side. |
|------------------+--------------------------------------------------------|
| Cellar Door | This is the door at the northeast corner of the Villa |
| | Basement and can only be opened from the inside. |
|------------------+--------------------------------------------------------|
| Maintenance Door | This is the door at the north side of the Staff Area |
| | and opens into the small Storeroom just before the |
| | Villa Basement and can only be opened from the north |
| | side. |
0===========================================================================0
0========0
| Keypads \
0===========================================================================0
| There are two Keypad combinations that you will find in this mission: |
0===========================================================================0
| Villa Basement Safe | At the west side of the Basement is a Safe that is |
| | opened with 2006 which is the silver anniversary of |
| | Don's marriage to Valentina as indicated on the |
| | Calendar inside the Villa Bedroom. |
|---------------------+-----------------------------------------------------|
| Wine Fridge | Inside the Fridge is a secured room with the 1945 |
| | Grand Paladin and is opened with 1945, the year the |
| | wine was made. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| There are multiple keys and keycards that you will find in this mission: |
0===========================================================================0
| Yate's Boat Key | This Key allows you to use the Boat at the Boatdock |
| | to leave the mission. |
|---------------------+-----------------------------------------------------|
| Villa Key | This Key opens all doors on the Villa property. |
|---------------------+-----------------------------------------------------|
| Yate's Car Keys | This Key allows you to use the Sports Car at the |
| | Villa Front Yard to leave the mission. |
|---------------------+-----------------------------------------------------|
| Basement Key | This Key opens the door to the Villa Basement |
| | within the Foyer. |
|---------------------+-----------------------------------------------------|
| Winery Workers' Key | This Key opens all doors within the Winery. |
|---------------------+-----------------------------------------------------|
| Security Keycard | This Keycard operates all doors to the Security |
| | Room. |
0===========================================================================0
0===========0
| Grapevines \
0===========================================================================0
| Within the Malbec Field you can pick Grapevines but can only do so with a |
| Grape Knife. You can use the Grapevine the same way you can use a Banana. |
| You can use it as a melee weapon and you can use it to cause people to |
| trip and fall. Using it to cause a fall is key to acquire a specific |
| Challenge (credit goes to EP1-CS at Reedit). |
0===========================================================================0
0===================0
| Bluebonnet Patches \
0===========================================================================0
| Throughout the map you will find many areas with bushes that have blue |
| blossoms. These are what I call Bluebonnet Patches as they are similar to |
| what is found in the south Texas area. Some of them are encircled with a |
| short wall and makes for excellent hiding places. |
0===========================================================================0
0==============0
| Conversations \
0===========================================================================0
| Throughout the map you will hear many conversations. Most of them will |
| fill you in on some of the people and companies that you have encountered |
| throughout the entire game. |
0===========================================================================0
0=====================0
| Hatches and QR Codes \
0===========================================================================0
| As with the Chongqing mission there are Hatches that can be opened and |
| are indicated on the map. Two of them are under the Wine Fridge and can |
| be only opened with the Tier 1 Dongle found in the Tech Room. However, it |
| is just best to use the Screwdriver instead. There is one other Hatch and |
| that is found at the west side of the Production Room. That one doesn't |
| need the Dongle. |
| |
| The remaining Camera icons on the map are QR Codes that are found around |
| the Winery. They provide information about the facility and nearby areas. |
| Using them is a requirement for one of the Challenges. |
0===========================================================================0
0======================0
| The Poison Distillery \
0===========================================================================0
| Inside the Grape Shed at the Grapefield is a Poison Distillery. Here you |
| can take any emetic poison, such as the Emetic Rat Poisons, and turn them |
| into lethal poison. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============================0
| Closing Statement [2,000 XP] \
0===========================================================================>
For this you need to attend the Herald meeting as the Sommelier, rescue
Diana from Don, and acquire the Agent 47 Signature Suit with Gloves. As
noted earlier this is the only way to acquire this Suit.
There are two ways to trigger the meeting. The first is to do the wine tour
either as Corvo Black, as Gabriel Vargas (the Chief Winemaker), or by
letting it go without being part of it. The second is to go into the Barrel
Room and have the Waiter there receive a call from Don to have him go to
the Sommelier and prep the 1945 Grand Paladin, one of the rarest wines in
existence.
As for the wine tour, that will involve Diana, Tamara, and Corvo Black,
Don's fixer. And there are two ways to start it which is also a Mission
Story.
The first is to go up to the Winery Main Floor and get close to Corvo
Black, who should be at the west side, and start a conversation with Juan
Cortazar, the Head of Security. The second is to go to exterior door to the
Production Room and get close enough to Gabriel so he can take a call from
Don about the tour.
For this I will get the tour started with Corvo, ambush him, and take the
tour as him. However, I will also get rid of the Waiter in the Barrel Room
so he can't get the call from Don. The plan is to knock out the Sommelier
and set up things correctly so I can poison Don with wine during the
meeting.
To do that I will use a sedative poison in the Air Conditioner attached to
the Barrel Room to knock out everybody in that Room and the Wine Fridge.
I will also use this initial run-through to kill Tamara multiple times
during the tour. This also means that multiple game saves will be used to
acquire these kill Challenges as well as [Chameleon] plus a bunch of other
smaller Challenges.
When planning bring the Sedative Poison Vial and the Remote Emetic Gas
Device but you can choose not to bring a Pistol with you. I also plan to
acquire all of the Keys and Security Keycard early to make navigation
easier. Being that this is the first run-through you will be starting at
the Winery Viewpoint.
When you start then go to Diana, talk to her, and acquire the Invitation.
Run down the road and pick up the Brick along the way. Go to the north path
to the Grapefield Cliff then drop down into the Bluebonnet Patch behind the
Guard. Knock him out with the Brick, drag him into the Patch, and switch
into his Disguise.
Go to the center of the Parking Lot where you should find the large
planters with a Bluebonnet Patch in the center. Get close enough to find
the Lawyer, Aron Ford Jr. He should talk on the phone then go to the Patch.
When he stops then push him over the wall to knock him out. Grab the
Briefcase and Research File. Go to Aron, drop the Briefcase, and switch
into and out of the Lawyer Disguise.
Go into the secured parking area to pick up the Coin by the blue car then
go into the office in the Security Tunnel. Grab the Coin there then go into
the Silo and Lower Gardens area. Run north to the Boatdock and climb into
the shack through the window. Grab the Crowbar, Screwdriver, and Villa Key.
Turn on the Radio to lure in the Enforcer then climb out and grab the
Fishing Line off of the pier when he goes inside.
Go back to the Parking Lot to grab the Briefcase then go to the Winery
Promenade. Go to the Reception Desk and grab the Coin there then go into
the Bathroom. Here you should see a Bodyguard and a Civilian. When the
Civilian goes into the stall then follow him inside and knock him out with
the Briefcase. Go out to the Bodyguard, crouch down, and knock him out.
Drop the Briefcase in the north stall.
Grab the Guard's weapon and Security Keycard. Open the nearby door with the
Keycard then drag the Guard into the hallway and dump him into the
Container here. Switch into and out of his Disguise. Drag the Civilian and
dump him here too. Go into the Security Room and upstairs into the Staff
Area to pick up the Emetic Rat Poison. Go back down to the Security Room
and to the keycarded door at the north end.
Enter the hallway into the Secret Tunnel and to the Fusebox near the two
standing Guards. Open it then turn it off to lure one of them to it. Hide
back at the corner until he gets to it then sneak up on him and knock him
out when he turns it on. Drag him back to the Container, dump him into it,
and switch into his Disguise. Go to the other Guard, knock him out, pick up
his weapon, and dump him into the Container.
Go into the hallway to the Armory and throw stun the Enforcer. Go into the
Armory, switch into and out of the Tactical Wetsuit Disguise, then go out
the other door and close it. Pick up the weapon the Enforcer dropped then
drag him to the door leading to the Backside area - drop his weapon here
too. Go out into the Backside area then south to the Shortcut and open it.
Go back to the Secret Tunnel through the Armory and back to the Security
Room. Find the stairs by the Container and take them down to the Tech Room.
Find and acquire the Emetic Rat Poison then go down to the Production Room.
Go to the large table at the southeast side and grab the Winery Workers'
Key.
Go into the Fermentation Room and to the Grape Presser at the southwest
side. Use the Key and turn off the safety mechanism which will safely allow
you to use the Presser later.
Go back up to the Secret Tunnel via the Tech Room and Security Room. Go up
the stairs and enter the Villa Basement. Go to the west end of the room and
find the Safe. Open it with 2006 and acquire the Report On Data Leak. Go to
the south end of the room and open the Shortcut to the Staff Area near the
Asado Pit then go to the northeast corner and open the Shortcut to the
Villa Front Yard area.
Use your Instinct to find Don and wait for him to be outside before going
up to the Foyer then up into the Bedroom. Grab the Basement Key off of the
desk then go into the Bathroom to grab the Lethal Poison Pill Jar. Pull the
rope here to bring down the Ladder then climb up into the Attic to put it
on the map and grab the Emetic Rat Poison. Climb down then go onto the Roof
to put it on the map and drop down.
Go to the Backside and follow the way to the East Stairs then go down to
the Cinema. Go inside then collect the three Coins here before going out to
the Grapefield. Go to the Grape Shed to acquire a Grape Knife then go into
the Malbec Field to the north and pick four Grapevines. Go back to the
Grapefield Promenade and near the North Stairs.
Just north of them is a secluded area with a Container and a single Winery
Worker. I need to knock him out so I can use his Disguise later when doing
[The Tour].
Go into the secluded area and place a Coin on the ground then a Grapevine
just before it. Toss an object to lure the Worker to the Coin. As he goes
for it then he will slip on the Grapevine and knock himself out. Dump him
in the Container, pick up the Coin, and switch into and out of his
Disguise.
Go up the South Stairs to the Winery Promenade then into the Tasting Room
and grab the Coins off of the east counter. With these you should have all
nine from the map and twelve overall. Go back to the Bathroom, make the
Gas Briefcase, and take it with you.
Go into the Main Floor and up the Center Stairs to the Asado Promenade. At
the west side of the Stairs you should see two Providence Heralds. Go south
through the large planters and you should see a lone Waiter by a Bluebonnet
Patch. Enter the Patch, crouch down behind him, and pull him over to knock
him out.
Now to go after some Civilian Disguises starting with Mikhail, the male
Herald, for his Disguise. Go up to the pair of Heralds and use the Gas
Briefcase to make them sick.
As noted earlier, the woman will go one way and Mikhail will go the other.
He will go to the railing at the south side near the Dining Area. As he is
throwing up then place a Coin behind him and make a Chain back to where you
ambushed the Waiter - drop the Briefcase in the Patch. After he finishes
vomiting then he should see the Coin and follow the Chain.
When he gets to the last Coin then knock him out, dump him into the Patch
with the Waiter, climb in, then switch into the Herald Disguise and then
into the Waiter Disguise. Climb out, grab all of the Coins.
Now to acquire the Tango Musician Disguise. Go back down the Center Stairs
then north along the east side of the floor. Down at the Atrium there
should be a couple of Workers who will then get into a conversation. This
will cause at least one of them to leave and that will make things easier
for later.
Turn the corner and run west to the Dance Floor. Here you should see the
Musicians playing. Every so often then they will take a break for a drink.
While they are playing then go to the table and use the Emetic Rat Poison
on the Glass. Run back up to the Asado Promenade using the nearby stairs
then along the west and south edge back to the Bluebonnet Patch with the
Waiter.
Re-acquire the Mercenary Disguise then go back down to the Dance Floor, go
into the Bathroom, and wait. During the next break then one of the
Musicians will drink from the Glass, get sick, and come here. Follow him
into the stall, knock him out, and switch into and out of his Disguise.
With that done it is time to get rid of the Waiter in the Barrel Room. The
plan is to use the Air Conditioner in the Tech Room to poison the air in
the Barrel Room and knock him, and everybody else, out. Go into the Tech
Room and hide behind the stack of stuff by the Fusebox near the door to the
Security Room.
When he comes by then pull him over to subdue him. Knock out the Worker
then drop both bodies into the Ventilation Tunnels opening by the Air
Conditioner. Drop the Shotgun here too.
In most missions where there is an Air Conditioner you can simply poison it
and turn it on to affect those nearby. However, here, you need to do one
additional thing before using the Conditioner. Go back up to the Security
Room and to the east side to find a Terminal. When you use the Terminal
then you are given four things you can do:
>>01 - Disable Security Doors
----------------------
This will temporarily open the doors to the Wine Fridge.
>>02 - Enable Alarm
------------
This will activate the alarm in the Wine Fridge and get the
Guard in the Security to run down and investigate. As noted, a
side effect of that is that the Guards will keep running down to
the Fridge even if the Alarm stops.
>>03 - Ventilate Barrel Room
---------------------
This will transfer air from the Ventilation Tunnels below the
Barrel Room upwards into the Room itself.
>>04 - Temperature Controls
--------------------
This will adjust the temperature inside the Wine Fridge and will
make the Sommelier come up to investigate.
If you were to use a poison on the Conditioner and turn it on it won't
affect anybody in the Barrel Room and Wine Fridge because the poison is in
the Ventilation Tunnels. In order to properly poison these rooms you need
to channel the air into them and to do that you choose Ventilate Barrel
Room.
After doing that then run back down to the Tech Room. Use the Sedative
Poison Vial on the Conditioner and wait. Use your Instinct and find the
Waiter in the Barrel Room. Wait for him to go to the north side of the Room
before turning on the Conditioner to knock him out and everybody else
including those in the Wine Fridge.
Turn off the Conditioner, go into the Barrel Room, grab the Waiter, then
drag him straight west then south to the Tech Room.
The reason for this route is that there is a person looking northeast
through the window above and if you knocked out the Waiter when he was at
the south end of the Room then he may be seen by him. In addition, if you
dump any bodies into the Ventilation Tunnels from the Barrel Room then you
will kill that person.
So it is best to drag them into the Tech Room and dump them with the ones
you knocked out earlier to keep them alive. After dumping the Waiter then
do the same to the two Winery Workers.
After that is done then go back to the Terminal. This time Disable the
Doors then run down to the Fridge before the Timer, which is at one minute,
expires. The good news is that it is way more than enough time to get down
there, especially using the stairs to the Tech Room nearby.
Close the doors then drag the Sommelier's body and dump him into the
Tunnels opening to the north and take the Waiter's body and dump him in the
south opening.
Go to each of the three tables and grab one bottle of wine there to
complete another Challenge. Go to the secured area and use the keypad to
enter 1945 to open it up - do not go inside right now. Go out the north
door, drop back down into the Tunnels, and open the north Hatch to re-enter
the Fridge from below and go back to the Sommelier. Drop all of your
Pistols here.
Now it is time to do the tour and set up the meeting with Don. Go up to the
Winery Main Floor and to the west side to find Corvo Black. Getting close
to him will start the Mission Story and he will go up to the Asado
Promenade. After getting it started then run up to the Center Stairs and
just southeast of it to find a Bluebonnet Patch. Enter it, crouch down, and
go to the southeast side and take cover.
Eventually Corvo will come here and lean on the wall. Get close enough to
him and grab him. Take his Disguise then run down to the Main Floor and to
the Reception Desk to talk to the Waiter there. He will tell you to go down
there so go down the North Stairs and just south of the Production Room
door. Eventually both Tamara and Diana will show up.
However, they can't do the tour until Mr. Gabriel Vargas is located. When
prompted then run down the Promenade until you get around the north end of
the Chardonnay Field. Look west to find Vargas and his assistants. Enter
the Field but go just southwest of them behind the grapevine wall so you
aren't seen and get close to them.
Gabriel won't go to do the tour until he feels that the Malbec grapes are
ripe for picking and instructs Ramon to grab him some samples. He should
then leave to find his picking knife but will never find it.
After the conversation then run to the Worker you knocked out earlier and
change into his Disguise. Run back to Gabriel and give him the Grapevines
you picked earlier then run back to re-acquire the Corvo Black Disguise. Go
back to Tamara and Diana and wait for Gabriel so you can do the tour.
He will lead you into the Production Room then into the Fermentation Room.
He will then inquire if you have any questions. Ask a question and you can
go to four different places inside the production area for more
information: Freezer, Grape Crusher, Grape Presser, and Fermentation Tank.
Run over to the Freezer at the west side and wait. As the group gets close
to you then make a game save:
>>Coldhearted
***********
Ask about the Freezer and go to the panel to the left of it. Both
Gabriel and Tamara will go inside. Gabriel will leave but she will
stay inside and he will go to you. Activate the panel to close the
door to trap Tamara inside even as Gabriel is staring at you.
Knock him out to complete the tour, switch into his Disguise for
[Chameleon], then wait for Tamara to die. After the notifications pop
up then reload the save.
When you get back then ask about the Freezer again and let Gabriel finish.
Run over to the top of the Grape Crusher and wait. As the group gets close
then make another game save:
>>Pulp Friction
*************
Ask about the Crusher and wait. At some point Diana will turn on the
nearby Radio to distract Gabriel. Look at the other side to find a
Worker. When his back is turned then push over Tamara to kill her.
After the notifications pop up then reload the save.
When you get back then ask about the Crusher and let Gabriel finish. Run
over to the Grape Presser and wait. As the group gets close then make
another game save:
>>A Thick Must
************
Ask about the Presser and the group will go into the Presser for a
photo. Diana will then leave to inquire about the photo which will
get Gabriel to turn around. Tamara will stay inside the Presser. Go
to the Button, which you unlocked earlier, and press it to kill
Tamara. After the notifications pop up then reload the save.
When you get back then ask about the Presser and let Gabriel finish. Run to
the top of the Fermentation Tank at the northeast corner and wait. When the
group gets close then make another game save:
>>Primary Fermentation
********************
Ask about the Tank and wait for both Diana and Gabriel to leave.
Tamara will stay behind for a bit. Bring out the Fishing Line,
garrote her, and dump her into the Tank. After the notifications pop
up then reload the save.
When you get back then ask about the Tank and let Gabriel finish. Follow
him up to the Barrel Room and to the edge of the Ventilation Tunnels near
the north door of the Wine Fridge then make a game save.
At this point then Don will enter the Room and meet with Tamara and Diana.
They will then go up to the Villa Foyer to meet with the other Heralds then
go down to the Basement. One of the Target kill Challenges to be done is to
kill Don with poisoned wine during the meeting.
However, you need to get to his Glass before they come down from the Foyer.
So things need to be timed right therefore I will make a save here just in
case things go wrong.
Just as Don enters the Room then drop down and go to the Hatch nearby. Open
it with the Screwdriver then go to the Sommelier. Change into his Disguise,
climb up, then go into the secured room to grab the 1945 Grand Paladin. Go
to the north door but do not go into the Room.
As everybody leaves to go up then Cortazar, the Head of Security, will go
to the window and start to knock. Go out, get close but not too close to
him, and start pressing the Talk button until he finishes knocking and he
responds to you.
He will then lead you upstairs but get ahead of him a bit then go to the
base of the stairs to the Basement and get the prompt to get frisked. Use
the prompt and he will frisk you the moment he gets to you. After that then
run to the Basement.
If everything has gone right then there should be nobody here but a couple
of Guards. Go to the east end of the table to find a lone Glass and make
another game save:
>>To Loyalty
**********
Use the lethal poison on the Glass and go to the other end of the
table. Eventually Don, Diana, Tamara, and the Heralds will come down
for the meeting. Present the wine to the group when prompted and back
away.
During the meeting Don will confront Diana. He doesn't want her to be
a Herald because she waged war with Providence and he cannot trust
her. He plans to get rid of her and wants the other Heralds to be
part of the plan.
However, despite her own misgivings, Tamara will get up to defend
Arthur and Diana. Unfortunately, Don considers her a traitor and
orders Cortazar to shoot Tamara which kills her. Then Cortazar will
lead Diana up to the Bedroom so Don can finish her later.
Don will then drink his wine and drop dead. After the notifications
pop up then reload the save.
When you get back then go to the other side of the table and wait for the
group. After presenting the wine then go to the Shortcut at the northeast
corner and wait for the timer to appear after Diana is led away. You have
ten minutes to get to her but that is way more than enough time.
Sneak up the stairs to find a lone Guard but he will go to the front of the
patio. Look to your left to look for a patrolling Guard. When he is either
at the north or south ends of his route then go up to the Patio to find a
Pipe at the corner than you can climb to the Roof. Get up there then to the
Front Balcony. Open the door and get just inside.
When Diana gets up here then one Guard will go to the Back Balcony and the
other will go to the top of the stairs. However, when you enter the
Bedroom, then he will go near the bed. Go back on the Balcony and toss a
Coin near the fireplace to lure him there. Run up to him and knock him out.
This will also stop the timer.
Drag him into the Bathroom, dump him in the Closet, and take his Disguise -
pick up his weapon. Go onto the Back Balcony, knock out the Guard, and dump
him in a Closet in the Bedroom. Talk to Diana and she will instruct you to
sit down and wait for Don. Don will come up with Cortazar and another
Guard.
As Don gets almost to the top of the stairs then run to the Bathroom and
turn on the Sink. This should lure Cortazar. Take cover to the right of the
door and grab him as he enters. Run to get up behind the other Guard as
Diana and Don talk. Diana will tell Don something to get him close to her.
She will then ambush him with a Letter Opener and he will fall to the
floor.
When she stabs him then knock out the Guard and dump him in the Closet. Go
to Don and use the prompt to kill him which will start a cutscene of you
doing so. This will get Diana to leave for the Dance Floor and make the
Agent 47 Suit to appear by the fireplace. Dump all bodies in Closets and
Containers and switch into the Head of Security Disguise.
Before acquiring the Agent 47 Suit I am going to acquire the remaining
Disguises and a few other Challenges before leaving. The next Disguise I
will go after is the Asado Chef.
Go back down to the Foyer and look outside. If there is a standing Guard
here then place a Coin on the floor a few feet from the door. Open the door
and toss an object by it to lure him in to see the Coin. When he gets to it
then knock him out and dump him in the nearby Closet.
Go outside to find the red van and the four Torches. You should also find
three people nearby - two women and a Waiter. At this point in the mission,
with the Targets dead, the Waiter will not leave the area. But that is okay
- I will get rid of him too.
Go to the Water Pump nearby and use it to lure one of them to it. Hide in
the bushes until they get into position then knock them out when they turn
it off. Dump them in the bushes behind the Pump and repeat until all three
are gone. Take all of the Torches and dump them in the bushes near the
unconscious staff.
Run down to the Asado Pit to get the conversation started between the Llosa
Brothers so Pablo will go up to grab a Torch. Go back up to the Water Pump
and wait. When he arrives at the van then turn on the Pump to lure him to
it. Knock him out like you did the others, drag him to the bushes, and
switch into and out of his Disguise.
Grab a Torch, run down to the Asado Pit, and light it. Go to any Bluebonnet
Patch, crouch down, and drop the Torch.
Look at your map to find multiple Camera icons. Three of those are at the
Production Room and Wine Fridge areas. But there are seven others scattered
around the Winery area. These are QR Codes and you need to scan them for
another Challenge. Go around and scan them then go to the Silo area.
Climb up to the top to find the Sniper Spot and two Guards. Crouch behind
the nearby table and toss a Coin so it lands in a spot just north of them.
Go up to them and wait. When one of them leaves to investigate then knock
out the one by the Rifle then the other. Grab the Rifle and drop it.
After that then go around and find all remaining Unexplored Areas on the
map then go back up to the Villa and acquire the Agent 47 Suit to complete
[Chameleon]. This will also finish the [Closing Statement] Mission Story
and get the two Guards at the west entrance to the Front Yard from the
Asado Promenade to leave.
Run out the front door then down to the Promenade then down to the Dance
Floor to meet Diana and complete the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Hello, Cowboy [1,000 XP]
************************
For this you need to acquire the Gaucho Disguise.
>>Shortcut: Backdoor [1,000 XP]
*****************************
For this you need to open the Shortcut at the Backside.
>>Scandal [1,000 XP]
******************
For this you need to open the Safe in the Villa Basement and acquire
the File On Data Leak.
>>Shortcut: Maintenance Door [1,000 XP]
*************************************
For this you need to open the Shortcut at the Staff Area near the
Asado Pit.
>>Shortcut: Cellar Door [1,000 XP]
********************************
For this you need to open the Shortcut at the Villa Basement.
>>Harvest Season [1,000 XP]
*************************
For this you need to pick a Grapevine at the Malbec Field.
>>Grapes of Wrath [2,000 XP]
**************************
For this you need to knock out someone by making them slip on a
Grapevine.
>>The Hidden Hand [1,000 XP]
**************************
For this you need to acquire the Providence Herald Disguise.
>>Tastemaker [1,000 XP]
*********************
For this you need to acquire the Waiter Disguise.
>>Going Above [2,000 XP]
**********************
For this you need to enter the Wine Fridge through the open security
doors.
>>Estate Wines [2,000 XP]
***********************
For this you need to acquire at least one bottle of Cabernet
Sauvignon, Malbec, and Pinot Noir.
>>Going Below [2,000 XP]
**********************
For this you need to enter the Wine Fridge through a Hatch in the
Ventilation Tunnels.
>>Grape Picker [1,000 XP]
***********************
For this you need to acquire the Winery Worker Disguise.
>>Mission Story - The Tour [2,000 XP]
***********************************
For this you need to do the wine tour either as Corvo Black or
Gabriel Vargas. You can also complete this by either knocking out or
killing Gabriel during the tour.
>>Eliminate Tamara Vidal [4,000 XP]
*********************************
For this you need to kill Tamara Vidal.
>>Coldhearted [2,000 XP]
**********************
For this you need to kill Tamara inside the Freezer at the Production
Room.
>>Someone Could Hurt Themselves [2,000 XP]
****************************************
For this you need to kill a Target in an accident.
>>Pulp Friction [2,000 XP]
************************
For this you need to kill Tamara by pushing her into the Grape
Crusher.
>>A Thick Must [2,000 XP]
***********************
For this you need to kill a person inside the Grape Presser.
>>Piano Man [2,000 XP]
********************
For this you need to kill a Target by garroting them.
>>Primary Fermentation [2,000 XP]
*******************************
For this you need to dump a body into a Fermentation Tank.
>>A Vintage Year [1,000 XP]
*************************
For this you need to acquire the 1945 Grand Paladin.
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot. For this mission
you can acquire this even if somebody else does the kill for you.
>>Eliminate Don Archibald Yates [4,000 XP]
****************************************
For this you need to kill Don Archibald Yates.
>>To Loyalty [2,000 XP]
*********************
For this you need to kill Don with a poisoned glass of 1945 Grand
Paladin.
>>Tasteless, Traceless [2,000 XP]
*******************************
For this you need to kill a Target with lethal poison.
>>The Famous Llosa Brothers [1,000 XP]
************************************
For this you need to acquire the Asado Chef Disguise.
>>Asador [2,000 XP]
*****************
For this you need to light the Asado Pit.
>>QR Codes [2,000 XP]
*******************
For this you need to scan all seven QR Codes found around the Winery.
>>Cuckoo's Nest [1,000 XP]
************************
For this you need to acquire the Sieger 300 Tactical from the Sniper
Spot.
>>Discover Mendoza [1,000 XP]
***************************
For this you need to reveal all 45 Undiscovered Areas in Mendoza.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Agent 47 Suit With Gloves ++Tactical Wetsuit
++Tango Musician ++Asado Chef
++Corvo Black ++Providence Herald
++Lawyer ++Winery Worker
++Chief Winemaker ++Sommelier
++Waiter ++Bodyguard
++Gaucho ++Mercenary
++Head of Security
>>One Last Tango [2,000 XP]
*************************
For this you need to leave the mission by meeting Diana on the Dance
Floor.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0===========================0
| Murder by Proxy [2,000 XP] \
0===========================================================================>
For this you need to kill both Targets with other people in the same
run-through. For Tamara you need to kill her with the Snipers at the Sniper
Spot and for Don you need to get his wife to kill him.
This run will also include doing the wine tour as the Chief Winemaker and
doing the remaining Mission Stories. I will also use the Air Conditioner in
the Barrel Room to poison the Targets and keep Don from initiating the
Herald meeting. I will also use couple of strategic game saves to do some
additional Target kill Challenges.
The first part of this is to get to the Silo area quickly, while picking up
items, so you can set yourself up for one of the Target kill Challenges.
When planning bring the Krugermeier, Lockpick, the Coins, place the ICA
Remote Micro Taser in the Boathouse Hidden Stash, and start at the Parking
Lot.
When you start then go to the north path to the Grapefield Cliff then drop
down into the Bluebonnet Patch behind the Guard. Subdue him, drag him into
the Patch, and switch into his Disguise.
Go into the secured parking area and climb up the trailer to grab the
Wrench then drop down to pick up the Coin by the blue car and go into the
office in the Security Tunnel. Grab the Coin there then go into the Silo
area. At this point make a game save:
>>Brother from Another Brother
****************************
For this you need to pacify or kill the Sniper Team then use their
Sniper Rifle to kill both Targets from that position. Quickly climb
the small building then climb the pole in the center to reach the
level above. At this point the Enforcer should be walking away from
you.
Bring out your Pistol, run up to the Sniper Spot, then quickly kill
both of the snipers. Pick up the Rifle and look towards the Villa.
If you did things quickly enough then Don should still be on the
bedroom balcony but is getting ready to leave. Quickly kill him with
a headshot then kill his wife to keep the Guards from getting
involved.
After this then it is a matter of waiting as Tamara should be in the
Winery at this point. Eventually both her and Diana should go onto
the Asado Promenade.
At some point they will go to a railing where they will stop and you
will have a clear shot at Tamara. After nailing her with a headshot
then wait for the notifications to pop up before reloading the save
and continuing.
When you get back then go up to the Sniper Spot while avoiding Enforcers to
get the [Eyes On Target] Mission Story started.
Go back down and to the Lower Gardens area. Run north to the Boatdock and
climb into the shack through the window. Grab the Crowbar, Screwdriver,
Villa Key, and the Taser. Climb back out and go into the Lower Gardens.
Go to the center of the Lower Gardens area to find a pickup truck. You
should also see two Enforcers there. Go into the Bluebonnet Patch at the
east side of the truck and sneak your way to the back end.
As you get close then they should turn away from you and to a table. They
will also talk about the Snipers and how bored they are. As they talk then
go to the Weapons Box and grab the Earpiece then go back into the Patch.
When you grab the Earpiece then the Enforcers will walk away and you will
contact the Snipers about a target. Go to the table and scan one of the
Watermelons then tell the Snipers to take the shot which will destroy the
target. The next step is to scan Tamara but that is for later.
Although you need to use the Sniper Team to kill Tamara you can use them to
kill other people too. Simply scan them and tell the Team to take the shot
to kill them. There are some things to note though.
One, you can only scan one target at at time. If you scan one target and
then scan another then tell the Team to take the shot only the second
person will be killed instead of them killing both.
Two, any kill that the Sniper Team makes is going to count as an accident
kill which can be useful for Contracts Mode.
After destroying the Watermelon then go to the Winery Promenade. Go to the
Reception Desk and grab the Coin there then go into the Bathroom. Here you
should see a Bodyguard and a Civilian. When the Civilian goes into the
stall then follow him inside and knock him out with the Crowbar. Go out to
the Bodyguard, crouch down, and knock him out.
Grab the Guard's weapon and Security Keycard. Open the nearby door with the
Keycard then drag the Guard into the hallway and dump him into the
Container here. Drag the Civilian and dump him here too. Go into the
Security Room and to the keycarded door at the north end.
Enter the hallway into the Secret Tunnel and to the Fusebox near the two
standing Guards. Open it then turn it off to lure one of them to it. Hide
back at the corner until he gets to it then sneak up on him and knock him
out when he turns it on. Drag him back to the Container, dump him into it,
and switch into his Disguise. Go to the other Guard, knock him out, pick up
his weapon, and dump him into the Container.
Go up into the Villa Basement and to the west end to open the Safe and
acquire the Report On Data Leak. Years ago Valentina, Don's wife, was an up
and coming diplomat and was the Argentinian ambassador to China. A client
of Morgan, Yates, & Kohn was being sued by another company, Semaphore Phone
Company, for corporate espionage. Don's fixer, Corvo, obtained evidence
that Semaphore had been illegally selling user data to China.
Unfortunately, Valentina and her office had brokered the deal in exchange
for a trade agreement. If these findings came out then her career would be
ruined. Of course Don leaked the documents to GNN which allowed him to win
his case, one of his biggest. This also destroyed Valentina's career and
resulted in her returning to her ancestral home of Mendoza and tend to the
winefields while her husband worked in New York.
She would be most unhappy if she found out about this. Naturally, you're
going to give her this Report later.
From here, then go up to the Villa Bathroom to acquire the Lethal Poison
Pill Jar. Pull the string to bring down the Ladder to the Attic. Climb up
to acquire the Emetic Rat Poison.
Leave the Villa then go down to the Tasting Room to acquire the three Coins
there. Go north to the east side of the Main Floor then climb down the
stairs into the Fermentation Atrium. Here you should see a pair of Workers
who will get into a conversation about the Wine Pump and this will start
the [Over The Top] Mission Story.
The plan is to cause the Tanks to overflow which will get Don to come down
to investigate and set him up for a possible electrocution even though you
will kill him in a different way.
Follow the senior Worker until you get the prompt to sabotage the
Electrical Plug. Go to the southeast corner of the Fermentation Room and
take cover behind the large pipe. The senior Worker should lean against it.
Pull him over to subdue him and keep him from being a problem later.
Carefully drag him up the stairs to the Cinema.
Use your Instinct and keep and eye on the Workers in the Cinema. One of
them will go to some crates and take a drink. When he leaves it then drag
the Worker into the Storeroom for hiding.
Go back down to the barrels near the standing Worker. Grab the Soda Cans
nearby, crouch behind the barrels, and toss one of the cans into the Grape
Presser to lure him there. Run to the Plug and sabotage it. The next thing
to do is to sabotage the Pump but that is for later. Go out onto the
Grapefield Promenade and just north of the North Stairs.
You should find a secluded area with a Container and a single Winery
Worker. Go into the secluded area and place a Coin on the ground by the
Container. Toss an object to lure the Worker to the Coin. When he gets to
the Coin then knock him out and dump him.
Go up to the Tech Room via the Production Room and find the Fusebox by the
door. However, crouch behind the stuff by the Fusebox and wait. When the
Guard finishes his conversation with the Worker and comes to you then pull
him over to subdue him. Go to the Worker and knock him out.
Grab the Shotgun then dump both bodies into the Ventilation Tunnels opening
by the Air Conditioner. Go down then drag each body to the grill about
halfway along the Tunnel and drop the Shotgun here. Go up to the Security
Room and to the Terminal to Ventilate Barrel Room.
With everything set up it is time to do the wine tour (again). Go out the
main Production Room door and get close enough to Gabriel to get things
started. Run into the Chardonnay Field, find the Water Pump, and wait.
While you are waiting for him then Diana, Tamara, and Corvo will meet not
far from the Production Room door. It is important that you get the
Disguise to do the tour as Gabriel or give him the Grapevines so he can do
the tour without you. If you do not do either one of these things within a
few minutes then Diana and Tamara will leave and the Mission Story is lost.
When Gabriel and Ramon get to the table then turn it on to lure Ramon to
it. Hide nearby and sneak to him when he gets to the Pump then knock him
out when he turns it off. Drag him to the Container to the southeast and
dump him. Repeat the process for Gabriel and take his Disguise. Go back to
the Production Room door to find Tamara, Diana, and Corvo Black waiting for
you.
After the initial conversation then lead them into the Production Room and
present it. After that then lead them to the Fermentation Room and present
it. From there then lead them up to the Barrel Room.
However, stand near the center and wait for all three to gather behind you
before presenting the Room. If you start before they all gather then you
run the risk of Don getting stuck behind the Secret Tunnel door and you
can't finish the tour.
As you talk then slowly walk to the north side of the room where you should
find the Head of Security, Juan Cortazar, waiting. The moment that Don
enters the Room then immediately run west and drop down into the Tunnels.
Quickly climb back up into the Tech Room and make a game save:
>>{Ripe for the Picking} Accomplishment
*************************************
For this you need to kill Don with poisoned wine, Tamara with the
Grape Presser, and both with poison gas. Two of those three were done
in the initial run-through and the last one can only be done here.
Use the Lethal Poison Pill Jar on the Air Conditioner and turn it on.
This will fill the Room with lethal gas and kill everybody including
Diana which will result in a mission failure. When you get to the
menu after the failure then reload the save.
When you get back then use the Emetic Rat Poison on the Conditioner and
turn it on. This time everybody will get sick.
I should also point out that because you are making so many people sick at
the same time you may also cause some randomness regarding some of those
you make sick but it also isn't game breaking. In addition, when everybody
finishes getting sick then they will go back to their routines instead of
doing the Herald meeting.
Don will go into the Secret Tunnel to vomit and the women will go up to the
Bathroom. Wait there and, when Tamara comes up, then make another game
save:
>>Hold My Hair
************
When she goes into a stall then drown her. After the notifications
pop up then reload the save.
>>Firebrand
*********
When she enters the stall then knock her out. Drag her to the Sink,
drop the Taser, turn on the Sink, leave, and use the Detonator to
kill her. After the notifications pop up then reload the save again.
When you get back then go back down to the Fermentation Room and hide
behind the barrels by the standing worker again. Use your Instinct to find
Don and wait for him to finish getting sick before doing anything else.
Toss another Can into the Grape Presser to lure him then run over to the
Pump and sabotage it to cause the leak and ruin the Room. This will get Don
running down there and complete the [Over The Top] Story.
As this is going on then go to the Grapefield Promenade and to where you
ambushed the Winery Worker earlier. When Diana and Tamara finish throwing
up then they will go to the mid-level platform for the North Stairs and
stop. They will not leave regardless of what you do.
However, you can make them resume their patterns by ambushing Corvo Black.
But you need to do it after the two women arrive at the platform or they
will get stuck there.
After the tour then Corvo will go to stand by the Bluebonnet Patch nearby.
Although you can lure him to the secluded area with a tossed object it is
best to use a Coin Chain instead. Place a Coin by the Container then make
the Chain to Corvo so you can lure him to it. As he enters the secluded
area then Diana and Tamara should leave the platform.
When Corvo reaches the last Coin then knock him out and dump him in the
Container - pick up the Coins. Run back up to follow the women and you
should catch up to them just as they start to go up to the Asado Promenade.
Bring out the Camera and scan Tamara to alert the Snipers. Tell them to
take the shot when they get a clear line and Tamara will be killed when
they do. This will not only finish the [Eyes On Target] Story it will also
count towards [Straight Shot] and is also an accident kill so you will also
acquire [Someone Could Hurt Themselves].
Go back down to the Grapefield to re-acquire the Mercenary Disguise. Run
back up to the Villa and find Valentina who should be in the Bedroom at
this point. Talk to her, give her the Report, and run back down to the
Secret Tunnel. She will read the Report, get very upset, and go onto the
Balcony.
Don will go to her and she will confront him about the Report. She will
then get upset enough to push Don over the railing which will kill him in
an accident.
When you reach the Tunnel then you may find people here still throwing up
even though they should've stopped some time ago. Go to the Fusebox and
fire a shot into the wall above the walkway to spook them and get them to
stop. When they settle down then they should leave.
After that then sneak into the Armory, switch into the Tactical Wetsuit
Disguise, and sneak back out to the Tunnel. After Don dies then an exit
point will appear here. Use it to leave the mission through the cave
system.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Brother from Another Brother [4,000 XP]
***************************************
For this you need to go up to the Sniper Spot, pacify or kill both
snipers, and use their Sniper Rifle to kill both Targets from their
spot. You should also unlock the Agent 17's Signature Suit for your
collection.
>>Melon Head [2,000 XP]
*********************
For this you need to target paint a Watermelon and get the Snipers to
shoot it.
>>Tour Guide [2,000 XP]
*********************
For this you need to wear the Chief Winemaker Disguise, do the wine
tour as him, and present at least three areas of the Winery to the
group.
>>Secondary Fermentation [2,000 XP]
*********************************
For this you need to poison both Don and Tamara with any kind of gas
(emetic, sedative, lethal).
>>Hold My Hair [2,000 XP]
***********************
For this you need to kill a Target by drowning them.
>>Versatile Assassin [4,000 XP]
*****************************
If you've followed the order of things then you should also get this
one for doing [Hold My Hair] and the following Challenges done
earlier:
++Someone Could Hurt Themselves ++Piano Man
++Straight Shot ++Tasteless, Traceless
>>Firebrand [2,000 XP]
********************
For this you need to kill Tamara in an electrocution accident.
>>Mission Story - Over The Top [2,000 XP]
***************************************
For this you need to overflow the Fermentation Tanks and get Don to
come down to the Fermentation Room.
>>Mission Story - Eyes On Target [2,000 XP]
*****************************************
For this you need to get the Snipers at the Sniper Spot to kill
Tamara.
>>Domestic Disturbance [2,000 XP]
*******************************
For this you need to get Don's wife, Valentina, to kill him.
>>The Cave [1,000 XP]
*******************
For this you need to leave the mission via the cave system.
Plus these other Challenges:
--Hello, Cowboy --Scandal
--MS: The Tour --Eliminate Don Archibald Yates
--Eliminate Tamara Vidal --Tasteless, Traceless
--Someone Could Hurt Themselves --Straight Shot
--Silent Assassin
0==========================0
| The Lawyer and the Herald \
0===========================================================================>
For this I will be doing a couple of Target kill Challenges against Don as
the Lawyer and setting up a confrontation with Tamara in the Cinema. When
setting up the confrontation it is best done in your Suit. There will be
some additional setup before going to Diana and Tamara. In addition, this
will not be a Silent Assassin run due to what you need to do when
confronting Tamara.
When planning bring the Silverballer, Lockpick, Coins, and start at the
Parking Lot. When you start then go to the north side of the planters to
find and grab the Invitation. Go to the Bluebonnet Patch in the center and
wait for the Lawyer to come to you. Push him into the Patch to knock him
out. Grab his Briefcase the the Research Papers. Drop the Briefcase in the
Patch and head to the Cliff to ambush the Guard for his Disguise.
Go to the Reception Desk to pick up the Cabernet Sauvignon then go into the
Bathroom to knock out both the Civilian and Bodyguard - pick up the Keycard
and drag the Bodyguard into the stall. Go out into the Main Floor then east
back outside then down the East Stairs and use the Lockpick to unlock the
door into the Cinema.
Grab the Crowbar then go back out the door, up the East Stairs, and to the
Security Room. Go into the Secret Tunnel and use the Fusebox to lure and
knock out one of the Mercenaries for his Disguise.
Go up to the Villa and to the Guest Room. Wait for Don to come by. He will
stand around for a bit before going into the Foyer. He will have two Guards
with him when he enters the Room. One will go into the Foyer and the other
will wait by the back door.
When Don leaves then place a Coin on the floor just a few feet inside the
door. After a bit then the Guard should come inside to follow Don and see
the Coin. As he goes for it then knock him out and dump him in the Closet -
pick up his weapon. This is necessary for later.
After this then run back to the Lawyer, drop your Pistols, and switch into
his Disguise. Run to the Dance Floor then up to the Asado Promenade. Go up
the west stairs to the Villa Front Yard to get frisked then go to the Room.
After a bit then a Guard will come inside to stand. Knock him out and dump
him in the Closet - drop his weapon in the Foyer.
Place the Research Papers on the east desk and wait. When Don is just
getting ready to enter the Room then make a game save:
>>Pencil Pusher
*************
Talk to Don and he should go to the desk and should stand near the
Pen so, when you get the prompt, then kill him with it. After the
notifications pop up then reload the save.
When you get back then knock him out as he goes to the desk. Drag his body
to the open window and wait. Just outside is a Guard that is leaning
against the wall. There is also a patrolling Guard then goes to him and
then goes to the north wall.
When he goes north and is about halfway then dump Don out the window. Just
a few feet away is a Shredder. Put Don into it and use it to kill him. It
should be noted that this is the reason for knocking out one of Don's
Guards earlier. If he was still by the back door then he would hear Don's
body being dumped out the window and would go investigate. Getting rid of
him beforehand will prevent this.
Now to go after Tamara. Go back to the Cliff to re-acquire your Suit then
back to the Lawyer to re-acquire your Pistols - prep your Silverballer
before doing anything else. Go to the entrance to the Dance floor area and
present your Invitation to the Waiter.
According to John Hansen at Gamepur, in order to set up a private
confrontation with Tamara you need to talk to Diana three times. Find Diana
and talk to her and she will introduce you to Tamara. Let them go and they
will go somewhere for a conversation between themselves.
After that then talk to Diana again. Tamara will get a little more
suspicious with this encounter. Let them go and wait until they have
another conversation then talk to Diana again. This time Tamara will get
very suspicious and wants to have a private conversation with you down in
the Cinema.
When you get down there she should stop by a crate with a Pistol on it but
you have your own. She will then confront you and believes that you are 47.
At some point you will then be considered trespassing and you can see the
yellow arrows forming.
When this happens then immediately bring out your Pistol, shoot and kill
Tamara, and quickly run out the East Stairs door and up. Holster your
Pistol as you are running then run to the Bathroom and acquire the
Bodyguard Disguise to get out of danger.
Go back to the Lawyer to re-acquire the Mercenary Disguise then go to the
Silo area and into the Lower Gardens. Run to the shack at the Boatdock to
grab the Boat Keys and turn on the Radio to lure in the Enforcer so you can
safely run to the Boat to leave the mission.
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By doing this run-through you should also complete the following Challenges
in the process:
>>Pencil Pusher [4,000 XP]
************************
For this you need to kill Don with the Pen inside the Villa Guest
Room.
>>Get Rid of the Body [2,000 XP]
******************************
For this you need to kill Don with a Shredder.
>>The Talented Mr. Rieper [2,000 XP]
**********************************
For this you need to set up a private confrontation with Tamara in
the Cinema.
>>Lago Lurker [2,000 XP]
**********************
For this you need to leave the mission via the Boat at the Boatdock.
Plus these other Challenges:
--Eliminate Don Archibald Yates --Eliminate Tamara Vidal
0=========================================0
| You Drink Too Much and You Talk Too Much \
0===========================================================================>
For this run-through I will poison Tamara with her wine and kill Don with
electrocution. I will also be using a strategically placed game save to
acquire the remaining exit point Challenges. When planning bring the Lethal
Poison Vial, Coins, and start at the Tasting Room.
When you start then you will be where you need to be in order to poison
Tamara. However, you need the Pinot Noir for that and they are just
beginning to come down the Center Stairs to go to the Tasting Room.
Immediately run to the Tasting Room Storeroom to pick up the Pinot Noir, go
back to the counter, place the Bottle on the counter, serve wine, and
poison the Glass. Serve Tamara when she is highlighted and this will poison
kill her.
Run from the area but grab a bottle of wine before leaving. Run to the East
Stairs area and continue north to the Backside area. Run inside the Shrine
and crouch behind the altar. When the patrolling Guard stops nearby then
toss a Coin into the corner to lure him there. As he goes to it then
carefully sneak up behind him and knock him out. Take his Disguise and go
up to the Villa.
Go up into the Bedroom and grab the Car Keys then go back down to the Front
Yard and grab a Torch. Go down to the Asado Promenade then down the Center
Stairs to the Cinema. Grab the Microphone then go back up to the Promenade.
In the center of the Dining Area is a Microphone that you need to replace
with the Branson MD-2 that you just picked up. After replacing it then turn
up the Voltage Regulator behind you. Go to the Asado Pit and light it to
bring Don down to the Area. Go into any Bluebonnet Patch and drop the
Torch. Go to the top of the Center Stairs and wait.
Don will do a quick speech before eating. During the speech then he will
touch the Microphone and be electrocuted. After he dies then make a game
save:
>>Into the Sunset
***************
Run down the Stairs, down into the Cinema, and into the Grapefield
and to the exit point there to leave the mission. When you get to the
menu after the cutscene then reload the save.
When you get back then run back up to the Villa Front Yard and use the exit
point by the sports car to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Notes of Hemlock [2,000 XP]
***************************
For this you need to kill Tamara with poisoned wine.
>>The Orator [2,000 XP]
*********************
For this you need to kill Don with the Branson MD-2 Microphone.
>>Into the Sunset [1,000 XP]
**************************
For this you need to leave the mission via the Grapefield.
>>Grand Theft Auto [1,000 XP]
***************************
For this you need to leave the mission via the sports car at the
Villa Front Yard.
Plus these other Challenges:
--Eliminate Tamara Vidal --Tasteless, Traceless
--Asador --Eliminate Don Archibald Yates
--Someone Could Hurt Themselves --Silent Assassin
0==========================0
| A Fine Vintage [4,000 XP] \
0===========================================================================>
For this you need to eliminate Don and Tamara with a Fiber Wire, leave the
mission by boat, and without changing your starting Disguise. You should
also earn the Pinot Noir Wine Bottle for your weapons collection.
The easiest way to get at Tamara is by making her sick with poisoned wine
and getting her to the Bathroom. Therefore it is best to start as a Waiter.
This Disguise does allow you access to many areas including the Villa but
you can't go inside the building. Still, this won't be much of a problem.
When planning bring the Fiber Wire, Emetic Poison Vial, and start at the
Tasting Room. Do not bring a firearm as you will be frisked and won't need
one anyway.
When you start then run into the Tasting Room Storeroom to grab the Pinot
Noir as this is the only wine Tamara drinks. After that then run to the
Bathroom. Use the bottle to knock out the Civilian in the stall and knock
out the Bodyguard. Drag both bodies into the north stall. Pick up the
Keycard and Pistol and drop the Pistol with the bodies.
Run back to the Tasting Room and, when the other Waiter moves away from the
counter, then place the Pinot Noir, serve wine, and poison the Glass.
Shortly afterwards then both Diana and Tamara will come down. Serve Tamara
to poison her then run to the Bathroom (while grabbing another Bottle along
the way), go into the south stall, and take cover to the right of the door.
When she comes inside then close the door but do not attack her. She will
have a Bodyguard following her and, if you attack her too soon then he will
go into the stall and see you both and he will attack you. Wait for him to
stand by the door before garroting Tamara. When she is dead then her
Bodyguard will leave going through the hallway and up to the Asado
Promonade.
As he leaves then drag Tamara to the Container in the hallway and dump her
to insure she isn't found. Go up to the Asado Promonade Staff Area to grab
the Emetic Rat Poison near the door and go up to the Villa area to be
frisked.
Go up to the Villa itself, go around the back, and stop near the door at
the north corner of the Villa Foyer. At this point both Don and Valentina
should be inside. Wait for them to leave before entering and going up to
the Bedroom. Go out onto the Back Balcony, poison the Glass there, then
wait.
An important thing to know about this Glass is that both Valentina and Don
drink from it and she goes first. You can get her out of the way by
poisoning and ambushing her but you can't poison this Glass again. If you
poison it again and Don drinks from it then it will have no effect. So you
need to ambush Valentina before she can drink from it.
When the two decide to come back insde she will be far ahead of Don and
will go to the Front Balcony. When she comes up the stairs and turns the
corner then run inside, knock her out, and dump her in the nearby Closet.
Go into the Bathroom, enter the Closet, and wait. Eventually Don will sit
at the Back Balcony. When he gets up to leave then he will drink from the
poisoned Glass and get sick.
He will then go into the Bathroom to throw up in which exit the Closet,
garrote him, and dump him in the Closet.
However, his Guards will not leave the stairway so you will need to leave
the building a different way. Go out onto the Back Balcony, jump over the
railing then drop down to the ground.
From here then go through the gate at the northwest side of the Back Yard
to enter the Gardens area. Use the Bluebonnets as cover as you carefully
make your way to the Boatdock as you are trespassing as a Waiter. When you
get to the shack then enter through the window, grab the Boat Keys, and
wait.
One of the two Guards patrol the dock. When he stops at the corner near the
window then sneak out and subdue him (do not hit him with the bottle as you
may knock him into the water and kill him). Even though he is out in the
open he cannot be seen because of the shack.
Re-enter the shack and turn on the Radio to lure in the other Guard then
climb back out. As he turns his back then climb back in and knock him out
when he turns off the Radio. Climb back out then sneak to the boat while
looking up at the path for Guards to successfully leave the mission.
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By doing this run-through you should also complete the following Challenges
in the process:
--Tastemaker --Eliminate Tamara Vidal
--Piano Man --Eliminate Don Archibald Yates
--Lago Lurker --Silent Assassin
0==================================================================0
| Silent Assassin, Suit Only [4,000 XP], Sniper Assassin [4,000 XP] \
0===========================================================================>
You can do all of The Classics in one run and it is fairly easy to do. When
planning bring the Remote Emetic Gas Device, a Briefcase with the Sieger
300 Ghost, place the Lockpick into the Dance Floor Hidden Stash, and start
at the Parking Lot.
When you start then go to the north side of the planters to find and grab
the Invitation. Run to the stairs to the Dance Floor and present the
Invitation to the Waiter. Run to the Winery Main Floor and run along the
north side to the East Stairs area. Run north into the Backside area and to
the Armory door. Drop the Briefcase here, bring out the Rifle, and holster
it.
Look out for the patrolling Guards and carefully sneak up to the Villa.
When you get up there then climb the Pipe at southeast corner of the
building and climb it to the Roof. Enter the Bedroom, take cover at the top
of the stairs, and wait.
If your timing is right then both Don and Valentina should be outside. Both
of them will head inside with Don going into the Guest Room and Valentina
going upstairs. As she reaches the top of the stairs then grab her to
subdue her and hide her in a Closet. Go back to the top of the stairs and
take cover again.
After Don finishes in the Guest Room then he will go to the Foyer and then
upstairs. Grab him like you did his wife, drag him to a Closet, shoot him
in the head to kill him, and dump him. Go back out the same way then run
back to the Backside area when it is safe.
Go back to the Briefcase, place the Rifle back inside, and run back to the
Main Floor. Run to the Restroom and knock out the Civilian in the stall
then knock out the Bodyguard. Dump them both in the Container in the
hallway, grab the Briefcase, and go to the north stall. Bring out the Rifle
and drop it. Place the Remote Emetic Gas Device into the Briefcase to make
the Gas Briefcase.
Run up to the Asado Promenade to find Tamara. Bump into her to isolate her
if you can then detonate the Briefcase to make her sick and get her down to
the Bathroom. Run back down to the north stall and place the Rifle into the
Briefcase.
When Tamara gets here then follow her into the stall and knock her out.
Bring out the Rifle, shoot her in the head to kill her, place the Rifle
into the Briefcase, and run to the Dance Floor and wait for Diana so you
can leave with her.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only ++Sniper Assassin
Plus these other Challenges:
--Eliminate Don Archibald Yates --Straight Shot
--Eliminate Tamara Vidal --One Last Tango
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Mendoza Challenge Run |###########################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Like with the previous chapters this is a full Silent Assassin run to get as
many Challenges as possible including [Chameleon] using only the weapons and
items you have in your inventory and starting at Mastery Level 1.
As for the Mission Stories there are four. At first glance it doesn't look
like you can do them all in one run but you actually can with proper planning
and understanding of how things work in this mission.
There are two things to note:
The first thing is that two of the Stories can be started two different ways.
For [The Tour] you can start it by going up to Corvo Black at the Winery Main
Floor which will make him leave. The game will prompt you to grab his
Disguise so you can do the tour as him.
The other way to start the Story is to go to the main Production Room door at
the Grapefield Promenade so Gabriel, the Chief Winemaker, can go to the
Chardonnay Field where you can either ambush him for his Disguise so you can
do the tour as him or give him the Grapevines so he can do the tour without
you.
For [Closing Statement] you can start it by finishing the tour regardless as
this will start the Herald meeting and get the Sommelier notified about the
1945 Grand paladin.
The other way is to simply walk into the Barrel Room where the Waiter there
will get the call from Don to alert the Sommelier about the Paladin which
will start the meeting without doing the tour first.
As for the other two Stories:
For [Over The Top] you need to get the Fermentation Tanks to overflow to get
Don downstairs but that ruins the Room and prevents you from doing [The
Tour]. For [Eyes On Target] You need to kill Tamara with the Snipers but you
need her alive to do the wine tour.
The second thing to note about this mission is the [Secondary Fermentation]
Challenge. To do this you need to poison both Tamara and Don in the same room
with gas. The only place to do this is in the Barrel Room. This is also a
Feats Challenge not an Assassination Challenge which means that you can
acquire it by using any kind of gas: lethal, emetic, or sedative.
If you use emetic gas then everybody will go to various places to get sick.
When everybody is finished then they will go back to their routines instead
of doing the meeting.
So, in order to do all four Stories in one run you need to do the wine tour
and gas everybody to prevent the meeting. I will do it as Gabriel to acquire
the Challenge for doing it as him. Then do [Over The Top] and [Eyes On
Target] before going back to the Barrel Room to do [Closing Statement] by
getting Don to call the Waiter.
As for the Target kills:
As noted I will use the Snipers to kill Tamara. This will count not only as a
headshot but an accident kill which will allow you to acquire two of the four
[Versatile Assassin] Challenges.
For Don, there is no special Challenge for killing him in front of Diana.
However, I can still do a [Versatile Assassin] Challenge on him. Since there
is some Fishing Line on the map I will use that to garrote him during the
confrontation.
Since completing [Closing Statement] also is the only way to make the Agent
47 Signature Suit with Gloves appear so you can complete [Chameleon] I will
wear it to the Dance Floor and leave the mission with Diana.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When planning bring the Remote Emetic Gas Device and the Lockpick and start
at the Winery Viewpoint.
When you start then go to Diana, talk to her, and acquire the Invitation. Run
down the road and pick up the Brick along the way. Go to the north path to
the Grapefield Cliff then drop down into the Bluebonnet Patch behind the
Guard. Knock him out with the Brick, drag him into the Patch, and switch into
his Disguise.
Go to the center of the Parking Lot where you should find the large planters
with a Bluebonnet Patch in the center. Get close enough to find the Lawyer,
Aron Ford Jr. He should talk on the phone then go to the Patch. When he stops
then push him over the wall to knock him out. Grab the Briefcase and Research
File. Go to Aron, drop the Briefcase, and switch into and out of the Lawyer
Disguise.
Go into the secured parking area to pick up the Coin by the blue car then go
into the office in the Security Tunnel. Grab the Coin there then go into the
Silo area. Go up to the Sniper Spot while avoiding Enforcers to get the [Eyes
On Target] Mission Story started.
Go back down and to the Lower Gardens area. Run north to the Boatdock and
climb into the shack through the window. Grab the Crowbar, Screwdriver, and
Villa Key. Turn on the Radio to lure in the Enforcer then climb out and grab
the Fishing Line off of the pier when he goes inside.
Go to the center of the Lower Gardens area to find a pickup truck. You should
also see two Enforcers there. Go into the Bluebonnet Patch at the east side
of the truck and sneak your way to the back end.
As you get close then they should turn away from you and to a table. They
will also talk about the Snipers and how bored they are. As they talk then go
to the Weapons Box and grab the Earpiece then go back into the Patch.
When you grab the Earpiece then the Enforcers will walk away and you will
contact the Snipers about a target. Go to the table and scan one of the
Watermelons then tell the Snipers to take the shot which will destroy the
target. The next step is to scan Tamara but that is for much later.
From here then go to the Winery Promenade. Go to the Reception Desk and grab
the Coin there then go into the Bathroom. Here you should see a Bodyguard and
a Civilian. When the Civilian goes into the stall then follow him inside and
knock him out with the Crowbar. Go out to the Bodyguard, crouch down, and
knock him out.
Grab the Guard's weapon and Security Keycard. Open the nearby door with the
Keycard then drag the Guard into the hallway and dump him into the Container
here. Switch into and out of his Disguise. Drag the Civilian and dump him
here too. Go into the Security Room and upstairs into the Staff Area to grab
the Emetic Rat Poison then go back down and to the keycarded door at the
north end.
Enter the hallway into the Secret Tunnel and to the Fusebox near the two
standing Guards. Open it then turn it off to lure one of them to it. Hide
back at the corner until he gets to it then sneak up on him and knock him out
when he turns it on. Drag him back to the Container, dump him into it, and
switch into his Disguise. Go to the other Guard, knock him out, pick up his
weapon, and dump him into the Container.
Go into the hallway to the Armory and sneak into the Armory to avoid the
Enforcer. Go to the Tactical Wetsuit Disguise and switch into and out of it.
Sneak out the other door then go out the door to the Backside area.
Go south to the Shortcut and open it. Go down to the East Stairs then go down
to the Cinema. Go inside then collect the three Coins here then go into the
Storeroom to acquire another Emetic Rat Poison. Go down and out to the
Grapefield. Go to the Grape Shed to acquire a Grape Knife then go into the
Malbec Field to the north and pick one Grapevine. Go back to the Grapefield
Promenade and near the North Stairs.
Just north of them is a secluded area with a Container and a single Winery
Worker. Go into the secluded area and place a Coin on the ground then a
Grapevine just before it. Toss an object to lure the Worker to the Coin. As
he goes for it then he will slip on the Grapevine and knock himself out. Dump
him in the Container, pick up the Coin, and switch into and out of his
Disguise.
Go up the South Stairs to the Winery Promenade then into the Tasting Room and
grab the Coins off of the east counter. With these you should have all nine
from the map.
Go back to the Parking Lot and to the Patch where you ambushed Aron earlier.
Place the Remote Emetic Gas Device into the Briefcase to make the Gas
Briefcase. Go back to the Winery Main Floor and up the Center Stairs to the
Asado Promenade.
At the west side of the Stairs you should see two Providence Heralds. Go
south through the large planters and you should see a lone Waiter by a
Bluebonnet Patch. Enter the Patch, crouch down behind him, and pull him over
to knock him out.
Now to go after some Civilian Disguises starting with Mikhail, the male
Herald, for his Disguise. Go up to the Heralds with the Gas Briefcase and
activate it to make them sick. Mikhail will go one way and the woman will go
the other. He will go to a railing near the Dining Area to get sick.
As he is throwing up then place a Coin behind him and make a Chain back to
where you ambushed the Waiter. When he finishes then he should see the Coin
and follow the Chain. When he gets to the last Coin then knock him out, dump
him into the Patch, climb in, then switch into the Herald Disguise and then
into the Waiter Disguise. Climb out and grab all of the Coins.
Now to acquire the Tango Musician Disguise. Go west and north along the
Promenade railing then down the stairs to the Dance Floor. Here you should
see the Musicians playing. Every so often then they will take a break for a
drink.
While they are playing then go to the table and use the Emetic Rat Poison on
the Glass. Run back up to the Asado Promenade using the nearby stairs then
along the west and south edge back to the Bluebonnet Patch with the Waiter.
Re-acquire the Mercenary Disguise then go back down to the Dance Floor, go
into the Bathroom, and wait. During the next break then one of the Musicians
will drink from the Glass, get sick, and come here. Follow him into the
stall, knock him out, and switch into and out of his Disguise.
Go back out onto the main floor then go east then south a bit to the stairs
for the Fermentation Atrium. Here you should see a pair of Workers who will
get into a conversation about the Wine Pump and this will start the [Over The
Top] Mission Story.
The plan is to cause the Tanks to overflow which will get Don to come down to
investigate and set him up for a possible electrocution even though you will
kill him in a different way.
Follow the senior Worker until you get the prompt to sabotage the Electrical
Plug. Go to the southeast corner of the Fermentation Room and take cover
behind the large pipe. The senior Worker should lean against it. Pull him
over to subdue him and keep him from being a problem later. Carefully drag
him up the stairs to the Cinema.
Use your Instinct and keep and eye on the Workers in the Cinema. One of them
will go to some crates and take a drink. When he leaves it then drag the
Worker into the Storeroom for hiding.
Go back down to the barrels near the standing Worker. Grab the Soda Cans
nearby, crouch behind the barrels, and toss one of the cans into the Grape
Presser to lure him there. Run to the Plug and sabotage it. The next thing to
do is to sabotage the Pump but that is for later.
Go up to the Tech Room via the Production Room and find the Fusebox by the
door. However, crouch behind the stuff by the Fusebox and wait. When the
Guard finishes his conversation with the Worker and comes to you then pull
him over to subdue him. Go to the Worker and knock him out.
Grab the Shotgun then dump both bodies into the Ventilation Tunnels opening
by the Air Conditioner. Go down then drag each body to the grill about
halfway along the Tunnel and drop the Shotgun here. Go back up to the
Bathroom and drag the Tango Musician down the Tech Room, dump him into the
opening, and drag him to the others. Climb back up and use the emetic poison
on the Air Conditioner.
In most missions where there is an Air Conditioner you can simply poison it
and turn it on to affect those nearby. However, here, you need to do one
additional thing before using the Conditioner. Go back up to the Security
Room and to the east side to find a Terminal. When you use the Terminal then
you are given four things you can do:
>>01 - Disable Security Doors
----------------------
This will temporarily open the doors to the Wine Fridge.
>>02 - Enable Alarm
------------
This will activate the alarm in the Wine Fridge and get the Guard
in the Security to run down and investigate. As noted, a side
effect of that is that the Guards will keep running down to the
Fridge even if the Alarm stops.
>>03 - Ventilate Barrel Room
---------------------
This will transfer air from the Ventilation Tunnels below the
Barrel Room upwards into the Room itself.
>>04 - Temperature Controls
--------------------
This will adjust the temperature inside the Wine Fridge and will
make the Sommelier come up to investigate.
If you were to use a poison on the Conditioner and turn it on it won't affect
anybody in the Barrel Room and Wine Fridge because the poison is in the
Ventilation Tunnels. In order to properly poison these rooms you need to
channel the air into them and to do that you choose Ventilate Barrel Room.
With everything set up it is time to do [The Tour] Mission Story. Go out the
main Production Room door and get close enough to Gabriel to get things
started. Run into the Chardonnay Field, find the Water Pump, and wait.
When Gabriel and Ramon get to the table then turn it on to lure Ramon to it.
Hide nearby and sneak to him when he gets to the Pump then knock him out when
he turns it off. Drag him to the Container to the southeast and dump him.
Repeat the process for Gabriel and take his Disguise. Go back to the
Production Room door to find Tamara, Diana, and Corvo Black waiting for you.
After the initial conversation then lead them into the Production Room and
present it. After that then lead them to the Fermentation Room and present
it. From there then lead them up to the Barrel Room.
However, stand near the center and wait for all three to gather behind you
before presenting the Room. If you start before they all gather then you run
the risk of Don getting stuck behind the Secret Tunnel door and you can't
finish the tour.
As you talk then slowly walk to the north side of the room where you should
find the Head of Security, Juan Cortazar, waiting. The moment that Don enters
the Room then you should complete [The Tour] Story.
Also, when he enters the Room, then immediately run west and drop down into
the Tunnels. Run to the bodies and re-acquire the Gaucho Disguise. Quickly
climb back up into the Tech Room and turn on the Air Conditioner.
This will make everyone, including those in the Wine Fridge, sick. Don will
go up into the Secret Tunnel to throw up and both Diana and Tamara will go
into the Bathroom to do the same - this is also why you need to hide the
Tango Musician. Everybody else will go to different places with most of them
going to the Tech Room to throw up into the opening - this is why you need to
move the bodies down the Tunnel.
I should also point out that because you are making so many people sick at
the same time you may also cause some randomness regarding some of those you
make sick but it also isn't game breaking.
When everybody gets sick then turn off the Air Conditioner. Stay by it for
awhile and let everybody throw up.
As people finish cleaning themselves up it is time to finish the [Over The
Top] Story. Go back down to the Fermentation Room and to the barrels by the
standing Worker. Toss another Can into the Grape Presser to lure him then run
over to the Pump and sabotage it to cause the leak and ruin the Room. This
will get Don running down there and complete the Story.
As this is going on then go to the Grapefield Promenade and to where you
ambushed the Winery Worker earlier. When Diana and Tamara finish throwing up
then they will go to the mid-level platform for the North Stairs and stop.
They will not leave regardless of what you do.
However, you can make them resume their patterns by ambushing Corvo Black.
But you need to do it after the two women arrive at the platform or they will
get stuck there.
After the tour then Corvo will go to stand by the Bluebonnet Patch nearby.
Although you can lure him to the secluded area with a tossed object it is
best to use a Coin Chain instead. Place a Coin by the Container then make the
Chain to Corvo so you can lure him to it. As he enters the secluded area then
Diana and Tamara should leave the platform.
When Corvo reaches the last Coin then knock him out, switch into and out of
his Disguise, and dump him in the Container - pick up the Coins. Run back up
to follow the women and you should catch up to them just as they start to go
up to the Asado Promenade.
Bring out the Camera and scan Tamara to alert the Snipers. Tell them to take
the shot when they get a clear line and Tamara will be killed when they do.
This will not only finish the [Eyes On Target] Story it will also count
towards [Straight Shot] and is also an accident kill so you will also acquire
[Someone Could Hurt Themselves].
Go back to the Grapefield to re-acquire the Mercenary Disguise then go back
up to the Security Room. Use your Instinct and look down into the Barrel
Room. You should see three people - two Winery Workers and the Waiter.
If the Waiter isn't there then he will more than likely be up in the Secret
Tunnel still throwing up even though everybody else has long stopped getting
sick. If this happens then go to the Fusebox in the Tunnel and fire one shot
from your Pistol near him to get him spooked and run up to get a Guard. After
the Guard finishes investigating then the Waiter will go back down to the
Barrel Room.
Use the Terminal to disable the Security Doors then run down to the Barrel
Room. Get close enough to the Waiter to get the call from Don then run into
the Wine Fridge through the south door then run back out through the north
one. Drop down into the Tunnels and open the nearby Hatch to re-enter the
Fridge from underneath. Climb back up as the Sommelier goes to talk to the
Waiter.
After they finish then turn on the Frosted Glass and go into the northwest
corner to find and turn off the Fusebox. This should lure the Waiter as the
Sommelier stands outside the secured room. When the Waiter gets far enough
away then subdue the Sommelier (do not hit him or he will fall into the
lasers and alert the Guards). Run up to tne knock out the Waiter when he
turns the Fusebox back on. Drop both bodies into the north Tunnel opening.
Drop down to acquire the Sommelier Disguise, drop all Pistols, and climb back
up. Grab one of each kind of wine from each table to acquire another
Challenge. Go to the Keypad and open the secured room with 1945 then go in
and grab the 1945 Grand Paladin. Go out through the north door but wait just
outside.
As you grab the Paladin then Cortazar will come up to your position. Talk to
him and he should lead you up into the Secret Tunnel. Get frisked when
prompted then run up to the Villa Basement where the meeting is taking place.
Place the Paladin on the table then present it to the group.
After that then go to the west end of the room and find the Safe. Open it
with 2006 and acquire the Report On Data Leak. Go to the south end of the
room and open the Shortcut to the Staff Area near the Asado Pit then go to
the northeast corner and wait.
During the Herald meeting Don will confront Diana. He doesn't want her to be
a Herald because she waged war with Providence and he cannot trust her. He
plans to get rid of her and wants the other Heralds to part of the plan.
Diana will try to leave but is stopped by Cortazar who then lead Diana up to
the Bedroom so Don can finish her later.
Wait for the timer to appear after Diana is led away before opening the
Shortcut to the Villa Front Yard area. You have ten minutes to get to her but
that is way more than enough time.
Sneak up the stairs to find a lone Guard but he will go to the front of the
patio. Look to your left to look for a patrolling Guard. When he is either at
the north or south ends of his route then go up to the Patio to find a Pipe
at the corner than you can climb to the Roof. Get up there then to the Front
Balcony. Open the door, run to the Bathroom, and take cover at the left side
of the door.
When Diana gets up here then one Guard will go to the Back Balcony and the
other will go to the top of the stairs. However, he may go to either a chair
by the balcony door or just head into the Bathroom where you can easily grab
him. If he is sitting down then open the door and toss a Coin near you just
inside the doorway to lure him there for grabbing. Subduing him will also
stop the timer.
Dump him in the Closet and take his Disguise - pick up his weapon. Go onto
the Back Balcony, knock out the Guard, and dump him in a Closet in the
Bedroom. Talk to Diana and she will instruct you to sit down and wait for
Don. Don will come up with Cortazar and another Guard.
As Don gets almost to the top of the stairs then run to the Bathroom and turn
on the Sink. This should lure Cortazar. Take cover to the left of the door
and grab him as he enters. Run to get up behind the other Guard as Diana and
Don talk. Keep an eye on Don. The moment he has his back turned then knock
out the Guard, quickly switch to the Fishing Line, and run up to and garrote
Don for [Piano Man].
This will get Diana to leave for the Dance Floor and make the Agent 47 Suit
to appear by the fireplace. Dump all bodies in Closets and Containers and
switch into the Head of Security Disguise.
Before acquiring the Agent 47 Suit I am going to acquire the remaining
Disguises and a few other Challenges before leaving. The next Disguise I will
go after is the Asado Chef.
Go back down to the Foyer and look outside. If there is a standing Guard here
then place a Coin on the floor a few feet from the door. Open the door and
toss an object by it to lure him in to see the Coin. When he gets to it then
knock him out and dump him in the nearby Closet.
Go outside to find the red van and the four Torches. You should also find
three people nearby - two women and a Waiter. At this point in the mission,
with the Targets dead, the Waiter will not leave the area. But that is okay -
I will get rid of him too.
Go to the Water Pump nearby and use it to lure one of them to it. Hide in the
bushes until they get into position then knock them out when they turn it
off. Dump them in the bushes behind the Pump and repeat until all three are
gone. Take all of the Torches and dump them in the bushes near the
unconscious staff.
Run down to the Asado Pit to get the conversation started between the Llosa
Brothers so Pablo will go up to grab a Torch. Go back up to the Water Pump
and wait. When he arrives at the van then turn on the Pump to lure him to it.
Knock him out like you did the others, drag him to the bushes, and switch
into and out of his Disguise.
Grab a Torch, run down to the Asado Pit, and light it. Go to any Bluebonnet
Patch, crouch down, and drop the Torch.
Look at your map to find multiple Camera icons. Three of those are at the
Production Room and Wine Fridge areas. But there are seven others scattered
around the Winery area. These are QR Codes and you need to scan them for
another Challenge. Go around and scan them then go to the Silo area.
Climb back up to the Sniper Spot. Crouch behind the nearby table and toss a
Coin so it lands in a spot just north of them. Go up to them and wait. When
one of them leaves to investigate then knock out the one by the Rifle then
the other. Grab the Rifle and drop it.
After that then go around and find all remaining Unexplored Areas on the map
then go back up to the Villa and acquire the Agent 47 Suit to complete
[Chameleon]. This will also finish the [Closing Statement] Mission Story and
get the two Guards at the west entrance to the Front Yard from the Asado
Promenade to leave.
Run out the front door then down to the Promenade then down to the Dance
Floor to meet Diana and complete the mission.
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If everything went right then you should have the following Challenges (in
order - left to right):
--Hello, Cowboy --Melon Head
--SC: Backdoor --Harvest Season
--Grapes of Wrath --Grape Picker
--The Hidden Hand --Tastemaker
--MS: The Tour --Tour Guide
--Secondary Fermentation --MS: Over The Top
--Eliminate Tamara Vidal --MS: Eyes On Target
--Straight Shot --Someone Could Hurt Themselves
--Going Above --Going Below
--Estate Wines --A Vintage Year
--Scandal --SC: Maintenance Door
--SC: Cellar Door --Eliminate Don Archibald Yates
--Piano Man --The Famous Llosa Brothers
--Asador --QR Codes
--Cuckoo's Nest --Discover Mendoza
--Closing Statement --Chameleon
--One Last Tango --Silent Assassin
**NOTE: MS - Mission Story, SC - Shortcut.
If you manage to perform all of the Challenges listed here in this
sub-chapter, 34 in total, then you should earn a minimum of 64,000 XP which
translates into Mastery Level 10. You should also earn the {The Last Tango},
{Master the Terroir}, {Rich Harvest}, and {Evil Wine Club} Accomplishments.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MDZ8. Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed here are all of the Escalation Contracts currently available in the
Mendoza chapter along with their respective strategies. It is highly
recommended that you complete Mendoza Mastery Level 20 and unlock all
Shortcuts before doing any of these as it will make things easier for you.
Each of the Escalations are worth 4,000 XP towards your Global XP plus the
Challenge for completing it.
The strategies employed in this section use only what is available in this
chapter and items unlocked in previous chapters. These strategies aren't the
absolute fastest but are designed to help you get Silent Assassin on each
Level and get a good score in the process.
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| A. The Pasquel Consortium |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
For this Escalation you will not be given the option to choose a starting
point and equipment at any Level. You will always start and finish at the
Boat at the Boatbock with nothing but your Camera in your inventory. In
addition, all kills are done with the Sniper Team at the Sniper Spot within
the Silo area.
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0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Acquire the Earpiece. |
|---------------------------------------------------------------------------|
| Do not eliminate or pacify the Sniper Team. |
|---------------------------------------------------------------------------|
| Eliminate Daniel Limpano with the Sniper Team. |
|---------------------------------------------------------------------------|
| Eliminate Alfredo "Pasta" Gonzales with the Sniper Team. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then run to the shack and grab the Fish. Sneak run south |
| along the rock wall and to the north side of the Silo area. Go into the |
| nook by the standing Guard and quickly climb the wall. Run to the north |
| side of the small building and climb inside. |
| |
| The Earpiece can be found on the table. Grab it to make your Targets |
| appear. Daniel will be in the center of the Lower Gardens and Alfredo is |
| going to be in the Higher Gardens. |
| |
| Turn on the Radio to lure in the nearby Guard. Take cover nearby and |
| wait. As he approaches the Radio then bring out the Fish and aim towards |
| him. The moment you lock on then throw stun him, turn off the Radio, and |
| take his Disguise. |
| |
| Run out the south door then jump over the wall into the Lower Gardens. Go |
| to Daniel's position and scan him with the Camera. Stay by him and, when |
| the prompt comes up, then tell the team to take the shot to kill Daniel. |
| |
| Run to the Higher Gardens and, if your timing is right, then Alfredo |
| should be near the center. Scan him and tell the Team to take the shot to |
| kill him. Run to the Boat at the Boatdock to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Do not eliminate or pacify the Sniper Team. |
|---------------------------------------------------------------------------|
| Eliminate Daniel Limpano with the Sniper Team. |
|---------------------------------------------------------------------------|
| Eliminate Alfredo "Pasta" Gonzales with the Sniper Team. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Ben Torro with the Sniper Team. |
|---------------------------------------------------------------------------|
| Eliminate Fabian Hector with the Sniper Team. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Ben is going to be in the Villa Back Yard. Fabian is going to be on the |
| Villa Back Balcony. You will be starting on the Boatdock again but you |
| can't change Disguises. However, you will already have the Earpiece. |
| |
| When you start then run to get the Fish, switch to the Camera and run |
| through the Patches to get close to Daniel. Scan him and tell the Team to |
| shoot him. When he drops then quickly grab his Pistol and sneak run to |
| Alfredo's position. |
| |
| **NOTE: Sometimes his Pistol will fall under the truck and you won't be |
| able to get it. Restart if this happens. |
| |
| If your timing is right then Alfredo should be in the center of the |
| Higher Gardens. Scan him and tell the Team to shoot him. Wait for him to |
| start moving before going into the Patch across the path then turn north. |
| Go into the Patch close to the stairs leading to the back gate of the |
| Villa. |
| |
| There is also going to be a Guard there and he should be walking back to |
| the wall to lean for awhile. Bring out the Pistol and shoot into the |
| corner to the right of the door to lure him there. As he goes there then |
| run up behind him and knock him out with the Fish. Take the Villa Key he |
| drops and enter the grounds. |
| |
| Run west then go north along the curved wall. If your timing is right |
| then the patrolling Guard should be walking east and away from you. Climb |
| the curved wall when you just get past the tree to land in another Patch. |
| Use the Camera from here to scan Ben and tell the Team to shoot him. |
| |
| As they are killing him then run south to the Pipe and go up to the Roof |
| close to Fabian's position. There is going to be a Guard that goes |
| between the Bedroom and the Balcony. In order to avoid dealing with him |
| then you should stay on the Roof. However, because of the railing and |
| angle, it is tricky to get the Camera to scan. |
| |
| Zoom in on him and move around and close until you can start the scanning |
| then stop moving. After scanning Fabian then tell the Team to kill him. |
| |
| Go to the nearby wooden overhang by the Pipe and jump down. Run west back |
| towards the gate but there is going to be a patrolling Guard that will be |
| heading back to the gate as well. Sneak run to get to the wall and run |
| along it so you can get behind him as he goes down the stairs. |
| |
| Throw stun him with the Fish as he is going down the stairs then run out |
| the gate. Use the Patches to get through the Gardens undetected and run |
| back to the Boat to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Do not eliminate or pacify the Sniper Team. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate Daniel Limpano with the Sniper Team. |
|---------------------------------------------------------------------------|
| Eliminate Alfredo "Pasta" Gonzales with the Sniper Team. |
|---------------------------------------------------------------------------|
| Eliminate Ben Torro with the Sniper Team. |
|---------------------------------------------------------------------------|
| Eliminate Fabian Hector with the Sniper Team. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| The mission cannot be completed before all dead and unconscious bodies |
| are hidden. |
|---------------------------------------------------------------------------|
| If any Non-Targets are eliminated then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| Eliminate Antonio Lopez with the Sniper Team. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Antonio is going to go between the Villa Front Yard and the Villa Front |
| Balcony. When you start then run to grab the Fish and sneak run to the |
| Patch by Daniel. Toss the Fish so it lands a few feet from the truck to |
| lure him into the Patch. Scan him as he is distracted and give the order |
| when he gets to the Fish so he will be hidden when is killed. |
| |
| Pick up the Pistol and Fish and go to Alfredo's position. If your timing |
| is right then he should be standing in the center of the Higher Gardens. |
| When he starts moving then go across into the next Patch, turn right, and |
| shoot the tree to lure him there. Scan him just before he starts going |
| there and give the order when he gets there to hide him after he is |
| killed. |
| |
| Run to the Patch by the stairs to the back gate and wait. At this point |
| the patrolling Guard here should be leaning against the wall but he |
| should start moving a few seconds after you get into this Patch. When he |
| turns left then run up behind him and subdue him. He is already in a |
| Patch so you don't have to move him. Pick up the Key and enter the |
| grounds. |
| |
| As before, follow the wall and jump into the Patch close to Ben's |
| position. Scan him and give the order to kill him which will knock him |
| into the water to hide him. Run and climb up the Pipe then run to the |
| Front Balcony. |
| |
| At this point Antonio is in the Front Yard but is now going back into the |
| building and the patrolling Guard in the Bedroom is outside. Once you get |
| onto the Balcony then go through the unlocked door (the left one), run |
| into the Bathroom, and turn on the Sink which should lure in the Guard. |
| Take cover to the right of the door, bring out the Fish, and wait. |
| |
| When the Guard comes in then close the door, knock him out, and turn off |
| the Sink. Bring out the Camera, open the door by Antonio, and scan him. |
| You'll be spotted but he is a Target so you will be okay. He will then |
| want you to follow him back downstairs. Go to the west end of the Balcony |
| and keep pressing the kill order button to kill him before he can go back |
| inside. |
| |
| Drag his body through the door and dump him in the Closet. Run back into |
| the Bathroom and dump the Guard in the Closet. Go to the Back Balcony and |
| scan Fabian so you can give the kill order. Once he is down then dump him |
| in the Closet then go back out onto the Back Balcony and onto the Roof. |
| Go to the wooden overhang and drop down then go west back towards the |
| back gate. |
| |
| As before, the patrolling Guard should be heading back down to that area. |
| It is not recommended that you knock him out because I found that the |
| game won't let you hide his body when you put him in a Patch (the game |
| won't recognize the action). |
| |
| Instead, when he stops below, then jump over the wall behind him to land |
| behind him. Keep an eye on his head. At some point he will look left. |
| When he turns right then immediately run out the gate and down to the |
| Lower Gardens area. |
| |
| If everything has gone right then the patrolling Guard at the north part |
| of the Gardens should be at the south part of his route. Jump down onto |
| the path and run to the Boat to leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >MDZ9. Exclusive Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The Escalations in this chapter are paid DLC and have additional bonuses and
items for participation and completion.
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| A. The Gauchito Antiquity |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is one that you earn by purchasing the Deluxe Edition of
the game. In addition to acquiring three Challenges by doing it you will
also earn the Guru Suit, the Guru's Emetic Grenade, and the Guru's Pen
Syringe Emetic for use in all missions.
As with other Deluxe Edition Contracts you will have no choice in starting
location and loadout. The theme of this Escalation is to emetic poison your
Targets before killing them. With each Level the number of Targets
increases.
The first Level was a little tricky to figure out and get the timing down
but the last two were fairly easy.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Become the Guru. |
|---------------------------------------------------------------------------|
| Acquire the Grenade. |
|---------------------------------------------------------------------------|
| Acquire the Syringe. |
|---------------------------------------------------------------------------|
| Eliminate the Target while he is poisoned. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Syringe will be at the Sniper Spot in the Silo. The Grenade will be |
| at the west side of the Villa grounds. The Guru Suit will be in the |
| Attic. |
| |
| The timing is a little tight for this but will give you a very good |
| score. |
| |
| When you start then you will be in the Parking Lot. Immediately get out |
| of the opening cutscene, turn around, run west towards the secured area, |
| and jump over the fence at the south end. Sneak run towards the back end |
| then turn north and climb into the Office. Quickly grab the Coin off the |
| desk then continue north through the Tunnel and out into the Silo area. |
| |
| Climb the pallets then up onto the roof of the small building and grab |
| the Claw Hammer. Go to the Beam in the center and climb up. The |
| patrolling Guard on the walkway should be near your position. |
| |
| When he moves then climb up, quickly knock him out, and take his |
| Disguise. Run up to the Sniper Spot to grab the Syringe then climb back |
| down the Beam to the roof. Run north and jump off the roof then go |
| between the pallets to jump the wall into the Lower Gardens. Run to the |
| Boatdock and climb into the shack to grab the Villa Keys then climb out. |
| |
| Run southeast towards the stairs to the Higher Gardens. Run east and go |
| through the door into the Villa grounds. Run up the nearby stairs and |
| stop at the Shovel ahead. Near the Grenade is a pair of patrolling |
| Guards. Wait for them to walk away and for the second Guard to get a few |
| feet from the table before running up to grab the Grenade. |
| |
| Run east towards the stairs to the back porch and you should find a Pipe |
| that goes up to the west side of the Roof. Climb it and you should see a |
| wooden overhang over the porch to your left. Run east to the balcony and |
| you should find another Pipe up to the Attic area. Climb it then climb |
| the roof so you can run into the open window for the Attic to acquire the |
| Guru Suit. |
| |
| This will cause your Target, Franco Rios, to appear. He will be in the |
| north end of the Back Yard. As noted, you will need to poison him before |
| you can kill him and I will use the Syringe for that. |
| |
| Climb back out then back down to the lower Roof section. Go onto the |
| wooden overhang and get the prompt to jump down but do not. Instead, |
| bring out the Grenade and aim down onto the porch. At this point Don, |
| Valentina, and their Guards will be stopping here for a few seconds |
| before continuing into the Back Yard. |
| |
| What you want to do is aim the Grenade directly between them and just a |
| few feet back. The annoying thing here is that the game really wants to |
| lock onto somebody and you need to be careful to ensure that it goes to |
| the porch instead of somebody's head. If detonated correctly then both |
| Don and Valentina should get sick. |
| |
| However, they will actually go into the Back Yard to get sick but will |
| throw up near the northwest end and away from Franco, but, unfortunately, |
| not far enough away. |
| |
| The moment they start to get sick then drop down the east side of the |
| overhang and onto the porch. Run east towards the Guest Room then run |
| down the stairs into the Back Yard. While keeping an eye on the |
| patrolling Guard for the center of the Yard run towards Franco, who |
| should be at the west end of his route and facing away, but go to the |
| Patch just south of him. |
| |
| Unfortunately, you really can't attack him here because one of the Guards |
| for Don and Valentina may see you. You need to get him back east. Toss |
| the Coin deep into the Patch east of him you were just in to lure him |
| there. As he goes there then get up behind him and stab him with the |
| Syringe when he stops. |
| |
| One very annoying thing here is that there is several seconds between |
| stabbing him and when the game indicates that he is poisoned. If you kill |
| him before the notification then you will fail the mission. |
| |
| After stabbing him then run back to the Patch you were just at and bring |
| out the Claw Hammer. The moment he gets sick then throw stun him, run |
| over to him, drag him further into the Patch to hide him, break his neck |
| to kill him, and take his Disguise. You will now get the exit point |
| prompt at the Shrine. |
| |
| Run south along the wall and to the north end of the east side of the |
| Back Yard. Climb over the wall and to the Ledge then drop down into the |
| Backside area. Run down to the Shrine to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Eliminate the three Targets while they are poisoned. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Two of your Targets, Patricio Iglesias and Aurelio Escobar, are going to |
| be at the Fermentation Atrium. You last Target, Montes Castillo, will be |
| in the Fermentation Room. You will have both the Syringe and Grenade in |
| your inventory and you will start in the Shrine. |
| |
| When you start then immediately get out of the opening cutscene then run |
| to the Fermentation Atrium and find the Targets there. Go partway down |
| the stairs and toss the Grenade between them and just behind them. This |
| will get them both sick and they will face the railing. |
| |
| Quickly run up behind them and, while keeping an eye on the patrolling |
| Guard at the base of the stairs to the Barrel Room, quickly push the both |
| of them over. |
| |
| Run south and down the stairs then jump the railing at the mid-level |
| platform to go to ground level. Go to the barrels near Montes, grab the |
| Soda Can, and toss it into the Grape Presser to lure him there. Bring out |
| the Syringe, get up behind him, stab him, then run back out and hide on |
| the other side of the wall. |
| |
| The moment he gets sick then run up to him, knock him out, and break his |
| neck to kill him. Go back to the stairs but run under them instead. Find |
| the Ladder on the southeast Fermentation Tank and climb it back up to the |
| upper level. Run back out and to the Shrine to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objective |+++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate the five Targets while they are poisoned. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| All of the Targets are going to be in the Barrel Room and Wine Fridge. |
| There is no way that you can use the Grenade and Syringe on all of them. |
| You will need to use the Air Conditioner on them. You will also need |
| emetic and lethal poison to do this. As with the last Level you will be |
| starting out in the Shrine. |
| |
| When you start then immediately get out of the opening cutscene and run |
| out and up the Backside path to the Crowbar at the bend. You will get |
| some attention from one of the Guards but it shouldn't be enough to get |
| you spotted. |
| |
| After grabbing the Crowbar then run up to the Villa grounds and to the |
| Pipe at the east side of the front Patio. Climb it up then go to the |
| balcony. Use the Crowbar to open the door, the noise of which will lure |
| in the outside Guard, and run to the Bathroom to acquire the Lethal |
| Poison Pill Jar. Run back out, drop down onto the Patio, then jump the |
| fence. |
| |
| Run to the nearby Guards and run between them and down to the Asado |
| Promenade. Run into the Staff Area and grab the Emetic Rat Poison near |
| the Ice Machine. |
| |
| At this point, inside the Security Room, one of the Guards should go to a |
| desk near the Terminal and another should go to the north side of the |
| Room to drink. Bring out the Crowbar, run down the stairs to the Room, |
| and knock out the Guard at the desk. Use the Terminal to Ventilate Barrel |
| Room then grab the dropped Pistol and drag the Guard to dump him into the |
| Container in the hallway. |
| |
| Run down to the Tech Room and hide behind the stack of stuff by the door. |
| Turn off the Fusebox and turn it on again to lure the Guard. Take cover |
| at the end and grab him as he approaches. Knock out the Worker and go to |
| the Air Conditioner. |
| |
| Use the emetic poison on it and turn it on to make everybody sick. The |
| moment the prompt comes up then turn off the Conditioner, use the lethal |
| poison on it, and turn it on again to kill everybody before they can |
| leave the Room. You will now get the exit point prompt at the Grapefield. |
| |
| Run down the stairs to the Production Room, jump over the large pipe, and |
| to the Fermentation Room. Run through the Room sticking close to the |
| Grape Presser to get outside and jump over the crates. Run along the |
| Promenade and find the path in the Chardonnay Field with the table. Go to |
| the path next to it and south and jump the fence. Run west and find an |
| opening to go north into the path with the table. |
| |
| Continue running west until you reach the end. At the Grape Shed there is |
| a Guard that looks out towards the exit point. Stay just behind the grape |
| crates and toss the Crowbar so it lands behind him. When he is distracted |
| then run to the exit point to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Envy Contention |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is the sixth chapter of what is known as the Seven Deadly
Sins DLC. It was released on September 28, 2021 and takes place in 47's
mind, similar to the concept of "Hitman: Contracts".
By participating and completing it you can earn three items, The Odium
Suit, The Cat's Claw, and the Jaeger 7 Green Eye Sniper Rifle. In addition,
there are a total of eight Challenges to complete:
>>The Envy Contention [1,000 XP]
******************************
Start the Escalation Contract. You should also earn The Odium Suit.
>>The Envy Contention [2,000 XP]
******************************
Complete the first Level. You should also earn the Jaeger 7 Green Eye
Sniper Rifle and The Cat's Claw.
>>The Envy Contention [4,000 XP]
******************************
Complete all three Levels of the Escalation Contract.
>>Adequate Assassin [2,000 XP]
****************************
For this you need to complete every Level with a higher score than
the Rival.
>>Exhaustive Assassin [2,000 XP]
******************************
For this you need to eliminate every Target on every Level.
>>Pedantic Assassin [4,000 XP]
****************************
For this you need to eliminate every Target on every Level with the
optional method.
>>Elusive Assassin [4,000 XP]
***************************
For this you need to eliminate every Target on every Level with the
optional method while achieving Silent Assassin.
>>Unrivaled Assassin [4,000 XP]
*****************************
For this you need to eliminate every Target on every Level with the
optional method while achieving Silent Assassin, Suit Only.
The entire theme of this Escalation is Envy and your goal is to eliminate
all of your Targets before your Rival does. Your Rival will slowly go
around the map and stalk your Targets but doesn't seem to do anything. You
also cannot do anything to him - you have to leave him alone.
In addition, your Targets are people that you've encountered during the
entirety of the game such as Hector Delgado, Emma Carlisle, and Helen West
for example. You will also find that you are not restricted in Disguises or
method of elimination so you can kill your Targets with any method and
wearing any Disguise.
Of course, there are catches. Each Target will have an optional method of
elimination. As you've seen with the other chapters not completing optional
objectives will diminish your score regardless of fast and clean your run
was.
Also, there is one Challenge for completing all optional objectives and
doing [Silent Assassin, Suit Only]. Therefore, the only way to get the best
score and all Challenges is by completing all optional objectives and
without changing Disguises.
There are three other important things to note.
First, the timing for everything is dependent on the opening cutscene.
Although the cutscene doesn't show the surrounding area the game is
actually going and people are moving about.
If you let the cutscene play through then the timing for everything will be
different than if you just skipped it the moment it starts playing. The
timing for everything written is for immediately skipping the opening
cutscene.
Second, you will find that your Mini-Map will cut out every so often but I
don't consider this to be a problem. Third, you will always start and end
in the Parking Lot area.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Rival must remain alive and conscious. |
|---------------------------------------------------------------------------|
| Eliminate Targets before the Rival to score points. Gain more points than |
| the Rival to win. |
|---------------------------------------------------------------------------|
| Eliminate Hector Delgado. |
| ++[Optional]: Eliminate him in an accident. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Hector is going to be at the south end of the Winery Promenade near the |
| Tasting Room. When you start then immediately skip then cutscene and go |
| and grab the Invitation from the north side of the planters. Run to the |
| Dance Floor area and show the Invitation to the Waiter. |
| |
| Once you show the Invitation then run to the Reception Desk to grab the |
| Coin and a bottle of wine. Run to Hector's position and he should be by a |
| railing. |
| |
| However, there are multiple people nearby and can easily see you toss him |
| over. But you can do this quickly if you place the Coin in the right |
| spot. You should see a bench with a Trashcan. There should be a Civilian |
| nearby at the railing. When he walks past then place the Coin on the |
| ground by the railing and just to the left of the Trashcan. Bring out the |
| Bottle and wait. |
| |
| After a few seconds then Hector will walk north. He will walk between the |
| bench and the railing and see the Coin. Get up behind up, knock him out |
| when he stops, and dump him over to kill him. Placing the Coin in this |
| spot also puts a tree between it and somebody that can see you. Run |
| through the Tasting Room and back to the Parking Lot area to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Rival must remain alive and conscious. |
|---------------------------------------------------------------------------|
| Eliminate Targets before the Rival to score points. Gain more points than |
| the Rival to win. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Emma Carlisle. |
| ++[Optional]: Eliminate her with poison. |
|---------------------------------------------------------------------------|
| Eliminate Derek McInnis. |
| ++[Optional]: Eliminate him with a knife. |
|---------------------------------------------------------------------------|
| Eliminate Sister Lei. |
| ++[Optional]: Eliminate her with the Grape Crusher. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Emma is going to be at the Asado Promenade. Derek is going to be at the |
| Fermentation Room. Lei is going to be at the Production Room. |
| |
| When you start then immediately skip the cutscene, run over to the |
| Grapefield Cliff, and drop down behind the Guard. Subdue him and drag him |
| into the Patch to hide him. Bring out your Camera and run down to the |
| Grapefield then over to the Promenade. Climb up the crates to find the |
| Hatch into the Production Room. Open it with the Camera, climb inside, |
| and drop down. |
| |
| Run east to the crates to pick up the Hobby Knife then run north and jump |
| over the pipe. After jumping over the pipe then climb up the wall to the |
| Grape Crusher and subdue the Worker here. Grab him and drag him halfway |
| along the Crusher then drop him. |
| |
| You can't dump him in the Container nearby because Lei is just coming up |
| the stairs. And you can't leave him where you subdued him because the |
| Worker down below may turn around when you dump Lei into the Crusher |
| which will result in his body being found. |
| |
| When she comes up and stops then run up to her and either subdue her or |
| knock her out. Dump her into the Crusher to kill her. Jump over the |
| nearby railing, drop down, and run to grab the Winery Workers' Key. Climb |
| back up, run to the other side, and drop down behind the Worker. Subdue |
| him and grab the Wrench nearby. Run over the bridge and to the entrance |
| for the Fermentation Room. |
| |
| If your timing is right then Derek is going to the Grape Presser and a |
| patrolling female Worker is heading outside. As he walks in then bring |
| out your Knife, run up behind him and kill him, then run to the controls, |
| unlock them, and use them to get rid of Derek's body. Go behind the rack |
| of barrels and wait. |
| |
| When you get there then the Worker should be coming back inside. Wait |
| until she gets to the barrels before running out, jumping over the |
| crates, and up the North Stairs. Run into the Main Floor then up the |
| Center Stairs to get up to the Asado Promenade. Run north to the east |
| side of the Staff Area door to find a table with food on it. |
| |
| If your timing is right then Emma should be there and getting ready to |
| eat from it. Near the table is some Emetic Flowers. Grab them then run |
| into the Staff Area. Just as you enter you should see a Distillery to the |
| right. However, there is a female Staff person nearby and you need to |
| wait before doing anything. |
| |
| When she walks away then go to the Distillery, repair it with the Wrench, |
| and use one of the Flowers on it to make some lethal poison. Grab it and |
| run out. When you get back to the table then you should see another |
| female Staff person walking in your direction from the Villa. |
| |
| When she walks past then use the remaining Flower on the food and stay |
| nearby. There is a male Civilian that will eat from the trays more |
| frequently than Emma. Using the emetic poison on it should get him safely |
| out of the way so you can get rid of her. |
| |
| The moment he walks away from being sickened then use the lethal poison |
| on the trays and run to the Parking Lot and sit down. Although Emma is |
| being stalked by the Rival at this point he can't do anything. When she |
| finally drops dead then you will automatically leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| The Rival must remain alive and conscious. |
|---------------------------------------------------------------------------|
| Eliminate Targets before the Rival to score points. Gain more points than |
| the Rival to win. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| Eliminate Maxwell Rutter. |
| ++[Optional]: Eliminate him with a Sniper Rifle. |
|---------------------------------------------------------------------------|
| Eliminate Kharan Dhar. |
| ++[Optional]: Eliminate him by electrocution. |
|---------------------------------------------------------------------------|
| Eliminate Helen West. |
| ++[Optional]: Eliminate her with an explosion. |
|---------------------------------------------------------------------------|
| Eliminate the Rival. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Maxwell is going to be at the Winery Promenade. Kharan is going to at the |
| Villa exterior. Helen is going to be at the Villa interior. |
| |
| When you start, and immediately skip the opening cutscene, then you |
| should find a Sniper Rifle and a Briefcase by you. Grab the Rifle and |
| immediately place it into the Briefcase. Grab the Invitation then run to |
| the Waiter to present it. Run through the Main Floor, outside, then into |
| the Backside area. Run to the stairs leading up to the Shrine and crouch |
| down. |
| |
| At this point the patrolling Guard should be stopped by the Shrine. You |
| can still sneak into it and grab the Propane Flask within. As he leaves |
| then sneak behind him then sneak run up to the Villa grounds when he |
| turns left. |
| |
| When you get up to the Back Yard then run through the Patch going north |
| then go up the stairs behind the Guest Room, go down the other set, then |
| go north and jump the wall. Run just past the evergreen tree to find a |
| Faucet. Turn it on, wait about three seconds, and turn it off. This will |
| cause a small puddle to form near a Lamp just east of your position. |
| |
| Run into the Patch by the tree and bring out the Rifle. The moment you |
| get out the Rifle then shoot the Lamp which will set up Kharan's death |
| when he comes by here later. |
| |
| Place the Rifle back into the Briefcase, pick up the Flask, then jump |
| over the wall and go to the Guest Room door. Don and his Guards should be |
| leaving the Foyer and Helen should be just starting heading east towards |
| the Foyer. |
| |
| When the Guards start to leave the Foyer then run west, enter the Foyer |
| through the open window, and run up into the Bedroom. Run into the |
| Bathroom, pull down the Ladder for the Attic, and go up. Grab the Emetic |
| Rat Poison off of the shelf and quickly go back down. Grab the Briefcase, |
| Propane Flask, and run to the Chimney. |
| |
| As you're doing this then Kharan should be getting electrocuted and Helen |
| should be entering the Foyer. She will stop by the fireplace for a bit. |
| Dump the Flask into the Chimney to cause the explosion to kill her. |
| |
| Run out onto the balcony then onto the east side of the Roof. Quickly |
| drop down onto the Patio then jump over the railing. Run southwest |
| towards the pair of Guards at the top of the stairs from the Asado |
| Promenade. Get some distance behind them then run straight between them |
| and down the stairs. |
| |
| If you are fast enough then you should get safely far enough away from |
| them before you are completely spotted. Run down the stairs to the Dance |
| Floor then south to the North Stairs on the Promenade. |
| |
| By the Stairs is a table with two Glasses. The one in the center is |
| Maxwell's. Run to his Glass and wait. There will be a woman who will |
| drink from hers when you get there. When she finishes and turns far |
| enough away then poison Maxwell's Glass. |
| |
| Run into the Main Floor and up the Center Stairs to the Asado Promenade. |
| Run to the railing at the west side then go north along it. You should |
| find a Bluebonnet Patch near the curve. |
| |
| Leaning against it is a wheelbarrow and some bags of dirt. Crouch by the |
| bags and bring out the Rifle. When Maxwell gets sick then he will go to a |
| Patch between the North and South Stairs to vomit. Use the Marksman |
| feature to better aim at his bobbing head and shoot him to kill him and |
| knock him over into the Patch to hide him. |
| |
| With your Targets dead then the Rival becomes your next Target. Whip |
| around to the Sniper Spot and shoot him in the leg to kill him which also |
| prevents him from being knocked over the railing and getting found. After |
| this then drop the Rifle and run to the Parking Lot to leave the mission. |
0===========================================================================0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
/ Carpathian Mountains \@@@@@@@@@@@\
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MSY21. Untouchable 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\@@@@@@@@@@@@\ Carpathian Mountains /
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0
After elimination of Don and Tamara then 47 and Diana meet up just outside
the Winery. However, 47 confronts Diana about her involvement in Providence.
She then incapacitates him with a remote activated neurotoxin. She informs
him of his involvement in her parents death years ago. Although he apologizes
to her about it she is unmoved as she completes her betrayal of 47 and he
enters into a coma.
During his coma 47 begins to look back at his life as an assassin with
Diana's voice mocking him as he does so. But Lucas appears and tells 47 that
the toxin is playing with his fears and leads him to a graveyard where
Diana's family lay rest. 47 feels that Diana was no better than those who
created Providence but Lucas tells him no.
At this point Diana's voice re-appears but is much more reassuring. She
reasserts 47 about her plan to take down Providence. Her betrayal was a play
to get her closer to Arthur and become the new Constant while putting 47 in
position to take Arthur down himself. All 47 needs to do is embrace his past.
Upon doing so he wakes up in an unfamiliar lab room somewhere. As he gets to
his feet he focuses on his Target: Arthur Edwards. And this begins his last
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
This mission takes place on a long Train which creates a very narrow layout.
There is no Mini-Map for this mission nor is there a regular map to consult
when pausing. You cannot bring in anything nor is there any way to smuggle in
anything. There are also no Cameras to worry about.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CTH1. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this section are the Accomplishments specific to this chapter of
the game.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Visible Accomplishments |#############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Last Stop
*********
Description: Reach Carpathian Mountains Mastery Level 5.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
>>Nightmare Fuel
**************
Description: Complete Untouchable.
PlayStation Trophy Grade: Gold.
Xbox Achievement Points: 40 GS.
>>Train Surfing
*************
Description: Complete all Untouchable Challenges.
PlayStation Trophy Grade: Silver.
Xbox Achievement Points: 30 GS.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Secret Accomplishments |##############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Bullet Train
************
Description: Take out a Guard with a Silenced Pistol, with a Shotgun,
and with an SMG.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
>>Count Down From 47
******************
Description: 47 takes another nap.
PlayStation Trophy Grade: Bronze.
Xbox Achievement Points: 15 GS.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CTH2. General Layout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Being that this is a Train the layout is very narrow and there is no map to
consult. As such the standard compass directions no longer apply. Since you
need to move in one direction that would be considered the front or forwards
end of any Car. The rear of the Car would be considered the back end.
Anything to either side would be either left or right.
There are a total of thirty two Cars and they are broken down into four
sections to make it easier to find useful objects and weapons.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Detailed Map |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here I will go over in detail of each area and where you can find useful
objects:
0=====================0
| Lab and Storage Cars \
0===========================================================================>
At the back end of the Train are the cars related to the Lab and Storage
areas and go in the following order (from the back and forwards):
>>Lab Cars #1, #2, and #3.
>>Lab Storage Car
>>Flatcars #1 and #2.
>>Cargo Car #1.
>>Guard Car.
>>Flatbed #3.
>>Tanker.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Blue Laboratory Card | --On a table near the center of Lab Car #1. |
| | --Carried by the Providence Doctor. |
|-----------------------+---------------------------------------------------|
| Rusty Crowbar | --Inside the locked room at Lab Car #3. |
| | --Inside the open box at the back end of the Lab |
| | Storage Car. |
| | --On a crate at the back end of the Guard Car. |
|-----------------------+---------------------------------------------------|
| Imperial Filigree Egg | Inside the Box at the back end of the Lab Storage |
| | Car. |
|-----------------------+---------------------------------------------------|
| Rusty Old Nail | On the shelf near the middle of the Lab Storage |
| | Car. |
|-----------------------+---------------------------------------------------|
| Fuse Cell | Inside the Box near the center of the Lab Storage |
| | Car. |
|-----------------------+---------------------------------------------------|
| Lab Storage Key | Carried by the Guard at Flatcar #1. |
|-----------------------+---------------------------------------------------|
| Yellow Valve | On the floor at the front end of Cargo Car #1. |
|-----------------------+---------------------------------------------------|
| Flash Grenade | Inside the Cabinet in Cargo Car #1. |
|-----------------------+---------------------------------------------------|
| HWK21 Pale | On a crate near the front of the Guard Car. |
|-----------------------+---------------------------------------------------|
| Icicle | On the floor at the right side near the door to |
| | the Guard Car on Flatcar #3. |
|-----------------------+---------------------------------------------------|
| Brick | On the floor by a crate near the center of |
| | Flatcar #3. |
|-----------------------+---------------------------------------------------|
| Rusty Screwdriver | In a toolbox on the floor at the far end of the |
| | Tanker just after you jump down. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Passenger Cars \
0===========================================================================>
The next section of the Train contains the main Passenger Cars and go in
the following order (from the Tanker forwards):
>>Passenger Cars #1 and #2.
>>Flatcar #4 (Outdoors starting point).
>>Flatcar #5.
>>Work Area Car.
>>Dining Car.
>>Pool Car.
>>Bar Car.
>>Passenger Car #3.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Soda Can | --On the chair to the right in the small room at |
| | the back end of Passenger Car #1. |
| | --On the bench inside the middle room of |
| | Passenger Car #2. |
| | --In the middle and forward end of the Bar Car. |
|------------------------+--------------------------------------------------|
| Rusty Old Nail | --On the floor on the right side just past the |
| | small room in Passenger Car #1. |
| | --On top of the back end of the Bar Car. |
| | --In the second room, with the sleeping Guard, |
| | at Passenger Car #3. |
|------------------------+--------------------------------------------------|
| HWK21 Pale | On the bench by the Guards in Passenger Car #1. |
|------------------------+--------------------------------------------------|
| ICA Tactical Shotgun | --Inside the back room, with the sleeping Guard, |
| Covert | of Passenger Car #2. |
| | --Inside the small room, with the Passenger Door |
| | Shortcut, at the Work Area Car. |
|------------------------+--------------------------------------------------|
| Soap | --Inside the Bathroom of Passenger Car #2. |
| | --On the cart at the back end of Passenger Car |
| | #3. |
|------------------------+--------------------------------------------------|
| ICA SMG Raptor Covert | --Inside the small room, with the Passenger Door |
| | Shortcut, at the Work Area Car. |
| | --Inside the third room of Passenger Car #3. |
|------------------------+--------------------------------------------------|
| Passenger Cart Key | --On a table near the middle of the Dining Car. |
| | --On the wall just after you enter the Pool Car. |
| | --Inside the fourth room of Passenger Car #3. |
|------------------------+--------------------------------------------------|
| Blueberry Muffin | On a table near the middle of the Dining Car. |
|------------------------+--------------------------------------------------|
| Icicle | On top of the back end of Passenger Car #3. |
|------------------------+--------------------------------------------------|
| Providence Elite Guard | In the second room, with the sleeping Guard, at |
| Disguise | Passenger Car #3. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Guard Cars \
0===========================================================================>
The next section of the Train contains the main Guard areas and go in the
following order (from Passenger Car #3 forwards):
>>Weapons Car.
>>Flatcars #6 and #7.
>>Cargo Car #2.
>>Flatcars #8, #9, and #10.
>>Command Car.
>>Flatcars #11, #12, and #13.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| ICA Tactical Shotgun | On a table at the back end of the Weapons Car. |
| Covert | |
| HWK21 Pale | |
|-----------------------+---------------------------------------------------|
| ICA SMG Raptor Covert | --On a table at the back end of the Weapons Car. |
| | --Inside the Shipping Container (Shortcut) at |
| | Flatcar #6. |
|-----------------------+---------------------------------------------------|
| Fragmentation Grenade | --On a crate at the forward end of the Weapons |
| | Car. |
| | --Inside the Shipping Container (Shortcut) at |
| | Flatcar #6 (x3). |
| | --On a crate and inside a Box at the forward end |
| | of Cargo Car #2. |
|-----------------------+---------------------------------------------------|
| Fuse Cell | --On the floor by the Light Generator at Flatcar |
| | #7. |
| | --On a bench near the center of Cargo Car #2. |
| | --Inside the Cabinet at the Command Car. |
|-----------------------+---------------------------------------------------|
| Rusty Screwdriver | --On the Light Generator at Flatcar #7. |
| | --By the toolbox on a crate at the forward end of |
| | the Command Car. |
|-----------------------+---------------------------------------------------|
| Icicle | --On the floor by the crates at the forward end |
| | of Flatcar #7. |
| | --On the floor at the forward end of Flatcar #9. |
|-----------------------+---------------------------------------------------|
| Rusty Crowbar | --By the weapons Box at the back end of Cargo Car |
| | #2. |
| | --On the floor at the back end of the Command |
| | Car. |
| | --In the toolbox on a crate at the forward end of |
| | the Command Car. |
|-----------------------+---------------------------------------------------|
| Yellow Valve | On a crate at the back end of Cargo Car #2. |
|-----------------------+---------------------------------------------------|
| Cargo Car Key | Carried by the Providence Elite Guard inside |
| | Cargo Car #2. |
|-----------------------+---------------------------------------------------|
| Claw Hammer | In the toolbox on a crate at the forward end of |
| | the Command Car. |
|-----------------------+---------------------------------------------------|
| Flash Grenade Mk III | In the Box at the forward end of the Command Car. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Office Cars \
0===========================================================================>
The last section of the Train contains the offices (Office Cars #1, #2, and
#3) and is just before the area where you can find Arthur.
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objects |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Office Staff Disguise | On the hanger at the back end of Office Car #1. |
|-----------------------+---------------------------------------------------|
| Old Rusty Nail | On the floor inside the center room with the |
| | woman at Office Car #1. |
|-----------------------+---------------------------------------------------|
| Barber Razor | By the Sink inside the Bathroom at Office Car #1. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CTH3. Mastery Levels |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========================================================================0
| Level 2 | You can now start at the Laboratory and unlock the HWK21 Pale |
| | Homemade Silencer for use in all missions. |
|---------+-----------------------------------------------------------------|
| Level 3 | You can now start at the Outdoors area. |
|---------+-----------------------------------------------------------------|
| Level 4 | You unlock the Proximity Semtex Demo Block Mk III for use in |
| | all missions. |
|---------+-----------------------------------------------------------------|
| Level 5 | You unlock the ICA Tactical Shotgun Covert for use in all |
| | missions. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CTH4. Disguises |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0===========0
| Subject 47 \
0===========================================================================0
| This is your standard Suit for this chapter. Being that you are not |
| supposed to be awake this makes the entire Train a Hostile Area. |
0===========================================================================0
0==================0
| Providence Doctor \
0===========================================================================0
| This is a doctor that can be found just after you start in the Lab Car. |
| He wears a standard white lab coat with a blue shirt, a blue cap, and |
| glasses. This Disguise only allows you access to the Lab Cars and not |
| outside of it. You can easily subdue him, dump him in the Closet, and |
| take his Disguise. |
| |
| As for Enforcers, there are none at Casual difficulty. At Professional |
| difficulty there is one and she is in Lab Car #2. Since she is the only |
| other Doctor on the map there are no additional Enforcers at Master |
| difficulty. |
0===========================================================================0
0==========================0
| Providence Security Guard \
0===========================================================================0
| These are the regular Guards for the Train. They wear a dark green |
| uniform with a walkie-talkie. This, and most other Guard Disguises, will |
| give you full access from Flatbed #1 all the way to Flatbed #11 near the |
| Office Cars at the far end of the Train. The Office Cars are off-limits. |
| |
| The best way to acquire this Disguise is to ambush the Guard just after |
| you get past the Lab Cars. Take cover at the Container, grab him as he |
| gets close, dump him, and take his Disguise. |
| |
| As for Enforcers, there are ten at Casual difficulty: |
| |
| --One at the Guard Car. |
| --One at Passenger Car #2. |
| --One at the Dining Car. |
| --One at Passenger Car #3. |
| --One at the Weapons Car. |
| --One at Flatcar #7. |
| --One at Flatcar #8. |
| --One at Flatcar #9. |
| --One at the Command Car. |
| --One at Flatcar #11. |
| |
| At Professional difficulty there are twenty three additional Enforcers: |
| |
| --Four at the Guard Car. |
| --One at Passenger Car #1. |
| --One at Passenger Car #2. |
| --Two at the Pool Car. |
| --One at the Bar Car. |
| --Three at Passenger Car #3. |
| --One at the Weapons Car. |
| --Two at Storage Car #2. |
| --Three at Flatcars #8 and #9. |
| --One at the Command Car. |
| --Four at Flatcars #10 and #11. |
| |
| At Master difficulty there are three additional Enforcers: |
| |
| --One at Passenger Car #1. |
| --One at Passenger Car #2. |
| --One at the Dining Car. |
0===========================================================================0
0=======================0
| Providence Elite Guard \
0===========================================================================0
| These are the more advanced Guards for the Train. They wear a black |
| armored uniform and a helmet. They have full access of the Train from the |
| Tanker to Flatbed #11. The Office Cars are off-limits. The easiest way to |
| acquire this Disguise is to take it from the third room at Passenger Car |
| #3. |
| |
| As for Enforcers, there are eight at Casual difficulty: |
| |
| --One at the Dining Car. |
| --One at Passenger Car #3. |
| --One at the Weapons Car. |
| --One at Flatcar #7. |
| --Two at Flatcar #8. |
| --One at the Command Car. |
| --One at Flatcars #11 and #12. |
| |
| At Professional difficulty there are twelve additional Enforcers: |
| |
| --One at Passenger Car #1. |
| --Two at the Pool Car. |
| --One at the Bar Car. |
| --One at the Weapons Car. |
| --Two at Storage Car #2. |
| --Three at Flatcars #8 and #9. |
| --Two at Flatcars #11 and #12. |
| |
| At Master difficulty there are two additional Enforcers and they are one |
| at Passenger Car #1 and one at the Dining Car. |
0===========================================================================0
0====================0
| Providence Commando \
0===========================================================================0
| These are the most elite Guards on the Train. They wear a heavily armored |
| snow camouflaged uniform and will take multiple shots to bring down, even |
| if you do headshots. They have full access of the Train from the Tanker |
| to Flatbed #11. The Office Cars are off-limits. |
| |
| The best way to acquire this Disguise is to acquire the Claw Hammer after |
| knocking out the Leader and go to the back end of the Command Car (leave |
| his weapon on the floor). |
| |
| Open the door and toss the Claw Hammer onto the floor to lure in the |
| nearby Commando. Take cover to the left of the door and wait. He should |
| see the weapon and go to it. Close the door, subdue him, dump him into |
| the Container, and take his Disguise. |
| |
| As for Enforcers, there are seven at Casual difficulty: |
| |
| --One at Passenger Car #1. |
| --One at the Dining Car. |
| --One at Passenger Car #3. |
| --One at the Weapons Car. |
| --One at Flatcar #7. |
| --One at Flatcar #9. |
| --One at Flatcar #11. |
| |
| At Professional difficulty there are fifteen additional Enforcers: |
| |
| --Two at Passenger Car #1. |
| --Two at the Pool Car. |
| --One at the Bar Car. |
| --Three at Passenger Car #3. |
| --One at the Weapons Car. |
| --Two at Storage Car #2. |
| --Two at Flatcars #8 and #9. |
| --Two at Flatcars #11 and #12. |
| |
| At Master difficulty there is only one additional Enforcer and he is at |
| the Dining Car. |
0===========================================================================0
0===========================0
| Providence Commando Leader \
0===========================================================================0
| This is person who leads the main Commando unit for the Train. He wears a |
| black camouflage uniform with an insignia on the shoulder, a black cap |
| with an insignia, and sunglasses. He has full access of the Train from |
| the Tanker to Flatbed #11. The Office Cars are off-limits. |
| |
| You can easily subdue him, dump him in the Container, and take his |
| Disguise. As for Enforcers, there are none at any difficulty. |
0===========================================================================0
0=============0
| Office Staff \
0===========================================================================0
| This is a standard drak gray three piece suit worn by those in the Office |
| Cars near the front of the Train and can be easily acquired by taking it |
| off the hanger just after you enter the first Office Car. This will allow |
| you full access to the Office Cars. |
| |
| There are no Enforcers for this Disguise at Casual and Professional |
| difficulties. At Master difficulty there is one Enforcer and he is at |
| Office Car #2. |
0===========================================================================0
0======================================0
| Providence Security Guard (Bodyguard) \
0===========================================================================0
| This is the standard security personnel for the Office Cars. They wear a |
| standard dark gray three piece suit with a blue shirt and a |
| walkie-talkie. This, like the Office Staff Disguise, gives you full |
| access to the Office Cars. |
| |
| You can easily acquire this Disguise by knocking out the Guard at the far |
| end of the first Office Car, dumping him in the Closet inside the |
| Bathroom, and taking his Disguise. As for Enforcers, there are none at |
| any difficulty. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CTH5. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Before going into the Challenges there are some things to note. Some of these
notes also apply to the Escalation Contracts which I go over later.
0==========0
| Shortcuts \
0===========================================================================0
| There are three Shortcuts that you will find in this mission: |
0===========================================================================0
| Passenger Car Door | This is the door at near the middle of the Work Area |
| | Car and can only be opened from the other side. |
|--------------------+------------------------------------------------------|
| Container Door | This is the door at the back end of the Shipping |
| | Container at Flatcar #6 and can only be opened from |
| | the other side. |
0===========================================================================0
0=====0
| Keys \
0===========================================================================0
| Lab Storage Key | This Key opens the door to the Lab Storage Car. |
|--------------------+------------------------------------------------------|
| Passenger Cart Key | This Key opens all doors within the Passenger Cars. |
|--------------------+------------------------------------------------------|
| Cargo Car Key | This Key opens the door at the back end of Cargo Car |
| | #2. |
0===========================================================================0
0=============0
| Limited Ammo \
0===========================================================================0
| Whenever you find and pick up any firearm you will see that it carries |
| far less ammunition than what it would in any other mission. Thankfully |
| you can find plenty of ammo packs and weapons to fill your ammo. |
0===========================================================================0
0============0
| Rusty Items \
0===========================================================================0
| Because you can't bring your trusty Lockpick with you you will have to |
| rely on one time use Rusty Crowbars, Rusty Old Nails, and Rusty |
| Screwdrivers to open up doors, Boxes, and Cabinets. The good news is that |
| are enough of these laying around to open up most of the useful areas. |
0===========================================================================0
0==========0
| Thick Ice \
0===========================================================================0
| In order to get around Enforcers and access locked areas you may need to |
| climb the sides of the Train. However, accumulations of thick ice on the |
| sides will prevent you from proceeding forward or upwards. This will |
| prevent you from using the outside of the Train exclusively to bypass the |
| majority of the Guards. |
0===========================================================================0
0==============0
| Train Signals \
0===========================================================================0
| When you are on top of the Train you will pass by the occasional Train |
| Signal. But they can seriously hurt you if you run into one so you will |
| need to dodge them when they appear. |
0===========================================================================0
0=================0
| Light Generators \
0===========================================================================0
| On some of the Flatcars there will be some lights on the sides. On these |
| Flatcars there will be a Light Generator that powers them. On one end you |
| can install a Fuse Cell which will cause them to overload and create a |
| very powerful and short lived bright flash will will temporarily blind |
| those on the Car. This is basically the same as if you used a Flash |
| Grenade. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are the strategies for killing your primary Targets. Each strategy will
include all possible Challenges that can be acquired including Discovery and
Feats Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| All But Two \
0===========================================================================>
This initial run-through will acquire all of the Accomplishments and all
but two of the Challenges. When you complete the opening cutscene and stand
up then make a game save.
If you need to restart from the beginning then use the save instead of
using the restart command. The reason is that you have to go through the
opening cutscene again, which is unskippable, and it also takes nearly four
minutes before you can regain control. Using this save will avoid this
hassle.
When you gain control then you will be in Lab Car #1 which is at the very
back of the Train. Sneak into the next room and subdue the Doctor ahead.
Dump him in the Closet, take his Disguise, and grab the Blue Laboratory
Card. Go into Lab Car #2 then go into Lab Car #3.
At the forward end is a locked room with a Keypad. One of the posters on
the wall, with a picture of NASA's Skylab, has a large number that is for
the Keypad and also the year it was destroyed: 1979. Go into the locked
room to find and grab a Rusty Crowbar. Go back and open the large door that
leads outside.
The Train is currently travelling through a blizzard and ice has
accumulated along the Train. Go onto the Ledge and move forward along the
side until you hit a patch of ice then go onto the top and proceed forward
along the top of the Lab Storage Car. Up ahead is Flatcar #1.
Here is a Guard and a Container. Jump down, run to the Container, and take
cover. The Guard will come in your direction so grab him, dump him, and
take his Disguise. You can also grab the Lab Storage Key from him but you
really don't need anything from there for this run-through. Grab his Pistol
as you will need it for some things.
Move forward and climb onto the vehicle. Bring out the Pistol and look over
the top of the Train. As you travel you will encounter the Train Signals.
Bring out your Pistol and wait for one of them to appear. Shoot it to
acquire one of the Challenges.
Drop down and enter Cargo Car #1. You should see a Valve but you need the
Yellow Valve which can be found at the forward end of this Car. Grab it and
use it here which will open up a hatch above. Climb up onto the top of the
Train and move forward on top of the Guard Car and drop down onto Flatcar
#3.
Go back and enter the Guard Car to find another Pistol to add ammo to your
own. Proceed forward to the Tanker and drop down. Once you drop down then
you will not be able to go back to this part of the Train.
Enter Passenger Car #1 and you should find a Soda Can to your right which
you should pick up for use in one of the other Challenges. The door ahead
of you is locked so go out the window to your right, proceed forward along
the side to the open window, and re-enter the Car. Go to the Guards ahead
and acquire another Pistol then proceed to Passenger Car #2.
There will be four rooms here with a hallway to the right. There is going
to be an Enforcer patrolling the hallway so stay out of his sight until he
goes to the far end and proceed forward and enter the room with the open
door. Close the door and look on the bench to find another Soda Can.
Grab it and wait for the Enforcer to go to the back end of his route. Go
out, knock him out with the Can, then go to the standing Guard at the other
end and knock him out with your other Can. Dump them both in the Closet in
the Bathroom and pick up all Pistols.
Proceed forward and outside to Flatcar #4 which is the Outdoors starting
point that you will unlock with this run. Proceed forward to Flatcar #5
then into the next Car which is the Work Area Car. After you go inside then
you should find a workbench. Go to it and you should be able to craft a
silencer for your Pistol for another Challenge.
Proceed past the workbench and you should find the first Shortcut. As noted
it can only be unlocked from the inside. Continue past this and go to the
next door which is for the Dining Car. Stay outside and look through the
window.
Inside the Car is a patrolling Enforcer. He should go to a window then go
to the forward end of his route before going back. When he walks away from
the window then go inside and climb out that window. Proceed back along the
side until you reach some ice then climb up. Proceed back along the top of
the Work Area Car until you find an ice free patch of the Car on your right
and drop down.
Climb in through the window to enter into the small room with the Shortcut.
This is also a weapons stash with a Shotgun and an SMG. Open the Shortcut
and make a game save.
>>{Bullet Train} Accomplishment
*****************************
Grab the Shotgun and SMG and go to the Dining Car. Kill one of the
Guards with the SMG then switch to the Pistol, which will cause you
to drop the SMG, kill another of the Guards, then switch to the
Shotgun and kill another Guard. After the Accomplishment pops up then
reload the save.
When you get back then climb back out the window and re-trace your steps
back to the Dining Car window. However, instead of re-entering the Car,
move past the window and climb up when you reach some ice. Run forward
along the top of the Pool Car and to the back end of the Bar Car where you
can find and pick up a Rusty Old Nail.
From this point drop off the right side, move forward along the side to a
window, and enter the Bar Car. Continue forward and pick up both Soda Cans.
When you enter the next car, which should be Passenger Car #3, you should
see an Enforcer ahead in the hallway.
To avoid him go out the window to your right then proceed forward along the
side and enter the next window. You should enter a room with a sleeping
Guard. You should also find a Providence Elite Guard Disguise. Take the
Disguise and leave then proceed forward and outside.
Ahead is the Weapons Car but there is a patrolling Enforcer inside. When he
is at the forward end of his route then go inside and to some crates at the
left side of the Car where you can blend in. He will go past you and get
into a conversation with the other Guard. As this happens then stop
blending in, proceed forward, and grab the Fragmentation Grenade on the way
out for another Challenge.
When you leave then you will be at Flatcar #6 and you should see the
Shipping Container just ahead. You should see the door for the last
Shortcut of the map but you need to open it from the other side. Climb to
the top of the Container and make another game save:
>>Snow Angel
**********
Ahead of you on the other side is Flatcar #7 and a Guard. He should
be at the edge at this point to quickly drop down, run to him, and
push him over. It should be noted that if you are too slow then he
will go to the nearby Light Generator.
Once he gets there then he will not leave it so you need to quickly
get to him before he leaves the edge of the Car. After the
notifications pop up then reload the save.
When you get back then drop down, run to the Light Generator, and take
cover along its right side. When the Guard gets to the Generator then creep
up to the end, grab him, then drag him back to the Shipping Container. You
should see that it needs a Valve to open the back door.
Proceed forward to the next Car, which is Cargo Car #2, and use the Rusty
Old Nail to open the locked door. Go just inside to find the Yellow Valve
then go back to the Shipping Container and use it to open the door. Drag
the Guard inside and open the Shortcut then drag him just outside and leave
him.
The reason for doing this is that when you entered the Cargo Car you
initiated a conversation between the two Guards within. When they finish
then one of them will go and do a short patrol within the Car. Sometimes,
though, he may glitch and end up on top of the Car. If this happens then he
will find the body if you left the subdued Guard by the Light Generator. He
will even revive the Guard even though he is on top of the Car.
So, to prevent this from happening, it is best to drag the Guard through
the Container and near the Weapons Car to make sure he isn't seen from the
Cargo Car.
Go back forward, through the Cargo Car, and out onto Flatcars #8, #9, and
#10. Here you should see several of the Commandos and a Light Generator.
There are two Enforcers here: one on the left edge of Flatcar #8 and one on
Flatcar #9. When the one on Flatcar #9 goes to his buddy on the left edge
then run past the entire group and enter the Command Car.
Here you should see an Elite Guard and the Commando Leader. The Leader is
the Enforcer here but the Elite Guard will leave shortly after you enter so
you can easily subdue the Leader and dump him in the Container. Go to the
forward end of the Car to find a Rusty Screwdriver, a Rusty Crowbar, and a
Claw Hammer. Take the Claw Hammer and go back to the back door.
Stand to the left of it, open it, toss the Hammer on the floor, and pick it
back up. This should lure in the Commando just outside. Take cover to the
left of the door, grab him as he walks in, dump him in the Container, then
switch into the Commando Disguise then into the Commando Leader Disguise.
The Leader Disguise has no Enforcers so you can proceed ahead without
worry.
Past the Command Car are the last three Flatcars #11, #12, and #13. You can
talk to the Commando near the APC if you want but you can also just walk
past them. Climb the APC then jump down. Once you drop down then you can no
longer go back.
Go through the door ahead to enter Office Car #1. Your Disguise is no good
here but there is an Office Staff Disguise on the hanger so change into
that then go to the end of the hallway and wait by the Bathroom. In the
hallway is a patrolling Guard who is basically a Bodyguard even though he
is not named as such.
Knock him out here, dump him in the Closet in the Bathroom, and take his
Disguise. This is also the last Disguise for [Chameleon]. Leave the
Bathroom then proceed through the next two Office Cars and outside. Here
you should find a lever to detach the Train Cars. You cannot proceed until
you do so. Detach the Cars then go inside and confront Arthur.
Arthur will present the Serum, which will wipe out most of your memories,
to 47 and offers him to take it and use it on himself. 47 refuses and
Arthur resigns himself to his fate then tells 47 to "do your thing". When
you get control then take the Serum and make one last game save:
>>Straight Shot
*************
Bring out the Pistol and shoot Arthur in the head to kill him. After
the notifications pop up then reload the save.
>>A New Father
************
When you get back then wait for awhile. At some point, when 47
seconds have passed, then Arthur will comment on you having second
thoughts. This will give you the prompt to use the Serum on yourself.
Use the Serum which will end the mission and reveal one of the game's
two endings. This will also unlock the {Count Down From 47}
Accomplishment. When you get to the menu after the cutscene then
reload the save again.
When you get back then go up to Arthur and use the Serum on him. Even
though this doesn't kill him his memories of his involvement with
Providence will be erased and he will be rendered harmless. This will also
end the mission and the game as 47 moves forward to a new future.
**NOTE: In the office behind you is a Fire Axe and in the Closet ahead of
you is a Fire Extinguisher, Fiber Wire, and an ICA19 Black Lily
if you want to do something different in later run-throughs.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>47, Ph.D. [1,000 XP]
********************
For this you need to acquire the Providence Doctor Disguise.
>>Button Masher [1,000 XP]
************************
For this you need to open the Keypad door in the Lab Car.
>>Mall Cop [1,000 XP]
*******************
For this you need to acquire the Providence Security Guard Disguise.
>>Exhibition Shooting [1,000 XP]
******************************
For this you need to shoot a Train Signal.
>>The Gun Muffler [1,000 XP]
**************************
For this you need to construct a Silencer.
>>Shortcut: Passenger Car Door [1,000 XP]
***************************************
For this you need to open the Shortcut at the Passenger Car.
>>Got My Boomstick [1,000 XP]
***************************
For this you need to acquire a Shotgun.
>>Spray and Slay [1,000 XP]
*************************
For this you need to acquire an SMG.
>>You've Got Some Skills [1,000 XP]
*********************************
For this you need to acquire the Providence Elite Guard Disguise.
>>Forbidden Pineapple [1,000 XP]
******************************
For this you need to acquire an Fragmentation Grenade.
>>Snow Angel [1,000 XP]
*********************
For this you need to push a Guard off of the train.
>>Shortcut: Container Door [1,000 XP]
***********************************
For this you need to open the Shortcut at the Shipping Container.
>>Soda Slinger [2,000 XP]
***********************
For this you need to knock out three Guards with Soda Cans.
>>Heavy Duty [1,000 XP]
*********************
For this you need to acquire the Providence Commando Disguise.
>>I'm the Conductor Now [1,000 XP]
********************************
For this you need to acquire the Providence Commando Leader Disguise.
>>Chameleon [4,000 XP]
********************
For this you need to find and acquire all of the Disguises on the
map:
++Providence Doctor ++Providence Security Guard
++Providence Elite Guard ++Providence Commando Leader
++Providence Commando ++Office Staff
++Providence Security Guard (Bodyguard)
>>Eliminate The Constant [4,000 XP]
*********************************
For this you need to kill The Constant (Arthur Edwards).
>>Straight Shot [2,000 XP]
************************
For this you need to kill a Target with a headshot.
>>A New Father [2,000 XP]
***********************
For this you need to use the Serum on yourself and open one of the
game's two endings.
>>Untouchable [2,000 XP]
**********************
For this you need to complete the mission. You should also acquire
the ICA19 Goldballer.
>>Losing Everything [2,000 XP]
****************************
For this you need to stab Arthur with the Serum to complete the
mission.
>>Silent Assassin [4,000 XP]
**************************
For this you need to complete the mission without getting spotted,
only killing the Targets, and leaving no evidence.
0===================================0
| Codename 47 - The Setup [4,000 XP] \
0===========================================================================>
This is the last of the special "Codename 47" Challenges and you must do
all of the other four before doing this one.
For this particular Challenge you need to kill all of the Guards on the
train and use the Serum on yourself when confronting Arthur. When planning
you need to start at the Laboratory.
It isn't really difficult to kill all of the Guards but there are a few
places that you need to be careful with. The first is the Guard Car at the
Lab and Storage Cars area. Killing the initial two Guards at the beginning
only gives you eight rounds for your Pistol. You can use the vents at the
top of the train to carefully pick them off one by one before dropping down
to acquire their weapons and other items.
The other areas are where the Commandos are and you will need to use the
Assault Rifle and Shotgun to bring them down. While inside a car simply
stand to the left of the door and shoot them as they appear. Once you get
to the Office Cars then it gets easy as you only need to deal with two
Guards and you can knock out the Civilians.
When confronting Arthur then grab the Serum, wait until you get the prompt
to use it on yourself, and use it to complete the mission and complete both
[The Setup] and [Codename 47] Challenges.
0======================================0
| Silent Assassin, Suit Only [4,000 XP] \
0===========================================================================>
This run-through should allow you to acquire the remaining Classics
Challenges. The important thing to know is that you can do this using the
Outdoors starting point which is a third of the way along the Train. This
saves you a lot of effort and time and this is where I will start. Having
the Shortcuts open will also save you time and effort.
When you start then run forwards and into the Work Area Car. Go through the
Shortcut near the center and go out the window. Climb up to the roof then
proceed forward to the railing and drop down the left side of the Dining
Car.
Proceed forward along the side, move past the window, and climb up when you
reach some ice. Run forward along the top of the Pool Car and to the back
end of the Bar Car where you can find and pick up a Rusty Old Nail.
From this point drop off the right side, move forward along the side to a
window, and enter the Bar Car. Climb over the counter and proceed forward
to another window. Climb out then proceed forward along the side and enter
the window just past the door.
Enter Passenger Car #3 then go out the window to your right. Proceed
forward and enter the next window and into the room with a sleeping Guard.
Use your Instinct and look at the Guard in the hallway at the forward end.
He will be turning his head left and right.
When his head turns left then run out into the hallway, forward a little
bit, and quickly climb out the window. If done right then this Guard
shouldn't see you. Proceed forward along the side until you reach some ice
then climb up, proceed forward, and drop down by the Weapons Car.
Climb the ladder, proceed forward to the railing, and drop down the left
side. Proceed forward along the side until you reach some ice, climb up to
the roof, then proceed forward and drop down onto Flatcar #6. Run through
the Shortcut and to the Light Generator ahead.
Take cover along the right side and wait for the Guard then grab him - you
can leave the body here this time. Grab the Rusty Screwdriver and Fuse Cell
then run forward and climb up the ladder to the roof of Cargo Car #2. Go
to the forward edge and look down at Flatcars #8, #9, and #10 which has the
Commandos.
Keep an eye on the one at the right side of the Light Generator. When he
goes to the forward end of his route then drop down, run to the Generator,
and use the Fuse Cell to overload the lights and blind everybody. Run past
all of them, enter the Command Car, and enter the Container.
When the blinding effect wears off then the Commandos will look for the
assailant. One of them may go into the Command Car which is why you need to
wait in the Container.
When they stand down then leave the Container, subdue the Leader, and dump
him. Go forward to the toolbox to pick up the Claw Hammer and open the
Cabinet with the Nail to acquire another Fuse Cell. Go to the forward door
and look outside to the last three Flatcars and the second group of
Commandos.
There are two Guards that patrol the right side of the Light Generator
ahead. When their backs are turned then run out and use the Fuse Cell in
the Generator to blind them then run forward, climb the APC, and enter
Office Car #1. Bring out the Claw Hammer and use your Instinct to keep an
eye on the staff in the room next to where you are standing. He will wander
around looking at his phone.
When he wanders left and the Guard is near the Bathroom then run along the
hallway, knock out the Guard, and dump him in the Bathroom Closet then
proceed to the door for Office Car #2. Just inside is a Water Cooler. Sneak
inside and use the Rusty Screwdriver to puncture it then go back out. The
Cooler should lure the standing Guard to it for clean-up. As he starts
cleaning then sneak forwards to Office Car #3.
Just when you enter then you should see a sitting female Staff. However,
use your Instinct and look back at Office Car #2. When the Guard goes back
to his standing position then throw stun the woman with the Claw Hammer and
leave her. On the other side of her desk is a divider and a cart. At the
forward end of the Car is a pair of Staff, a male and female, and a
divider.
Toss the Claw Hammer at the floor by the cart to lure the male to it. Grab
the Claw Hammer and run to the divider by them and take cover. When he
stops at the cart then sneak up to him and knock him out. Drag him to the
other side and put him up against the wall to fully hide him. Go back to
the cart and toss the Claw Hammer at the floor again to lure the woman. Go
to the divider, take cover, and grab her as she passes by.
With them taken care of them go forward and outside, detach the Cars,
confront Arthur, dispose of him any way you want, and leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
By doing this run-through you should also complete the following Challenges
in the process:
>>Suit Only [4,000 XP]
********************
For this you need to complete the mission only in your Suit. You can
be spotted but still get this as long as you don't change Disguises.
>>The Classics [4,000 XP]
***********************
For this you need to complete the following Challenges:
++Silent Assassin ++Suit Only
++Silent Assassin, Suit Only
Plus this other Challenge:
--Eliminate The Constant
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >CTH6. Exclusive Escalation Contracts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The Escalations in this chapter are paid DLC and have additional bonuses and
items for participation and completion.
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Proloff Parable |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Notes \
0=======================================================>
This Escalation is one that you earn by purchasing the Deluxe Edition of
the game. In addition to acquiring three Challenges by doing it you will
also earn The White Shadow Suit, the White Katana, and the Sieger 300
Arctic Sniper Rifle for use in all missions.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| Disguise yourself as The White Shadow. |
|---------------------------------------------------------------------------|
| Pick up the White Katana. |
|---------------------------------------------------------------------------|
| Eliminate Aldous Wells with the White Katana while disguised as The White |
| Shadow. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then you will be on top of the Lab Storage Car overlooking |
| Flatcar #1. Drop down then run over to subdue the Guard - just leave the |
| body. He will not drop the Lab Storage Key this time but you won't need |
| it since the Car is unlocked. |
| |
| Turn around and run into the Lab Storage Car. Run to the back to grab the |
| Rusty Crowbar, switch into The White Shadow, grab the Rusty Old Nail, and |
| open the Box to acquire the White Katana. This will make Aldous appear |
| inside Storage Car #1. Run out and forward to the Storage Car. Use the |
| Nail to open the locked door, kill Aldous, and use the Valve to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objective |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| Non-Target kills do not affect scoring. |
|---------------------------------------------------------------------------|
| Pick up the White Katana. |
|---------------------------------------------------------------------------|
| Eliminate George Asimov with the White Katana while disguised as The |
| White Shadow. |
|---------------------------------------------------------------------------|
| Pick up the Sieger 300 Arctic. |
|---------------------------------------------------------------------------|
| Eliminate Philip Gibson with any method while disguised as The White |
| Shadow. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| When you start then you will be on the Guard Car and overlooking Flatcar |
| #3. There will also be a Guard there. George is the Commando Leader in |
| the Command Car. |
| |
| When you pick up the Katana then you will notice a timer. You have twenty |
| seconds to kill someone with the sword or you will fail the mission. This |
| means that you have to go through the Cars killing everybody you come |
| across as you make your way to George. This will also allow you to |
| preserve Silent Assassin. |
| |
| As you make your way to George you need to pick up objects such as Soda |
| Cans, the Blueberry Muffin, Soap, and Rusty Crowbars. There is nobody on |
| Flatcars #4 and #5 so you will have to run fast to get to the Work Area |
| Car. Thankfully there is a Guard here for you to kill so the timer |
| doesn't run out. |
| |
| The hardest part is the Commando area prior to the Command Car. The main |
| problem here is that the Light Generators cannot be used as the console |
| for the Fuse Cell is not there. You need to kill them without blinding |
| them. This is where the objects come in. |
| |
| Use them to throw stun the first two ahead of you. The one on the left |
| should fall off of the Train and the other should fall to the right of |
| the Generator. This will also attract the attention of the two ahead of |
| you. Use cover wisely as you throw kill the one on the floor as the timer |
| winds down and use the objects to stun the others to keep them from |
| killing you. Throw kill them or rush them to get rid of them. |
| |
| If done correctly then the Commando close to the Command Car should be |
| oblivious to what is going on back here. Rush him and kill him then enter |
| the Car to kill George. This will cause the Sniper Rifle to appear. |
| Picking up the Rifle will make Philip appear ahead of you. |
| |
| He will be in Office Car #1 but the layout here will be different. The |
| door here will be locked so you will need to use the ladder by the back |
| door of the Command Car to get up onto the roof. Go to the forward edge |
| to find a railing that prevents you from going further. You will also |
| have to dodge Train Signals which will come at you much faster than in |
| the regular mission. |
| |
| Look ahead to the Office Car to find a Fusebox by the right of the door. |
| Shoot it to lure him out then shoot him to kill him. This will cause the |
| railing to disappear so you can drop down and run to the open door to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Start with the restricted loadout. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
0===========================================================================0
|+++++++++++++++++++++++++++++| New Objectives |++++++++++++++++++++++++++++|
0===========================================================================0
| If you are spotted doing anything suspicious or illegal then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| If any Non-Targets are eliminated then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| If you pacify or subdue anyone then you will immediately fail the |
| mission. |
|---------------------------------------------------------------------------|
| Eliminate Thea Shelley with the White Katana while disguised as The White |
| Shadow. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| You will start at the back end of Office Car #1 and Shea will be in the |
| executive conference room past Office Car #3. When you start then the |
| Guard should be going to the forward end of his route in the hallway. As |
| he does so then go to the room just before the Bathroom, enter it, and |
| close the door. The moment the Guard passes by again then sneak run out |
| and to the door for Office Car #2. |
| |
| For this Escalation the Guard will be doing a short patrol and there will |
| be a Closet in the middle of the Car. If your timing is right then the |
| Guard should be going back forward so sneak run inside and hide in the |
| Closet. When he passes then get out and sneak run to Office Car #3. |
| |
| Inside will be two Civilians. There will be a woman that does a circular |
| pattern around the center two desks, stopping at the forward and back |
| sides, and a male that will go from left to right and back again at the |
| forward end of the Car. |
| |
| At this point the woman should be at the forward end of her route. Go to |
| the right back corner of the desks and wait for her to move left. When |
| she does then sneak to the divider then sneak run past the male who |
| should be at the left side of his route. |
| |
| Go outside and you should see the Latch, that detaches the Train Car, |
| locked. Go inside to find Shea in the conference room. She will sit at |
| the forward end of the table then go stand at the back end. |
| |
| Take cover to the left of the door and wait for her to go to the back end |
| before going inside and killing her. At the forward left corner is a |
| Shotgun you need to pick up so you can shoot the lock on the Latch so you |
| can leave the mission. |
0===========================================================================0
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >HTM7. Elusive Target Arcade |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
The Elusive Target Arcade is really just an advanced form of the Escalation
Contract. These Contracts involve the Elusive Targets that have been released
through the game's life since 2016. But there are differences between these
Contracts and the regular Escalations:
0================0
| Elusive Targets \
0==============================================>
I already went over the Targets in the first section of the guide but I will
go over them again here.
These Targets were special timed contracts that appeared since the game's
initial release. If you did not do them when they appeared then you would not
be able to do them again and they would be lost. However, some of them would
be recycled allowing those that missed them the first time to do them.
If you failed the Target, usually by dying, then it would be permanently
failed and you can never do it again even if the Target is recycled later.
One other major feature is that the Target would never appear on your map or
Instinct. You must go around the map to find them before you can do anything
to them.
Certain areas of the map would be changed to accomodate the Target and those
around them.
As long as you do not complete any objectives then you can restart the Level
as many times as you need. However, the moment you complete any objective,
you can no longer restart. If you need to restart after you complete an
objective then you would need to quit the game and restart.
0=======0
| Arcade \
0==============================================>
These Arcade Contracts would be released in groups of two to three. Each
group of Contracts is considered a Track. Interestingly, these Contracts are
listed from right to left instead of left to right (at least based on the
Challenges).
If you fail any Contract then you will be locked out of doing it again for
twelve hours. Once you regain the ability to play it again then you must redo
it from the beginning. You also cannot reset it until you complete the
Contract.
These Contracts will have one Escalation style Complication, such as no
Civilian kills, that go through all three or five levels. Originally there
were additional Complications added to each Level just like with the standard
Escalation Contract. But so many people quickly failed the Arcade Contracts,
and getting locked out repeatedly, that IOI toned things down so there is
only one Complication per Contract.
In addition, during the late summer of 2022, IOI decided to make all
Complications, with the exception of the restricted loadout and additional
Enforcers, optional. This means that failing it results in a much lower score
instead of a lockout.
You can still kill your Targets any way you like but, if you do not do or
fail the optional objective, then you will only get a 4-Star rating
regardless of how clean or fast you are and your score will suffer for it.
There may also be additional changes to the map and people placement which
becomes a Complication of its own. On top of that each Level takes place on a
different map which changes things up and makes you shift strategies.
Just as before as long as you do not complete any objectives then you can
restart the Level as many times as you need. However, the moment you complete
any objective, you can no longer restart. If you need to restart after you
complete an objective then you all you would need is to quit the game using
the system button to go back to the dashboard without having to disconnect
from the internet and reboot.
When you complete a Contract and wish to replay then you have to completely
reset it instead of being allowed to replay the last Level again.
0===========0
| Challenges \
0==============================================>
Each Arcade Contract has a Challenge for completing it. In addition, there is
an additional Challenge for completing one Contract in each Track of
Contracts. You will also earn an item or weapon by completing this Challenge.
0===========0
| Strategies \
0==============================================>
Although these might look difficult on the surface these Contracts aren't
that hard. Most of the Targets just stay in one area of the map and it
usually doesn't take long to figure out how to do them. When they were
originally released most people took their time with them since they didn't
want to fail them.
Now, in the Arcade, if you still remembered how to do a Target, then it won't
take long to figure out how to do it faster.
It should also be pointed out that an Elusive Target can appear in more than
one Arcade Contract. Depending on the Complication whatever strategy you used
against them in an earlier Contract can be used in another which makes things
easier still.
However, there may be changes to that Target beyond the Complication, such as
limited starting areas, that can throw you off and make you do something else
instead of your prior strategy.
In each Level, after the listing of Objectives, I go over any Differences to
the map and person placement that can affect strategies if there are any to
note.
It is important to note that you should unlock all of the Shortcuts on all
maps and have earned the vast majority, if not all items, before doing the
Arcade.
Most of the strategies used involve the use of the Gas Briefcase along with
the Modern Lethal Syringe, Fiber Wire, or Modern Sedative Syringe. The plan
is to use the Briefcase to make the victim sick, follow them to a toilet,
then stab them with the Syringe to kill them.
You're probably wondering "why not just drown them since they're at a
toilet"? The reason: speed. And not just to get a better score although that
is a nice side effect. This is because many Targets are accompanied by Guards
and Civilians that will follow them.
Drowning someone is the most time consuming way to eliminate somebody in the
game and the last thing you need is to be seen by a companion while killing
the Target. Using the Syringe takes less than a second and you can run away
before they hit the ground. It is also a Silent Assassin kill so you don't
have to worry if the body is found.
If you have a Complication where you need to hide the body then bring the
Fiber Wire and garrote them instead of stabbing. Although a little slower you
will have the body already in your hands when finishing which allows you to
quickly drag them to a safe dumping place.
If you do not wish to kill your victim then use the Modern Sedative Syringe.
This is a Silent Assassin way of pacification so you don't have to worry if
the body is found.
With each Arcade Contract I will have some notes about them.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA1. Arcade Track One |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Deceits
--The Codices
--The Ellipses
The Deceits is the five Level Escalation of this Track and isn't too hard
even with the Complication of only one pacification. The Codices is probably
the easiest of the three. The Ellipses I think is the hardest because you
also need to hide bodies but isn't much harder than The Deceits.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Deceits [4,000 XP]
********************************
For this you need to eliminate all Elusive Targets that are part of The
Deceits.
>>Eliminate The Codices [4,000 XP]
********************************
For this you need to eliminate all Elusive Targets that are part of The
Codices.
>>Eliminate The Ellipses [4,000 XP]
*********************************
For this you need to eliminate all Elusive Targets that are part of The
Deceits.
>>Deceits, Codices, and Ellipses [4,000 XP]
*****************************************
For this you need to complete any of the Contracts in this Track. You
should also earn the Krugermeier 2-2 Dark Pistol.
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Deceits |#########################################################\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
The first Level isn't too bad and the three after that are pretty easy and
quick. The last Level, however, is the hardest to do because of all of the
enforcing Bodyguards and the fact that you can't do more than one
pacification.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Level One - The Prince (Sapienza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Adalrico Candelaria. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| Multiple Bodyguards are around the Church and Sewers. Some of them are |
| Enforcers to the Bodyguard Disguise. Some of the Bodyguards that are |
| normally around the Church are Enforcers to the Bodyguard Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Adalrico is going to inside the Church and related grounds and will have |
| a Bodyguard follow him at all times. As you would expect this Bodyguard |
| is an Enforcer to the Bodyguard Disguise so care must be exercised when |
| approaching Adalrico. |
| |
| When planning bring the Krugermeier, Lockpick, Modern Lethal Syringe, |
| place the Remote Emetic Gas Device in the Sewers, and start at the |
| Harbor. |
| |
| When you start then run to Building 4, go inside, then run to the Sewers. |
| At the junction is a Bodyguard. To your right is the Pickup. At the end |
| of the short wall place your Pistol on the ground. Go to the Pickup, make |
| the Gas Briefcase, and toss it in the corner southeast of you to lure the |
| Bodyguard. Take cover against the short wall and wait. |
| |
| When he gets close then he should see the Pistol and go for it. Grab him, |
| take his Disguise, your Pistol, and the Gas Briefcase. Run to the gate |
| for the Catacombs and wait. |
| |
| Inside is a patrolling Bodyguard and he will stand at a pillar just ahead |
| of you and can see you pick through the locked gate. Wait for him to |
| leave and have his back to your enough for you to get through the door. |
| Most of the time Adalrico will be in the Worship Area at this point in |
| the mission. Run upstairs to the Area and find him. |
| |
| Use the pillars as cover as you position yourself in relation to his |
| Bodyguard. Then get close enough to him to safely set off the Briefcase |
| while being far enough away from his Bodyguard as to not get spotted. |
| |
| Once Adalrico gets sick then run out the West Entrance as there are |
| Enforcers outside the East and Main Doors. Drop down to the Church Pier |
| then run to the Church Restrooms while avoiding the Enforcers at the base |
| of the stairs leading up to the Church. You should be well ahead of |
| Adalrico when you get there. |
| |
| Place the Briefcase in the corner by the Soda Machine. This will be used |
| to distract his Bodyguard who will follow. How far he will be is going to |
| be random. Once Adalrico is inside the stall then go inside, close the |
| door, and stab him with the Syringe to kill him. Once you determine where |
| his Bodyguard is then run out and back to the Harbor to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Two - The Identity Thief (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Brendon Conner. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Brendon is going to hang out mostly at the Bar area and will be |
| accompanied by a female Civilian. Even so, this is pretty easy. |
| |
| When planning bring the Modern Lethal Syringe, a Briefcase with the |
| Remote Emetic Gas Device, and start at the Palace Garden. When you start |
| then quickly make the Gas Briefcase. Run into the Bar through the terrace |
| door and to the door for the Runway area. Stay here and wait. |
| |
| After a few seconds then Brendan and his companion should be coming into |
| the Bar. If his companion is a bit behind him then bump into him to get |
| them closer. Use the Briefcase on them to make them both sick. They |
| should head to the Gift Shop Restrooms. |
| |
| Stay a bit behind them until you see Brendan head into one of the stalls. |
| Get up behind him as he gets to the toilet, stab him with the Syringe to |
| kill him, and run to The Red Carpet to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============================================0
| Level Three - The Angel of Death (Marrakesh) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Ette Davis. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| Multiple Soldiers are outside the Headmaster's Terrace. Some of them are |
| Enforcers to the Soldier and Officer Disguises. Some of the Soldiers that |
| are normally behind the Terrace are Enforcers to the Soldier and Officer |
| Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Ette will be at the Headmaster's Terrace for a couple of minutes at the |
| start of the mission. A couple of Soldiers will come up to talk to her |
| then she will leave to tour the city and will be accompanied by no less |
| than four Soldiers the entire time. And there are too many Enforcers to |
| the military Disguises to safely get up to her in time before the others |
| get up there. |
| |
| However, there is one Disguise that can be used and that is the Waiter |
| Disguise which has no Enforcers to it. As such, this is what will be used |
| to get at her at the early part of the mission. |
| |
| When planning bring the Modern Lethal Syringe and start at the Cafe. When |
| you start then run through the Staff Only door and outside to Cafe Street |
| (East). Run east along Market Street and enter the School area. Quickly |
| climb the Pipe by the pair of Soldiers to access the Terrace. |
| |
| When you get up here then Ette should be overlooking School Street. |
| Although you can simply toss her over I would rather stab-and-run with |
| the Syringe. After stabbing her then climb back down the Pipe but go west |
| along School Street and to the Bazaar Entrance exit point to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level Four - The Fugitive (Hokkaido) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Ji-Hu. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The main problem with this is that there are several people undergoing |
| procedures and any one of them could be him. There are ways to find out |
| who he is but that takes time. MrFreeze2244 came up with a quick way to |
| do this but may take several tries as the game randomizes the Target with |
| each attempt and you may kill the wrong person multiple times before |
| nailing your Target. |
| |
| When planning bring the Modern Lethal Syringe, a Briefcase with the |
| Remote Emetic Gas Device, and start in your Room. When you start then |
| make the Gas Briefcase and run towards Amos Dexter's Room then turn north |
| and run up to the Garden. |
| |
| Just outside the door is one of the people that could be Ji-Hu. Run up to |
| him and use the Briefcase on him to make him sick. He should go back |
| inside and to the unoccupied stall inside the Foyer Restrooms. Drop the |
| Briefcase in a corner and wait for him to get to the toilet. Stab him |
| with the Syringe and start running out of the Restrooms using the east |
| door. |
| |
| If it is the wrong person then restart. If it is the Target then continue |
| running to the Cable Car to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Level Five - The Black Hat (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Owen Wagner. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| Multiple Bodyguards are around the area outside the Attic Chamber. Almost |
| all of them of them are Enforcers to the Bodyguard Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The fact that you can only knock out one person makes approaching the |
| Target difficult since almost all of the Bodyguards are Enforcers here |
| and you need that Disguise to safely get at Owen. |
| |
| When planning bring the Krugermeier, Disposable Scrambler, Modern Lethal |
| Syringe, and start at the Auction. When you start then run to the Attic |
| and go into the northwest room. In the next room is a patrolling |
| Bodyguard. Run up behind him, subdue him, and take his Disguise. |
| |
| Run out into the main Attic area and you should see an Enforcer going |
| into the area outside of the Chamber. Follow him and, when you get into |
| the next area, then take cover to the right of a large covered object |
| that is going to be behind him. |
| |
| Quickly shoot the Camera above the Chamber door then sneak run to it. If |
| done right then the next Enforcer should have his back to you as you open |
| the door with the Scrambler. The door opens out so you need to move to |
| the right so you don't get stuck. Run inside and hide behind the crate |
| just inside the door. |
| |
| Here you should see two Civilians and a Bodyguard which is another |
| Enforcer. The Civilian without the hat is Owen. Although he likes his Jam |
| he will never sample it thus you cannot just poison it and run out. He |
| also never drinks from anything either. What you need to do is just wait |
| for awhile. |
| |
| At some point Owen and the Enforcer will talk. Owen needs to piss but the |
| Enforcer won't let him leave. So Owen will go piss into a bucket by the |
| nearby Container. As he walks to the bucket then the Enforcer will have |
| his back turned to him. |
| |
| Bring out the Syringe, run behind Owen, and stab him to kill him. Run |
| back to the door and use another Scrambler to leave. Stay by the table |
| and look out toward the Enforcers ahead. |
| |
| If the one furthest away is at the window then just run back to the main |
| Attic area. If he is standing by the tall covered object then wait for |
| him to start a conversation with the other before running out. Once back |
| to the Attic then re-trace your steps back to the Auction Room and |
| outside. Climb down The Patio Pipe and run to the Helicopter to leave the |
| mission while dodging the nearby Enforcers. |
0===========================================================================0
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Codices |#########################################################\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Two of the three Levels take place on the Isle of Sgail. The second Level is
probably the hardest simply because of the randomization of where your Target
can appear. The last Level is tricky too due to the changes that area of the
map including not being able to use the Helicopter to leave the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level One - The Stowaway (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jimmy Chen. |
|---------------------------------------------------------------------------|
| Retrieve his DictaPhone. |
|---------------------------------------------------------------------------|
| If any Civilians are eliminated then you will fail the Complication |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You cannot start in the Hyperborea Showroom. |
|---------------------------------------------------------------------------|
| No Container in the Gallery Restroom. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jimmy can be found inside the Gallery area. When planning bring the |
| Modern Lethal Syringe, place the Remote Emetic Gas Device into the Chapel |
| Agency Pickup, and start at the Warehouse. |
| |
| When you start then turn around and run out the door at the southwest |
| part of the room then outside to the Helipad. Go through the west door of |
| the Chapel and to the Pickup to make the Gas Briefcase. Run out through |
| the west door then north to the door to the hallway by the Artifact Room. |
| |
| If you're fast enough then you can get inside before you can get spotted |
| by the approaching Enforcer from the east. Run into the Gallery and to |
| the north side. |
| |
| If your timing is right then Jimmy should be taking a picture of an |
| artifact. Activate the Briefcase to make him sick but he will go to the |
| water barrel by the small bar just outside the east door. Follow him, |
| stab him with the Syringe to kill him, pick up the DictaPhone, and drop |
| the Briefcase. |
| |
| After this then cut back through the Gallery, outside to the Helipad, and |
| to the Helicopter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============================================0
| Level Two - The Revolutionary (Santa Fortuna) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Vicente Murillo. |
|---------------------------------------------------------------------------|
| If any Civilians are eliminated then you will fail the Complication |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Village Bar and Village Bus Stop. |
|---------------------------------------------------------------------------|
| Additional Enforcers near areas where Vicente spawns. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The thing to know about this Target is that he can spawn in one of three |
| areas inside the Village: Fishing Shanty, the gray shack just southeast |
| of the Shop Owner's House, and the Cartel Hangout. This is randomly |
| determined with each run-through. The best place for him to be is at the |
| Shanty. It is best to approach him in a Guard Disguise and the easiest |
| one to acquire is the Mansion Guard by the river. |
| |
| When planning bring the Coins, Lethal Poison Vial, and start at the |
| Village Bar. When you start then run into the main road, get closer to |
| the Shanty and the Food Stand, and use your Instinct. If Vicente is at |
| the Shanty then there should be a Guard just to the west of the Food |
| Stand. If this Guard is not there then restart until you see this Guard. |
| |
| Once you see the Guard then run to the river to acquire the Mansion Guard |
| Disguise then go to the Food Stand. However, go through the door into the |
| Stand itself and out the other to get behind the Guard. Near the back |
| door to where Vicente is hiding is a Fusebox. Turn it off to disable the |
| Camera that Vicente is using and to lure out the Guard by the back door. |
| |
| As the Guard leaves then go inside and stand near the Stove. Vicente |
| should drink from his Wine Glass and both him and the cameraman will |
| leave. The Guard by the front door will remain. Bring out a Coin and |
| place it on the floor to lure the Guard away from the door and Glass. |
| |
| Go behind the Camera and poison the Glass with the lethal poison. Do not |
| go in front of the Camera as it counts as a Security Camera and will |
| record you. After poisoning the Glass then go back out and to the |
| Fusebox. At this point Vicente, the cameraman, and the back door Guard |
| should be by the water's edge. They will eventually go back inside. |
| |
| The moment they go back in then turn off the Fusebox again to disable the |
| Camera. This will cause Vicente to drink from his glass sooner than if |
| you just let him ramble. After turning off the Fusebox then run to the |
| west side of the Warehouse to grab the Crowbar. Go to the south door, pry |
| it open, and run to the boat outside. |
| |
| By the time you get there then Vicente should have drank from his Glass |
| and died and you can then leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================================0
| Level Three - The Appraiser (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Miranda Jamison. |
|---------------------------------------------------------------------------|
| Retrieve her Notebook. |
|---------------------------------------------------------------------------|
| If any Civilians are eliminated then you will fail the Complication |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Recorder is in the (South) Chapel area. |
|---------------------------------------------------------------------------|
| Doors to the Artifact Room are locked. The open window for the Artifact |
| Room is closed. |
|---------------------------------------------------------------------------|
| The Camera above the gate north of the Chapel will sweep back and forth. |
|---------------------------------------------------------------------------|
| The Helicopter exit point is not available. |
|---------------------------------------------------------------------------|
| Additional Custodians are inside the (North) Chapel - one of them is an |
| Enforcer. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Miranda is going to go between the Gallery, Artifact Room, and the |
| Chapel. The Notebook is inside the Chapel. When planning bring the |
| Krugermeier, Coins, Modern Lethal Syringe, place the Remote Emetic Gas |
| Device into the Chapel Agency Pickup, and start at the Warehouse. |
| |
| When you start then turn around and go through the single door into the |
| (South) Warehouse and outside to the Helipad. Go through the west door to |
| the Chapel and to the Device to make the Gas Briefcase. Go back out the |
| west door and run to the door that leads to the Artifact Room and |
| Gallery. At this point the Camera above the gate should be looking south. |
| |
| Run inside and to the Gallery. Miranda should be near the center and |
| talking to Nathaniel. She will also be in front of one of the Cameras. Go |
| to the other side and keep an eye on the Camera. |
| |
| When it pans far enough away then get up close enough to her to activate |
| the Briefcase and make her sick. Run to the Restroom and drop the |
| Briefcase in the southeast corner. Because there is some distance between |
| the door and the toilet then close the door as she enters and try to stab |
| her with the Syringe before she reaches it. |
| |
| Run out and to the south door going to the Helipad area. Wait for the |
| Camera to pan south before leaving and going to the west door of the |
| Chapel again. Go to the southeast corner of the (North) Chapel and wait. |
| |
| The Enforcer should start talking to the other Custodian and will be |
| glancing at the Notebook. Toss a Coin near the Box south of the male |
| Custodian to end the conversation. |
| |
| When she turns away then grab the Notebook and leave the same way you |
| came. Go back to the (North) Warehouse and hide by the pillar just |
| southwest of the Ark Winch exit point - the patrolling Enforcer should be |
| well away from it. Shoot the Camera near it then run to the exit point to |
| leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Ellipses |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
The first two Levels aren't too hard even with the complication of needing to
hide bodies. The last Level is tricky due to the fact that there are multiple
restrictions such as your Target being an Enforcer to all Disguises and you
have to go through a frisk zone to start. However, once things are figured
out this Target can be taken down quickly.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level One - The Collector (Dartmoor) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Kody Haynes. |
|---------------------------------------------------------------------------|
| The Client offers a bonus if you manage to find and retrieve the painting |
| by Sisel Bardu. |
|---------------------------------------------------------------------------|
| Hide all dead and unconscious bodies in Containers and Closets |
| [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Kody is going to start near the Greenhouse before going inside the |
| Mansion. The Painting is going to be inside Alexa's Office. In order to |
| get the best score you need to acquire the Painting. |
| |
| This is based on what MrFreeze2244 does but I have streamlined the second |
| half where you need to acquire the Painting. |
| |
| When planning bring the Sieker 1, Claw Hammer, and start in the Garden. |
| When you start then run to the east side of the Greenhouse. You should |
| find both Kody and his Bodyguard here. Go into the nearby red bush, |
| crouch down, bring out the Sieker 1, and shoot Kody to make him sick. |
| Quickly reload and shoot the Bodyguard to also make him sick. |
| |
| Kody should go to the river north of here and the Bodyguard should walk |
| away in the opposite direction. Follow Kody to the river. There will be a |
| patrolling Guard nearby. Wait for him to walk far enough away then push |
| Kody into the river to kill him. |
| |
| Pick up the Hobby Knife and run to the Zachary's Balcony Shortcut. Climb |
| up, knock out the Guard here with the Claw Hammer, drag him to the Closet |
| inside for dumping, and take his Disguise. Run into the hallway and up |
| the stairs then into the Office. The Painting should be partway up the |
| stairs. |
| |
| Grab it then run back down to Zachary's Bedroom, outside, climb down the |
| Shortcut, and go to the River Bridge to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Level Two - The Liability (Berlin) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Terrence Chesterfield. |
|---------------------------------------------------------------------------|
| The Clients would prefer that Chesterfield's guide does not become |
| collateral damage. |
|---------------------------------------------------------------------------|
| Hide all dead and unconscious bodies in Containers and Closets |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Biker Hangout, Club Entrance, and the |
| Projection Bar. |
|---------------------------------------------------------------------------|
| The Agents are turned off for this mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| In addition to his guide Terrence is also going to have a Guard go with |
| them. Even so, this is still fairly easy but the timing is a bit tight to |
| do this right. |
| |
| When planning bring the Fiber Wire, place the Remote Emetic Gas Device in |
| the Staff Entrance Pickup, and start at the Club Entrance. When you start |
| then immediately turn around, run to the Entrance Door Shortcut, and to |
| the Pickup. Pick up the Briefcase, quickly make the Gas Briefcase, and |
| run to the Juice Bar. |
| |
| If you did things fast enough then Terrence should be near the Bar |
| itself. He will then go to sit down nearby for a bit before moving on. If |
| you detonate the Briefcase when he is sitting down then he will go to the |
| Water Channel nearby to throw up. His companions will then follow him and |
| stand next to him which will make it impossible for you to throw him in. |
| |
| However, if you detonate the Briefcase while he is standing in front of |
| the Bar then he will go to the Porta-Potties to the west and his |
| companions will stand outside the area which makes it much safer for you |
| to get at him. |
| |
| But you only have a few seconds from your arrival before he goes to sit |
| down so you have to act quickly. Once you make him sick then go to the |
| northwest area to find the Delivery Guy. Knock him out with the |
| Briefcase, pick up the Scooter Key, then drag his body west and then |
| south to the Container. At this point nobody from the Juice Bar area |
| should see you. |
| |
| Next, climb the short wall into the Porta-Potty area, garrote Terrence, |
| drag him to and dump him over the short wall, then dump him into the |
| Container. Run to the Scooter nearby to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Three - The Ascensionist (Dubai) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Allison Moretta. |
|---------------------------------------------------------------------------|
| Hide all dead and unconscious bodies in Containers and Closets |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Atrium Lobby. |
|---------------------------------------------------------------------------|
| There will be extra guards at the base of the Lobby stairs and will frisk |
| you before you can go up. |
|---------------------------------------------------------------------------|
| There are many extra people throughout the map and at strategic |
| locations, such as Stashes, to make this mission difficult. Some of them |
| are Enforcers to various Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is already a tough Target due to all of the extra people and |
| Enforcers but having to hide her after killing her makes this all the |
| more tougher. And she is an Enforcer to all Disguises which makes it |
| worse. |
| |
| In addition, if you spook her then she will try to leave the mission via |
| the Atrium Lobby. If she succeeds then you will fail the mission. |
| |
| However, if you do things right, this really isn't that hard. |
| MrFreeze2244 had an observation that inspired me to make a better |
| run-through for this Level. |
| |
| If you use emetic poison on her at the Bar then she will go to the Black |
| Gold Bar Restrooms. One of the stalls has a Closet and the other will |
| have a person already inside. She will always go to the occupied one no |
| matter how many times you poison her. |
| |
| But, if you stab the Civilian with an emetic syringe, then she will use |
| the toilet inside her stall and will force Allison to use the other one. |
| But you have to stab her when Allison is most of the way there. |
| |
| The reason, and it's a dumb one (at least on the PS4 version anyway), is |
| that the Civilan will go into the other stall and throw up there instead |
| of using the toilet already in hers which allows Allison to use the stall |
| without the Closet. If you stab the Civilian at the right time then |
| Allison will go into the correct stall. |
| |
| But, I found if I can make both Allison and her client sick then she will |
| go into the correct one as he will go on ahead of her and take the |
| nearest one which is the one with the Civilian and thus you wouldn't need |
| the Syringe. |
| |
| When planning bring the Fiber Wire, a Briefcase with the Remote Emetic |
| Gas Device, and start at the Atrium Lobby - do not bring a Pistol. When |
| you start then run to the Guard ahead but place the Briefcase on the |
| floor in front of him before getting frisked. |
| |
| After the frisk then pick up the Briefcase and run partway up the stairs. |
| Quickly make the Gas Briefcase then run to the Small Bar and hide in the |
| crowd. |
| |
| At some point Allison and her client will come and stop here. Gently get |
| just close enough and use the Briefcase on her to make her and the client |
| sick. Run up to the Bar and the attendant should be at the back counter. |
| Run into the Storage Room, knock out the Staff here with the Briefcase, |
| dump him in the Closet, and take his Disguise. |
| |
| Run into the Restrooms, go into the stall with the Closet, and wait for |
| Allison. When she enters then close the door, garrote her, and dump her |
| in the Closet. After that then run back into the Storage Room, into the |
| stairway, and up to the Staff Elevator exit point to leave the mission. |
| |
| **NOTE: If you find that the client goes into the closeted stall |
| instead of Allison then bump into him after making them sick to |
| make Allison go on ahead of him so she can go there instead of |
| him. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA2. Arcade Track Two |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Nebulae
--The Genera
--The Vitae
The Nebulae is the five Level Escalation of this Track and is moderately
easy. The Genera may be the hardest due to target randomization in the first
Level and limited starting points in the second. The Vitae I think is the
easiest of this Track.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Nebulae [4,000 XP]
********************************
For this you need to eliminate all Elusive Targets that are part of The
Nebulae.
>>Eliminate The Genera [4,000 XP]
*******************************
For this you need to eliminate all Elusive Targets that are part of The
Genera.
>>Eliminate The Vitae [4,000 XP]
******************************
For this you need to eliminate all Elusive Targets that are part of The
Vitae.
>>Nebulae, Genera, and Vitae [4,000 XP]
*************************************
For this you need to complete any of the Contracts in this Track. You
should also earn the Sieger AR552 Tactical.
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Nebulae |#########################################################\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These were all pretty easy to me even the third Level which had two Targets.
Three of them I didn't even need to change Disguises.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Level One - The Paparazzo (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Kieran Hudson. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Kieran is going to start at the Bar on the ground floor of the Mansion. |
| He will also be tailed by a guard. When planning bring the Modern Lethal |
| Syringe, a Briefcase with the Remote Emetic Gas Device, and start at the |
| Palace Garden. |
| |
| When you start then quickly make the Gas Briefcase. Run into the Mansion |
| through the Main Hallway then go into the Bar. If you're fast enough then |
| you should catch up to Kieran just as he enters the Runway area. Get in |
| front of him and use the Briefcase to make him sick. He should then go to |
| the Gift Shop Restrooms. When he enters the stall then stab him with the |
| Syringe to kill him and run to The Red Carpet to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Level Two - The Gunrunner (Marrakesh) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Vito Duric. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Vito is going to be inside the Consulate Parking Garage. When planning |
| bring the Modern Lethal Syringe, a Briefcase with the Remote Emetic Gas |
| Device, and start in the Consulate Parking Garage. |
| |
| When you start then run west to the corner and go south to get behind the |
| APC. Make the Gas Briefcase then toss it against the center of the APC to |
| lure an Officer there. Pick up the Briefcase and hide at the far side of |
| the crate at the end of the APC. |
| |
| Wait for the Officer to investigate and turn around before running up |
| behind him, knocking him out, dragging him back towards the center of the |
| APC to better hide him, and taking his Disguise. Bring out the Detonator, |
| run up to Vito, and use the Briefcase on him. He should then go to a |
| Wastebasket by the Southwest Storeroom to throw up. |
| |
| Crouch behind him, stab him with the Syringe to kill him, then run back |
| to your starting point but continue to the stairs leading outside, go up |
| and out, and run to the West Gate to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Level Three - The Surgeons (Hokkaido) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Pawel Frydel. |
|---------------------------------------------------------------------------|
| Eliminate Akane Akenawa. |
|---------------------------------------------------------------------------|
| Eliminate the Targets using the Hemorrhagic Virus Syringes [optional]. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Pawel should be patrolling the Bar and Garden areas and Akane should be |
| going between the Operating Theater and hallway areas. Unfortunately, |
| Pawel has a randomized pattern which makes it difficult to do a fast |
| strategy and get a great score. |
| |
| You also need to eliminate them with the Syringes to get the best overall |
| score regardless of time. You can kill them any way you want but unless |
| you kill them with the Syringes you will not be able to get the best |
| score possible. You will only get a 4-Star rating instead of a 5-Star and |
| your score will suffer. As for where the Syringes are located, they are |
| going be in Stem Cell Supply near the Closet. |
| |
| The best disguise for this is going to be the Surgeon Disguise as it |
| gives you easy access to most areas of the building and puts you close to |
| Akane. |
| |
| When planning bring the Coins and start in the Operating Theater. When |
| you start then wait for the Enforcer to pass you before moving. Run down |
| the West Stairs to Stem Cell Supply and grab the Syringes. Run back up |
| the Stairs to the hallway but wait by the door. Akane should be at the |
| theater at this point and the patrolling Guard should be at the east end |
| of his route. |
| |
| When Akane enters the hallway and passes you then follow her. However, |
| you need to wait for the Guard to pass you before stabbing her with a |
| Syringe to kill her, run down the hallway, and back out into the Foyer. |
| |
| Now it's time to go after Pawel. As mentioned earlier, he has a |
| randomized pattern which makes it hard to get at him quickly. To start, |
| run into the Garden, go over the bridge, and look northwest. |
| |
| If you see Pawel heading to the railing or is already there then run up |
| behind him and stab him with the Syringe. If he is not there then he |
| should be inside the Bar area. Go into the southmost Restaurant cubicle |
| and wait. |
| |
| At some point he will come by and have a conversation with a Guard. When |
| the Guard leaves then place a Coin on the floor by the window behind |
| Pawel. Run into him to make him turn around and go for the Coin. Loop |
| back around him and stab him with the Syringe when he gets there. |
| |
| After killing Pawel, regardless of where, then run to the Cable Car to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================0
| Level Four - The Twin (Sapienza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Dylan Narvaez. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The twins are going to arrive at the Main Pier. Dylan will be wearing his |
| gold watch which can barely be seen on his left wrist. |
| |
| When planning bring the Modern Lethal Syringe, a Briefcase with the |
| Remote Emetic Gas Device, and start at the Harbor. When you start then |
| quickly make the Gas Briefcase and run to the Main Pier. Just before you |
| get there then bring out the Detonator. |
| |
| Quickly identify Dylan then bump into him a bit to get him separated from |
| his guard then use the Briefcase to make him sick. The dropped "ghost" |
| Device should cause everybody to stop as they call for additional Guards |
| to try to pick it up. Drop your Briefcase here too for good measure. |
| |
| Dylan is going to go through the tunnel to the Beach Restrooms. If his |
| Guard follows him then bump into him some more to keep him from catching |
| up. About most of the way through the tunnel then run up behind Dylan, |
| stab him with the Syringe to kill him, and run to the Speedboat to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Level Five - The Chameleon (Colorado) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Richard M. Foreman. |
|---------------------------------------------------------------------------|
| In addition to eliminating the Target, the Client requests that you |
| locate any information detailing the militia operation in which the |
| Target will be participating. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You cannot start at the Mansion (Farm House). |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Richard is going to be in the south half of the Hacker Room. The Laptop |
| with the Files is going to be on the desk at the south wall of the north |
| half of the Hacker Room. You also need to kill Richard in an fall or |
| drowning. |
| |
| When planning bring the Sieker 1 and start at the Greenhouse. When you |
| start then run west to the gap in the fence, jump through it, then run to |
| the moving vans and acquire the Militia Elite Disguise. Run to the open |
| window for the House Barracks and climb in to avoid the Cameras. |
| |
| Run up to the north half of the Hacker Room, go to the west door to the |
| south half, then run in and turn on the 3D Printer to lure the hacker in |
| the north half to it. The other hacker should be near Richard. Run to the |
| Laptop to acquire the Files. |
| |
| Keep an eye on the Enforcer in the hallway. When the hacker you |
| distracted goes back to his terminal and the Enforcer is in the hallway |
| then crouch near the 3D Printer and shoot Richard with the Sieker 1 to |
| make him sick. He should then go to the Bathroom. |
| |
| Run to the door and wait for him to enter. Drown him at the toilet then |
| run downstairs, go out through the Security Room window, run through the |
| gate ahead, and to the West Bridge to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Genera |##########################################################\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
The first Target has randomized Target placement and make take a few tries
before you can get him where you want him to have a good score. The second
Target you did earlier in The Codices but the number of starting points is
greatly limited forcing a change of strategy.
The last Target is very easy and can be done quickly. MrFreeze2244 came up
with a way to do it faster using the Remote Emetic Gas Device and the ICA
Micro Remote Taser (for an accident). He would toss the emetic device between
the Target and her Guard to make them both sick and she would go to the Lower
Bathroom.
However, I felt that tossing the device would introduce randomness so I used
the Sieker 1 instead plus replaced the Taser with the Modern Lethal Syringe
for faster results.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============================================0
| Level One - The Revolutionary (Santa Fortuna) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Vicente Murillo. |
|---------------------------------------------------------------------------|
| If you are detected by Cameras then erase or destroy the evidence |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Village Bar and Village Bus Stop. |
|---------------------------------------------------------------------------|
| Additional Enforcers near areas where Vicente spawns. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The thing to know about this Target is that he can spawn in one of three |
| areas inside the Village: Fishing Shanty, the gray shack just southeast |
| of the Shop Owner's House, and the Cartel Hangout. This is randomly |
| determined with each run-through. The best place for him to be is at the |
| Shanty. It is best to approach him in a Guard Disguise and the easiest |
| one to acquire is the Mansion Guard by the river. |
| |
| When planning bring the Coins, Lethal Poison Vial, and start at the |
| Village Bar. When you start then run into the main road, get closer to |
| the Shanty and the Food Stand, and use your Instinct. If Vicente is at |
| the Shanty then there should be a Guard just to the west of the Food |
| Stand. If this Guard is not there then restart until you see this Guard. |
| |
| Once you see the Guard then run to the river to acquire the Mansion Guard |
| Disguise then go to the Food Stand. However, go through the door into the |
| Stand itself and out the other to get behind the Guard. Near the back |
| door to where Vicente is hiding is a Fusebox. Turn it off to disable the |
| Camera that Vicente is using and to lure out the Guard by the back door. |
| |
| As the Guard leaves then go inside and stand near the Stove. Vicente |
| should drink from his Wine Glass and both him and the cameraman will |
| leave. The Guard by the front door will remain. Bring out a Coin and |
| place it on the floor to lure the Guard away from the door and Glass. |
| |
| Go behind the Camera and poison the Glass with the lethal poison. Do not |
| go in front of the Camera as it counts as a Security Camera and will |
| record you. After poisoning the Glass then go back out and to the |
| Fusebox. At this point Vicente, the cameraman, and the back door Guard |
| should be by the water's edge. They will eventually go back inside. |
| |
| The moment they go back in then turn off the Fusebox again to disable the |
| Camera. This will cause Vicente to drink from his glass sooner than if |
| you just let him ramble. After turning off the Fusebox then run to the |
| west side of the Warehouse to grab the Crowbar. Go to the south door, pry |
| it open, and run to the boat outside. |
| |
| By the time you get there then Vicente should have drank from his Glass |
| and died and you can then leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================================0
| Level Two - The Appraiser (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Miranda Jamison. |
|---------------------------------------------------------------------------|
| Retrieve her Notebook. |
|---------------------------------------------------------------------------|
| If you are detected by Cameras then erase or destroy the evidence |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Harbor, Keep, and Chapel. |
|---------------------------------------------------------------------------|
| The Recorder is in the (South) Chapel area. |
|---------------------------------------------------------------------------|
| Doors to the Artifact Room are locked. The open window for the Artifact |
| Room is closed. |
|---------------------------------------------------------------------------|
| The Camera above the gate north of the Chapel will sweep back and forth. |
|---------------------------------------------------------------------------|
| The Helicopter exit point is not available. |
|---------------------------------------------------------------------------|
| Additional Custodians are inside the (North) Chapel - one of them is an |
| Enforcer. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Miranda is going to go between the Gallery, Artifact Room, and the |
| Chapel. The Notebook is inside the (North) Chapel. When planning bring |
| the Krugermeier, Lockpick, Modern Lethal Syringe, place the Remote Emetic |
| Gas Device into the Chapel Agency Pickup, and start at the Chapel. |
| |
| When you start then drop down to the next level, grab the Coin off of the |
| railing, run down the stairs to the Chapel door, open it, then step to |
| the right and toss the Coin in the corner by the base of the stairs to |
| lure one of the two Guards inside the (South) Chapel. Take cover to the |
| right of the door and wait for him to pass then close the door and subdue |
| him. |
| |
| Take his Disguise then sneak run into the (South) Chapel, go northwest, |
| and grab the Bust. Go behind the Enforcer and knock him out with the Bust |
| then run up behind the Custodian and subdue him. Take his Disguise then |
| shoot the Recorder to destroy it. |
| |
| Go inside the (North) Chapel to find the Pickup and make the Gas |
| Briefcase. Go west and out the window then go north through the door to |
| the hallway and stand outside the east door of the Artifact Room. At this |
| point Miranda should be inside. |
| |
| Bring out the Detonator and, when she goes through the door, then |
| activate the Device to make her sick. Run to the Restroom, drop the |
| Briefcase in the southeast corner, and wait. The dropped "ghost" Device |
| should distract her personal Guard and keep him away long enough for you |
| to take down Miranda safely. |
| |
| When Miranda enters, and because there is some distance between the door |
| and the toilet, then close the door as she enters and try to stab her |
| with the Syringe before she reaches it. Run out the door then go back |
| outside. Go through the west door of the Chapel and to the southeast |
| corner of the (North) Chapel but also grab at least one of the Coins from |
| the bowl on the table before you get there. |
| |
| You need to wait for the Enforcer to step away from the Notebook before |
| you can acquire it. If she starts a conversation with the other Custodian |
| in the room then toss a Coin at the Box just northwest of you to lure him |
| away to stop it. She should then turn away enough for you to go and grab |
| the Notebook. |
| |
| After that then go back south then west out the window. Run to the |
| Warehouse and climb in through the open window. Go to the northwest door |
| and pick your way through it. At this point the patrolling Enforcer |
| should be away from the Ark Winch exit point enough for you to make a |
| clean run to it and leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================================0
| Level Three - The Politician (New Zealand) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Barbara E. Keating. |
|---------------------------------------------------------------------------|
| If you are detected by Cameras then erase or destroy the evidence |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Hut. |
|---------------------------------------------------------------------------|
| There is a Gas Heater placed outside the northwest door on the 1st Floor. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| She will have a body double but you can easily kill Barbara. There are |
| two methods for doing this depending on your style. The first method is |
| the slowest but it is the safest. When planning bring the Krugermeier and |
| start at the Beach. |
| |
| When you start then go west along the south end of the House while sneak |
| running and using cover. There are a lot of patrolling Guards around the |
| House and Beach areas. Turn north around the southwest corner of the |
| House and continue north to the northwest corner. When you get here then |
| stop. |
| |
| Look south at the 1st Floor and you should see the Gas Heater outside the |
| northwest door. Fire one shot into it then go west, south to the water, |
| and run east to the boat. Barbara should go out here later to smoke and |
| blow herself up. Just after you get to the boat then she should kill |
| herself and you can then leave the mission. |
| |
| The second method is faster and is based on a strategy by MrFreeze2244. |
| For this you need to make both the Target and her Guard sick then set up |
| the Target kill in the Lower Bathroom. For this bring the Sieker 1 and |
| the Modern Lethal Syringe. |
| |
| When you start then run to the house in a northwest direction and run |
| north to the cars when you get close. Run west past the cars then go to |
| the short wall by the Garage door. Stand up for a bit to get the Guard on |
| the balcony to see you then go into cover just before he spots you. This |
| should get him away so you can go up. |
| |
| Go to the Pipe in the corner and climb up and into the house. Go to the |
| railing and bring out the Sieker 1. You should see one of the two women |
| here and she happens to be the Target. Fire one of the darts at her to |
| make her sick and she should go to the Lower Bathroom. After you shoot |
| her then use the remaining dart on her Guard to make him sick and go |
| upstairs. Go into cover and wait. |
| |
| As she heads to the bathroom then the double should come out of the |
| nearby room and watch the Target go by. Keep an eye on her Guard. The |
| moment he goes past the stairs then immediately run down and into the |
| Bathroom. Stab Barbara with the Syringe to kill her, run out of the |
| Bathroom and outside through the front doors, and to the boat to leave |
| the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Vitae |###########################################################\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
The first Target you already dealt with in The Ellipses and you can use the
same strategy on him except that you can use the lethal syringe instead of
having to hide the body. The second Target is another one from The Ellipses
but you don't need to hide the body this time and you can do things more
simply and quickly. The last Target is a new one but can be done quickly as
well.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Level One - The Liability (Berlin) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Terrence Chesterfield. |
|---------------------------------------------------------------------------|
| The Clients would prefer that Chesterfield's guide does not become |
| collateral damage. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Biker Hangout, Club Entrance, and the |
| Projection Bar. |
|---------------------------------------------------------------------------|
| The Agents are turned off for this mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| In addition to his guide Terrence is also going to have a Guard go with |
| them. Even so, this is still fairly easy but the timing is a bit tight to |
| do this right. |
| |
| When planning bring the Modern Lethal Syringe, place the Remote Emetic |
| Gas Device in the Staff Entrance Pickup, and start at the Club Entrance. |
| When you start then immediately turn around, run to the Entrance Door |
| Shortcut, and to the Pickup. Pick up the Briefcase, quickly make the Gas |
| Briefcase, and run to the Juice Bar. |
| |
| If you did things fast enough then Terrence should be near the Bar |
| itself. He will then go to sit down nearby for a bit before moving on. If |
| you detonate the Briefcase when he is sitting down then he will go to the |
| Water Channel nearby to throw up. His companions will then follow him and |
| stand next to him which will make it impossible for you to throw him in. |
| |
| However, if you detonate the Briefcase while he is standing in front of |
| the Bar then he will go to the Porta-Potties to the west and his |
| companions will stand outside the area which makes it much safer for you |
| to get at him. |
| |
| But you only have a few seconds from your arrival before he goes to sit |
| down so you have to act quickly. Once you make him sick then go to the |
| northwest area to find the Delivery Guy. Knock him out with the |
| Briefcase, pick up the Scooter Key, then drag his body west and then |
| south to the Container. At this point nobody from the Juice Bar area |
| should see you. |
| |
| Next, climb the short wall into the Porta-Potty area, stab Terrence with |
| the Syringe to kill him, jump back over the short wall, then run to the |
| Scooter nearby to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level Two - The Ascensionist (Dubai) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Allison Moretta. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Atrium Lobby. |
|---------------------------------------------------------------------------|
| There will be extra guards at the base of the Lobby stairs and will frisk |
| you before you can go up. |
|---------------------------------------------------------------------------|
| There are many extra people throughout the map and at strategic |
| locations, such as Stashes, to make this mission difficult. Some of them |
| are Enforcers to various Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is a tough Target due to all of the extra people and Enforcers. And |
| she is an Enforcer to all Disguises which makes it worse. In addition, if |
| you spook her in any way then she will try to leave the mission via the |
| Atrium Lobby. If she succeeds then you will fail the mission. |
| |
| However, she can still be easily and quickly dealt with by using the |
| right equipment. |
| |
| When planning bring the Modern Lethal Syringe, a Briefcase with the |
| Remote Emetic Gas Device, place the Modern Emetic Syringe in the Atrium |
| Toilet Stash, and start at the Atrium Lobby. |
| |
| When you start then run to the Guard ahead but place the Briefcase on the |
| floor in front of him before getting frisked. After the frisk then pick |
| up the Briefcase and run partway up the stairs. Quickly make the Gas |
| Briefcase then run up to Allison who should be standing with the client |
| near the center of the area. |
| |
| Gently sneak up to her and use the Briefcase to make her sick. Don't |
| worry if she sees you first - once she gets sick it won't matter. |
| |
| She will head to the Atrium Toilets. Run to the Stash to grab the Emetic |
| Syringe. You will notice that there is a Civilian here. Allison will go |
| into this stall and you need to deal with him before you can get at her. |
| Stab him with the emetic syringe to make him sick. |
| |
| One of two things may happen. First, he will use the toilet here to make |
| Allison use the unoccupied stall. Second, he may actually leave this |
| stall to throw up elsewhere which will leave it unoccupied. Follow |
| Allison into her stall, stab her with the lethal syringe to kill her, |
| then run down to the Atrium Lobby to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level Three - The Heartbreaker (Mendoza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Philo Newcombe. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Philo is going to start at the Winery Promenade and will be accompanied |
| by two women. When planning bring the Modern Lethal Syringe, bring a |
| Briefcase with the Remote Emetic Gas Device, and start at the Shrine. |
| |
| When you start then quickly make the Gas Briefcase, run into the Winery, |
| and towards the North Stairs at the Promenade. When you get there then |
| Philo should be coming up. Let him go on ahead but bump into the two |
| women repeatedly to get them further from him. About halfway to the Dance |
| Floor then run up to Philo and use the Briefcase on him to make him go to |
| the Bathroom. |
| |
| After making him sick then go to the north stall of the Bathroom and use |
| the Sink to lure in the Bodyguard. Run outside until he goes inside. |
| Sneak up behind him, knock him out when he turns off the Sink, drop the |
| Briefcase, and take his Disguise. |
| |
| Run into Philo's stall, stab him with the Syringe to kill him, then run |
| back to the Promenade and to the North Stairs. Run down the Stairs and to |
| the Grapefield exit point to leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA3. Arcade Track Three |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Clutches
--The Indices
--The Quanta
The Clutches is the five Level Escalation of this Track and is easily the
hardest of this Track due to random movements of the Target in the first
Level. The Indices is probably the easiest of this Track due to the Targets
being used in previous Contracts. The Quanta is just a little harder than The
Indices.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Clutches [4,000 XP]
*********************************
For this you need to eliminate all Elusive Targets that are part of The
Clutches.
>>Eliminate The Indices [4,000 XP]
********************************
For this you need to eliminate all Elusive Targets that are part of The
Indices.
>>Eliminate The Quanta [4,000 XP]
*******************************
For this you need to eliminate all Elusive Targets that are part of The
Quanta.
>>Clutches, Indices, and Quanta [4,000 XP]
****************************************
For this you need to complete any of the Contracts in this Track. You
should also earn the Striker V3 Pistol.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Clutches |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
The first Level is probably the hardest to do in all of the Arcade Contracts
so far due to the random movements of your Target which makes it frustrating
to do quickly and cleanly. The remaining four Levels are fairly easy.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================================0
| Level Three - The Bookkeeper (Colorado) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Pertti Jarnefelt. |
|---------------------------------------------------------------------------|
| Steal the Ledger. |
|---------------------------------------------------------------------------|
| All shots fired at NPCs must be headshots [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Pertti is going to start at the West Bridge and enter the Compound. The |
| Ledger is going to be in a Safe at Sean Rose's Bedroom. Pertti is going |
| to have several Guards escorting him including one that is an Enforcer |
| for all Disguises (Super Enforcer). |
| |
| However, the biggest problem with this mission is the randomness factor. |
| Pertti is going to go to all major areas of the Compound and he will go |
| to each area at random. |
| |
| You can't use a Gas Briefcase on him because of the Super Enforcer. Use |
| of a Gas Grenade on him won't cause him to enter the Mansion to use its |
| Bathroom. |
| |
| For example, if you use it on him when he enters the Compound then he |
| will go into the fence corner near the Scarecrow Disguise to throw up - |
| and be surrounded by all of his Guards. Another example is if you get him |
| near the Red Barn. He will go to the Slurry Pit and have a couple of his |
| Guards stand near him. Of course, there are the two Guards to the north |
| and the two to the east so you can't get him there. |
| |
| But you can still use a Emetic Gas Grenade on him to get him into a |
| better position for safe elimination. You just need to get him at the |
| right place. |
| |
| One thing to note is that when he stops then his Guards will surround him |
| in close formation. If you toss the Grenade in the right place then you |
| can get them all sick and he will be left alone. |
| |
| But you also need the right Grenade and that is the one you earn at |
| Ambrose Island. It has a greater radius than the standard one, not seen |
| as a weapon, and, best of all, it is a contact weapon meaning that it |
| will detonate on contact and thus won't randomly bounce away before |
| detonating. |
| |
| To get at him quickly and safely you need to be at the Mansion. The thing |
| here is that he won't come here first most of the time. However, because |
| of how long it takes him to get here when he goes to other areas first, |
| it may be best to simply keep restarting until he starts at the Mansion |
| as this will be less time consuming. |
| |
| When planning bring the Krugermeier, Lockpick, Emetic Gas Grenade |
| (Ambrose Island version), place the Lethal Modern Syringe in the Laundry |
| Room Stash, and start at the Mansion. |
| |
| When you start then immediately get out of the cutscene and run to the |
| balcony but grab the Baseball along the way. Once onto the balcony then |
| get onto the roof and enter Rose's Room through the open window by the |
| desk. Run to the couch behind the standing Guard and throw stun him with |
| the Baseball. |
| |
| **NOTE: On occasion this may cause his body to be found by those |
| outside the window. If this happens then restart. |
| |
| After this then run behind the desk, stand by the chair, bring out the |
| Krugermeier, look out the west window, and use your Instinct to find the |
| Camera by the West Entrance. Aim at it but wait. |
| |
| It is at this point you need to know where Pertti is. Because you are in |
| a trespassing zone then everybody should have Enforcer dots above their |
| heads. This includes Pertti and his Guards. They should appear as a line |
| of dots to your left. |
| |
| If they continue left off of the screen then they are on their way to the |
| Red Barn and you need to restart. If they appear to be coming up the |
| steps to the Mansion then shoot the Camera, run to the Safe, and acquire |
| the Ledger. |
| |
| Go back to the desk and go out the east window then creep to where Pertti |
| and his Guards are then bring out the Grenade. What you want to do is aim |
| it so it lands about a couple of inches directly behind Pertti then toss |
| it. |
| |
| If it lands right then Pertti and all of his Guards will get sick and |
| they will split up. Pertti will go to the south corner of the Mansion |
| just outside of the Server Room to throw up. There should also be a |
| Container next to him. Convenient. |
| |
| After dropping the Grenade then go a bit east and drop down onto the |
| grass. Run to the east corner, climb the railing, and re-enter the |
| Mansion through the House Barracks window. Run to the Laundry Room to |
| acquire the Syringe and exit the Mansion the same way you came. |
| |
| Run to Pertti and, the instant you get to him, then stab him to kill him, |
| run southeast, drop down, and run to the West Bridge to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| Level Two - The Forger (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Sergei Larin. |
|---------------------------------------------------------------------------|
| All shots fired at NPCs must be headshots [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Sergei is going to start in the Entrance Hall then go upstairs and cut |
| through the Living Quarters then go to the Living Room. He will have a |
| Bodyguard follow him. |
| |
| When planning bring the Lockpick, Modern Lethal Syringe, place the Remote |
| Emetic Gas device in the Basement Pickup, and start at the AV Center. |
| When you start then run south and east through the Dining Room areas to |
| get to the Upper Entrance Hall and avoid the Cameras. |
| |
| Run down the stairs past both Viktor and Sergei and to the Pickup. |
| Quickly make the Gas Briefcase, bring out the Detonator, and run back |
| upstairs and to the northeast door. The Camera above the door on the |
| other side should be just looking away enough for you to make a run to |
| the Piano Room. |
| |
| At this point both Sergei and his Bodyguard should have just walked in. |
| Wait for Sergei to be almost to the door to the Living Room before using |
| the Briefcase on him to make him sick. He should go to Living Quarters |
| Bathroom to throw up. The Bodyguard should be distracted by the now |
| dropped "ghost" Device. |
| |
| As Sergei enters the Bathroom then knock out the Bodyguard with the |
| Briefcase and drop it. Go through the doors with the Lockpick then run to |
| Sergei, stab him with the Syringe to kill him, run out the south Quarters |
| doors, and to The Red Carpet to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================================0
| Level Three - The Food Critic (Bangkok) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Wen Ts'ai. |
|---------------------------------------------------------------------------|
| All shots fired at NPCs must be headshots [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Wen is going to be at the top level of the Restaurant. He will be sitting |
| down and won't move. There is also going to be a standing Bodyguard |
| nearby. |
| |
| When planning bring the Krugermeier, Modern Lethal Syringe, Coins, and |
| start at the Security Hut. Run inside and up to Wen's area. Go up to the |
| Bodyguard and drop (not place) the Pistol in front of him. Wen will stand |
| up and tells the Bodyguard about the weapon. |
| |
| As he is standing then place two Coins behind his chair and the last one |
| near the front. As Wen turns around to sit back down then he should see |
| the first Coin. When he goes for the others further back, and away from |
| prying eyes, then the Bodyguard should be walking away. Stab Wen with the |
| Syringe to kill him then run to the Pier to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level Four - The Blackmailer (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Walter Williams. |
|---------------------------------------------------------------------------|
| The Target keeps the originals of all of his blackmail material with him |
| at all times on a Memory Stick. The Client requests that retrieve it once |
| you have eliminated the Target. |
|---------------------------------------------------------------------------|
| All shots fired at NPCs must be headshots [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Walter is going to be in the Dressing Room at the start. He is going to |
| have a dark blue cross-like pattern on his face. |
| |
| When planning bring the Modern Lethal Syringe, place the Remote Emetic |
| Gas Device in the Basement Pickup, and start in the Dressing Room. When |
| you start then immediately run to the Pickup, pick up the Briefcase, and |
| quickly make the Gas Briefcase. |
| |
| Run back to the northwest section of the Dressing Room to find Walter who |
| is standing looking at his phone. Use the Briefcase on him to make him |
| sick. This may also make at least one other person sick. He should go to |
| the Restrooms by the Kitchen. |
| |
| **NOTE: If he is not here by the time you get to the northwest section |
| then wait for a bit and he will come here. |
| |
| Follow him into the stall, stab him with the Syringe to kill him, pick up |
| the Memory Stick, run down the Kitchen Stairway, and to The Catacombs |
| exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level Five - The Entertainer (Marrakesh) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Philip Giggles. |
|---------------------------------------------------------------------------|
| Retrieve the Soiree Horrible Guestlist. |
|---------------------------------------------------------------------------|
| All shots fired at NPCs must be headshots [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Philip is going to be at the Carpetshop Rooftop with a client. The |
| Guestlist is going to be carried by female Personal Assistant at the |
| Cafe. |
| |
| One of the main problems with this mission is the conversation between |
| Philip and his client. This conversation does not happen at a specific |
| time during the mission regardless of whether or not you are there. This |
| long conversation occurs only when you are there and your presence at the |
| Rooftop triggers it. |
| |
| You cannot make it end early. If you interrupt it then it will simply |
| resume where it left off. You must let the conversation play out before |
| you can do anything to Philip. However, you can prevent it from |
| happening. |
| |
| In addition, this mission takes place on the night time Marrakesh map |
| during the A House Built on Sand mission. As such you can only use the |
| Rooftop Agency Pickup and start at the Consulate Plaza. |
| |
| When planning bring the Emetic Gas Grenade (regular timed version), |
| Fiber Wire, place the Remote Emetic Gas Device in the Rooftops Pickup, |
| and start at Consulate Plaza. |
| |
| When you start then run to the Pipe at the West Gate. Climb up to the |
| West Bazaar Rooftop area then make your way to the Carpetshop Rooftop. Go |
| close to the wheelbarrow, angle yourself to look at the stairs going to |
| the upper level, and wait. |
| |
| Philip and his guest should be at the upper level at this point but will |
| soon start their way down to a point near you. It is important to note |
| that there is some randomness here in that they may stay up there for |
| awhile before coming down or start coming down before you can get into |
| position which may force a restart. |
| |
| When you get into position then bring out the Grenade and aim the arc so |
| it lands on the stairs about a third of the way down. When Philip gets to |
| the top of the stairs then toss the Grenade which will land near him. |
| When it explodes then he will get sick and go all the way down to the |
| Restroom at the Shisha Cafe and outside of the Invitation Only area. |
| |
| **NOTE: He may see you toss the Grenade at him but, once he gets sick, |
| it won't matter as you can restore your Silent Assassin rating |
| once you kill him. |
| |
| It will take awhile for him to get to the Restroom but you can do |
| something else along the way. Re-trace your steps back to the Rooftops |
| and grab the Briefcase. Toss the Briefcase to ground level, climb down, |
| and grab the Briefcase again. |
| |
| **NOTE: It is possible that instead of being on the upper level Philip |
| may be on the lower level talking on his phone. In this case |
| toss the Grenade so it lands close to the table and can make |
| him sick. However, this causes another problem. |
| |
| When you grab the Briefcase and go back to the Pipe there is |
| going to be a vendor smoking by it. If you toss the Briefcase |
| down then he will pick it up and walk away with it before you |
| can climb down. You need to wait for him to leave and be far |
| enough away before tossing it down so you can retrieve it |
| before he can take it. |
| |
| After grabbing the Briefcase then run to Cafe Street (West) and stop at |
| the northwest corner of the Staff Only area at the outside part of the |
| Cafe. Look over the wall to find an Invitation on a table. There is also |
| a male and female Waiter in this area. |
| |
| The male Waiter will take a drink from his Bottle then walk over to the |
| female. When he stops by her then jump over the wall, grab the |
| Invitation, and walk out. Run to the Restroom, make the Gas Briefcase, |
| bring out the Fiber Wire, and wait. |
| |
| When Philip comes inside then close the door, garrote him with the Fiber |
| Wire, and hide him in the Container behind you. Run back out then use the |
| Invitation to get past the Guards so you can enter the Invitation Only |
| area. |
| |
| Once inside then run to the east side of the bar to find the Assistant |
| who is wearing a dark blue dress. Use the Briefcase on her and she should |
| go to the Restroom. Wait for her there then knock her out at the toilet, |
| dump her in the Container, grab the Guestlist, and run to the West Gate |
| to leave the mission. |
| |
| **NOTE: The reason for using the regular Emetic Grenade instead of the |
| one earned at Ambrose Island is that it serves as a distraction |
| while the timer counts down and causes people to look away from |
| your direction while you climb back up. Using the other one |
| will cause people to look at where it came from and may get you |
| spotted when climbing back up. |
0===========================================================================0
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Indices |#########################################################\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
All three of these Targets you have already dealt with in earlier Contracts
and those strategies can be applied here as well.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level One - The Politician (New Zealand) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Barbara E. Keating. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Hut. |
|---------------------------------------------------------------------------|
| There is a Gas Heater placed outside the northwest door on the 1st Floor. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| She will have a body double but you can easily kill Barbara. There are |
| two methods for doing this depending on your style. The first method is |
| the slowest but it is the safest. When planning bring the Krugermeier and |
| start at the Beach. |
| |
| When you start then go west along the south end of the House while sneak |
| running and using cover. There are a lot of patrolling Guards around the |
| House and Beach areas. Turn north around the southwest corner of the |
| House and continue north to the northwest corner. When you get here then |
| stop. |
| |
| Look south at the 1st Floor and you should see the Gas Heater outside the |
| northwest door. Fire one shot into it then go west, south to the water, |
| and run east to the boat. Barbara should go out here later to smoke and |
| blow herself up. Just after you get to the boat then she should kill |
| herself and you can then leave the mission. |
| |
| The second method is faster and is based on a strategy by MrFreeze2244. |
| For this you need to make both the Target and her Guard sick then set up |
| the Target kill in the Lower Bathroom. For this bring the Sieker 1 and |
| the Modern Lethal Syringe. |
| |
| When you start then run to the house in a northwest direction and run |
| north to the cars when you get close. Run west past the cars then go to |
| the short wall by the Garage door. Stand up for a bit to get the Guard on |
| the balcony to see you then go into cover just before he spots you. This |
| should get him away so you can go up. |
| |
| Go to the Pipe in the corner and climb up and into the house. Go to the |
| railing and bring out the Sieker 1. You should see one of the two women |
| here and she happens to be the Target. Fire one of the darts at her to |
| make her sick and she should go to the Lower Bathroom. After you shoot |
| her then use the remaining dart on her Guard to make him sick and go |
| upstairs. Go into cover and wait. |
| |
| As she heads to the bathroom then the double should come out of the |
| nearby room and watch the Target go by. Keep an eye on her Guard. The |
| moment he goes past the stairs then immediately run down and into the |
| Bathroom. Stab Barbara with the Syringe to kill her, run out of the |
| Bathroom and outside through the front doors, and to the boat to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================================0
| Level Two - The Appraiser (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Miranda Jamison. |
|---------------------------------------------------------------------------|
| Retrieve her Notebook. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Recorder is in the (South) Chapel area. |
|---------------------------------------------------------------------------|
| Doors to the Artifact Room are locked. The open window for the Artifact |
| Room is closed. |
|---------------------------------------------------------------------------|
| The Camera above the gate north of the Chapel will sweep back and forth. |
|---------------------------------------------------------------------------|
| The Helicopter exit point is not available. |
|---------------------------------------------------------------------------|
| Additional Custodians are inside the (North) Chapel - one of them is an |
| Enforcer. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Miranda is going to go between the Gallery, Artifact Room, and the |
| Chapel. The Notebook is inside the Chapel. When planning bring the |
| Krugermeier, Coins, Modern Lethal Syringe, place the Remote Emetic Gas |
| Device into the Chapel Agency Pickup, and start at the Warehouse. |
| |
| When you start then turn around and go through the single door into the |
| (South) Warehouse and outside to the Helipad. Go through the west door to |
| the Chapel and to the Device to make the Gas Briefcase. Go back out the |
| west door and run to the door that leads to the Artifact Room and |
| Gallery. At this point the Camera above the gate should be looking south. |
| |
| Run inside and to the Gallery. Miranda should be near the center and |
| talking to Nathaniel. She will also be in front of one of the Cameras. Go |
| to the other side and keep an eye on the Camera. |
| |
| When it pans far enough away then get up close enough to her to activate |
| the Briefcase and make her sick. Run to the Restroom and drop the |
| Briefcase in the southeast corner. Because there is some distance between |
| the door and the toilet then close the door as she enters and try to stab |
| her with the Syringe before she reaches it. |
| |
| Run out and to the south door going to the Helipad area. Wait for the |
| Camera to pan south before leaving and going to the west door of the |
| Chapel again. Go to the southeast corner of the (North) Chapel and wait. |
| |
| The Enforcer should start talking to the other Custodian and will be |
| glancing at the Notebook. Toss a Coin near the Box south of the male |
| Custodian to end the conversation. |
| |
| When she turns away then grab the Notebook and leave the same way you |
| came. Go back to the (North) Warehouse and hide by the pillar just |
| southwest of the Ark Winch exit point - the patrolling Enforcer should be |
| well away from it. Shoot the Camera near it then run to the exit point to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================================================0
| Level Three - The Revolutionary (Santa Fortuna) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Vicente Murillo. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Village Bar and Village Bus Stop. |
|---------------------------------------------------------------------------|
| Additional Enforcers near areas where Vicente spawns. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The thing to know about this Target is that he can spawn in one of three |
| areas inside the Village: Fishing Shanty, the gray shack just southeast |
| of the Shop Owner's House, and the Cartel Hangout. This is randomly |
| determined with each run-through. The best place for him to be is at the |
| Shanty. It is best to approach him in a Guard Disguise and the easiest |
| one to acquire is the Mansion Guard by the river. |
| |
| When planning bring the Coins, Lethal Poison Vial, and start at the |
| Village Bar. When you start then run into the main road, get closer to |
| the Shanty and the Food Stand, and use your Instinct. If Vicente is at |
| the Shanty then there should be a Guard just to the west of the Food |
| Stand. If this Guard is not there then restart until you see this Guard. |
| |
| Once you see the Guard then run to the river to acquire the Mansion Guard |
| Disguise then go to the Food Stand. However, go through the door into the |
| Stand itself and out the other to get behind the Guard. Near the back |
| door to where Vicente is hiding is a Fusebox. Turn it off to disable the |
| Camera that Vicente is using and to lure out the Guard by the back door. |
| |
| As the Guard leaves then go inside and stand near the Stove. Vicente |
| should drink from his Wine Glass and both him and the cameraman will |
| leave. The Guard by the front door will remain. Bring out a Coin and |
| place it on the floor to lure the Guard away from the door and Glass. |
| |
| Go behind the Camera and poison the Glass with the lethal poison. Do not |
| go in front of the Camera as it counts as a Security Camera and will |
| record you. After poisoning the Glass then go back out and to the |
| Fusebox. At this point Vicente, the cameraman, and the back door Guard |
| should be by the water's edge. They will eventually go back inside. |
| |
| The moment they go back in then turn off the Fusebox again to disable the |
| Camera. This will cause Vicente to drink from his glass sooner than if |
| you just let him ramble. After turning off the Fusebox then run to the |
| west side of the Warehouse to grab the Crowbar. Go to the south door, pry |
| it open, and run to the boat outside. |
| |
| By the time you get there then Vicente should have drank from his Glass |
| and died and you can then leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Quanta |##########################################################\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
All three of these Targets are new to the Arcade and are fairly easy. The
hardest is probably the last due to having two Targets instead of one.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level One - The Iconoclast (Mendoza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Joanne Bayswater. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Joanne is going to be at the railing at the east side of the Asado |
| Promenade. She will also have a Bodyguard with her. |
| |
| When planning bring the Modern Lethal Syringe, a Briefcase with the |
| Remote Emetic Gas Device, and start at the Shrine. When you start then |
| make the Gas Briefcase as quickly as you can then run up to the Promenade |
| and go south. |
| |
| If you are fast enough then she should still be by the railing. Get close |
| to the both of them and use the Briefcase to make them both sick which |
| will cause the Bodyguard to walk away from her. She should then head |
| north to a point between the stairs to throw up over the railing. |
| |
| The male Civilian nearby should be distracted by the dropped "ghost" |
| Device so he will go to another Guard and leave the area. Run north to a |
| Bluebonnet Patch. There should be a Waiter leaning against the wall. He |
| may see you most of the time when attacking Joanne so, from outside the |
| east side of the Patch, toss the Briefcase inside to the tree to distract |
| him. |
| |
| Run to Joanne, stab her with the Syringe to kill her, then run down and |
| into the Winery. Run to the North Stairs on the Winery Promenade but grab |
| a Wine Bottle along the way. Run down to the Grapefield and run west on a |
| path with no people. Get close to the gate but crouch by a large grape |
| crate. |
| |
| There is a guard looking at the exit point. Toss the Bottle so it lands |
| behind him to get him to look away enough for you to run to the exit |
| point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================0
| Level Two - The Rage (Chongqing) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Sully Bowden. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| There is a Fusebox in the Basement Stairway. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Sully is going to be at the Basement and Courtyard areas within the |
| Block. He will also snort Cocaine from a table and that is what is going |
| to be used against him. |
| |
| When planning bring the Coins, Lethal Poison Vial, and start at the |
| Block. When you start then run through the Derelict Apartments and to the |
| North Stairs to avoid the Enforcers. Run down to the 1st Floor then run |
| forward to the stairs that go down to the Lobby. Turn right and go down |
| the Basement Stairway. |
| |
| About halfway down is a Fusebox specific to this mission. In the Basement |
| is a standing Guard and Sully's opponent (Boxer). There is also a |
| patrolling Enforcer but, if you ran down fast enough, then he should be |
| in the Courtyard along with Sully. |
| |
| Turn off the Fusebox to lure up the standing Guard. Run down and get |
| behind the Boxer. Quickly place two Coins on the floor in the corner by |
| the equipment then run into the Boxer, who should be doing push-ups at |
| this point, to make him stand up and see the Coins. |
| |
| As he goes for them then poison the Cocaine on the table and quickly run |
| up to the Lobby and outside. Run to the Scooter and wait. When Sully |
| snorts from the poisoned Cocaine and dies then you can leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Three - The Procurers (Dartmoor) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jack Roe. |
|---------------------------------------------------------------------------|
| Eliminate Robert Burk. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Main Road, Behind Mansion, Staff Room, and |
| Garden. |
|---------------------------------------------------------------------------|
| There will be additional people on the Ground Floor and Zachary's Bedroom |
| - some of them are Enforcers to the Bodyguard Disguise. |
|---------------------------------------------------------------------------|
| A Gas Heater will be on Zachary's Bedroom balcony. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jack is going to be in the Ground Floor Kitchen at the start. Robert is |
| going to go between the Small Office and Zachary's Bedroom. Jack will be |
| carrying a Pack of Cigarettes that can be used against Robert. |
| |
| The first part is based on what Mr Freeze2244 did but I wanted to try to |
| find a way to get at Robert faster since setting up the Cigarettes for an |
| explosion, while safer, took a long time to wait out. |
| |
| When planning bring the Sieker 1, two Lethal Syringes, place the Remote |
| Emetic Gas Device into the Changing Room Pickup, and start at the Staff |
| Room. |
| |
| When you start then immediately run south out of the Staff Room and away |
| from the approaching Enforcer. Run north along the East Hallway then west |
| to the Bathroom. Turn on the sink closest to the window and, when you |
| attract the attention of a Bodyguard, then turn it off and pick up the |
| bar of Soap. |
| |
| Take cover to the left of the door and grab him when he comes through. |
| Switch into his Disguise then run to the hallway north of the Kitchen. |
| There is a female Enforcer here. Close the Kitchen doors and quickly |
| knock her out with the Soap. Dump her in the nearby Container, go back to |
| the doors, stand just to the left of them, highlight them, and bring out |
| the Syringe. |
| |
| Jack should come out the doors a few seconds later so quickly close them, |
| get up behind him, and stab him with the Syringe to kill him before he |
| can enter the Dining Room. |
| |
| Run to the Pickup, pick up the Briefcase, quickly make the Gas Briefcase, |
| and bring out the Sieker 1. Run upstairs and to the Small Office area. |
| One of the two Guards outside is an Enforcer. The Guard patrolling the |
| hallway should be at that end of his route. |
| |
| Go to the nearby corner and line yourself with the Enforcer but stay kind |
| of hidden. When the patrolling Guard turns around then carefully shoot |
| the Enforcer with the Sieker 1. The moment he gets sick then bring out |
| the Detonator and run to Robert who should be standing in the Office then |
| use the Briefcase on him. He should then go to the West Hallway Bathroom |
| since the closest Bathroom is being used by the sickened Enforcer. |
| |
| After you make him sick then run out towards the Bathroom but drop the |
| Sieker 1 and the Briefcase near the Gramophone in the Upper Sitting Room. |
| Run into the Bathroom and wait. |
| |
| As Robert heads to the Bathroom he will have a Guard follow him. But the |
| Guard should see the items on the floor and be distracted by that |
| instead. When Robert gets to the Bathroom then close the door and stab |
| him the other Lethal Syringe to kill him before he reaches the toilet. |
| |
| After killing him then run back to the Small Office but go onto the |
| balcony, climb over the railing, then shimmy right to the Pipe by the |
| Delivery Area door. Slide down and run to the River Bridge to leave the |
| mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA4. Arcade Track Four |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Provocateurs
--The Liaisons
--The Deja Vus
Interestingly enough there is no five Level Contract in this Track. The
Provocateurs is the easiest of the three Contracts. The Liaisons is easily
the hardest of this Track due to having a restricted loadout. The Deja Vus is
just a little bit harder than The Provocateurs due to having additional
Enforcers but is much easier than The Liaisons.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Provocateurs [4,000 XP]
*************************************
For this you need to eliminate all Elusive Targets that are part of The
Provocateurs.
>>Eliminate The Liaisons [4,000 XP]
*********************************
For this you need to eliminate all Elusive Targets that are part of The
Liaisons.
>>Eliminate The Deja Vus [4,000 XP]
*********************************
For this you need to eliminate all Elusive Targets that are part of The
Deja Vus.
>>Provocateurs, Liaisons, and Deja Vus [4,000 XP]
***********************************************
For this you need to complete any of the Contracts in this Track. You
should also earn The Ducky Gun.
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Provocateurs |####################################################\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
This was an easy Contract thanks to the fact that these Targets were done in
earlier Contracts and that the complication was an easy one to deal with.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Level One - The Prince (Sapienza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Adalrico Candelaria. |
|---------------------------------------------------------------------------|
| If you are detected by Cameras then erase or destroy the evidence |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| Multiple Bodyguards are around the Church and Sewers. Some of them are |
| Enforcers to the Bodyguard Disguise. Some of the Bodyguards that are |
| normally around the Church are Enforcers to the Bodyguard Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Adalrico is going to inside the Church and related grounds and will have |
| a Bodyguard follow him at all times. As you would expect this Bodyguard |
| is an Enforcer to the Bodyguard Disguise so care must be exercised when |
| approaching Adalrico. |
| |
| When planning bring the Krugermeier, Lockpick, Modern Lethal Syringe, |
| place the Remote Emetic Gas Device in the Sewers, and start at the |
| Harbor. |
| |
| When you start then run to Building 4, go inside, then run to the Sewers. |
| At the junction is a Bodyguard. To your right is the Pickup. At the end |
| of the short wall place your Pistol on the ground. Go to the Pickup, make |
| the Gas Briefcase, and toss it in the corner southeast of you to lure the |
| Bodyguard. Take cover against the short wall and wait. |
| |
| When he gets close then he should see the Pistol and go for it. Grab him, |
| take his Disguise, your Pistol, and the Gas Briefcase. Run to the gate |
| for the Catacombs and wait. |
| |
| Inside is a patrolling Bodyguard and he will stand at a pillar just ahead |
| of you and can see you pick through the locked gate. Wait for him to |
| leave and have his back to your enough for you to get through the door. |
| Most of the time Adalrico will be in the Worship Area at this point in |
| the mission. Run upstairs to the Area and find him. |
| |
| Use the pillars as cover as you position yourself in relation to his |
| Bodyguard. Then get close enough to him to safely set off the Briefcase |
| while being far enough away from his Bodyguard as to not get spotted. |
| |
| Once Adalrico gets sick then run out the West Entrance as there are |
| Enforcers outside the East and Main Doors. Drop down to the Church Pier |
| then run to the Church Restrooms while avoiding the Enforcers at the base |
| of the stairs leading up to the Church. You should be well ahead of |
| Adalrico when you get there. |
| |
| Place the Briefcase in the corner by the Soda Machine. This will be used |
| to distract his Bodyguard who will follow. How far he will be is going to |
| be random. Once Adalrico is inside the stall then go inside, close the |
| door, and stab him with the Syringe to kill him. Once you determine where |
| his Bodyguard is then run out and back to the Harbor to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Level Two - The Gunrunner (Marrakesh) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Vito Duric. |
|---------------------------------------------------------------------------|
| If you are detected by Cameras then erase or destroy the evidence |
| [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Vito is going to be inside the Consulate Parking Garage. When planning |
| bring the Modern Lethal Syringe, a Briefcase with the Remote Emetic Gas |
| Device, and start in the Consulate Parking Garage. |
| |
| When you start then quickly make the Gas Briefcase and run west to the |
| corner then south to get behind the APC. Toss the Briefcase against the |
| center of the APC to lure an Officer there. Pick up the Briefcase and |
| hide at the far side of the crate at the end of the APC. |
| |
| Wait for the Officer to investigate and turn around before running up |
| behind him, knocking him out, dragging him back towards the center of the |
| APC to better hide him, and taking his Disguise. Bring out the Detonator, |
| run up to Vito, and use the Briefcase on him. He should then go to a |
| Wastebasket by the Southwest Storeroom to throw up. |
| |
| Crouch behind him, stab him with the Syringe to kill him, then run back |
| to your starting point but continue to the stairs leading outside, go up |
| and out, and run to the West Gate to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================================0
| Level Three - The Black Hat (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Owen Wagner. |
|---------------------------------------------------------------------------|
| If you are detected by Cameras then erase or destroy the evidence |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| Multiple Bodyguards are around the area outside the Attic Chamber. Almost |
| all of them of them are Enforcers to the Bodyguard Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This Target was used in an earlier Arcade Contract where you could only |
| knock out one person as a complication. Although there is a different |
| complication for this one the same strategy still applies. |
| |
| When planning bring the Krugermeier, Disposable Scrambler, Modern Lethal |
| Syringe, and start at the Auction. When you start then run to the Attic |
| and go into the northwest room. In the next room is a patrolling |
| Bodyguard. Run up behind him, subdue him, and take his Disguise. |
| |
| Run out into the main Attic area and you should see an Enforcer going |
| into the area outside of the Chamber. Follow him and, when you get into |
| the next area, then take cover to the right of a large covered object |
| that is going to be behind him. |
| |
| Quickly shoot the Camera above the Chamber door then sneak run to it. If |
| done right then the next Enforcer should have his back to you as you open |
| the door with the Scrambler. The door opens out so you need to move to |
| the right so you don't get stuck. Run inside and hide behind the crate |
| just inside the door. |
| |
| Here you should see two Civilians and a Bodyguard which is another |
| Enforcer. The Civilian without the hat is Owen. Although he likes his Jam |
| he will never sample it thus you cannot just poison it and run out. He |
| also never drinks from anything either. What you need to do is just wait |
| for awhile. |
| |
| At some point Owen and the Enforcer will talk. Owen needs to piss but the |
| Enforcer won't let him leave. So Owen will go piss into a bucket by the |
| nearby Container. As he walks to the bucket then the Enforcer will have |
| his back turned to him. |
| |
| Bring out the Syringe, run behind Owen, and stab him to kill him. Run |
| back to the door and use another Scrambler to leave. Stay by the table |
| and look out toward the Enforcers ahead. |
| |
| If the one furthest away is at the window then just run back to the main |
| Attic area. If he is standing by the tall covered object then wait for |
| him to start a conversation with the other before running out. Once back |
| to the Attic then re-trace your steps back to the Auction Room and |
| outside. Climb down The Patio Pipe and run to the Helicopter to leave the |
| mission while dodging the nearby Enforcers. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Liaisons |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Although the previous Contract was easy this one is much harder due to
starting with a restricted loadout. You will pretty much start out at the
very beginning with your Suit and with no items.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level One - The Stowaway (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jimmy Chen. |
|---------------------------------------------------------------------------|
| Retrieve his DictaPhone. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| No Container in the Gallery Restroom. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jimmy can be found inside the Gallery area. For this you will be starting |
| at the Harbor. The best way to get at him is to make him leave the |
| Gallery and go to the Stairway Storeroom for easier disposal. But you |
| need to wait for him to do something suspicious so you can get the |
| prompt. |
| |
| When you start then run up to the Main Gate but go to the north of it to |
| pick up the Brick and quickly climb up the nearby Pipe up to the Security |
| Area. Go west to pick up the Token then enter the Barracks through the |
| open window. Go to the crates in the center of the room then go north to |
| the corner. |
| |
| Take cover here and toss the Token at the Closet to lure a Guard there. |
| Knock him out with the Brick, put him in the Closet, and take his |
| Disguise. Run out to the East Wall then climb up the ladder to the Stone |
| Circle area. Go to the west side, climb down, then run to the Memorial |
| Room and into the Gallery. |
| |
| If you're fast enough then you should see Jimmy in the southwest corner. |
| He should then move to the northeast corner. Stay far from him but keep |
| an eye on him. After a bit he should take a picture of an artifact which |
| should give you the option of speaking to him. Go up to him and speak to |
| him which will make him nervous enough to leave the Gallery. Follow him |
| and he should stop at the Gallery Restroom door. |
| |
| If he enters then go inside and spook him enough to make him leave. |
| Although you can kill him here there is no Container to hide him and |
| somebody will always enter at some point and find his body. After making |
| him leave or if he leaves without going inside then run through the |
| Memorial Room and run up the stairs. |
| |
| Run to the Stairway Storeroom, go to the shelving on the other end, and |
| hide there by going up against the wall. I would recommended going onto |
| the balcony but the door is locked for this Elusive Target. |
| |
| When Jimmy enters then wait for the door to close before running up to |
| him, getting behind him, then break his neck to kill him. Drag him |
| further in the room, grab the Dictaphone, and leave. Run down to the |
| Stone Circle area but go down the stairs to reach the Kitchen Storeroom. |
| Cut through the Storeroom to reach the East Wall and the nearby exit |
| point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================================0
| Level Two - The Serial Killer (Whittleton Creek) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate The Censor. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Server that is normally in one of the 1st Floor rooms of the Wilson |
| House is not there. There is a Server inside the Wilson House Kitchen. |
|---------------------------------------------------------------------------|
| There are additional Enforcers of the Server Disguise inside the Wilson |
| House Kitchen. |
|---------------------------------------------------------------------------|
| There are additional Civilians going in and out of the Wilson House |
| Garage. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Censor is going to be at the Wilson's garden party. The best way to |
| get at him is to poison the Glass he drinks at the party. There will be a |
| Glass specifically for him inside the Kitchen. |
| |
| However, when wearing the Server Disguise, one of the Civilians and the |
| Server inside the Kitchen are Enforcers. Also, the poison you need is |
| going to be inside the Basement at Helen's house. The timing is a bit |
| tight to get the Server Disguise but doable. |
| |
| When you start then you need to immediately get out of the opening |
| cutscene and run west towards the Road Work area. When you get there then |
| quickly jump the railing, the nearby Worker should have his back to you |
| at this point, and run to the far end of the area to grab the Crowbar. |
| |
| Run north and east out of the area and run to Helen's house and the |
| backyard. Run to the railing and jump over to quickly get to the Basement |
| door. Use the Crowbar to enter then run inside, grab the Lethal Pills, |
| and run out. Run east and jump over the fence to leave the backyard. |
| |
| Run to the Wilson House and to the Garage. Two Civilians will come in and |
| out of the Garage and one of them is away. The second one should be |
| inside and leaving as you get there. The moment he leaves then close the |
| Garage door and go to the door for the Kitchen. |
| |
| Open the door, take a couple of steps back, and toss the Crowbar at the |
| floor to lure the nearby Server. Go into the Kitchen and wait for him to |
| enter the Garage then knock him out with the Crowbar. Drag him to the |
| Container, dump him, and take his Disguise. |
| |
| Go just inside the Kitchen and toss the Crowbar west towards the Stove to |
| get the other Enforcer to turn around so you can quickly run over to The |
| Censor's Glass at the south end of the main table and poison it. After |
| that then run to the exit point near where you started and wait for The |
| Censor to die so you can leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================================0
| Level Three - The Politician (New Zealand) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Barbara E. Keating. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| There is a Gas Heater placed outside the northwest door on the 1st Floor. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| She will have a body double but you can easily kill Barbara. For this you |
| will be starting at the Beach and by the Beach Shack. In previous |
| Contracts one thing to do was to shoot the Gas Heater and run to the exit |
| point then wait for her to blow herself up. |
| |
| However, for this one, you can't bring any weapons - you have to take one |
| from the Panic Room. So the strategy is going to be quite different from |
| the others. |
| |
| When you start then run northwest towards the House and to the Pool area. |
| Near the door is a Screwdriver. Grab it then go out the west door. Go |
| north then east along the north perimeter of the House. When you get near |
| the Garage door then go to the Fusebox at the northeast corner by the |
| Camera. Sabotage it to make the door open. Although there are two Guards |
| inside one is asleep and the other has his back to you. |
| |
| Run inside, grab the Claw Hammer, then run into the Storage Room. Take |
| cover by the door and toss the Screwdriver at the Container in the |
| northwest corner to lure one of the Guards. Once he gets there then close |
| the door, knock him out with the Claw Hammer, dump him, and take his |
| Disguise. |
| |
| Run south to enter the Living Area and to the main table to find and grab |
| the Car Keys which opens a special exit point nearby. Go to the base of |
| the stairs and wait. |
| |
| At this point both women and their Bodyguards, all Enforcers, are going |
| to be upstairs. Barbara is going to be in the Office. When the body |
| double and her Bodyguard go to the Terrace then go upstairs and out the |
| door to the walkway. Stay here until Barbara and her Bodyguard leaves. |
| The body double should be also going back downstairs. |
| |
| When all is clear then go to the Panic Room and open it but stay outside. |
| There is an Enforcer inside so toss the Screwdriver at the stair railing |
| to lure him there. When he gets there then run inside, knock him out, and |
| close the door. Destroy the Recorder, grab the Hackl 9S Covert off of the |
| wall, and run down the stairs back to the Garage. |
| |
| Run outside then to the northwest corner to shoot the Gas Heater. Run |
| east to find three cars. Stand by the northmost one and wait for Barbara |
| to blow herself up. The special exit point should then appear which will |
| allow you to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Deja Vus |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
This one is a little bit harder than The Provocateurs mainly due to having
additional Enforcers for all Disguises.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level One - The Iconoclast (Mendoza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Joanne Bayswater. |
|---------------------------------------------------------------------------|
| Additional people can see through one or more Disguises. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Wine Bottles are going to be switched around. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Joanne is going to be at the railing at the east side of the Asado |
| Promenade. She will also have a Bodyguard with her. Both of them will |
| also be Enforcers to your Suit so you cannot use the Gas Briefcase on |
| them as was in previous Contracts. But you can still easily get rid of |
| her with a bit of poison. |
| |
| When planning bring the Lethal Poison Vial and start in the Tasting Room. |
| When you start then immediately leave the counter and run to the |
| Storeroom to grab the Malbec. Run outside and go up the East Stairs to |
| the Asado Promenade. |
| |
| Run just a little south and get close enough to Joanne, who is not an |
| Enforcer to the Waiter Disguise, and make her leave. She should then go |
| to a table near the door to the Storeroom. Here is a Glass that you can |
| use to poison her. |
| |
| Go to the Storeroom door and wait for the female Waiter to walk a bit |
| away before running to the Glass. Place the Bottle on the table and |
| serve. Poison the Glass and wait. Joanne should approach your position |
| and serve her as she gets close. |
| |
| Just as she is dropping dead then run towards and down the Center Stairs |
| to the Winery Promenade. Grab a Wine Bottle and go down the North Stairs. |
| Run down to the Grapefield and run west on a path with no people. Get |
| close to the gate but crouch by a large grape crate. |
| |
| There is a guard looking at the exit point. Toss the Bottle so it lands |
| behind him to get him to look away enough for you to run to the exit |
| point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level Two - The Collector (Dartmoor) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Kody Haynes. |
|---------------------------------------------------------------------------|
| The Client offers a bonus if you manage to find and retrieve the painting |
| by Sisel Bardu. |
|---------------------------------------------------------------------------|
| Additional people can see through one or more Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Kody is going to start near the Greenhouse before going inside the |
| Mansion. The Painting is going to be inside Alexa's Office. In order to |
| get the best score you need to acquire the Painting. |
| |
| This is based on what MrFreeze2244 does but I have streamlined the second |
| half where you need to acquire the Painting. |
| |
| There are quite a few more Enforcers to the Gardener Disguise this time |
| but you can still pretty much do this the same as in earlier Contracts. |
| |
| When planning bring the Sieker 1, Claw Hammer, and start in the Garden. |
| When you start then run to the east side of the Greenhouse. You should |
| find both Kody and his Bodyguard here. The Bodyguard is going to be an |
| Enforcer this time along with another Gardener nearby which you can |
| easily get around. |
| |
| Go into the nearby red bush, crouch down, bring out the Sieker 1, and |
| shoot Kody to make him sick. Quickly reload and shoot the Bodyguard to |
| also make him sick. |
| |
| Kody should go to the river north of here and the Bodyguard should walk |
| away in the opposite direction. Follow Kody to the river. There will be a |
| patrolling Guard nearby who will also be an Enforcer this time. Stay away |
| from him and wait for him to stop before going up behind him. Wait for |
| him to walk far enough away then go up to Kody and push him into the |
| river to kill him. |
| |
| Pick up the Hobby Knife and run to the Zachary's Balcony Shortcut while |
| dodging the extra Enforcers. Climb up, knock out the Guard here with the |
| Claw Hammer, and take his Disguise. Run into the hallway and up the |
| stairs then into the Office. The Painting should be partway up the |
| stairs. |
| |
| Grab it then run back down to Zachary's Bedroom, outside, climb down the |
| Shortcut, and go to the River Bridge to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level Three - The Heartbreaker (Mendoza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Philo Newcombe. |
|---------------------------------------------------------------------------|
| Additional people can see through one or more Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Philo is going to start at the Winery Promenade and will be accompanied |
| by two women. For this Contract all three are going to be Enforcers to |
| your Suit so you can't approach him the way you did before. However, you |
| can still use the Gas Briefcase on him. |
| |
| When planning bring the Modern Lethal Syringe, place the Remote Emetic |
| Gas Device at the Steel Tanks, and start at the Sniper Spot. When you |
| start then quickly run and climb down to the Steel Tanks to find the |
| Device. Quickly make the Gas Briefcase then drop down and run down to the |
| Dance Floor. You should get there just before Philo. |
| |
| He is an Enforcer to the Gaucho Disguise but the two women are not. Get |
| around him and bump into the two women to delay then then run close |
| behind Philo and use the Briefcase on him to make him sick and go to the |
| Bathroom. Go near the south stall and wait for Philo to go inside. |
| |
| Run into Philo's stall, stab him with the Syringe to kill him, then run |
| back to the Promenade and to the North Stairs. Run down the Stairs and to |
| the Grapefield exit point. The Guard near there is going to be an |
| Enforcer to the Gaucho Disguise but he should leave just after you get |
| there. Leave the mission when he does. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA5. Arcade Track Five |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Cliches
--The Entrepreneurs
--The Faux Pas
The Cliches is easily the hardest of the three Contracts by far due to brand
new Targets and the restricted loadout. The Entrepreneurs was probably the
easiest for me with The Faux Pas just a tiny bit harder than that.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Cliches [4,000 XP]
********************************
For this you need to eliminate all Elusive Targets that are part of The
Cliches.
>>Eliminate The Entrepreneurs [4,000 XP]
**************************************
For this you need to eliminate all Elusive Targets that are part of The
Entrepreneurs.
>>Eliminate The Faux Pas [4,000 XP]
*********************************
For this you need to eliminate all Elusive Targets that are part of The
Faux Pas.
>>Cliches, Entrepreneurs, and Faux Pas [4,000 XP]
***********************************************
For this you need to complete any of the Contracts in this Track. You
should also earn The White Ruby Rude 300 Sniper Rifle.
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Cliches |#########################################################\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
This is definitely the toughest of the three Contracts not only because of
the restricted loadout but two of the Targets are new to the Elusive Target
Arcade. The last Level has two Targets and MrFreeze2244 came up with an
ingenius way to dispose of one of them.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Level One - The Pharmacist (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Nina Torvik. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Nina will arrive at the VIP Parking Area and enter through the front |
| doors. She will then go through the Runway area and through the Grand |
| Hall to go upstairs. She will then go up the VIP Entrance to reach the |
| Auction area. She will meet with Dalia at the top of the stairs and both |
| will go into the Office. Dalia will then leave and Nina will stay here. |
| |
| The only way to get at her safely is to drop the Chandelier in the Office |
| on top of her and you will need the Remote Explosives for that. For this |
| you will be starting at the Red Carpet area. |
| |
| When you start then run inside and take the right path to the Gift Shop |
| Restrooms and acquire the IAGO Invitation. Run to the Auction Entrance |
| and go up the Guest Entrance to reach the Auction floor. When you get to |
| the top of the stairs then run into the Attic Storage area and to the |
| small room to the north. Stay here until the patrolling Bodyguard in the |
| next room goes to the window to stand. |
| |
| Run up behind him, subdue him, and take his Disguise. Go out the south |
| door, through the Connecting Hallway, and to CICADA Security Control. |
| Stay back until the Enforcer walks away from the desk so you can safely |
| grab the Remote Explosive. Run into the Auction Office and place the |
| Explosive behind the Winch to hide it. Go outside and wait. |
| |
| Nina and her two Enforcing Bodyguards will come up then go into the |
| Office. When they go inside then go to the double doors, open them, and |
| step just a little inside to keep them open. Nina will sit down for a bit |
| before going to the south window. She will then go outside to the balcony |
| and then come back inside. |
| |
| When she comes inside then wait for her to just get under the Chandelier |
| before detonating the Explosive to bring it on her to kill her. After |
| this then run through the Auction Room then to The Patio Pipe. Slide down |
| the Pipe then run to the Helicopter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level Two - The Chameleon (Colorado) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Richard M. Foreman. |
|---------------------------------------------------------------------------|
| In addition to eliminating the Target, the Client requests that you |
| locate any information detailing the militia operation in which the |
| Target will be participating. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Richard is going to be in the south half of the Hacker Room. The Laptop |
| with the Files is going to be on the desk at the south wall of the north |
| half of the Hacker Room. You also need to kill Richard in an fall or |
| drowning. You will also be starting at the Southern Farm Perimeter area. |
| |
| When you start then run through the Southeast Small Shed and then north |
| to the Generator and turn it off to lure one of the Guards there. Hide |
| behind the wall of junk until he gets into position then sneak up on him |
| and subdue him the moment he turns the Generator back on. Drag him to the |
| Container just southeast of you, dump him, and take his Disguise. |
| |
| Run to the moving vans in front of the Mansion but cut through the |
| northeast part of the North Orchard. When you get to the vans then |
| quickly change into the Militia Elite Disguise. Run to the open window |
| for the House Barracks and climb in to avoid the Cameras. |
| |
| Run into the Server Room and turn off the Server to lure the Hacker |
| closest to Richard down. Take cover to the right of the door and wait for |
| him to get to the Server. The moment he turns it back on then subdue him |
| and drag him to the Vacuum Cleaner to hide him. Run up to the Hacker Room |
| and stand by the Laptop. |
| |
| Shortly after you arrive then Richard should go out onto the balcony |
| while the nearby Enforcer will go down to the House Barracks. The nearby |
| Hacker should also go into the south half of the room. The moment he gets |
| out of sight then hack the Laptop to complete one of your objectives. |
| After that then run to Richard and push him over the railing to kill him |
| in a fall. |
| |
| From here then run back down to the Server Room and go out the window in |
| the Security Room to get back outside then run to the West Bridge to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Three - The Deceivers (Sapienza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Richard J. Magee. |
|---------------------------------------------------------------------------|
| Eliminate Anthony L. Troutt. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Richard will be just outside the Ice Cream Shop and will eventually go |
| into the Town Hall Building. Anthony will be inside the Villa Caruso. The |
| best way to get at Anthony is to poison the Wine Glass in the Cellar. |
| However, he has a randomized pattern and it will take awhile for him to |
| get into position. |
| |
| As noted earlier MrFreeze2244 came up with a nice little way of disposing |
| of the other Target and that will be done in the Town Hall Building. The |
| plan is to use emetic poison on Anthony's Glass then get into position to |
| eliminate Richard. But the timing is a bit tight to get here before he |
| goes into Salvatore Bravuomo's Office. |
| |
| For this you will be starting out at the Main Square. When you start then |
| immediately get up, turn around, and run up the stairs to the Cafe area. |
| Here you should see Richard and Mr. Keeble, his next victim. Just before |
| them is a table with three Coins. |
| |
| Quickly pick them all up and run into Richard to make him stand up then |
| run to the ICA Safe House. This will set up the timing for what you need |
| to do later. Once inside the Safe House then run onto the Patio and climb |
| up into Rocco's Apartment. Quickly switch into the Kitchen Assistant |
| Disguise, climb back down, then climb down into the Villa Grounds. |
| |
| Run into the Kitchen Building and grab the Emetic Rat Poison there. Run |
| out the west door, enter the Villa through the hallway door, then run |
| down to the Laundry Room. Switch into the Housekeeper Disguise, open the |
| door, and toss a Coin into the corner near the Container to lure in the |
| nearby Staff. Run to the Glass just outside and use the emetic poison on |
| it when the Staff gets just far enough away. |
| |
| Run back outside through the open Garage door, run out the main gates, |
| and to the east side of the Town Hall Building. Quickly climb the Pipe up |
| to the top then use the Ledge to get inside the bathroom for the |
| Secondary Office. |
| |
| If you did things quickly enough then Richard should still be in the |
| Secondary Office. Quickly place a Coin close to the toilet and open the |
| door. Stay in the doorway and you should get Richard's attention. Just |
| before you get spotted then close the door and go back out the window. |
| |
| You should've got just enough of his attention to go to the Bathroom. He |
| should come inside and investigate. After he finishes then he should go |
| to the Coin. Climb back in and drown him to complete that objective. |
| |
| Climb back out and down then run to the main gates to get frisked so you |
| can re-enter the Grounds. Go into the Fountain then into the Basement. |
| Run into the bathroom and wait. |
| |
| After some amount of random time then Anthony will eventually walk into |
| the Wine Cellar and sample the Glass. He will then get sick and come to |
| the bathroom. When the door closes then drown him to finish your final |
| objective. Run back out of the Villa Grounds and to the Speedboat to |
| leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Entrepreneurs |###################################################\
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Even though there are extra Enforcers this is probably the easiest Contract.
The first Level allows you to use your full arsenal this time thus making it
quite easy. The second Level required no changes to strategy and the third
Level only required minor tweaks.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================================0
| Level One - The Serial Killer (Whittleton Creek) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate The Censor. |
|---------------------------------------------------------------------------|
| Additional people can see through one or more Disguises. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Server that is normally in one of the 1st Floor rooms of the Wilson |
| House is not there. There is a Server inside the Wilson House Kitchen. |
|---------------------------------------------------------------------------|
| There are additional Enforcers of the Server Disguise inside the Wilson |
| House Kitchen. |
|---------------------------------------------------------------------------|
| There are additional Civilians going in and out of the Wilson House |
| Garage. |
|---------------------------------------------------------------------------|
| You cannot start at the BBQ Party. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Censor is going to be at the Wilson's garden party. The best way to |
| get at him is to use the Gas Briefcase on him and stab him with a |
| Syringe. |
| |
| When planning bring a Briefcase with the Remote Emetic Gas Device, the |
| Modern Lethal Syringe, and start at the Whittleton Creek starting point. |
| When you start then quickly make the Gas Briefcase and run to the Wilson |
| House. |
| |
| There are several Civilians that are going to be Enforcers to the Suit |
| but they will be near the front door. Run through the Garage and then to |
| the back door. If your timing is right then The Censor should just be |
| walking back inside. Thankfully he is not an Enforcer. |
| |
| Use the Briefcase on him, wait a few seconds for the "ghost" Device to |
| drop from the Briefcase, and run into the Bathroom. Close the door when |
| he walks in and stab him with the Syringe when he gets to the toilet. |
| |
| Because a Civilian should be walking in just after he dies and there |
| should be an Guard investigating the "ghost" Device the best way to leave |
| is to go out the window. |
| |
| Because of a nearby Enforcer you need to continue west and jump over the |
| railing then go south and jump into the Schmidt back yard. After that |
| then run east and out and to the bridge in the Public Park to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level Two - The Politician (New Zealand) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Barbara E. Keating. |
|---------------------------------------------------------------------------|
| Additional people can see through one or more Disguises. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Hut. |
|---------------------------------------------------------------------------|
| There is a Gas Heater placed outside the northwest door on the 1st Floor. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| She will have a body double but you can easily kill Barbara. The extra |
| Enforcer complication is irrelevant here since the entire area is a |
| Hostile Area in your current Disguise so there is no change from previous |
| strategies. |
| |
| There are two methods for doing this depending on your style. The first |
| method is the slowest but it is the safest. When planning bring the |
| Krugermeier and start at the Beach. |
| |
| When you start then go west along the south end of the House while sneak |
| running and using cover. There are a lot of patrolling Guards around the |
| House and Beach areas. Turn north around the southwest corner of the |
| House and continue north to the northwest corner. When you get here then |
| stop. |
| |
| Look south at the 1st Floor and you should see the Gas Heater outside the |
| northwest door. Fire one shot into it then go west, south to the water, |
| and run east to the boat. Barbara should go out here later to smoke and |
| blow herself up. Just after you get to the boat then she should kill |
| herself and you can then leave the mission. |
| |
| The second method is faster and is based on a strategy by MrFreeze2244. |
| For this you need to make both the Target and her Guard sick then set up |
| the Target kill in the Lower Bathroom. For this bring the Sieker 1 and |
| the Modern Lethal Syringe. |
| |
| When you start then run to the house in a northwest direction and run |
| north to the cars when you get close. Run west past the cars then go to |
| the short wall by the Garage door. Stand up for a bit to get the Guard on |
| the balcony to see you then go into cover just before he spots you. This |
| should get him away so you can go up. |
| |
| Go to the Pipe in the corner and climb up and into the house. Go to the |
| railing and bring out the Sieker 1. You should see one of the two women |
| here and she happens to be the Target. Fire one of the darts at her to |
| make her sick and she should go to the Lower Bathroom. After you shoot |
| her then use the remaining dart on her Guard to make him sick and go |
| upstairs. Go into cover and wait. |
| |
| As she heads to the bathroom then the double should come out of the |
| nearby room and watch the Target go by. Keep an eye on her Guard. The |
| moment he goes past the stairs then immediately run down and into the |
| Bathroom. Stab Barbara with the Syringe to kill her, run out of the |
| Bathroom and outside through the front doors, and to the boat to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================================0
| Level Three - The Appraiser (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Miranda Jamison. |
|---------------------------------------------------------------------------|
| Retrieve her Notebook. |
|---------------------------------------------------------------------------|
| Additional people can see through one or more Disguises. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Recorder is in the (South) Chapel area. |
|---------------------------------------------------------------------------|
| Doors to the Artifact Room are locked. The open window for the Artifact |
| Room is closed. |
|---------------------------------------------------------------------------|
| The Camera above the gate north of the Chapel will sweep back and forth. |
|---------------------------------------------------------------------------|
| The Helicopter exit point is not available. |
|---------------------------------------------------------------------------|
| Additional Custodians are inside the (North) Chapel - one of them is an |
| Enforcer. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Miranda is going to go between the Gallery, Artifact Room, and the |
| Chapel. The Notebook is inside the Chapel. When planning bring the |
| Krugermeier, Coins, Modern Lethal Syringe, place the Remote Emetic Gas |
| Device into the Chapel Agency Pickup, and start at the Warehouse. |
| |
| When you start then turn around and go through the single door into the |
| (South) Warehouse and outside to the Helipad. There are going to be a |
| couple of additional Enforcers but you can still go to the Chapel with |
| little problem. |
| |
| Go through the west door to the Chapel and to the Device to make the Gas |
| Briefcase. Go back out the west door and run to the door that leads to |
| the Artifact Room and Gallery. At this point the Camera above the gate |
| should be looking south. |
| |
| Run inside and to the Gallery but stay just inside the doorway. Miranda, |
| who is an Enforcer, should be near the center and talking to Nathaniel, |
| who is also an Enforcer. There is going to be another Enforcer at the far |
| end and Zoe, who should be in the Memorial Room at this point, is an |
| Enforcer too. |
| |
| Wait for her to walk in and go to the center before hiding behind the |
| divider at the northwest side of the room. When Miranda finishes her |
| conversation with Nathaniel then she will leave. When she gets past the |
| divider then run up behind her and use the Briefcase on her. It doesn't |
| matter if she spots you or not - she will still get sick. |
| |
| Run to the Restroom and drop the Briefcase in the southeast corner. |
| Because there is some distance between the door and the toilet then close |
| the door as she enters and try to stab her with the Syringe before she |
| reaches it. |
| |
| Run out and to the south door going to the Helipad area. Wait for the |
| Camera to pan south before leaving and going to the west door of the |
| Chapel again. Go to the southeast corner of the (North) Chapel and wait. |
| |
| The Enforcer should start talking to the other Custodian and will be |
| glancing at the Notebook. Toss a Coin near the Box south of the male |
| Custodian to end the conversation. |
| |
| When she turns away then grab the Notebook and leave the same way you |
| came. Go back to the (North) Warehouse and hide by the pillar just |
| southwest of the Ark Winch exit point - the patrolling Enforcer should be |
| walking to it. |
| |
| Shoot the Camera near it then go back south and sneak through the center |
| and to the boxes just south of the exit. When the Enforcer walks away |
| then run run to the exit point to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Faux Pas |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Although killing your Targets only in accidents is a new complication this
Contract was easy too because these were old Targets which only required me
to make slight changes to what I was doing before.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================0
| Level One - The Rage (Chongqing) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Sully Bowden. |
|---------------------------------------------------------------------------|
| You have to kill your Targets solely through accidents [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| There is a Fusebox in the Basement Stairway. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Sully is going to be at the Basement and Courtyard areas within the |
| Block. At some point he will go up and out the front doors and this is |
| the best place to kill him. |
| |
| When planning bring the ICA Remote Micro Taser and start at The Block. |
| When you start then run through the Derelict Apartments and to the North |
| Stairs to avoid the Enforcers. Run down to the 1st Floor then run |
| forwards to the stairs that go down to the Lobby. Go out the front doors |
| and stop. |
| |
| Right here is a puddle that can be used against Sully. Drop the Taser |
| here, run to the Scooter, and activate the Taser. After awhile Sully will |
| come out and walk into the puddle which will kill him. Leave the mission |
| when the prompt comes up. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Level Two - The Liability (Berlin) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Terrence Chesterfield. |
|---------------------------------------------------------------------------|
| The Clients would prefer that Chesterfield's guide does not become |
| collateral damage. |
|---------------------------------------------------------------------------|
| You have to kill your Targets solely through accidents [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Biker Hangout, Club Entrance, and the |
| Projection Bar. |
|---------------------------------------------------------------------------|
| The Agents are turned off for this mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| In addition to his guide Terrence is also going to have a Guard go with |
| them. Even so, this is still fairly easy but the timing is a bit tight to |
| do this right. |
| |
| When planning bring the place the Remote Emetic Gas Device in the Staff |
| Entrance Pickup, and start at the Club Entrance. When you start then |
| immediately turn around, run to the Entrance Door Shortcut, and to the |
| Pickup. Pick up the Briefcase, quickly make the Gas Briefcase, and run to |
| the Juice Bar. |
| |
| If you did things fast enough then Terrence should be near the Bar |
| itself. He will then go to sit down nearby for a bit before moving on. If |
| you detonate the Briefcase when he is sitting down then he will go to the |
| Water Channel nearby to throw up. His companions will then follow him and |
| stand next to him which will make it impossible for you to throw him in. |
| |
| However, if you detonate the Briefcase while he is standing in front of |
| the Bar then he will go to the Porta-Potties to the west and his |
| companions will stand outside the area which makes it much safer for you |
| to get at him. |
| |
| But you only have a few seconds from your arrival before he goes to sit |
| down so you have to act quickly. Once you make him sick then go to the |
| northwest area to find the Delivery Guy. Knock him out with the |
| Briefcase, pick up the Scooter Key, then drag his body west and then |
| south to the Container. At this point nobody from the Juice Bar area |
| should see you. |
| |
| Next, climb the short wall into the Porta-Potty area, drown him, jump |
| back over the short wall, then run to the Scooter nearby to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Three - The Procurers (Dartmoor) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jack Roe. |
|---------------------------------------------------------------------------|
| Eliminate Robert Burk. |
|---------------------------------------------------------------------------|
| You have to kill your Targets solely through accidents [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Main Road, Behind Mansion, Staff Room, and |
| Garden. |
|---------------------------------------------------------------------------|
| There will be additional people on the Ground Floor and Zachary's Bedroom |
| - some of them are Enforcers to the Bodyguard Disguise. |
|---------------------------------------------------------------------------|
| A Gas Heater will be on Zachary's Bedroom balcony. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jack is going to be in the Ground Floor Kitchen at the start. Robert is |
| going to go between the Small Office and Zachary's Bedroom. |
| |
| When planning bring the Sieker 1, the Modern Emetic Syringe, place the |
| Remote Emetic Gas Device into the Changing Room Pickup, and start at the |
| Staff Room. |
| |
| When you start then immediately run south out of the Staff Room and away |
| from the approaching Enforcer. Run north along the East Hallway then west |
| to the Bathroom. Turn on the sink closest to the window and, when you |
| attract the attention of a Bodyguard, then turn it off and pick up the |
| bar of Soap. |
| |
| Take cover to the left of the door and grab him when he comes through. |
| Switch into his Disguise then run to the hallway north of the Kitchen. |
| There is a female Enforcer here. Close the Kitchen doors and quickly |
| knock her out with the Soap. Dump her in the nearby Container, go back to |
| the doors, stand just to the left of them, highlight them, and bring out |
| the Syringe. |
| |
| Jack should come out the doors a few seconds later so quickly close them, |
| get up behind him, and stab him with the Emetic Syringe to make him sick |
| before he can enter the Dining Room. He should go to the Staff Toilet to |
| vomit. Run ahead of him and drown him when he gets there. |
| |
| As you're waiting for him to get into position then make the Gas |
| Briefcase and pick it up after you kill Jack. Bring out the Sieker 1, run |
| upstairs, and to the Small Office area. One of the two Guards outside is |
| an Enforcer. The Guard patrolling the hallway should be at the opposite |
| end of the hallway. |
| |
| Go to the nearby corner and line yourself with the Enforcer but stay kind |
| of hidden then carefully shoot the Enforcer with the Sieker 1. The moment |
| he gets sick then bring out the Detonator and run to Robert who should be |
| walking into the Bedroom. |
| |
| Follow him and wait for him to stop before using the Briefcase on him. He |
| should then go to the West Hallway Bathroom since the closest Bathroom is |
| being used by the sickened Enforcer. |
| |
| After you make him sick then run out towards the Bathroom but drop the |
| Sieker 1 and the Briefcase near the Gramophone in the Upper Sitting Room. |
| Run into the Bathroom and wait. |
| |
| As Robert heads to the Bathroom he will have a Guard follow him. But the |
| Guard should see the items on the floor and be distracted by that |
| instead. When Robert gets to the toilet then close the door and drown him |
| to complete your last objective. |
| |
| After killing him then run back to the Small Office but go onto the |
| balcony, climb over the railing, then shimmy right to the Pipe by the |
| Delivery Area door. Slide down and run to the River Bridge to leave the |
| mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA6. Arcade Track Six |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Cartes Blanches
--The Detours
--The Connoisseurs
The Connoisseurs is the hardest of the three Contracts due to the restricted
loadout. The Detours was probably the easiest for me with The Cartes Blanches
just a little bit harder than that.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Cartes Blanches [4,000 XP]
****************************************
For this you need to eliminate all Elusive Targets that are part of The
Cartes Blanches.
>>Eliminate The Detours [4,000 XP]
********************************
For this you need to eliminate all Elusive Targets that are part of The
Detours.
>>Eliminate The Connoisseurs [4,000 XP]
*************************************
For this you need to eliminate all Elusive Targets that are part of The
Connoisseurs.
>>Cartes Blanches, Detours, and Connoisseurs [4,000 XP]
*****************************************************
For this you need to complete any of the Contracts in this Track. You
should also earn The Iridescent Katana.
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Cartes Blanches |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Even with the new Target this wasn't a particularly difficult Contract. The
last Level, though, required some changes to do properly.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| Level One - The Broker (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Howard Moxon. |
|---------------------------------------------------------------------------|
| Retrieve the Ivory White. |
|---------------------------------------------------------------------------|
| Additional people can see through one or more Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Howard is going to be around the Ground Floor and have a Bodyguard |
| trailing him. The Ivory White is going to be in a safe in the Voltaire |
| Suite on the 2nd Floor. The main problem with this is going to be Howard. |
| His patrol pattern is going to be random and you are going to have to get |
| a bit lucky to get a great score. |
| |
| In addition, I am going after the Ivory White first then go after Howard. |
| His Guard is going to be an Enforcer to the Bodyguard Disguise so I will |
| take another safe Disguise for approach which is going to be the Tech |
| Crew. |
| |
| You can't really go after the Security Guard Disguise since the room that |
| has a Guard, the Dining Room, has several Cameras, all above the |
| entrances. All of the others really take you out of your way. Still, the |
| Tech Crew Disguise is good for what you need to do. |
| |
| When planning bring the Sieker 1, Lockpick, Modern Lethal Syringe, place |
| the Remote Emetic Gas Device in the Basement Stairwell Pickup, and start |
| at the Auction. |
| |
| When you start then leave the Auction Room and run to Attic Storage. |
| Climb out the window to your right then shimmy over to the Voltaire |
| Suite's Bathroom. Turn on the Sink then turn it off when it overflows to |
| lure in one of the two Guards stationed outside. |
| |
| Stay by the door, close it when he enters, then subdue him. Dump him in |
| the Closet and take his Disguise. Do the same thing to lure in the other |
| Guard. Close the door and subdue him when he sees the weapon. As you are |
| doing then then an Auction Staff person should be going through the |
| Suite. |
| |
| As he leaves then go out, find the Safe, open it, and retrieve the Ivory |
| White. Go out the south door then down the VIP Entrance stairs. Bring out |
| the Dartgun and stop just behind the Guards at the bottom. Shoot the |
| Enforcer to make him sick so you can safely run past him and to the top |
| of the Kitchen Stairway where there is a Tech Crew person. Close the |
| doors then subdue him and take his Disguise. |
| |
| Run down the stairs to the Ground Floor then exit the stairwell and run |
| to the Basement Stairwell to make the Gas Briefcase. Run to the Bar area |
| to start looking for Howard. This is the hard part as he can be in many |
| areas around the Bar and Palace Garden areas. |
| |
| Once you find him then use the Briefcase on him to make him sick. The |
| majority of the time he will go to the Gift Shop Restrooms. Run to the |
| doors for the Gift Shop and drop the Dartgun here then go into the left |
| stall to wait for Howard. |
| |
| When he enters then close the door and stab him with the Syringe to kill |
| him but stay inside. Wait for his Guard to find and go to the dropped |
| weapon before leaving and running to The Red Carpet to leave the mission. |
| |
| If, by some chance, he goes to the Restrooms by the Kitchen then stay in |
| the hallway between the stalls. Drop the Dartgun in such a way that only |
| his Guard can find it. Follow Howard into a stall, stab him with the |
| Syringe to kill him , then run out, down the Kitchen Stairway, and to The |
| Catacombs exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================================0
| Level Two - The Entertainer (Marrakesh) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Philip Giggles. |
|---------------------------------------------------------------------------|
| Retrieve the Soiree Horrible Guestlist. |
|---------------------------------------------------------------------------|
| Additional people can see through one or more Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Philip is going to be at the Carpetshop Rooftop with a client. The |
| Guestlist is going to be carried by female Personal Assistant at the |
| Cafe. |
| |
| One of the main problems with this mission is the conversation between |
| Philip and his client. This conversation does not happen at a specific |
| time during the mission regardless of whether or not you are there. This |
| long conversation occurs only when you are there and your presence at the |
| Rooftop triggers it. |
| |
| You cannot make it end early. If you interrupt it then it will simply |
| resume where it left off. You must let the conversation play out before |
| you can do anything to Philip. However, you can prevent it from |
| happening. |
| |
| In addition, this mission takes place on the night time Marrakesh map |
| during the A House Built on Sand mission. As such you can only use the |
| Rooftop Agency Pickup and start at the Consulate Plaza. |
| |
| When planning bring the Emetic Gas Grenade (regular timed version), |
| Fiber Wire, place the Remote Emetic Gas Device in the Rooftops Pickup, |
| and start at Consulate Plaza. |
| |
| When you start then run to the Pipe at the West Gate. Climb up to the |
| West Bazaar Rooftop area then make your way to the Carpetshop Rooftop. Go |
| close to the wheelbarrow, angle yourself to look at the stairs going to |
| the upper level, and wait. |
| |
| Philip and his guest should be at the upper level at this point but will |
| soon start their way down to a point near you. It is important to note |
| that there is some randomness here in that they may stay up there for |
| awhile before coming down or start coming down before you can get into |
| position which may force a restart. |
| |
| When you get into position then bring out the Grenade and aim the arc so |
| it lands on the stairs about a third of the way down. When Philip gets to |
| the top of the stairs then toss the Grenade which will land near him. |
| When it explodes then he will get sick and go all the way down to the |
| Restroom at the Shisha Cafe and outside of the Invitation Only area. |
| |
| **NOTE: He may see you toss the Grenade at him but, once he gets sick, |
| it won't matter as you can restore your Silent Assassin rating |
| once you kill him. |
| |
| It will take awhile for him to get to the Restroom but you can do |
| something else along the way. Re-trace your steps back to the Rooftops |
| and grab the Briefcase. Toss the Briefcase to ground level, climb down, |
| and grab the Briefcase again. |
| |
| **NOTE: It is possible that instead of being on the upper level Philip |
| may be on the lower level talking on his phone. In this case |
| toss the Grenade so it lands close to the table and can make |
| him sick. However, this causes another problem. |
| |
| When you grab the Briefcase and go back to the Pipe there is |
| going to be a vendor smoking by it. If you toss the Briefcase |
| down then he will pick it up and walk away with it before you |
| can climb down. You need to wait for him to leave and be far |
| enough away before tossing it down so you can retrieve it |
| before he can take it. |
| |
| After grabbing the Briefcase then run to Cafe Street (West) and stop at |
| the northwest corner of the Staff Only area at the outside part of the |
| Cafe. Look over the wall to find an Invitation on a table. There is also |
| a male and female Waiter in this area. |
| |
| The male Waiter will take a drink from his Bottle then walk over to the |
| female. When he stops by her then jump over the wall, grab the |
| Invitation, and walk out. Run to the Restroom, make the Gas Briefcase, |
| bring out the Fiber Wire, and wait. |
| |
| When Philip comes inside then close the door, garrote him with the Fiber |
| Wire, and hide him in the Container behind you. Run back out then use the |
| Invitation to get past the Guards so you can enter the Invitation Only |
| area. |
| |
| Once inside then run to the east side of the bar to find the Assistant |
| who is wearing a dark blue dress. Use the Briefcase on her and she should |
| go to the Restroom. Wait for her there then knock her out at the toilet, |
| dump her in the Container, grab the Guestlist, and run to the West Gate |
| to leave the mission. |
| |
| **NOTE: The reason for using the regular Emetic Grenade instead of the |
| one earned at Ambrose Island is that it serves as a distraction |
| while the timer counts down and causes people to look away from |
| your direction while you climb back up. Using the other one |
| will cause people to look at where it came from and may get you |
| spotted when climbing back up. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Level Three - The Twin (Sapienza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Dylan Narvaez. |
|---------------------------------------------------------------------------|
| Additional people can see through one or more Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The twins are going to arrive at the Main Pier. Dylan will be wearing his |
| gold watch which can barely be seen on his left wrist. For this mission |
| both are going to be Enforcers to all Disguises including your Suit. |
| |
| When planning bring the Modern Lethal Syringe, a Briefcase with the |
| Remote Emetic Gas Device, and start at the Harbor. When you start then |
| quickly make the Gas Briefcase and run to the Main Pier. |
| |
| At the entrance of the Pier is a Trashcan. Drop the Briefcase here and |
| take cover on the other side of the railing then bring out the Detonator. |
| The game can get a little random here but Dylan usually goes for the |
| Briefcase about 90% of the time. If he doesn't then restart as this works |
| much better when Dylan goes to it. When he does then detonate the Device |
| just before he gets there. |
| |
| He should then go to the Beach Restrooms. Go into the tunnel while |
| avoiding the other brother and bump into the following Guard several |
| times to get him far behind Dylan. Run up to Dylan just before he goes |
| into the toilet. Close the door, stab him with the Syringe to kill him, |
| and run to the Speedboat to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Detours |#########################################################\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
This is the easiest of the Track because these are Targets that have been
done before in earlier Contracts and I only needed to make minor changes from
previously used strategies.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level One - The Politician (New Zealand) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Barbara E. Keating. |
|---------------------------------------------------------------------------|
| You have to kill your Targets solely through accidents [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Hut. |
|---------------------------------------------------------------------------|
| There is a Gas Heater placed outside the northwest door on the 1st Floor. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| She will have a body double but you can easily kill Barbara. There are |
| two methods for doing this depending on your style. The first method is |
| the slowest but it is the safest. When planning bring the Krugermeier and |
| start at the Beach. |
| |
| When you start then go west along the south end of the House while sneak |
| running and using cover. There are a lot of patrolling Guards around the |
| House and Beach areas. Turn north around the southwest corner of the |
| House and continue north to the northwest corner. When you get here then |
| stop. |
| |
| Look south at the 1st Floor and you should see the Gas Heater outside the |
| northwest door. Fire one shot into it then go west, south to the water, |
| and run east to the boat. Barbara should go out here later to smoke and |
| blow herself up. Just after you get to the boat then she should kill |
| herself and you can then leave the mission. |
| |
| The second method is faster and is based on a strategy by MrFreeze2244. |
| For this you need to make both the Target and her Guard sick then set up |
| the Target kill in the Lower Bathroom. For this bring the Sieker 1. |
| |
| When you start then run to the house in a northwest direction and run |
| north to the cars when you get close. Run west past the cars then go to |
| the short wall by the Garage door. Stand up for a bit to get the Guard on |
| the balcony to see you then go into cover just before he spots you. This |
| should get him away so you can go up. |
| |
| Go to the Pipe in the corner and climb up and into the house. Go to the |
| railing and bring out the Sieker 1. You should see one of the two women |
| here and she happens to be the Target. Fire one of the darts at her to |
| make her sick and she should go to the Lower Bathroom. After you shoot |
| her then use the remaining dart on her Guard to make him sick and go |
| upstairs. Go into cover and wait. |
| |
| As she heads to the bathroom then the double should come out of the |
| nearby room and watch the Target go by. Keep an eye on her Guard. The |
| moment he goes past the stairs then immediately run down and into the |
| Bathroom. Drown Barbara, run out of the Bathroom and outside through the |
| front doors, and to the boat to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level Two - The Stowaway (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jimmy Chen. |
|---------------------------------------------------------------------------|
| Retrieve his DictaPhone. |
|---------------------------------------------------------------------------|
| You have to kill your Targets solely through accidents [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You cannot start in the Hyperborea Showroom. |
|---------------------------------------------------------------------------|
| No Container in the Gallery Restroom. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jimmy can be found inside the Gallery area. When planning place the |
| Remote Emetic Gas Device into the Chapel Agency Pickup and start at the |
| Warehouse. |
| |
| When you start then turn around and run out the door at the southwest |
| part of the room then outside to the Helipad. Go through the west door of |
| the Chapel and to the Pickup to make the Gas Briefcase. Run out through |
| the west door then north to the door to the hallway by the Artifact Room. |
| |
| If you're fast enough then you can get inside before you can get spotted |
| by the approaching Enforcer from the east. Run into the Gallery and to |
| the north side. |
| |
| If your timing is right then Jimmy should be taking a picture of an |
| artifact. Activate the Briefcase to make him sick but he will go to the |
| water barrel by the small bar just outside the east door. Follow him, |
| drown him, pick up the DictaPhone, and drop the Briefcase. |
| |
| After this then cut back through the Gallery, outside to the Helipad, and |
| to the Helicopter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============================================0
| Level Three - The Appraiser (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Miranda Jamison. |
|---------------------------------------------------------------------------|
| Retrieve her Notebook. |
|---------------------------------------------------------------------------|
| You have to kill your Targets solely through accidents [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Recorder is in the (South) Chapel area. |
|---------------------------------------------------------------------------|
| Doors to the Artifact Room are locked. The open window for the Artifact |
| Room is closed. |
|---------------------------------------------------------------------------|
| The Camera above the gate north of the Chapel will sweep back and forth. |
|---------------------------------------------------------------------------|
| The Helicopter exit point is not available. |
|---------------------------------------------------------------------------|
| Additional Custodians are inside the (North) Chapel - one of them is an |
| Enforcer. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Miranda is going to go between the Gallery, Artifact Room, and the |
| Chapel. The Notebook is inside the Chapel. When planning bring the |
| Krugermeier, Coins, place the Remote Emetic Gas Device into the Chapel |
| Agency Pickup, and start at the Warehouse. |
| |
| When you start then turn around and go through the single door into the |
| (South) Warehouse and outside to the Helipad. Go through the west door to |
| the Chapel and to the Device to make the Gas Briefcase. Go back out the |
| west door and run to the door that leads to the Artifact Room and |
| Gallery. At this point the Camera above the gate should be looking south. |
| |
| Run inside and to the Gallery. Miranda should be near the center and |
| talking to Nathaniel. She will also be in front of one of the Cameras. Go |
| behind her Guard, bring out the Detonator, and wait for a bit. Eventually |
| Zoe Washington will come in then leave. As she passes you then stand to |
| the left of Miranda's Guard. |
| |
| When Miranda comes by then bump into the both of them and activate the |
| Briefcase to make them sick. Keep bumping into the Guard until Miranda |
| goes into the nearby Restroom and he starts to go in the opposite |
| direction. Run into the Restroom, close the door, drop the Briefcase, and |
| drown Miranda to kill her. |
| |
| Run out and to the south door going to the Helipad area. Wait for the |
| Camera to pan south before leaving and going to the west door of the |
| Chapel again. Go to the southeast corner of the (North) Chapel and wait. |
| |
| The Enforcer should start talking to the other Custodian and will be |
| glancing at the Notebook. Toss a Coin near the Box south of the male |
| Custodian to end the conversation. |
| |
| When she turns away then grab the Notebook and leave the same way you |
| came. Go back to the (North) Warehouse and hide by the pillar just |
| southwest of the Ark Winch exit point - the patrolling Enforcer should be |
| standing nearby. Wait for him to walk away far enough then shoot the |
| Camera near the exit point and run to it to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Connoisseurs |####################################################\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Because of the restricted loadout this becomes the hardest Contract of this
Track. However, it didn't feel as difficult as previous restricted loadout
Contracts for some reason (at least to me). Credit goes to MrFreeze2244 for a
fast method for doing Level One when you can't bring in any equipment.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Level One - The Liability (Berlin) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Terrence Chesterfield. |
|---------------------------------------------------------------------------|
| The Clients would prefer that Chesterfield's guide does not become |
| collateral damage. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Agents are turned off for this mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| In addition to his guide Terrence is also going to have a Guard go with |
| them. For this you will be starting at tne Club Entrance. |
| |
| When you start then immediately turn around, run to the Parking Lot, and |
| climb over the wall into the Water Channels area. Go to the large tanks |
| and to the northwest corner to find and pick up the Coin. Run back to the |
| Parking Lot, jump over the wall, and run through the Entrance Door |
| Shortcut. |
| |
| Run to the Juice Bar area to find Terrance ready to get a drink. Run to |
| the large tanks at the east side of the area and grab the Spray Can. Run |
| along the channel and to the passage where the Scrap Sword can be found |
| but don't go up. |
| |
| When Terrance takes a drink then he will sit down at the opposite side of |
| the wall. When he does then toss the Coin on the ground at the base of |
| the step-wall. This should get him to come around to you. |
| |
| Place the Coin at the water's edge and go to the flaming barrel close to |
| the bridge to the Chill Out area. Let Terrance pass but bump into both |
| the guide and Guard to keep them from following him. |
| |
| When Terrance reaches the Coin then drop the Spray Can to delay his |
| companions further and quickly run to him. You should reach him as he is |
| picking up the Coin. Push him into the water to kill him which should |
| cause his companions to walk away. Run to the Delivery Guy, subdue him, |
| take his Scooter Key, and run to the Scooter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level Two - The Iconoclast (Mendoza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Joanne Bayswater. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Wine Bottles are going to be switched around. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Joanne is going to be at the railing at the east side of the Asado |
| Promenade. She will also have a Bodyguard with her. The best way to get |
| at her is with emetic poison. You can get her to drink some wine but she |
| will only drink Malbec. For this mission there is going to be only one |
| bottle of it and it can be found in the Tasting Room's storeroom. |
| |
| For this you will be starting out at the Parking Lot. When you start then |
| run to the north side of the round planters to grab the Invitation then |
| run to the Dance Floor area to present it to the Waiter. After he lets |
| you through then run to the Tasting Room and then to the storeroom. Grab |
| the Malbec on the shelf and turn off the Fusebox to lure in one of the |
| Waiters. |
| |
| Hide in the Closet until he gets into position then climb out, knock him |
| out with the Malbec, dump him in the Closet, and take his Disguise. Run |
| out of the storeroom and up the Center Stairs to the Asado Promenade. |
| Run to the Staff Room to grab the Emetic Rat Poison. |
| |
| Run out to the table just outside the door and wait for the female Waiter |
| to walk away enough to place the Malbec on the table and to start |
| serving. Poison the Glass and wait. |
| |
| If your timing is right then Joanne should be arriving shortly. Serve her |
| and she will get sick. She will then head to the railing near the East |
| Stairs. Follow her and she should get far ahead of her Bodyguard. Wait |
| for her to stop then, when the nearby Waiter just northwest of you looks |
| away, then push her over to kill her. Run down the Center Stairs then out |
| and to the North Stairs but grab a Bottle along the way. |
| |
| Run down to the Grapefield and run west on a path with no people. Get |
| close to the gate but crouch by a large grape crate. There is a guard |
| looking at the exit point. Toss the Bottle so it lands behind him to get |
| him to look away enough for you to run to the exit point to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Three - The Ascensionist (Dubai) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Allison Moretta. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Atrium Lobby. |
|---------------------------------------------------------------------------|
| There will be extra guards at the base of the Lobby stairs and will frisk |
| you before you can go up. |
|---------------------------------------------------------------------------|
| There are many extra people throughout the map and at strategic |
| locations, such as Stashes, to make this mission difficult. Some of them |
| are Enforcers to various Disguises. |
|---------------------------------------------------------------------------|
| Zana Kazem is not in the mission. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is a tough Target due to all of the extra people and Enforcers. And |
| she is an Enforcer to all Disguises which makes it worse. In addition, if |
| you spook her in any way then she will try to leave the mission via the |
| Atrium Lobby. If she succeeds then you will fail the mission. |
| |
| When you start then run to the Guard ahead and get frisked. After the |
| frisk then run up to the Small Bar at the Atrium and pick up all four |
| Coins. From here then run to the Black Gold Toilets. |
| |
| Here you should see two Event Staff and a Guard. Run into the south |
| stall, which has a Closet, and close the door. Turn on the Sink, take |
| cover to the left of the door, crouch, and wait. The Sink should lure in |
| the Guard. Close the door, wait for him to turn off the Sink, then subdue |
| him. Dump him in the Closet, take his Disguise, and his Silenced Pistol. |
| |
| At this point a male Civilian should be sitting just outside the stall. |
| Wait for him to leave then turn on the Sink again to lure in the nearest |
| Staff. Take cover to the left of the door again, crouch, and wait for him |
| to enter. Close the door, subdue him when he turns it off, dump him in |
| the Closet, and take the Staff Keycard. |
| |
| Go out and to the other Staff person. Place a Coin on the floor in front |
| of him to make him move far enough away from the wall for you to subdue |
| him then drag him to the stall and close to the toilet to hide him |
| better. Go to the Laundry Room door and use the Keycard to unlock it. Go |
| back to the stall, crouch, bring out your Silenced Pistol, and wait. |
| |
| While you're doing this then Allison will go to the Private Bar for a bit |
| and then leave. She will talk to somebody just outside the Toilets then |
| come inside. |
| |
| As she goes to the mirror then open the door and wait for the main doors |
| to close. Then run up behind her and eliminate her with the Pistol. Drag |
| her to the stall then run into the Laundry Room and run up to the Staff |
| Elevator exit point in the Staff Hallways to leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA7. Arcade Track Seven |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Dyads
--The Diabolicals
What's interesting about this Track is that there are two Contracts instead
of three. The Dyads, being that it is a restricted loadout Contract, is the
hardest of the two.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Dyads [4,000 XP]
******************************
For this you need to eliminate all Elusive Targets that are part of The
Dyads.
>>Eliminate The Diabolicals [4,000 XP]
************************************
For this you need to eliminate all Elusive Targets that are part of The
Diabolicals.
>>Dyads and Diabolicals [4,000 XP]
********************************
For this you need to complete any of the Contracts in this Track. You
should also earn The Ruby Rude Track Suit.
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Dyads |###########################################################\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Even though this is the hardest of the two Contracts, being that this is a
restricted loadout, it wasn't really that difficult. The first Level was
already featured in an earlier restricted loadout Contract so there was no
changes in strategy. The second Level was easy for me even though I had to
make changes because of the restrictions. The last Level was harder due to
figuring out how to get a certain Disguise quickly.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level One - The Deceivers (Sapienza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Richard J. Magee. |
|---------------------------------------------------------------------------|
| Eliminate Anthony L. Troutt. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Richard will be just outside the Ice Cream Shop and will eventually go |
| into the Town Hall Building. Anthony will be inside the Villa Caruso. The |
| best way to get at Anthony is to poison the Wine Glass in the Cellar. |
| However, he has a randomized pattern and it will take awhile for him to |
| get into position. |
| |
| As noted earlier MrFreeze2244 came up with a nice little way of disposing |
| of the other Target and that will be done in the Town Hall Building. The |
| plan is to use emetic poison on Anthony's Glass then get into position to |
| eliminate Richard. But the timing is a bit tight to get here before he |
| goes into Salvatore Bravuomo's Office. |
| |
| For this you will be starting out at the Main Square. When you start then |
| immediately get up, turn around, and run up the stairs to the Cafe area. |
| Here you should see Richard and Mr. Keeble, his next victim. Just before |
| them is a table with three Coins. |
| |
| Quickly pick them all up and run into Richard to make him stand up then |
| run to the ICA Safe House. This will set up the timing for what you need |
| to do later. Once inside the Safe House then run onto the Patio and climb |
| up into Rocco's Apartment. Quickly switch into the Kitchen Assistant |
| Disguise, climb back down, then climb down into the Villa Grounds. |
| |
| Run into the Kitchen Building and grab the Emetic Rat Poison there. Run |
| out the west door, enter the Villa through the hallway door, then run |
| down to the Laundry Room. Switch into the Housekeeper Disguise, open the |
| door, and toss a Coin into the corner near the Container to lure in the |
| nearby Staff. Run to the Glass just outside and use the emetic poison on |
| it when the Staff gets just far enough away. |
| |
| Run back outside through the open Garage door, run out the main gates, |
| and to the east side of the Town Hall Building. Quickly climb the Pipe up |
| to the top then use the Ledge to get inside the bathroom for the |
| Secondary Office. |
| |
| If you did things quickly enough then Richard should still be in the |
| Secondary Office. Quickly place a Coin close to the toilet and open the |
| door. Stay in the doorway and you should get Richard's attention. Just |
| before you get spotted then close the door and go back out the window. |
| |
| You should've got just enough of his attention to go to the Bathroom. He |
| should come inside and investigate. After he finishes then he should go |
| to the Coin. Climb back in and drown him to complete that objective. |
| |
| Climb back out and down then run to the main gates to get frisked so you |
| can re-enter the Grounds. Go into the Fountain then into the Basement. |
| Run into the bathroom and wait. |
| |
| After some amount of random time then Anthony will eventually walk into |
| the Wine Cellar and sample the Glass. He will then get sick and come to |
| the bathroom. When the door closes then drown him to finish your final |
| objective. Run back out of the Villa Grounds and to the Speedboat to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level Two - The Procurers (Dartmoor) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jack Roe. |
|---------------------------------------------------------------------------|
| Eliminate Robert Burk. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| There will be additional people on the Ground Floor and Zachary's Bedroom |
| - some of them are Enforcers to the Bodyguard Disguise. |
|---------------------------------------------------------------------------|
| A Gas Heater will be on Zachary's Bedroom balcony. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jack is going to be in the Ground Floor Kitchen at the start. Robert is |
| going to go between the Small Office and Zachary's Bedroom. |
| |
| Being that this is a restricted loadout you will be starting at the Main |
| Road. The timing for this is tight at the beginning but once you get |
| inside the Mansion then you should be okay the rest of the way. |
| |
| When you start then immediately get out of the cutscene and run to the |
| Main Gate. Go to the right of them to find the gap you can climb over to |
| enter the grounds. Run north to the south end of the East Outer Perimeter |
| and to the wall and find the gap that allows you to climb up into the |
| shrub area. |
| |
| Run and climb over the short wall and run for the bushes at the south |
| side of the Mansion and to the open window that allows you into the |
| building. As you run to the bushes there will be a Guard that will be |
| walking in your direction who will be off the screen to your left. You |
| will get a lot of attention from him as you run but, if you're fast |
| enough, then you should get to the bushes before he can spot you. |
| |
| Once inside the bushes then run to the window and climb inside which |
| should put you just south of the Staff Room. Run north along the East |
| Hallway then west to the Bathroom. Turn on the sink closest to the window |
| and, when you attract the attention of a Bodyguard, then turn it off and |
| pick up the bar of Soap. |
| |
| Take cover to the left of the door and grab him when he comes through. |
| Switch into his Disguise then run to the Staff Toilet to pick up the |
| Wrench. Go to the hallway leading to the Kitchen but pick up at least one |
| Coin from the table across the Storeroom along the way. Close the doors |
| to the Kitchen, knock out the maid with the Wrench, and dump her in the |
| nearby Container. |
| |
| Jack should be in the Dining Room at this point. Stand to either side of |
| the doors, open them, and either toss a Coin or the bar of Soap on the |
| floor to lure Jack into the hallway. Close the doors, knock him out with |
| the Wrench, pick up the Pack of Cigarettes he drops, drag him to the |
| Container, break his neck to kill him, and dump him. |
| |
| The Cigarettes are for Robert and that will be used against him. Go out |
| the east door into the Delivery Area, into the corner just north of the |
| stairs, and climb up the Pipe to the balcony above the door. This should |
| place you between the Small Office and Zachary's Bedroom. |
| |
| Go into the Bedroom and to the doors to the Balcony to find a table where |
| you can place the Cigarettes. Do so then run out onto the Balcony and |
| find the Gas Heater. Crouch down and sabotage it with the Wrench you |
| picked up eariler. Climb down the Shortcut and run to the River Bridge. |
| |
| If your timing is right then Robert should go for the Cigarettes a short |
| time after you place them. He should then go outside to smoke by the Gas |
| Heater which will blow him up in which case leave the mission when |
| prompted. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Level Three - The Surgeons (Hokkaido) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Pawel Frydel. |
|---------------------------------------------------------------------------|
| Eliminate Akane Akenawa. |
|---------------------------------------------------------------------------|
| Eliminate the Targets using the Hemorrhagic Virus Syringes [optional]. |
|---------------------------------------------------------------------------|
| Start with the restricted loadout. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Pawel should be patrolling the Bar and Garden areas and Akane should be |
| going between the Operating Theater and hallway areas. Unfortunately, |
| Pawel has a randomized pattern which makes it difficult to do a fast |
| strategy and get a great score. |
| |
| You also need to eliminate them with the Syringes to get the best overall |
| score regardless of time. You can kill them any way you want but unless |
| you kill them with the Syringes you will not be able to get the best |
| score possible. You will only get a 4-Star rating instead of a 5-Star and |
| your score will suffer. As for where the Syringes are located, they are |
| going be in Stem Cell Supply near the Closet. |
| |
| The hardest part of this is to get a Surgeon Disguise quickly. Even |
| though the Hospital Director Disguise will allow you into most areas of |
| the facility it will not allow you into the Stem Cell Supply room where |
| the Syringes are stored. The plan here is to acquire the Director |
| Disguise then get a Surgeon Disguise to get at the Syringes. |
| |
| Being that this is a restricted loadout you will be starting at 47's |
| Room. When you start then immediately get out of the opening cutscene and |
| run to your bathroom to get the Scissors. Run up the main ramp to the |
| Foyer, run into the Restrooms, close the door, and subdue the lone person |
| here. Drag him to the empty stall and dump him in the Closet. |
| |
| After a bit of waiting then the Director will walk up the ramp and stop |
| near the Restrooms. Open the door closest to him and toss the Scissors at |
| the wall to the left of the bonsai tree to lure him inside and pick up |
| the Scissors. |
| |
| When he comes inside then close the door, subdue him, drag him to the |
| empty stall then take his Disguise. Run out the east doors and through |
| the main doors into the Hospital building. Run up the main hallway to the |
| East Stairs and run up to the top floor. Run into the Research Department |
| and grab the Briefcase then run into the Rehabilitation Supervisor |
| office. |
| |
| Here you should see a Guard and a Surgeon. Run up to the Guard, drop the |
| Briefcase in front of him, then run back to the Research Department. |
| After a bit then the Guard should go to pick up the Briefcase so he can |
| take it down to the Waiting Room. |
| |
| As he moves towards the Briefcase then go back into the Office and get |
| behind the Surgeon. The moment the Guard leaves, in which case he should |
| cut through the Physical Research Center, then quickly subdue the |
| Surgeon. Grab the body and wait then look back at the Research |
| Department. |
| |
| There should be a Doctor that will be walking back to his desk. As he |
| starts to turn his back as he finishes then quickly drag the Surgeon to |
| the Closet and dump him. You may get a quick burst of attention from one |
| of the Guards in the Physical Research Center next door as you're dumping |
| but you should be finished before you are spotted. |
| |
| Switch into the Surgeon Disguise, run through the Physical Research |
| Center, into the hallway, and down the East Stairs all the way to the |
| bottom. If everything is timed right then you should get to the Morgue |
| floor before the Guard, who is an Enforcer to the Surgeon Disguise, |
| finishes dropping off the Briefcase. |
| |
| Once down on the Morgue floor then run into Stem Cell Supply, go to the |
| Syringes, and wait. There should be a Guard outside looking at something |
| by the door. If you grab the Syringes while he looking then he will spot |
| you. Wait for him to turn around before grabbing the Syringes then run up |
| the West Stairs to the ground floor of the Hospital. Run to the doors of |
| Intensive Care, go into the corner to the left of the door, and wait. |
| |
| After a little bit of waiting then Akane will head you way and stop right |
| in front of you. Stab her with one of the Syringes, run down the hallway, |
| and back out into the Foyer. |
| |
| Now it's time to go after Pawel. As mentioned earlier, he has a |
| randomized pattern which makes it hard to get at him quickly. To start, |
| run into the Garden, go over the bridge, and look northwest. |
| |
| If you see Pawel heading to the railing or is already there then run up |
| behind him and stab him with the Syringe. If he is not there then he |
| should be inside the Bar area. Go into the southmost Restaurant cubicle |
| and wait. |
| |
| At some point he will come by and have a conversation with a Guard. When |
| the Guard leaves then crouch at the northeast side of the table and toss |
| the Scissors at the base of the window at the northwest end of the table |
| to lure him further. Loop back around him and stab him with the Syringe. |
| |
| After killing Pawel, regardless of where, then run to the Cable Car to |
| leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Diabolicals |#####################################################\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
The best lethal melee weapon to use here is the Hobby Knife which is a weapon
that you can have safely out in the open and kills quickly when used from
behind.
As for the Targets, these were featured in earlier Contracts. The first Level
only needed a little change from what was done before. The second Level
didn't need any changes at all other than the use of a melee weapon. The
third Level didn't need any changes either even though I used the Fiber Wire
instead of the Hobby Knife.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================================0
| Level One - The Serial Killer (Whittleton Creek) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate The Censor. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated with melee weapons [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Server that is normally in one of the 1st Floor rooms of the Wilson |
| House is not there. There is a Server inside the Wilson House Kitchen. |
|---------------------------------------------------------------------------|
| There are additional Enforcers of the Server Disguise inside the Wilson |
| House Kitchen. |
|---------------------------------------------------------------------------|
| There are additional Civilians going in and out of the Wilson House |
| Garage. |
|---------------------------------------------------------------------------|
| You cannot start at the BBQ Party. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Censor is going to be at the Wilson's garden party. The best way to |
| get at him is to use the Gas Briefcase on him and slash him with a Hobby |
| Knife. |
| |
| When planning bring a Briefcase with the Remote Emetic Gas Device, the |
| Hobby Knife, and start at the Whittleton Creek starting point. When you |
| start then quickly make the Gas Briefcase and run to the Wilson House. |
| |
| Run through the front door and to the back door. If your timing is right |
| then The Censor should just be walking back inside. Use the Briefcase on |
| him, wait a few seconds for the "ghost" Device to drop from the |
| Briefcase, and run into the Bathroom. Place the Briefcase on the floor in |
| the corner by the Sinks, bring out the Knife, and wait. |
| |
| Shortly after he starts throwing up then a female Civilian will walk in. |
| She will notice the Briefcase and pick it up. As she leaves then get |
| close to the door. |
| |
| When she leaves then close the door, slash The Censor from behind to kill |
| him, and quickly dump him in the Closet by the shower. After that then |
| jump out the window, run south down to the grass, then run east and out |
| and to the bridge in the Public Park to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Two - The Heartbreaker (Mendoza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Philo Newcombe. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated with melee weapons [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Philo is going to start at the Winery Promenade and will be accompanied |
| by two women. When planning bring the Hobby Knife, bring a Briefcase with |
| the Remote Emetic Gas Device, and start at the Shrine. |
| |
| When you start then quickly make the Gas Briefcase, run into the Winery, |
| and towards the North Stairs at the Promenade. When you get there then |
| Philo should be coming up. Let him go on ahead but bump into the two |
| women repeatedly to get them further from him. About halfway to the Dance |
| Floor then run up to Philo and use the Briefcase on him to make him go to |
| the Bathroom. |
| |
| After making him sick then go to the north stall of the Bathroom and use |
| the Sink to lure in the Bodyguard. Run outside until he goes inside. |
| Sneak up behind him, knock him out when he turns off the Sink, drop the |
| Briefcase, and take his Disguise. |
| |
| Run into Philo's stall, slash him with the Knife to kill him, then run |
| back to the Promenade and to the North Stairs. Run down the Stairs and to |
| the Grapefield exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================================0
| Level Three - The Entertainer (Marrakesh) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Philip Giggles. |
|---------------------------------------------------------------------------|
| Retrieve the Soiree Horrible Guestlist. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated with melee weapons [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Philip is going to be at the Carpetshop Rooftop with a client. The |
| Guestlist is going to be carried by female Personal Assistant at the |
| Cafe. |
| |
| One of the main problems with this mission is the conversation between |
| Philip and his client. This conversation does not happen at a specific |
| time during the mission regardless of whether or not you are there. This |
| long conversation occurs only when you are there and your presence at the |
| Rooftop triggers it. |
| |
| You cannot make it end early. If you interrupt it then it will simply |
| resume where it left off. You must let the conversation play out before |
| you can do anything to Philip. However, you can prevent it from |
| happening. |
| |
| In addition, this mission takes place on the night time Marrakesh map |
| during the A House Built on Sand mission. As such you can only use the |
| Rooftop Agency Pickup and start at the Consulate Plaza. |
| |
| When planning bring the Emetic Gas Grenade (regular timed version), |
| Fiber Wire, place the Remote Emetic Gas Device in the Rooftops Pickup, |
| and start at Consulate Plaza. |
| |
| When you start then run to the Pipe at the West Gate. Climb up to the |
| West Bazaar Rooftop area then make your way to the Carpetshop Rooftop. Go |
| close to the wheelbarrow, angle yourself to look at the stairs going to |
| the upper level, and wait. |
| |
| Philip and his guest should be at the upper level at this point but will |
| soon start their way down to a point near you. It is important to note |
| that there is some randomness here in that they may stay up there for |
| awhile before coming down or start coming down before you can get into |
| position which may force a restart. |
| |
| When you get into position then bring out the Grenade and aim the arc so |
| it lands on the stairs about a third of the way down. When Philip gets to |
| the top of the stairs then toss the Grenade which will land near him. |
| When it explodes then he will get sick and go all the way down to the |
| Restroom at the Shisha Cafe and outside of the Invitation Only area. |
| |
| **NOTE: He may see you toss the Grenade at him but, once he gets sick, |
| it won't matter as you can restore your Silent Assassin rating |
| once you kill him. |
| |
| It will take awhile for him to get to the Restroom but you can do |
| something else along the way. Re-trace your steps back to the Rooftops |
| and grab the Briefcase. Toss the Briefcase to ground level, climb down, |
| and grab the Briefcase again. |
| |
| **NOTE: It is possible that instead of being on the upper level Philip |
| may be on the lower level talking on his phone. In this case |
| toss the Grenade so it lands close to the table and can make |
| him sick. However, this causes another problem. |
| |
| When you grab the Briefcase and go back to the Pipe there is |
| going to be a vendor smoking by it. If you toss the Briefcase |
| down then he will pick it up and walk away with it before you |
| can climb down. You need to wait for him to leave and be far |
| enough away before tossing it down so you can retrieve it |
| before he can take it. |
| |
| After grabbing the Briefcase then run to Cafe Street (West) and stop at |
| the northwest corner of the Staff Only area at the outside part of the |
| Cafe. Look over the wall to find an Invitation on a table. There is also |
| a male and female Waiter in this area. |
| |
| The male Waiter will take a drink from his Bottle then walk over to the |
| female. When he stops by her then jump over the wall, grab the |
| Invitation, and walk out. Run to the Restroom, make the Gas Briefcase, |
| bring out the Fiber Wire, and wait. |
| |
| When Philip comes inside then close the door, garrote him with the Fiber |
| Wire, and hide him in the Container behind you. Run back out then use the |
| Invitation to get past the Guards so you can enter the Invitation Only |
| area. |
| |
| Once inside then run to the east side of the bar to find the Assistant |
| who is wearing a dark blue dress. Use the Briefcase on her and she should |
| go to the Restroom. Wait for her there then knock her out at the toilet, |
| dump her in the Container, grab the Guestlist, and run to the West Gate |
| to leave the mission. |
| |
| **NOTE: The reason for using the regular Emetic Grenade instead of the |
| one earned at Ambrose Island is that it serves as a distraction |
| while the timer counts down and causes people to look away from |
| your direction while you climb back up. Using the other one |
| will cause people to look at where it came from and may get you |
| spotted when climbing back up. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA8. Arcade Track Eight |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Infiltrators
--The Illusory
This is another two Contract Track. Also, both complications are easy to deal
with even if they weren't optional and the fact that these Targets have been
already been used makes them even easier. I had to make no changes in
strategy from earlier Contracts.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Infiltrators [4,000 XP]
*************************************
For this you need to eliminate all Elusive Targets that are part of The
Infiltrators.
>>Eliminate The Illusory [4,000 XP]
*********************************
For this you need to eliminate all Elusive Targets that are part of The
Illusory.
>>Infiltrators and Illusory [4,000 XP]
************************************
For this you need to complete any of the Contracts in this Track. You
should also earn The Neon Ninja Suit.
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Infiltrators |####################################################\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
As noted, this is an easy Contract due to an easy complication and all
Targets used in earlier Contracts.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Level One - The Paparazzo (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Kieran Hudson. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Kieran is going to start at the Bar on the ground floor of the Mansion. |
| He will also be tailed by a guard. When planning bring the Modern Lethal |
| Syringe, a Briefcase with the Remote Emetic Gas Device, and start at the |
| Palace Garden. |
| |
| When you start then quickly make the Gas Briefcase. Run into the Mansion |
| through the Main Hallway then go into the Bar. If you're fast enough then |
| you should catch up to Kieran just as he enters the Runway area. Get in |
| front of him and use the Briefcase to make him sick. He should then go to |
| the Gift Shop Restrooms. When he enters the stall then stab him with the |
| Syringe to kill him and run to The Red Carpet to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level Two - The Stowaway (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jimmy Chen. |
|---------------------------------------------------------------------------|
| Retrieve his DictaPhone. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You cannot start in the Hyperborea Showroom. |
|---------------------------------------------------------------------------|
| No Container in the Gallery Restroom. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jimmy can be found inside the Gallery area. When planning bring the |
| Modern Lethal Syringe, place the Remote Emetic Gas Device into the Chapel |
| Agency Pickup, and start at the Warehouse. |
| |
| When you start then turn around and run out the door at the southwest |
| part of the room then outside to the Helipad. Go through the west door of |
| the Chapel and to the Pickup to make the Gas Briefcase. Run out through |
| the west door then north to the door to the hallway by the Artifact Room. |
| |
| If you're fast enough then you can get inside before you can get spotted |
| by the approaching Enforcer from the east. Run into the Gallery and to |
| the north side. |
| |
| If your timing is right then Jimmy should be taking a picture of an |
| artifact. Activate the Briefcase to make him sick but he will go to the |
| water barrel by the small bar just outside the east door. Follow him, |
| stab him with the Syringe to kill him, pick up the DictaPhone, and drop |
| the Briefcase. |
| |
| After this then cut back through the Gallery, outside to the Helipad, and |
| to the Helicopter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Three - The Collector (Dartmoor) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Kody Haynes. |
|---------------------------------------------------------------------------|
| The Client offers a bonus if you manage to find and retrieve the painting |
| by Sisel Bardu. |
|---------------------------------------------------------------------------|
| You are allowed one Disguise change during the mission. If you attempt |
| another Disguise change then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Kody is going to start near the Greenhouse before going inside the |
| Mansion. The Painting is going to be inside Alexa's Office. In order to |
| get the best score you need to acquire the Painting. |
| |
| This is based on what MrFreeze2244 does but I have streamlined the second |
| half where you need to acquire the Painting. |
| |
| When planning bring the Sieker 1, Claw Hammer, and start in the Garden. |
| When you start then run to the east side of the Greenhouse. You should |
| find both Kody and his Bodyguard here. Go into the nearby red bush, |
| crouch down, bring out the Sieker 1, and shoot Kody to make him sick. |
| Quickly reload and shoot the Bodyguard to also make him sick. |
| |
| Kody should go to the river north of here and the Bodyguard should walk |
| away in the opposite direction. Follow Kody to the river. There will be a |
| patrolling Guard nearby. Wait for him to walk far enough away then push |
| Kody into the river to kill him. |
| |
| Pick up the Hobby Knife and run to the Zachary's Balcony Shortcut. Climb |
| up, knock out the Guard here with the Claw Hammer, and take his Disguise. |
| Run into the hallway and up the stairs then into the Office. The Painting |
| should be partway up the stairs. |
| |
| Grab it then run back down to Zachary's Bedroom, outside, climb down the |
| Shortcut, and go to the River Bridge to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Illusory |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
As noted, this is an easy Contract due to an easy complication and all
Targets used in earlier Contracts.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================================0
| Level One - The Twin (Sapienza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Dylan Narvaez. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The twins are going to arrive at the Main Pier. Dylan will be wearing his |
| gold watch which can barely be seen on his left wrist. |
| |
| When planning bring the Modern Lethal Syringe, a Briefcase with the |
| Remote Emetic Gas Device, and start at the Harbor. When you start then |
| quickly make the Gas Briefcase and run to the Main Pier. Just before you |
| get there then bring out the Detonator. |
| |
| Quickly identify Dylan then bump into him a bit to get him separated from |
| his guard then use the Briefcase to make him sick. The dropped "ghost" |
| Device should cause everybody to stop as they call for additional Guards |
| to try to pick it up. Drop your Briefcase here too for good measure. |
| |
| Dylan is going to go through the tunnel to the Beach Restrooms. If his |
| Guard follows him then bump into him some more to keep him from catching |
| up. About most of the way through the tunnel then run up behind Dylan, |
| stab him with the Syringe to kill him, and run to the Speedboat to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level Two - The Politician (New Zealand) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Barbara E. Keating. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Hut. |
|---------------------------------------------------------------------------|
| There is a Gas Heater placed outside the northwest door on the 1st Floor. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| She will have a body double but you can easily kill Barbara. There are |
| two methods for doing this depending on your style. The first method is |
| the slowest but it is the safest. When planning bring the Krugermeier and |
| start at the Beach. |
| |
| When you start then go west along the south end of the House while sneak |
| running and using cover. There are a lot of patrolling Guards around the |
| House and Beach areas. Turn north around the southwest corner of the |
| House and continue north to the northwest corner. When you get here then |
| stop. |
| |
| Look south at the 1st Floor and you should see the Gas Heater outside the |
| northwest door. Fire one shot into it then go west, south to the water, |
| and run east to the boat. Barbara should go out here later to smoke and |
| blow herself up. Just after you get to the boat then she should kill |
| herself and you can then leave the mission. |
| |
| The second method is faster and is based on a strategy by MrFreeze2244. |
| For this you need to make both the Target and her Guard sick then set up |
| the Target kill in the Lower Bathroom. For this bring the Sieker 1 and |
| the Modern Lethal Syringe. |
| |
| When you start then run to the house in a northwest direction and run |
| north to the cars when you get close. Run west past the cars then go to |
| the short wall by the Garage door. Stand up for a bit to get the Guard on |
| the balcony to see you then go into cover just before he spots you. This |
| should get him away so you can go up. |
| |
| Go to the Pipe in the corner and climb up and into the house. Go to the |
| railing and bring out the Sieker 1. You should see one of the two women |
| here and she happens to be the Target. Fire one of the darts at her to |
| make her sick and she should go to the Lower Bathroom. After you shoot |
| her then use the remaining dart on her Guard to make him sick and go |
| upstairs. Go into cover and wait. |
| |
| As she heads to the bathroom then the double should come out of the |
| nearby room and watch the Target go by. Keep an eye on her Guard. The |
| moment he goes past the stairs then immediately run down and into the |
| Bathroom. Stab Barbara with the Syringe to kill her, run out of the |
| Bathroom and outside through the front doors, and to the boat to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================================0
| Level Three - The Black Hat (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Owen Wagner. |
|---------------------------------------------------------------------------|
| You are allowed one pacification during the mission. If you pacify more |
| than once then you will fail the Complication [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| Multiple Bodyguards are around the area outside the Attic Chamber. Almost |
| all of them of them are Enforcers to the Bodyguard Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The fact that you can only knock out one person makes approaching the |
| Target difficult since almost all of the Bodyguards are Enforcers here |
| and you need that Disguise to safely get at Owen. |
| |
| When planning bring the Krugermeier, Disposable Scrambler, Modern Lethal |
| Syringe, and start at the Auction. When you start then run to the Attic |
| and go into the northwest room. In the next room is a patrolling |
| Bodyguard. Run up behind him, subdue him, and take his Disguise. |
| |
| Run out into the main Attic area and you should see an Enforcer going |
| into the area outside of the Chamber. Follow him and, when you get into |
| the next area, then take cover to the right of a large covered object |
| that is going to be behind him. |
| |
| Quickly shoot the Camera above the Chamber door then sneak run to it. If |
| done right then the next Enforcer should have his back to you as you open |
| the door with the Scrambler. The door opens out so you need to move to |
| the right so you don't get stuck. Run inside and hide behind the crate |
| just inside the door. |
| |
| Here you should see two Civilians and a Bodyguard which is another |
| Enforcer. The Civilian without the hat is Owen. Although he likes his Jam |
| he will never sample it thus you cannot just poison it and run out. He |
| also never drinks from anything either. What you need to do is just wait |
| for awhile. |
| |
| At some point Owen and the Enforcer will talk. Owen needs to piss but the |
| Enforcer won't let him leave. So Owen will go piss into a bucket by the |
| nearby Container. As he walks to the bucket then the Enforcer will have |
| his back turned to him. |
| |
| Bring out the Syringe, run behind Owen, and stab him to kill him. Run |
| back to the door and use another Scrambler to leave. Stay by the table |
| and look out toward the Enforcers ahead. |
| |
| If the one furthest away is at the window then just run back to the main |
| Attic area. If he is standing by the tall covered object then wait for |
| him to start a conversation with the other before running out. Once back |
| to the Attic then re-trace your steps back to the Auction Room and |
| outside. Climb down The Patio Pipe and run to the Helicopter to leave the |
| mission while dodging the nearby Enforcers. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA9. Arcade Track Nine |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Blusterous
--The Bombastic
This is another two Contract Track. These Contracts are a little bit more
challenging than the last group but not by much.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Blusterous [4,000 XP]
***********************************
For this you need to eliminate all Elusive Targets that are part of The
Blusterous.
>>Eliminate The Bombastic [4,000 XP]
**********************************
For this you need to eliminate all Elusive Targets that are part of The
Bombastic.
>>Blusterous and Bombastic [4,000 XP]
***********************************
For this you need to complete any of the Contracts in this Track. You
should also earn The Lucky Ducky Suit.
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Blusterous |######################################################\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are Targets used in previous Contracts and only required minor changes
to strategies.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Level One - The Food Critic (Bangkok) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Wen Ts'ai. |
|---------------------------------------------------------------------------|
| Do not eliminate any Targets using lethal poison [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Wen is going to be at the top level of the Restaurant. He will be sitting |
| down and won't move. There is also going to be a standing Bodyguard |
| nearby. |
| |
| When planning bring the Coins, the Krugermeier, and start at the Security |
| Hut. Run inside and up to Wen's area. Go up to the Bodyguard and drop |
| (not place) the Pistol in front of him. Wen will stand up and tells the |
| Bodyguard about the weapon. |
| |
| As he is standing then place two Coins behind his chair, including one |
| near the railing, and the last one near the front. As Wen turns around to |
| sit back down then he should see the first Coin. |
| |
| When he goes for the others further back, and away from prying eyes, then |
| the Bodyguard should be walking away. When he gets to the last Coin then |
| push Wen over the railing to kill him and run to the Pier to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============================================0
| Level Two - The Revolutionary (Santa Fortuna) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Vicente Murillo. |
|---------------------------------------------------------------------------|
| Do not eliminate any Targets using lethal poison [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Village Bar and Village Bus Stop. |
|---------------------------------------------------------------------------|
| Additional Enforcers near areas where Vicente spawns. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The thing to know about this Target is that he can spawn in one of three |
| areas inside the Village: Fishing Shanty, the gray shack just southeast |
| of the Shop Owner's House, and the Cartel Hangout. This is randomly |
| determined with each run-through. The best place for him to be is at the |
| Shanty. It is best to approach him in a Guard Disguise and the easiest |
| one to acquire is the Mansion Guard by the river. |
| |
| When planning bring the Sieker 1, Coins, Emetic Poison Vial, and start at |
| the Village Bar. When you start then run into the main road, get closer |
| to the Shanty and the Food Stand, and use your Instinct. If Vicente is at |
| the Shanty then there should be a Guard just to the west of the Food |
| Stand. If this Guard is not there then restart until you see this Guard. |
| |
| Once you see the Guard then run to the river to acquire the Mansion Guard |
| Disguise then go to the Food Stand. However, go through the door into the |
| Stand itself and out the other to get behind the Guard. Near the back |
| door to where Vicente is hiding is a Fusebox. Turn it off to disable the |
| Camera that Vicente is using and to lure out the Guard by the back door. |
| |
| As the Guard leaves then go inside and stand near the Stove. Vicente |
| should drink from his Wine Glass and both him and the cameraman will |
| leave. The Guard by the front door will remain. Bring out a Coin and |
| place it on the floor to lure the Guard away from the door and Glass. |
| |
| Go behind the Camera and poison the Glass with the emetic poison. Do not |
| go in front of the Camera as it counts as a Security Camera and will |
| record you. After poisoning the Glass then go back out and to the |
| Fusebox. At this point Vicente, the cameraman, and the back door Guard |
| should be by the water's edge. They will eventually go back inside. |
| |
| The moment they go back in then turn off the Fusebox again to disable the |
| Camera. This will cause Vicente to drink from his glass sooner than if |
| you just let him ramble. |
| |
| After turning off the Fusebox then go to the west side of the hut, bring |
| out the Sieker 1, and wait. After the Guard turns the Fusebox back on and |
| goes inside then Vicente will get sick and go just to the west of the |
| Food Stand building to get sick. |
| |
| Stand by the corner near the Fusebox and wait for one of his guards to |
| come out then shoot him to make him sick. As he gets sick then another |
| Guard should be coming out for Vicente. He should stand still as he |
| watches his friend get sick and leave. Shoot him with the last dart to |
| make him sick and leave. |
| |
| As he leaves then run up behind Vicente and push him into the water to |
| kill him. Run to the west side of the Warehouse to grab the Crowbar. Go |
| to the south door, pry it open, and run to the boat outside to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Three - The Iconoclast (Mendoza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Joanne Bayswater. |
|---------------------------------------------------------------------------|
| Do not eliminate any Targets using lethal poison [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Joanne is going to be at the railing at the east side of the Asado |
| Promenade. She will also have a Bodyguard with her. |
| |
| When planning bring a Briefcase with the Remote Emetic Gas Device and |
| start at the Shrine. When you start then make the Gas Briefcase as |
| quickly as you can then run up to the Promenade and go south. |
| |
| If you are fast enough then she should still be by the railing. Get close |
| to the both of them and use the Briefcase to make them both sick which |
| will cause the Bodyguard to walk away from her. She will then head to the |
| railing near the East Stairs to throw up over the railing. |
| |
| The male Civilian nearby should be distracted by the dropped "ghost" |
| Device so he will go to another Guard and leave the area. |
| |
| Wait for her to stop then, when the nearby Waiter just northwest of you |
| looks away, then push her over to kill her. Make sure that you still have |
| the Briefcase in your possession then run down the Center Stairs and out |
| and to the North Stairs. |
| |
| Run down to the Grapefield and run west on a path with no people. Get |
| close to the gate but crouch by a large grape crate. There is a guard |
| looking at the exit point. Toss the Briefcase so it lands behind him to |
| get him to look away enough for you to run to the exit point to leave the |
| mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Bombastic |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
This is the hardest of the two Contracts mainly due to a new Target and
changes to strategy for the last Target.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Level One - The Badboy (Sapienza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Bartholomew Argus. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated by explosives [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Bartholomew is going to be inside the Ice Cream Shop sitting down and |
| playing a vidgame. This also takes place during The Icon Bonus Mission so |
| you are limited to one Starting Point (City Gates), one Large Agency |
| Pickup (Cafe Basement), and two Exit Points (Town Gates and Bosco's Car). |
| |
| When planning bring the Krugermeier, Remote Emetic Gas Device, place the |
| Sieker 1 into the Cafe Basement Agency Pickup, and start at the City |
| Gates. |
| |
| When you start then run to the east side of the Town Hall Building to |
| find and climb up the Back Door Pipe by the Basement entrance. Climb up |
| to the ledge then go right along it and enter the bathroom for the Back |
| Office. Run through the Back Office and climb out the window to climb up |
| the Office Pipe so you can reach the Secondary Office. |
| |
| Go inside, grab the Fire Extinguisher, go out, and toss it at the door |
| leading to the Hippie's Apartment to lure down the Guard above. As he is |
| coming down then run back inside and destroy the Recorder. Run back out |
| and take cover at the base of the stairs leading up then grab the Guard |
| as he comes down. Drag him into the Office and take his Disguise. |
| |
| Run down and outside to the Movie Set. Go near Dino's Trailer to find and |
| grab one of the Propane Flasks. Run back inside and then go outside |
| through the Basement entrance. You should see a porta-potty ahead of you. |
| Place the Flask on the ground at the right corner of the potty. |
| |
| Run back inside and to the Pickup to grab the Sieker 1. Grab the |
| Briefcase and make the Gas Briefcase. Run up the stairs at the northeast |
| corner of the floor as this is the fastest way up to the Ice Cream Shop. |
| Bartholomew should be behind the cash register. Run up to him and use the |
| Briefcase to make him sick. He should go down to the porta-potty. |
| |
| Run back down and out the Basement entrance but stay on the lower level. |
| As he comes down then both of his Guards should follow him. Wait for them |
| to stop, in which they should also have their backs to you, then shoot |
| one of them with the Sieker 1 then the other. |
| |
| Wait for them to be both safely away before using the Krugermeier on the |
| Flask to kill Bartholomew in an explosion. Run down to the Town Gates to |
| leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================================================0
| Level One - The Serial Killer (Whittleton Creek) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate The Censor. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated by explosives [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Server that is normally in one of the 1st Floor rooms of the Wilson |
| House is not there. There is a Server inside the Wilson House Kitchen. |
|---------------------------------------------------------------------------|
| There are additional Enforcers of the Server Disguise inside the Wilson |
| House Kitchen. |
|---------------------------------------------------------------------------|
| There are additional Civilians going in and out of the Wilson House |
| Garage. |
|---------------------------------------------------------------------------|
| You cannot start at the BBQ Party. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Censor is going to be at the Wilson's garden party. The best way to |
| get at him is to use the Gas Briefcase on him. |
| |
| When planning bring a Briefcase with the Remote Emetic Gas Device, the |
| Remote Breaching Charge, and start at the Whittleton Creek starting |
| point. When you start then quickly make the Gas Briefcase and run to the |
| Wilson House. |
| |
| Run through the front door and to the back door. If your timing is right |
| then The Censor should just be walking back inside. Use the Briefcase on |
| him, wait a few seconds for the "ghost" Device to drop from the |
| Briefcase, run into the Bathroom, and stand near the Closet. |
| |
| Shortly after he starts throwing up then a female Civilian will walk in |
| and should stand at the mirrors. Sneak up on her and knock her out then |
| knock out The Censor. Hide her in the Closet then go to The Censor, drop |
| the Charge on him, and detonate it to kill him. |
| |
| Dump him in the Closet, run back out into the Living Room, out the House, |
| and to the bridge in the Public Park to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Level Three - The Rage (Chongqing) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Sully Bowden. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated by explosives [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| There is a Fusebox in the Basement Stairway. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Sully is going to be at the Basement and Courtyard areas within the |
| Block. The plan is make him sick which will cause him to go out to an |
| area just outside the Back Entrance of the Restaurant where there is a |
| Scooter you can sabotage. It will take him awhile for him to get into |
| position to make him sick so I will sabotage the Scooter first. |
| |
| When planning bring the Sieker 1, place the Krugermeier into the |
| Apartment Pickup, and start at the Block. When you start then run through |
| the Derelict Apartments and to the north room to pick up the Wrench then |
| to the North Stairs while avoiding the Enforcer. |
| |
| Run down to the 1st Floor but run to the South Stairs and run down to the |
| Storeroom. Go outside through the door to the small alley and to the Back |
| Entrance of the Restaurant. You should see the Scooter here. Sabotage it |
| and run up the stairs to the Laundromat area but turn right and head to |
| the open window for Zhao's Apartment. Climb inside, acquire the |
| Krugermeier, and climb back out. |
| |
| Run back into the Block and down to the Basement where Sully has set up |
| shop. Stay near the Fusebox and wait. Sully will come in and berate his |
| opponent. As he is doing so then his Guard, an Enforcer, will stop near |
| the wall. Get close to the wall to your left and shoot him with the |
| Sieker 1 to make him sick and leave. |
| |
| As he leaves then go down near ground level and wait. Sully will |
| eventually sit down on the couch. As he sits then shoot him with the last |
| dart so he will go to the Scooter. Run up and out then to the Scooter. |
| Crouch down and position yourself so you can use the car to block the |
| nearby Civilians and also that you aren't seen by the Guards at the Back |
| Entrance. |
| |
| When Sully gets to the Scooter then fire one shot from the Krugermeier |
| into the gas pool you created to make it explode and kill him. After this |
| then run to the Scooter exit point to leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA10. Arcade Track Ten |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Tregetours
--The Thespians
This is another two Contract Track with both of them being fairly easy
because of recycled Targets and relatively easy Complications.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Tregetours [4,000 XP]
***********************************
For this you need to eliminate all Elusive Targets that are part of The
Tregetours.
>>Eliminate The Thespians [4,000 XP]
**********************************
For this you need to eliminate all Elusive Targets that are part of The
Thespians.
>>Tregetours and Thespians [4,000 XP]
***********************************
For this you need to complete any of the Contracts in this Track. You
should also earn the Banana.
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Tregetours |######################################################\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
The first Level needed some changes but didn't make it very difficult. The
other two can be done pretty quickly.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level One - The Chameleon (Colorado) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Richard M. Foreman. |
|---------------------------------------------------------------------------|
| In addition to eliminating the Target, the Client requests that you |
| locate any information detailing the militia operation in which the |
| Target will be participating. |
|---------------------------------------------------------------------------|
| Do not change your starting Disguise at any time during the mission |
| [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Richard is going to be in the south half of the Hacker Room. The Laptop |
| with the Files is going to be on the desk at the south wall of the north |
| half of the Hacker Room. You also need to kill Richard in an fall or |
| drowning. |
| |
| When planning bring the Lockpick, Coins, and start at the Greenhouse. |
| When you start then run west to the gap in the fence, jump through it, |
| then run west towards the West Gate. Just before you get there then run |
| north between the main perimeter fence and the white fence which should |
| be to your right. The Guard near the fence should be coming to it. |
| |
| As you get near the north end of the white fence, where the blue tarp is, |
| then crouch down and run to the open window for the Security Room and |
| climb inside. Even though you are in a Guard Disguise you aren't allowed |
| in the Mansion itself. At this point you will need to wait as there will |
| be a conversation between a Hacker and the Guard on the other side of the |
| crates you have to let finish before doing anything else. |
| |
| When that is over and the Guard turns his back then run into the Server |
| Room and turn it off. Take cover to the right of the door and wait. One |
| of the Hackers upstairs will come down to investigate. |
| |
| When he reaches the Server then close the door, subdue him before he |
| turns it back on, and quickly drag him behind the air conditioners to the |
| south. Just as you finish hiding him then the other hacker will start |
| coming down. Take cover to the right of the door again and wait for him |
| to come down and turn the server back on before subduing him. |
| |
| Drag him to the Vacuum Cleaner nearby to hide him then go out to the |
| Basement door, pick it open, and just go inside. At this point the |
| patrolling Guard upstairs should be coming down to the House Barracks. |
| This also means that Richard is going onto the balcony to stand for a |
| bit. |
| |
| Once the Guard goes into the Barracks then run upstairs to Richard and |
| push him over to kill him. Run into the Hacker Room and turn on the 3D |
| Printer to make the Sean Rose Mask. As it is building then run to the |
| other side and to the Laptop to acquire the files. Run back to grab the |
| Mask and wait. |
| |
| The Guard should be coming back upstairs at this point. When he comes |
| back up and is away from the stairs then run down and into the Basement |
| but stop just near the top of the stairs. Use your Instinct to find the |
| Guard down here. If he is by the pillar near the Shelter door then wait |
| for him to leave otherwise run to the Shelter door. Use the Mask to open |
| it then run to the exit point to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Three - The Ascensionist (Dubai) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Allison Moretta. |
|---------------------------------------------------------------------------|
| Do not change your starting Disguise at any time during the mission |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Atrium Lobby. |
|---------------------------------------------------------------------------|
| There will be extra guards at the base of the Lobby stairs and will frisk |
| you before you can go up. |
|---------------------------------------------------------------------------|
| There are many extra people throughout the map and at strategic |
| locations, such as Stashes, to make this mission difficult. Some of them |
| are Enforcers to various Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| This is already a tough Target due to all of the extra people and |
| Enforcers but having to hide her after killing her makes this all the |
| more tougher. And she is an Enforcer to all Disguises which makes it |
| worse. |
| |
| In addition, if you spook her then she will try to leave the mission via |
| the Atrium Lobby. If she succeeds then you will fail the mission. |
| |
| When planning bring the Fiber Wire, a Briefcase with the Remote Emetic |
| Gas Device, and start at the Atrium Lobby - do not bring a Pistol. When |
| you start then run to the Guard ahead but place the Briefcase on the |
| floor in front of him before getting frisked. |
| |
| After the frisk then pick up the Briefcase and run partway up the stairs. |
| Quickly make the Gas Briefcase then run to the Small Bar and hide in the |
| crowd. |
| |
| At some point Allison and her client will come and stop here. Gently get |
| just close enough and use the Briefcase on her to make her and the client |
| sick. |
| |
| Run into the Restrooms, go into the stall with the Closet, and wait for |
| Allison. When she enters then close the door, garrote her, and dump her |
| in the Closet. After that then run to the Atrium Lobby exit point to |
| leave the mission. |
| |
| **NOTE: If you find that the client goes into the closeted stall |
| instead of Allison then bump into him after making them sick to |
| make Allison go on ahead of him so she can go there instead of |
| him. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level Three - The Identity Thief (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Brendan Conner. |
|---------------------------------------------------------------------------|
| Do not change your starting Disguise at any time during the mission |
| [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Brendon is going to hang out mostly at the Bar area and will be |
| accompanied by a female Civilian. Even so, this is pretty easy. |
| |
| When planning bring the Modern Lethal Syringe, a Briefcase with the |
| Remote Emetic Gas Device, and start at the Palace Garden. When you start |
| then quickly make the Gas Briefcase. Run into the Bar through the terrace |
| door and to the door for the Runway area. Stay here and wait. |
| |
| After a few seconds then Brendan and his companion should be coming into |
| the Bar. If his companion is a bit behind him then bump into him to get |
| them closer. Use the Briefcase on them to make them both sick. They |
| should head to the Gift Shop Restrooms. |
| |
| Stay a bit behind them until you see Brendan head into one of the stalls. |
| Get up behind him as he gets to the toilet, stab him with the Syringe to |
| kill him, and run to The Red Carpet to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Thespians |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
This is an easy Contract due to these Targets being used in earlier Contracts
and only required minor changes to previous strategies.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================================0
| Level One - The Blackmailer (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Walter Williams. |
|---------------------------------------------------------------------------|
| The Target keeps the originals of all of his blackmail material with him |
| at all times on a Memory Stick. The Client requests that retrieve it once |
| you have eliminated the Target. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated by explosions [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Walter is going to be in the Dressing Room at the start. He is going to |
| have a dark blue cross-like pattern on his face. |
| |
| When planning bring the Remote Breaching Charge, place the Remote Emetic |
| Gas Device in the Basement Pickup, and start in the Dressing Room. When |
| you start then immediately run to the Pickup, pick up the Briefcase, and |
| quickly make the Gas Briefcase. |
| |
| Run back to the northwest section of the Dressing Room to find Walter who |
| is standing looking at his phone. Use the Briefcase on him to make him |
| sick. This may also make at least one other person sick. He should go to |
| the Restrooms by the Kitchen. |
| |
| **NOTE: If he is not here by the time you get to the northwest section |
| then wait for a bit and he will come here. |
| |
| Follow him into the stall, knock him out with the Briefcase, drop the |
| Charge on him, and detonate it to kill him. Pick up the Memory Stick, run |
| down the Kitchen Stairway, and to The Catacombs exit point to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================================0
| Level Two - The Entertainer (Marrakesh) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Philip Giggles. |
|---------------------------------------------------------------------------|
| Retrieve the Soiree Horrible Guestlist. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated by explosions [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Philip is going to be at the Carpetshop Rooftop with a client. The |
| Guestlist is going to be carried by female Personal Assistant at the |
| Cafe. |
| |
| One of the main problems with this mission is the conversation between |
| Philip and his client. This conversation does not happen at a specific |
| time during the mission regardless of whether or not you are there. This |
| long conversation occurs only when you are there and your presence at the |
| Rooftop triggers it. |
| |
| You cannot make it end early. If you interrupt it then it will simply |
| resume where it left off. You must let the conversation play out before |
| you can do anything to Philip. However, you can prevent it from |
| happening. |
| |
| In addition, this mission takes place on the night time Marrakesh map |
| during the A House Built on Sand mission. As such you can only use the |
| Rooftop Agency Pickup and start at the Consulate Plaza. |
| |
| When planning bring the Emetic Gas Grenade (regular timed version), |
| Remote Breaching Charge, place the Remote Emetic Gas Device in the |
| Rooftops Pickup, and start at Consulate Plaza. |
| |
| When you start then run to the Pipe at the West Gate. Climb up to the |
| West Bazaar Rooftop area then make your way to the Carpetshop Rooftop. Go |
| close to the wheelbarrow, angle yourself to look at the stairs going to |
| the upper level, and wait. |
| |
| Philip and his guest should be at the upper level at this point but will |
| soon start their way down to a point near you. It is important to note |
| that there is some randomness here in that they may stay up there for |
| awhile before coming down or start coming down before you can get into |
| position which may force a restart. |
| |
| When you get into position then bring out the Grenade and aim the arc so |
| it lands on the stairs about a third of the way down. When Philip gets to |
| the top of the stairs then toss the Grenade which will land near him. |
| When it explodes then he will get sick and go all the way down to the |
| Restroom at the Shisha Cafe and outside of the Invitation Only area. |
| |
| **NOTE: He may see you toss the Grenade at him but, once he gets sick, |
| it won't matter as you can restore your Silent Assassin rating |
| once you kill him. |
| |
| It will take awhile for him to get to the Restroom but you can do |
| something else along the way. Re-trace your steps back to the Rooftops |
| and grab the Briefcase. Toss the Briefcase to ground level, climb down, |
| and grab the Briefcase again. |
| |
| **NOTE: It is possible that instead of being on the upper level Philip |
| may be on the lower level talking on his phone. In this case |
| toss the Grenade so it lands close to the table and can make |
| him sick. However, this causes another problem. |
| |
| When you grab the Briefcase and go back to the Pipe there is |
| going to be a vendor smoking by it. If you toss the Briefcase |
| down then he will pick it up and walk away with it before you |
| can climb down. You need to wait for him to leave and be far |
| enough away before tossing it down so you can retrieve it |
| before he can take it. |
| |
| After grabbing the Briefcase then run to Cafe Street (West) and stop at |
| the northwest corner of the Staff Only area at the outside part of the |
| Cafe. Look over the wall to find an Invitation on a table. There is also |
| a male and female Waiter in this area. |
| |
| The male Waiter will take a drink from his Bottle then walk over to the |
| female. When he stops by her then jump over the wall, grab the |
| Invitation, and walk out. Run to the Restroom, make the Gas Briefcase, |
| and wait. |
| |
| When Philip comes inside then close the door, knock him out with the |
| Briefcase, drop the Charge on him, detonate it to kill him, and hide him |
| in the Container behind you. Pick up the Briefcase, run back out, then |
| use the Invitation to get past the Guards so you can enter the Invitation |
| Only area. |
| |
| Once inside then run to the east side of the bar to find the Assistant |
| who is wearing a dark blue dress. Use the Briefcase on her and she should |
| go to the Restroom. Wait for her there then knock her out at the toilet, |
| dump her in the Container, grab the Guestlist, and run to the West Gate |
| to leave the mission. |
| |
| **NOTE: The reason for using the regular Emetic Grenade instead of the |
| one earned at Ambrose Island is that it serves as a distraction |
| while the timer counts down and causes people to look away from |
| your direction while you climb back up. Using the other one |
| will cause people to look at where it came from and may get you |
| spotted when climbing back up. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================================0
| Level Three - The Stowaway (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jimmy Chen. |
|---------------------------------------------------------------------------|
| Retrieve his DictaPhone. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated by explosions [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| No Container in the Gallery Restroom. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jimmy can be found inside the Gallery area. When planning bring the |
| Remote Breaching Charge, place the Remote Emetic Gas Device into the |
| Chapel Agency Pickup, and start at the Warehouse. |
| |
| When you start then turn around and run out the door at the southwest |
| part of the room then outside to the Helipad. Go through the west door of |
| the Chapel and to the Pickup to make the Gas Briefcase. Run out through |
| the west door then north to the door to the hallway by the Artifact Room. |
| |
| If you're fast enough then you can get inside before you can get spotted |
| by the approaching Enforcer from the east. Run into the Gallery and to |
| the north side. |
| |
| If your timing is right then Jimmy should be taking a picture of an |
| artifact. Activate the Briefcase to make him sick but he will go to the |
| water barrel by the small bar just outside the east door. |
| |
| Run ahead of him and wait for him. Knock him out with the Briefcase and |
| pick up the DictaPhone. Drag him to the Container, drop the Charge on |
| him, detonate it to kill him, and quickly dump him. The explosion should |
| lure one of the people at the other side of the wall but Jimmy should be |
| hidden before any of them begin to move. |
| |
| After this then cut back through the Gallery, outside to the Helipad, and |
| to the Helicopter to leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA11. Arcade Track Eleven |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Malefactors
--The Phantoms
For the first Contract there is a new Target but that one is easy to do. The
second Contract was also easy
due to both recycled Targets and Complications.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Malefactors [4,000 XP]
************************************
For this you need to eliminate all Elusive Targets that are part of The
Malefactors.
>>Eliminate The Phantoms [4,000 XP]
*********************************
For this you need to eliminate all Elusive Targets that are part of The
Phantoms.
>>Malefactors and Phantoms [4,000 XP]
***********************************
For this you need to complete any of the Contracts in this Track. You
should also earn the Nitroglycerin.
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Malefactors |#####################################################\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Although there is a new Target here this was a fairly easy Contract that only
required minor changes to the
other recycled Targets.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Level One - The Sensation (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Johnathan Smythe. |
|---------------------------------------------------------------------------|
| Avoid collateral damage by only eliminating your Targets [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Johnathan is going to be at a special party in the Pagoda Garden. He can |
| easily be poisoned but, in order to get a great score, you need to get |
| there quickly at the start. When planning bring the Lethal Poison Vial, |
| Claw Hammer, and start at the AV Center. |
| |
| When you start then immediately get out of the cutscene, switch to the |
| Claw Hammer, and run to the Auction Catering Area. Run north through the |
| south door of the Library and and you should see one of the Auction Staff |
| coming in from the balcony. Run up behind him, knock him out with the |
| Hammer, and take his Disguise - leave his body. |
| |
| Run back out into the Catering Area but close the door on the way out. |
| Run down the stairs into The Grand Hall and out onto the Patio. Stay on |
| the Patio, run to the railing at the southwest corner, and jump it. Run |
| through the guarded opening and towards the pavilion. |
| |
| If you've done things right then the lone Enforcer here should still be |
| northeast of it and won't cause any problems. At the southwest side of |
| the pavilion is a table with three Glasses. The one you want is going to |
| be a regular looking Glass (Vodka Glass) at the right side of the table. |
| This is the one that Johnathan drinks from and the one that needs to be |
| poisoned. |
| |
| As you continue running towards the table then you should see Johnathan |
| who is also heading towards the table. Run into him to make him stop then |
| run to his Glass and poison it. After doing that then run to the |
| northwest corner of the Garden and climb the wall to the right of the |
| gate to leave. Stay on the path but head to the end of the railing |
| northwest of the helicopter. |
| |
| At this point a couple of patrolling Guards will stop nearby. When they |
| head east then climb the railing and follow them. When they get far |
| enough east then make a run for the helicopter to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Level Two - The Badboy (Sapienza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Bartholomew Argus. |
|---------------------------------------------------------------------------|
| Avoid collateral damage by only eliminating your Targets [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Bartholomew is going to be inside the Ice Cream Shop sitting down and |
| playing a vidgame. This also takes place during The Icon Bonus Mission so |
| you are limited to one Starting Point (City Gates), one Large Agency |
| Pickup (Cafe Basement), and two Exit Points (Town Gates and Bosco's Car). |
| |
| When planning bring the Krugermeier, Modern Lethal Syringe, Remote Emetic |
| Gas Device, place the Sieker 1 into the Cafe Basement Agency Pickup, and |
| start at the City Gates. |
| |
| When you start then run to the east side of the Town Hall Building to |
| find and climb up the Back Door Pipe by the Basement entrance. Climb up |
| to the ledge then go right along it and enter the bathroom for the Back |
| Office. Run through the Back Office and climb out the window to climb up |
| the Office Pipe so you can reach the Secondary Office. |
| |
| Go inside, grab the Fire Extinguisher, go out, and toss it at the door |
| leading to the Hippie's Apartment to lure down the Guard above. As he is |
| coming down then run back inside and destroy the Recorder. Run back out |
| and take cover at the base of the stairs leading up then grab the Guard |
| as he comes down. Drag him into the Office and take his Disguise. |
| |
| Run down the stairs and to the Pickup to grab the Sieker 1. Grab the |
| Briefcase and make the Gas Briefcase. Run up the stairs at the northeast |
| corner of the floor as this is the fastest way up to the Ice Cream Shop. |
| Bartholomew should be behind the cash register. Run up to him and use the |
| Briefcase to make him sick. He should go down to the porta-potty. |
| |
| Run back down and out the Basement entrance but stay on the lower level. |
| As he comes down then both of his Guards should follow him. There may |
| also be a Civilian nearby but he should leave as Bartholomew comes to the |
| porta-potty. Wait for the Guards to stop, in which they should also have |
| their backs to you, then shoot one of them with the Sieker 1 and then the |
| other. |
| |
| Wait for them to be both safely away before sneaking up to Bartholomew |
| and stabbing him with the Syringe to kill him. Run down to the Town Gates |
| to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Level Three - The Rage (Chongqing) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Sully Bowden. |
|---------------------------------------------------------------------------|
| Avoid collateral damage by only eliminating your Targets [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| There is a Fusebox in the Basement Stairway. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Sully is going to be at the Basement and Courtyard areas within the |
| Block. He will also snort Cocaine from a table and that is what is going |
| to be used against him. |
| |
| When planning bring the Coins, Lethal Poison Vial, and start at the |
| Block. When you start then run through the Derelict Apartments and to the |
| North Stairs to avoid the Enforcers. Run down to the 1st Floor then run |
| forward to the stairs that go down to the Lobby. Turn right and go down |
| the Basement Stairway. |
| |
| About halfway down is a Fusebox specific to this mission. In the Basement |
| is a standing Guard and Sully's opponent (Boxer). There is also a |
| patrolling Enforcer but, if you ran down fast enough, then he should be |
| in the Courtyard along with Sully. |
| |
| Turn off the Fusebox to lure up the standing Guard. Run down and get |
| behind the Boxer. Quickly place two Coins on the floor in the corner by |
| the equipment then run into the Boxer, who should be doing push-ups at |
| this point, to make him stand up and see the Coins. |
| |
| As he goes for them then poison the Cocaine on the table and quickly run |
| up to the Lobby and outside. Run to the Scooter and wait. When Sully |
| snorts from the poisoned Cocaine and dies then you can leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Phantoms |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
This an easy Contract due to recycled Targets and easy Complications. There
were practically no changes from previous strategies.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Level One - The Black Hat (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Owen Wagner. |
|---------------------------------------------------------------------------|
| Do not get recorded by a Security Camera during the mission. If you are |
| recorded then you must destroy the recordings [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| Multiple Bodyguards are around the area outside the Attic Chamber. Almost |
| all of them of them are Enforcers to the Bodyguard Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The fact that you can only knock out one person makes approaching the |
| Target difficult since almost all of the Bodyguards are Enforcers here |
| and you need that Disguise to safely get at Owen. |
| |
| When planning bring the Krugermeier, Disposable Scrambler, Modern Lethal |
| Syringe, and start at the Auction. When you start then run to the Attic |
| and go into the northwest room. In the next room is a patrolling |
| Bodyguard. Run up behind him, subdue him, and take his Disguise. |
| |
| Run out into the main Attic area and you should see an Enforcer going |
| into the area outside of the Chamber. Follow him and, when you get into |
| the next area, then take cover to the right of a large covered object |
| that is going to be behind him. |
| |
| Quickly shoot the Camera above the Chamber door then sneak run to it. If |
| done right then the next Enforcer should have his back to you as you open |
| the door with the Scrambler. The door opens out so you need to move to |
| the right so you don't get stuck. Run inside and hide behind the crate |
| just inside the door. |
| |
| Here you should see two Civilians and a Bodyguard which is another |
| Enforcer. The Civilian without the hat is Owen. Although he likes his Jam |
| he will never sample it thus you cannot just poison it and run out. He |
| also never drinks from anything either. What you need to do is just wait |
| for awhile. |
| |
| At some point Owen and the Enforcer will talk. Owen needs to piss but the |
| Enforcer won't let him leave. So Owen will go piss into a bucket by the |
| nearby Container. As he walks to the bucket then the Enforcer will have |
| his back turned to him. |
| |
| Bring out the Syringe, run behind Owen, and stab him to kill him. Run |
| back to the door and use another Scrambler to leave. Stay by the table |
| and look out toward the Enforcers ahead. |
| |
| If the one furthest away is at the window then just run back to the main |
| Attic area. If he is standing by the tall covered object then wait for |
| him to start a conversation with the other before running out. Once back |
| to the Attic then re-trace your steps back to the Auction Room and |
| outside. Climb down The Patio Pipe and run to the Helicopter to leave the |
| mission while dodging the nearby Enforcers. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0====================================0
| Level Two - The Fugitive (Hokkaido) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Ji-Hu. |
|---------------------------------------------------------------------------|
| Do not get recorded by a Security Camera during the mission. If you are |
| recorded then you must destroy the recordings [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The main problem with this is that there are several people undergoing |
| procedures and any one of them could be him. There are ways to find out |
| who he is but that takes time. MrFreeze2244 came up with a quick way to |
| do this but may take several tries as the game randomizes the Target with |
| each attempt and you may kill the wrong person multiple times before |
| nailing your Target. |
| |
| When planning bring the Modern Lethal Syringe, a Briefcase with the |
| Remote Emetic Gas Device, and start in your Room. When you start then |
| make the Gas Briefcase and run towards Amos Dexter's Room then turn north |
| and run up to the Garden. |
| |
| Just outside the door is one of the people that could be Ji-Hu. Run up to |
| him and use the Briefcase on him to make him sick. He should go back |
| inside and to the unoccupied stall inside the Foyer Restrooms. Drop the |
| Briefcase in a corner and wait for him to get to the toilet. Stab him |
| with the Syringe and start running out of the Restrooms using the east |
| door. |
| |
| If it is the wrong person then restart. If it is the Target then continue |
| running to the Cable Car to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================================0
| Level Three - The Serial Killer (Whittleton Creek) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate The Censor. |
|---------------------------------------------------------------------------|
| Do not get recorded by a Security Camera during the mission. If you are |
| recorded then you must destroy the recordings [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Server that is normally in one of the 1st Floor rooms of the Wilson |
| House is not there. There is a Server inside the Wilson House Kitchen. |
|---------------------------------------------------------------------------|
| There are additional Enforcers of the Server Disguise inside the Wilson |
| House Kitchen. |
|---------------------------------------------------------------------------|
| There are additional Civilians going in and out of the Wilson House |
| Garage. |
|---------------------------------------------------------------------------|
| You cannot start at the BBQ Party. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The Censor is going to be at the Wilson's garden party. The best way to |
| get at him is to use the Gas Briefcase on him and stab him with a |
| Syringe. |
| |
| When planning bring a Briefcase with the Remote Emetic Gas Device, the |
| Modern Lethal Syringe, and start at the Whittleton Creek starting point. |
| When you start then quickly make the Gas Briefcase and run to the Wilson |
| House. |
| |
| Run through the front door and to the back door. If your timing is right |
| then The Censor should just be walking back inside. Use the Briefcase on |
| him, wait a few seconds for the "ghost" Device to drop from the |
| Briefcase, and run into the Bathroom, bring out the Syringe, and wait. |
| Close the door when he walks in and stab him with the Syringe when he |
| gets to the toilet. |
| |
| Because a Civilian should be walking in just after he dies and there |
| should be an Guard investigating the "ghost" Device the best way to leave |
| is to go out the window. Run south down to the grass then run east and |
| out and to the bridge in the Public Park to leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA12. Arcade Track Twelve |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Baneful
--The Epicures
Both of there are quite easy due to recylcled Targets and easy Complications.
There is a new Target for the second Contract but he was easy too.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Baneful [4,000 XP]
********************************
For this you need to eliminate all Elusive Targets that are part of The
Baneful.
>>Eliminate The Epicures [4,000 XP]
*********************************
For this you need to eliminate all Elusive Targets that are part of The
Epicures.
>>Baneful and Epicures [4,000 XP]
*******************************
For this you need to complete any of the Contracts in this Track. You
should also earn The Ancestral Fountain Pen.
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Baneful |#########################################################\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
The strategy for the first Target had to be re-written due to the fact that
the first time you did her it was with a restricted loadout. The other two
had no changes at all from previous Contracts.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===================================0
| Level One - The Pharmacist (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Nina Torvik. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated with lethal poison [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Nina will arrive at the VIP Parking Area and enter through the front |
| doors. She will then go through the Runway area and through the Grand |
| Hall to go upstairs. She will then go up the VIP Entrance to reach the |
| Auction area. She will meet with Dalia at the top of the stairs and both |
| will go into the Office. Dalia will then leave and Nina will stay here. |
| |
| When planning bring the Modern Lethal Syringe, Lockpick, place the Remote |
| Emetic Gas Device in the Basement Stairwell Agency Pickup, and start at |
| the Dressing Area. |
| |
| When you start then run to the Pickup to make the Gas Briefcase and run |
| out to the VIP Parking Area. You should see Nina and her escorts. Run up |
| to her and use the Briefcase on her to make her sick and, hopefully, one |
| of her Guards too. She, along with the remaining Guard, should go to the |
| Gift Shop Restrooms. |
| |
| Run to the doors for the Gift Shop and use the Lockpick to enter then go |
| into the east stall of the Restrooms. Wait here for Nina. When she comes |
| in, and her Guard stands outside and the door closes, then stab her with |
| the Syringe to kill her. Run out and to The Red Carpet to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========================================0
| Level Two - The Angel of Death (Marrakesh) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Ette Davis. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated with lethal poison [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| Multiple Soldiers are outside the Headmaster's Terrace. Some of them are |
| Enforcers to the Soldier and Officer Disguises. Some of the Soldiers that |
| are normally behind the Terrace are Enforcers to the Soldier and Officer |
| Disguises. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Ette will be at the Headmaster's Terrace for a couple of minutes at the |
| start of the mission. A couple of Soldiers will come up to talk to her |
| then she will leave to tour the city and will be accompanied by no less |
| than four Soldiers the entire time. And there are too many Enforcers to |
| the military Disguises to safely get up to her in time before the others |
| get up there. |
| |
| However, there is one Disguise that can be used and that is the Waiter |
| Disguise which has no Enforcers to it. As such, this is what will be used |
| to get at her at the early part of the mission. |
| |
| When planning bring the Modern Lethal Syringe and start at the Cafe. When |
| you start then run through the Staff Only door and outside to Cafe Street |
| (East). Run east along Market Street and enter the School area. Quickly |
| climb the Pipe by the pair of Soldiers to access the Terrace. |
| |
| When you get up here then Ette should be overlooking School Street. Stab |
| her with the Syringe to kill her then climb back down the Pipe but go |
| west along School Street and to the Bazaar Entrance exit point to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=========================================0
| Level Three - The Heartbreaker (Mendoza) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Philo Newcombe. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated with lethal poison [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Philo is going to start at the Winery Promenade and will be accompanied |
| by two women. When planning bring the Modern Lethal Syringe, bring a |
| Briefcase with the Remote Emetic Gas Device, and start at the Shrine. |
| |
| When you start then quickly make the Gas Briefcase, run into the Winery, |
| and towards the North Stairs at the Promenade. When you get there then |
| Philo should be coming up. Let him go on ahead but bump into the two |
| women repeatedly to get them further from him. About halfway to the Dance |
| Floor then run up to Philo and use the Briefcase on him to make him go to |
| the Bathroom. |
| |
| After making him sick then go to the north stall of the Bathroom and use |
| the Sink to lure in the Bodyguard. Run outside until he goes inside. |
| Sneak up behind him, knock him out when he turns off the Sink, drop the |
| Briefcase, and take his Disguise. |
| |
| Run into Philo's stall, stab him with the Syringe to kill him, then run |
| back to the Promenade and to the North Stairs. Run down the Stairs and to |
| the Grapefield exit point to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Epicures |########################################################\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
The first Level is a new Target but is very easy. The second Target not only
was one you did earlier but also on a non-poison Complication so you do the
same thing as before. The last Target only needed minor changes to strategy.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============================0
| Level One - The Chef (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Gabriel Santos. |
|---------------------------------------------------------------------------|
| Do not eliminate any Targets using lethal poison [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Gabriel will start in the Basement Kitchen and make his way up to the |
| Ground Floor then go to the Kitchen there. When planning bring the Fiber |
| Wire, place the Remote Emetic Gas Device in the Basement Stairwell Agency |
| Pickup, and start in the Kitchen. |
| |
| When you start then run to the Pickup, make the Gas Briefcase, and pick |
| it up. Run through the Runway area and to the Kitchen area and you should |
| see him just round the corner. Run up to him and use the Briefcase to |
| make him sick then run into the nearby Restroom. |
| |
| Bring out the Fiber Wire and, the moment he walks in, then close the |
| door, garrote him, and dump him in the Closet. You need to be quick about |
| this because you may get one of his entourage sick and he may go into the |
| Restroom. |
| |
| The Catacombs exit point is not available here so the nearest one would |
| be the Helicopter. Run into The Grand Hall and outside. If your timing is |
| right then the patrolling Guards by the Helicopter will be walking along |
| the side where the door is. Run up to a point where you can get behind |
| them then run for the door to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Level Two - The Food Critic (Bangkok) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Wen Ts'ai. |
|---------------------------------------------------------------------------|
| Do not eliminate any Targets using lethal poison [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Wen is going to be at the top level of the Restaurant. He will be sitting |
| down and won't move. There is also going to be a standing Bodyguard |
| nearby. |
| |
| When planning bring the Coins, the Krugermeier, and start at the Security |
| Hut. Run inside and up to Wen's area. Go up to the Bodyguard and drop |
| (not place) the Pistol in front of him. Wen will stand up and tells the |
| Bodyguard about the weapon. |
| |
| As he is standing then place two Coins behind his chair, including one |
| near the railing, and the last one near the front. As Wen turns around to |
| sit back down then he should see the first Coin. |
| |
| When he goes for the others further back, and away from prying eyes, then |
| the Bodyguard should be walking away. When he gets to the last Coin then |
| push Wen over the railing to kill him and run to the Pier to leave the |
| mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Three - The Procurers (Dartmoor) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Jack Roe. |
|---------------------------------------------------------------------------|
| Eliminate Robert Burk. |
|---------------------------------------------------------------------------|
| Do not eliminate any Targets using lethal poison [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| You can only start at the Main Road, Behind Mansion, Staff Room, and |
| Garden. |
|---------------------------------------------------------------------------|
| There will be additional people on the Ground Floor and Zachary's Bedroom |
| - some of them are Enforcers to the Bodyguard Disguise. |
|---------------------------------------------------------------------------|
| A Gas Heater will be on Zachary's Bedroom balcony. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Jack is going to be in the Ground Floor Kitchen at the start. Robert is |
| going to go between the Small Office and Zachary's Bedroom. Jack will be |
| carrying a Pack of Cigarettes that can be used against Robert. |
| |
| The first part is based on what Mr Freeze2244 did but I wanted to try to |
| find a way to get at Robert faster since setting up the Cigarettes for an |
| explosion, while safer, took a long time to wait out. |
| |
| When planning bring the Sieker 1, Fiber Wire, place the Remote Emetic Gas |
| Device into the Changing Room Pickup, and start at the Staff Room. |
| |
| When you start then immediately run south out of the Staff Room and away |
| from the approaching Enforcer. Run north along the East Hallway then west |
| to the Bathroom. Turn on the sink closest to the window and, when you |
| attract the attention of a Bodyguard, then turn it off and pick up the |
| bar of Soap. |
| |
| Take cover to the left of the door and grab him when he comes through. |
| Switch into his Disguise then run to the hallway north of the Kitchen. |
| There is a female Enforcer here. Close the Kitchen doors and quickly |
| knock her out with the Soap. Dump her in the nearby Container, go back to |
| the doors, stand just to the left of them, highlight them, and bring out |
| the Fiber Wire. |
| |
| Jack should come out the doors a few seconds later so quickly close them, |
| get up behind him, and garrote him before he can enter the Dining Room |
| then dump him in the Container. |
| |
| Run to the Pickup, pick up the Briefcase, quickly make the Gas Briefcase, |
| and bring out the Sieker 1. Run upstairs and to the Small Office area. |
| One of the two Guards outside is an Enforcer. The Guard patrolling the |
| hallway should be at that end of his route. |
| |
| Go to the nearby corner and line yourself with the Enforcer but stay kind |
| of hidden. When the patrolling Guard turns around then carefully shoot |
| the Enforcer with the Sieker 1. The moment he gets sick then bring out |
| the Detonator and run to Robert who should be standing in the Office then |
| use the Briefcase on him. He should then go to the West Hallway Bathroom |
| since the closest Bathroom is being used by the sickened Enforcer. |
| |
| After you make him sick then run out towards the Bathroom but drop the |
| Sieker 1 and the Briefcase near the Gramophone in the Upper Sitting Room. |
| Run into the Bathroom and wait. |
| |
| As Robert heads to the Bathroom he will have a Guard follow him. But the |
| Guard should see the items on the floor and be distracted by that |
| instead. When Robert gets to the Bathroom then close the door and garrote |
| him before he reaches the toilet. Dump him in the Closet before leaving. |
| |
| After dumping him then run back to the Small Office but go onto the |
| balcony, climb over the railing, then shimmy right to the Pipe by the |
| Delivery Area door. Slide down and run to the River Bridge to leave the |
| mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA13. Arcade Track Thirteen |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track consists of the following Contracts:
--The Aesthetes
--The Authoritarians
The Authoritarians was clearly the hardest Contract of this Track due to two
new Targets and the inclusion of The Bookkeeper who has a randomized patrol
pattern.
By completing these Contracts you should also complete the following
Challenges:
>>Eliminate The Aesthetes [4,000 XP]
**********************************
For this you need to eliminate all Elusive Targets that are part of The
Aesthetes.
>>Eliminate The Authoritarians [4,000 XP]
***************************************
For this you need to eliminate all Elusive Targets that are part of The
Authoritarians.
>>Aesthetes and Authoritarians [4,000 XP]
***************************************
For this you need to complete any of the Contracts in this Track. You
should also earn the Shashka A33 Gold.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Aesthetes |#######################################################\
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This one wasn't too difficult as the first and third Levels only required
minor changes from previous write-ups. The second Level was a little more
challenging due to randomness and waiting for him to be in the proper spot
for attacking.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========================================0
| Level One - The Appraiser (Isle of Sgail) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Miranda Jamison. |
|---------------------------------------------------------------------------|
| Retrieve her Notebook. |
|---------------------------------------------------------------------------|
| Hide all dead and unconscious bodies in Containers and Closets |
| [optional]. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| The Recorder is in the (South) Chapel area. |
|---------------------------------------------------------------------------|
| Doors to the Artifact Room are locked. The open window for the Artifact |
| Room is closed. |
|---------------------------------------------------------------------------|
| The Camera above the gate north of the Chapel will sweep back and forth. |
|---------------------------------------------------------------------------|
| The Helicopter exit point is not available. |
|---------------------------------------------------------------------------|
| Additional Custodians are inside the (North) Chapel - one of them is an |
| Enforcer. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Miranda is going to go between the Gallery, Artifact Room, and the |
| Chapel. The Notebook is inside the Chapel. When planning bring the |
| Krugermeier, Coins, Fiber Wire, place the Remote Emetic Gas Device into |
| the Chapel Agency Pickup, and start at the Warehouse. |
| |
| When you start then turn around and go through the single door into the |
| (South) Warehouse and outside to the Helipad. Go through the west door to |
| the Chapel and to the Device to make the Gas Briefcase. Go back out the |
| west door and run to the door that leads to the Artifact Room and |
| Gallery. At this point the Camera above the gate should be looking south. |
| |
| Run inside and to the Gallery. Miranda should be near the center and |
| talking to Nathaniel. She will also be in front of one of the Cameras. Go |
| behind her Guard, bring out the Detonator, and wait for a bit. Eventually |
| Zoe Washington will come in then leave. As she passes you then stand to |
| the left of Miranda's Guard. |
| |
| When Miranda comes by then bump into the both of them and activate the |
| Briefcase to make them sick. Keep bumping into the Guard until Miranda |
| goes into the nearby Restroom and he starts to go in the opposite |
| direction. Run into the Restroom, close the door, garrote Miranda, and |
| dump her in the nearby Container. |
| |
| Run out and to the south door going to the Helipad area. Wait for the |
| Camera to pan south before leaving and going to the west door of the |
| Chapel again. Go to the southeast corner of the (North) Chapel and wait. |
| |
| The Enforcer should start talking to the other Custodian and will be |
| glancing at the Notebook. Toss a Coin near the Box south of the male |
| Custodian to end the conversation. |
| |
| When she turns away then grab the Notebook and leave the same way you |
| came. Go back to the (North) Warehouse and hide by the pillar just |
| southwest of the Ark Winch exit point - the patrolling Enforcer should be |
| standing nearby. Wait for him to walk away far enough then shoot the |
| Camera near the exit point and run to it to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============================0
| Level One - The Broker (Paris) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Howard Moxon. |
|---------------------------------------------------------------------------|
| Retrieve the Ivory White. |
|---------------------------------------------------------------------------|
| Hide all dead and unconscious bodies in Containers and Closets |
| [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Howard is going to be around the Ground Floor and have a Bodyguard |
| trailing him. The Ivory White is going to be in a safe in the Voltaire |
| Suite on the 2nd Floor. The main problem with this is going to be Howard. |
| His patrol pattern is going to be random and you are going to have to get |
| a bit lucky to get a great score. |
| |
| In addition, I am going after the Ivory White first then go after Howard. |
| His Guard is not an Enforcer to the Bodyguard Disguise so that will |
| simplify things a bit. |
| |
| However, in order to do the optional Objective, you can't just attack |
| Howard wherever you find him. This is because the Gift Shop Restrooms do |
| not have any Closets and the small storeroom nearby doesn't have one |
| either. You need to attack him either at the Bar or outside as he is near |
| or nearing the Auction Entrance or Three Lions Fountain so he will go to |
| the Kitchen Restrooms as they have Closets inside each stall. |
| |
| When planning bring the Sieker 1, Lockpick, Fiber Wire, place the Remote |
| Emetic Gas Device in the Basement Stairwell Pickup, and start at the |
| Auction. |
| |
| When you start then leave the Auction Room and run to Attic Storage. |
| Climb out the window to your right then shimmy over to the Voltaire |
| Suite's Bathroom. Turn on the Sink then turn it off when it overflows to |
| lure in one of the two Guards stationed outside. |
| |
| Stay by the door, close it when he enters, then subdue him. Dump him in |
| the Closet and take his Disguise. Do the same thing to lure in the other |
| Guard. Close the door and subdue him when he sees the weapon. As you are |
| doing then then an Auction Staff person should be going through the |
| Suite. Dump the Guard in the Closet while you're waiting. |
| |
| As he leaves then go out, find the Safe, open it, and retrieve the Ivory |
| White. Go out the south door then down the VIP Entrance stairs. Bring out |
| the Dartgun and stop just behind the Guards at the bottom. Shoot the |
| Enforcer to make him sick so you can safely run past him and to the top |
| of the Kitchen Stairway. |
| |
| Run down the stairs to the Ground Floor then exit the stairwell and run |
| to the Basement Stairwell to make the Gas Briefcase. Run to the Bar area |
| to start looking for Howard. This is the hard part as he can be in many |
| areas around the Bar and Palace Garden areas. |
| |
| Once you find him then follow him around until he starts nearing the Bar |
| or Three Lions Fountain areas (unless you already find him there) then |
| use the Briefcase on him to make him sick. |
| |
| Run to the Kitchen Restrooms then stay in the hallway between the stalls. |
| Drop the Dartgun in such a way that only his Guard can find it. Follow |
| Howard into a stall, garrote him and dump him in the Closet, then run |
| out, down the Kitchen Stairway, and to the Catacombs exit point to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================================0
| Level Three - The Collector (Dartmoor) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Kody Haynes. |
|---------------------------------------------------------------------------|
| The Client offers a bonus if you manage to find and retrieve the painting |
| by Sisel Bardu. |
|---------------------------------------------------------------------------|
| Hide all dead and unconscious bodies in Containers and Closets |
| [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Kody is going to start near the Greenhouse before going inside the |
| Mansion. The Painting is going to be inside Alexa's Office. In order to |
| get the best score you need to acquire the Painting. |
| |
| This is based on what MrFreeze2244 does but I have streamlined the second |
| half where you need to acquire the Painting. |
| |
| When planning bring the Sieker 1, Claw Hammer, and start in the Garden. |
| When you start then run to the east side of the Greenhouse. You should |
| find both Kody and his Bodyguard here. Go into the nearby red bush, |
| crouch down, bring out the Sieker 1, and shoot Kody to make him sick. |
| Quickly reload and shoot the Bodyguard to also make him sick. |
| |
| Kody should go to the river north of here and the Bodyguard should walk |
| away in the opposite direction. Follow Kody to the river. There will be a |
| patrolling Guard nearby. Wait for him to walk far enough away then push |
| Kody into the river to kill him and hide the body. |
| |
| Pick up the Hobby Knife and run to the Zachary's Balcony Shortcut. Climb |
| up, knock out the Guard here with the Claw Hammer, and take his Disguise. |
| Run into the hallway and up the stairs then into the Office. The Painting |
| should be partway up the stairs. |
| |
| Grab it then run back down to Zachary's Bedroom. Go back to the balcony, |
| drag the unconscious Guard back inside, and dump him in the Closet to |
| hide him. Run back out onto the balcony, climb down the Shortcut, and go |
| to the River Bridge to leave the mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Authoritarians |##################################################\
0+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
This is one of the tougher Contracts for the Arcade. The first two Levels
include new Targets to the Arcade and took time to properly figure out. The
last Level, The Bookkeeper, has a randomized patrol pattern but starting in
the right place help make this less problematic.
Interestingly enough, the Fiber Wire doesn't seem to count as a melee weapon
for this Contract. As such I used the Hobby Knife.
MrFreeze2244 gets credit for an observation on the first Level and a
particular strategy for the second Level.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================================0
| Level One - The Warlord (Bangkok) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Adeze Oijofor. |
|---------------------------------------------------------------------------|
| Retrieve the Files. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated with melee weapons [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Adeze will be in the Queen Suite. She will go to several places |
| throughout the Suite and will be accompanied by two to three Guards at |
| any one time. Using the Gas Briefcase on her will not work as her Guards |
| will follow her and remain with her as she throws up. |
| |
| However, when she goes to the Master Bedroom, she can be alone for a |
| short time and that is the best place to eliminate her. But that won't |
| happen until around four minutes into the mission. |
| |
| So the best thing to do is to acquire the Files first and they can be |
| found in a Safe inside the Security Room and guarded by two of her |
| Guards. In addition, several people will come up the stairs to the Suite |
| including one that will be an Enforcer for the Hotel Staff Disguise which |
| is the only one that will allow you safe access to the Suite - the Hotel |
| Security Disguise in not allowed there. |
| |
| In addition, MrFreeze2244 discovered that you can use the Remote |
| Breaching Charge to open the Safe and acquire the Files. And right in |
| front of the Guards too. Not exactly high standard. |
| |
| The plan is to get the Files and beat the Enforcer to the Suite before |
| Adeze gets into position. When planning bring the Krugermeier, Hobby |
| Knife, Lockpick, bring the Remote Breaching Charge into the Stock Room |
| Pickup, and start in the Linen Room. |
| |
| When you start then immediately get out of the cutscene and run into the |
| Laundry Room before the doors close. Grab the Master Keycard and run |
| through the Staff Room then then out and up the stairs to the Stock Room. |
| Grab the Hammer, open the door, and toss the Hammer at the shelving in |
| the middle of the room to lure in the nearby Guard and pick it up. |
| Acquire the Emetic Gas Grenade while waiting. |
| |
| Wait by the doors and, when he stops at the shelving, then knock him out, |
| take his Disguise, grab his Pistol, and dump him in the Closet. Go out |
| the north door, go west around the large planter, and to the northeast |
| corner. Bring out your Krugermeier and shoot out the Camera at the wall |
| corner south of you. Run up the stairs and up to the 1st Floor. |
| |
| At this point the Camera at the east door of the Security Room should be |
| panned north so run north, go around the two floor openings, then south |
| to the north door. Open it with the Keycard and, if your timing is right, |
| then the patrolling Enforcer should be going to the south side of the |
| Room. The Safe and Guards should be at the southwest corner. |
| |
| Go directly to the Safe, place the Charge on it, step a few feet away, |
| and blow it. Run back, acquire the Files, and run back out the Room, and |
| downstairs the same way you came. By destroying the Camera earlier you |
| can now do a straight run to the Stock Room. |
| |
| If your timing is right then both the Exterminator and his friend should |
| be just heading to the Room. If you took the Hotel Security Disguise from |
| where you knocked out the Guard earlier then the Hotel Staff Disguise |
| should be by the shelving. Quickly run in and change back before they |
| enter. |
| |
| Once you re-acquire the Staff Disguise then run back out, up the stairs, |
| and run south past the two Guards to the South Wing area. Mrs. Mookjai |
| should be away from the area and you should also be ahead of the |
| approaching Enforcer. |
| |
| Run up the stairs to the Queen Suite and past the Guards at the door. Run |
| just into the center area but go north and up the stairs to the Top |
| Floor. Run into the Master Bedroom and you should find a divider just |
| west of the bed. Position yourself into one of the nooks of this divider |
| and wait. |
| |
| Just as you get to this point then Adeze should be heading up to the |
| Bedroom. When she enters, she will enter alone. Then she will walk |
| forward for a bit, stop, and turn around. At this point then sneak run up |
| to her and kill her with the Knife. Drag her to the Closet and dump her. |
| |
| **NOTE: She will also drop the Safe Key but that is no longer needed. |
| |
| From here then run through the Small Garden and down the north stairs |
| again. Use your Instinct to keep aware for Enforcers as you leave the |
| Suite. Once you're out then run to the Pier to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0======================================0
| Level Two - The Ex-Dictator (Bangkok) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Richard Ekwensi. |
|---------------------------------------------------------------------------|
| Eliminate Inez Ekwensi. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated with melee weapons [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The both of them will come into the Hotel through the Garden then up to |
| the 1st Floor Bar areas. They will go to the Meadow Brown Lounge, stay |
| for a bit, then go to the Painted Lady Lounge and Restaurant area for |
| awhile before going back to the Meadow Brown Lounge and repeat the |
| pattern. They will have multiple Guards with them most times. |
| |
| According to MrFreeze2244 the best way to get at Richard is when he cuts |
| through the Beauty Camberwell Lounge as he will do so alone. Inez will go |
| to the Bar at the Painted Lady Lounge when he does so. The thing here is |
| that this split will happen at a random time but you should have enough |
| time to set things up to eliminate both Targets. |
| |
| Use of the Gas Briefcase is not recommended on either one of them. If you |
| use it on Richard then he will be surrounded by two Guards as he throws |
| up. If you use it on Inez she will go alone and you can kill her but you |
| will not be able to get at Richard. |
| |
| The reason is that they will have a conversation that gets them to split |
| up and, if you get Inez sick and kill her first, then the conversation |
| never happens and Richard will simply go between the two Lounges |
| indefinitely and never go into the Beauty Camberwell Lounge. You have to |
| kill him first then her second. |
| |
| The following strategy is based on what MrFreeze does but has some |
| changes based on starting location. When planning bring the Hobby Knife, |
| Coins, place the Claw Hammer in 47's Suite, and start in 47's Suite - do |
| not bring a Pistol. |
| |
| When you start then go into the bedroom and acquire the Claw Hammer. Run |
| out of the Suite then down to the Painted Lady Lounge. Go behind the Bar |
| and find the Wastebasket. Toss the Hammer to the left of it to lure the |
| nearby Waiter. Go around the Bar and get behind him. Knock him out, dump |
| him in the Container, and take his Disguise. |
| |
| Run into the Meadow Brown Lounge then into the Beauty Camberwell Lounge. |
| There are two nearby Guards that you need to deal with so you can get at |
| Richard when he comes through here later. Go into the southeast corner |
| and toss the Claw Hammer on the floor to lure in the first Guard. Knock |
| him out when he gets here and take his weapon. |
| |
| Go out onto the balcony and look at the east glass door. Toss the Claw |
| Hammer on the balcony and at the right edge of the door. This will lure |
| the other Guard but pull him away from the railing so he can't be seen |
| from below but not far enough left to see the body inside. |
| |
| Knock him out and drag his body into the gap between the sofa and coffee |
| table. Do the same with the other Guard and do it in such a way as they |
| both lay flat and not on top of one another. This will be enough to hide |
| them from Richard as he comes in. |
| |
| After hiding the bodies then place a Coin on the floor a couple of feet |
| just inside the door then place another a few feet towards the balcony. |
| Go to the right of the doors to the Lounge, bring out the Hobby Knife, |
| and wait. |
| |
| When they finally split up then Richard should go into your area and see |
| the first Coin then the second. When he reaches the second Coin then kill |
| him with the Hobby Knife, drag him closer to the balcony, then run into |
| the Meadow Brown Lounge and into the Painted Lady Lounge. |
| |
| You should see Inez near the Bar. Go behind the Bar and toss the Claw |
| Hammer to the left of the Wastebasket as before to lure her here. When |
| she gets here then kill her with the Hobby Knife and dump her in the |
| Container. After this then run into the Restaurant area, down the stairs, |
| out the main doors, and to the Pier to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================================0
| Level Three - The Bookkeeper (Colorado) \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Pertti Jarnefelt. |
|---------------------------------------------------------------------------|
| Steal the Ledger. |
|---------------------------------------------------------------------------|
| All Targets must be eliminated with melee weapons [optional]. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Pertti is going to start at the West Bridge and enter the Compound. The |
| Ledger is going to be in a Safe at Sean Rose's Bedroom. Pertti is going |
| to have several Guards escorting him including one that is an Enforcer |
| for all Disguises (Super Enforcer). |
| |
| However, the biggest problem with this mission is the randomness factor. |
| Pertti is going to go to all major areas of the Compound and he will go |
| to each area at random. |
| |
| You can't use a Gas Briefcase on him because of the Super Enforcer. Use |
| of a Gas Grenade on him won't cause him to enter the Mansion to use its |
| Bathroom. |
| |
| For example, if you use it on him when he enters the Compound then he |
| will go into the fence corner near the Scarecrow Disguise to throw up - |
| and be surrounded by all of his Guards. Another example is if you get him |
| near the Red Barn. He will go to the Slurry Pit and have a couple of his |
| Guards stand near him. Of course, there are the two Guards to the north |
| and the two to the east so you can't get him there. |
| |
| But you can still use a Emetic Gas Grenade on him to get him into a |
| better position for safe elimination. You just need to get him at the |
| right place. |
| |
| One thing to note is that when he stops then his Guards will surround him |
| in close formation. If you toss the Grenade in the right place then you |
| can get them all sick and he will be left alone. |
| |
| But you also need the right Grenade and that is the one you earn at |
| Ambrose Island. It has a greater radius than the standard one, not seen |
| as a weapon, and, best of all, it is a contact weapon meaning that it |
| will detonate on contact and thus won't randomly bounce away before |
| detonating. |
| |
| To get at him quickly and safely you need to be at the Mansion. The thing |
| here is that he won't come here first most of the time. However, because |
| of how long it takes him to get here when he goes to other areas first, |
| it may be best to simply keep restarting until he starts at the Mansion |
| as this will be less time consuming. |
| |
| When planning bring the Krugermeier, Lockpick, Emetic Gas Grenade |
| (Ambrose Island version), place the Hobby Knife in the Laundry Room |
| Stash, and start at the Mansion. |
| |
| When you start then immediately get out of the cutscene and run to the |
| balcony but grab the Baseball along the way. Once onto the balcony then |
| get onto the roof and enter Rose's Room through the open window by the |
| desk. Run to the couch behind the standing Guard and throw stun him with |
| the Baseball. |
| |
| **NOTE: On occasion this may cause his body to be found by those |
| outside the window. If this happens then restart. |
| |
| After this then run behind the desk, stand by the chair, bring out the |
| Krugermeier, look out the west window, and use your Instinct to find the |
| Camera by the West Entrance. Aim at it but wait. |
| |
| It is at this point you need to know where Pertti is. Because you are in |
| a trespassing zone then everybody should have Enforcer dots above their |
| heads. This includes Pertti and his Guards. They should appear as a line |
| of dots to your left. |
| |
| If they continue left off of the screen then they are on their way to the |
| Red Barn and you need to restart. If they appear to be coming up the |
| steps to the Mansion then shoot the Camera, run to the Safe, and acquire |
| the Ledger. |
| |
| Go back to the desk and go out the east window then creep to where Pertti |
| and his Guards are then bring out the Grenade. What you want to do is aim |
| it so it lands about a couple of inches directly behind Pertti then toss |
| it. |
| |
| If it lands right then Pertti and all of his Guards will get sick and |
| they will split up. Pertti will go to the south corner of the Mansion |
| just outside of the Server Room to throw up. There should also be a |
| Container next to him. Convenient. |
| |
| After dropping the Grenade then go a bit east and drop down onto the |
| grass. Run to the east corner, climb the railing, and re-enter the |
| Mansion through the House Barracks window. Run to the Laundry Room to |
| acquire the Hobby Knife and exit the Mansion the same way you came. |
| |
| Run to Pertti and, the instant you get to him, then kill him and dump him |
| in the Container. Run southeast, drop down, and run to the West Bridge to |
| leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA14. Arcade Track Fourteen |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track only contains one Contract, The Oroborous. This is a combination
of two Elusive Target Contracts: The Undying and The Undying Returns. These
two feature famed actor Sean Bean and play on a specific trope concerning
him. In most of his film roles his character is killed off regardless of
whether or not he is a hero or a villain. These Contracts spoof this trope.
In The Undying Sean plays a disgraced MI6 agent named Mark Faba. He becomes
an assassin that specilizes in big, loud, explosive kills. Various assassins
have taken him down but he always seems to come back - more than twenty times
in fact. After being humiliated so many times the ICA has decided to send
their best person, Agent 47, to finally put him down once and for all.
Mark is currently planning his next hit in Miami and is using the Bayside
Center as his base of operations and to acquire the tools he needs for it.
In The Undying Returns Mark has managed to come back once again despite Agent
47's previous attempt and now he has to go back and finish the job. Both of
these Contracts are exactly identical except that in The Undying Returns Mark
is wearing an eye patch due to one of the methods of elimination - a pen
through the eye.
Both of these Contracts were released when "Hitman 2" first came out and now
they have returned as part of the Elusive Target Arcade. This Track was
released on March 22, 2024 and was free to play for a short time before being
locked behind a paywall. The only way to make it permanent is by purchasing
The Undying Pack which not only contained this Track but a Suit, various
items, and Cosmetics for your home within Freelancer.
As for the mission itself, based on an analysis video by MrFreeze2244, Mark
starts in the Conference Room at the beginning of the mission and has two
Guards posted just outside. At some point he will leave the Room and go to
Office 1D next to the Android Lab. Here he will talk to a researcher named
Timothy Yu who wears a blue labcoat. Afterwards then he will go into the Lab
to check out some things then leave.
In addition, there is an informant named Mark Ready in the Lobby who will
help you get into the Conference Room. Finally, you can only start at the
Dolphin Fountain.
Based on my own personal observations you don't need to talk to Mr. Ready but
that does affect how Mr. Faba moves about.
If you talk to Mr. Ready then Mark will arrive at Office 1D between five and
six minutes in. If you don't talk to Mr. Ready then Mark will arrive at the
office at between eight and nine minutes in. If you talk to Mr. Ready but are
not in an appropriate Disguise, like the Kronstadt Engineer Disguise, it
would be the same as if you didn't talk to him at all.
In addition, talking to Mr. Ready also starts a Mission Story specific to
this mission, [Ready, Set, GO!]. As for Timothy, his Disguise has no
Enforcers. Also, for this mission, the Kronstadt Engineer Disguise won't
allow you into the Android Lab like it normally would in the Main Story.
As for the Contract, the first and third Levels have specific Complications
and are the hardest to do. The second is freeform and you are able to use any
method you like to deal with Mark.
It is important to note that the Complications are insta-fails. If you fail
any of them then the mission is immediately failed and you will be locked out
for twelve hours. When the Elusive Target Arcade came into being people were
being frustrated with constant lockouts so the Complications became optional.
But, for this Contract at least, the insta-fails have been brought back.
Even so, this Contract isn't very difficult.
By completing this Contract you should also complete the following Challenge:
>>Undying and Undying Returns [4,000 XP]
**************************************
For this you need to eliminate all the Mark Fabas that are part of The
Oroborous.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Oroborous |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0==========0
| Level One \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Mark Faba. |
|---------------------------------------------------------------------------|
| Use the Kronstadt Pen to stab Mark in the eye. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| There is a person inside the Southeast Maintenance Room and a Guard |
| outside. |
|---------------------------------------------------------------------------|
| There is an additional researcher in a blue labcoat (Timothy Yu). |
|---------------------------------------------------------------------------|
| The Android Lab becoms a Trespassing area when wearing the Kronstadt |
| Engineer Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| To do this you will need to get rid of both of Mark's Guards and all |
| three Researchers in the Android Lab because that is where the Pen is |
| located. You will need to talk to Mark as Timothy to get him into |
| position. |
| |
| When planning bring the Krugermeier, Claw Hammer, and Coins. When you |
| start then immediately get out of the cutscene and run into the building. |
| Go to the Coat Check area and wait. |
| |
| When the person there moves away from the desk then jump over the counter |
| and acquire the Kronstadt Engineer Disguise. Go back out and talk to Dave |
| Ready. When 47 says "just how I like it" then run up the main stairs and |
| turn left at the top - don't worry about the Camera above the base of the |
| main stairs, we'll deal with that later. |
| |
| Run to the Conference Room area to find both of Mark's Guards waiting |
| outside. Go to the Restroom nearby and close the door. Drop the |
| Krugermeier in front of the toilet, take cover to the right of the door, |
| and open it. After a couple of seconds the nearest Guard should see the |
| Pistol and go for it. Close the door, knock him out with the Claw Hammer, |
| and dump him in the Closet. |
| |
| Pick up the Krugermeier, take cover to the right of the door, open it, |
| and toss a Coin near the Sink to lure the other Guard. He should see the |
| dropped Pistol from the other Guard and go to it. Close the door, knock |
| him out, then run out and north towards the Android Lab. |
| |
| It should be noted that you should not use the Sink for luring as this |
| can cause randomness in how the Guards enter the Restroom and that it can |
| also lure in one of the Guards from within the Conference Room before you |
| can turn it off. |
| |
| Being that the Kronstadt Disguise won't let you into the Lab run all the |
| way to Office 1D. If you are fast enough then Timothy should be here. |
| Close the doors you came through, close the doors to the Lab, knock him |
| out, and dump him into the Container. Take his Disguise then go into the |
| Lab. |
| |
| One of the other Researchers should've just gone into the Server Room. |
| Run into the Room, knock him out, then go back into the Lab, knock out |
| the other Researcher, and close the south doors to the Lab. Drag the |
| Researcher into the Server Room then run back through Office 1D and into |
| the hallway. |
| |
| At this point, if you've done things right, then you should still have |
| time to do one other thing before Mark gets to the Office. Run to the |
| Reception Desk Room to grab the Kronstadt Bayside Center Keycard. Run to |
| the North Stairs and to the west door to the Lab. The door is locked but |
| the Keycard should open it and make it easier for you to leave through it |
| later. |
| |
| After unlocking the door then go into Office 1D and wait. Between five |
| and six minutes then Mark should arrive sans Guards. Talk to him and he |
| should eventually go into the Lab to check out the Pen. When he is there |
| then kill him with it when prompted and run out the unlocked door then |
| down the North Stairs into the Security Area in the Parking Garage. |
| |
| Destroy the Recorder then run out the door into the Garage. Run to the |
| southeast corner door and through the hallway under the track then run up |
| the stairs to the back area behind the Merchandise Booths. Run through |
| the door to exit the back area then south to the Event Entrance to leave |
| the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Level Two \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Mark Faba. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| There is a person inside the Southeast Maintenance Room and a Guard |
| outside. |
|---------------------------------------------------------------------------|
| There is an additional researcher in a blue labcoat (Timothy Yu). |
|---------------------------------------------------------------------------|
| The Android Lab becoms a Trespassing area when wearing the Kronstadt |
| Engineer Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| The fastest way to do this is with a Gas Briefcase and run out the front |
| doors. However, this also means shooting out the Camera at the main |
| stairs. In addition, since I'm going directly at Mr. Faba, there is no |
| need to talk to Mr. Ready. |
| |
| When planning bring the Krugermeier, Modern Lethal Syringe, and a |
| Briefcase with the Emetic Gas Device. When you start then immediately get |
| out of the cutscene and run inside the building. Go to the trashcans west |
| of the divider west of Mark Ready. Bring out your Pistol and quickly find |
| and shoot the Camera - the divider should shield you from prying eyes. |
| |
| Go into the Coat Check area and grab the Kronstadn Engineer Disguise as |
| before. Climb out and quickly make the Gas briefcase. Run upstairs and to |
| the Conference Room. Just before getting there bring out the detonator. |
| Run inside and to Mark, who should be sitting down, and use the Briefcase |
| on him. |
| |
| Run out of the Conference Room, run inside the Restroom, and to the |
| northeast corner. Drop the Briefcase and take cover - bring out the |
| Syringe. When Mark enters then close the door, stab him to kill him, and |
| run out. Run down the main stairs, outside the front doors, and to the |
| Event Entrance to leave the mission. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0============0
| Level Three \
0===========================================================================0
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| Objectives |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
0===========================================================================0
| Eliminate Mark Faba. |
|---------------------------------------------------------------------------|
| If you change your starting Disguise at any point then you will |
| immediately fail the mission. |
|---------------------------------------------------------------------------|
| If anyone sees you performing an illegal action then you will immediately |
| fail the mission. |
0===========================================================================0
|++++++++++++++++++++++++++++++| Differences |++++++++++++++++++++++++++++++|
0===========================================================================0
| There is a person inside the Southeast Maintenance Room and a Guard |
| outside. |
|---------------------------------------------------------------------------|
| There is an additional researcher in a blue labcoat (Timothy Yu). |
|---------------------------------------------------------------------------|
| The Android Lab becoms a Trespassing area when wearing the Kronstadt |
| Engineer Disguise. |
0===========================================================================0
|================================| The Plan |===============================|
0===========================================================================0
| Since talking to Mark Ready without an appropriate Disguise is the same |
| as not talking to him at all it is best to not even try and, as such, it |
| will take a long time to do this Level. In addition, when Mr. Faba |
| arrives at Office 1D, he will stand at the window and not move until he |
| talks to Timothy which is perfect for what you need to do. |
| |
| When planning bring the Krugermeier, Disposable Scrambler, and the Modern |
| Lethal Syringe. When you start then immediately get out of the cutscene |
| and run east towards the Parking Garage entrance. Pick up the Crowbar |
| then run inside - ignore the Camera. |
| |
| Go to the east door for the Security Area and use a Scrambler to enter. |
| Destroy the Recorder and run up the North Stairs which will take you to |
| the Android Lab. Run into the Restroom across from the Lab, close the |
| door, and take cover to the left of the door. |
| |
| If your timing is right then Timothy should just be leaving the Lab to go |
| here. Grab him when he enters then drag him further to hide him when you |
| leave. Go to the Lab door, use another Scrambler to unlock it, then wait |
| and use your Instinct. |
| |
| As you are waiting then both of the Researchers should be at the same |
| table at the center of the Lab. After a bit then one of them should go to |
| a table at the north side of the room. When he goes there then enter the |
| Lab, knock out the center Researcher with the Crowbar, run to and knock |
| out the other, then close the south Lab door. Drag both bodies into the |
| Server Room for hiding. |
| |
| On one of the tables at the north side of the Lab are some weapons. Grab |
| two of them then go into Office 1D. Place them both of them on the floor |
| at the south end of the desk. Switch to your Syringe, enter the |
| Container, and wait. |
| |
| After about eight minutes or so then Mark and his Guards should enter. |
| However, Mark will tell them about the weapons and both Guards will take |
| them away which will leave Mark alone. When the hallway doors close then |
| get out of the Container, stab him to kill him, and re-enter the Lab. |
| |
| Use your Instinct to see if there are any Guards in the hallway before |
| going back down the North Stairs, through the Security Area, and back |
| into the Garage. Run to the southeast corner and through the hallway |
| under the track then run up the stairs to the back area behind the |
| Merchandise Booths. Run through the door to exit the back area then south |
| to the Event Entrance to leave the mission. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA15. Arcade Track Fifteen |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track only contains one Contract, The Ostentatious. This is a contract
that revolves around The Disruptor Elusive Target Contract featuring famed
MMA fighter Conor McGregor. He has agreed to a fight to the death with Tim
Quinn, CEO of a major company. However, his friends do not want him to die so
they tasked the ICA to do something to The Disruptor so Tim doesn't get
killed.
It should be pointed out that saving Tim is optional but your score will be a
lot better if you keep him alive.
This fight takes place on the Isle of Sgail and the ring is at the Upper
Courtyard area where the Effigy Ceremony would take place. The Bell that
starts each round can be found at the Terrace at the East Half of Level 3. A
training area has been set up in the (South) Chapel room.
When you approach the ring you should find The Disruptor flexing his muscles
at the top of the stairs. When you get to this point this also sets off a
timer in which, after a short amount of time, then he will come down to the
ring. If you don't get close enough to him then he will stand there for a
little over three minutes before coming down.
Most people have been finding ways of interrupting the fight but ringing the
bell as soon as the first round starts then ambushing either Tim, so you can
take his place to invoke the Rule of Second, or The Disruptor directly.
However, there is a quick and easy way to get at The Disruptor before the
fight even begins.
And by completing this Contract you should also complete the following
Challenge:
>>The Disruptor [4,000 XP]
************************
For this you need to eliminate The Disruptor that is part of The
Ostentatious.
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| A. The Ostentatious |####################################################\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
As I just said there is a very easy way to get at your Target and end the
fight before it even begins. And this strategy can be used for both Levels of
this Contract.
The first Level has no Complications and can be done any way you like. The
second Level has just two Complications: no Disguise changes and you cannot
be seen doing anything illegal. That's it.
When planning bring the Sieker 1, the ICA Micro Taser, place the Krugermeier
in the Chapel or bring the Professional Screwdriver, and start at the
Warehouse.
When you start then turn around and go out the single door then run outside
and to the Chapel. When you go inside then pick up the Krugermeier, if you
decided to bring it, and run through the (South) Chapel and out the other
door. Then turn left and go out the next door to put you near The Disruptor.
The plan here is to make him sick and make him walk away so you can ambush
him. To your left as you walk out the door is a Trashcan. He will come here
but will be flanked by two Guards. However, at the base of the stairs, is a
Gasoline Drum and that is what will be used here.
After going out the door then crouch down, run up just close enough to him,
then bring out the Sieker 1 and shoot him to make him sick. He will then try
to go down the stairs but then turn around to head to the Trashcan. This will
buy you more than enough time to do what you need to do next.
Run back to the Gasoline Drum, either shoot it or stab it, and drop the Micro
Taser in the gas pool. Go to the top of the stairs and wait. When he gets
close enough to you then zap the gas pool to set him ablaze to take him out
of the fight.
After this then run back into the (North) Chapel, climb out the window, and
run to the Helicopter, while dodging Enforcers, to leave the mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >ETA16. Arcade Track Sixteen |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This Track only contains one Contract, The Base. This is a contract that
revolves around The Drop Elusive Target Contract featuring famed DJ Dimitri
Vegas who plays Alexios Laskaridis, a DJ who is also a violent drug kingpin.
Another DJ has put out a contract on him to eliminate him and clean up the
music scene.
Alexios is in Berlin to do business and is not bothering to hide himself
there. This should also make him easy to find and as such this is an easy
Contract.
And by completing this Contract you should also complete the following
Challenge:
>>The Drop [4,000 XP]
*******************
For this you need to eliminate Alexios who is part of The Base.
0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Base |############################################################\
0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
There is a very easy way to get at your Target and this strategy can be used
for both Levels of this Contract. This strategy is based on something
MRFreeze2244 came up with when The Drop first appeared and works excellently.
The first Level has no Complications and can be done any way you like. The
second Level has just two Complications: no Disguise changes and you cannot
be seen doing anything illegal. That's it.
When planning bring the Lethal Poison Syringe, a Briefcase with the ICA Remote
Emetic Gas Device, and start at the Club Entrance.
When you start then turn around and go back outside and run to the Entrance
Backdoor Shortcut. Just before you get there then quickly make the Gas
Briefcase, bring out the Detonator, then run inside and down the stairs to the
Club Sub-Basement.
When you get down here you should see Alexios and his Bodyguard by the railing
overlooking the Dance Floor. Get between them and gas them both. Alexios
should go to a small staff area next to the Projection Bar to throw up in a
trashcan. Bring out the Syringe and follow him.
When he stops then stab him to kill him, run back upstairs and outside, and
then to the bike by the gate to leave the mission.
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >HTM8. Freelancer |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
Freelancer is a new game mode that was released on January 26, 2023. This
mode completely changes how the game is played and is very different than all
of the other game modes.
There is a lot of information presented here so I will go in order as if you
are starting this up for the first time.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN1. Story |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Specialized crime syndicates have popped up all over the world. They are very
sophisticated and are almost impossible to track down. In addition, they have
also ensnared people from all walks of life to do their bidding. And it is
now up to Diana and Agent 47 to dismantle them one by one.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN2. Basic Gameplay |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Starting from a command center deep inside a Safehouse at an unspecified
location you are tasked with selecting Syndicates and eliminating members
within them. When you have eliminated enough of them then you can face off
against the Leader in what is called a Showdown. When you have successfully
eliminated the Leader then you will finish off that particular Syndicate
Contract.
The first Contract is part of a larger arc of Contracts called a Campaign.
There are a total of four Contracts within a Campaign. Each Contract will be
progressively longer and difficult. When you have successfully completed the
last Contract then you will have completed the Campaign. After that then you
can select another Syndicate to start another Campaign.
This mode is designed towards advanced players and does not give you the
option of restarting a mission once you start and you cannot save one either.
Quitting a mission will also incur penalties but there are ways around that.
Failing missions can incur major penalties that will make it harder to
advance in the mode.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN3. Scoring and Rules |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The biggest difference between the Main Story and Freelancer is how you are
scored and general gameplay rules. The goal within a Main Story mission is to
acquire Silent Assassin which is the highest score possible. This is affected
by time and other actions. The quicker you complete the mission, the higher
your score.
In Freelancer you are scored by money which is called Merces. You earn Merces
by not only taking down your Targets but by completing Payout and Prestige
Objectives which gives you additional money. Time does not factor into this.
There are also additional methods to earning Merces outside of killing
Targets but will not add to your overall score.
Earning Merces is required to purchase weapons and items to make missions and
objectives easier to complete.
**NOTE: Using a money based scoring system is a callback to the original
Hitman game that started it all, Codename 47.
Completing objectives also allows you to earn XP which is used to open up
more of your Safehouse. However, only certain actions beyond completing
objectives earn XP. You can no longer earn XP by picking up Keys and hiding
bodies for example.
Because you are scored with money this also affects how you can play the
game. For example, in the Main Story missions, if you take down your Target
in a crowded area with a Sniper Rifle, you will achieve your objective but
you will not get Silent Assassin and your score will suffer.
In Freelancer, if you do the same thing, you will not be penalized because of
how things are scored. All that matters is taking down the Target, no matter
the method, and earning the money for the kill. This completely opens things
up in regards to strategies. This will also allow you to use items that you
would not normally use because of their effect on Silent Assassin.
In addition, there are no penalties for killing Guards. If you kill a
Civilian you are only docked 50 Merces. Because of this you can safely
eliminate anybody who witnesses you which allows you to clean up any messes
before they can get out of hand.
As such you can play as clean or as dirty as you like as long as you take
down Targets and successfully complete missions. However, getting into
gunfights is ill advised because of the high price for failure which I will
explain later.
With the basics explained let's go into more detail.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN4. Mission Control |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you start you will be placed in front of a giant map known as the World
Map. It is here that you will select missions to complete. The missions take
place on eighteen of the twenty one locations used in the game. The only
locations not used are the ICA Facility, New Zealand, and Carpathian
Mountains.
It will also have the Campaign Tracker which tells you how far you have
progressed. There are four Syndicate Contracts to complete in order to
complete an entire Campaign. The first will have three missions, the second
will have four, the third will have five, and the last, will have six.
This means that you will need to successfully complete eighteen total
missions to complete a Campaign.
Each Contract will get progressively harder as you proceed through the
Campaign. The first Contract will be at Difficulty 1 and the last will be at
Difficulty 4. You will also be required to eliminate more Targets as you
progress. You can also choose to end a Campaign if you wish or enter into
Hardcore Mode which I will get to later.
Turning right should reveal a table with three small stands on it. This is
where you select Prestige Objectives which I will explain in a bit.
Going beyond them is your Gear Walls and Shooting Range. Here you should find
multiple glass cases with weapon outlines within them. One of the big
distinctions between Freelancer and the other game modes is that all weapons
and items you have earned there do *NOT* carry over into Freelancer. You
start with nothing and you must find or purchase weapons and items to place
into the Walls.
One section of the Wall is for thematic weapons that can be purchased online.
They are the Street Art Pack and Makeshift Pack. When purchased one weapon
from each pack will automatically go into the Wall but the others must be
purchased with Merces within the game. It should be noted that these weapons
can also be used in the Main Story missions and other game modes.
Another section of the Wall is for another group of thematic weapons, known
as The Ornamentals and The Ancestrals, that are earned by progressing through
the Mastery Levels. Like with the other group these can also be used in the
Main Story and other game modes.
You may notice that the Shooting Range is not available when you start. You
need to earn XP to go through the 100 Mastery Levels to open up more of your
Safehouse. For now you are confined to the Mission Control area.
When at the World Map if you turn left you should see what is called the
Intel Wall which will give you information on the Syndicate Leader you are
tracking. I will go into more detail later.
Also at the Intel Wall is a large crate known as the Supply Crate. When you
open it up then you should see three items that are part of your Freelancer
Item collection. You can only pick up one.
Beyond the Intel Wall is a desk with three large cases. This is where your
Freelancer Items will go. These are important tools that you will need to
help complete your objectives. One important thing to know about the Items is
that, depending on what you want to do or how you fail a mission, all of
these Items can be taken from you and you must collect them over from
scratch.
Another thing to know is that if you manage to successfully fill up the
Freelancer Item cases then you can no longer get any items from the Supply
Crate.
If you go left from here then you should see the Reward Crate. This can only
be opened after completion of a Contract or Campaign. It will be either a
weapon or Merces.
If you go down the hallway past the Freelancer Items cases you should find a
ladder that goes up Outside, a Bathroom, and the Practice Space. All of these
are locked at this point.
At the back end of the Mission Control area is another hallway. It should
lead you to some double doors that go up to the Kitchen but it is locked at
this point. There is also a junction with another hallway that has some
Trophy Nooks that are empty and three additional rooms.
The one at the end is the Vault which is locked. The other two rooms, which
are open, is the Infirmary and Wardrobe. The Infirmary is where you will end
up if you are wounded in action. The Wardrobe is where you can change Suits.
Even though weapons and items from the other game modes do not transfer into
Freelancer your Suits do and you can select what to wear on missions.
There is a ladder between these rooms that go up into your Bedroom but is
locked at this point.
Now let's go back to.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN5. The World Map |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
On the table in front of the World Map are several items. To the left is a
laptop that activates Hardcore Mode but will not be made available to you
until you have completed your first Campaign. To the right is an organizer
that you can use to abort Campaigns. However, if you choose to leave one, you
will lose all of your Freelancer Items and half of the Merces you have earned
so that will need to be taken into consideration.
In the middle are eight folders. These are the Syndicates and each of them
have different styles of Payout Objectives. Every mission will have three
Payout Objectives but two of them come from these Syndicates.
It is important to point out that the Payout Objectives are optional and will
not fail the mission if you don't complete them. But you will lose out on
additional Merces and XP which will make it harder to advance in Freelancer.
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. The Syndicates |######################################################\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Below are the eight Syndicates and their Payout Objectives along with notes
about the organizations and objectives:
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Arms Trafficking \
0===========================================================================0
| Assault Rifle Kill (1,000 Merces) |
| Eliminate Guards - Assault Rifle (1,000 Merces) |
| Eliminate Guards - Shotgun (1,000 Merces) |
| Explosive kill (1,000 Merces) |
| Shotgun Kill (1,000 Merces) |
| Sub Machine Gun Kill (1,000 Merces) |
| Explosive Kill - Fragmentation Grenade (1,500 Merces) |
| Explosive Kill - Proximity (1,500 Merces) |
0===========================================================================0
| This Syndicate mainly deals with eliminating Targets and Guards with |
| various high power weapons and explosives. When eliminating Guards you |
| will need to kill three of them to complete the objective. Pretty |
| straightforward overall but you should wait until you have some good |
| quality, as well as silenced, weapons on your walls before doing this |
| Syndicate. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| Assassination \
0===========================================================================0
| Headshot Kills Only (500 Merces) |
| Fiberwire Kill (1,000 Merces) |
| Kill Only Targets (1,000 Merces) |
| Silenced Firearm Kill (1,000 Merces) |
| Silenced Pistol Kill (1,000 Merces) |
| Silenced Sniper Kill (1,000 Merces) |
| Sniper Rifle Kill (1,000 Merces) |
| Explosive Kill Remote (1,500 Merces) |
0===========================================================================0
| This Syndicate mainly deals with eliminating Targets with standard |
| assassin tools like fiber wires, silenced weapons, sniper rifles, and |
| remote explosives. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Big Pharma \
0===========================================================================0
| Do Not Blow Your Disguise (500 Merces) |
| No Bodies Found (1,000 Merces) |
| No Witnesses (1,000 Merces) |
| Poison Guard - Syringe (1,000 Merces) |
| Poison Kill (1,500 Merces) |
| Poison Target - Dart Gun (1,500 Merces) |
| Poison Target - Emetic (1,500 Merces) |
| Poison Target - Sedative (1,500 Merces) |
0===========================================================================0
| This Syndicate deals with poisons and is my personal favorite. |
| |
| No Witnesses is an objective that can be recovered if you are seen doing |
| bad things. You will see a Witnesses notification along with how many you |
| need to eliminate to clean it up. It is important to note that witnesses |
| may not be those in orange - you can be have a witness that saw you but |
| won't turn orange in Instinct. Cameras also count so you will need to |
| destroy the Recorder if seen by them. |
| |
| The most annoying objective listed here is No Bodies Found. This means |
| that no bodies can be found, period, even if the body is sedated. It is |
| also unrecoverable. This means that if a body is found you can't recover |
| the objective, like you could with No Witnesses, even if you kill the |
| people who saw the body. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Eco Crime \
0===========================================================================0
| Accident Kill (1,000 Merces) |
| Drowning Kill (1,000 Merces) |
| Burning Kill - Accident (1,500 Merces) |
| Electrocution Kill (1,500 Merces) |
| Make Target Slip (1,500 Merces) |
| Poison Target - Emetic (1,500 Merces) |
| Trap Kill - Oil Canister (1,500 Merces) |
| Trap Kill - Water Canister (1,500 Merces) |
0===========================================================================0
| This Syndicate deals with the environment and eliminations are done in |
| line with that. As such I consider it one of the more difficult |
| Syndicates but almost all objectives listed are 1,500 Merces so a lot of |
| money can be made here if you're willing to do the extra work. |
| |
| If you're using the Oil Canister there is a bug that can occur when |
| trying to ignite it. Usually most people shoot the Oil Pool to ignite it |
| but sometimes it won't ignite. A way around that is to drop either a |
| Wrench or Crowbar in the Pool and shoot it to create a spark to ignite |
| the Pool. |
| |
| Another way is to use a Micro Taser. When you activate it then it will |
| create an initial spark that will ignite the Pool. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==========0
| Espionage \
0===========================================================================0
| Do Not Blow Your Disguise (500 Merces) |
| Do Not Get Spotted (1,000 Merces) |
| Do Not Pacify (1,000 Merces) |
| Doors Stay Locked (1,000 Merces) |
| Fiberwire Kill (1,000 Merces) |
| No Firearms (1,000 Merces) |
| Suit Only (1,000 Merces) |
| Poison Target - Dart Gun (1,500 Merces) |
0===========================================================================0
| This Syndicate is all about doing things quietly and not getting caught. |
| This is another difficult Syndicate mainly due to the objectives Doors |
| Stay Locked, No Firearms, and Suit Only. No Firearms means no Dart Guns |
| either. You can get around Do Not Pacify by simply killing the person |
| instead. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Organ Trafficking \
0===========================================================================0
| Axe Kill (1,000 Merces) |
| Deadly Throw (1,000 Merces) |
| Neck Breaker (1,000 Merces) |
| Pacify Guards Unnoticed (1,000 Merces) |
| Knife Kill (1,500 Merces) |
| Poison Target - Dart Gun (1,500 Merces) |
| Poison Target - Sedative (1,500 Merces) |
| Silent Target Takedown - Rare Melee (1,500 Merces) |
0===========================================================================0
| This is one of the more interesting Syndicates in that you use various |
| melee weapons and attacks to pacify Guards and eliminate Targets. When |
| pacifying Guards you need to take down three of them to complete the |
| objective. |
| |
| The Concealable Baton is the best weapon to use for the Silent Target |
| Takedown objective. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| Psy Ops \
0===========================================================================0
| Destroy Cameras (500 Merces) |
| Do Not Get Caught On Camera (500 Merces) |
| Blind Guard (1,000 Merces) |
| Destroy Surveillance Recorder (1,000 Merces) |
| Distract Target (1,000 Merces) |
| Eliminate Guards - Sniper (1,000 Merces) |
| Blind Target (1,500 Merces) |
| Pacify Guards - Concussive Explosives (1,500 Merces) |
0===========================================================================0
| This Syndicate focuses mainly in blinding people and not getting seen. |
| When sniping Guards you will need to take down three of them to complete |
| the objective. When distracting a Target, depending on whether or not you |
| are in an Alerted Territory, simply bumping into them will suffice in |
| completing that objective. |
| |
| When pacifying Guards with concussive explosives you need to take down |
| three of them. However, you can take down the same Guard three times with |
| Fire Extinguishers. After each takedown simply get someone to wake him |
| back up so you can take him down again. |
| |
| When destroying Cameras you will need to destroy three of them. |
| Destroying the Recorder will not complete the objective. You need to |
| destroy the Cameras themselves regardless of whether or not you destroy |
| the Recorder. |
| |
| Do Not Get Caught On Camera is recoverable if you shoot the Recorder. |
| |
| **NOTE: If you are using the ICA Flash Phone to blind Targets there is |
| a bug concerning the item. When used the item becomes a "ghost |
| device" that disappears from view but is still on the map and |
| will be noticed by NPCs. |
| |
| When things calm down after the Phone is detonated then |
| somebody, usually the Target, will go back to where the Phone |
| was detonated and start picking it up over and over. You cannot |
| distract the person even if you use an emetic device on them. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Sick Games \
0===========================================================================0
| This is an unpredictable Syndicate and uses the objectives of the other |
| Syndicates as their own. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Common Objectives |###################################################\
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As noted earlier two of the three Payout Objectives come from the Syndicates.
The last one comes from something I call Common Objectives and they are
listed below:
0===========================================================================0
| No Combat (500 Merces) |
| Perfect Shooter (500 Merces) |
| Take No Damage (500 Merces) |
| Eliminate Guards - SMG (1,000 Merces) |
| Hide Target Bodies (1,000 Merces) |
| Melee Weapon Kill (1,000 Merces) |
| Only Use One Disguise (1,000 Merces) |
| Poison Guard (1,000 Merces) |
| Push Kill (1,000 Merces) |
| Sniper Rifle Kill (1,000 Merces) |
| Unsilenced Pistol Kill (1,000 Merces) |
| Poison Target (1,500 Merces) |
0===========================================================================0
For Perfect Shooter you need to make sure your shots hit somebody. However,
you can still shoot Cameras and Recorders without losing this objective. But,
you should not do this with Shotguns. If you shoot somebody and if so much as
one pellet misses, even if you are hitting the person, then you will lose the
objective.
When eliminating Guards you will need to kill three of them. The DAK X2
Covert Special is the best weapon for the job.
Hide Target Bodies is the same as No Bodies Found but only applies to
Targets. This means then you can leave Non-Target bodies out in the open
without penalty.
For Push Kill you can knock out the Target and dump them over a railing or
ledge. In addition, you can also drag them through deep water to complete the
objective.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN6. Selecting a Mission |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Once you have selected a Syndicate then you can select your first mission.
You can select the missions in any order. The thing to know is that the last
mission in each Contract is always going to be the Showdown mission where you
go up against the Syndicate Leader and some maps are better suited for this
than others. I will go over that when going over the Showdown Missions.
When you go to select a mission then you will be presented with information
about it:
0===========================================================================0
| Elimination Payout | This tells you how much you will be paid to kill the |
| | Targets. |
|--------------------+------------------------------------------------------|
| Location Intel | This goes over four things about the location: |
| | |
| | >>Targets |
| | ******* |
| | How many Targets there are on the map. |
| | |
| | >>Couriers |
| | ******** |
| | This tells you how many Couriers there are if |
| | any. These are people that can be ambushed for |
| | extra Merces. |
| | |
| | >>Safes |
| | ***** |
| | This tells you if there is a Safe on the map. |
| | If there is one then you can open it for extra |
| | Merces. |
| | |
| | >>Suppliers |
| | ********* |
| | This tells you if there is a Supplier on the |
| | map. There will always be one. |
|--------------------+------------------------------------------------------|
| Payout Objectives | This tells you what Payout Objectives there are for |
| | this mission. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Prestige Objectives |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
After selecting where you want to go then turn around and go to the Prestige
Objective table. Here you can select one of three available additional
objectives that can give you more Merces and XP. They have specific
requirements and are broken down into several categories:
0===========================================================================0
| Open Safe - Explosive | This requires you to blow open any Safe you may |
| | find with any kind of explosive including Fire |
| | Extinguishers. |
|-----------------------+---------------------------------------------------|
| Collateral Kill | For this you need to kill a Target along with |
| | someone else at the same time. There are three |
| | kinds: Accident, Explosion, and Firearm. |
| | |
| | For Firearm I recommend the use of the Leviathan |
| | Sniper Rifle as it is silent. Knock out a Target |
| | and Civilian, put one on top of the other, and |
| | shoot them both at point blank range. |
| | |
| | For Accident if you plan to use a Taser with a |
| | Sink or water spill to kill your Targets then |
| | make sure that both bodies are side by side not |
| | one on top of the other. |
| | |
| | If you put one on top of the other then the |
| | charge will not go up to the top body and you |
| | will only kill the one on the bottom. |
|-----------------------+---------------------------------------------------|
| Weapons | There are many of these and they require you to |
| | either kill or pacify a Target with a specific |
| | kind of weapon. |
|-----------------------+---------------------------------------------------|
| Timed | For these you need to kill all of the Targets |
| | under some kind of time restraint (about two |
| | minutes for each Target). There are three kinds: |
| | Hide and Seek, Get Disguises, and Time Trial. |
| | |
| | When you kill the last Target then the timer will |
| | stop which will allow you to leave the mission |
| | more leisurely as well as visit the Supplier if |
| | you need to. |
|-----------------------+---------------------------------------------------|
| Silent Assassin | This is the more traditional Silent Assassin |
| | requirements that most players are used to. There |
| | are three kinds: the regular version, Suit Only, |
| | and No Firearms. No Firearms also means no Dart |
| | Guns. |
0===========================================================================0
Now that you have selected a mission and Prestige Objective it is time to go
into:
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN7. Loadout |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
From here you can select what weapons and items to take with you from what
you have collected and brought. Unlike the Main Story missions you can take
whatever you want and as much as you want.
But there are limits. Each weapon and item has a "weight" in regards to what
is known as the Gear Capacity Slots. In addition, each weapon and item fall
into four categories that affect its "weight" know as Rarity: Common, Rare,
Epic, and Legendary. The more prestigious it is, the less it weighs. For
example, a common Bartoli Pistol takes up three Slots but the ICA19
Silverballer, a Legendary weapon, only takes up one.
At the beginning you only have five Slots so you are quite limited in what
you can take with you. You can earn more Slots by going through the Mastery
Levels up to a maximum of fifteen Slots. The more Slots you have, the more
you can take with you.
As for loadouts, what is generally the best stuff you can take with you?
Below are the best recommendations:
0===========================================================================0
| Lockpick | This is one of the most important items you |
| | can have as this makes going through maps |
| | much easier. The sooner you get this, the |
| | better. |
|----------------------------+----------------------------------------------|
| Handyman Wrench | The Crowbar not only can open doors, until |
| ICA Titanium Crowbar | you get the Lockpick, but makes a handy lure |
| | and melee weapon. The Crowbar takes up three |
| | Slots though. |
| | |
| | If you need to make room in your loadout but |
| | need a lure/weapon then take the Wrench as |
| | it takes up only two Slots. |
|----------------------------+----------------------------------------------|
| Sieker-1 | This is indispensable as it allows you to |
| | get people to where you want them to go for |
| | quiet ambushes. |
|----------------------------+----------------------------------------------|
| Krugermeier 2-2 | These are the quietest Pistols and great for |
| The Ancestral Pistol | shooting Cameras and for silent |
| Krugermeier 2-2 Silver | eliminations. |
|----------------------------+----------------------------------------------|
| ICA Explosive Phone | Generally these items don't get much use in |
| Makeshift Explosive | the Main Story missions because of how it |
| ICA Micro Remote Explosive | affects Silent Assassin. But, because Silent |
| | Assassin is almost irrelevant in Freelancer, |
| | these items become much more useful. |
| | |
| | The Phone is great for getting at difficult |
| | Targets. Place it in front of them, watch |
| | them pick it up, get to a safe distance, and |
| | activate it to blow up your Target. |
| | |
| | The Micro Explosive is a good backup should |
| | you not have the Phone but you need to make |
| | sure that the Target is standing pretty much |
| | on it so you can kill them when detonated. |
| | |
| | When you reach Mastery Level 64 you can |
| | unlock a Cosmetic for the Garage that will |
| | allow you to create Makeshift Explosives to |
| | take with you. I will go over that in the |
| | next sub-chapter. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
One thing you may have noticed is that there are openings for the Dartguns,
Crowbar, and Lockpick on one of the Gear Walls. These are Collector's
Editions of these items and are the most expensive items to acquire. If you
have these and you lose the regular versions then these can be your backups
until you get those back.
One nice advantage to having these versions is that you can take them along
with the regular version with you on a mission. For example, by taking both
Sieker 1's then you will have double the amount of darts to use. Of course,
you also risk losing them both if things go wrong.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Special Items |#######################################################\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Listed in this sub-chapter are weapons and items that are either exclusive to
Freelancer or specific to a given Main Story mission:
>>Eiffel Tower Knife
******************
This weapon is made in the shape of the Eiffel Tower and is exclusive
to Freelancer.
>>ICA Contact Explosive
*********************
This globe-like device is an explosive that will explode on contact.
However, there are plenty of similar devices that can be found during a
mission so this one tends to get little to no use. But you can bring
this with you to start a mission if you need to use it early on or
there is no contact explosive available on the map. This device is
exclusive to Freelancer.
>>Assassin's HWK21 Covert
***********************
This cool looking pistol is only carried by the Assassins during
Showdown missions and can only be obtained by taking down one of them.
In their hands they can wound you in two shots but, in your hands, it
behaves the same as a regular HWK21. This weapon is exclusive to
Freelancer.
>>Water Canister
**************
This large jug will allow you to create a water spill anywhere on the
map and create electrocution kills with either a Car Battery, Outlet,
or Taser. This item is exclusive to Freelancer.
>>Oil Canister
************
This operates the same as the Water Canister but uses Oil instead. You
can either shoot the Pool or use a Taser to ignite it and eliminate the
Target. This device was introduced in Ambrose Island.
>>Makeshift Explosive
*******************
As just mentioned when you get to Mastery Level 64 then you can acquire
a cosmetic for the Garage which will allow you to create this weapon
which was introduced at Ambrose Island. In the Garage are both the Bag
of Gunpowder and Fuse Cell that you need to make it. Take them both to
the table and follow the prompts to create the device.
It is too large to have it out in the open without a Guard Disguise.
But, when placed, then it basically becomes a Micro Explosive and won't
be seen by anybody (and also has the same power so you need to place it
carefully to make sure that you kill the Target).
And the best part is that it will not take up any Loadout Slots so you
don't need to leave anything behind to take it with you. As a result
this may be the best explosive to take with you on a mission. However,
you cannot take this back with you even if you don't use it. This means
that you must make it again for the next mission.
After you make your loadout then go to the table by the double doors leading
upstairs to begin your first mission which is known as a:
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN8. Territory Takedown |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you start the mission you will notice that you will start in a random
location on the map and in your chosen Suit. You cannot choose where to begin
and what to wear. Sometimes you may start deep into Trespassing territory and
you must quickly find a proper Disguise to wear. These missions also use the
Main Story maps so playing them is no different than any other game mode.
One major difference in these missions is that certain items may be missing
or replaced. The biggest is the Crowbar. While there may be one regular
Crowbar on any one map most of them are either missing or replaced with a one
time use Rusty Crowbar. Other items that could be reduced are Propane Flasks
and Emetic Rat Poisons.
In addition, silenced pistols that may be carried by Guards may be replaced
with regular unsilenced Pistols.
You also may notice some special symbols on the Mini-Map and they are the
following:
0===========================================================================0
| Stashes | These special Stashes contain very common items and weapons |
| | that can be useful. Sometimes they may have Merces. On rare |
| | occasions they may carry a weapon that can be placed on your |
| | Weapon Walls. They will also make a mysterious sound as you |
| | approach them. You can also get XP for acquiring an item from |
| | a Stash. |
|-----------+---------------------------------------------------------------|
| Couriers | These are special people that have a coin based symbol above |
| | their heads. These people carry a random amount of Merces and |
| | you can ambush them to get the money. You can also identify |
| | them by the fact that they complain about the situation they |
| | are in. |
| | |
| | When ambushed then they will drop the Merces. Even though the |
| | Merces take the form of a Coin nobody will pick it up. Only |
| | you can take it. |
|-----------+---------------------------------------------------------------|
| Safes | On some missions you can find a Safe that contains a random |
| | amount of Merces. They can be opened one of two ways. |
| | |
| | The first way is to find three special items around the area. |
| | These can be Laptops, Folders, and Tablets which will appear |
| | in Instinct. Use the Camera to hack them to acquire the |
| | combination to open the Safe. The second way is with |
| | explosives. Any will do including Fire Extinguishers. |
|-----------+---------------------------------------------------------------|
| Suppliers | These are people that will sell you weapons and Freelancer |
| | Items. There will be one on every map so don't forget to |
| | visit them to see what wares they have. You will not be able |
| | to visit one if there is somebody else nearby. |
| | |
| | In addition, they will not sell you anything that you do not |
| | already have in your possession or on the weapon walls or |
| | item crate. If you acquire all weapons and items then they |
| | will have nothing to sell. |
0===========================================================================0
As for the mission itself you can have from one to four Targets to take down
and they will appear as red outlines in Instinct. These Targets can be most
anyone on the map but new people can be spawned to become Targets. The Main
Story Targets will never become Targets in Freelancer although
side-characters can be Targets from time to time.
Another thing you will notice is that you can take any of the exit points and
leave the mission at any time, even if you have not killed all of the
Targets. But there is a price to pay for that which I will go over later.
As for the difficulty, these missions are at Professional difficulty meaning
that there will be Security Cameras present and you cannot have Sniper Rifles
out in the open (except for certain maps). This also makes it easier for the
Guards to kill you in a shootout.
Because of the randomization of Targets and objectives there isn't really
much to say about strategies except for two things: don't get careless and
don't get cute. It's pretty easy to get wounded and fail the mission if you
don't watch what you're doing. Even though you can play dirty and messy it is
best to avoid firefights whenever possible. Trying to fight your way out of
one will often result in failure.
Once you have eliminated your Targets then you can safely leave the mission,
get your rewards for successful completion, and will be returned to the
Safehouse to plan for the next one. Any item with rarity that you find or
purchased can be taken back to the Safehouse and placed on the Gear Walls or
Freelancer Item crate. Items that don't have any rarity are left behind.
But before going further there are some other differences to note:
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN9. Map Differences |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As already noted these missions use the same maps as the Main Story which
doesn't make much sense considering that Freelancer takes place outside its
scope. However, this is a compromise as it would've taken too much time and
effort to either do alternate versions of the current maps or brand new maps
for this mode. In addition, it would've also meant making the players pay for
the mode instead of it being free as it is now.
But there are some changes on some of the maps other than what I wrote above
(as of this revision):
0===========================================================================0
| Paris | Police Baton is not on the map. |
|----------------+----------------------------------------------------------|
| Sapeinza | The Circumcision and Amputation Knives are not on the |
| | map. The Bartoli pistol and Explosive Golf Ball are not |
| | in the ICA Safe House. There is now a Guard within |
| | Salvatore's Office. |
|----------------+----------------------------------------------------------|
| Bangkok | There is at least one additional Guard patrolling the |
| | 1st Floor near 47's Room and one additional Guard |
| | patrolling Top Floor of the Queens Suite. The Sapper's |
| | Axe is not on the map. |
|----------------+----------------------------------------------------------|
| Santa Fortuna | The "El Matador" Pistol that is inside Rico's Safe is no |
| | longer there and is replaced with Merces. The weapons |
| | stash under the Car Garage and the Cartel Armory are |
| | empty. The Hippo Whisperer will be just outside the |
| | Altar Cavern area and near the Construction Site. There |
| | are no soldiers guarding the Statue. |
|----------------+----------------------------------------------------------|
| Mumbai | The Glasses that are on the table outside Neha's House |
| | are not there. |
|----------------+----------------------------------------------------------|
| Ambrose Island | There are now Guards patrolling the Jungle area. |
|----------------+----------------------------------------------------------|
| Isle of Sgail | The Constant is not on the map. The Tokens are not on |
| | the map but are still carried by other people. |
|----------------+----------------------------------------------------------|
| New York | The Cabinet with the Chloroform Flask can be found |
| | inside the Security Room. The switch inside the Vault to |
| | turn off the lasers is missing. Pulling the Datacore |
| | will give out Merces. The Burial Dagger and Antique |
| | Curved Knife that can be found in the Deposit Boxes have |
| | been replaced with Merces. |
|----------------+----------------------------------------------------------|
| Dubai | The Soldier is not in the Changing Room. The Penthouse |
| | Guest Bedroom Safe is empty. The Assassin, Zana Kazem, |
| | is not on the map. The Exploding Golf Ball is not on the |
| | map. |
|----------------+----------------------------------------------------------|
| Dartmoor | There are now Security Cameras posted around the |
| | mansion. The Recorder can be found inside the Ground |
| | Floor Staff Room and can be shot from the Staff Toilet. |
| | |
| | It should be noted that even if you use the Krugermeier |
| | and shoot the Recorder this may be heard on the floor |
| | above and will often result in one of the Mansion Staff |
| | to investigate. |
| | |
| | The Poison Distillery is no longer in the Greenhouse |
| | along with the Key to the Boat. The Detective is not on |
| | the map. |
|----------------+----------------------------------------------------------|
| Berlin | The Agents are not on the map. |
|----------------+----------------------------------------------------------|
| Chongqing | The Perfect Test Subject is not on the map. |
|----------------+----------------------------------------------------------|
| Mendoza | There are now Merces in the Villa's Basement Safe. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN10. Free Weapons |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As noted there are multiple weapons missing from the maps as IOI wanted you
to purchase them from the Dealers. However, there are some uncommon weapons
that can be found free on all maps. In this chapter I list these weapons and
what map they can be found on.
However, what is listed here is the more uncommon weapons. The most common
weapons, such as the Bartoli pistols and shotguns, are not going to be
listed. In addition, I am merely listing the weapon not where on the map to
find them.
**NOTE: This information comes from a guide posted at Steam Community.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========================================================0
| Paris | Sabre. |
|------------------+-------------------------------------|
| Sapienza | Sabre. |
|------------------+-------------------------------------|
| Marrakesh | Sabre. |
| | Remote Explosive. |
|------------------+-------------------------------------|
| Bangkok | Baseball Bat. |
| | Police Baton. |
| | Tanto. |
|------------------+-------------------------------------|
| Colorado | Baseball Bat. |
| | Fusil G1-4/C. |
| | Modern Lethal Syringe. |
|------------------+-------------------------------------|
| Hokkaido | Baseball Bat. |
| | Disposable Scrambler. |
| | Police Baton. |
| | Tanto (Mountain Path start point). |
|------------------+-------------------------------------|
| Miami | Amputation Knife. |
| | Baseball Bat. |
| | Modern Sedative Syringe. |
|------------------+-------------------------------------|
| Santa Fortuna | Baseball Bat. |
| | Flash Grenade. |
| | Machete. |
|------------------+-------------------------------------|
| Mumbai | Amputation Knife. |
| | Baseball Bat. |
| | Folding Knife. |
| | Bartoli Woodsman Hunting Rifle. |
|------------------+-------------------------------------|
| Whittleton Creek | Emetic Pills. |
| | Hackl 9S Covert. |
| | Remote CX Demo Block. |
| | HX-7 Covert. |
| | Fusil G1-4/C. |
|------------------+-------------------------------------|
| Ambrose Island | Folding Knife. |
| | Oil Canister. |
| | Bartoli 12G Short H. |
| | Fusil G1-4/C. |
| | DAK X2 Covert. |
|------------------+-------------------------------------|
| Isle of Sgail | Baseball Bat. |
| | Burial Dagger. |
| | Chloroform Flask. |
| | Circumcision Knife. |
| | Flash Grenade. |
| | Katana. |
| | Mace. |
| | Sabre. |
| | SapperÕs Axe. |
|------------------+-------------------------------------|
| New York | Chloroform Flask. |
| | Claw Hammer. |
| | Folding Knife. |
| | Police Baton. |
| | Tanto. |
|------------------+-------------------------------------|
| Haven Island | Baseball Bat. |
| | Machete. |
| | Emetic Syringe. |
| | Fusil G1-4/C. |
| | Police Baton. |
| | Remote Explosive. |
| | Folding Knife. |
|------------------+-------------------------------------|
| Dubai | Emetic Pills. |
| | DAK DTI. |
| | Shashka A33 Covert. |
|------------------+-------------------------------------|
| Dartmoor | Bartoli Hunting Shotgun. |
|------------------+-------------------------------------|
| Berlin | Baseball Bat. |
| | Modern Sedative Syringe. |
|------------------+-------------------------------------|
| Chongqing | ICA SMG Raptor. |
|------------------+-------------------------------------|
| Mendoza | SapperÕs Axe. |
| | Bartoli Woodsman Hunting Rifle. |
| | Bartoli Hunting Shotgun. |
| | Sieger AR552 Tactical. |
0========================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
In addition to those there are two weapons that require you do something
special in order to acquire them:
0================================0
| Hackl 9S Covert (Isle of Sgail) \
0===========================================================================0
| Grab a Shovel and go down to the Sewers. In the large Main Room is a |
| large grate. Near one corner of the grate is a pair of footprints. If you |
| have the Shovel in hand then you should get a prompt to dig. Dig here to |
| uncover to weapon for acquisition. |
0===========================================================================0
0========================================0
| Golden Sawed-Off Bartoli 12G (New York) \
0===========================================================================0
| Before going after this weapon in Freelancer you need to clear out the |
| Vault Security area of Guards then enter the Safe and trigger the alarm |
| by running into the lasers which will attract additional Guards. Hide for |
| awhile until they leave then go back up to the Ground Floor. |
| |
| You will need to go to the Teller Hall Restrooms and enter the stall with |
| the pair of would-be robbers. Knock them out and take the Bank Robber |
| Disguise. Run down to the Safe while avoiding as many of the Guards as |
| you can. You may have to hide in the Closet in the Loading Bay until any |
| Guards that go after you break off pursuit. |
| |
| Go into the Safe and to the Datacore. Pick up all seven Goldbars nearby |
| to make a pile of Goldbars magically appear in the center of the Safe. On |
| top of the pile is the weapon. Credit goes to MrFreeze2244 for pointing |
| this out. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN11. Alerted Territories |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Depending on the difficulty of the Contract or how you failed a mission you
will encounter what is known as Alerted Territories. In such a territory the
Targets are on much higher alert and the difficulty will be further
increased.
The first thing to note is that all Targets will become Enforcers to both
your Suits and Guard Disguises making them more difficult to approach. In
addition, there will be more Guards and Cameras and some unlocked doors will
be locked. Furthermore, there will be fewer Stashes, Cabinets, Poisons, and
other useful items on the map. Finally, even though the difficulty is
increased you are still technically on Professional difficulty.
Failing an Alerted Territory will also result in failure of the entire
Campaign which I will go into detail later.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN12. Quitting the Mission |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As mentioned earlier once you start a mission you will not be able to restart
and quitting the mission by going back to the main menu will incur a penalty.
But what happens if you need to leave the game in the middle of a mission due
to a family emergency for example? It's not fair to punish someone if there
is a legitimate reason to ditch the mission.
But there is a way to leave the mission without being penalized. And that is
to use the system button on your console, or Alt + F4 on the PC version, to
quit the game and return to the dashboard.
When you restart the game and go back to Freelancer then you will be placed
back in the Command Center ready to redo whatever mission you were on. It
takes awhile to return to the Center from the dashboard but it is a lot
better than being punished for no reason.
**NOTE: Whatever you had in your inventory when you started the mission
will still be there and you will also still have your selected
Prestige Objective.
One important thing to know here is that nothing is re-randomized when you
restart the mission. You will start in the same place as before and with the
same Targets. This is useful if you want to do something over to complete a
specific Payout Objective.
And, yes, you can also use this to get out of a jam like a firefight. If you
need to bail in the middle of one pause the game first then use the system
button to leave. It takes a few seconds to register since you need to hold
the button down and that's all the game needs to screw you over if you let
it. You can also use this method for Challenge Farming which I will cover
later.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN13. The Price of Failure |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As noted earlier there are major penalties for failing missions. What kind of
penalties you suffer will be determined by how you fail:
>>Leaving the mission through an exit point
*****************************************
Doing this will fail the mission and all territories afterwards will
become Alerted. However, you will not lose any items that you have
brought with you as well as any items that you may have found and
purchased. You will also not lose any Merces either.
>>Using the exit to main menu option
**********************************
This will not only fail the mission you will lose all items that you
have brought with you and half of the Merces you have earned up to that
point.
>>Getting wounded
***************
The penalties for this is the same as by using the main menu option.
You will be sent back to your Safehouse and land in the Infirmary in
what is known as The Gauze Suit. There will be some Merces at the foot
of your bed as some sort of "at least you tried" bonus. This is the
only true insta-fail you can encounter in Freelancer.
>>Failing an Alerted Territory
****************************
Doing this will fail the entire Campaign and any progress through the
Tracker will be wiped out. This mainly affects two Challenges, [Slow
But Steady] and [Top Dog]. Not only will you lose all brought items and
half of your Merces but you will lose *ALL* of your Freelancer Items,
even those left at the Safehouse.
So, yeah, you really don't want to fail any mission unless it is deliberate
and I will explain why later.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN14. Showdown Missions |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The last mission of a Syndicate Contract is going to be what is known as a
Showdown Mission. Here you will confront and take down the Syndicate Leader.
But this mission is done a bit differently than a regular Territory Takedown.
On the map will be several people, which appear purple in Instinct, called
Suspects. One of them is the Target and you must rely on several clues to
find the person so you can eliminate them. Those clues are:
0===========================================================================0
| Agenda | This is the reason they are in that location. There are three |
| | different Agendas and Networks that the Target may be involved |
| | with - Business Meeting, Secret Meeting, and Handover Meeting. |
| | |
| | When Suspects initiate a meeting each one involved will get a |
| | phone call then walk to the meeting point. They will walk faster |
| | than normal when going to a meeting. When they meet then they |
| | will engage in a short conversation and split back up to resume |
| | their patterns. |
|--------+------------------------------------------------------------------|
| Looks | Each Suspect will have certain looks that will help in |
| | identifying the Target. Like whether or not they are wearing a |
| | hat, having a specific hair color, wearing necklaces or tattoos. |
|--------+------------------------------------------------------------------|
| Tells | These are specific behaviors that can also be used to find the |
| | Target. Tells such as allergies, paranoid, sweet tooth, |
| | drinking, eating, smoking, and reading. |
| | |
| | For drinking and eating there are additional bottles and plates |
| | found on the map that only the Suspects use and are excellent |
| | poisoning opportunities. |
0===========================================================================0
In addition, each Suspect will have a marker above their heads. When they
engage in either a meeting or a tell the marker will inform you of what the
meeting or tell is.
Another thing about the Suspects is that they will go in all areas of the map
regardless of trespassing zones and oblivious to the Main Story going on
around them. Also, the harder the Contract, the more Suspects you will have
to deal with:
>>1st - Four Suspects.
>>2nd - Six Suspects.
>>3rd - Six Suspects.
>>4th - Nine Suspects.
But trying to determine who the Leader is isn't the only thing you will have
to deal with:
0=========0
| Lookouts \
0===========================================================================0
| On the map are going to be some people who are Super Enforcers meaning |
| that they will enforce every Disguise. These are going to be the |
| Lookouts. They work for the various Networks and keep an eye open for any |
| trouble. If you get close to one then you will see a notification by the |
| Mini-Map. |
| |
| If you are spotted by them then they will raise an alarm and all Suspects |
| connected to that Network will flee. If the Target is connected to that |
| Network then they will flee too and you will have a limited time to kill |
| them before they can leave the map. |
| |
| If the Target successfully leaves the map then you will essentially fail |
| the Showdown but it is not instant. You will need to leave the map |
| through an exit point to finish and fail the Showdown. Failing a Showdown |
| will also fail the entire Campaign regardless of how much progress you |
| have made up to that point. |
| |
| It is important to point out that if the fleeing Network doesn't contain |
| the Target they can still be seen by other Lookouts and Suspects for the |
| other Networks which will spook them and make them flee too. It is rare |
| that you can make one Network flee without affecting the others. |
| |
| You can eliminate or pacify / hide Lookouts to make things easier and |
| gain additional XP. You cannot get Disguises from Lookouts. |
0===========================================================================0
0==========0
| Assassins \
0===========================================================================0
| Some of the Suspects will have a person tailing them. They are |
| specialized bodyguards known as Assassins and serve as their bodyguards. |
| If you get close to one then you will see a notification by the Mini-Map. |
| |
| If you attack the Suspect then they will be alerted and will attack you. |
| They carry their own kind of Pistol called the Assassins HWK21 Covert and |
| are very dangerous. They can wound you in two shots when the regular |
| Guards can take you down with about four to six shots. |
| |
| You can collect the Pistol for yourself but, in your hands, it is about |
| as powerful as the standard HWK21. You can eliminate or pacify / hide |
| Assassins to make things easier and gain additional XP. You cannot get |
| Disguises from Assassins. |
0===========================================================================0
When tailing and identifying Targets there are some things that I tend to go
after. The easiest way to start is to see if the Target is wearing a hat as
this can seen without having to get too close. For example, if the Target is
wearing a hat and you encounter a Suspect that isn't then you know instantly
that that person isn't the Target.
When I find a Suspect that matches the hat / no hat requirement than I look
for the hair color. If that person doesn't have the right hair color then I
know that person isn't the Target and continue looking.
Sometimes, when tailing a Suspect, they may go to a Agenda Meeting. If the
Agenda doesn't match what the Suspect is involved, in even if most of the
other requirements are there, then that person is not the Target.
When I find a Suspect with the right hair and hat / no hat requirement then I
try to follow them to determine the Tells. If the Target has a Sweet Tooth
and I see that Suspect eating a candy bar then I continue to follow to see if
they match the other Tell. If that Suspect also is a Foodie and I see that
person eating from a plate then I know that this is the right person and make
a plan of attack.
You can also use your Camera which has been modified for the purpose of
identifying Suspects so you can take pictures for closer inspection. If you
have the right person then you can also make a marker on the mini-map
identifying the Target so you can have an easier time tracking them if you
have to go to another part of the map. Unfortunately, there is no way to mark
Suspects that you know aren't the Target.
Once you have your Target then see if they have an Assassin trailing them. If
they do then focus on quietly getting rid of him before going after the
Target.
If it looks like that the Target is going to be difficult to approach and
eliminate then you can go after one of the other Suspects in the Network and
ambush them. When you have successfully managed to knock out the Suspect then
they will drop a Burner Phone.
This Phone can be used to arrange a fake meeting wherever you want to safely
get at your Target. When activated then you will place the Phone on the floor
and this will lure the other people in the Network. When they arrive then
they will stand around puzzled for a bit then leave. It should be noted that
you can only use one Phone per Network.
If your Target is amongst them then bump into them constantly until the other
Suspects are safely away then ambush you Target. If there is an Assassin for
your Target then rush him, knock him out, and quickly knock out your Target
before elimination.
**NOTE: When you ambush a Suspect for their Phone it is best to hide the
body. However, you cannot hide them unless you kill them and
killing a Non-Target Suspect will incur a 1,000 Merces penalty.
I found that most of the time the Targets will have either a Foodie or
Dehydrated tell. This means that you can easily poison them for elimination
regardless of whether or not they have an Assassin with them. Find an
appropriate Disguise and poison either their food or bottle then walk away.
This is, of course, dependent on what the Payout Objectives are in the
mission.
**NOTE: Once you have unlocked the ability to create Makeshift Explosives
this can be a very nice way of eliminating Targets if they don't
have either of these tells. Carefully place it where they tend to
stop then blow them up from afar.
It is very important that if you want to do other objectives outside of
eliminating the Target then you need to kill the Target first. The reason is
that all Suspects are very skittish and anything that goes wrong will make
them panic and flee.
For example, if you make a Suspect slip on a Banana and, even though it looks
like a simple innocent accident, once the Suspect is awakened then they will
immediately flee the map. The same thing goes for bullet impacts.
**NOTE: Earlier I mentioned a glitch in Dartmoor related to having people
on the floor above hear you shoot the Recorder. If a Suspect just
happens to be in that general area when you shoot the Recorder then
this will trigger an evacuation as they will hear the impact and
panic.
Once you have eliminated the Target then you can do anything else you want in
the mission even if it makes the other Suspects flee since you have completed
your main objective.
Before you do a Showdown mission you can select a Prestige Objective like
before but some of them will be specific to Showdowns such as pacifying
Suspects, eliminating Targets as they flee, and eliminating either Lookouts
or Assassins.
**NOTE: One of the Showdown specific Objectives, Arrange Meeting, is bugged
in that it will work less than 20% of the time. This also affects
one of the Challenges, [Prank Caller]. As such, this should be
avoided until this is fixed (if it gets fixed at all).
Once you have eliminated the Target and completed everything that you needed
accomplished then leave the mission through any exit point to complete the
Showdown and Syndicate Contract (or Campaign).
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN15. Back at the Safehouse |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
After you complete a Showdown or Campaign then you will return to the
Safehouse but stand in front of the Reward Crate. In addition, all of the
weapons and items in your possession will automatically be placed back into
the Gear Walls and Freelancer Item crates.
Opening up the Reward Crate will give you either a weapon for your Walls or
Merces. If you have completed the Campaign then you will get a 30,000 Merces
bonus.
Returning to the World Map will allow you to select a Syndicate for the next
Contract in the Campaign or start a new Campaign. You can select a different
Syndicate from the one you just did or continue with the same one.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN16. Worst and Best Showdown Maps |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As noted there are maps that are good for doing Showdowns as they have
certain features that make them easier. There are also maps that are not good
for them and I will start with listing what I consider three bad ones:
0===========================================================================0
| Colorado | This is considered the worst map in the game for most |
| | anything really. With the exception of the five Hackers |
| | everybody is going to be a Guard. And when things go wrong |
| | they tend to go wrong in a hurry. And that's when the map |
| | isn't Alerted. |
| | |
| | When Alerted this map becomes even more of a hassle |
| | especially since 75% of the time you start at the Water Tower |
| | and you need to sneak down and there's an extra person on the |
| | roof below you need to dodge. This map should always be |
| | avoided for Showdowns. |
|-----------+---------------------------------------------------------------|
| Hokkaido | There are a lot of people crammed onto this map and most of |
| | them are at the Hospital. There are a lot of Enforcers at the |
| | Hospital and that makes approaching Suspects difficult |
| | especially if they go between different floors. |
| | |
| | And if it is an Alerted Territory it becomes even more |
| | difficult as you will also need to dodge multiple additional |
| | Lookouts in cramped spaces. |
|-----------+---------------------------------------------------------------|
| Marrakesh | This map is a bit more spread out but you may need multiple |
| | Disguises to safely access all areas of the map. There's also |
| | the security at the Consulate and School to contend with and |
| | the crowds over at the Baazar and Cafe areas. |
0===========================================================================0
And now for the three best maps:
0===========================================================================0
| Whittleton Creek | Although this is a small map it doesn't have a lot of |
| | people on it and most of them are at the Wilson House. |
| | There are plenty of places to snipe and ambush. You |
| | can lure Suspects into either the Schmidt House or to |
| | the Helicopter Pad for safe disposal. |
| | |
| | And there is also one nice bonus: the Cassidy House. |
| | If you know that your Target goes into the House then |
| | you can safely lethal poison the whole house, and your |
| | Target, from outside. |
| | |
| | There is one caveat though. At higher difficulty |
| | Contracts, and especially if it is an Alerted |
| | Territory, the small size of the map works against it. |
| | Most of the Suspects tend to be at the Wilson House |
| | and so will be all of the additional Lookouts which |
| | makes approaching the area quite difficult. |
| | |
| | Other than that this is a great map for Showdowns. |
|------------------+--------------------------------------------------------|
| Miami | Although this is a large map it is also a very good |
| | map for both Territory Takedowns and Showdowns. |
| | There's plenty of room to safely approach Suspects |
| | even if it is an Alerted Territory with extra |
| | Lookouts. |
| | |
| | Plenty of safe sniping points and other places for |
| | safe ambushing. Plus there's also an easy to acquire |
| | "master" Disguise (Kronstadt Security) that will allow |
| | you safe passage to almost all areas. Great for the |
| | harder Contracts that have lots of Suspects. |
|------------------+--------------------------------------------------------|
| Berlin | Although there are a lot of people on the dance floor |
| | there are thinner crowds on the upper floors. These |
| | floors are pretty large which makes them good for |
| | harder Contracts with lots of Suspects as they will |
| | give you room to move around. |
| | |
| | The roof of the Biker Headquarters makes a great spot |
| | to lure Suspects with a Burner Phone. Finally, there |
| | is an easy to acquire "master" Disguise (Biker) that |
| | will allow you access to all areas and also has the |
| | added advantage of allowing you to carry Sniper Rifles |
| | out in the open. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN17. Safehouse, Mastery Levels, and Bonuses |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As already stated, when you begin Freelancer you will be confined to the
lower basement area of the Safehouse. In order to open up all of the
remaining areas you need to complete missions and objectives to acquire XP so
you can advance through the 100 Mastery Levels and gradually open up the
Safehouse.
The Mastery Levels are on a progression system meaning that the higher you
advance, the more XP it will take to move up to the next Level. When you
start then it will be 6,000 XP but will go up to 7,500 then to 12,000 and so
on until, somewhere around Level 80, you max out at 150,000 XP.
But opening up new areas of the Safehouse isn't the only things you can
unlock:
0===========================================================================0
| Increase Gear Cap | As noted earlier you can increase your Gear Cap by |
| | moving up the Masterly Levels. There are a total of |
| | ten slots to earn here with the last one earned at |
| | Level 81. |
|---------------------+-----------------------------------------------------|
| Safehouse Cosmetics | These are the main bulk of unlocks and will allow |
| | you to customize your Safehouse. Some of them can |
| | only be unlocked if you purchased the Deluxe |
| | Version of the game or other DLCs. |
| | |
| | In addition, some Cosmetics contain bonuses that |
| | will allow you to make missions easier and I will |
| | go over those later. |
|---------------------+-----------------------------------------------------|
| Weapons | The weapons you unlock here are going to be the |
| | Ornamental or Ancestral versions of regular |
| | standard weapons. These weapons can also be used in |
| | the Main Story and other game modes. |
|---------------------+-----------------------------------------------------|
| Merces | This will give you a money bonus when unlocked. |
|---------------------+-----------------------------------------------------|
| Suits | There are going to be a small number of special |
| | Suits that can be unlocked and used in other game |
| | modes. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Mastery Levels |######################################################\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Listed in this sub-chapter are all 100 Mastery Levels. They are broken down
into groups of twenty.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===============0
| Levels 2 to 20 \
0===========================================================================0
| Level 2 | --Unlock a new area of the Safehouse (Wardrobe). |
| | --Gain an additional Gear Capacity slot. |
|-----------+---------------------------------------------------------------|
| Level 3 | --Unlock an art pack for the Safehouse (Motivational |
| | Posters). |
| | --Unlock an art pack for the Safehouse (Motivational |
| | Posters - Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 4 | --Unlock a new area of the Safehouse (Bathroom). |
| | --Gain an additional Gear Capacity slot. |
|-----------+---------------------------------------------------------------|
| Level 5 | Unlock The Ornamental Pistol for use in all missions. |
|-----------+---------------------------------------------------------------|
| Level 6 | --Unlock a new area of the Safehouse (Stairs). |
| | --Gain an additional Gear Capacity slot. |
|-----------+---------------------------------------------------------------|
| Level 7 | --Gain a cosmetic unlock for the Safehouse (Wardrobe). |
| | --Gain a music playlist unlock for the Safehouse (Classical |
| | Music). |
| | --Gain a music playlist unlock for the Safehouse (Hitman 2016 |
| | Original Soundtrack - Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 8 | --Unlock a new area of the Safehouse (Garage). |
| | --Gain a collection of cosmetic unlocks for the Safehouse |
| | (Minimal Furniture). |
|-----------+---------------------------------------------------------------|
| Level 9 | --Receive an amount of Merces. |
| | --Unlock a new vehicle at the Safehouse (Garage). |
| | --Unlock a new vehicle at the Safehouse (Garage - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 10 | Unlock The Ornamental Assault Rifle for use in all missions. |
|-----------+---------------------------------------------------------------|
| Level 11 | --Gain an additional Gear Capacity slot. |
| | --Gain a cosmetic unlock for the Safehouse (Infirmary). |
| | --Gain a cosmetic unlock for the Safehouse (Living Room - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 12 | --Unlock a new area of the Safehouse (Outside). |
| | --Unlock a new vehicle at the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Shed). |
| | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Outside - Deluxe |
| | Version). |
| | --Unlock a new vehicle at the Safehouse (Garage - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 13 | --Unlock a new area of the Safehouse (Shooting Range). |
| | --Gain a cosmetic unlock for the Safehouse (Shooting Range). |
|-----------+---------------------------------------------------------------|
| Level 14 | --Gain an additional Gear Capacity slot. |
| | --Unlock a new vehicle at the Safehouse (Outside). |
|-----------+---------------------------------------------------------------|
| Level 15 | Unlock The Ornamental Katana for use in all missions. |
|-----------+---------------------------------------------------------------|
| Level 16 | --Unlock a new area of the Safehouse (Vault). |
| | --Gain an interior plant collection unlock for the Safehouse |
| | (Refreshingly Green). |
| | --Gain a cosmetic unlock for the Safehouse (Antique Pottery - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 17 | --Unlock an art pack for the Safehouse (Motivational |
| | Posters). |
| | --Unlock an art pack for the Safehouse (Modern Art). |
| | --Gain a cosmetic unlock for the Safehouse (Mission Control). |
| | --Unlock an art pack for the Safehouse (Motivational |
| | Posters - Deluxe Version). |
| | --Unlock an art pack for the Safehouse (Special Collection I |
| | - Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 18 | --Unlock a new area of the Safehouse (Practice Space). |
| | --Gain a collection of cosmetic unlocks for the Safehouse |
| | (Modern Furniture). |
| | --Gain a music playlist unlock for the Safehouse (Exotic |
| | Music). |
| | --Gain a cosmetic unlock for the Safehouse (Practice Space - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 19 | --Unlock a new vehicle at the Safehouse (Outside). |
| | --Receive an amount of Merces. |
| | --Unlock a new vehicle at the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 20 | Unlock The Ornamental Shotgun for use in all missions. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================0
| Levels 21 to 40 \
0===========================================================================0
| Level 21 | --Unlock a new area of the Safehouse (Office). |
| | --Gain a cosmetic unlock for the Safehouse (Shooting Range). |
| | --Gain an additional Gear Capacity Slot. |
|-----------+---------------------------------------------------------------|
| Level 22 | --Unlock a new area of the Safehouse (Gym). |
| | --Unlock a new vehicle at the Safehouse (Garage). |
|-----------+---------------------------------------------------------------|
| Level 23 | --Gain a cosmetic unlock for the Safehouse (Mission Control). |
| | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Bathroom - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 24 | Gain a cosmetic unlock for the Safehouse (Bathroom). |
|-----------+---------------------------------------------------------------|
| Level 25 | --Unlock The Ornamental SMG for use in all missions. |
| | --Unlock a new vehicle at the Safehouse (Garage - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 26 | --Gain a cosmetic unlock for the Safehouse (Garage). |
| | --Gain a cosmetic unlock for the Safehouse (Gym). |
|-----------+---------------------------------------------------------------|
| Level 27 | --Gain a cosmetic unlock for the Safehouse (Living Room). |
| | --Gain a cosmetic unlock for the Safehouse (Kitchen). |
| | --Unlock an art pack for the Safehouse (Asian Art). |
| | --Gain a cosmetic unlock for the Safehouse (Living Room - |
| | Deluxe). |
|-----------+---------------------------------------------------------------|
| Level 28 | --Gain a cosmetic unlock for the Safehouse (Office). |
| | --Gain a cosmetic unlock for the Safehouse (Living Room). |
|-----------+---------------------------------------------------------------|
| Level 29 | --Receive an amount of Merces. |
| | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Unlock a new vehicle at the Safehouse (Garage). |
|-----------+---------------------------------------------------------------|
| Level 30 | Unlock The Ornamental Sniper Rifle for use in all missions. |
|-----------+---------------------------------------------------------------|
| Level 31 | --Unlock a new area of the Safehouse (Bedroom). |
| | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Gain a cosmetic unlock for the Safehouse (Bedroom - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 32 | --Unlock a new area of the Safehouse (Shed). |
| | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Gain a cosmetic unlock for the Safehouse (Outside). |
|-----------+---------------------------------------------------------------|
| Level 33 | --Gain a cosmetic unlock for the Safehouse (Kitchen). |
| | --Gain a music playlist unlock for the Safehouse (Jazz |
| | Music). |
|-----------+---------------------------------------------------------------|
| Level 34 | --Gain an additional Gear Capacity Slot. |
| | --Gain a cosmetic unlock for the Safehouse (Practice Space - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 35 | Unlock The Golden Contender Suit for use in all missions. |
|-----------+---------------------------------------------------------------|
| Level 36 | --Gain a cosmetic unlock for the Safehouse (Mission Control). |
| | --Gain an interior plant collection unlock for the Safehouse |
| | (Sensations of Asia). |
| | --Gain an interior plant collection unlock for the Safehouse |
| | (Colors of Fall - deluxe). |
|-----------+---------------------------------------------------------------|
| Level 37 | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Unlock an art pack for the Safehouse (Punk Art). |
| | --Unlock a new vehicle at the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 38 | --Gain a cosmetic unlock for the Safehouse (Infirmary). |
| | --Gain a cosmetic unlock for the Safehouse (Kitchen). |
| | --Unlock a new vehicle at the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 39 | --Gain a cosmetic unlock for the Safehouse (Bathroom). |
| | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Receive an amount of Merces. |
|-----------+---------------------------------------------------------------|
| Level 40 | Unlock The Ancestral Pistol for use in all missions. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================0
| Levels 41 to 60 \
0===========================================================================0
| Level 41 | --Gain a cosmetic unlock for the Safehouse (Wardrobe). |
| | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Shooting Range - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 42 | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Garage). |
| | --Gain a cosmetic unlock for the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 43 | --Gain a cosmetic unlock for the Safehouse (Hallway). |
| | --Gain a cosmetic unlock for the Safehouse (Gym). |
| | --Gain a collection of cosmetic unlocks for the Safehouse |
| | (Rustic Furniture). |
|-----------+---------------------------------------------------------------|
| Level 44 | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Hallway). |
| | --Gain a cosmetic unlock for the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 45 | Unlock The Ancestral Shotgun for use in all missions. |
|-----------+---------------------------------------------------------------|
| Level 46 | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Gain a cosmetic unlock for the Safehouse (Gym). |
| | --Gain a cosmetic unlock for the Safehouse (Gym - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 47 | --Unlock an art pack for the Safehouse (Classic Art). |
| | --Unlock an art pack for the Safehouse (Special Collection II |
| | - Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 48 | --Gain an additional Gear Capacity Slot. |
| | --Gain a cosmetic unlock for the Safehouse (Shooting Range - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 49 | --Gain a music playlist unlock for the Safehouse (Jazz |
| | Music). |
| | --Receive an amount of Merces. |
|-----------+---------------------------------------------------------------|
| Level 50 | Unlock The Ancestral Assault Rifle for use in all missions. |
|-----------+---------------------------------------------------------------|
| Level 51 | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Gain a cosmetic unlock for the Safehouse (Practice Space - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 52 | --Gain a cosmetic unlock for the Safehouse (Living Room). |
| | --Gain a cosmetic unlock for the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 53 | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Gain a cosmetic unlock for the Safehouse (Gym - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 54 | --Gain a collection of cosmetic unlocks for the Safehouse |
| | (Taxidermy). |
| | --Gain a cosmetic unlock for the Safehouse (Garage - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 55 | Unlock The Ancestral Sniper Rifle for use in all missions. |
|-----------+---------------------------------------------------------------|
| Level 56 | Gain a cosmetic unlock for the Safehouse (Kitchen). |
|-----------+---------------------------------------------------------------|
| Level 57 | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Gain a cosmetic unlock for the Safehouse (Bedroom - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 58 | --Gain a cosmetic unlock for the Safehouse (Office). |
| | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Office - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 59 | Receive an amount of Merces. |
|-----------+---------------------------------------------------------------|
| Level 60 | Unlock The Ancestral Knife for use in all missions. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0================0
| Levels 61 to 80 \
0===========================================================================0
| Level 61 | --Gain a cosmetic unlock for the Safehouse (Living Room). |
| | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Gain a cosmetic unlock for the Safehouse (Bedroom - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 62 | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Unlock a new vehicle at the Safehouse (Garage - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 63 | --Gain a cosmetic unlock for the Safehouse (Office). |
| | --Gain a cosmetic unlock for the Safehouse (Shooting Range - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 64 | Gain a cosmetic unlock for the Safehouse (Garage). |
|-----------+---------------------------------------------------------------|
| Level 65 | Unlock The Ancestral Hunter Suit for use in all missions. |
|-----------+---------------------------------------------------------------|
| Level 66 | --Gain an additional Gear Capacity Slot. |
| | --Unlock a new vehicle at the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 67 | --Gain a cosmetic unlock for the Safehouse (Hallway). |
| | --Unlock an art pack for the Safehouse (Poster Art). |
| | --Gain a music playlist unlock for the Safehouse (Rock |
| | Music). |
|-----------+---------------------------------------------------------------|
| Level 68 | --Gain a cosmetic unlock for the Safehouse (Gym). |
| | --Gain a collection of cosmetic unlocks for the Safehouse |
| | (Retro Furniture - Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 69 | --Receive an amount of Merces. |
| | --Gain a cosmetic unlock for the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 70 | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Gain a cosmetic unlock for the Safehouse (Wardrobe). |
|-----------+---------------------------------------------------------------|
| Level 71 | --Gain a cosmetic unlock for the Safehouse (Shooting Range). |
| | --Gain a cosmetic unlock for the Safehouse (Infirmary). |
|-----------+---------------------------------------------------------------|
| Level 72 | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 73 | --Gain a cosmetic unlock for the Safehouse (Bathroom). |
| | --Gain a cosmetic unlock for the Safehouse (Practice Space - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 74 | --Gain a cosmetic unlock for the Safehouse (Office). |
| | --Gain a cosmetic unlock for the Safehouse (Outside). |
|-----------+---------------------------------------------------------------|
| Level 75 | --Gain a cosmetic unlock for the Safehouse (Kitchen). |
| | --Unlock a new vehicle at the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 76 | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Shed). |
| | --Gain a cosmetic unlock for the Safehouse (Shed - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 77 | --Gain a cosmetic unlock for the Safehouse (Living Room). |
| | --Gain an interior plant collection unlock for the Safehouse |
| | (Gothic Mood). |
| | --Gain a cosmetic unlock for the Safehouse (Living Room - |
| | Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 78 | --Gain a cosmetic unlock for the Safehouse (Bathroom). |
| | --Gain a cosmetic unlock for the Safehouse (Bathroom - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 79 | Receive an amount of Merces. |
|-----------+---------------------------------------------------------------|
| Level 80 | Gain a cosmetic unlock for the Safehouse (Living Room). |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| Levels 81 to 100 \
0===========================================================================0
| Level 81 | --Gain an additional Gear Capacity slot. |
| | --Unlock a new vehicle at the Safehouse (Garage - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 82 | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Bedroom - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 83 | --Gain a cosmetic unlock for the Safehouse (Bathroom). |
| | --Gain a cosmetic unlock for the Safehouse (Bathroom - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 84 | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Unlock a new vehicle at the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 85 | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Gain a cosmetic unlock for the Safehouse (Bedroom - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 86 | --Gain a cosmetic unlock for the Safehouse (Bathroom). |
| | --Gain a music playlist unlock for the Safehouse (Hitman 2 |
| | Original Soundtrack - Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 87 | --Gain a cosmetic unlock for the Safehouse (Garage). |
| | --Unlock an art pack for the Safehouse (Memorabilia). |
|-----------+---------------------------------------------------------------|
| Level 88 | --Gain a cosmetic unlock for the Safehouse (office). |
| | --Unlock a new vehicle at the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 89 | Gain a cosmetic unlock for the Safehouse (Kitchen). |
|-----------+---------------------------------------------------------------|
| Level 90 | Receive an amount of Merces. |
|-----------+---------------------------------------------------------------|
| Level 91 | --Gain a cosmetic unlock for the Safehouse (Bathroom). |
| | --Gain a cosmetic unlock for the Safehouse (Shed). |
| | --Gain a cosmetic unlock for the Safehouse (Shed - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 92 | --Gain a cosmetic unlock for the Safehouse (Bathroom). |
| | --Gain a cosmetic unlock for the Safehouse (Office - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 93 | --Gain a cosmetic unlock for the Safehouse (Hallway). |
| | --Unlock a new vehicle at the Safehouse (Garage - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 94 | --Gain a cosmetic unlock for the Safehouse (Outside). |
| | --Gain a cosmetic unlock for the Safehouse (Gym). |
|-----------+---------------------------------------------------------------|
| Level 95 | --Gain a cosmetic unlock for the Safehouse (Bedroom). |
| | --Gain a music playlist unlock for the Safehouse (Hitman 3 |
| | Original Soundtrack - Deluxe Version). |
|-----------+---------------------------------------------------------------|
| Level 96 | --Gain a cosmetic unlock for the Safehouse (Gym). |
| | --Unlock a new vehicle at the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 97 | --Gain a cosmetic unlock for the Safehouse (Bathroom). |
| | --Gain a cosmetic unlock for the Safehouse (Infirmary). |
|-----------+---------------------------------------------------------------|
| Level 98 | --Gain a cosmetic unlock for the Safehouse (Gym). |
| | --Unlock a new vehicle at the Safehouse (Outside - Deluxe |
| | Version). |
|-----------+---------------------------------------------------------------|
| Level 99 | Receive an amount of Merces. |
|-----------+---------------------------------------------------------------|
| Level 100 | Unlock The Master Freelancer Suit for use in all missions. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Safehouse Bonuses |###################################################\
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Listed in this sub-chapter are some of the bonuses you can earn by going up
the Mastery Levels:
0===========================================================================0
| Level 6 | You can now go up into the Kitchen area where you can find a |
| | Banana and a Fire Poker. |
|----------+----------------------------------------------------------------|
| Level 8 | You can now go into the Garage where you can find items such |
| | as the Wrench, Car Battery, Fuse Cell, and Bag of Gunpowder. |
|----------+----------------------------------------------------------------|
| Level 12 | You can now go outside to explore the Pier where you can fish. |
| | If you manage to catch one then you can go inside and use a |
| | Kitchen Knife to acquire some lethal poison. Also outside, and |
| | near the Helipad, you can find Rusty Nails, Emetic Mushrooms, |
| | and a Coin. |
|----------+----------------------------------------------------------------|
| Level 13 | You can now use the Shooting Range and play around with your |
| | firearms. |
|----------+----------------------------------------------------------------|
| Level 16 | You can now enter the Vault, play the Stock Market, and maybe |
| | earn a little extra money. |
|----------+----------------------------------------------------------------|
| Level 21 | You can now enter your Office where you can find a Letter |
| | Opener. |
|----------+----------------------------------------------------------------|
| Level 32 | You can now enter the exterior Shed to find a Poison |
| | Distillery. Here you can turn the Emetic Mushroom that you can |
| | find Outside into a Lethal Poison Vial. Even more interesting |
| | is that the Vial will not take up any Inventory Slots. |
| | |
| | Even better is that you can turn any emetic poison source into |
| | Lethal Poison Vials. This includes both Syringes, the Vial and |
| | Pills, and even the Emetic Gas Device. And it gets better |
| | still. |
| | |
| | If you use anything from the Freelancer Item case you can go |
| | back and put the items back after you finish with them. Then |
| | you can pick them back up and use them again. As such, because |
| | they don't take up any Slots, you can make as many Lethal |
| | Poison Vials as you want or need. |
|----------+----------------------------------------------------------------|
| Level 38 | Here you can unlock a cosmetic for the Infirmary that will |
| | allow you to take any Vial (Lethal, Emetic, and Sedative) and |
| | make a Syringe out of it. However, any Syringe you make will |
| | take up two Slots so you wil not be able to take a whole bunch |
| | with you. |
|----------+----------------------------------------------------------------|
| Level 64 | Here you can unlock a cosmetic for the Garage that will allow |
| | you to make Makeshift Explosives as I mentioned earlier. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN18. Challenges, Negative Challenges, and Challenge Farming |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Most of the Challenges here focus on eliminating Targets in every location,
completing all eight Syndicate types a set number of times, and Prestige
Leveling. Some of them have very high requirements that will take a very long
time to accomplish.
In addition, each Challenge will unlock a trophy which will be placed into
bookcases on the top floor of the Safehouse or into nooks near the Wardrobe
and Infirmary.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Assassination Challenges |############################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Autumn Harvest [1,000 XP]
*************************
For this you need to eliminate 50 Syndicate Members or Leaders in
Colorado.
>>Beach Closed [1,000 XP]
***********************
For this you need to eliminate 50 Syndicate Members or Leaders on
Ambrose Island.
>>Deadly Hangover [1,000 XP]
**************************
For this you need to eliminate 50 Syndicate Members or Leaders in
Mendoza.
>>Deadly Vacation [1,000 XP]
**************************
For this you need to eliminate 50 Syndicate Members or Leaders in
Sapienza.
>>Eat the Rich [1,000 XP]
***********************
For this you need to eliminate 50 Syndicate Members or Leaders in New
York.
>>High Society [1,000 XP]
***********************
For this you need to eliminate 50 Syndicate Members or Leaders on the
Isle of Sgail.
>>Jungle Boogie [1,000 XP]
************************
For this you need to eliminate 50 Syndicate Members or Leaders in Santa
Fortuna.
>>Let the Darkness Unfold [1,000 XP]
**********************************
For this you need to eliminate 50 Syndicate Members or Leaders in
Marrakesh.
>>Mai Pen Rai [1,000 XP]
**********************
For this you need to eliminate 50 Syndicate Members or Leaders in
Bangkok.
>>Neon City [1,000 XP]
********************
For this you need to eliminate 50 Syndicate Members or Leaders in
Chongqing.
>>Oil Money [1,000 XP]
********************
For this you need to eliminate 50 Syndicate Members or Leaders in
Dubai.
>>Oyasumi [1,000 XP]
******************
For this you need to eliminate 50 Syndicate Members or Leaders in
Hokkaido.
>>Please Come Again! [1,000 XP]
*****************************
For this you need to eliminate 50 Syndicate Members or Leaders in
Mumbai.
>>Show-Off [1,000 XP]
*******************
For this you need to eliminate 50 Syndicate Members or Leaders in
Paris.
>>Suburban Dream [1,000 XP]
*************************
For this you need to eliminate 50 Syndicate Members or Leaders in
Whittleton Creek.
>>Tea Time! [1,000 XP]
********************
For this you need to eliminate 50 Syndicate Members or Leaders in
Dartmoor.
>>The Finish Line [1,000 XP]
**************************
For this you need to eliminate 50 Syndicate Members or Leaders in
Miami.
>>Untz! Untz! [1,000 XP]
**********************
For this you need to eliminate 50 Syndicate Members or Leaders in
Berlin.
>>Welcome to Haven [1,000 XP]
***************************
For this you need to eliminate 50 Syndicate Members or Leaders in the
Maldives.
>>Pills Here! [2,000 XP]
**********************
For this you need to eliminate 10 Syndicate Members or Leaders with
Lethal Pills.
>>Remote Controlled [4,000 XP]
****************************
For this you need to eliminate 10 Syndicate Members or Leaders with
remote explosives.
>>Strelok [4,000 XP]
******************
For this you need to eliminate 100 Syndicate Members or Leaders with
headshots using the Druzhina 34.
-----------------------------------------------------------------------
Notes: Any of the Druzhina 34 rifles will work including the silenced
Druzhina 34 ICA Arctic.
>>Surprise! [2,000 XP]
********************
For this you need to eliminate 10 Syndicate Members or Leaders with
proximity explosives.
>>Way of the Samurai [4,000 XP]
*****************************
For this you need to eliminate 47 Syndicate Members or Leaders with the
Katana.
-----------------------------------------------------------------------
Notes: Only the Katana can be used for this Challenge. The Tanto will
not work.
>>A Necklace to Die For [4,000 XP]
********************************
For this you need to strangle 10 Syndicate Leaders that wear a
necklace.
>>Bullseye [2,000 XP]
*******************
For this you need to eliminate 25 Syndicate Leaders with a Sniper
Rifle.
>>Don't Lick Me [1,000 XP]
************************
For this you need to eliminate 25 Syndicate Leaders with poison.
>>Head Over Heels [1,000 XP]
**************************
For this you need to eliminate 10 Syndicate Leaders by pushing them
over a ledge.
-----------------------------------------------------------------------
Notes: You can knock them out and dump them out a window or ledge. You
can also drag them through deep water.
>>High in Fiber [4,000 XP]
************************
For this you need to eliminate 25 Syndicate Leaders with a fiber wire.
>>Melon Man [1,000 XP]
********************
For this you need to eliminate 25 Syndicate Leaders with headshots.
>>Natural Selection [4,000 XP]
****************************
For this you need to eliminate 10 Syndicate Leaders by using natural or
crafted poisons.
>>On the Move [1,000 XP]
**********************
For this you need to eliminate 10 Syndicate Leaders while they are
escaping.
-----------------------------------------------------------------------
Notes: This is best done with a Target with an Assassin. Lure them into
a secluded area then quickly knock out the Assassin which will
cause the Target to panic. The moment the fleeing icon appears
above the target's head then knock them out and kill them.
>>Poetic Justice [4,000 XP]
*************************
For this you need to eliminate 10 Syndicate Leaders while they are
performing a Tell.
-----------------------------------------------------------------------
Notes: This is best done with foodie and dehydrated Tells. Poison the
plate or bottle then wait for the Target to use it, which starts
the Tell, and die.
>>Puzzle Master [4,000 XP]
************************
For this you need to eliminate 25 Syndicate Leaders in accidents.
>>Return to Sender [4,000 XP]
***************************
For this you need to eliminate a Syndicate Leader with an item
retrieved from a Suspect.
>>Crime Fighter [2,000 XP]
************************
For this you need to eliminate 100 Syndicate Members.
>>Vigilante [2,000 XP]
********************
For this you need to eliminate 500 Syndicate Members.
>>GOAT [4,000 XP]
***************
For this you need to eliminate 2,500 Syndicate Members.
>>Employee of the Week [1,000 XP]
*******************************
For this you need to eliminate 20 Syndicate Leaders.
>>Employee of the Month [2,000 XP]
********************************
For this you need to eliminate 100 Syndicate Leaders.
>>Employee of the Year [4,000 XP]
*******************************
For this you need to eliminate 500 Syndicate Leaders.
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Discovery Challenges |################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Ave Maria [1,000 XP]
********************
For this you need to find tranquility.
-----------------------------------------------------------------------
Notes: According to lukefsje at Reedit this can only be obtained at the
Safehouse. Go outside and to the Pier but follow the shoreline
until you reach a secluded area with a blanket. Blend in and Ave
Maria should play. You should acquire this Challenge just before
the piece ends.
>>Better Safe Than Sorry [4,000 XP]
*********************************
For this you need to crack ten Safes.
>>Cat Burglar [4,000 XP]
**********************
For this you need to crack 100 Safes.
>>Feeling Lucky? [1,000 XP]
*************************
For this you need to use the Safehouse Supply Crate 50 times.
>>I'll Be Back [1,000 XP]
***********************
For this you need to get wounded. You should also earn The Gauze Suit.
>>Scavenger [1,000 XP]
********************
For this you need to collect gear from 100 Stashes.
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Feats Challenges |####################################################\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Around the World [2,000 XP]
***************************
For this you need to eliminate a Syndicate Leader in nine different
territories.
>>Bad Taste [1,000 XP]
********************
For this you need to eliminate a Suspect that is not the Syndicate
Leader with lethal poison.
>>Burning Man [4,000 XP]
**********************
For this you need to eliminate 25 Suspects using fire.
>>Cheesing It [1,000 XP]
**********************
For this you need to eliminate all Suspects in a Showdown.
-----------------------------------------------------------------------
Notes: This should be done on the first Showdown of a Campaign as there
are only four total people to kill (Target plus three Suspects).
>>Coast is Clear [4,000 XP]
*************************
For this you need to eliminate 25 Lookouts.
>>Faster Than Your Own Shadow [4,000 XP]
**************************************
For this you need to eliminate a Syndicate Leader within 60 seconds of
arriving.
-----------------------------------------------------------------------
Notes: If you realize that the Target was close to you when you started
the Showdown then quit the game and restart. Redo the Showdown
but bring a lethal melee weapon. Run to the Target, kill them,
run and hide then wait for the notifications to pop up before
quitting again and restarting.
>>Legendary [4,000 XP]
********************
For this you need to eliminate 100 Syndicate Members or Leaders with
Legendary Gear.
-----------------------------------------------------------------------
Notes: This is best done with the Legendary Pistols (Shortballer,
Silverballer, Goldballer).
>>Let the Chips Fall Where They May [2,000 XP]
********************************************
For this you need to eliminate 50 Suspects that are not Syndicate
Leaders.
>>Living on the Edge [4,000 XP]
*****************************
For this you need to successfully complete five Alerted Territory
Showdowns.
>>Meeting Adjourned [2,000 XP]
****************************
For this you need to eliminate a Syndicate Leader during a meeting.
>>No Room For Competition [4,000 XP]
**********************************
For this you need to eliminate 25 Assassins.
>>Order Up! [2,000 XP]
********************
For this you need to poison 50 Suspects.
-----------------------------------------------------------------------
Notes: You can use all three kinds of poisons and the Dart Guns.
>>Prank Caller [2,000 XP]
***********************
For this you need to arrange ten meetings using Burner Phones.
-----------------------------------------------------------------------
Notes: As already noted this is currently bugged. When you arrange a
meeting it only registers towards this Challenge about twenty
percent of the time or less. Thus you will need to arrange many
meetings until the game decides to give this Challenge to you.
>>Sometimes Maybe Good, Sometimes Maybe Shit [1,000 XP]
*****************************************************
For this you need to fail ten Showdowns.
>>A Worthy Sacrifice [2,000 XP]
*****************************
For this you need to lose 50,000 merces by failing a mission.
-----------------------------------------------------------------------
Notes: According to m0ndkalb at Reedit this can only be done on a
regular unalerted territory. If you do this on an Alerted
Territory then you will not be able to acquire this Challenge.
In the same topic RanjitSinghSarai had this explanation to add:
"If you think about it like "A Worthy Sacrifice" means you get
something out of losing those merces, then it makes sense
that you can't get this achievement on hardcore. On hardcore,
as soon as you die you lose the campaign, but on normal mode
as long as the map is not alerted you can continue, so you
SACRIFICE your merces so that you can continue the campaign."
>>Cold Feet [1,000 XP]
********************
For this you need to exit twenty missions without eliminating all
Targets.
>>Easy Mode [1,000 XP]
********************
For this you need to complete a Difficulty 1 Syndicate Contract.
>>Normal Mode [2,000 XP]
**********************
For this you need to complete a Difficulty 2 Syndicate Contract.
>>Hard Mode [4,000 XP]
********************
For this you need to complete a Difficulty 3 Syndicate Contract.
>>Professional Mode [4,000 XP]
****************************
For this you need to complete a Difficulty 4 Syndicate Contract.
>>Arms Trafficking [4,000 XP]
***************************
For this you need to defeat ten Arms Trafficking Syndicates.
>>Assassination [4,000 XP]
************************
For this you need to defeat ten Assassination Syndicates.
>>Big Pharma [4,000 XP]
*********************
For this you need to defeat ten Big Pharma Syndicates.
>>Eco Crime [4,000 XP]
********************
For this you need to defeat ten Eco Crime Syndicates.
>>Espionage [4,000 XP]
********************
For this you need to defeat ten Espionage Syndicates.
>>Organ Trafficking [4,000 XP]
****************************
For this you need to defeat ten Organ Trafficking Syndicates.
>>Psy Ops [4,000 XP]
******************
For this you need to defeat ten Psy Ops Syndicates.
>>Sick Games [4,000 XP]
*********************
For this you need to defeat ten Sick Games Syndicates.
>>Crime Stomper [4,000 XP]
************************
For this you need to complete a Syndicate from eight different
Syndicate types.
>>Hardened Assassin [4,000 XP]
****************************
For this you need to complete a Contract in Hardcore Mode.
>>Untouchable [4,000 XP]
**********************
For this you need to complete a Showdown in Hardcore Mode.
>>The Hitman [4,000 XP]
*********************
For this you need to complete a Campaign in Hardcore Mode. You should
also earn The Black Bruiser Suit.
>>You Urned This [4,000 XP]
*************************
For this you need to complete ten Campaigns.
>>Slow But Steady [4,000 XP]
**************************
For this you need to complete 50 Campaigns.
>>Top Dog [4,000 XP]
******************
For this you need to complete 100 Campaigns.
>>High Roller [2,000 XP]
**********************
For this you need to earn 7,500 merces in a single mission payout.
>>Pocket Money [2,000 XP]
***********************
For this you need to earn a total of 50,000 Merces.
>>Loaded [4,000 XP]
*****************
For this you need to earn a total of 500,000 Merces.
>>Mr. Clean [2,000 XP]
********************
For this you need to complete any of the following Payout Objectives
twenty times:
++Destroy Camera Recorder.
++Hide Target Bodies.
++Hide Target Bodies - Timed.
++No Bodies Found.
>>PTFO [4,000 XP]
***************
For this you need to complete 100 Payout Objectives.
>>Silent But Deadly [4,000 XP]
****************************
For this you need to complete ten Silent Assassin Payout Objectives.
>>Fly, You Fool! [4,000 XP]
*************************
For this you need to complete ten Timed Prestige Objectives.
>>Signed, Sealed, Delivered [4,000 XP]
************************************
For this you need to complete 50 Prestige Objectives.
>>Collector [2,000 XP]
********************
For this you need to collect 47 firearms for the Safehouse Gear Walls.
>>Gun Master [2,000 XP]
*********************
For this you need to collect a Legendary weapon for the Safehouse Gear
Walls.
>>Gunslinger [2,000 XP]
*********************
For this you need to collect ten Pistols for the Safehouse Gear Walls.
>>Let's Go Hunting [2,000 XP]
***************************
For this you need to collect ten Shotguns for the Safehouse Gear Walls.
>>One Shot, One Kill [2,000 XP]
*****************************
For this you need to collect ten Snipers for the Safehouse Gear Walls.
>>Spray and Pray [2,000 XP]
*************************
For this you need to collect ten SMGs for the Safehouse Gear Walls.
>>This is My Rifle [2,000 XP]
***************************
For this you need to collect ten Assault Rifles for the Safehouse Gear
Walls.
>>Up Close and Personal [2,000 XP]
********************************
For this you need to collect ten melee weapons for the Safehouse Gear
Walls.
>>Home Sweet Home [1,000 XP]
**************************
For this you need to reach Mastery Level 100.
>>Prestige Level I [2,000 XP]
***************************
For this you need to enter your first Prestige Level.
>>Prestige Level II [2,000 XP]
****************************
For this you need to advance Prestige three times.
>>Prestige Level III [2,000 XP]
*****************************
For this you need to advance Prestige five times.
>>Prestige Level IV [2,000 XP]
****************************
For this you need to advance Prestige seven times.
>>Prestige Level V [2,000 XP]
***************************
For this you need to advance prestige ten times.
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Negative Challenges |#################################################\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
A small number of Challenges require you to fail missions and Campaigns.
Being that you lose quite a bit of stuff when failing it is best to get these
negative Challenges out of the way when you start Freelancer.
The main ones are going to be [Cold Feet] and [Sometimes Maybe Good,
Sometimes Maybe Shit]. The first one requires that you leave a mission
through an exit point without killing all Targets twenty times and the second
requires that you to fail a Showdown ten times.
When starting the first Syndicate Contract then use the first mission to earn
some Merces and acquire or purchase cheap weapons for your Gear Walls. On the
second mission then simply bring nothing and leave through an exit point the
moment you begin which will add one to [Cold Feet].
When you begin the Showdown, which will now be in an Alerted Territory, then
do the same thing which will add one to [Cold Feet] and add one to [Sometimes
Maybe Good.....]. Simply do this ten times to acquire those two.
At some point after you acquire over 100,000 Merces then fail a mission by
getting wounded which should allow you to acquire both [A Worthy Sacrifice]
(lose 50,000 Merces by failing a mission) and [I'll Be Back] (for getting
wounded). If you've already acquired [I'll Be Back] then simply leave the
mission by pausing the game and going back to the main menu.
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. Challenge Farming |###################################################\
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Many of the Challenges require that you perform a certain action a set number
of times. If you add one to a Challenge, quit the game, restart, then do it
again it will continue to add to it. Thus it is possible to do what I call
Challenge Farming.
If you are doing a mission and you find that you can do a certain Challenge
easily and quickly then simply do it, quit, restart, and do it again to add
to it and continue until you have finished the Challenge or get close to
finishing it.
Farming is best done in Showdowns since you will do those far less frequently
than Territory Takedowns. For example, if you wish to do [Don't Lick Me]
(eliminate 25 Syndicate Leaders with poison) and your Target is a foodie then
poison their food, restart after they drop dead, then restart and do it again
to add to it.
Even better is if there are other Challenges than can be bundled into it
like, [Cat Burglar], [No Room for Competition], [Coast is Clear!], etc. Even
in Territory Takedowns be on the lookout for opportunities to speed up
unlocking of other Challenges such as [Strelok] and [Way of the Samurai].
Staying in one place for awhile may sound counterproductive but it will speed
up unlocking of most of these Challenges. Even better is the fact that you
are also accumulating XP which will allow you to complete Mastery Levels
faster when you decide to actually complete the mission and move forward
again. Unfortunately you cannot do the same with Merces.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN19. Hardcore Mode |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
On the left side of the table at the World Map is a laptop that will allow
you to enter Hardcore Mode after completion of a Campaign. When you enter
this mode then all of your Freelancer Items will be taken from you and you
must recollect them from scratch.
It should be noted that you cannot enter Hardcore Mode during a Campaign -
you must complete it first.
Below are the differences between Hardcore Mode and regular mode:
0===========================================================================0
| All Territories are Alerted and failing any of them will result in |
| failure of the entire Campaign. |
|---------------------------------------------------------------------------|
| Combat and Disguises will be moved up to Master difficulty. This means |
| that Guards will be harder to kill, you will be easier to kill, and |
| killing anyone in a bloody manner will ruin Disguises. |
|---------------------------------------------------------------------------|
| Stashes will no longer be marked on the maps. You need to rely on the |
| strange noise they make to locate them. |
|---------------------------------------------------------------------------|
| In Showdowns the markers above the heads of Suspects will no longer tell |
| you what meeting they are in and what Tells they are doing. There will be |
| no Assassin and Lookout notifications. In addition, the Showdowns in the |
| first two Contracts will have nine Suspects and the last two will have |
| twelve Suspects. |
|---------------------------------------------------------------------------|
| You must choose a Prestige Objective and complete it or you will fail the |
| Campaign. The good thing is that it is not an insta-fail. If you fail it |
| then you will be prompted to leave the mission thus giving you a chance |
| to quit the game and redo things. |
0===========================================================================0
The most important thing to know is that the regular Payout Objectives are
still optional which makes Hardcore Mode easier than it could've been.
Before doing this Mode there are some things that I recommend doing
beforehand. The first is to get to at least Mastery Level 81 which will give
you the maximum of Inventory Slots to carry as many things as you need to get
the job done. At that point you will have also opened up the Shed and have
the necessary Cosmetics to make poisons and Makeshift Explosives.
You should also have most, if not all, of the weapons for your Gear Walls,
especially the Collector's Items (Kalmer 1, Sieker 1, Lockpick, Crowbar).
Many of the Payout and Prestige Objectives require that you eliminate Targets
with specific weapons and having them all means that you won't have to rely
on Suppliers for anything other than replenishing Freelancer Items.
Finally, you should have a minimum of 50,000 Merces as this will make it
easier to replenish Freelancer Items, especially the regular versions of the
Collector's Items so you don't risk losing them.
When choosing a Syndicate avoid any with Colorado. This map is poor for both
Territory Takedowns and Showdowns and should be avoided at all cost in
Hardcore Mode. Hokkaido and Bangkok are tolerable for Territory Takedowns but
should not be used for Showdowns.
Whittleton Creek should be avoided for Showdowns but is still good for
Territory Takedowns. Miami is probably the best Showdown map for Hardcore
Mode overall and you should find a Syndicate that has that but also not
Colorado.
When selecting a Prestige Objective select one that you know you can easily
do and, if it's weapon based (like an Icepick Kill), that you have the right
weapon for the job.
**NOTE: You also cannot do the "A Worthy Sacrifice" Challenge in Hardcore
Mode due to all territories being Alerted.
When playing you need to be extra careful not to get into any potential
combat situations. If something goes wrong and it looks like that there may
be such a situation, even if you're hiding, then pause the game and bail.
Don't risk losing the Campaign trying to shoot your way out or trying to
sneak your way around new Enforcers.
Focus on completing the Prestige Objective first so you can get that out of
the way. The other Payout Objectives are secondary unless you chose Perfect
Run. As long as you complete the Prestige Objective you can fail the others
without any problems.
In Showdowns you need to pay extra attention to body movements so you can
determine the tells of the Suspect you happen to be following.
The game states that there are extra rewards for doing Hardcore Mode but you
do not earn extra Merces however you do earn a bit of extra XP for each
mission completed. You can also earn higher end rarity weapons in the Reward
Crate but, if you already have everything, then that doesn't apply.
There are three Challenges for going through Hardcore Mode: [Hardened
Assassin], [Untouchable], and [The Hitman]. Once you have acquired those then
you don't need to go through this mode again.
One annoyance about this mode is that when you complete a Campaign and return
back to regular mode the game still takes away all of your Freelancer Items.
You would think that IOI would allow you to keep them as a reward for going
through at least one Campaign in Hardcore Mode but they seem to have a thing
for taking things away from you here.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >FRN20. Prestige Leveling |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
At some point you will have gotten the hang of playing Freelancer mode and
have all weapons and items. Once you have everything there isn't much beyond
trying to acquire the Target kill and Campaign Challenges. And, when you have
everything, Merces become almost worthless.
And this is where Prestige Leveling comes in. At one end of the long table
near the Shooting Range is a laptop. Using it will advance your Prestige to
Level One.
When you do this then all of your weapons and items will be removed and your
Merces account will be emptied. You basically start over and you must
recollect most of the weapons before you are allowed to advance to Level Two.
There are a total of ten Levels to complete to unlock the five Challenges
related to them.
As I just said you only need to recollect most weapons. Freelancer Items and
the paid DLC packs (Street Art and Makeshift) are excluded. However, the
Ancestral and Ornamental weapons are included and you have to wait until you
have reached Mastery Level 60 to acquire the last of these weapons and be
able to Prestige Leveling.
However, not everything will be taken from you. All you will be left with is
the Collector's Lockpick and Collector's Coin. In addition, on a shelf in the
Trophy Nook just outside the Infirmary a new Trophy will appear which is the
Hitman logo with a number at the bottom that indicates Prestige Level.
**NOTE: Based on information from Reedit you can't use the Lockpick and
Coin on the first mission but is available after that. You can get
around that by entering the first mission, quit the game, then
restart to unlock the wall so you can use them.
Being able to redo everything isn't the only thing Prestige Leveling does.
There are XP and Merces bonuses with each Level but caps at Level 5.
With XP you will earn a 1,000 XP bonus when completing a mission at Level 1.
However, with Level 2 and above you will get a 250 XP increase which will cap
out at 2,000 XP at Level 5.
As far as Merces bonuses are concerned each Prestige Objective will increase
by 500 Merces at Level 1. But, with each succeeding Level, the bonus will
decrease until you reach Level 5:
>>Level 2 - 450 Merces.
>>Level 3 - 400 Merces.
>>Level 4 - 350 Merces.
>>Level 5 - 300 Merces.
Thus, at Level 5, each Prestige Objective will be worth 2,000 Merces more
than when you started. So a Prestige Objective that was worth 2,000 Merces at
the beginning is now worth 4,000 Merces.
Beyond this there are no other bonuses for Leveling.
**NOTE: Information on the bonuses comes from Hitman Wiki.
Of course, recollecting everything can become a bit of a chore but there are
a couple of neat exploits that can make things easier.
The first is what is known as the Item Duplication Trick courtesy of DJLMAN27
over at YouTube. One thing you may notice is that if you take anything out of
the Gear Walls or Freelancer Item case and drop it then it will automatically
teleport back into the Wall or case. This feature can be used to create a
duplicate item that you can keep when you Prestige Level.
The best thing to do is to have nothing but your Camera in your inventory. Go
to the Gear Walls or Freelancer Item case and pick two items. For this
example I will go to the Pistols and duplicate the Shortballer. First, pick
up any other Pistol, in this case I will use a standard Bartoli. Next, pick
up the Shortballer.
At this point the Shortballer should be in your hand. Now for the trick.
Use the D-Pad on your controller to drop the item then, as quickly as you
can, press either left or right on the D-Pad to enter your Inventory. If you
did this quickly enough then it will look like you still have Shortballer in
your hand. Next, switch to your Bartoli and use the Drop Item button to drop
it.
If things go right then both the Shortballer and Bartoli will go back into
the Wall. But the game will get confused and a Shortballer will also drop to
the floor. This is your duplicate item.
The thing about this is that the timing is very tight and it will take
practice to get the timing down with some consistency. But it will be worth
it to limit the amount of time needed to recollect enough to go up to the
next Level.
The bad thing about this trick is that, if you want to duplicate everything,
it will take a lot of time since there is a lot of items. One suggestion is
to simply duplicate the most essential and most expensive items and leave the
rest for recollecting.
The second exploit involves getting 60,000 Merces before starting a mission
just after Leveling courtesy of JeremyTheWise at YouTube.
The thing is that you need to complete a Campaign and be standing at the
Reward Crate. When you open the Crate you should see some Merces that is
worth 30,000. However, do not pick it up yet.
Go to the computer and go up one Prestige Level. After everything is taken
from you then go back to the Crate and pick up the Merces. Shortly after that
then you should get the Campaign Won bonus which adds an extra 30,000 Merces
to your total for a grand total of 60,000.
Combining both of these exploits should make doing a Prestige Level much
easier.
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >HTM9. Conclusion |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
0================0
| General Notices \
0===============================================>
This document is copyright (c) Robert Allen Rusk (RARusk) 2021-2024.
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=======================================================>
--GameFAQs
--toromlo ([Silent Assassin, Suit Only] Challenge (Paris))
--WastedOfAmmo (Movie Crew Disguise - The Icon (Sapienza))
--Swiftshark (Virus Prototype canister (Sapienza))
--YouTube
--MrFreeze2244
--[Silent Assassin, Suit Only] Challenge (Sapienza)
--[Looking Into the Distance] Challenge (Bangkok)
--[Silent Assassin, Suit Only] Challenge (Bangkok)
--The Arthin Occultation (Bangkok)
--[Wicker Man] Challenge (Colorado)
--additional credit to Vultan
--[Silent Assassin, Suit Only] Challenge (Colorado)
--Both Normal and Professional Difficulty
--[Was That Really Necessary?] Challenge (Colorado)
--additional credit to Cobalt_Phoenix
--[Howdy Partner] Challenge (Colorado)
--[Gunslinger] Challenge (Colorado)
--The Yuuma Tenacity (Hokkaido)
--[One Last Time, Mr. Soders] Challenge (Hokkaido)
--[Techman] Challenge (Hokkaido)
--The Yuuma Tenacity (Hokkaido)
--The Last Yardbird (Himmelstein)
--[Agnomaly] Gnome locations
--[Blackout] Switch locations
--[How Do You Due?] Pigeon locations
--[Quacker than the Eye] Rubber Duck locations
--The Unpalatable Termination (Miami)
--The Delgado Larceny (Santa Fortuna)
--The Divine Descendance (Mumbai)
--along with Ootzy the Mentally Challenged Owl and Nikhil
Nanjappa
--The Raaz Algorithm (Mumbai)
--Unreasonable Scope (Whittleton Creek)
--The O'Leary Conflagration (Whittleton Creek)
--[Switcheroo] Challenge (Isle of Sgail)
--[Silent Assassin, Suit Only] (Isle of Sgail)
--The Babayeva Dissonance (Isle of Sgail)
--The Rafael Misadventure (Isle of Sgail)
--The Pen and the Sword (Hantu Port)
--[Kissing the Gunner's Daughter] Challenge
--[Codename Crane] Challenge
--[On the Waterfront] Challenge
--[Ghost Ship] Challenge
--[Quack on the Trigger] Rubber Duck locations
--[Rat O'Nine Tails] Rats locations
--The Dalton Dissection (New York)
--[Lamp Fever] Challenge (Haven Island)
--The Baskerville Barney (Dartmoor)
--[T-47] Challenge (Berlin)
--[Duck Hunt] Challenge (Berlin)
--The Halliwell Fable (Berlin)
--The Lee Hong Derivation (Chongqing)
--Elusive Target Arcade
--The Politician (individual Target)
--The Deceits (Track One)
--The Ellipses (Track One)
--The Quanta (Track Three)
--The Cliches (Track Five)
--The Connoisseurs (Track Six)
--The Authoritarians (Track Thirteen)
--The Oroborous (Track Fourteen)
--The Drop (individual Target)
--Freelancer
--Golden Sawed-Off Bartoli 12G (New York)
--The Sarajevo Six
--The Enforcer
--craig20823
--[Unleash the Kraken] Challenge
--GuLe
--[Silent Assassin, Suit Only] Challenge (The Icon (Sapienza))
--iNTiMiDaTeGaming
--[Dance Till You Drop] Challenge (Marrakesh)
--Euler 13
--[Silent Assassin, Suit Only] Challenge (Bangkok)
--Joe9411
--[Rep Tires] Challenge (Colorado)
--2 Losers 1 Channel
--[Last Words] Challenge (Miami)
--[Priceless] Chalenge (Whittleton Creek)
--DANNYonPC
--[Atlantide Space Program] Challenge (A Silver Tongue (Miami))
--Dana Marie Sale
--[What's Your Flava] Challenge (Mumbai)
--GuNNzA69
--Schmidt House's Basement Vault (Whittleton Creek)
--Jaded Sapphire
--[The Little Merman] Challenge (Miami)
--YacobT
--[Elderly Assistance] Challenge (Whittleton Creek)
--Martinoz
--[Swan Dive] Challenge (Isle of Sgail)
--Hitman Series
--The Last Yardbird (Himmelstein)
--[Smokestack Lightnin'] Challenge
--[Killer Shot] Challenge
--[Boom Boom] Challenge
--Trophygamers
--The Last Yardbird (Himmelstein)
--[No Loose Ends] Challenge
--[Got a Light?] Challenge
--boneyqbert *memes*
--[Kissing the Gunner's Daughter] Challenge (Hantu Port)
--NLJ235
--[Deadweight] Challenge (Hantu Port)
--xGarbett
--Hidden Treasure Chest (Ambrose Island)
--DJLMAN27
--Item Duplication Trick (Freelancer)
--JeremyTheWise
--60,000 Merces exploit (Freelancer)
--Wildgold
--[The Gift That Keeps on Giving] (Holiday Hoarders - Paris)
--Remote EMP Charge information
--Reddit
--GiantSquidd ([Hammer Time] Challenge)
--9w4Ns,Ecoli13, LordManders, Onnoel, and COMPLETEWASUK (Holiday
Hoarders)
--jack-dawed (Generator Box - The Icon (Sapienza))
--Thrison ([Namaste] and [Techman] Challenges (Hokkaido))
--Quinez ([The Headmaster's Revenge] Challenge - Pro Difficulty)
--Indycoone ([Tuppence a Wish] Challenge (Bangkok))
--lolzeph ([Narcissus] Challenge (Miami))
--Andy-Kun ({Pink Army} Accomplishment (Miami))
--Adil15101 (Hidden Hackl 9S Covert (Isle of Sgail))
--Smilyfeka ([Kissing the Gunner's Daughter] Challenge (Hantu Port))
--NikoEstevan ([Hold Your Fire] Challenge (Siberia))
--Honzas4400 ((Collectibles map) (Siberia))
--EP1-CS ([Grapes of Wrath] Challenge (Mendoza))
--lukefsje ([Ave Maria] Challenge (Freelancer))
--m0ndkalb ([A Worthy Sacrifice] Challenge (Freelancer))
--RanjitSinghSarai ([A Worthy Sacrifice] Challenge (Freelancer))
--www.360gametv.com
--[Silent Assassin, Suit Only] Challenge (Sapienza)
--http://hitmanmaps.com
--Sapienza
--HitmanForums
--[Lighten Up] Challenge (Colorado)
--www.playstationtrophies.com
--{Elephants Never Forget} Accomplishment
--Gaming GOLD
--[Silent Assassin, Suit Only] Challenge (Hokkaido)
--vgr.com
--[Deja Due] Challenge - Nate Hohl
--hitman.fandom.com
--[Ectoplasmic] Challenge (A Bitter Pill)
--trueachievements.com
--Fooga - Skull and Crocodile locations (Haven Island)
--IGN.com
--Murder Mystery Clues (Dartmoor)
--Gamepur
--John Hanson ([The Talented Mr. Rieper] (Mendoza))
--Thanatos ((The Dexter Discordance) (Hokkaido))
--Steam Community (Freelancer Weapons Guide)
--Hitman Wiki (Freelancer Prestige Leveling payout information)
0========0
| Credits \
0=======================================================>
Credits and thanks go out to the following:
>>IO Interactive
**************
For creating and continuing this wonderful game series.
>>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
PSN GAMERTAG: RARusk161
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: World of Assassination".
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