++IMPORTANT: Although this guide can be useful for the PlayStation, Xbox, and
PC versions it is recommended that you use the guide of those
versions as it has multiple differences from the Nintendo Switch
Version.
Originally information from this version of Blood Money was going to be
integrated into my regular guide but there were multiple differences and
issues that resulted in this being a separate guide instead.
"Hitman: Blood Money" is copyright 2006 by IO Interactive, a subsidiary of
Eidos Interactive (and formally Square-Enix). All rights reserved. All other
trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
A complete listing of contact and other information can be found at the end
of this guide.
>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
| AFS1. Introduction And General Information |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0============================================0==============================0
GEN1. About The Guide
GEN2. Hitman: Blood Money
GEN3. Reprisal
A. Overall Thoughts
GEN4. The International Contract Agency
GEN5. Modern and Classic Controls
A. Modern Controls
B. Classic Controls
C. Control Differences
GEN6. Profile Manager, Game Menus, and Options
GEN7. Notoriety and Money
GEN8. Starting a New Game and Mission
GEN9. Weapons and Items
A. Acquiring Ammo
B. ICA Crates, Weapon Crates, and Weapon Boxes
C. Weapon and Item Upgrade Tiers
D. Custom Weapons and Upgrades
E. Standard Equipment and Upgrades
F. Non-Custom Collectible Weapons
G. The Detonator Trick
H. Non-Obtainable Weapons
GEN10. The Main Screen
GEN11. Health Bar and Threat Meter
GEN12. The Map and Intel
GEN13. The Inventory Menu
GEN14. Different Ways of Moving About
GEN15. Observing Your Surroundings
GEN16. Standing
GEN17. Disrupting Patrols
GEN18. 3rd and 1st Person Views
GEN19. Sneaking and Melee Attacks
GEN20. Human Shields and Pistolwhipping
GEN21. Punching, Stunning, and Disarming
GEN22. Hiding Bodies, Twirling Bodies, and Found Bodies
GEN23. Accidents
GEN24. Disguises and Subterfuge
GEN25. Closets and Elevators
GEN26. Climbing, Jumping, and Entering Windows
GEN27. Weapon Boxes and Dropping Weapons
GEN28. Light Switches and Placing Items
GEN29. Lockpicking
GEN30. Firefights
GEN31. In-Mission Saving
GEN32. Your Rating
A. Newspaper
GEN33. Game Saving, Continuing, and Replaying Missions
GEN34. Mission Breakdown
0================================0========================================0
| AFS2. The Story Continues..... |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0================================0==========================================0
BDM1. Death of a Showman
BDM2. Present Day
BDM3. A Vintage Year
BDM4. Curtains Down
BDM5. Flatline
BDM6. A New Life
BDM7. The Murder of Crows
BDM8. You Better Watch Out...
BDM9. Death on the Mississippi
BDM10. ...Till Death Do Us Part
BDM11. A House of Cards
BDM12. A Dance with the Devil
BDM13. Amendment XXV
BDM14. Requiem
0==================0
| AFS3. Conclusion |
0==================0
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >AFS1. Introduction And General Information |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
My name is Robert Allen Rusk and I am a hardcore 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, Atari Jaguar, PlayStation
(1, 2, 3, and 4), Original 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).
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN1. About The Guide |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Welcome to my "Hitman: Blood Money - Reprisal" guide! If this is the first
time you have visited then you will find a lot of useful information in a
highly organized format that you can use to beat all of the missions of the
game.
Quotes taken from readers' e-mail are presented "as is" and may include
spelling and grammatical errors.
The main emphasis of this guide is to provide creative and simple solutions
to many of the missions for "Blood Money - Reprisal". Many hours were spent
going over each mission and finding unique ways to solve them. I think you
will be surprised by some of the solutions found here.
This guide is mainly a copy of my other regular Blood Money guide but has
been tweaked towards the Switch version.
This guide was written while playing the game on the *PROFESSIONAL*
difficulty setting. This is mainly because of the difficulty based Trophies
and Achievements for the PlayStation and Xbox 360 versions.
This doesn't apply to the Switch version but there are those who wish to play
at that difficulty anyway and this guide will help in that. It is also
designed to to allow you to earn Silent Assassin ratings and acquire all
weapons.
I have worked hard to make sure that this guide is as complete as possible
but at the same time leave room for exploration. I hope that you enjoy this
guide as much as learn from it.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN2. Hitman: Blood Money |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
"Hitman: Blood Money" is the fourth game that features the now-popular
protagonist known as Agent 47, a clone designed for assassination work. The
game was released in 2006 for the PC, Sony PlayStation 2, MicroSoft Xbox, and
MicroSoft Xbox 360.
This game differs from its predecessors in that it has far more options to
kill your Targets including Accidents. You can also lure people away to
either move about more quietly or ambush them in a more secluded place. This
installment also has a new feature called Notoriety which makes the game
harder based on how many people witnessed you do your dirty work. In
addition, although you can't buy weapons, you can purchase upgrades for them.
This game feels easier than the previous installments but, since it has more
options to deal with people, it also feels more challenging. It also has some
of the better graphics of all of the "Hitman" games (which was later
surpassed by its successors).
I got into the "Hitman" games because of the PS2 demo of "Silent Assassin"
which was made available during the summer of 2002. I decided to load up the
demo because I was kind of bored while waiting for "Grand Theft Auto: Vice
City" to be released (fall of 2002).
But I did not expect the awesome music that graced my ears when I got to the
main menu. A fantastic orchestral piece that blew my mind. I would just let
the game sit on the menu screen so I could listen to this piece repeatedly.
After awhile I finally got into the demo and I also became impressed by the
gameplay and additional music.
From that point I became a fan of "Hitman". And it was the first time that I
got into a game series because of the music. The music was done by Jesper
Kyd, a fantastic musician who I was initially exposed to from the Sega
DreamCast game "MDK2". I now own the scores to all four "Hitman" games (and
the score to the oft-maligned "Hitman" movie - by Geoff Zanelli).
When I started writing guides, I always wanted to do the "Hitman" series.
However, I wanted to start with the first game, "Codename 47". But the game
was never released outside of the PC platform. This created a problem because
I am a Mac user and it was never released there either.
I was aware that some of the missions from "Codename 47" were remade for
"Contracts" but that wasn't the same. As I was playing "Blood Money" I was
actually writing a guide in my head but it never came out because I wasn't
able to do a guide on the first game.
In 2010 I finally obtained a suitable PC and was able to play "Codename 47".
I would also start writing guides for it and all of the other "Hitman" games.
This guide was originally written covering all of the platforms it appeared
on at the time.
In early 2013 IO Interactive released the HD Trilogy set for the Xbox 360 and
PlayStation 3. In 2019 Blood Money and Absolution were digitally released to
both the PlayStation 4 and Xbox One consoles as a double pack.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN3. Reprisal |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Reprisal is the subtitle of this new port of the game made by Feral
Interactive. It was ported over to iOS and Android and was released in late
2023. The Nintendo Switch version was released on January 25, 2024. Currently
you can only purchase it digitally. There doesn't seem to be plans to release
a physical version.
As with the PlayStation and Xbox versions I was expecting a simple port that
took advantage of the Switch capabilities. However, they made some
modernization changes that facilitated making this into a Switch version only
guide. This was an attempt to make it more like the current Hitman games but
not everything worked the way it should've.
Below is a list of Reprisal features and issues:
>>Starting the Game
*****************
On most Switch games when you start them up you can press any button to
get into the opening menu. However, for Reprisal, you need to press
both L and R Buttons together to get started. I don't understand why
they did that.
>>The Minimap
***********
This is one of the few good things that were added to this port. Even
though you can only see Targets at Professional difficulty this feature
is good for keeping track of them and makes it easier to find your way
around the map if you haven't played Blood Money before. This can be
switched off if you want.
>>No Compass
**********
In the other versions there was a compass that aided you as you made
your way around the level. In Reprisal there is no compass. They did
not even add a north indicator on the Minimap either.
There is a compass at the upper right corner of the in-game map which
helps but you will need to use the map frequently to gauge proper
direction.
>>Instinct
********
This works similar to the way it does in the current Hitman games.
However, it is very limited. You can't see people beyond the walls of
any given room - it will only highlight usable objects. This feature
may be useful for those new to the game but for those who have played
the other versions this feature is useless.
>>Sneak Running
*************
This is another useful feature that is exclusive to this version.
Generally when you sneak you can only go at one speed. But, by using
the Run Button or pushing the Left Analog Stick fully forward, you can
go much faster and can catch up to a person at walking speed. Makes
ambushing on the move much easier.
>>Advanced Warning System
***********************
Whenever Guards become suspicious, are in a trespassing area, or you
are caught on camera you will get a more explicit notification
including a change of colors around the screen edge.
This can also be confusing. If you are in a trespassing area and have
been caught on camera then change into a proper Disguise then you will
be told that you have been caught on camera again even though there is
no camera around.
>>Crashes and Glitches
********************
During my run-throughs on this version I have had about four random
crashes, something I never encountered on the other versions. There is
also a glitch that occurs sometimes when words are on the screen and
they become jumbled.
I should note that the other versions can crash but that is if you do
certain things like swinging weapons in the air (PS3 and Xbox 360
versions).
>>Modern Control Scheme
*********************
There are two main control schemes for this game: Modern and Classic.
The Modern Controls are more like the one in the current Hitman games
but has one major drawback - no 1st Person View. You can get around
that a bit by using the Binoculars but you can't do anything other than
look through them. And this is an issue because of the next one:
>>Object Interactions
*******************
In an attempt to make interacting with objects similar to the current
Hitman games Feral Interactive made some changes and, as a result, made
this version harder to play than the others.
One example is ambushing a Guard at a Weapons Box. In the other
versions all you had to do is stand near the center, regardless of
where the camera is at, and wait for the Guard to come by with a
dropped weapon. The moment he turns his back and you bring out your
Pistol then you get the Human Shield prompt so you can quickly Grab him
and knock him out. Easy.
In Reprisal, this is harder to do. If you were to do the exact same
thing you will not get the Human Shield prompt. Why?
In the other versions all you had to do in order to interact with an
object or attack somebody from behind was to simply stand near them
regardless of where the camera is aiming to get a prompt to do
something.
In Reprisal, the center reticle dot must be on the object to highlight
it or on the person in order to do something. As a result interacting
with objects is less forgiving than the other versions.
So, going back to the Weapons Box ambush scenerio, in Reprisal, in
order to safely ambush the Guard you need to have the camera pointing
straight down to the floor so it can be on the Guard when he stops.
Another example is the Light Switch. In the other versions all you
needed to do in order to use it is simply get near it. In Reprisal you
need to aim the center reticle on it to highlight it before you can
get the prompt to use it.
Another issue is that if there is a Disguise under a body then you may
need to pick up the body before you can get the prompt to change into
it.
These issues can be rectified somewhat by having the 1st Person View
feature. If you were to try to ambush someone from behind in the
standard 3rd Person View then you will need to angle the camera to the
left so you can get the prompt to Grab them. In 1st Person View the
reticle will always be in the center and thus make it easier for
interacting and ambushing.
But the 1st Person View feature is only on the Classic Controls and not
on the Modern Controls. I don't understand why this was excluded on
Modern since it would be easy enough to make the Left Analog Stick
Button be the Sneak Button and the Right Analog Stick Button be the 1st
Person View Button.
And, no, you can't individually assign the buttons either. You just
have these two schemes.
As a result I have made changes to some of the run-throughs for
Reprisal to do less risky actions and to take advantage of Sneak
Running. This, along with the lack of a compass, is the single biggest
reason why Reprisal has its own guide instead of being integrated into
my other Blood Money guide.
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Overall Thoughts |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
As far as the overall game goes the graphics and sound are top notch. It is
an old game and todays consoles are way better than the old PCs that were
around in 2006. The graphics are similar to the PS4 port. Plus you can take
this game on the go.
The modernization efforts did introduce some good features but botched up
others, especially the object interactions, that ends up hurting the game. As
a result Reprisal is just a little bit inferior to the other versions.
If you only play the Switch version this isn't too bad but, if you played the
other versions then this one, you may end up getting frustrated trying to
employ your favorite strategies and having to fight with this new system.
And now a brief explanation about Agent 47's employer.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN4. 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
often have several objectives beyond the assassination. Destruction or
retrieval of items and rescuing someone are some of the other objectives that
an agent may need to accomplish.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN5. Modern and Classic Controls |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Here I go over the two control schemes. It is important to know that which
one you choose will determine which features you can use.
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| A. Modern Controls |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Menus |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Button |
0===========================================================================0
| Select Menu Item.....................| D-Pad |
| Accept Menu Selection................| A Button |
| Cancel Selection.....................| B Button |
| View Objectives......................| (Hold) Minus Button |
| Pause/Options Menu...................| Plus Button |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Action |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Button |
0===========================================================================0
| Move Around..........................| Left Analog Stick |
| Look Around..........................| Right Analog Stick |
| Run..................................| L Button |
| [1] Sneak/Crouch.....................| Right Analog Stick Button |
| [2] Action...........................| A Button |
| Map..................................| (Press) Minus Button |
| Instinct.............................| (Hold) R Button |
| Melee................................| Y Button |
| Place/Retrieve Item..................| (Hold) Y Button |
| Equip Disguise.......................| (Hold) X Button |
| Drag Body............................| (Hold) B Button |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Weapons |++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Button |
0===========================================================================0
| Move Crosshair.......................| Right Analog Stick |
| Fire.................................| ZR Button |
| [3] Aim/Enter Sniper Mode/Throw......| (Hold) ZL Button |
| Zoom In/Out (Sniper).................| D-Pad Up/Down |
| Reload...............................| (Press) R Button |
| Holster/Draw Weapon..................| D-Pad Up |
0===========================================================================0
|+++++++++++++++++++++++++++++++| Inventory |+++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Button |
0===========================================================================0
| Open Inventory List..................| D-Pad Left/Right |
| Select Item..........................| D-Pad Left/Right |
| Equip Item...........................| A Button |
| Drop Selected Item...................| D-Pad Down |
0===========================================================================0
[1] - Move forward to Sneak. When you stop then you will Crouch. Move forward
very slowly to crawl. When used in conjunction with the Run Button then
you can Sneak Run which will allow you to catch up to a walking person.
[2] - This is used for the following:
--Pick up items.
--Interact with other objects.
--Open/close doors
--Look through Keyholes
--Make Human Shields
--View Action List (when presented with multiple actions)
[3] - When holding a non-firearm, like the RU-AP Mine, you use the Fire
Button to throw. Because this button is also used for aiming you cannot
throw firearms like Pistols.
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| B. Classic Controls |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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0===========================================================================0
|+++++++++++++++++++++++++++++++++| Menus |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Button |
0===========================================================================0
| Select Menu Item.....................| D-Pad |
| Accept Menu Selection................| A Button |
| Cancel Selection.....................| B Button |
| View Objectives......................| Minus Button |
| Pause/Options Menu...................| Plus Button |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Action |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Button |
0===========================================================================0
| [1] Move Around......................| Left Analog Stick |
| Look Around..........................| Right Analog Stick |
| [2] Sneak/Crouch.....................| (Hold) ZL Button |
| [3] Action...........................| A Button |
| Map..................................| L Button |
| Instinct.............................| (Hold) R Button |
| Melee................................| ZR Button |
| Place/Retrieve Item..................| (Hold) A Button |
| Pick Up/Equip Disguise...............| B Button |
| 1st Person View............... ......| Right Analog Stick Button |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Weapons |++++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Button |
0===========================================================================0
| Move Crosshair.......................| Right Analog Stick |
| Fire.................................| ZR Button |
| [4] Aim/Enter Sniper Mode............| Right Analog Stick Button |
| Zoom In/Out (Sniper).................| D-Pad Up/Down |
| Reload...............................| (Press) R Button |
| Holster/Draw Weapon..................| Y Button |
| [5] Throw............................| Left Analog Stick Button |
0===========================================================================0
|+++++++++++++++++++++++++++++++| Inventory |+++++++++++++++++++++++++++++++|
0===========================================================================0
| Command | Button |
0===========================================================================0
| Open Inventory List..................| (Hold) Y Button |
| Select Item..........................| D-Pad Left/Right |
| Equip Item...........................| A Button |
| Drop Selected Item...................| X Button |
0===========================================================================0
[1] - Move slightly to walk, move a bit further to speed walk, and move
further from that to run.
[2] - Move forward to Sneak. When you stop then you will Crouch. Move forward
very slowly to crawl.
[3] - This is used for the following:
--Interact with other objects.
--Open/close doors
--Look through Keyholes
--Make Human Shields
--View Action List (when presented with multiple actions)
[4] - You have to press this button twice to enter Sniper Mode.
[5] - When holding an object then press once to raise your arm to throwing
position. Press the button again to throw. Unlike with the Modern
Controls you can throw firearms in addition to other objects.
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Control Differences |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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Listed here are the main differences between the two control schemes:
>>Modern
******
--You can't speed walk. Speed walking is faster than walking but slower
than running. The best way to get close to this is by tapping the Run
Button as you walk.
--It is harder to bring out an object while you are on the move since
the button to do that, D-Pad Up, is on the same side as the Left
Analog Stick and you may need to pause slightly to do it.
--You do not have a true 1st Person View. If you need to position
yourself more precisely for ambushing you will need to use the
Binoculars. You cannot do anything more than move around but you can
still get yourself positioned
--You can't throw firearms but you can throw pretty much everything
else.
>>Classic
*******
--You can speed walk. To do this you need to push your Left Analog
Stick just a bit forward from a normal walking motion but just before
pushing it all the way forward which will cause you to fully run.
--It is easier to bring out an object while you are on the move since
the button to do that, the Y Button, is one of the face buttons so
you don't need to stop moving.
--You have use of the 1st Person View feature which will make it easier
to interact with certain objects and can make Grabbing people easier.
--You can throw firearms in addition to all other objects.
Depending on which one of these you use will determine how hard the game can
be and how easy or hard it is to do certain strategies.
Regardless of whether or not you're new to the game I highly recommend using
the Classic Controls as I feel that it will make the game easier.
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/=========================================================================\
| >GEN6. Profile Manager, Game Menus, and Options |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you get to the title screen then you open the Profile Manager which
allows you to do the following:
0===========================================================================0
| New | Creates a new Profile. |
|--------+------------------------------------------------------------------|
| Load | Loads up a current Profile. |
|--------+------------------------------------------------------------------|
| Delete | Deletes a Profile. |
0===========================================================================0
When you get past the Profile Manager then you will see the following
options:
0===========================================================================0
| Continue | This will allow you to continue a current game. |
|----------------+----------------------------------------------------------|
| Start Game | This will allow you to start a new game and its |
| | difficulty level or any mission from a current game. |
|----------------+----------------------------------------------------------|
| Options | This is where you set up your sound, graphics, and |
| | controls. |
|----------------+----------------------------------------------------------|
| Help & Support | This takes you to a QR code for Feral Interactive. |
|----------------+----------------------------------------------------------|
| Credits | This is the credits of those who made the game. |
|----------------+----------------------------------------------------------|
| Change Profile | This sends you back to the title screen. |
0===========================================================================0
Before I go any further I need to go over.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN7. Notoriety and Money |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In this chapter I go over a couple of the game features:
0==========0
| Notoriety \
0============================================================>
One of the new features introduced in Blood Money is what is called
Notoriety. The more people who witness you doing your thing, the harder it
will make your next mission and beyond.
This is because you will become more famous and more people will recognize
you. Guards will become more suspicious and your cover will get blown more
easily. People may run to Guards easier or may just run from you
altogether.
If you max out your Notoriety Rating then, unless you obtain a disguise
that covers your face, Guards will shoot you on sight. This will make it
very difficult to do your work. Because you need to be anonymous to be a
successful assassin, becoming famous is bad for business. So it is
important to be as clean as possible.
There are two main stats concerning Notoriety: Witnesses and Caught On
Camera.
Witnesses are people who saw you do something you shouldn't have been doing
and you didn't manage to kill.
Caught On Camera is if you are seen on the CCTV Cameras that can be found
on some missions. To remove evidence of your capture you need to find the
Surveillance Machine (VCR) and remove the CCTV Tape.
When you play through a mission for the first time then you will establish
your Notoriety Rating for that mission. The more Witnesses you leave
behind, coupled with the Caught On Camera, the higher your Notoriety
Rating. The Notoriety Rating is on a 0 to 100 point system. 0 is the lowest
Notoriety and 100 is the maximum.
The Notoriety Rating will affect your next mission and beyond but not the
mission you just played. Once Notoriety has been established for a mission
you *CANNOT* raise it no matter how badly you screw up your replays of that
mission - you can only lower it.
The only way to raise Notoriety is to play the next mission to establish
the Notoriety for that mission and to add to what you already have from the
previous one.
One of the best ways to lower your Notoriety is to simply replay the
mission to obtain a Silent Assassin rating which will reduce your Notoriety
Rating for that mission to 0. If you do not want to do that then you can do
certain actions at the end of a mission to clean up your Notoriety but it
costs money.
0======0
| Money \
0============================================================>
Money becomes more important in Blood Money than with its predecessors. You
can buy upgrades for your weapons and equipment as well as purchase means
to clean up your Notoriety.
You earn money by completing your main objectives within a mission.
However, you can earn more money by obtaining certain items within a
mission. And you can earn more money still by earning better ratings - up
to $150,000 for a Silent Assassin rating.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN8. Starting a New Game and Mission |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you start a game you can select a mission and difficulty: Rookie,
Normal, Expert, and Professional (Pro).
The difficulty determines how much damage you can take, the accuracy of the
Guards and their sensitivity, the visibility of people on the in-game map,
and the number of in-mission saves you can make:
0===========================================================================0
| Rookie | The AI within the game is pretty easy and does the least |
| | amount of damage in a fight. The maps will be full of |
| | Points of Interests and you can save as many times as you |
| | need. Finally, the Notoriety system isn't in use so you |
| | don't have to worry about what you do in a mission. |
|--------------+------------------------------------------------------------|
| Normal | The AI within the game is still fairly easy and does a bit |
| | more damage in a firefight. The maps will still have lots |
| | of Points of Interests and you can save seven times. The |
| | Notoriety system will now be in effect. |
|--------------+------------------------------------------------------------|
| Expert | The AI within the game becomes harder and it will be more |
| | alert. The Guards will also do more damage in a fight. If |
| | you stand by certain Guards long enough then your Threat |
| | Meter will creep up into the Yellow stage and you will |
| | start to create Witnesses which will negatively impact |
| | your rating. |
| | |
| | There will be no Points of Interests on the Map and there |
| | will be no Guards on it either (there will still be |
| | Civilians though). Notoriety will be in effect and your |
| | rating will be more negatively impacted if bodies are |
| | found. You can save up to three times. |
|--------------+------------------------------------------------------------|
| Professional | The AI within the game is the hardest of all and will do |
| | the most damage in a fight. You cannot make any saves at |
| | all. Only Targets and VIPs will show on the Map. Unless |
| | you perform an Accident on someone you cannot let any |
| | bodies be found, period. |
0===========================================================================0
Starting a new game at any difficulty will start the training mission "Death
of a Showman".
"Hideout", "Death of a Showman", and the mission "A Vintage Year" will appear
on all remaining difficulty levels after completion of your first run-through
of "Death of a Showman".
If you go to another difficulty level and play "A Vintage Year" without
playing through "Death of a Showman" first then you will start out with
$75,000. You will get more money if you play through "Death of a Showman"
before "A Vintage Year".
In addition, the higher the difficulty level, the less money you make per
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start a mission then you will usually be given a cutscene before you
begin. After the cutscene then you will be given your Mission Briefing where
you can go over who you need to kill and what other objectives you may need
to do.
After going over the objectives then you can select.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN9. 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.
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Acquiring Ammo |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Although you can find clips of ammo to use on various weapons during the
course of a mission you can also refill your ammo by picking up a weapon of
the same type. If you have a SLP .40 Pistol then you can add to your ammo by
picking up another SLP .40 Pistol.
You can also increase the ammo for a weapon even if you pick up different
weapon as long it is in the same class. For example, you can increase the
ammo for the TMP by picking up a MP5 since it is also a sub-machine gun and
they share the same ammo.
Unlike in past "Hitman" games there is no limit to how much ammo you can
carry for your weapons. You can have as much ammo as you can get your hands
on.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+0
| B. ICA Crates, Weapon Crates, and Weapon Boxes |~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+0
In Blood Money you will find crates and boxes where you can find and store
weapons. On every mission you will find a Weapons Crate from the ICA on your
Map. With this crate you can safely store weapons you find during a mission
that can be added to your weapons collection.
This is especially handy for large weapons that can get your cover blown. In
addition, you can also use the ICA Crate to discreetly bring in large
weapons, like your Shotgun, without causing problems (until you are ready
to).
On some missions you may find unmarked Weapons Crates. They are used to store
weapons to be brought back to your weapons collection but cannot be used to
bring in large weapons.
Weapons Boxes are usually found at the Guards Quarters and look like a foot
locker with the lid cut off. You will always find weapons to acquire within
them. However, the Weapons Boxes can be used for something else and I will go
over that later in the guide.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Weapon and Item Upgrade Tiers |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
In Blood Money you have the ability to upgrade some of your weapons and
standard items. There are five upgrade tiers and they will unlock one at a
time as certain missions are successfully completed. In addition, all of the
items within a tier cost the same amount:
0==============================================0
| Tier | Available (After) | Cost |
0==============================================0
| Tier 1 | Beginning | $50,000 |
|--------+--------------------------+----------|
| Tier 2 | Curtains Down | $75,000 |
|--------+--------------------------+----------|
| Tier 3 | Flatline | $100,000 |
|--------+--------------------------+----------|
| Tier 4 | The Murder of Crows | $150,000 |
|--------+--------------------------+----------|
| Tier 5 | Death on the Mississippi | $200,000 |
0==============================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Custom Weapons and Upgrades |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
In this sub-chapter I go over the five weapons that you have from the
beginning and can be upgraded. Any upgrade you purchase can be unequipped if
you do not like how the upgrade performs.
Even if you choose not to use custom ammo you cannot increase the ammo for
these weapons by picking up similar weapons during a mission. In addition, if
you leave any of these weapons behind then you will be charged $5,000 per
weapon for its retrieval at the end of a mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| Silverballer \
0===========================================================================0
| Based on: AMT Hardballer. |
| Notes: This is Agent 47's standard issue pistol. A pretty decent weapon |
| that can be made more powerful with the proper upgrades: |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Low Velocity Ammo | This fires slower and has less power than other ammo. |
| | But this allows it to be more silent and creates less |
| | recoil. When used you cannot use any other ammo for |
| | the weapon. |
|-------------------+-------------------------------------------------------|
| Silencer Type 1 | A basic silencer that makes the weapon more quiet. |
| | Cannot be used with the Long Slide and Silencer Type |
| | 2 upgrades. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Extra Ammo | You get two extra clips plus all of your clips will be |
| | expanded. |
|-------------+-------------------------------------------------------------|
| Laser Sight | A basic laser sight that allows you to be a bit more |
| | precise. |
|-------------+-------------------------------------------------------------|
| Rail Mount | This is used for mounting scopes. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Magnum Ammo | This ammo has more power and can penetrate doors. But this |
| | also creates more recoil. When used you cannot use any |
| | other ammo for the weapon. |
|-------------+-------------------------------------------------------------|
| Dual Action | You get a second Silverballer so you can dual wield. But |
| | this creates more recoil and takes much longer to reload. |
|-------------+-------------------------------------------------------------|
| Long Slide | This allows for better precision and less recoil but you |
| | cannot use silencers with it. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Red Dot Sight | This is a sight that goes on top of the pistol. It has a |
| | small zoom and will allow for high precision. It requires |
| | the Rail Mount upgrade and excludes the use of Scope Type |
| | 1 upgrade. |
|---------------+-----------------------------------------------------------|
| Large Clip | This doubles the capacity of your clips. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Silencer Type 2 | The best of the two silencers and cannot be used with |
| | the Long Slide and the Silencer Type 1 upgrades. |
|-----------------+---------------------------------------------------------|
| Full Auto Fire | This turns the Silverballer into a machine pistol. |
| | However, this also has more recoil because of the rapid |
| | firing. This requires the Large Clip upgrade to use. |
|-----------------+---------------------------------------------------------|
| Scope Type 1 | This is a large scope that goes on top of the pistol |
| | and has better zoom than the Red Dot Sight upgrade. |
| | This allows for extreme precision. It requires the Rail |
| | Mount upgrade and excludes the use of Red Dot Sight |
| | upgrade. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| SP12 Shotgun \
0===========================================================================0
| Based on: Franchi SPAS-12. |
| Notes: This is a large pistol grip pump-action shotgun that can be |
| upgraded with the following: |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Flechette Ammo | This fires 18 dart slugs and has less power than other |
| | ammo. But this allows it to be more precise. When used |
| | you cannot use any other ammo for the weapon. |
|----------------+----------------------------------------------------------|
| Butt Stock | This adds a butt stock to the rear of the weapon which |
| | reduces recoil and increase precision. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Extra Ammo | This adds two extra rounds and expands all rounds. |
|----------------+----------------------------------------------------------|
| Reload Boost | This allows you to mount your shells for faster reloads. |
|----------------+----------------------------------------------------------|
| 12 Gauge Slugs | This allows you to do maximum damage. When used you |
| | cannot use any other ammo for the weapon. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Rail Mount | This is used for the Red Dot Sight upgrade. |
|--------------+------------------------------------------------------------|
| Short Barrel | This adds a short barrel to your shotgun which increases |
| | damage but makes it less precise. This upgrade also |
| | excludes the use of the Silencer Type 1. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Laser Sight | A basic laser sight that allows you to be a bit more |
| | precise. |
|-------------+-------------------------------------------------------------|
| Magazine | This adds four extra slugs and increases your rate of fire. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Red Dot Sight | This is a two-level zoom red dot scope that maximizes |
| | your precision. This also requires the Rail Mount |
| | upgrade. |
|-----------------+---------------------------------------------------------|
| Silencer Type 1 | This adds a silencer to the end of the shotgun. Cannot |
| | be used with the Short Barrel upgrade. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| SMG Tactical \
0===========================================================================0
| Based on: MP5A2. |
| Notes: This is a easily concealed sub-machine gun that can be upgraded |
| with the following: |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Butt Stock | This adds a butt stock to the rear of the weapon |
| | which reduces recoil and increases precision. |
|-------------------+-------------------------------------------------------|
| Low Velocity Ammo | This fires slower and has less power than other ammo. |
| | But this allows it to be more silent and creates less |
| | recoil. When used you cannot use any other ammo for |
| | the weapon. |
|-------------------+-------------------------------------------------------|
| Butt Stock | This adds a different style of butt stock to the rear |
| | of the weapon that can reduce recoil and increase |
| | precision. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Extra Ammo | You get two extra clips plus all of your clips will be |
| | expanded. |
|-------------+-------------------------------------------------------------|
| Rail Mount | This is used for the Red Dot Sight upgrade. |
|-------------+-------------------------------------------------------------|
| Magnum Ammo | This ammo has more power and can penetrate doors. But this |
| | also creates more recoil. When used you cannot use any |
| | other ammo for the weapon. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Rapid Fire | This will greatly increase the rate of fire from the |
| | SMG. However, this also has more recoil because of the |
| | rapid firing. |
|-----------------+---------------------------------------------------------|
| Short Barrel | This adds a short barrel to your SMG which increases |
| | damage but makes it less precise. |
|-----------------+---------------------------------------------------------|
| Silencer Type 1 | A basic silencer that makes the weapon more quiet but |
| | does less damage. Cannot be used with the Silencer Type |
| | 2 upgrade. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Laser Sight | A basic laser sight that allows you to be a bit more |
| | precise. |
|-------------+-------------------------------------------------------------|
| Double Clip | This doubles the size of your clip for a faster reload. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Silencer Type 2 | The best of the two silencers and cannot be used with |
| | the Silencer Type 1 upgrade. However, it lessens the |
| | damage of the weapon. |
|-----------------+---------------------------------------------------------|
| Red Dot Sight | This is a two-level zoom red dot scope that maximizes |
| | your precision. This also requires the Rail Mount |
| | upgrade. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=================0
| M4 Assault Rifle \
0===========================================================================0
| Based on: M4A1 Carbine. |
| Notes: This is a large un-concealable assault rifle that can be upgraded |
| with the following: |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| R.I.S. Handguard | This is a special handguard that is required for the |
| | Laser Sight and Pistol Grip upgrades. |
|-------------------+-------------------------------------------------------|
| Low Velocity Ammo | This fires slower and has less power than other ammo. |
| | But this allows it to be more silent and creates less |
| | recoil. When used you cannot use any other ammo for |
| | the weapon. |
|-------------------+-------------------------------------------------------|
| Butt Stock | This adds a lightweight butt stock to the rear of the |
| | weapon which reduces recoil and increases precision. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Extra Ammo | You get two extra clips plus all of your clips will |
| | be expanded. |
|---------------------+-----------------------------------------------------|
| Laser Sight | A basic laser sight that allows you to be a bit |
| | more precise. Requires the R.I.S. Handguard |
| | upgrade. |
|---------------------+-----------------------------------------------------|
| Rail Mount | This is used for the Red Dot Sight upgrade. |
|---------------------+-----------------------------------------------------|
| Armor Piercing Ammo | This ammo has more power and can penetrate doors. |
| | When used you cannot use any other ammo for the |
| | weapon. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Silencer Type 1 | A basic silencer that makes the weapon more quiet. |
| | Cannot be used with the Silencer Type 2 upgrade. |
|-----------------+---------------------------------------------------------|
| Pistol Grip | This adds extra support and makes your weapon more |
| | steady. Requires the R.I.S. Handguard upgrade. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Double Clip | This gives you two additional clips and speeds up |
| | reloading. Cannot be used with the Drum Magazine upgrade. |
|---------------+-----------------------------------------------------------|
| Red Dot Sight | This is a two-level zoom red dot scope that maximizes |
| | your precision. This also requires the Rail Mount |
| | upgrade. Cannot be used with the Scope Type 1 upgrade. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Silencer Type 2 | The best of the two silencers and cannot be used with |
| | Silencer Type 1 upgrade. |
|-----------------+---------------------------------------------------------|
| Drum Magazine | This is a large drum magazine that adds 100 rounds to |
| | your weapon but greatly increases recoil. Cannot be |
| | used with the Double Clip upgrade. |
|-----------------+---------------------------------------------------------|
| Scope Type 1 | This is a large scope that goes on top of the rifle and |
| | has better zoom than the Red Dot Sight upgrade. This |
| | allows for extreme precision. It requires the Rail |
| | Mount upgrade and excludes the use of Red Dot Sight |
| | upgrade. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=============0
| W2000 Sniper \
0===========================================================================0
| Based on: Walther WA 2000. |
| Notes: Only 176 of these rifles were ever made because it was too |
| expensive to achieve widespread sales of the weapon. This makes it |
| a rare and valuable collectable. It comes with its own rifle case |
| which can also be upgraded. |
| |
| It is important to note that the rifle case is only for use with |
| the W2000. There was a trick in Contracts that allowed you to use |
| the rifle case to carry other types of Sniper Rifles which was |
| very useful in collecting them. Sadly, you cannot do this in |
| Blood Money. |
| |
| The W2000 is one of the best Sniper Rifles ever constructed and |
| can be made even better with the following upgrades: |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Low Velocity Ammo | This fires slower and has less power than other |
| | ammo. But this allows it to be more silent and |
| | creates less recoil. When used you cannot use any |
| | other ammo for the weapon. |
|----------------------+----------------------------------------------------|
| Double Capacity Clip | This doubles the capacity of your clips and |
| | increases your rate of fire. Cannot be used with |
| | the Bolt Action upgrade. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Extra Ammo | You get one extra clip plus all of your clips will be |
| | expanded. |
|-------------------+-------------------------------------------------------|
| Scope Type 1 | This is a large scope that goes on top of the rifle |
| | and has a three-level zoom. This allows for high |
| | precision. Cannot be used with the Scope Type 2 |
| | upgrade. |
|-------------------+-------------------------------------------------------|
| Lightweight Frame | This replaces most of your rifle with lightweight |
| | parts. This is required for the Bolt Action upgrade. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Silencer Type 1 | A basic silencer that makes the weapon more quiet |
| | but does less damage. Cannot be used with the |
| | Silencer Type 2 upgrade. |
|---------------------+-----------------------------------------------------|
| Armor Piercing Ammo | This ammo has more power and can penetrate doors |
| | but increases recoil. When used you cannot use any |
| | other ammo for the weapon. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Extra Ammo | This gives you two extra clips and will expand all |
| | clips. |
|---------------------+-----------------------------------------------------|
| Carbon-Fiber Barrel | This barrel will increase precision and reduce |
| | recoil. |
|---------------------+-----------------------------------------------------|
| Bolt Action | This turns the rifle into a single shot weapon and |
| | greatly increases precision. This requires the |
| | Lightweight Frame upgrade and cannot be used with |
| | clips. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Silencer Type 2 | The best of the two silencers and cannot be used with |
| | the Silencer Type 1 upgrade. However, it lessens the |
| | damage of the weapon. |
|-----------------+---------------------------------------------------------|
| Scope Type 2 | This is a large scope that goes on top of the rifle and |
| | has a three-level zoom. It is better than the Scope |
| | Type 1 upgrade and has a distance counter. This allows |
| | for very high precision. Cannot be used with the Scope |
| | Type 1 upgrade. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. Standard Equipment and Upgrades |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Listed in this sub-chapter is the standard equipment you always carry along
with appropriate upgrades. Any upgrade you purchase cannot be unequipped.
0===========================================================================0
| Fiber Wire | This is a specially made weapon using a very strong |
| | fiber wire. Its main use is to strangulate your victim |
| | from behind. |
| | |
| | The best feature about this weapon is that, because |
| | you are strangulating your victim, he will not make |
| | any noise as you are attacking him. You can also use |
| | this weapon to break necks but this happens at random. |
| | Another feature is that it will not trigger metal |
| | detectors. |
| | |
| | Finally, it will not be seen as a weapon so you can |
| | have it out in the open regardless of disguise. |
| | |
| | When you enable the Simplify Strangle option then you |
| | will automatically go into Sneak Mode when you pull |
| | the Fiber Wire to ready it for attack. |
|------------------+--------------------------------------------------------|
| Sedative Syringe | This is a stainless steel, surgical syringe. It |
| | contains a non-lethal general Anesthetic, enough to |
| | knock out a grown man. Once knocked out, the victim |
| | will remain unconscious for the rest of the mission |
| | unless found and awakened. |
| | |
| | The Sedative can also be used on food and drink. Bring |
| | out the Sedative and aim the Crosshair at the item to |
| | be injected. When the Crosshair turns red then press |
| | Fire to inject the item. |
| | |
| | The Sedative can be used for a quick attack and should |
| | be used sparingly since you will have only two doses |
| | to use during a mission. |
| | |
| | It is important to point out that all Syringes are |
| | seen as weapons so you can't have it out in the open |
| | regardless of disguise until you need to use it. |
|------------------+--------------------------------------------------------|
| Poison Syringe | This is a stainless steel, surgical syringe. It |
| | contains a lethal combination of sodium pentothal, |
| | pavulon, and potassium chloride and will kill |
| | instantly. The Poison Syringe is used exactly like the |
| | Sedative Syringe. |
|------------------+--------------------------------------------------------|
| RU-AP Mine | This is a Non-Detectable bomb. It comes with a |
| | Detonator and can be detonated within 25 meters. |
| | |
| | This is normally used for Winches and other large |
| | objects that can be dropped down onto someone. When in |
| | the right spot then you will get the Plant Bomb prompt |
| | which will allow you to properly place the Mine. |
| | |
| | You can also plant the Mine on other objects as well. |
| | Bring out the Mine and look down towards the object. |
| | When the Crosshair turns red then press Fire to plant |
| | the Mine. |
| | |
| | You can bring out the Detonator in a crowded area and |
| | still detonate safely - the people don't seem to care |
| | about you holding this item out in the open. As a |
| | matter of fact, this particular aspect of this device |
| | is very useful in weapon acquisition which is |
| | explained a little later. |
| | |
| | The Mine can also be placed inside Briefcases and |
| | Suitcases. When opened then the Mine will explode, |
| | killing the victim and thus making a good booby trap. |
| | |
| | You get one Mine to use but you can increase that |
| | number with an upgrade. You can also increase the |
| | range of the Detonator with an upgrade. |
|------------------+--------------------------------------------------------|
| Coin | This is a simple coin used to distract people. Throw |
| | the Coin at something and whoever is nearby will go to |
| | investigate. I find this to be fairly useless, |
| | especially since it hardly works at all at |
| | Professional difficulty. |
| | |
| | If you wish to lure Guards away then it is best to use |
| | the Weapon Dropping technique which I will cover |
| | later. |
|------------------+--------------------------------------------------------|
| Binoculars | This is a waterproof and shock resistant pair of |
| | binoculars with a 8x45 zoom. However, it cannot zoom. |
| | But you can upgrade it to something better. |
|------------------+--------------------------------------------------------|
| Lockpick | This is the one item that is part of your equipment |
| | but cannot be selected in the Inventory List. This is |
| | used to open locked doors, of course. You can increase |
| | the speed of your lockpicking by purchasing better |
| | Lockpicks. |
0===========================================================================0
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================0
| Standard Item Upgrades \
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Pain Killers | This is an experimental drug that contains a |
| | hazardous amount of anesthetic and is undergoing |
| | test trials to pass as a surgery aid on race |
| | horses. This will boost your health and will allow |
| | you to endure more damage. |
|----------------------+----------------------------------------------------|
| 7x50 Zoom Binoculars | This is an upgrade over the standard 8x45 zoom |
| | binoculars. This also has an incremental zoom plus |
| | distance counter. |
|----------------------+----------------------------------------------------|
| Improved Lockpick | This will speed up your Lockpicking by 25%. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Kevlar Vest | This piece of body armor will allow you to absorb |
| | 15% damage but you will lose it the first time you |
| | change clothes. |
|--------------------+------------------------------------------------------|
| Enhanced Detonator | This will more than double the range of the RU-AP |
| | Mine Detonator (50 to 60 meters). |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Adrenaline | This provides a small temporary health boost that lasts just |
| | long enough to finish a mission. |
|------------+--------------------------------------------------------------|
| Flak Vest | This piece of body armor will allow you to absorb 35% damage |
| | but you will lose it the first time you change clothes. |
|------------+--------------------------------------------------------------|
| Extra Mine | This will permanently add an extra RU-AP Mine to your |
| | inventory. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Cratt Schultz Lockpick | This will speed up your Lockpicking by 50%. |
|------------------------+--------------------------------------------------|
| Foil Padded Suitcase | This upgrades your W2000 Sniper case and will |
| | keep it from being detected by metal detectors. |
0===========================================================================0
|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Flexible Flak Vest | This piece of body armor will allow you to absorb |
| | 35% damage but, unlike the other body armor |
| | upgrades, it is permanent and fits all Outfits that |
| | you change into. |
0===========================================================================0
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. Non-Custom Collectible Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These are all of the weapons that you can collect throughout the game, a
total of twenty. You can play around with them at your Hideout afterwards
(with the exception of the Nailer).
To successfully collect a weapon it must either be on you, safely stored
inside a Weapons Crate, or inside your ICA Crate at the end of a mission. You
can bring in any of these weapons to use in another mission and leave it
behind without penalty.
The information on each weapon and is broken down as follows (if applicable):
--Missions: What missions the weapon appears in.
--Based on: What real life weapon this is based on.
--Magazine Capacity: How many rounds the magazine of the weapon holds.
--Uses: What type of ammo the weapon uses.
---------------------------------------------------------------------------
--Notes: Information on the weapon or item.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==============0
| Melee Weapons \
0===============================================>
These weapons are unusual in that even though they fire projectiles they
are considered melee weapons.
>>Nailer
******
Missions: Curtains Down
A New Life
Amendment XXV
Magazine Capacity: 50 rounds.
Ammo Type: Nails.
---------------------------------------------------------------------
Notes: This nail gun doesn't do much damage and can be considered a
"fun" weapon to play with. It is the only weapon that is not
available at your Hideout. Even though it is a tool is is
considered a weapon and you need to be in an appropriate
disguise before bring it out into the open.
>>Air Rifle
*********
Missions: A New Life
Based on: Beeman Break Barrel.
Magazine Capacity: 1 round.
Ammo Type: Darts/Tranquilizer.
---------------------------------------------------------------------
Notes: This is considered a melee weapon because of its non-lethal
nature. This weapon has a two level zoom mode and fires
Tranquilizer Darts to Sedate people from afar.
Because of its small magazine you get only a couple of shots
when you bring it into a mission thus making it nearly
useless.
0========0
| Pistols \
0===============================================>
These easily concealable weapons can take down people from a distance.
However, most of them tend to make a lot of noise which will attract
unwanted attention and all have some degree of recoil.
>>SLP .40 Pistol
**************
Missions: Death of a Showman
Curtains Down
Flatline
A New Life
The Murder of Crows
You Better Watch Out...
A House of Cards
A Dance with the Devil
Amendment XXV
Based on: Heckler & Koch USP40.
Magazine Capacity: 12 rounds.
Ammo Type: .45 ACP.
---------------------------------------------------------------------
Notes: This is a basic pistol that can be easily found on most of the
missions and has decent accuracy and power.
>>SLP .40 .S
**********
Missions: The Murder of Crows
A House of Cards
Based on: Heckler & Koch USP40.
Magazine Capacity: 12 rounds.
Ammo Type: .45 ACP.
---------------------------------------------------------------------
Notes: This is the exact same weapon as above but silenced. If you
need to bring in a pistol outside of your Silverballer then
this is a good choice because of its silenced nature and the
fact that its un-silenced cousin is the most common weapon in
the game allowing you to acquire lots of ammo if needed.
>>Snub Nosed
**********
Missions: A Vintage Year
Death on the Mississippi
Based on: Smith & Wesson Model 686.
Magazine Capacity: 6 rounds.
Ammo Type: Pistol.
---------------------------------------------------------------------
Notes: This is a small snub-nosed revolver. It fires somewhat slowly
and has a longer reload than the SLP. 40 Pistol.
>>Six Shooter
***********
Missions: ...Till Death Do Us Part
Based on: Schofield Model 3.
Magazine Capacity: 6 rounds.
Ammo Type: Pistol.
---------------------------------------------------------------------
Notes: This is a longer barreled revolver. It fires a bit faster than
the Snub Nosed but has a much longer reload time.
>>Desert Eagle
************
Missions: Death of a Showman
The Murder of Crows
Death on the Mississippi
A Dance with the Devil
Amendment XXV
Magazine Capacity: 9 rounds.
Ammo Type: Magnum.
---------------------------------------------------------------------
Notes: This powerful pistol has solid stopping power and a decent
rate of fire.
>>Bull .480
*********
Missions: A New Life
Death on the Mississippi
Based on: Taurus Raging Bull.
Magazine Capacity: 6 rounds.
Ammo Type: Bull.
---------------------------------------------------------------------
Notes: This huge powerful revolver has solid stopping power but has a
slow rate of fire and slow reload.
0=================0
| Sub-Machine Guns \
0===============================================>
These easily concealable weapons can clear out an area of bad guys in a
hurry.
>>TMP
***
Missions: Death of a Showman
A Vintage Year
Flatline
You Better Watch Out...
A House of Cards
Based on: Steyr TMP.
Magazine Capacity: 25 rounds.
Ammo Type: SMG.
---------------------------------------------------------------------
Notes: This small machine pistol has decent stopping power and a
solid rate of fire.
>>SAF SMG
*******
Missions: A Vintage Year
Based on: FAMAE SAF.
Magazine Capacity: 25 rounds.
Ammo Type: SMG.
---------------------------------------------------------------------
Notes: This is almost the same weapon as your standard SMG Tactical
but cannot be upgraded.
>>MP5
***
Missions: Curtains Down
A Dance with the Devil
Amendment XXV
Based on: MP5A2.
Magazine Capacity: 25 rounds.
Ammo Type: SMG.
---------------------------------------------------------------------
Notes: This is the exact same weapon as your SMG Tactical but cannot
be upgraded.
>>MP7
***
Missions: A New Life
A Dance with the Devil
Based on: Heckler & Koch PDW/MP7 prototype.
Magazine Capacity: 25 rounds.
Ammo Type: SMG.
---------------------------------------------------------------------
Notes: This unusual looking one-handed machine pistol has a slower
rate of fire than the other sub-machine guns and has more
recoil.
>>MP9
***
Missions: The Murder of Crows
Based on: Ruger MP9.
Magazine Capacity: 25 rounds.
Ammo Type: SMG.
---------------------------------------------------------------------
Notes: This unusual looking one-handed machine pistol has a slightly
faster rate of fire than the MP7 rate and has the same amount
of recoil.
0===============0
| Assault Rifles \
0===============================================>
These large machine guns will be useful in medium to long distance
firefights but cannot be concealed.
>>SG552
*****
Missions: The Murder of Crows
Based on: SIG SG 552.
Magazine Capacity: 20 rounds.
Ammo Type: Rifle.
---------------------------------------------------------------------
Notes: This assault rifle has a good rate of fire and decent stopping
power.
>>FN-2000
*******
Missions: Death on the Mississippi
A Dance with the Devil
Based on: FN F2000.
Magazine Capacity: 20 rounds.
Ammo Type: Rifle.
---------------------------------------------------------------------
Notes: This unusual looking assault rifle has a better rate of fire
than the SG552 and has a little less recoil. Can usually be
found inside its own case for easier concealment.
>>M14
***
Missions: Amendment XXV
Magazine Capacity: 20 rounds.
Ammo Type: Rifle.
---------------------------------------------------------------------
Notes: This is a large assault rifle that fires one shot at a time.
But it has good stopping power and accuracy.
0=========0
| Shotguns \
0===============================================>
These weapons are very powerful in close combat situations. However, they
are very noisy, weak in medium to long range combat, and cannot be
concealed.
>>Shotgun
*******
Missions: Death of a Showman
A Vintage Year
Death on the Mississippi
...Till Death Do Us Part
Based on: Remington 870.
Magazine Capacity: 8 rounds.
Ammo Type: Shotgun.
---------------------------------------------------------------------
Notes: This large shotgun fires slow and has an even slower reload.
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.
Unlike with the previous Hitman games you can fire the Sniper Rifle like a
gun without going into Zoom Mode. You can even use it like this in regular
1st Person View (and not have any recoil).
When in Zoom Mode then use the D-Pad to go through the zoom levels. You
will notice that your scope will bob up and down. The more you sit still,
the more it will stabilize. This is important to know so you can make a
good shot at someones head.
>>Dragunov
********
Missions: Death of a Showman
A Dance with the Devil
Based on: SVD Dragunov.
Magazine Capacity: 10 rounds.
Ammo Type: Sniper Rifle.
---------------------------------------------------------------------
Notes: This Russian made sniper rifle has a two level zoom and a
decent rate of fire.
>>Kazo TRG
********
Missions: The Murder of Crows
Based on: Sako TRG-42.
Magazine Capacity: 10 rounds.
Ammo Type: Sniper Rifle.
---------------------------------------------------------------------
Notes: This sniper rifle has a one level zoom and fires very slowly
due to the fact that it is a bolt action rifle.
>>Elephant Rifle
**************
Missions: ...Till Death Do Us Part
Based on: Browning BAR Mk. II Safari.
Magazine Capacity: 10 rounds.
Ammo Type: Sniper Rifle.
---------------------------------------------------------------------
Notes: This sniper rifle has a two level zoom and fires faster than
the Dragunov.
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| G. The Detonator Trick |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
A reader named J Sasaki told me of a commonly known trick that will allow you
to acquire certain large weapons utilizing the Detonator used for your Mines.
When you hold a large weapon, such as a Sniper Rifle, then bring out your
Detonator which will holster the weapon in your left hand.
For some reason, as long as you have the Detonator out, you can walk around
with the weapon without being attacked or even generate any Witnesses - it's
like you are not holding the weapon at all. This makes it much easier to
obtain large un-concealable weapons.
When you get to a Weapons Crate then go back into your Inventory List and
bring out your large weapon, which will holster the Detonator, then Store the
weapon to save it.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| H. Non-Obtainable Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Listed in this sub-chapter are weapons that you will find in certain missions
that you cannot take back with you to add to your weapons collection:
0===========0
| Electrical \
0===============================================>
>>Stun Gun
********
Missions: Flatline
-----------------------------------------------------------------------
Notes: The Stun Gun is a non-lethal weapon that will knock out a person
rather than kill him.
0=============0
| Blunt Object \
0===============================================>
>>Baseball Bat
************
Missions: Death of a Showman
A New Life
-----------------------------------------------------------------------
Notes: This is a standard wooden baseball bat that can take up to three
hits to kill somebody.
>>Hammer
******
Missions: Death of a Showman
A Vintage Year
Curtains Down
Requiem
-----------------------------------------------------------------------
Notes: This is a standard hammer that is best used from behind when
attacking.
>>Screwdriver
***********
Missions: Curtains Down
Requiem
-----------------------------------------------------------------------
Notes: This is a regular screwdriver that can be used like a knife.
Best used from behind so you can jam it in someones neck.
>>Fire Extinguisher
*****************
Missions: Death of a Showman
A Vintage Year
Curtains Down
Death on the Mississippi
-----------------------------------------------------------------------
Notes: This is used mainly for putting out fires but is more often used
as a powerful blunt force melee weapon.
>>Shovel
******
Missions: Death on the Mississippi
..Till Death Do Us Part
Requiem
-----------------------------------------------------------------------
Notes: This is a large but somewhat weak weapon. Has an amusing kill
animation if you nail somebody from behind.
0=======0
| Bladed \
0===============================================>
>>Kitchen Knife
*************
Missions: Death of a Showman
A Vintage Year
A New Life
The Murder of Crows
You Better Watch Out...
Death on the Mississippi
...Till Death Do Us Part
Amendment XXV
Requiem
-----------------------------------------------------------------------
Notes: This is just a simple large kitchen knife that can be used to
slash somebody's throat from behind.
>>Meat Cleaver
************
Missions: A Dance with the Devil
-----------------------------------------------------------------------
Notes: This is a large meat cleaver that can be used just as easily
against humans.
>>Stiletto
********
Missions: A Dance with the Devil
Requiem
-----------------------------------------------------------------------
Notes: This is a Solingen 420 stainless steel blade with Stag Horn
grip. This is used just like the Kitchen Knife.
>>Hedge Cutter
************
Missions: A New Life
Requiem
-----------------------------------------------------------------------
Notes: This is a large garden clipper that can be used for stabbing and
slashing people.
>>Cane Sword
**********
Missions: A Dance with the Devil
-----------------------------------------------------------------------
Notes: This is a sword hidden within a cane. You acquire this by
killing Vaana Ketlyn up-close. For a sword it is not a terribly
powerful weapon.
0========0
| Pistols \
0===============================================>
>>Real WWI Pistol
***************
Missions: Curtains Down
Based on: Lee Enfield No.4 Mk.I.
Magazine Capacity: 9 rounds.
Ammo Type: Mauser.
-----------------------------------------------------------------------
Notes: This pistol is mainly used to be swapped out for a prop version
of the same weapon. Not very powerful but will still kill with a
headshot.
>>Custom 1911
***********
Missions: Amendment XXV
Requiem
Based on: Custom M1911.
Magazine Capacity: 9 rounds.
Ammo Type: Magnum.
-----------------------------------------------------------------------
Notes: This is a customized variant of the Silverballer that is very
accurate and powerful enough to go through people and doors. Odd
that it is a pistol that you can't add to your weapons
collection.
0======0
| Other \
0===============================================>
>>Lighter Fluid
*************
Missions: A New Life
-----------------------------------------------------------------------
Notes: This is a bottle of flammable liquid that can be used to set up
an Accident with a barbecue grill.
>>Bottle of Ether
***************
Missions: A New Life
-----------------------------------------------------------------------
Notes: This is normally used to sedate animals at the Vet Clinic where
this can be found but can also be used against humans.
After selecting your weapons then you will start the mission.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN10. The Main Screen |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Your Main Screen is where all of the action in Blood Money take place.
In the center of your screen is Agent 47. You use your controller to move him
around and manipulate the camera.
In the lower left corner of the Main Screen is where your Health Bar (which
shows your current health) and the Threat Meter (which shows your threat
level) is displayed. The Minimap is also displayed here if it is turned on.
Your available actions, along with the button icons related to them, are
displayed in the lower center of the screen.
In the lower right corner of the Main Screen is where your current weapon,
and ammo, will be displayed. When you have a weapon in your hand then you
will also see a Crosshair in the center of the screen.
Now for a breakdown of some of these displays.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN11. Health Bar and Threat Meter |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The Health Bar represents your available health. When it disappears then you
will die.
You will get hurt when you are shot, hit, or fall from a great length. The
amount of health depleted depends on what weapon is being fired at you and
what part of your body is being hit. Being hit in the head or anywhere with a
powerful weapon will greatly damage or kill you outright.
The Threat Meter represents how much danger you are in. The threat levels are
based on color:
0===========================================================================0
| Green | If you are in disguise then you will go into the green range as |
| | you pass by Civilians and Guards. As long as it remains green |
| | then you are in good shape. You will automatically go green when |
| | a Guard finds a dropped weapon. |
|--------+------------------------------------------------------------------|
| Yellow | There are various reasons for going yellow. One reason is that |
| | you were seen by someone doing something that you shouldn't be |
| | doing (like dragging a body) and that this Witness will go to |
| | the Guards. |
| | |
| | This will negatively impact your rating. Another reason is that |
| | a body was found regardless of whether or not it was an |
| | Accident. |
|--------+------------------------------------------------------------------|
| Red | When you go red and the music changes then this means that your |
| | cover is blown and you will be attacked. Most times, if you blow |
| | you cover and you kill the person who blew it, then your Threat |
| | Meter will go yellow afterwards as people will become much more |
| | suspicious of you regardless of your current activity. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN12. The Map and Intel |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This is the most important tool you have to help you in your missions. It
displays everything in real time (except at harder difficulty levels) on
every level of a Map. You will also see how everyone moves which will be
extremely useful in planning your attacks. There are multiple icons you will
see on your Map:
0===========================================================================0
| White | This is your current position. |
|---------------+-----------------------------------------------------------|
| Red | This is your current Target. There can be more than one. |
|---------------+-----------------------------------------------------------|
| Yellow | This is an enemy. These are usually Guards. |
|---------------+-----------------------------------------------------------|
| Gray | These are innocent Civilians. They are harmless but if |
| | they see you doing something suspicious then they will go |
| | to a nearby Guard or Police to inform them of it. |
|---------------+-----------------------------------------------------------|
| Blue | These are Police. They are pretty much the same as a |
| | regular enemy. |
|---------------+-----------------------------------------------------------|
| White | This is a V.I.P. This person usually needs to be |
| (with a star) | protected but not always. |
0===========================================================================0
A circle with an X is a dead body. A "!" symbol is known as a Point of
Interest. These marked places either contain a potentially useful item or is
a place where you can do a specific action. Your ICA Crate is marked "ICA". A
lightning symbol is a Power Switch.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you go into your Objectives screen during the mission then you have the
option of buying additional Intel to gain more information about your
surroundings. You can buy up to eight pieces of Intel and each one will cost
you $3,500.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN13. The Inventory Menu |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
To use any weapon or item you must first bring up the Inventory Menu. Select
the item or weapon you wish to use and Equip it to bring out the item and
leave the menu.
If you are using a weapon then you can Holster it by using the Holster
button. Just like with the previous Hitman games if you press the Holster
button again after holstering your weapon then you will bring out that weapon
again.
This will allow you quickly bring out a weapon for a quick attack. Bringing
out a weapon and quickly holstering it for an attack later in the mission is
known as "Prepping" the weapon.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN14. Different Ways of Moving About |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this chapter are the different ways you can move about within
missions:
0===========================================================================0
| Walking | Moving the Left Analog Stick forward slightly will make |
| | 47 walk slowly. |
|---------------+-----------------------------------------------------------|
| Speed Walking | Speed Walking is something new to the Hitman games. If |
| | you move the Left Analog Stick forward a little more then |
| | you will walk faster (Classic Controls). |
|---------------+-----------------------------------------------------------|
| Running | Move the Left Analog Stick more forward and 47 will run |
| | (Classic Controls). |
| | Press the Run Button to make him run (Modern Controls).
| | |
| | Unlike previous Hitman games you can run by Guards |
| | without drawing their suspicions as long as you are |
| | properly disguised (in restricted areas) or in your Suit. |
| | This will allow you to do missions more quickly. |
|---------------+-----------------------------------------------------------|
| Nudging | This method involves moving yourself incrementally |
| | without going into Sneak Mode. Quickly nudge the Left |
| | Analog Stick forward and you can move a few pixels even |
| | though it looks like you are standing still. |
| | |
| | This is beneficial to quickly get closer to something |
| | without risking getting caught or to keep doors open. |
|---------------+-----------------------------------------------------------|
| Sneaking | I go over this a few chapters from now. |
0===========================================================================0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN15. Observing Your Surroundings |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As you go about the mission then you will see both Guards, Civilians, and
Targets move about the area. The most important thing to know about this
game, as well as the other Hitman games, 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.
If any Civilian sees you doing something out of the ordinary, like moving a
body, then that person will become alarmed and go to alert the Guards or
Police. That Civilian will also become a Witness unless you kill him or her
by the end of the mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN16. Standing |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
One of the most important actions you will take within the game is Standing.
By standing at specific places and at specific times then you will make it
easier to attack your victims or avoid people. Usually you will be standing
at or near the end of a person's patrol route. When that person stops in
front of you then you can attack him any way you please.
Here's an example:
--"Stand by the window and wait for the Guard to stop by you."
When I say "Stand by the window" *DON'T* stand *EXACTLY* by the window. You
need to allow room for a person to stand in front of you. Put an imaginary
person in front of you as you stand by the window and make room for him. So,
when the Guard comes by, then he will stand right in front of you.
Sometimes you will be standing in an area that has very little room for
somebody else. This is not something to worry about since the game will warp
the approaching person either around or through you to allow him to get to
where he needs to go.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN17. Disrupting Patrols |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As noted on the higher difficulty levels everybody becomes more sensitive to
what you are doing. This can be used to your advantage to help safely get
people out of the way.
For example: There is a Guard standing where you need to be and you can't
knock him out and he is going to be standing for a good long time. Walk up to
him close enough and he should turn around. After looking at you for a few
seconds then he should leave to resume his patrol pattern.
Continuing: Let's say that he will stand for one minute before leaving on his
own. Walk up to him fifteen seconds in and he will leave after looking at you
regardless of how much longer he was going to stand.
This trick can be used for certain situations at Expert and Professional
difficulties but not at the lower ones since people there are not as
sensitive.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN18. 3rd and 1st Person Views |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Most of the game is played in 3rd Person but, if you are using the Classic
Controls, you can switch to 1st Person by using the Right Analog Stick
Button. When in 1st Person View then you can sidestep left and right,
something you can't do in 3rd Person. This is useful when you need to tweak
where you need to stand if you are trying to ambush somebody.
In addition, wherever the camera is pointing when you are in 3rd Person View
is where you will face when you go into 1st Person.
For example, you are standing behind somebody and your camera is pointing 180
degrees to look at a window. If you go into 1st Person View than you will
automatically look at the window. This is a great way of quickly turning 47
around or better aim where you want him to go.
You can also interact with objects and ambush people in 1st Person View. This
will make pulling off certain strategies a lot easier.
However, if you are using the Modern Controls, you do not have use of 1st
Person View feature. If you are standing somehere and waiting for someone to
come by so you can ambush them and you need to gently tweak your stance you
have use of the Binoculars.
The Binoculars behave the same as the 1st Person View and will allow you move
around. However, you cannot do anything more than look through them and must
back out of them before you can either ambush someone or interact with other
objects.
Finally, the Binoculars cannot be brought out or Prepped like a Pistol. In
order to use them you must go through the Inventory List.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN19. Sneaking and Melee Attacks |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The overall goal of a given mission is to get close to your Target and kill
him with little fanfare as possible.
There are situations where you need to quietly dispose of someone that may
get in your way later. The quietest way to get rid of someone is to get
behind him and then use the Fiber Wire to take him down. If you do not wish
to kill him then use your Sedative or Pistolwhip him.
Entering Sneak Mode, which will make you crouch, will allow you to move about
slowly and silently. If you walk or run to a potential victim with your
weapon drawn then he may turn around before you can attack him and things can
go seriously wrong from there (or, at the very least, he may walk away which
may blow whatever timing you were relying on).
As already noted there is a new feature exclusive to Reprisal which is Sneak
Running. Use the Run Button (Modern Controls) or move the Left Analog Stick
completely forwards (Classic Controls) while sneaking and you can catch up to
a walking person for safer ambushing when on the move.
During the course of the guide you will see three specific Melee Attack
words: Sedate, Poison, and Garrote. They pertain to certain methods of Melee
Attacks:
0===========================================================================0
| Sedate | This is the melee attack method I use as it will allow for the |
| | best possible score. Below are the moves involved in the |
| | method: |
| | |
| | --Get close behind a person regardless of whether or not |
| | they are moving. |
| | --Bring out your Sedative. |
| | --Enter Sneak Mode and creep up on the person. |
| | --Move the camera to the left slightly to put the center |
| | reticle on your victim (3rd Person). |
| | --Put the center reticle on the back (1st Person). |
| | --Attack your victim. |
| | |
| | When a person is Sedated then they will be out for the |
| | remainder of the mission unless they are found and awakened by |
| | somebody. |
|---------+-----------------------------------------------------------------|
| Poison | This is the same method as above except you use the Poison. |
|---------+-----------------------------------------------------------------|
| Garrote | This is if you wish to kill a target with the Fiber Wire. It |
| | uses the same moves as the Sedative/Poison method described |
| | above. |
0===========================================================================0
As already noted, you can also use the Sedative and Poison to inject food and
drink so you can knock out or kill your victim from afar. Of course, there
are other ways of attacking your targets.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN20. Human Shields and Pistolwhipping |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
One of the other things that you can do to someone is to take him as a Human
Shield. This action is very useful in getting out of tight situations and
getting people out of the way. Just about every mission in this guide has you
doing this action as well as other actions related to it.
The action of making a Human Shield is known as Grabbing (which is also
shorthanded to Grab). To Grab someone you need to do the following:
--Sneak up on someone.
--As you are Sneaking up then bring out either a Pistol, one-handed
Sub-Machine Gun, or Nailer.
--Move the camera to the left slightly to put the center reticle on your
victim (3rd Person View).
--Put the center reticle on their back (1st Person View).
--Perform the action "Human Shield" when you get the prompt.
When you have Grabbed somebody (thus making a Human Shield) then your enemies
will not be able to fire on you without risking hitting your hostage.
However, they will fire on you if they can get a good angle on you without
hitting the hostage. Of course, this means that you can shoot your enemies
more easily since they will be very hesitant to fire back.
On higher difficulty levels the enemies may just fire on the both of you,
thus killing the hostage, so they can more easily go after you.
It is very important to note that when you Grab somebody they may make noise
("DON'T NOBODY SHOOT!", "Don't do anything stupid, pal!"). If there is
somebody nearby and they hear the hostage making noise then it will usually
result in a Civilian running to a Guard or a Guard coming out to attack you.
When you have a hostage there are two actions you can perform:
0===========================================================================0
| Move | This is where you move the both of you around, usually |
| | to a specified location. It is about the same speed as |
| | dragging a body but you keep the hostage conscious. |
|------------------+--------------------------------------------------------|
| Drop Body | This will allow you to release the hostage harmlessly |
| | by throwing him to the ground. However, if this is |
| | done at the top of a set of stairs then you will throw |
| | them down it possibly killing them. |
| | |
| | To do this you need to press Down on the D-Pad or the |
| | X Button depending on control scheme. |
|------------------+--------------------------------------------------------|
| Knock Out Victim | This will release the hostage but render him |
| | unconscious. This action is also known as |
| | Pistolwhipping (shorthanded to Whipping and Whip). |
| | Like the Sedative, Pistolwhipping a person will keep |
| | him out for the remainder of the mission unless found |
| | and awakened. |
| | |
| | Unlike the Sedative, though, you have unlimited use of |
| | Pistolwhipping. You can pretty much knock out |
| | everybody during a mission if you so desire. |
| | |
| | As a result, Pistolwhipping is a powerful move that |
| | will allow you to safely get people out of the way so |
| | you can more easily attack your Target. |
0===========================================================================0
Some examples of the terminology I just explained:
--"Grab the Guard, move him to the Container, and Whip him."
--"Sneak up behind the Civilian and Whip him."
--"After Whipping the Guard then drag him behind the desk."
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
On the other versions of Blood Money you could also throw them over a
railing. In Reprisal you can no longer do that. If you need to throw somebody
over a railing then you will need to knock them out first then grab the body
and throw it over.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN21. Punching, Stunning, and Disarming |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When unarmed you can Punch people out. Just go up to someone and use the Fire
Button to Punch him. Usually you start out with a headbutt then a small
flurry of punches before your victim goes down. However, this should always
be used as a last resort since, because you have to face your victim, that
person will become a Witness and your rating will suffer for it.
Your victim will remain unconscious for the remainder of the mission unless
found and awakened.
Sometimes, if the person is by a wall or railing, then you may end up
Stunning your victim if you try to attack from behind while unarmed. The
victim will remain standing but will be hunched over for a bit as he tries to
recover.
In addition to Punching, you can also Disarm a person who is carrying a
weapon. Quickly go up to him and use the Fire Button to grab the weapon and
smack him in the nose (although you can just grab the weapon without hitting
him on rare occasions). However, the weapon will discharge most of the time
when Disarming and this noise will attract more Guards to the action.
When a Guard is Disarmed then he will behave like a Civilian in that he will
either run or surrender (although sometimes he may pick up a nearby weapon
and resume attacking you).
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN22. Hiding Bodies, Twirling Bodies, and Found Bodies |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
After knocking out or killing a person then you should hide the body (unless
you are already in an isolated place). Get the prompt to Drag Body then drag
the body to wherever you need for it to go. Also be on the lookout for large
box-like objects. They are Containers and are used for dumping bodies out of
view. They look like the following:
--Crates
--Trash Dumpsters
--Freezers
Sometimes you need to put the body in a tight spot. To this end you can do
what I call Twirling. What you do is spin in place, in either direction,
while you have the body in your possession. It resembles what you do when
twirling spaghetti around a fork as the body spins around you. Then drop the
body when you have it in a favorable position.
Sometimes Guards and Civilians will find the body of someone you either
knocked out or killed. Your Threat Meter will go yellow as people run around
trying to find out what happened. This will usually result in the Guards
being more suspicious. In addition, the Guards will place the body in a Body
Bag and drag it back to the closest Guard Quarters or other secluded area.
In most cases, especially after an Accident, your Threat Meter will go back
to green (or nothing) once the body had been dragged to the Guards Quarters
(unless you were seen instigating the incident). At higher difficulty levels
then having a body found will result in a negative impact on your rating. But
there is one exception and that leads into.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN23. Accidents |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Performing an Accident is another way of killing or knocking out people.
There are two types of Accidents you can perform:
0===========================================================================0
| Pushing | You push a person over a railing or down stairs. Just get up |
| | close behind a person while unarmed and press Y to push that |
| | person. You do need to be right up against the victim or you |
| | may risk Stunning him instead. |
|----------+----------------------------------------------------------------|
| Dropping | You drop a large object onto the victim to kill him. This is |
| | mainly done by placing an RU-AP Mine on a Winch that holds the |
| | object in the air. Then Detonate the Mine to destroy the Winch |
| | which causes the object to drop onto the victim. |
0===========================================================================0
In most cases, when you perform an Accident, then the body will be found by
others.
However, because of the circumstances in which the body is found, then the
Guards will *NOT* become more suspicious (even though the game says they are)
because they believe the person died in a tragic accident instead of
murdered. This also means that your rating will not be hurt if the body is
found as the result of an Accident.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN24. Disguises and Subterfuge |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In most missions you will need to get a disguise to enter restricted access
areas and get close to your Target. Usually this is done by killing or
knocking out a person and taking his clothes. As long as you do not do
anything out of the ordinary then you will be seen as a Guard or somebody
that is supposed to be there and you can move freely about.
If any other Guards see the body of the dead or unconscious person you
switched clothes with then your disguise will become compromised and you will
be attacked on sight unless you change into another set of clothes before
revealing yourself.
Sometimes you will see Guards with weapons drawn. You can do the same but
only if the weapon is similar to the weapons the other Guards are carrying.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN25. Closets and Elevators |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In many missions you will find large Closets. You can hide in these Closets
as you wait for certain things to happen (like a Target coming back into the
room). However, if you are seen going into a Closet then you will
automatically be attacked. The Closet will provide no protection from gunfire
so you will be a sitting duck.
If you have blown your cover and managed to safely hide in a Closet then you
will still be attacked as the Guards will eventually find you and shoot at
you (unless you manage to safely lose them first).
On some missions you can use Elevators. However, they are more than just
going up and down on them. In every Elevator there is an open Hatch on the
ceiling. Climb it to access the top of the Elevator.
The top of the Elevator is a good hiding place but it is more than that. You
also have the option of Strangling a person from above using the Hatch. Bring
out your Fiber Wire and stand at the edge of the Hatch. When a victim appears
under the Hatch then you will get the prompt to Strangle.
When you Strangle a person through the Hatch then you will also pull that
person up onto the roof of the Elevator which allows you to easily hide the
body.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN26. Climbing, Jumping, and Entering Windows |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Sometimes you need to climb up or down to get where you need to go. This can
be done by climbing Ladders and Trellises that you may find during a mission.
Just go up to one and push up to climb up or pull back to climb down.
You may also need to jump across gaps. Just go up to the railing and move
forward to jump to the other side. There are also times that you need to go
through open windows. Go up to a window and move forward to go through it.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN27. Weapon Boxes and Dropping Weapons |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As already noted the Weapon Boxes are where you can find additional weapons.
But the Box is more than that.
If a Guard finds a weapon on the ground then he will pick it up and take it
to the nearest Weapon Box to deposit it while your Threat Meter goes green.
Then he will go back to his original patrol pattern and your Threat Meter
will go back down.
This method, known as Weapon Dropping, makes it a very effective way to lure
a Guard away from an area so you can do what needs to be done. This is way
more effective than using a Coin because you can make him move far away from
a given area.
Even better, you can use this to lure a Guard to a secluded Weapons Box so
you can attack him and take him down for the rest of the mission. When he
goes to bend down to put the weapon in the box then you can quickly bring out
your weapon and attack him.
However, this method only works on Guards - not Targets and Civilians. If
Targets or Civilians find the dropped weapon then they will pick it up and
keep it.
Although you can use your Syringes and RU-AP Mines to lure Guards to the
Weapons Box they are not recommended if you plan to attack the Guard there.
This is because the Guard will quickly drop the Syringe or Mine by the Box
and walk away before you can attack him.
Therefore you should only use Pistols and other guns for luring if you wish
to ambush a Guard at a Weapons Box. However, this method does have some
glitches.
If there are any weapons inside the Weapons Box then, when the Guard bends
down to place a weapon inside it, he will stand to the *RIGHT* of the Box and
appear to be placing the weapon on the floor. If there is an object to the
right of the Box then he will stand somewhere else close to the Box (usually
to the left of it).
To prevent this then you need to take all of the weapons out of the Box and
empty it. This will allow for the Guard to be in proper position when he
bends down.
If you knock out the first Guard and lure a second Guard to the same Box then
the Guard will *ALWAYS* stand to the right of the Box regardless of whether
or not the Box has been emptied beforehand. If you knock out the second Guard
and lure a third Guard to the same Box then the Guard will *ALWAYS* stand to
the *LEFT* of the Box.
In addition, weapons aren't the only things that the Guards will take to the
Weapons Box if found:
>>Suitcases
>>Briefcases
>>Rifle Cases
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Grabbing people at Weapons Boxes is determined on what Control Scheme you use
and whether you use 3rd or 1st Person Views:
>>3rd Person View
***************
Stand about three feet from the center of the Box then angle the camera
so it is looking straight down. Put the center reticle directly in
front of you and between your feet and the Box. This ensures that the
reticle will be on your victim as you bring out your weapon and bring
up the prompt.
>>1st Person View
***************
Stand about three feet from the center of the Box then put the center
reticle at the top of the front of the Box.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN28. Light Switches and Placing Items |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Another way to lure a person for easier attacking is the use of the Light
Switch. Most rooms have one and will plunge the room into darkness when
switched off. This will cause the other people inside to go to the Light
Switch, or to another one if there is more than one Switch inside a room, to
turn the lights back on.
When the victim goes to the Light Switch then you can attack him when he has
his back to you as he toggles the switch.
When holding certain items, such as a Briefcase or large food items, then you
can place items inside it so you can smuggle them past certain checkpoints.
As you hold the noted item then you will see the Place Item prompt. Press the
button associated with the prompt to bring up what items you can place
inside. When you place an item inside a larger item then you can retrieve the
hidden item later with the same button.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN29. Lockpicking |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
One particular action you can do in Blood Money is to pick open most locked
doors. One of the items you have in your inventory is the Lockpick. When you
get to a locked door then you will see the option to Pick Lock. Select it and
Agent 47 will begin to pick the lock.
However, this takes time during which you risk being seen, and/or possibly
heard, by a nearby Guard. So you must make sure that nobody is around before
you do any lockpicking. But, as noted, you can upgrade your Lockpick during
the course of the game which will speed up the process.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN30. Firefights |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Sometimes things go wrong and you end up having to shoot your way out. When
this happens then it is usually best to get into 1st Person View since it
more closely resembles standard first person shooting games and may make it
easier to deal with the situation.
It is also important to pick up weapons from dead enemies quickly since
Civilians and Guards can, and often will, pick up these weapons and fire back
at you.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN31. In-Mission Saving |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
During the course of a mission you can save your game. The number of times
you can save your game is determined by the difficulty you selected (except
Professional difficulty because you can't save games at that level).
However, there are only three slots that you can save you game to. This means
that if you wish to save a fourth time then you will have to overwrite a
slot. In addition, they are *PLACEHOLDER* saves, not permanent ones. This
means that once the mission is completed and you go to the next mission then
the saves will disappear.
But, if you Restart from the Details screen instead of moving on, then you
can still use your saves. This is useful if you Escape before you want to.
One important thing to note about the saves: if you have a weapon Prepped,
such as the Sedative, and save the game then, when you reload this save, you
will automatically default to the Fiber Wire. To prevent this issue, if you
want to have a specific weapon Prepped, go to a secluded area, bring out the
weapon you want to have Prepped, then save the game. When you reload the save
then simply Holster the weapon to Prep it.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN32. Your Rating |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
At the end of each mission you will be given your stats and a rating. It is
broken down into four pages with your Account Balance at the top of each one:
0===========================================================================0
|+++++++++++++++++++++++++++++++| Details |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| Total Kills | Total number of people killed. |
|--------------------+------------------------------------------------------|
| Shots Fired | This is the number of shots you fired with a gun or |
| | rifle. |
|--------------------+------------------------------------------------------|
| Shots Hit | How many of your shots hit your victims. |
|--------------------+------------------------------------------------------|
| Close Combat Kills | How many people you killed up close with a melee |
| | weapon or syringe. Sometimes punching people may |
| | also be included so it is possible to have more |
| | close combat kills than actual kills. |
|--------------------+------------------------------------------------------|
| Accidents | How many Accidents you managed to perform. |
|--------------------+------------------------------------------------------|
| Bodies Found | How many bodies were found by others. |
|--------------------+------------------------------------------------------|
| Covers Blown | How many times your cover was blown during the |
| | mission. |
|--------------------+------------------------------------------------------|
| Witnesses | How many people witnessed you doing something out of |
| | the ordinary. |
|--------------------+------------------------------------------------------|
| Caught On Camera | Tells you whether or not you were caught on camera. |
0===========================================================================0
|+++++++++++++++++++++++++++| Notoriety Rating |++++++++++++++++++++++++++++|
0===========================================================================0
| Noise | Tells you how stealthy you were. |
|-------------------------+-------------------------------------------------|
| Violence | Tells you how violent you were in the mission. |
|-------------------------+-------------------------------------------------|
| Mission Completion Time | How much time it took you to complete the |
| | mission. |
|-------------------------+-------------------------------------------------|
| Your Rating | Your rating for the mission. The best rating to |
| | acquire is Silent Assassin. |
|-------------------------+-------------------------------------------------|
| Your Notoriety | What your current Notoriety is for the game so |
| | far. Does not apply to Rookie difficulty. |
0===========================================================================0
|+++++++++++++++++++++++++++++| Money Earned |++++++++++++++++++++++++++++++|
0===========================================================================0
| Mission Rating | Your rating for the mission. The best rating |
| | to acquire is Silent Assassin. |
|--------------------------+------------------------------------------------|
| Objectives | The money you made for completing your overall |
| | objectives. |
|--------------------------+------------------------------------------------|
| Rating Bonus | How much additional money you gained based on |
| | your rating. The maximum amount you can earn |
| | is $150,000 for a Silent Assassin rating. |
|--------------------------+------------------------------------------------|
| Damage Control | The amount of money deducted for killing |
| | Civilians. The more you kill, the more that is |
| | deducted. Does not apply to Rookie difficulty. |
|--------------------------+------------------------------------------------|
| Suit Retrieval | When you start a mission then you will be in |
| | your standard Suit. One interesting feature to |
| | Blood Money is that you are encouraged to |
| | finish the mission in your Suit or you will be |
| | charged $5,000 to have it retrieved. Does not |
| | apply to Rookie difficulty. |
|--------------------------+------------------------------------------------|
| Custom Weapons Retrieval | The amount of money deducted for retrieving |
| | your custom weapons which is $5,000 per |
| | weapon. Does not apply to Rookie difficulty. |
|--------------------------+------------------------------------------------|
| Total Mission Earnings | How much you earned in the mission. |
|--------------------------+------------------------------------------------|
| Total Account Balance | Your account balance at this point on the |
| | game. |
0===========================================================================0
|+++++++++++++++++++++++++| Lower Your Notoriety |++++++++++++++++++++++++++|
0===========================================================================0
| **NOTE: This does not apply to Rookie difficulty level. |
|---------------------------------------------------------------------------|
| Bribe Civilians | Locals who've seen or heard you will grow |
| (Cost: $50,000) | suddenly forgetful. Potential witnesses will |
| | think twice about speaking up. Bribing Civilians |
| | lowers your Notoriety a little (15 Points). |
|-----------------------+---------------------------------------------------|
| Bribe Chief of Police | The local Chief of Police will ensure that |
| (Cost: $100,000) | incriminating evidence is accidentally misplaced. |
| | The investigation will become choked with red |
| | tape. Bribing Police reduces your Notoriety |
| | significantly (40 Points). |
|-----------------------+---------------------------------------------------|
| Acquire New Identity | Government and law enforcement records will be |
| (Cost: $200,000) | wiped. Witnesses will disappear. For practical |
| | purposes you will simply cease to exist. |
| | Acquiring a new identity will reset your |
| | Notoriety Rating (up to 100 Points). |
0===========================================================================0
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Newspaper |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
Here you will see a local newspaper with a front page article that goes over
the mission. It will display your rating and certain actions that you did
during the mission. It will also include often humorous side stories.
One annoying thing about this feature is that even if you killed all of your
Targets in Accidents it is not reported as such. You get "Silent Assassin
Wanted by Police" instead of "So-And-So Dies in Tragic Fall Down Stairs".
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN33. Game Saving, Continuing, and Replaying Missions |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
After looking over your rating and newspaper then Continue to move forward.
You can save your progress and go to the next mission or quit. Any weapon you
acquired during a mission will be permanently added to your collection at the
Hideout.
When you Quit a current mission then you can replay a previously completed
mission to improve your rating for that mission or to acquire more weapons.
When replaying a mission then you can use any weapon, as well as new weapon
upgrades, you have acquired to that point. This will allow you to try new
tactics or to just have some fun rampaging through a mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN34. Mission Breakdown |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Each Mission listed is broken into eight parts:
0=========0
| Overview \
0=======================================================>
A detailed overview of the mission.
0===================0
| Mission Objectives \
0=======================================================>
A general listing of your mission objectives.
0=======0
| Reward \
0=======================================================>
The maximum amount of money you can earn in the mission. This includes the
maximum amount of your Rating Bonus of $150,000 for acquiring a Silent
Assassin rating plus addition funds from acquiring certain items or killing
additional Targets.
0========0
| The Map \
0=======================================================>
This section goes over the entire mission Map, as done on the Rookie
difficulty level, and points out Points of Interests (which I sometimes
shorthand to "PoI") and Guard/Civilian placements.
0========0
| Weapons \
0=======================================================>
This is the listing of all of the collectible weapons that you will find in
the mission. There will also be notes on acquiring them. This guide is
designed to help you obtain every weapon in the game even though there is
no special bonus for doing so.
0======0
| Intel \
0=======================================================>
This lists all of the Intel for the mission that you would have to pay
$3,500 apiece for.
0==============0
| General Notes \
0=======================================================>
Some general notes about the entire mission that includes tips and
observations.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
This is the walkthrough for the mission at hand. It is designed to help you
get a Silent Assassin rating in the best and easiest way possible while
finishing the mission on the Professional difficulty level.
In my other "Hitman" guides I made them for the Normal difficulty level but,
because of the difficulty based Trophies and Achievements for the PlayStation
and Xbox versions, I have honed this guide toward the Professional level
instead.
Since there are no Trophies or Achievements on the Switch you can simply
choose to play the game on Rookie and be done with it. However, I am keeping
the strategies on Pro for those who wish to try themselves there.
Each strategy presented has the following parameters:
>>Clean Score
***********
With the exception of Total Kills, Close Combat Kills, and Accidents
all Stats on the Detail page of your Rating will have zeros and no
shots fired (except for the first and last missions, of course).
>>No Outside Weapons
******************
With the exception of Pistols that should be brought in for
Pistolwhipping in the early part of a mission I have written these
strategies to use your standard items plus weapons that can be found
during a mission.
>>Weapon Collecting
*****************
All of these strategies are designed to help you acquire all of the
collectible weapons within the game. Some are easier to collect than
others. There are some weapons that are harder to obtain and I have
outlined ways to get them.
>>No Unnecessary Casualties
*************************
Even though you can perform Accidents on Civilians and Guards I prefer
to leave them alive by either avoiding them or incapacitating them
instead. This helps in earning a Silent Assassin rating.
>>All Optional Objectives Completed
*********************************
Some of the missions will have objectives that are optional and can be
skipped. But you will lose out on additional funds if you don't go
after them so I will cover how to do them.
>>Finishing With Your Suit
************************
Since you will be penalized for leaving your Suit behind each strategy
will allow you to put your Suit in the safest place possible so you can
go back to it at the end of a mission and leave with it.
While there may be faster, but riskier, methods out there to finish these
missions I prefer a more steady, methodical approach to ensure complete and
total success.
With that explained, I will now finally move on to the story.....
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >AFS2. The Story Continues..... |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
As the story begins the camera pans out into an amusement park. Eventually we
see a large ferris wheel. But something goes terribly wrong and the ferris
wheel comes apart dumping gondolas full of people onto the ground below. As
this scene fades out we see a wall covered with newspaper clippings of the
incident.
These articles also go over the trial of the person responsible for the
amusement park, Joseph Clarence (aka "Swing King"). As the scene continues we
listen to sound clippings from the proceedings. In the end Joseph Clarence is
cleared of all charges and is freed. The camera pans down onto a picture of a
teenager who was killed in the accident.
The verdict does not sit well with the boy's father who sits at his desk
contemplating what to do. He then decides to place an order with the ICA who
sends out Agent 47 to deal with Joseph.....
0=+=+=+=+0
/ Training \
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| >BDM1. Death of a Showman 0
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\ Training /
0+=+=+=+=0
This is nothing more than a training mission. You are pretty much told what
to do even though you can do anything you want. This mission has just about
every situation you may encounter in the game. You are also not scored for
this mission. It should be noted that even though this is a training mission
you can still be killed.
Any weapons you carry on you cannot be brought back. However, that doesn't
mean you can't collect them.
There are two ICA Crates - one before Joseph's office and one on the walkway
after his office. In order to bring back the weapons from this mission you
must place them in the *SECOND* ICA Crate (the one after Joseph's office).
They can't be brought back if they are placed in the first crate.
Now for the list of weapons:
0===========================================================================0
| SLP. 40 Pistol | --Carried by all of the Guards. |
| | --Inside the room with the Baking Soda Crate. |
|----------------+----------------------------------------------------------|
| TMP | --In a small white box in the pile of junk near where |
| | you encounter the first pair of Guards (with 691 |
| | rounds). |
| | --Inside the Restroom past the Drug Lab. |
| | --On one of the tables in Scoop's den. |
|----------------+----------------------------------------------------------|
| Shotgun | In the first room after climbing up the Red Trellis. |
|----------------+----------------------------------------------------------|
| Dragunov | In the first room after climbing up the ladder past the |
| | Restroom. |
|----------------+----------------------------------------------------------|
| Desert Eagle | --Carried by Scoop. |
| | --On one of the tables in Scoop's den. |
0===========================================================================0
At the easier difficulties the best thing to do is to play all the way
through to Scoop's Den at the end of the level, killing everybody you come
across with the TMP, then kill Scoop and all of the nearby Guards. Go back
and collect the weapons, place them into the second ICA Crate, and finish the
mission.
At Professional difficulty you need to be a bit more careful. You should play
through it straight and not kill anybody outside of those you are supposed to
until you reach the Restroom where you are instructed to take a hostage. Use
the Hostage as cover to kill not only the Guards in the locker room but the
ones inside the factory - knock out all of the girls afterwards.
After you acquire the Detonator and store the Pistol and Dragunov then make
your way back to the Shotgun. When you open the keycarded door then sidestep
right into the corner and bring out the Detonator to initiate the Detonator
Trick.
Speed walk your way along the walkway and, when you pass the second Guard,
then run through the doors and to the Elevator before he can do much damage
as he might start shooting when you pass him. Once you drop down into the
drug lab then you should be safe. After storing the Shotgun then use the Mine
to kill Scoop's guards then Scoop himself with the TMP and get and store the
Desert Eagle and machine gun before leaving.
When you are done with this training mission, regardless of difficulty, then
you are sent to your Hideout. This run down place is what you call home.
It also contains a crude target practice area where you can play around with
your weapons including the ones you just collected from the previous mission
(and where you will find those you will collect during the game - with the
exception of the Nailer).
When you are done then head to the door to begin the main portion of the
game.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >BDM2. Present Day |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
A car drives up to a gated house. The driver approaches the front door and is
let in by a bodyguard. The guest is a reporter, Rick Henderson. He is at this
house to interview former FBI director Leland "Jack" Alexander who has been
confined to a wheelchair due to some past injury.
Rick wants to start off the interview by talking about the Presidential
Attack and Jack's career. But Jack intervenes by telling him that he is
giving him the "scoop of the century" and that he didn't let on before
because he didn't want a potential leak.
Rick is skeptical but Jack implores him to read one of the folders on his
desk.....
0+=+=+0
/ Chile \
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| >BDM3. A Vintage Year 0
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| Overview / \ Chile /
0=========0 0=+=+=0
The date: February 28, 2004.
47's mission is to infiltrate a vineyard in Chile and take down Don Fernando
Delgado and his son Manuel Delgado. Don is a former retired Colonel who runs
a well-respected vineyard. However, the vineyard is a front for his true
business - drug trafficking. Manuel is also part of the business so he is to
be taken down as well.
There is going to a party which is a celebrity unveiling of Delgado's new
wine label. This will provide a good cover.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Don Fernando Delgado.
>>Kill Manuel Delgado.
>>Escape the Vineyard.
0=======0
| Reward \
0=======================================================>
Objectives: $400,000.
Rating Bonus: $150,000.
Total: $550,000.
0========0
| The Map \
0=======================================================>
There are six levels to the map:
>>Hangar
>>Guard House
>>Wine Cellar
>>Hacienda, 2nd Floor
>>Hacienda, 1st Floor
>>Outside
The Outside Map is where you start. There are five Point of Interests. The
first one, southeast of the Wine Cellar, is a group of boxes you can use to
climb the wall, The second one, to the east is a pipe that can be climbed up
to reach the second floor of the Hacienda.
The third PoI, at the east side of the Hacienda, is another pipe you can use
to climb to the second floor. The fourth one, to the north of that, is a
junked truck you can use to climb up to the roof of a building. The last one,
to the northwest of that, is a low section of wall that you can use to climb
or snipe over.
Your ICA Crate is at the west side of the Outside area. The Hangar has your
Exit Point. The Guard House has a Power Switch and Guards Quarters where you
can find some weapons and ammo. The Wine Cellar has one Point of Interest
which is the secret door that leads into the Drug Lab.
The Hacienda, 2nd Floor has one Point of Interest which is a window you can
use to enter from outside. The Hacienda, 1st Floor has two Point of
Interests. The first, on the left is a Guard Room that has a VIP Guard
Disguise plus weapons and ammo. The second, on the right, is a Weapons Crate
where you can store your weapons.
0========0
| Weapons \
0===========================================================================0
| Shotgun | --Carried by the regular Guards. |
| | --Inside the Weapons Box inside the Guard House (Guards |
| | Quarters). |
| | --Inside the Weapons Box inside the Hacienda, 1st Floor |
| | (Guard Room). |
|------------+--------------------------------------------------------------|
| SAF SMG | --Carried by the VIP Guards. |
| | --Inside the Weapons Box inside the Guard House (Guards |
| | Quarters). |
| | --Inside the Weapons Box inside the Hacienda, 1st Floor |
| | (Guard Room). |
|------------+--------------------------------------------------------------|
| Snub Nosed | --Carried by the white shirted VIP Guards. |
| | --Carried by Don Fernando Delgado. |
|------------+--------------------------------------------------------------|
| TMP | Carried by Manuel Delgado. |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>The guided tour of the Wine Cellar might prove useful, especially when
looking for potential death traps.
>>We've heard that Manuel likes to entertain friends and enjoy the
merchandise in the Wine Cellar.
>>The entrance to the secret lab is hidden somewhere in the Wine Cellar.
>>The insides are guarded by highly trained Guards.
0==============0
| General Notes \
0=======================================================>
Not a terribly hard one to figure out. Although you can blow up a Winch and
cause a pallet of barrels to fall on Manuel I chose not to do that because of
the potential of noise and unnecessary casualties.
Although you can climb up a pipe to gain access to the 2nd Floor I felt that
there was too many people to keep track of, especially at Professional
difficulty, to safely be able to climb it without being seen.
But I came up with a way to lure one of the VIP Guards to the Weapons Box in
the Guard Room within the Hacienda to easily get him out of the way so I
could safely get to Don Fernando Delgado.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
For this particular strategy a Pistol is required at the start. Use either
your Silverballer or the SLP .40 Pistol acquired from the previous mission.
When you start the mission then you will be at the north end of the Outside
area. Turn slightly left to find a path going along one of the walls of the
compound. Run along this path east until you get out of view of the
stationary Guard then run until you reach the corner of the facility.
When you turn the corner then continue running. There will be a Guard you
will pass as you continue forward towards the fence at the cliff edge. When
you get to the fence then head right toward the Hacienda. Near the Hacienda
there is a break in this fence that will lead you to a narrow path that goes
down to the Hangar.
Run down the pathway until you get to the bottom. When you get to the bottom
then you will see a Worker standing there ahead of you. You can push him into
the water, which will kill him in an Accident, but the best thing to do is to
Sneak up on him, Grab him, pull him back to the end of the path, and Whip
him.
Then take his clothes which will leave your Suit in a safe place near the
path. This will also make it easier in regards to entering the Hangar area.
After taking care of this Worker then go up against the stone wall and look
inside the Hangar. Stay out of sight of the VIP Guard who is standing way
ahead of you. Eventually another Worker will appear and stand near some
barrels. Then he will head back into the Elevator he came from. Once he
disappears into the Elevator then make your move.
Sneak up behind the VIP Guard, Grab him, move him over to the large box just
northeast of you, and Whip him. It should be noted that he can go over to the
large box as part of his patrol route but he won't do that most times.
When you have knocked out the VIP Guard then change into his VIP Guard
Disguise, grab his SAF SMG, and Prep your Pistol again. Now head to the
barrels where the other Worker was standing before and get close enough to
the Hammer to get the prompt to pick it up but don't take it (at least not
yet - if you want it).
When the Worker comes back down the Elevator then wait for him to stand in
front of you and Whip him (and take the Hammer if you want). This will keep
him from causing any problems later. After dealing with this Worker then
enter the Elevator and go through the Drug Lab and the secret door that goes
into the Wine Cellar.
In this part of the Wine Cellar you will see two large circular rooms - with
a Guard in each. You will be in the south circular room.
If you have done everything correctly then you should see Manuel heading
towards you to enter the Drug Lab. Turn left and stand in the south part of
this room. You're going to be waiting for awhile so take the time to look
around.
The Guard that stands in the north circular room will stand against the
central pillar for awhile then head to the west entrance for a bit. Then he
will head to the room west of the two circular rooms. After standing for a
bit inside this room then he will head east toward the south circular room
and then north to his original position.
The Guard that stands at the south circular room has a very short pattern -
he stands at the west entrance of the room then moves over to the wine tub
for a bit before he goes back.
To the north you will see a pair of Civilians - a couple who happen to be
making out too much to cause any problems. Every so often a large group of
Civilians will come down to tour the Wine Cellar but you should have
everything you need to do done before they come down.
With that explained, let's proceed:
Wait for Manuel to leave the Drug Lab and head to the room directly west of
your position to snort some product. The Guard for the north circular room
should be heading in your direction as he heads back to his post. Walk to the
central pillar and wait for the Guard to pass you by. The other Guard should
be standing at the wine tub at this point.
Walk to the west entrance of this room and wait for the Guard to return and
stand here. Don't do anything yet. Wait for Manuel to leave and get out of
view then Grab the Guard which will cause him to drop his Shotgun. Move him
behind the large wine tub then Whip him. This will keep him out of view but
*DON'T* pick up his Shotgun.
Now head to the room that Manuel was in. You should see a large wooden table
with a short white line on it. This is the product he snorts. At the north
side of the room behind a group of barrels is a large Container. Prep your
Poison and stand at the table by the white line. The north Guard will come
towards your position but will notice the dropped Shotgun.
He will then pick up the Shotgun and head to the Guard House to drop it off.
This will get him out of the way long enough for you to do what you need to
do. When Manuel comes back to snort some more then Poison him, grab his TMP
(if you want), and drag him to the Container to dispose of him. That's one
objective down.
After this then go back through the Drug Lab, past the Elevator, and head up
the stairs to the first floor of the Hacienda. The next goal is the Guard
Room at the west side of the first floor. When you go through the door at the
top of the stairs then turn right to find the door that leads into the
hallway. Open the door.
You should see a VIP Guard in this hallway. Head towards the other end of
this hallway (passing the Guard as you do so) and enter the Guard Room.
Inside you will find a Weapons Box with plenty of weapons and a sleeping VIP
Guard. Grab a Shotgun then leave the Guard Room and go to the main staircase
in the center of this floor.
Go up the stairs on the east side of this area about halfway up and stop.
Near the top of the stairs, by a double door, is a stationary VIP Guard. In
the hallway at the top of the stairs is a patrolling VIP Guard who will go
east and west along it and stop for a short time when he gets to an end.
Most of the doors are locked and need to be picked. Of course, you cannot be
seen by a Guard as you pick the lock. So the plan is to lure the stationary
VIP Guard away from the door by dropping the Shotgun.
At Professional difficulty it is best to stand halfway up the stairs or you
will risk your Threat Meter going into the yellow because of the stationary
VIP Guard.
Wait for the patrolling VIP Guard to go left past the top of the stairs then
head up. When you get to the top of the stairs then drop the Shotgun which
will cause the stationary VIP Guard to pick it up and go to the Weapons Box
to drop it off.
After that then walk past the patrolling Guard then stop at the door at the
end of the hallway. The Guard will look at you as you pass him then head west
again. Wait for him to get near the stairs then Pick the Lock to enter the
next room but stay near the door.
Don will play his Cello in this room then head into the central room to stand
outside for a bit before heading back inside. Then he will go over to the
sleeping Guard and then sip some wine before heading back to his Cello.
Although you can push him over the railing when he stands outside I prefer to
kill him when he is playing his Cello so I can acquire the Snub Nosed Pistol.
Sneak over to him while he is playing and kill him (Poison, Garrote, Hammer)
then grab his Pistol. This will complete your last objective other than
escaping.
If you did not get a Shotgun from the mission "Death of a Showman" then go
back to the Guard Room to grab the Shotgun then store it inside the Weapon
Crate at the east side of the 1st Floor.
From here, head back down to the Drug Lab the same way you came then take the
Elevator down to the Hangar. Change back into your Suit and walk past the
sleeping Guard to your Exit Point to successfully complete the mission.
0+=+=+=0
/ France \
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| >BDM4. Curtains Down 0
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| Overview / \ France /
0=========0 0+=+=+=0
The date: March 17, 2004.
47's next mission is at the Paris Opera House. There are two Targets to kill
- tenor Alvaro D'Alvade and the U.S. Ambassador to the Vatican, Richard
Delahunt. Apparently both are involved in child prostitution and is the
primary reason for their assassination.
The Opera House is currently being renovated and that will give you some
cover to do your work. In addition, there are rehearsals for the opera
"Tosca" in which Alvaro is the star. They are rehearsing the third act which
involves an execution. The Agency has left a pickup for 47 within the Opera
House that will allow him to take advantage of this scene.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Alvaro D'Alvade.
>>Kill Richard Delahunt.
>>Escape Opera.
0=======0
| Reward \
0=======================================================>
Objectives: $400,000.
Rating Bonus: $150,000.
Total: $550,000.
0========0
| The Map \
0=======================================================>
There are four levels to the map:
>>3rd Floor
>>2nd Floor
>>1st Floor
>>Basement
The 1st Floor is where you start off at and also has your Exit Point. The
lone Point of Interest here is the table where you can place the Real WWI
Pistol. The 2nd Floor has a Power Switch and a Point of Interest which is the
Light Room Keycard that opens up the Light Room on the 3rd Floor.
The 3rd Floor has two Point of Interests which is where you can place the
RU-AP Mine to drop lights onto the 1st Floor. The 3rd Floor also has a Guard
Quarters where you can find weapons. The Basement has one Point of Interest
which is a Nailer.
0========0
| Weapons \
0===========================================================================0
| SLP .40 Pistol | --Carried by the Guards. |
| | --Inside the Weapons Box at the Guards Quarters on the |
| | 3rd Floor. |
|----------------+----------------------------------------------------------|
| MP5 | --Carried by the Bodyguards. |
| | --Inside the Weapons Box at the Guards Quarters on the |
| | 3rd Floor. |
|----------------+----------------------------------------------------------|
| Nailer | Found on the floor near the center of the Basement. |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>The contents of Toolboxes will not be searched when you are frisked.
>>There is a lift shaft from the backstage area to the Stage. It is closely
observed and only actors are permitted.
>>Lead Actors go to their private rooms to rehearse during breaks.
>>The large Chandelier is attached with bolts to the floor of the Attic.
>>Only actors are allowed on Stage.
>>Light Technicians have keycards to the Light Control Room.
>>There is a light rack above the Stage that might prove useful.
>>The prop gun used for the execution is an exact replica of a real World
War I pistol.
0==============0
| General Notes \
0=======================================================>
There are plenty of ways to kill both Targets. However, I prefer the most
popular method which involves switching out the prop pistol with a real one
so that the actor on stage accidentally kills Alvaro while rehearsing.
This is also the mission that 47 did prior to being shot which set up the
story in "Hitman: Contracts".
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
When you start the mission then go inside, turn left, and head to the Coat
Depository to talk to the Receptionist. In the cutscene you will grab the
Real WWI Pistol - the item you need to pull off the accidental kill of
Alvaro.
From here, head to the Lobby Restroom just southwest of the Receptionist.
Here you will find a couple of toilets and a Container. You should also find
a Civilian here as you enter. Stand by where the Container and the dividing
wall meet and Prep your Sedative.
When the Civilian leaves then stand in front of the toilet closest to the
Container. A Worker will eventually enter the Restroom and use the toilet.
Listen for the sound of the Restroom door closing. When that happens then
Sedate the Worker, change into the Worker Disguise, and put the Worker into
the Container. After that then exit the Restroom.
Head north and climb the main stairs up to the 2nd Floor. Then continue
northwest and towards the spiral stairwell that leads up to the 3rd Floor.
When you get to the 3rd Floor then head southwest towards the Guards Quarters
door but don't enter it. There will be a Guard that will come by and stand
for awhile by the "Tosca" poster before walking away again.
When he gets out of view then enter the Guards Quarters and grab the MP5 (and
the SLP .40 Pistol if you don't already have one). Then exit the Guards
Quarters and use the spiral staircase to get down to the 1st Floor.
When you get down to the 1st Floor then turn right to find a Worker painting
a door. Go through the nearby open door and head down to the Basement. When
you get through the next door then you should see a large wooden table in
front of you and a large panel on the floor. Go to the panel and pick up a
Nailer (which will automatically Prep it).
Then turn around and head back to the door you came from but go down the
short set of stairs to the left of the door instead. Then turn right at the
next corner to find a set of double doors. Go through the double doors and
off to your left is another single door that leads up to the Stage area. Head
through this door and up the stairs.
At the top of the stairs you should see a large curtain that leads into the
large dressing room. Cut through the large dressing room and through the
double doors that leads to the Backstage Hallway. Turn left when you get
through the double doors and enter the next door you get to. This leads into
a small Restroom. Go to the single toilet and stand in front of it.
What will happen is that a Worker will come from the Backstage working area
to this toilet and back again. One of the things you need to do is to enter
one of the smaller Dressing Rooms in the Backstage Hallway.
Since this Worker goes back and forth between this toilet and the Backstage
working area then you may risk having him see you enter and this can cause
problems. So, when the Worker tries to use the toilet, then Whip him with the
Nailer and leave the body. This will get him safely out of the way because
nobody else goes in here.
From here, exit the Restroom and head south down the Backstage Hallway. You
should see four doors along the right wall. Go to and stand by the third
door, the one with the silver star by it, but *DON'T* enter. Ahead of you is
a Bodyguard who is sitting, napping, in a chair.
Every now and then he will leave the chair and go to the nearby Restroom to
the south. But, at this stage of the mission - depending on how fast you have
done everything at this point, he may leave to go to the stage instead
(although sometimes he will go to the Restroom instead).
When the coast is clear then enter the Dressing Room, bring out the Real WWI
Pistol, and hide in the Closet but keep an eye on the door. When the
Bodyguard leaves for the Stage then this also means that the actors will be
taking a break from rehearsals. The actor that does the execution, with a
Prop WWI Pistol, will enter this room. He will practice his role for a bit
then place the Prop WWI Pistol on a table and head to the Restroom.
When he leaves the room then exit the Closet, wait for the door to close, and
head to the table where the Prop WWI Pistol is laying. Put Down Real WWI
Pistol (on the right side of the table), pick up the Prop WWI Pistol, Prep
your Sedative, then exit the room as both the actor and Bodyguard should be
in the Restroom. From here, head through the double doors that are off to
your left.
Run up the nearby stairs all the way to the 3rd Floor. Here you will be above
the Stage itself. You should see a Worker up here and a door to the north.
Head through the door and you will enter the domed Attic. Ahead of you is a
Winch that you can use the RU-AP Mine on but I am not going to use it. Nearby
is a small box.
Go to the north side of the box, look south, and angle the camera downwards.
What will happen is that the Worker will come into this room, talk to
himself, then sit on this box. When he sits down then Sedate him. Leave the
body.
Then go back out the door and to the nearby railing. Get the prompt to Plant
Bomb then do so. When Detonated then this will cause the stage lights to fall
down along the back side of the stage below. Go back into the Attic and to
the ladder at the east side. When you get down to the next level then head
south to find a hole in the floor.
Climb down to the scaffolding and you should have an excellent view of the
rehearsal. Go right of the "ladder" you climbed down on, crouch down behind
the covered railing, bring out the Detonator, and rotate the camera so the
stage is at the upper right of the screen which should give you a clean, safe
look at the Stage.
The reason for this is that if you are seen using the Detonator, even up
here, then you may be seen and attacked. By crouching here then you will be
hidden enough to not be spotted.
You will notice that the action takes place on a platform in the center of
the Stage. Soon the action will climax with the execution and with the actor
shooting at Alvaro. However, since you switched out the Pistols, this will
result in the accidental death of Alvaro and this completes one objective.
After this then Delahunt will run to the stage to be near his fallen friend.
He will be wearing a blue-green jacket. When he starts climbing the stairs on
the platform, then Detonate. Delahunt will be heading to the northwest corner
of the platform as you use the Detonator.
There is a short delay between you pressing the button and the explosion so
that will give Delahunt time to get into position. The explosion itself will
cause his trailing Bodyguards to stop in their tracks and then the lights
will crash down on Delahunt and kill him. This completes your last objective.
By timing the explosion this way then you will kill only your Target. If you
wait until his Bodyguards arrive then you may risk unnecessary casualties.
Climb back up into the Attic and look through the Keyhole of the door going
back out. The reason for waiting is that the Guards will head to the source
of the explosion and you don't want to risk them seeing the body of the
Sedated Worker as you leave the Attic. You need to wait for them to come up
and leave before leaving yourself. Thankfully, they will not go into the
Attic.
**NOTE: The Threat Meter is not a good indicator of when to leave as it
will remain yellow for the remainder of the mission.
When everything is calm then retrace your steps back to the Restroom where
you left your Suit. When the coast is clear then change back into your Suit
and head to your Exit Point to successfully complete the mission.
0+=+=+=+=+=0
/ California \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >BDM5. Flatline 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ California /
0=========0 0+=+=+=+=+=0
The date: March 31, 2004.
47's next assignment takes him to the Pine Cone Rehabilitation Clinic in
northern California. There are three mobsters that have checked into the
clinic. One of them plans to turn state's witness when he is discharged. The
client wants to avoid that but no one knows which of the three is the Target.
An undercover agent that was placed inside the clinic to find out has not
been heard from for awhile. Somehow he is being kept drunk for unknown
reasons. The clinic will only discharge patients if they are sober or dead.
The only way to get the Agent out is to kill him.
But the Agent is needed alive. To this end 47 is given an experimental serum
that gives the appearance of being dead and the antidote to bring him back
out of his coma.
0===================0
| Mission Objectives \
0=======================================================>
>>Find Agent.
>>Identify Target.
--Kill Rudy Menzana.
--Kill Carmine Desalvo.
--Kill Lorenzo Lombardo.
>>Smuggle out Agent.
>>Escape.
0=======0
| Reward \
0=======================================================>
Objectives: $370,000.
Rating Bonus: $150,000.
Total: $520,000.
0========0
| The Map \
0=======================================================>
There are six levels to the map:
>>Medical Wing, Tunnel
>>Medical Wing
>>Main Building, Basement
>>Main Building, 2nd Floor
>>Main Building, 1st Floor
>>Outside
The Outside Map is where you start. You Exit Point is inside the Morgue near
where you start. The Guard Shack is west of the Morgue. Your ICA Crate is at
the west end of the Main Building. A Power Switch is at the north side of the
Main Building.
There are two Point of Interests. The first one, to the west, is where you
can find an Admission Paper that will allow you to officially enter the
building and become a patient. The second one, to the east, is where you can
find a patient that you can knock out for a Patient Disguise.
The Main Building, 1st Floor is where most of the people are. A small Guard
Room is next to the set of stairs in the center of the Map. The Main
Building, 2nd Floor has one Point of Interest which is a chain you can plant
a Bomb on to drop a large light fixture onto the floor below. The Medical
Wing is where you will find the Agent.
0========0
| Weapons \
0===========================================================================0
| SLP .40 Pistol | --Carried by the Clinic Security. |
| | --Inside the Guard Shack Outside (x2). |
| | --Inside the Guard Room on the Main Building, 1st Floor |
| | (x2). |
|----------------+----------------------------------------------------------|
| TMP | --Carried by the Bodyguards. |
| | --Inside the Guard Room on the Main Building, 1st Floor |
| | (x2). |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>Admission papers are required to check-in. Future patients often wait in
the park outside.
>>Troublesome patients are often confined to the Medical Wing.
>>The brochure lists some interesting facilities such as a library, a
gymnasium, and a large spa area.
>>Therapists occasionally get contacted for private sessions.
>>Some guests hide stashes of alcohol in quiet places. Let's hope they
don't get alcohol poisoning.
>>Weight lifting can be fatal.
>>Some guests cheat on the spa's strict diet by smuggling camping stoves
into their rooms. Sounds dangerous!
>>Deceased patients are taken straight from the Medical Wing to the Morgue.
0==============0
| General Notes \
0=======================================================>
There are two ways to enter the Main Building. One way is through the locked
door at the connecting area between the Medical Wing and the Main Building
and the other way is by stealing somebody's Admission Paper on the outside
overlook and becoming a patient by going in through the front door.
I found that going through the locked door is better because I can keep the
main Therapist from wandering the building. When the mission begins the
Therapist is inside the Reception Area and won't leave as long as you don't
enter it.
Even though you can knock him out on the 2nd Floor I prefer not to do the
extra work. And, speaking of therapists, you can dress up as one and make
your assignment much easier. It should be noted that the Therapist Disguise
will allow you to go through the facility with little or no suspicion.
Another thing I found about this mission is that, even though they look like
Civilians, the Orderlies are also Guards. This means that they can be lured
by Weapon Dropping. And that makes ambushing them easier (if you choose to do
so).
Finally, you get to use the nifty Stun Gun which will make taking down Guards
and other people easy. It has the same effect as Sedating and Pistolwhipping.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
When you start the mission then immediately turn left and run west. Turn
right and run north when you get to the corner of the Guard Shack. As you
proceed forward then you will see a vine covered wall. Run along past the
left side of this wall and go up the rock embankment to the path.
When you get up onto the path then run forward past the large tree and to the
brick wall that comprises the connecting area between the Medical Wing and
the Main Building. When you get here then turn right to find a set of stairs
leading up.
If you have run all the way to this point then you should see a Guard near
the top walking away from you. Climb the stairs and turn left 180 degrees.
You should see your ICA Crate. Look right a little bit and you should see a
locked door. Pick the Lock and enter.
You should be in a narrow hallway with a Keycard Door to your left and
another locked door ahead of you. Pick the lock of the door ahead and then
walk out and turn right after you proceed through the door. Walk forward then
up the short set of stairs but enter Sneak Mode when you get to the top.
Sneak forward and past the Power Switch then go through the door that leads
into the Guard Room. Right after you enter you should see a Weapons Box to
your right. Grab a Stun Gun (plus the TMP and SLP .40 Pistol if you need
them) and Sneak forward to find a Guard sitting in a chair.
Sneak to him and Zap him with the Stun Gun. Steal Video Tape from the nearby
Surveillance Machine, grab the Rehab Keycard, then open the nearby Keycard
Door and drag the Stunned Guard through it.
Head down the short set of stairs then drop the Guard close to the door
leading back outside. Switch into the Clinic Security Disguise which will
place your Suit just inside the door. The Rehab Keycard will also open the
other Keycard Door that leads into the Medical Wing where the Agent is being
kept.
The problem here is that there are two doors that actually go into the
Medical Wing and they are both locked. Unfortunately, even though you have a
Lockpick, these doors cannot be picked. The only people who have keys to gain
access are the Orderlies. There are three inside the Medical Wing and two in
the Basement. On top of that, even though you are dressed as Security, you
aren't allowed in this area.
Even so, you can still gain easy access to the Medical Wing. Proceed forward
through the second Keycard Door and to the Medical Wing. Here you should find
the door. To the left of the door is an open window. Sneak to and then stand
between the door and the window and angle the camera so you can look through
the window.
Here you should see an Orderly sitting in a chair. There will be a second
Orderly that stands in the office, complain about the coffee, then leave to
go outside through the door at the south side of the facility. Then he will
come back to the office and the pattern repeats.
If you look closely at the end of the table just beyond the window then you
will find a Cell Key and a Rehab Keycard. I already have the Keycard from the
Guard and I can get a Cell Key from one of the Orderlies in the Office.
A third Orderly will have a short pattern in the cell area itself. He will
stand in front of a cell then head west to stand in one then go back.
To prevent any interference I prefer to knock all three of these Orderlies
out. It's not hard to do.
Look out for the second Orderly and wait for him to leave and be completely
out of view before making your move. Sneak to and through the open window
then to the first Orderly. Look through the large window and keep an eye on
the door that leads outside.
When the second Orderly goes through the door and gets out of view then bring
out your Stun Gun and Zap the sitting Orderly. Then drag his body to the
Container at the northwest corner of the office. Change into the Orderly
Disguise and grab his Cell Key.
Then dump him into the Container and Sedate the Coffee Cup on the nearby
table. Prep your Stun Gun and head into the cell area. Go downstairs and hang
close to the cell that the other Orderly likes to stand in. Look through the
window when he is inside to see where he stands.
Wait for the second Orderly to walk past your position before entering the
cell. Stand near where the third Orderly stands and wait for him to come
back. When he stops in front of you then Zap him. By the time you take down
the third Orderly then the second one will be Sedated.
Head into the Agent's cell and talk to him. It's Agent Smith - again. The
same one you keep rescuing (third or fourth time already since "Codename 47")
and 47 is none too pleased. After the cutscene then Sedate Agent.
In the following cutscene you are notified that there are two additional, and
optional, Targets that you can go after. Of course, I am going after both.
Three Targets will now appear on the Map - one red (primary) and two
white (optional). The primary Target will be random on each run-through.
And your Targets are:
--Rudy Menzana (pink robe)
--Carmine Desalvo (light green robe)
--Lorenzo Lombardo (light blue robe)
You can take them down in many different ways - poisoning hidden bottles,
pushing them into the Jacuzzi, crushing necks with weights, etc. But there is
one very easy way to take them down and without the bodies being found. By
becoming a Therapist.
From the Medical Wing, go through the two Keycard Doors and back through the
Guard Room. Then enter the hallway but *DON'T* go through the double doors
leading into the main area. To the right of the double doors is a single door
that leads into the Kitchen. At the south central side of the Kitchen is a
bucket and a mop.
Next to it is a hidden Bottle. Poison it and leave. This will take care of
one of the Targets and without the body being found. That Target is Lorenzo
Lombardo and he is also the one that goes up to the 2nd Floor and cooks in
his room. It is important not to go near him when you are in the Therapist
Disguise or he will go to the upstairs Office.
Although you can Poison the bottle at any time it is highly recommended that
you wait until Lorenzo appears as a Target first. The reason is that if you
kill him before he is identified then it will count as a non-accidental
Civilian kill and your score will suffer.
After Poisoning the Bottle then leave the Kitchen, go through the double
doors, and proceed east through the center of the first floor. You should see
a large fireplace and four sets of stairs - two at each side of this room.
Take one of the stairs at the east side of the room and head up.
Here you should see four small offices. One has an open door and three with
locked doors. Go through the one with the open door and you should find the
Therapist Disguise. Change into it and Prep your Fiber Wire.
It should be noted that the only person that goes up to this area of the 2nd
Floor is the Therapist but he is stuck in the Reception Area because of how
you entered the building.
Go downstairs and find one of your remaining Targets. I recommend going after
Rudy (the one in the pink robe) first. He goes between the Jacuzzi (northeast
corner) and the Den (north central). When you find him then he will comment
about that it is time for his session and he will meet you in your Office.
That Office will be the large room in the south central side of the 2nd
Floor. It will have two beige chairs with a small table between them. Go up
here and stand behind the west chair.
Rudy will walk slowly to the Office so you will be waiting awhile. As you are
waiting Agent Smith will be moved to the Morgue. This will also unlock the
doors to it so you can enter it to revive him and escape. When Rudy enters
the Office then he will sit in the chair in front of you.
Garrote him when he starts talking then drag his body north through the small
room and to the balcony that overlooks the Den. Drag him to the railing, drop
him, and close the door as you leave. This is why you should go after Rudy
first - he is the only person who goes into the Den and you may risk having
him see you if you went after Carmine first and dragged his body here.
After hiding Rudy's body then go find Carmine. He goes between the Gym
(southeast corner) and Outside. When you find him and he comments about his
session then go back to the Office and stand behind the east chair while you
wait for him. Like before, Garrote him he starts talking then leave the body
since nobody else comes up here.
By the time you kill Carmine then Lorenzo will have drank from the Poisoned
Bottle and died thus completing all of your primary and secondary objectives.
After killing all of your Targets then head back to the small Guard Room and
the narrow hallway where you dropped off the Stunned Guard and left your
Suit. Before changing out, however, go back outside first and stop by the two
benches.
Look all around to make sure that there are no Guards or patients nearby
before going back to your Suit. If everything has gone smoothly up to this
point then you should see a Guard approach you from the east. He will then
stop between the benches in front of you.
You could Zap him if you want but there is no reason to take the risk of a
potential Witness or anything else going wrong. When he finally leaves and
gets far enough away then quickly go back inside, switch back into your Suit,
and leave. From here, head down to the Guard Shack the same way you came
earlier.
As you head south towards the Guard Shack keep an eye out for an Orderly who
may be on the path nearby. When Agent Smith was transferred to the Morgue
then this started a patrol pattern of another Orderly.
He will go from the Morgue, up the path to the north end, then head back down
again and repeat. If you did not see him as you made your way towards the
Guard Shack then more than likely he is down near the Morgue. Nobody, not
even the Orderly, cares about you going in and out of the Morgue. However,
you certainly don't want anybody seeing you wake up Agent Smith.
Go inside the Morgue and stand in the corner by the Elevator. Wait for the
Orderly to come inside, stand for awhile, and leave. Once the doors close
then go to Agent Smith, Revive Agent, and Escape through the nearby door to
successfully complete the mission.
0+=+=+=+=+=0
/ California \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >BDM6. A New Life 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ California /
0=========0 0+=+=+=+=+=0
The date: May 15, 2004.
47's next Target is a gangster named Vinnie Sinestra. He is in a witness
protection program pending a court appearance. Vinnie also has some hard
evidence that can't be allowed to be seen. The client thinks that it may be
on some microfilm somewhere.
He is currently holed up in a suburban house in southern California and the
client does not want Vinnie to make it to the courtroom. But the house is
being protected by the Feds so it will be tough to get at him. However, there
is going to be a birthday party for Vinnie's child and that may be useful in
getting inside the house.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Vinnie Sinistra.
>>Retrieve Microfilm.
>>Escape suburb.
0=======0
| Reward \
0=======================================================>
Objectives: $270,000.
Rating Bonus: $150,000.
Total: $420,000.
0========0
| The Map \
0=======================================================>
There are four levels to the map:
>>Basement
>>2nd Floor
>>1st Floor
>>Outside
The Outside Map is where you start and also has your Exit Point. A Power
Switch can be found at the south side of the house.
There are two Point of Interests. The one to the south is the FBI Truck where
you can find a couple of Agents and the Video Tape. The one to the north is
the Treehouse where you can find the Air Rifle.
Your ICA Crate is to the east. The Vet's Office, where you can find a Bottle
of Ether and Tranquilizer Darts, is to the south of the FBI Truck.
The 1st Floor has a Guards Quarters near the northwest corner (and is
connected to the West Hallway). The large Pool is at the northeast corner.
The Dining Room is at the southeast corner. The East Hallway is connected to
the Dining Room and has a small bathroom. The Study is to the east of the
East Hallway.
The Living Room is where Vinnie spends most of his time. The Garage is west
of that. The Laundry Room is north of that and is at the south end of the
West Hallway. The Guest Room is at the north end of the West Hallway. The
Kitchen is at the east side of the West Hallway.
The 2nd Floor has a large central room that Vinnie enters from time to time.
The Girl's Bedroom is directly south of that. The Baby's Room is at the
northwest corner. The Master Bedroom is at the southwest corner.
There is one Point of Interest in the Basement which is a Weapons Crate where
you can store weapons.
0========0
| Weapons \
0===========================================================================0
| SLP .40 Pistol | Carried by most of the Agents. |
|----------------+----------------------------------------------------------|
| MP7 | --Inside the Guards Quarters on the 1st Floor. |
| | --Carried by the Agents in the Limos. |
|----------------+----------------------------------------------------------|
| Bull .480 | Carried by Vinnie Sinestra. |
|----------------+----------------------------------------------------------|
| Air Rifle | Inside the Treehouse. |
|----------------+----------------------------------------------------------|
| Nailer | Inside the Basement. |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>Garbage trucks can dispose of all kinds of waste.
>>The surveillance team have an unhealthy appetite for donuts.
>>Vinnie has complained about the neighbor's son taking pot shots into the
garden with an airgun.
>>Vinnie lives close to a veterinary surgeon. Sometimes a vet needs to
tranquilize wild animals!
>>Rumor has it that Vinnie's wife flirts with hired staff. But Vinnie
trusts her completely.
>>Some field agents are too nosy in teenage girls' rooms.
>>A barbeque is being prepared for the party. Be careful with flammable
liquids!
>>Vinnie just bought a very expensive and unusual necklace for his wife.
0==============0
| General Notes \
0=======================================================>
In previous iterations and run-throughs I ambushed Vinnie's Wife in one of
the hallways. However, I decided to safely take the Necklace while disguised
as the Pool Cleaner to make things less risky.
You can also go in as Corky the Clown and deal with the Wife as him. There is
a Study at the east side of the House that has a bottle that you can Sedate.
When you encounter her as him she will lead you here and drink from this
bottle which will knock her out safely.
However, at Professional difficulty, she will always become a Witness so it
is not the best thing to do here. As the Pool Cleaner you don't have to knock
her out to get the Necklace.
It is also important to point out that if you cause too much trouble then
additional Agents in Limos will arrive at the house. In addition, I saved
acquiring the Air Rifle for last instead of doing it in the middle of the
mission. This is also the first mission where the Detonator Trick is used to
acquire this weapon.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
For this particular strategy a Pistol is required at the start. Bring either
the Snub Nosed, Desert Eagle, or Nailer, but do *NOT* bring an SLP. 40
Pistol.
When you start the mission then you will be near the Exit Point. You will
also see a Jogger stretching to the south. Quickly Prep your Pistol then run
to the Jogger but start Sneaking when you are about ten feet away from him.
Get behind him and go into 1st Person View/Binoculars so you can look
directly at his back.
Grab him then move him northeast across the street to the tree there and Whip
him then Prep your Sedative. By Whipping the Jogger then you will make it
easier on yourself in regards to re-acquiring your Suit near the end of the
mission.
From here, go around the end of the hedge wall and turn left. Ahead of you
should be a yellow Catering Van. At this point there should be a Caterer
getting something from the back of the Van. When he walks away then head to
the back of the vehicle.
It is important to note there is also an Agent that has a patrol route that
ends at the corner of the Garage northwest of your position. But, at this
point in the mission, he will be heading inside the house and not be an
issue.
When you look in the back of the van then you should see a Catering Crate and
a box of Donuts. Quickly Sedate the Donuts and grab them. Run to the back of
the large white boxy van across the street. Go to the right side of the doors
and stand back a couple of feet to prompt Put Down Donuts.
This will allow you to place the Donuts on the ground and knock on the door.
After this then run east towards Corky's Van. Get behind it and Prep your
Pistol. Use your 1st Person View/Binoculars and back away just a bit from the
back of the Van. This is so you don't get the Close Lid notification when you
back out.
After that then look towards the Vet's Office. As you're doing this then the
Agents in the Van should be collapsing from the Poisoned Donuts.
When you see the Garbageman then that means that Corky the Clown should be
leaving the house. It should be noted that the Garbageman's appearance is
randomized and may appear sooner or later than when Corky leaves the house
but usually won't affect what is done next.
Keep an eye on the Garbageman as he passes by. He will look towards you as
Corky goes to the back of the Van and takes a drink. The moment he gets far
enough away then Grab Corky. Before Whipping him then move forward and then
right against the door to help conceal him from the Nosy Neighbor, who is
working on her hedges, to the south.
**NOTE: If it looks like the Garbageman will be far behind Corky then run
up to Corky and run circles around him to stop him until the
Garbageman gets far enough away. Then go back behind the Van and
wait for Corky to get into position.
After Whipping Corky then take his Disguise and dump him in the Container.
This will put your Suit in an easy to access place so you can safely switch
back into it at the end of the mission.
Run to the northwest corner of the FBI Van and look towards the Garage. If
your timing is right then the patrolling Agent should be heading into the
house and the Caterer should also be heading to the front door. Open the door
and loop around it to get inside.
Go to one of the fallen Agents, switch into the FBI Agent Disguise, pick up
an SLP .40 Pistol, and Steal Video Tape from the Surveillance Machine. From
here, exit the FBI Van and head to the Vet's Office. Run into the garage and
Pick open the door. Go inside the office and you should see the Bottle of
Ether on the table to your left. Pick it up, go back out the same way you
came, and run to the house.
Run through the front door of the house and through the next door to enter
the Stairway Room. Go up the stairs and through the door at the top. Go
through the next two doors to enter the Girls' Bedroom. If your timing is
right then the patrolling Agent up here should be entering the hallway. At
the south side of the room is a desk.
On the desk are the Girls Panties. Go to them to get the prompt to Pour Ether
On Girls Panties. You see, the Agent that left the room is a bit of a perv
(as already hinted by the Intel) and likes to sniff the panties when he comes
in here. Of course, I can use that against him which is why I am using the
Ether on them. And this makes for one less person to deal with on the 2nd
Floor when I come back here later.
Now to clear out some Agents at the west side of the House so I can go after
Vinnie's Escort later. Getting rid of the Escort will make it easier to go
after Vinnie and I will lure him to the Weapons Box to ambush him. But I need
to get rid of a couple of Agents nearby to set that up and this will also
make the best use of my time as I wait for the Pool Cleaner to get into
position so I can get his Disguise.
The Pool Cleaner Disguise will allow me to safely approach Vinnie's Wife and
she will lead me to the Master Bedroom where I can safely acquire the
Necklace without harming her in any way.
After setting up the pervy Agent then go back down the same way you came.
When you get back down the stairs then go forward through the door to the
Kitchen then to the door into the West Hallway. Turn left and go forward
through the door into the Laundry Room. Turn left at the next corner to find
the door leading down into the Basement. There is an Agent that goes down
here and his patrol route ends here.
Go down into the Basement and, if your timing is right, then you should walk
past the Agent as he is coming up the stairs. Run down to the Basement floor
and through the next door. After going through this door then you should see
a shelving unit on the north wall to the left. Stand with your back to the
wall and about four feet west of the shelving unit, look southeast, and wait
for the Agent to return.
When he returns and stands in front of you then Sneak up on him and Whip him.
You can grab the Nailer nearby if you you didn't get one from the mission
"Curtains Down". Then run back up the stairs and to the door into the West
Hallway. Then open the door to your left to look inside the Guards Quarters.
There is a good chance that the outside patrolling Agent is inside. If he is
then stand at the north end of the West Hallway and wait for him to leave.
When he does then go inside the Guards Quarters. Stand at the southwest
corner of this room (by the desk chair), go into 1st Person View/Binoculars,
and look northeast.
When the Agent comes back then wait for him to stop in front of you then Whip
him. By Whipping these Agents then you have cleared a safe path to the
Weapons Box.
Drag the unconscious Agent back into the Laundry Room and put him into the
Container by the door. Go back into the Kitchen, go through the Stairway
Room, and out into the Backyard. At the northeast side of the yard is the
Shed. Run to the back of the Shed and wait. If your timing is right then the
Pool Cleaner should be coming back to the Shed.
Wait for him to enter then Sneak up behind him and wait for him to stop by
the shelves then Whip him. Take his Disguise and Pick the Lock to leave. Go
to the Pool and Vinnie's Wife should be there. Get close enough to her and
she will want you to follow her into the House.
At Professional difficulty you will need to stay about fifteen feet from her
as she heads towards the door Guards. If you are too far from here then she
will stop and motion you to follow her.
When she talks to the Guards then she will tell you you're clean. If you are
too close to them as she is talking to them then your Threat Meter will start
to climb up. If it reaches yellow then you are generating Witnesses which
will negatively impact your Rating.
Staying about fifteen feet from her should prevent that from happening. When
she opens the door then quickly walk in and past her to get past the Guards
before your Threat Meter starts climbing up. Once you are inside then you
should be safe.
Continue following her and she will lead you upstairs into the Master
Bedroom. Stay at the foot of the bed as she goes into the Bathroom. When she
leaves then she will remark that she isn't in the mood and then she will want
a nap. When she falls asleep then go over and safely take the Necklace.
It is important to note that she will eventually wake up later and resume her
pattern but will not interfere with what you need to do.
After you acquire the Necklace then cut through the walk-in closet to go into
the Girl's Bedroom to find the pervy Agent you Sedated earlier with the
Ether. Take his Disguise then go back through the Master Bedroom and back
into the Hallway. Go downstairs and into the Kitchen. Now is time to get rid
of Vinnie's Escort
If your timing is right then Vinnie should be leaving the Room. There are two
places that you can kill Vinnie - the Living Room and the Upstairs Office.
Killing him in the Living Room (Poisoning him in his chair after luring the
Escort to the Power Switch) may risk you being seen by the Caterer through
the window. So I am going to use the Upstairs Office to ambush him.
However, if you kill him here then his Escort will eventually enter the room
and find the body which will negatively affect your rating. So I need to get
rid of the Escort first. The best way is to lure him to the Weapons Box by
dropping a weapon.
Go behind Vinnie's chair and use 1st Person View/Binoculars to look at the
couch at one corner of the room then drop the Pistol. This should put it in
the best place so that only the Escort will pick it up and take it to the
Weapons Box.
The reason for this particular placement is that sometimes Vinnie himself
will find the weapon instead of the Escort. If Vinnie finds the weapon then
your Threat Meter will go back down quickly after it goes green and you will
have to get another Pistol (from one of the fallen Agents or the Weapons Box)
and try again later.
After dropping the Pistol then go back to the Laundry Room. When the Escort
finds the Pistol then he will go to Box but will take one of two paths to get
there. One is a direct path cutting through the Laundry Room and the other
will have him meandering outside before going through one of the Bedrooms to
get to the Box.
While you're waiting you can position yourself more properly depending on
your control scheme and what camera you are using:
>>3rd Person View
***************
Stand about three feet from the center of the Box, but not too close to
the door or you will get the prompt to close it, then angle the camera
so it is looking straight down. Put the center reticle directly in
front of you and between your feet and the Box. This ensures that the
reticle will be on your victim as you bring out your weapon and bring
up the prompt.
>>1st Person View
***************
Stand about three feet from the center of the Box, but not too close to
the door or you will get the prompt to close it, then put the center
reticle at the top of the front of the Box.
Grab and Whip the Escort when he bends down over the Weapons Box and leave
the body. You can clean out the Weapons Box and acquire the MP7 for your
collection.
Prep either your Poison or Fiber Wire and head up to the 2nd Floor. Enter the
Upstairs Office which is the central room on the north side of this floor.
Stand by the left side of the table and wait. When Vinnie walks in then he
will stand in front of you. Poison or Garrote him and grab his Bull .480.
After killing Vinnie then go back down and out the front door. At this point
you have the option of acquiring the Air Rifle. After leaving the house then
head to the Treehouse at the north side of the Map. There will be a female
Gardener picking at the ground near the Treehouse but as long as you are
dressed as an Agent then she will not cause any problems as you approach it.
Climb the Treehouse Ladder and you should find the Air Rifle on the table.
Look out the windows first to find the Pool Cleaner and patrolling Agent
before picking up the weapon. When they are out of view then pick up the
Rifle and immediately bring out the Detonator to initiate the Detonator
Trick.
Climb back down the ladder and go southeast to your ICA Crate. Store the
weapon then head back to Corky's Van. When the Garbageman is not nearby then
switch back into your Suit and run to the Exit Point to successfully complete
the mission.
0+=+=+=+=+=+0
/ New Orleans \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >BDM7. The Murder of Crows 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ New Orleans /
0=========0 0=+=+=+=+=+=0
The date: October 25, 2004.
47's next mission takes him to New Orleans. The American Secretary of the
Interior is targeted for assassination during the Mardi Gras parade. The
client does not want that to happen. So 47 is to take down the people who are
trying to kill the Secretary.
There are three assassins: Mark Purayah, Jr, Raymond Kulinsky, and Angelina
Mason. Mark is the leader, Raymond is the assassin, and Angelina is recon and
support. Nobody knows where they are at but the payment to them has been
identified and should lead 47 to them if followed. The parade also has lot of
Civilians about so extra care needs to be exercised.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Mark Purayah, Jr.
>>Kill Raymond Kulinsky.
>>Kill Angelina Mason.
>>Protect the Politician.
--Retrieve the Diamonds Case.
>>Escape.
0=======0
| Reward \
0=======================================================>
Objectives: $470,000.
Rating Bonus: $150,000.
Total: $620,000.
0========0
| The Map \
0=======================================================>
There are five levels to the map:
>>Basement
>>Shops and Restaurants, 3rd Floor
>>Shops and Restaurants, 2nd Floor
>>Shops and Restaurants, 1st Floor
>>Streets and Back Alleys
When you look at the Streets and Back Alleys Map then you will see three bars
and three courtyards in addition to four Point of Interests. The first Point
of Interest is the Hideout where Mark Purayah is at. The one northeast of
that is a Weapons Crate that you can use for storing the SG552.
The two PoIs to the south are located in the West Courtyard. The one at the
southwest corner is another Weapons Crate. The other one is a Sniping
Platform that can be climbed up on so you can shoot Mark through the north
alley.
There are two additional Courtyards of note. The one just east of the West
Courtyard (with two alleys) is the West Central Courtyard. The one east of
that (with four alleys) is the East Central Courtyard.
The three bars are marked on the Map. There is a Guards Quarters in the
center of the Map and your Exit Point is south of that. The Secretary is on a
float that slowly moves clockwise around the main street. The Partygoers are
the cloud of circles within the main street.
You will start out in the 1st Floor Lobby of the Hotel at the southwest
corner of the West Central Courtyard.
The Shops and Restaurants, 2nd Floor has three Point of Interests. The one at
the northwest corner is the Office where you can find Mark and the SG552. The
one at the southeast corner of the West Central Courtyard is a balcony you
can use to look out into the street but there is a Civilian there that you
can also push over.
The one at the southeast corner of the East Central Courtyard is another
window you can use to snipe Raymond if he is at the Salsa Club.
Your ICA Crate is located on the 2nd Floor of the Hotel. To the east of the
ICA Crate is a room where you can find a Waiter Disguise that you will be
using later.
There is only one Point of Interest on the Shops and Restaurants, 3rd Floor
and that is another window you can use to snipe Raymond if he appears at the
Rock Bar.
0========0
| Weapons \
0===========================================================================0
| SLP .40 Pistol | --Carried by the Cops. |
| | --Inside the Weapons Crate at the Guards Quarters. |
| | --Inside a small room where the PoI is on the 3rd Floor. |
|----------------+----------------------------------------------------------|
| MP9 | --Carried by all of the Guard Birds. |
| | --Inside the Weapons Box on the 1st Floor of the |
| | Hideout. |
|----------------+----------------------------------------------------------|
| Desert Eagle | Carried by Raymond Kulinsky and Mark Purayah, Jr. |
|----------------+----------------------------------------------------------|
| SG552 | By Mark's desk inside the Hideout. |
|----------------+----------------------------------------------------------|
| SLP .40 .S | Carried by Angelina Mason. |
|----------------+----------------------------------------------------------|
| Kazo TRG | Always nearby Raymond Kulinsky regardless of where he |
| | is. |
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| There are four new weapons and all can be acquired discreetly - even the |
| Kazo TRG (thanks to the Detonator Trick). |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>Walkie Talkies transmit everything - even background sound and music,
which could reveal someone's location.
>>Clubs usually have a back entrance for the staff.
>>Bookstore walls are like paper - you can overhear what's going on next
door.
>>Clubs in this area are known for having hat-dress codes and music themes.
>>Some private apartments have a useful view.
>>Pianos can kill - especially when they are dropped from the sky.
>>A guy dressed as a yellow bird checked into a hotel room a couple of
hours ago.
0==============0
| General Notes \
0=======================================================>
This one was another pain to figure out mainly because of the different
places that the Delivery Guy goes to within the Courtyards and where Raymond
hides out at. The randomness of these locations added to the complexity of
the mission. I also tried several different ways of going after Angelina
before settling on the popular Piano dropping method.
It is important to note that the assassination *CANNOT* take place unless the
Diamonds Briefcase is actually delivered to Mark's desk. Preventing the
Briefcase from reaching the desk is the best way to protect the Secretary.
Of course, you can take the Diamonds Briefcase for yourself for extra money
(an additional $70,000). Even though it is listed in your objectives it is
entirely optional.
In addition, both Raymond and Angelina will not appear on the Map until you
acquire the Walkie Talkie from any of the three Targets (except at Rookie
difficulty).
You will see that the streets are jammed with people. These are Partygoers
and aren't classified as real Civilians in that they can't do anything if you
or somebody else starts shooting.
But regular Civilians can get mixed in with them so the Partygoers are in
essence camouflage. However, the Civilians, Cops, and Bird Guards can see you
just fine through them so the Partygoers are of no real use other than to
obscure your vision.
Unlike the Agents from the previous mission the Cops aren't overly sensitive
but you still don't want to stand around them too long. The strategy for this
mission will allow you to walk out with the Diamonds Briefcase and safely
acquire the SG552 and Kazo TRG.
Correct me if I'm wrong but isn't Mardi Gras supposed to be in *FEBRUARY*,
not October?
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
When you start the mission then you will be inside a restaurant in the lobby
of the Hotel. You will also be looking at the backside of the Delivery Guy,
the red bird, as he talks to a friend. As their conversation begins then
quickly turn left and run up the stairs. Go to the top to find a door to your
right. This enters into a small storeroom where your ICA Crate is located.
Go inside and Prep your Sedative then run back down to the Lobby. When the
conversation is finished then the Delivery Guy will leave. He will either go
right (southwest) or left (east). Note his direction then run out the door
and left.
After you leave the Hotel then you should see the alley leading into the West
Central Courtyard to your left. Run into it and you should see a Policeman
ahead of you. There should be a white concrete line on the ground about
halfway inside the alley.
He needs to be just beyond that before Sneak Running up behind him, while
bringing out the Sedative, and attacking him before he has a chance to turn
around.
Drag him to the Container up ahead, take his Pistol, take his Disguise (which
places your Suit in a safe place), and dump him then Prep the Pistol. Now to
go after the Delivery Guy based on the direction he took:
>>Right (Southwest)
*****************
This means that he will go into the West Central Courtyard. After
dumping the Policeman then position yourself at the southeast corner of
the north alley that leads to the street and look north. The Delivery
Guy will head south through this alley and stop in front of you - Prep
your Pistol while waiting.
Whip him, change into the Delivery Guy Disguise, and drag him east away
from the alley and drop him. You can attack him without getting rid of
the Policeman first but there is a good chance he may enter the
Courtyard while you are disposing of the Delivery Guy and you will get
attacked.
This is the main reason to get rid of the Cop but there are other
benefits to taking him down as just noted.
If the Delivery Guy heads left (east) then he will head to the East Central
Courtyard. Run to the south entrance of the East Central Courtyard and just
go inside. The other two paths are as follows:
>>East (Path 1)
*************
You do not see him. This means that he will enter the Courtyard from
the east. Head north into the center and you should see a Container in
the northeast corner of the Courtyard. Stand about three feet to the
west of the Container, go into 1st Person View/Binoculars, and look
northwest.
He will eventually stand near if not in front of you. Whip him, change
into the Delivery Guy Disguise, and drag him to the Container for
disposal.
>>East (Path 2)
*************
You see him entering the south alley entrance or he is already inside
going north. Follow him and he should go to the southeast corner of the
Container. Sneak up on him, Whip him, change into the Delivery Guy
Disguise, and drag him to the Container for disposal.
After obtaining the Delivery Guy Disguise and grabbing the Diamonds Briefcase
then head to the Hideout at the northwest corner of the Streets and Back
Alleys area. There will be a Bird Guard standing watch over the front door.
Just walk past him into the Hideout and he will tell you to go upstairs. When
you get inside then turn left to find the spiral stairs.
Go up to the top of the stairs and stop. One of the Bird Guards goes between
the top of the stairs and the Office. Stand near where he stands when he goes
to the Office. When he stops in front of you and you hear the door close then
Whip him.
Drag him to the door then turn right and head to the dresser. Drop him here,
grab his MP9, then change into the Bird Guard Disguise. Then grab the
Diamonds Briefcase and drop it by the body.
Prep your Fiber Wire and enter the Office. Here you should see Mark walk
around the room. You will also see the SG552 propped against the desk. Go
behind the desk chair and stand behind it. When Mark sits down then Garrote
him. Grab the Walkie Talkie (to make Raymond and Angelina appear on the Map)
and the Desert Eagle.
At this point it is time to clear the Hideout and exterior of some of the
Bird Guards. The reason is to clear a safe path to leave with the Diamonds
Briefcase. If you leave and the Guards see you with it then you may be
attacked by them.
To start, head downstairs to the first floor and to the large dresser. Stand
at the southwest corner of the dresser and look south at the main doors. When
the other Bird Guard you saw comes back here then he should stand in front of
you. Whip him then drag his body upstairs into the Office.
For safety's sake you may also want to drag the other Bird Guard into the
Office as well. Head to the door at the northeast corner of the first floor.
Head through that door then through the next one (near the TV) to enter the
back courtyard of the Hideout.
Head east past the archway and you will see a Container. You may also see a
Bird Guard here as well. If he is not here then step to the north of the
archway after you pass it then wait for him. When he stops then Sneak behind
him and Whip him. But *DON'T* put him in the Container yet.
Just to the north is a Weapons Crate. Store your MP9 in the Crate, to ensure
it gets added to your weapons collection, then grab another MP9 from the Bird
Guard and dispose of him in the Container.
Head back upstairs to grab the SG552 and bring out the Detonator for safe
passage to the Weapons Box and drop off the weapon. Go back upstairs to grab
the Diamonds Briefcase and head back to the door to the courtyard but drop
the Briefcase just inside the door. Open the door, peek outside, and wait.
Eventually another Bird Guard will head north into the alley but then turn
around and head back out. When he gets out of view then walk to the metal
hatch on the ground near where he turned around and drop your MP9 here. Go
back inside, grab the Briefcase, and go to the opposite side of the wall near
the Container then wait.
When the Guard comes back then he should see the dropped weapon, pick it up,
and go inside, The moment he disappears then leave the area through the alley
and go back to the West Central Courtyard. Go back to your Suit and drop the
Briefcase here. Nobody else goes here so it should be safe.
Now to go after Angelina. Go to the West Courtyard. At the southwest corner
of the area you should see a large Piano overhead. The Winch for that is high
up to the south. At the east side of the courtyard is a cage you can climb to
gain access to the Winch. Head to the northeast corner and head west along
the walkway. You will also notice two Civilians below but they won't do
anything as you go above them.
Continue to the northwest corner then jump the Balcony going south. Follow
the way until you reach the Winch and Plant Bomb. Go back down the same way
you came and go to the south end of the north passage of the West Courtyard.
Look at your Map to find Angelina. She will be going around the city and
stopping at multiple spots.
Some of this is randomized based on where the Senator is on the map. One of
her stopping points is at the alley to the Salsa Bar on the east side. From
here she can go several different ways.
One way is for her to go northwest towards the Rock Bar alley. Wait for her
to be near the entrance to the alley before doing anything. Sometimes she may
suddenly go west along the north side of the block.
If the angle she takes looks like she may enter the East Central Courtyard
then do nothing as she will go into the Courtyard and head to the Blues Bar
alley. If she goes straight west past the entrance then get out of the map to
start the process of going after her.
Another way is that she goes into the East Central Courtyard. When she goes
north and just enters the street then leave the map and start the process of
going after her.
Look out for a Cop that is either standing at the street corner southeast of
your position or heading to the alley leading into the West Courtyard.
If he is standing at the street corner or is not visible then head into the
alley and stop at the south end just before entering the Courtyard itself.
Hug the west wall and drop the MP9 (you already have an MP9 stored so you can
lose this one). Then climb back up to the northeast corner, bring out the
Detonator, and look southwest.
The patrolling Cop should find the MP9 and then leave to put it into the
Weapons Box at the Guards Quarters. This will keep him out of your hair for
awhile. When Angelina appears in the Courtyard then wait for her to get under
the Piano then bring out your Detonator and Detonate. The Piano will fall on
and kill her in an Accident.
**NOTE: On rare occasions she may get to the tree and immediately turn
around to leave before she gets into position. If this happens then
go back to the Hideout to get another MP9 or use the SLP .40 Pistol
and try again later.
Run down to her so you can grab the SLP .40 .S. The Civilians should have run
out of the Courtyard to alert a Cop so they won't see you do this.
Depending on how her body behaves when the Piano strikes her she may be
completely under it or bounced away. If she is not completely under the Piano
then she will eventually be discovered - but that won't negatively affect
your score because you killed her in an Accident.
If you're thinking "why not hide near the pipe leading up to the Sniping
Platform" then here's why you don't do that.
You see, if you hide behind the wall and then drop the Piano, it may fall in
such a way that you cannot get through the gaps at ether side of it and you
may be trapped. This will either cause you to restart from a save file or
restart altogether.
After killing Angelina and obtaining the SLP .40 .S then go back to where you
left the Policeman Disguise. If it is in the East Central Courtyard then wait
for the patrolling Cop to enter and leave before changing back into it.
Now it is time to go after Raymond. While still in the Courtyard then look at
your Map to find Raymond. He will be in the upper floors of either the Rock
Bar, Salsa Bar, or the Blues Bar.
The Policeman Disguise will allow you easy access to enter the clubs - you
can't enter them unless you are dressed as a Patron, Waiter, or Policeman.
You can also just walk in through the front door - the Cops won't care as
long as you are appropriately dressed. This is also the best Disguise to use
here as this allows you to have certain weapons out in the open if you need
to.
Here is how you approach Raymond in the three clubs (after going through the
front door of a bar - hardest to easiest):
>>Rock Bar
********
The only way inside to where Raymond is has a locked door and that is
inside the Kitchen. There is a Cook stationed nearby plus a Waiter that
goes in and out of the Kitchen area. To make things easier it is best
to get rid of the Waiter.
Go into the alley next to the Bar and you should see the Waiter there
since he tends to spend a lot of time here. If by some chance he is not
here then wait a bit for him to appear. You should also see a Container
at the north end and he should be standing to the right of it. Sneak up
behind him, Whip him, and dump him in the Container.
Go through the front door and to the Kitchen. The Cook spends most of
his time by the Container before going near the door then going back.
Although you can use the last of your Sedative on him it is best not to
attack him. Since you have no idea how long he has been standing around
it is best to disrupt it.
Since this is written for Professional difficulty simply walk up to him
and make him turn around. He should then walk to the other end of his
patrol route which is by the door. When he stops then walk past him to
make him turn again so he will go back. When he stops back at the
Container then go and Pick open the door so you can safely go up.
When you get to the top of the stairs then Prep either your Poison or
Fiber Wire and look through the Keyhole of the next door.
Raymond will have two different patrol patterns inside this room. He
will either go through the door in a north-south pattern (stopping by
the large dresser) or do an east-west pattern (stopping near the
debris). Pick the lock when the coast is clear then enter the room.
If he does the north-south pattern then Sneak to the dividing wall with
the debris then look towards the nearby dresser and wait for Raymond to
return. If he does the east-west pattern then Sneak to the south end of
the large dresser and wait for him to return. Then Sneak up behind him
and Garrote/Poison him.
>>Blues Bar
*********
Head into the Kitchen and through the door that leads to the stairs.
After going through the door then Toggle the Light Switch by the door
and go back inside the Kitchen. There is a couple at the top and will
come back down. After the woman comes into the Kitchen then go on up
the stairs and to the door then check your Map.
Raymond will do a northwest-southeast pattern within the room. But,
sometimes, he may stand at the northwest corner for a very long time.
And there is quite a long distance to him from the door which makes it
possible for him to turn around before you can reach him.
Fortunately, there is a Closet inside. Pick the Lock and Sneak to the
Closet if you feel you can make it there. After entering the Closet
then check your Map again. If he still hasn't moved or has moved to the
southeast end and moved back then head northeast to the south side of
the east dividing wall.
If he still hasn't moved or returned to the northwest end of his patrol
then Sneak up behind him and Garrote/Poison him.
Another way is to Sneak up on him as much as you can. If he turns
around before you can get at him then run up to him, Punch him out
before he can fire a shot, then Poison him.
>>Salsa Bar
**********
Head into the Kitchen and right up the stairs. When you get to the door
that leads inside the next room then Sneak inside. Just inside the door
are a couple of boxes that you should hide behind as you look west.
Raymond will go outside then stand by the large light in the middle of
the room. When he stops by the light then Sneak up behind him and
Garrote/Poison him.
After killing Raymond then pick up the Kazo TRG and bring out your Detonator
to initiate the Detonator Trick. Next, go back to your ICA Crate to store the
Rifle and head to your Suit. Switch back into it, grab the Diamonds
Briefcase, then head to the Exit Point to successfully complete the mission.
0+=+=+=+=+=+=+=+0
/ Rocky Mountains \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >BDM8. You Better Watch Out... 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ Rocky Mountains /
0=========0 0=+=+=+=+=+=+=+=0
The date: December 24, 2004.
47's next assignment takes him to the Rocky Mountains. Senator Bingham is
being blackmailed by pornography tycoon Lorne de Havilland. Lorne has a
compromising video of the Senator's son, Chad. Senator Bingham is in a tight
re-election campaign and the video could cost him the election.
The mission is to eliminate both Lorne and Chad and retrieve the Videotape
for the client.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Lorne De Havilland.
>>Kill Chad Bingham Jr.
>>Retrieve Video Tape.
>>Escape the Estate.
0=======0
| Reward \
0=======================================================>
Objectives: $470,000.
Rating Bonus: $150,000.
Total: $620,000.
0========0
| The Map \
0=======================================================>
There are nine levels to the map:
>>Main House - Terrace
>>Staff Terrace
>>Pier
>>Helipad
>>Studio Floor
>>Main House - 2nd Floor
>>Main House - 1st Floor
>>Staff Floor
>>Pier Inside
The Pier is where you start at and has your primary Exit Point along with
your ICA Crate. The Main House - Terrace is where you can find the glass
bottomed Jacuzzi and Chad himself. The Staff Terrace is where you can find a
Power Switch and see underneath the glass bottomed Jacuzzi. The Helipad has a
secondary Exit Point which is a helicopter.
The Studio Floor has three Points of Interests. The first one, to the
northeast, is where you can plant a mine to drop studio lights down onto the
floor below. The second Point of Interest, near the center, is where you can
find the incriminating Videotape. The last one, to the east, is another
Weapons Crate.
This is also where you can find Lorne wandering about between the Stage and
his Bedroom.
The Main House - 2nd Floor has a Guards Quarters (where you can find the CCTV
Tape) and one Point of Interest which is a rock ladder you can climb to reach
the roof.
The Main House - 1st Floor has two Points of Interests. The first one, to the
north, is a secret passage through a small waterfall. The second one, to the
south, is where you can find a bottle of Aphrodisiac.
The Staff Floor has two Point of Interests. The first one, on the left, is
where you can find the Waiter Disguise. The second one, on the right, is
where you can find a Weapons Crate. The Pier Inside Map has one Point of
Interest which is the the window that looks into the Guard Room.
0========0
| Weapons \
0===========================================================================0
| SLP .40 Pistol | --Carried by all of the Christmas Guards. |
| | --Carried by most of the Bodyguards. |
| | --Inside the Weapons Crate at Pier Inside. |
| | --Inside the Weapons Crate at the Staff Floor. |
| | --Inside the Weapons Crate at the Main House - 2nd Floor |
| | (Guards Quarters). |
| | --Inside the Weapons Crate at the Studio Floor. |
| | --Inside the Weapons Crate at the Helipad. |
| | --Carried by the Mystery Assassin. |
|----------------+----------------------------------------------------------|
| TMP | --Carried by some of the Bodyguards. |
| | --Inside the Weapons Crate at the Studio Floor. |
| | --Inside the Weapons Crate at the Helipad. |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>Don't expect any presents this year - Santa drinks too much.
>>The bartender knows how to help improve performance in the grottos!
>>Waiters often shower in the staff changing room.
>>Even small, annoying Dogs eat sausages.
>>The glass-bottomed outdoor Jacuzzi looks down on the Pier 70 feet below.
>>Among the high society, spiked drinks are all the rage.
>>Heavy light rigs are installed in the Photo Studio.
>>Lorne recently hired a former US Air Force helicopter pilot.
0==============0
| General Notes \
0=======================================================>
For this mission I included ways to avoid being seen by the CCTV Cameras on
the Pier which will save you some work and how to acquire the CCTV Tape in
case you get caught by the CCTV Camera. There is also a Mystery Assassin in
this mission. You won't get anything additional for taking her down but I've
included an easy means of dealing with her should you want to confront her
anyways.
And I think that Lorne's mansion is one of the coolest mansions I have ever
seen in a vidgame.
One more thing. In the other versions if you Strangled too many people
through the hatch in the main Elevator you can cause the game to crash. In
Reprisal you can crash it the same way.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
For this particular strategy a Pistol is required at the start. An SLP. 40 .S
Pistol or Silenced Silverballer is highly recommended.
When you start the mission then you will be by your primary Exit Point on the
Pier. Head north onto the bridge and turn right when you get to the end. Head
to the nook where your ICA Crate is and quickly Prep your Pistol. Leave the
nook and continue east to the southeast corner of the Pier area and you will
find a Christmas Guard by the corner of the railing.
Stop just behind this Guard and against the railing then turn north. You
should find the wooden archway leading into the Pier Inside. Just above it is
the CCTV Camera which is doing a left-right sweep. Beyond the archway is the
window for the Guard Room. Rotate your camera and you should also see the
Christmas Guard inside.
You don't want to get too close to the archway or you may be seen by the CCTV
Camera. You can get past it without been caught but it requires certain
timing.
When the Guard turns right and leaves the window then look at the CCTV
Camera. When it sweeps almost all the way to the left then quickly run
alongside the railing and through the right side of the archway. If you do
this right then it will not see you.
It is important to note that the CCTV Camera and the Guard will not be timed
the same on each attempt. The Guard will be away from the window for a short
time and sometimes the CCTV Camera will not be in the right position to make
a clean run for the door before he comes back to the window.
This may force you to make your move too soon and you will be caught before
it is all the way to the left.
However, since it doesn't take you too much out of your way and that the CCTV
Tape isn't too hard to acquire, you can ignore the CCTV Camera and let
yourself be seen if you wish to do so. This will make it easier in dealing
with the Guard.
When you get past the archway then quickly get up the door, bring out your
Pistol, open the door, then Sneak inside. You should find the Guard standing
by a vending machine.
Sneak up behind him and Whip him then take his Disguise. Look southwest to
find the big red button that deactivates the Laser Sensor which is just
outside the window. Press the button to deactivate the Sensor then drag the
Guard through the door. The first Guard that you passed will be near the
center of the Pier area and out of view.
Drag the Guard through the deactivated Laser Sensor and to the Elevator then
call it. Drop him here and grab his SLP .40 Pistol.
The reason for dragging the Guard to the Elevator is that the first Guard
will come into the Guard Room from time to time so you can't leave the body
there.
Head back into the Guard Shack, stand between the door and the vending
machine, and look west. The first Guard will eventually come into this room.
When he stops then Sneak up behind him and Whip him. Leave the body - nobody
else comes here.
Although the Christmas Guard Disguise is a good disguise it won't allow you
access to the upper floors where Lorne is located. For that you need a
Bodyguard Disguise. Thankfully, there is an easy way to acquire one.
Go back into the Elevator and enter it then take it up to the Staff Floor.
When the door opens then you will see two doors - one ahead of you and one to
the right. Take the one on the right to enter a Wine Cellar where you will
find a Bodyguard sitting in a chair. Get up behind him, listen for the sound
of the door that you came through closing, then Sedate him.
After that then change into the Bodyguard Disguise. You will now have full
access to everyplace in the Mansion. Go through the door at the southwest
corner of the Wine Cellar to enter the Break Room. You should see a Guard
sitting in a chair in the southwest corner of the next room.
There is another Guard that patrols this room and may be standing next to the
Weapons Box next to the vending machine. After entering the Break Room then
turn right and go through the next door into the stairwell. Turn left after
going through the door and go up the stairs. Continue going up then go
through the first door you get to which should lead you into the Kitchen.
On one side of the Stove is a Sausage (you will also find another one on the
floor near a trash can). If everything has gone smoothly up to this point
then you will see the drunken Santa nearby. Stand by the Sausage and wait for
the drunken Santa to leave the Kitchen.
The Sausage is going to be used against Lorne's small dog. The Dog needs to
be knocked out before you can do anything to Lorne otherwise its running
around and yapping will attract Guards.
Killing the dog will not count against your score in any way so it is best to
Poison the Sausage and save the last of your Sedative. After Poisoning the
Sausage then pick it up, Prep the SLP .40 Pistol you got from the Guard, and
go through the door at the east side of the Kitchen.
Here you will see some filing cabinets to your right and a large sofa to your
left. Turn left to find some shelves next to the sofa. Here you will find a
bottle of Aphrodisiac. Pick it up then continue east and turn south at the
corner.
Go through the next door and you should see a fireplace to your left. The
door you came through is the Staff Only door. At this point, if you got
caught by the CCTV Camera, then you will need to do the following:
>>Acquiring the CCTV Tape
***********************
Right next to the Staff Only door you just came through is a set of
curved stairs leading up. When you get to the top then you should see a
pair of double doors to your right. Beyond these doors is a small room
just outside the Guard Quarters where the CCTV Tape is at.
There are two Guards to note here. One Guard goes between the two desks
within the room (I'll call him the Desk Guard). The second Guard will
come in through the south door, stand just inside the room for awhile,
then leave, go through the small room, and stand on the Balcony outside
(I'll call him the Patrolling Guard).
Because of the Desk Guard you cannot just walk in and take the CCTV
Tape - you'll blow your cover and get attacked. So, in order to safely
get the Tape, I will need to knock out both Guards.
When you go through the double doors then you will see the door leading
into the Guards Quarters to your right and the door to the Balcony to
your left. On the wall near the Guard Quarters door is a large picture.
There is also a Light Switch here.
Use the 1st Person View/Binoculars to back away slightly from the
Switch to allow for a person to come in front of you. Before doing
anything else wait for the Patrolling Guard to go to the Balcony.
You cannot ambush him there - you will seen from below. Therefore you
need to ambush him inside. It is best to use the Sedative but you can
still Whip him if you wish. While you're waiting for him to come by
Prep your Sedative or Pistol.
After the Guard gets onto the Balcony then turn off the Switch to bring
him to it. When the Guard comes over to turn on the Switch then Sedate
or Whip him. Pull him further away from the door so he isn't seen.
Prep your Pistol then stand by the door and open it. Then stand just
inside the doorway, to keep the door open, and observe the Desk Guard.
Wait for the Desk Guard to move to either of the two desks then Sneak
in and Whip him. Then go over and acquire the CCTV Tape. Go back out
and drag the first Guard into the Guards Quarters (so he isn't seen by
any other Guard as you leave the area). After that then retrace your
way back down to the Staff Only door.
From the Staff Only door then continue south and turn left at the corner then
turn left again to enter the main Bar area. Continue forward through the Bar
area and into the hallway that has the flashing heart above it. This leads
into the VIP Area. After you go through the hallway then you will enter into
a large indoor patio area.
Continue northwest and you will find a door with a couple of Guards posted.
Go though the door and into the Elevator ahead.
It should be noted that they won't allow Christmas Guards past this door.
This is where the Bodyguard Disguise comes in. Take the Elevator up to the
Studio Floor. Check your Map to see where Lorne is at. He can either be at
the Studio (on the east side of the floor) or on the Balcony to his Bedroom
(at the southwest corner of the floor).
It is best that he be in the Studio so you can set things up. Head to his
bedroom then drop the Sausage just inside the door (and Prep a Pistol). Then
head to the Balcony. Hang near the west set of doors and wait for Lorne to
come to the Balcony. As he is walking to the Balcony then his dog will eat
the Poisoned Sausage and will be out of action by the time it gets to the
door leading outside.
Wait for Lorne to stop at the railing then Sneak up to him and push him over.
Although there may be Guards down below they can't see you because of the
angle and that you are crouched when you are Sneaking.
After killing off Lorne I now need to go after the Videotape. And to safely
do that I need to knock out some Guards first. There are three Guards on this
floor. One is inside the room where the Videotape is and goes east-west
within the room.
Another has three stops in his patrol pattern. One stop is inside the Studio
(and goes through the room with the Videotape to get there), another is
inside the hallway with the Elevator, and the last stop is right by the
Bedroom door.
The last Guard goes between the Studio and the end of the hallway west of the
Weapons Crate. It should be noted that if you still need a TMP then you can
Sneak up and Whip him at the end of his route in the hallway after you
acquire the Videotape.
Head to the hallway where the Elevator is and stand between the two pictures
while looking at the Elevator. The Guard will eventually pass you by and stop
just ahead of you. Sneak up to him and Whip him. Leave the body - Lorne is
the only other person to go through this room and he is already dead at this
point in the mission.
From here, head south and turn left to find the door that goes into the room
with the Videotape. Open the door and Nudge forward a little to keep it open.
If you see the Guard when you open the door then wait for him to leave and
return before doing anything. The last thing you want to do is have him turn
around while you are Sneaking up on him so it is best to wait.
When he gets back then Sneak up on him and Whip him. Leave the body and go
get the Videotape which is on the desk to the south with two active monitors.
After acquiring the Videotape then it is time to go after Chad.
Go back to the Elevator and down to the 1st Floor. Then head back to the Bar
area. When you get here look out for a Martini Glass at the corner. This
Martini Glass is what is being served to Chad. If it is not here when you get
to the Bar then you will have to leave.
The reason for this is that, on Professional difficulty, you will cause your
Threat Meter to creep up if you stand around the Bar and wait. Best thing to
do is go out the south door and stand by the railing. Then look left to find
the Jacuzzi, with Chad, and the Waiter. When the Waiter walks past then
simply follow him back to the Bar.
You should also see a prompt to Add Aphrodisiac when you approach the Martini
Glass. Go ahead and Add Aphrodisiac - even though there are tons of people,
including Guards, in the Bar nobody will care, even the Bartender who is
looking right at you.
After that then head back into the VIP Area. Just past the end of the hallway
turn right to find the door that leads into the Grotto area. After going
through the door then head north where you will find a small waterfall in the
next corner. Turn east at this corner and go through the set of double doors.
Here you will find a couple making out in the hallway. One of them is the
Mystery Assassin who is female:
>>The Mystery Assassin
********************
As noted, there is absolutely nothing to gain by killing her. However,
if you insist on facing her then here is the way to do it.
When the couple breaks up then follow her into the room. Then a short
cutscene will play. After the cutscene then she will be behind you. If
you do not do anything then another cutscene will play in which she
will kill you.
You also cannot kill her before the first cutscene plays. She is a
Civilian until the cutscene plays then, after it, she will become a
Target. You have to kill her before the second cutscene. But, as noted,
she will be behind you.
After the cutscene then immediately turn around and quickly Punch her
out. Your cover will be blown as you hit her. Then Poison her mangy
unconscious ass and be done with it. Don't worry about the blown cover
- it won't count since you killed her. It is one of the few times you
can blow your cover and not get punished for it.
After killing her then go back into 3rd Person View, head to the door,
and look through the Keyhole. Wait for the Bodyguard that patrols this
hallway to walk right or left past the Keyhole before leaving the room.
Now put yourself in the northeast corner of this hallway and wait. Chad will
eventually be served the spiked drink then leave with a female companion. He
will walk past you and enter a room to the south of you. Wait for him to
enter and for the door to close.
Then wait about five seconds, open the door, and let him see you. He will
then get up and leave since you performed what could be considered, in this
game anyway, "coitus interruptus" on him.
As he is getting up then head south through the door and run down the stairs
ahead of Chad. Eventually you will get to a Balcony which is part of the
Staff Terrace floor. Stand at the southwest corner and wait. When Chad stops
at this corner then push him over. This will take care of your last objective
other than escaping.
After killing Chad then go to the north side of the Balcony. You can jump
over the railing and onto a ledge. Head west along the ledge. This ledge
leads to the other side of the Staff Terrace floor. Don't worry about the
bats you stir up along the way.
When you jump over the railing at the other end of the ledge then go through
the doors leading inside to the Staff Floor area and to the Elevator that
goes back down to the Pier. When you get back down then go back to the Guard
Shack and switch back into your Suit.
Then go back to the archway and stop. You will need to dodge the CCTV Camera
again. Stand at the left side of the archway and look up to find it. When it
sweeps right and stops then run out and along the railing. If you do this
right then you will not get caught by it.
Another option, and the main reason for bringing a silenced weapon, is to
shoot it then leave. If you got caught and had to get the CCTV Tape then just
walk through the archway.
After safely getting past the CCTV Camera then head to the Exit Point to
successfully complete the mission.
0+=+=+=+=+=+0
/ Mississippi \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >BDM9. Death on the Mississippi 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ Mississippi /
0=========0 0=+=+=+=+=+=0
The date: January 12, 2005.
47's next mission takes him to Mississippi. He is to shut down a gang known
as the Gators. The Gators handle the distribution of drugs up and down the
Mississippi River. They use a riverboat as their means of moving the
merchandise.
47 is to eliminate the six Gator members and their boss, Skip Muldoon. He is
also to retrieve any documents in Skip's safe which is on the upper deck. The
upper decks of the riverboat are exclusive to the Gators and are off-limits.
Of course, that means little to a professional like 47.....
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Skip Muldoon.
>>Kill the Gator Gang (six members).
>>Retrieve Pictures.
>>Escape via the Rescue Boat.
0=======0
| Reward \
0=======================================================>
Objectives: $470,000.
Rating Bonus: $150,000.
Total: $620,000.
0========0
| The Map \
0=======================================================>
There are five levels to the map:
>>5th Deck, Gators Private Deck
>>4th Deck, Restaurant Deck
>>3rd Deck, Cabin Deck
>>2nd Deck, Staff Quarters
>>1st Deck, Engine Room
The Engine Room deck is where you start and also has your Exit Point. You
will start off on the north end and you must make your way through the
normally off-limits Staff Quarters deck to get to the Exit Point which is at
the south end.
Your ICA Crate is in a small room not far from where you start. The Engine
Room is at the center of the map.
The Staff Quarters has two Point of Interests. The north one is where you can
find a key to the Engine Room. The second is the Weapons Room where you can
find the FN-2000 rifle.
The Cabin Deck has no Points of Interests but you can find one of the Gators
standing in the Main Hallway. The VIP Rooms are to the south along with the
stairs leading up to the VIP Area. The stairs leading down to the Staff
Quarters are at the east central side of this map.
The Restaurant Deck has two Points of Interests. The north one is where you
can find the Cake you can use against Skip. The south one is where you can
find a Weapons Crate.
The Gators Private Deck is where you can find one Point of Interest which is
the Safe where the Pictures are kept. Skip and three Gators can be found on
this floor.
0========0
| Weapons \
0===========================================================================0
| Snub Nosed | --Carried by the Sailors. |
| | --Inside a Weapons Box on the 2nd Deck, Staff Quarters. |
|--------------+------------------------------------------------------------|
| Bull .480 | --Carried by most of the Gators. |
| | --Inside a Weapons Box on the 2nd Deck, Staff Quarters. |
|--------------+------------------------------------------------------------|
| Shotgun | Carried by one of the Gators. |
|--------------+------------------------------------------------------------|
| Desert Eagle | Carried by Skip Muldoon. |
|--------------+------------------------------------------------------------|
| FN-2000 | Inside one of the rooms on 2nd Deck, Staff Quarters. |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>The Engine Room is off limits to passengers - the Furnace is a dangerous
workplace.
>>Man over board - the wild waters of the river will cause certain death.
>>The Captain's cake is being prepared in the Galley in the rear of the 4th
deck.
>>Only the 1st Class Pursers are allowed in the Gators Private area.
>>The lower class Kitchen prepares food for both the tourists on board as
well as the Gators on the top deck. Extra flavor could be added.
>>The boss has received some heavy duty hunting gear from a business
alliance. The present is kept secure at the Staff Quarters.
0==============0
| General Notes \
0=======================================================>
This was a tough level to figure out because of all of the Targets and
Pistolwhipping needed to ensure a clean Silent Assassin run.
One of the irritating things I found at Expert and Professional difficulty
was that you could get your Threat Meter in the yellow if you wore the Sailor
Disguise in certain areas. But I discovered that if you wore the absolute
correct Disguise for these areas then you can keep your Threat Meter under
control.
One interesting thing to note that, if you wear the Sailor Disguise and try
to go up to the VIP Area, then you will be searched by another Sailor. I
wonder why that is?
Finally, all the Gators will be numbered in the order they will be
dispatched.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
When you start the mission then you will be on the north end of the 1st Deck
facing the main stairs leading up to the 3rd Deck. From here, go southeast
past the pillars then angle south and go past the Power Switch. When you get
past the Power Switch then angle southwest to find the door that leads into
the Engine Room. Directly north of it is a large group of crates.
Quickly Pick the Lock then stand by these crates, look directly at the door,
and Prep your Poison. After awhile Gator #1 will appear and will go through
this door. When he opens the door then bring out your Poison and Sneak Run to
him.
When you catch up to him then quickly Poison him. Then drag him behind one of
the two nearby boilers and grab his Bull .480 (you'll need it). Then go back
outside and head back to where you started.
From here, run up the stairs and turn right at the next platform then go up
the rest of the stairs. When you get to the top then run left and go south
along the side of the boat. Run until you get to a door then go through it.
You will be in the middle of the boat at this point.
Continue forward and turn right at the corner to go south along the Main
Hallway here on the Cabin Deck. Run through the set of double doors to enter
the VIP Rooms area. Continue forward and turn left at the next corner.
If you are in the right place then you should see a Restroom. Go into the
Restroom and enter the first stall on your right. Stand in front of the
toilet but stay just far back to keep the door open. If you get close enough
to the toilet and let the door close then you may be pushed out of position
later.
When you are in position and waiting then Prep the Bull .480. Shortly after
you enter the stall then a Purser will go into this stall and take a piss.
When he starts pissing then Grab him, move him forward and to the right of
the toilet, then Whip him, exit the stall, and close the door. This will
prevent him from becoming a problem for the next step in this mission.
Now go into the other stall and stand by the toilet but staying just far back
to keep the door open. After awhile a Sailor will enter the Restroom and use
this stall. Grab him, move him forward and to the right of the toilet, then
Whip him and change into the Sailor Disguise. Go back into the other stall
and grab the Master Keycard from the unconscious Purser.
Exit the Restroom and go through the Staff Only door directly west of your
position. Ahead of you is a White Trellis that can be climbed up to the 4th
Deck. At the top of the Trellis is the west end of a curved walkway that goes
around the south end of the boat. It also has the stairs that go up to the
5th Deck and a Weapons Crate that sits underneath them.
Gator #2 also patrols this deck. He will go from the Galley on the west side,
stop by the railing just underneath the stairs, head into the VIP Area at the
east side, then go back to the Galley.
You cannot be seen climbing the Trellis but, once you are on top, then you
won't have any problems. However, as you climb, look up and north. You will
see part of the 5th Deck and may spot a 1st Class Purser or one of the other
Gators. As long as he is standing still or out of view then you should be
okay.
A major reason for climbing the Trellis is because if you went up the stairs
leading up to the VIP Area then you will be searched and suspicions may be
raised, especially at the higher difficulty levels. Climbing the Trellis to
access the 4th Deck will allow you to safely bypass that.
After you climb up to the 4th Deck then go into the nearby corner and look
south down the walkway. Eventually you will see Gator #2 head in your
direction then go through a door into the Galley. You should be too far away,
even at Professional difficulty, to spook him. When he goes inside the Galley
then head forward but stop by the life preserver.
When he exits then wait a couple of seconds and proceed forward and close the
door. Continue forward and follow him but not too closely. Eventually you
should find the stairs leading up and a Weapons Crate underneath. Gator #2
will stop to smoke for a bit.
When you get to the stairs then Sneak under the stairs and continue towards
his back. As you get close to him then bring out your Pistol and Grab him but
*DON'T* push him over. Instead, sidestep left just past the pole then Whip
him, grab his body, and throw him over.
Why do this? Because if you dump him him over where you Grab him then he will
land on the Engine Room deck by the Exit Point. The body may be found by
either a Sailor or Purser down there. By Grabbing him and moving him to the
left past the pole then he will land in the water instead allowing for easier
disposal.
In addition, although you could stand underneath the stairs and ambush him
when he stops, it is not recommended at Professional difficulty. More than
likely he will just turn to look at you instead which will make it very
difficult or impossible to ambush him properly. That is why it is best to
Sneak up behind him this way.
After killing Gator #2 then place the Bull .480 in the nearby Weapons Crate
as you will will be searched when going up later. You should also Prep the
Sedative. The reason for that is because there is something I am going to do
which will make things easier on the upper deck.
And that will be ambushing the 1st Class Purser that goes between the 5th
Deck and to the Kitchen. He provides Burgers to the Gators up there and will
leave when the plate is empty. Ambushing him will make things easier later.
At this point in the mission he can either be on the 5th Deck or in the
Kitchen on the 4th Deck. At Professional difficulty then he should be on the
5th Deck.
The reason for this is that at the higher difficulty levels his patrol is a
little more frequent, sometimes leaving without the plate, and thus his
timing is different. There are two ways to go about ambushing him depending
on where he is:
>>Kitchen
*******
Head along the east side of the 4th Deck and you should find the door
that leads inside the VIP Area. Stand at the end of the walkway up
against the north wall and look south so the door is to your right.
When the Purser goes through the door then close the door and follow
him.
Pull out your Sedative and Sneak Run to catch up to him. Sedate him in
mid-stride and drag his body to the Weapons Crate. The reason for this
is that there is a Guard just below and he may see you if you try to
change into the 1st Class Purser Disguise.
Dragging the body to the Crate immediately after the ambush will keep
him from getting involved.
>>5th Deck
********
Head up the east set of stairs to the 5th Deck, stop when you get near
the top, and look north. You should see a bench and a brown door above
it. You will also see some Gators going in and out of the door.
When you finally see the 1st Class Purser go through the door then
quickly go back down then stop next to the stairs between the second
and third post for the stair-rail. Then enter Sneak Mode and wait. When
the Purser walks past you then Sneak forward.
Get directly behind him, bring out the Sedative, then Sneak Run up
behind him so you can Sedate him before he gets too far. After
ambushing him then drag him to the Weapons Crate.
When you get him to the Weapons Crate then change into the 1st Class Purser
Disguise and head along the west side of the deck to enter the Galley. Pick
the Cake up from the nearby table then head back to the Weapons Crate. Drop
the Cake then Poison it and pick it back up. From here, head up to the 5th
Deck.
When you get to the top of the stairs then head north towards the door to
find Gator #5 standing guard. He will stop you so you can be searched and
this is why you needed to get rid of the Bull .480. After being searched then
go through the door. You will be in a small hallway with two doors. Go
through the one on the left to enter the Restroom.
Go to the southwest corner and drop the Cake, stand in front of the toilet,
Prep your Fiber Wire, and wait. In addition to Gator #5 by the door there are
two additional Gators patrolling the Private Deck.
Gator #4 will go through the main Recreation Room and head north into Skip's
Office area. Then he will head through the Bedroom and go outside. Then he
will head south, stop at the southeast corner of the building for awhile,
then head back inside.
Gator #3 will patrol the east side of the building then go inside. He will
stand inside the Recreation Room for a bit then head into the Restroom before
heading back outside. Skip himself will go inside the Bathroom to the east,
back into the Office, go into the Bedroom, then outside before going back
inside.
When Gator #3 goes to use the Restroom then Garrote him when he stands at the
toilet. Leave the body since nobody else goes in here - but grab his Bull
.480 before leaving. Now go into the Recreation Room.
Since you knocked out the 1st Class Purser this will make it easier to get
rid of Gator #4. Make sure that Gator #4 isn't in the Recreation Room then go
to the pool table near the center of the room. Drop the Pistol between the
pool table and the couch then stand at the south door. Bring out the Fiber
Wire and wait.
When Gator #4 re-enters the Recreation Room then he will immediately go for
the dropped Pistol. Walk behind him then Garrote him when he stops. Pick up
the Pistol and drag his body into the Restroom.
From here, head back out past Gator #5, get close to the thin pillars, then
turn around and head to the stained glass window for the Restroom. Stop here
and look east towards Gator #5. Wait for him to stand with his back to you
then Sneak up and Garrote him. You can either leave the body or drag him
inside.
If you want the Shotgun then grab it and place it inside the Weapons Crate.
Just to be safe you should use the east set of stairs going down because of
the 1st Class Purser at the west side of the deck.
Go back inside and retrieve the Cake. Head to the door leading into Skip's
Office, stand to the left, and open the door. Make sure that Skip's companion
is in the Bathroom before entering. Place the Cake on the desk and leave the
room. Stand by the door and wait. Skip will eventually sample the Cake and
die shortly thereafter.
Go back inside the Office and drag his body into the northwest corner of the
Recreation Room (to make sure it isn't found by his companion if he somehow
leaves the Bathroom). You can go and grab the Desert Eagle from Skip if you
still need it for your collection. Go into the Bedroom and open the Safe to
Retrieve the Pictures.
After that then leave and head down to the 4th Deck. Instead of going down
the Trellis I am going through the VIP Area. Head along the east side of the
deck and go through the door at the end. You should see the stairs leading
down and with the Sailor that would search you standing at the top.
Just walk past him and head down to the 3rd Deck. Since you're going down and
not up then they will not cause any problems. I still need to go after Gator
#6 but I am going to clear the way to the Exit Point first so I can safely
get to it in my Suit and acquire a new weapon in the process.
Head north past the Restrooms where your Suit still is and through the double
doors going into the Main Hallway. Ahead of you, past the hallway junction,
is Gator #6 and his Girlfriend enjoying themselves. They won't break up
unless you approach them. I prefer to leave them this way until I want them
to break up.
This is also why I went on the walkway alongside the boat instead of going
through the Main Hallway near the beginning of this mission - so I wouldn't
break them up too soon.
When you get to the hallway junction then take a right and head for the door
leading outside. Right by the door is the stairs going down to the Staff
Quarters. Go down the stairs and through the Staff Only door. Since you are
already dressed as a 1st Class Purser then you should have no problems.
Just right after you enter you should see a door to your left. Go through it
and you should see a Closet at the north side of the room. Stand five feet
from the Closet and look north at the right side of it. Eventually an
Engineer will come into the room and stand in front of you. Whip him when he
does.
He goes between the Engine Room and this room and getting rid of him will
make for one less person in the hallways. Change into his Disguise which will
make it easier on you when you are down near the Engine Room.
At Professional difficulty, if you go down there in any other Disguise, then
your Threat Meter can creep up pretty quickly if you are looked at too long
by any Sailor or Engineer inside the Engine Room area.
After acquiring the Engineer Disguise then leave the room and turn left to
find the main hallway on this floor. Proceed south until you see two Sailors
come out to meet in the hallway and then go back around the corner and out of
view.
Wait until you see them break up before proceeding. On rare occasions if you
pass them by when they are in the hallway they may get stuck, meaning that
they remain in the hallway, and force you to either reload from a saved game
or restart. By staying back then you can prevent this and make sure they
break up.
After they return to their respective rooms then head south down the hallway.
On the wall to your right, as you proceed, you will find two doors. The first
door is the Weapons Room. We'll come back here later. The second door, and
the one to go through, is the Locker Room. The room will be dark but leave
the lights off.
Head to the north to find some lockers. You will also find a Purser Disguise
laying on a bench. Stand between the Purser Disguise and the partially open
locker while looking southwest. Eventually another Sailor will enter this
room and stand in front of you at the end of his route.
Whip him and leave the body. This will make for one less person wandering the
Staff Quarters deck. You can also take his Snub Nosed Pistol if you still
need one for your weapons collection. Leave the Locker Room and turn right to
go back south.
At the junction, turn left and proceed through the next door. This will lead
you to the stairs down to the Engine Room deck. Go down the stairs and turn
180-degrees to find the next door. Go through the door to enter a T-shaped
room. Hug the wall to your left, go to the middle of this room, then stand
and look north.
A Sailor will eventually come into this room. If you wore a different
Disguise then your Threat Meter will rapidly increase as he approaches. The
Engineer Disguise will keep that in check. He will stop in one of two places
within this room. When he stops then sidestep to get behind him then Sneak up
and Whip him. Then head to the west door. Go through it and stop.
Near the top of the door is a light. Head south along the wall and stop when
you get to the *FIFTH* light then look south. Eventually a Purser will come
and stop by the railing. Sneak up behind him and Whip him.
And, by Whipping this Purser, then you have also eliminated the last person
that roams the Staff Quarters and the south end of the Engine Room deck. This
completely clears the way for you to safely come back down later with your
Suit.
I still need to change into the Purser Disguise to safely get at Gator #6.
But I'm not going to do that yet. There are a couple of things I am going to
do first.
Head back up into the Staff Quarters and to the door of the Weapons Room.
Look through the Keyhole. You should see the back of a Sailor looking at a
wall. Sneak through the door, get up behind him, and Whip him. You should see
a FN-2000 on a nearby table with a Rifle Suitcase on the floor. Leave that
for now.
Go back up to the Restroom and change back into your Suit. Then go back down
to the Staff Quarters. The thing here is that, even though you can be seen
heading down the stairs by Sailors and Civilians, nobody will say anything
unless they see you go through the Staff Only door at the bottom of the
stairs which is unseen from above.
But this is not a problem since you have taken down the only two people who
either go through or near this door (the Sailor you ambushed in the Locker
Room and the Engineer). When you get back down then go into the Weapons Room.
Grab the FN-2000 and the Rifle Suitcase (to put it in), then go back down to
the unconscious Purser.
Switch into the Purser Disguise which will also drop the Rifle Suitcase. By
doing this I have now placed the FN-2000 and the Suit very close to the Exit
Point. Now it is time to go after Gator #6.
From here, head up to the Cabin Deck and approach Gator #6. Both him and his
Girlfriend will go into the nearby room. Go up against the opposite wall and
look at the door. After a short conversation then the Girlfriend will leave.
Wait a few seconds then go through the open door, take a couple of steps, and
stop. If you wait too long and the door closes then use the Master Keycard
you obtained earlier to open the door. When the door closes then Sneak up
behind him and Garrote him. Then quickly leave the room and close the door.
From here, run back to the Staff Quarters.
When you get down here then run to your Suit, change back, and grab the
FN-2000 then run to the Exit Point to successfully complete the mission and
before the Girlfriend finds the body of Gator #6.
0+=+=+=+=+=+0
/ Mississippi \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >BDM10. ...Till Death Do Us Part 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ Mississippi /
0=========0 0=+=+=+=+=+=0
The date: February 17, 2005.
The same client that 47 helped in the last mission has another mission for
him in the same area. 47 is to infiltrate a wedding party and kill the father
of the bride and his son-in-law. He is also to protect the bride as he goes
about his business.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill the Groom.
>>Kill the Bride's Father.
>>Ensure the Bride's safety.
>>Escape.
0=======0
| Reward \
0=======================================================>
Objectives: $500,000.
Rating Bonus: $150,000.
Total: $650,000.
0========0
| The Map \
0=======================================================>
There are four levels to the map:
>>Mansion, Attic
>>Mansion, 2nd Floor
>>Mansion, 1st Floor
>>Outside
The Outside Map is where you start and you will be next to your primary Exit
Point which is at the south end of the Map. A secondary Exit Point is at the
Boat House at the northeast side.
The only Point of Interest is the Wedding Bell just south of the Mansion.
There is also a Guards Quarters at the northwest side near the Family Graves.
The 1st Floor has nothing of interest but has the Greenhouse, to the west,
and the Reception Area, to the north. The 2nd Floor also has nothing of
interest but has a Guards Quarters at the northeast corner. Pappy's room is
near the southwest corner of this floor.
The Attic has a Power Switch and three Point of Interests. These are the
Winches that you can use to drop Chandeliers onto the 1st Floor when properly
mined.
0========0
| Weapons \
0===========================================================================0
| Six Shooter | --Carried by some of the Gangmembers. |
| | --Carried by some of the Guests. |
| | --Carried by John "Pappy" LeBlanc. |
| | --Carried by the Groom. |
| | --Inside a Weapons Box on the 2nd Floor. |
|----------------+----------------------------------------------------------|
| Shotgun | --Carried by some of the Gangmembers. |
| | --Carried by some of the Guests. |
| | --Inside a Weapons Box on the 2nd Floor. |
|----------------+----------------------------------------------------------|
| Elephant Rifle | Inside Pappy's room on the 2nd Floor. |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>Guns and shooting in outdoor areas don't make Rednecks panic.
>>The water is home to Alligators.
>>The Priest rings the Wedding Bell to announce the ceremony.
>>The Father's recently deceased brother is buried at the family graveyard.
>>The Groom can't keep himself from the whipped cream on the Wedding Cake.
0==============0
| General Notes \
0=======================================================>
Compared to the last mission this one was a breeze. However, it was very
frustrating at first. No matter what I was doing I kept getting lots of
Witnesses (anywhere from 12 to 23). After doing some research on Google I
found that it was because of the Elephant Rifle.
My initial strategy included always obtaining the Elephant Rifle. And, by
walking towards the ICA Crate, I was unknowingly creating Witnesses. The game
states that the people aren't going to be alarmed if you are seen with a
weapon but didn't say that you would create problems for your rating.
I believe the reason for the Witnesses is that the Elephant Gun belongs to
Pappy and people will get suspicious if they see someone other than him
walking with it.
After playing one time without obtaining either the Elephant Rifle and/or
Shotgun I earned an easy Silent Assassin rating. However, the weapon can be
acquired without generating Witnesses using the Detonator Trick and this
walkthrough has been rewritten with that in mind.
Most people tend to Poison the Wedding Cake to kill the Groom but I prefer to
drop a Chandelier on him. Less risky if done correctly. I also prefer to kill
Pappy inside his room rather than risk being seen outside trying to do him
in.
However, one thing about the Elephant Rifle is that, even though nobody will
freak out if you are seen with it, you will create a lot of Witnesses as you
travel to the ICA Crate to store it which will greatly impact your rating.
One final thing - depending on what version of the game you have the Groom
can either be just the "Groom" or "Buddy Muldoon". For this walkthrough I
will just use the "Groom" name.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
When you start the mission then you will be right next to your Exit Point and
looking out towards a platform with several Guests shooting at Alligators.
Proceed forward and follow the walkway until you can head north onto the
Mansion grounds.
When you get onto the grass then look to your left to find a drunken Guest
staggering around. He is heading to the burned out building you passed on
your way to the grounds. Turn left to find a bridge going into the burned out
building. Go south into the building and wait at the northeast corner.
Eventually the drunken Guest will stagger his way inside.
Then he will sit down and pass out. Go up to him and change into the Guest
Disguise, pick up the Six Shooter (for your weapons collection), and the very
important Party Invitation. You won't be allowed in without it regardless of
Disguise.
After this then speed walk north past the dance floor and through the main
entrance of the Mansion. You should see the main stairs leading up. To the
right of the stairs you may find the Bride standing there. Head north along
the right side of the stairs and turn right at the corner. Ahead of you you
should see a door marked Private. This is the Kitchen.
Now comes the trickiest part of this mission. The timing can be random
between certain Guests, the Priest, the Waiter (that goes into the Kitchen
and the Reception Area), the secondary Waiter (who goes between the Boat
House and the Kitchen), and the Groom.
You need to go through the Kitchen and to the room to the south without being
seen. Usually, you will encounter the Groom just as he leaves the Kitchen or
just before he leaves. The Priest has just gone ahead of you through the
Kitchen and to the south room. Both Waiters are well outside of the Kitchen.
When the Groom passes you by then look behind you to make sure that the coast
is clear. You also need to look out for Guests heading to and from the
Restroom at the west side of the floor.
When everything is good then go through the Kitchen and through the next door
on your right. Just as you step through the door then immediately stop. Look
to the east to find another door. If your timing is good then you may find it
open. This is because there is a Gangmember that opens this door from time to
time.
By standing in the doorway then you can't be seen by him. After the door
closes then turn west and follow the corner. You should see two doors - one
to the west (which is another Private door) and one to the south. Open the
south door and Sneak inside.
If everything has gone well then you should see the Priest standing inside
this room enjoying a quick drink. If not then go into the Walk-In Closet at
the north side of the room, close the doors, and look through the Keyhole.
When he is in the room then Sneak up behind and Whip him. Change into the
Priest Disguise and leave the body.
The Priest Disguise will give you more access around the Mansion but not
everywhere. In addition, by knocking out the Priest, then you have also
prevented the wedding ceremony from taking place. Of course, if you want, you
can perform the ceremony yourself for some additional fun.
From here, head to the bottom of the spiral staircase just south of the
Kitchen door. Go up the spiral staircase then head up all the way to the
Attic. As noted there are three Winches that you can sabotage - two to the
north and one to the south.
The one you want to mine is the one at the *NORTHWEST*. After planting the
Mine then head to the spiral staircase at the west side of the floor and head
down to the 2nd Floor. When you get to the 2nd Floor then head west towards a
door that leads outside. As you get to it then you should see a door to your
left.
Pick the Lock of this door and you should enter an L-shaped room. Go forward
to the next door and stop. Check your Map to look for your Targets.
The Groom will go outside to the front of the Mansion and shoot some bullets
in the air, go back inside and to the Kitchen to sample the Wedding Cake,
then into the Reception Room to play the Piano before heading back outside.
Pappy will start from his room, go downstairs to the Greenhouse, then go
outside to the Family Graves before heading back inside and to his room. If
you are wearing the Priest Disguise at this point then Pappy should be
walking past the Guards Quarters towards the Family Graves. Walk into Pappy's
room to find a Walk-In Closet and a regular Closet.
Stay just outside the regular Closet, pull out your Detonator, and look at
your Map for the Groom. When he stops at the Piano (at the northwest side of
the Reception Room) then Detonate the Mine and the Chandelier will come
crashing down on him, killing him and creating an Accident.
At this point everybody will go nuts trying to find out what happened (and
your Threat Meter will go yellow). Bring out your Fiber Wire and go into the
regular Closet. You cannot ambush Pappy from the Walk-In Closet - he will see
you.
Eventually, as Pappy does his thing and slowly heads back to the Mansion,
then things will calm down (in essence he becomes a timer to let you know
when things are good again). By the time Pappy sits back down in his chair
then things will completely calm down.
However, on the Nintendo Switch version the Threat Meter will stay yellow
until you leave the Mansion.
When Pappy returns to his chair then get out of the Closet, Sneak up behind,
and Garrote him. After killing Pappy then grab the Elephant Rifle on the
nearby wall and bring out the Detonator to initiate the Detonator Trick. From
here, head back up to the Attic the same you way came then go back down the
east stairs and to the 1st Floor. Then head back through the Kitchen and out
the main doors.
Next, head to the ICA Crate by going around the tent and jumping over the
short fence. Store the Elephant Rifle then go through the tent and back to
your Suit. After you change into your Suit then head to your primary Exit
Point to successfully complete the mission.
0+=+=+=+=+0
/ Las Vegas \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >BDM11. A House of Cards 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ Las Vegas /
0=========0 0=+=+=+=+=0
The date: June 9, 2005.
47 now finds himself in Las Vegas. For this mission he is take down a trio of
Targets.
The first is Sheikh Al-Khalifa who is buying DNA specimens from another
Target, a South Afrikaner named Hendrik Schmutz. The third Target is a
Scientist, Tariq Abdul Lateef, who will verify the merchandise before payment
is rendered.
The deal is going down at one of the Sheik's Casinos, the Shamal. It is under
heavy security so it will take some doing for 47 to accomplish his goals.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Sheikh Al-Khalifa.
>>Kill the Scientist.
>>Kill Hendrik Schmutz.
--Steal Diamonds.
>>Escape.
0=======0
| Reward \
0=======================================================>
Objectives: $675,000.
Rating Bonus: $150,000.
Total: $825,000.
0========0
| The Map \
0=======================================================>
There are five levels to the map:
>>8th Floor
>>7th Floor
>>Casino
>>Lobby, 1st Floor
>>Outside
The Outside Map is where you start and has one Point of Interest which is the
Balcony that has the Trellis that you can use to climb up to the 8th Floor.
The Lobby has a Guard Quarters and one Point of Interest which is the
Surveillance Machine where you can get the CCTV Tape (if you need to do so).
The Casino floor has one Point of Interest which is additional Staff Only
doors. There is a Guard Quarters to the southeast and the main Lounge is to
the northeast.
The Casino itself is in the center and you will be recorded on CCTV if you go
there.
The 7th Floor has one Point of Interest which is a drunken woman who will let
you into her room. Your ICA Crate is in Room 701. There is also a Guards
Quarters near the center. The 8th Floor has no Points of Interests but does
have a Guards Quarters near the center. The room for the Scientist is to the
northwest.
0========0
| Weapons \
0===========================================================================0
| SLP .40 Pistol | --Carried by the Guards. |
| | --Carried by some of the Sheik's Bodyguards. |
| | --Inside a Weapons Box at the Guards Quarters at the |
| | Lobby. |
| | --Inside a Weapons Box at the Guards Quarters on the 7th |
| | Floor. |
| | --Inside a Weapons Box at the Guards Quarters on the 8th |
| | Floor. |
|----------------+----------------------------------------------------------|
| TMP | --Carried by some of the Sheik's Bodyguards. |
| | --Inside your ICA Crate. |
|----------------+----------------------------------------------------------|
| SLP .40 .S | Carried by Hendrik Schmutz. |
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| If you did not acquire a TMP earlier then you can get one automatically |
| by just leaving it inside your ICA Crate inside Room 701. In addition to |
| the TMP you will also find an RU-AP Mine and Sniper Ammo within the ICA |
| Crate. |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>It would be wise to check in at the reception as one of the first things
you do at the Casino.
>>Security is very tight in high profile casinos, so staff have Keycards
which only provide access to the floors they work on.
>>As requested, we have left an Agency Pickup in your hotel room, #701.
>>The casino has strict fire-safety procedures. Easily accessible fire
alarms are located on the top floors.
>>It's important to find good vantage points. Room balconies may provide
this.
>>The VIP Lounge has been reserved all day by the Sheikh - only waiters are
allowed in this area.
>>There is no cell phone coverage inside the Casino to prevent cheating.
Anyone receiving a call has to step outside.
>>The items used in the trade are carried around in an ordinary looking
suitcase so they don't catch too much attention.
0==============0
| General Notes \
0=======================================================>
An interesting mission to say the least. There are many different ways to go
after your Targets.
The easiest way to kill Hendrik Schmutz is to wait for him to get to the
Elevator and Strangle him from above. However, it will be awhile from the
start of the mission before he gets to it. But I found a way to make use of
that time and acquire some valuable items to be used in the later parts of
the mission before killing him.
I also went for a more hands-on approach to killing the Scientist instead of
sniping or blowing him up. Same for the Sheik.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
When you start the mission then you will be outside the Hotel. Run forward
and through the main entrance. When you get inside the Lobby then run to the
Reception Desk at the east side of the floor. Talk to the person behind the
counter to get your room key (Keycard Room 701). You need the room key to
access the 7th Floor or you will not be allowed to use the Elevators.
You will need to get up to the 8th Floor as well but your Keycard will not
allow you access to that level. If you do not have an appropriate Keycard for
that floor and you manage to take the Elevator up to that floor then the
Guards posted by it will demand you leave.
You will need to Sneak up there from the 7th Floor and acquire a Keycard for
the 8th Floor to allow for easy access. This is what I am going to do while I
am waiting for Hendrik Schmutz to get to the Elevator so I can ambush him.
After acquiring your Keycard then run north up the nearby stairs to an
Elevator. There are two Elevators - one to the west and one to the east. The
one you are running up to is the East Elevator and the one I will be using
exclusively for this mission (this is also the Elevator that Hendrik will be
using).
Get inside the East Elevator and take it up to the 7th Floor. When you get to
the 7th Floor then exit the Elevator, turn left, then run left again at the
corner. You should see a Civilian walk east along the main hallway at the
east side of the floor.
Run north and turn left at the next corner. You should see a Guard ahead of
you turning the next corner. You'll see two large doors to your right but
we'll get back to them later. Run past the Guard and head to Room 701 (your
room).
**NOTE: You'll notice that I'm running counterclockwise around the
Elevators instead of just going straight to the room. This is for
timing purposes.
Once inside you'll see by the couch is your Weapons Crate. Take the TMP and
run back to the north hallway and the two large doors.
These doors lead out onto the Balcony that has the Trellis that you can use
to climb up to the 8th Floor. However, there is a member of the Casino Staff
having a leisurely smoke at the west side of the Balcony. Go up to the west
door and open it then sidestep left as it opens. This is to make sure that he
doesn't turn around on you.
However, don't do anything yet. Look down the hallway. If you ran all the way
from the beginning and to this spot you will have to do a bit of waiting.
There is a Civilian that will come to this window, stand for a bit, and
leave. If you try to go after the Staff now then this Civilian will spot you
no matter how fast you are.
Wait for the Civilian to come to this window and leave before making your
move against the Staff. When it is safe then Sneak up behind the Staff and
Grab him then go back into the hallway and head west and turn south at the
corner. Continue south and you will find a Staff Only door to your left. Go
through the door and you will find a Container.
Whip the Casino Staff person, grab the 7th Floor Keycard (the master key for
this floor), then dump him into the Container. Then drop your TMP, Prep your
Sedative, leave the Staff Only room, and head back to the Balcony. The reason
for dropping the TMP is that need to be unarmed before you can visit Sheikh
Al-Khalifa later. You'll still need a firearm for later but we'll get that
from Henrik.
Go through the still open door then climb the Trellis between the two doors.
Normally there would be a Civilian standing by one of the windows but,
because of your timing, he won't be here. When you get to the top then go
east along the ledge and into the open window. There is a Guard that patrols
this floor but, because of how things are timed, he will not be near this
window.
When you get through the window then head west and turn left at the corner.
Ahead of you, to the left, is another Staff Only door. In the small room is
another Casino Staff member. He has an unusual pattern in that he will be
seated in a chair at the north end of the room then get up, travel south
about ten feet, and return to his chair. Looking through the Keyhole will do
no good in trying to determine when he is up and about.
Instead, open the door, Nudge forward about a step to keep the door from
closing, and look north. You should see him at the south end of his route but
the door will keep him from seeing you. When you see him head north back to
his chair then Sneak in. Go up to him, Sedate him, grab the 8th Floor Keycard
(the master key for this floor), and dump him into the nearby Container.
Leave the room then go back to the East Elevator. Because the Guards did not
see you enter through the window and that you have the 8th Floor Keycard then
they will not cause any problems for you. Enter the Elevator and take it
down. Climb the Hatch, bring out your Fiber Wire, stand at the edge of the
Hatch, and wait.
By doing all of the above work before Hendrik arrives at the East Elevator
then you will have gained the Master Keycards for both the 7th and 8th Floors
thus allowing you full access to both levels and all of the rooms within.
After about a minute or so then Hendrik will finally enter the East Elevator.
When he enters and the Elevator goes up then Strangle Hendrik which will put
him on the top of the Elevator and safely out of view. There is no need to
change into his clothes. After killing Hendrik then drop down into the
Elevator as it continues up.
Exit the Elevator when it stops and head to Hendrik's room - Room 707. Use
the Keycard and enter the room to find the DNA Briefcase. Grab the DNA
Briefcase and go back to the East Elevator. Go back down to the Lobby then to
the Casino floor.
When you get down to the floor then angle northeast towards the doors that
lead to the hallway for the Restrooms. Go north through this hallway to enter
the Lounge area. Head to the north end to find a couple of the Sheik's
Bodyguards who will search you.
After the search then angle northwest to find the Sheik himself. After a
couple of short cutscenes then you will have to wait as a Courier from the
Scientist's room comes down to retrieve the DNA Briefcase and takes it back
up.
Then wait some more as he comes back down with the Payment Briefcase. All the
while you will have to listen to the Sheik tell you how "this is a large
Casino". Irritating. Of course, during this time, you can go to the restroom
or get a snack/drink. That's what I do. At least it's better than listen to
his yammering about his Casino.
After a few minutes then the Scientist will call the Sheik but the reception
is poor because of the anti-cheating measures. He will then head to the roof
so he can complete the conversation. Follow him up. As you head up the stairs
then you will see your Threat Meter go yellow but you are a friend of the
Sheik so you're cool. Eventually your Threat Meter will go down as you
continue up.
You will finally get to the roof and the Sheik will complete the call. As he
heads back inside then keep close to him. When he turns the first corner then
get into Sneak Mode, bring out your Poison, Sneak Run to him, and kill him.
From here, head back into the Lounge, grab the Payment Briefcase, and go to
the Exit Point at the west side of the Casino floor. After going through the
second set of doors then drop the Briefcase. It will be safe here.
After this then go back to the East Elevator and up to the 8th Floor. Climb
back up through the Hatch to obtain the SLP .40 .S Pistol from Henrik. When
you get to the 8th Floor then head to Room 801. There is something I need to
do here to make things easier later on in the mission.
Use the Master Keycard to open the door. There is a Civilian in this room
that you need to knock out which will make it easier for you to leave after
killing the Scientist.
More than likely he wil be sitting down on the couch and enjoying his drink.
Although you can easily reach him from behind the couch you cannot ambush him
there. Stay in the corner by the door and wait for him to get up and use the
bathroom. When he goes inside then Sneak to his bottle and Sedate it then go
back to the corner.
He will then sit back down and start drinking again. When he passes out then
leave the Room and go to the Fire Alarm west of Room 801.
The Scientist never leaves his room - that is, unless forced to. When you get
to the Fire Alarm then pull it, run north, and turn left at the corner.
Continue forward and stop at the next Fire Alarm.
You should see the Scientist and most of his Bodyguards pass you by. But
don't do anything yet. One of the Bodyguards is a straggler so wait for him
to pass you and go around the corner you just came from before making your
move. After he gets out of view then run into the Scientist's room.
Go into the Bathroom through the south door, close it, and stand by it. Bring
out your Pistol, switch to your Map, and wait. Eventually the Fire Alarm will
stop and everybody will return to their rooms. Then the Scientist, and a
Bodyguard, will return to the Living Room.
After a few seconds then the Scientist will go north into the Bedroom. When
he does then get out of the Map, open the door, Sneak into the Living Room,
then turn left. You should find the Bodyguard just standing there. Sneak up
to him and, by the time you get to him, then the door to the Bedroom will
have closed.
Grab the Bodyguard, quickly move him into the Bathroom, then Whip him. As you
are Whipping the Bodyguard then the Scientist will go back into the Living
Room. Open the door and, while using it as a shield, look east. When the
Scientist stops then bring out your Poison, Sneak up behind him, and kill
him.
Although you can get him in the Bedroom it is better to kill him in the
Living Room.
If you try to kill him in the Bedroom then there is a slight chance that one
of the patrolling Guards on either the 7th or 8th Floor may see you out of a
window at the north side of their patrol route and they will come up to
attack you. I found this out the hard way during a Professional difficulty
run.
But nobody can see you in the Living Room so it is safer to kill the
Scientist here. With the Scientist dead then it is just a matter of getting
back out of the heavily guarded room. Near the Bedroom door is another door
that leads out onto the balcony for this room. Go out onto the balcony and go
south to the privacy divider.
Then jump to the balcony to the east which is the one for Room 801. After
jumping onto the balcony then go through the room, and passing the Sedated
Civilian, back into the hallway. Then go back to the East Elevator and take
it down then head back down to the Casino floor. Then go to the Exit Point,
pick up the Payment Briefcase, and run to the Limo to to successfully
complete the mission.
0+=+=+=+=+0
/ Las Vegas \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >BDM12. A Dance with the Devil 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ Las Vegas /
0=========0 0=+=+=+=+=0
The date: August 15, 2005.
The Agency is finished. Somebody has been killing off the other agents and
all that remains is Diana and 47.
But there is one more mission to accomplish before the end. 47's last mission
takes him to another part of Las Vegas. He is to infiltrate an illegal rave
and take down a dirty CIA Agent. That Agent is Anthony Martinez. He is also
meeting with a known arms dealer, who is also a bit of a showgirl, named
Vaana Ketlyn.
They are to close out a deal during this party. They are also romantically
linked. But that is not the only thing to deal with. There are going to be
other assassins there as well. However, those assassins are not after Anthony
or Vanna. They are after 47.
Presumably they are part of a rival group known as The Franchise. In addition
to taking down his assigned Targets, 47 is to find out who these assassins
are and take them down as well.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Anthony Martinez.
>>Kill Vaana Ketlyn.
>>Retrieve information.
--Kill Eve.
--Kill Maynard John.
>>Escape.
0=======0
| Reward \
0=======================================================>
Objectives: $570,000.
Rating Bonus: $150,000.
Total: $720,000.
0========0
| The Map \
0=======================================================>
There are four levels to the map:
>>Basement
>>Ground Floor and Garage
>>Atrium Terrace
>>Top Floor
The Ground Floor and Garage is where you start and has your Exit Point which
is located on the north side of the Garage. This level has two Points of
Interests.
The first one, to the northeast, is where you can find the Heaven Guest
Disguise that will allow you access to the Heaven Party on the Top Floor. The
second one, near the center, is the Guard Shack where you can find the
Surveillance Machine that has the CCTV Tape.
This level also has a Guards Quarters and your ICA Crate. There is a small
Elevator Room situated at the south side of the Garage. The Basement is where
the Hell Party is located. The main dance floor is in the center.
The lone Point of Interest is the Food Elevator that is connected to the Top
Floor and where items can be dropped in from above. The Torture Chamber is at
the southwest corner of this floor.
The Top Floor is where the Heaven Party is located. There are two Points of
Interests on this floor.
The first one, to the north, is the Food Elevator where you can drop things
into the Basement. The second PoI, to the south, is where you can find the
Laptop that contains the Information on the assassins laying in wait for you.
The Top Floor also has a Guards Quarters where you can find some weapons. The
Atrium Terrace has nothing of particular interest but can be used as a
possible sniping point.
0========0
| Weapons \
0===========================================================================0
| SLP .40 Pistol | --Carried by the Office Guards. |
| | --Carried by the Heaven Guards. |
| | --Inside a Weapons Box at the Guards Quarters at the |
| | Basement. |
| | --Inside a Weapons Box at the Guards Quarters at the |
| | Ground Floor and Garage. |
| | --Inside a Weapons Box at the Guards Quarters at the Top |
| | Floor. |
|----------------+----------------------------------------------------------|
| Desert Eagle | --Carried by the Hell Guards. |
| | --Carried by Anthony Martinez. |
| | --Carried by Vaana Ketlyn. |
| | --Carried by Eve. |
| | --Inside a Weapons Box at the northeast corner of the |
| | Basement floor. |
| | --Inside the Torture Chamber. |
|----------------+----------------------------------------------------------|
| MP5 | --Carried by a couple of the Hell Guards. |
| | --Carried by Maynard John. |
| | --Inside a Weapons Box at the northeast corner of the |
| | Basement floor. |
| | --Inside the Torture Chamber. |
|----------------+----------------------------------------------------------|
| MP7 | Inside the Torture Chamber. |
|----------------+----------------------------------------------------------|
| Dragunov | Inside the Rifle Suitcase in the office at the south end |
| | of the Top Floor. |
|----------------+----------------------------------------------------------|
| FN-2000 | Carried by Anthony Martinez inside the Rifle Suitcase. |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>Trailers arrived earlier with decorations for the parties.
>>Information about who is trying to kill you might be found on a laptop on
the top floor.
>>Don't go for a swim in the shark tanks at the Hell Party.
>>Be careful playing with pyrotechnics - they could kill someone.
>>Bartenders are usually well informed.
>>Look out for the singer at the Heaven party. Looks can be deceiving.
>>The devil is never to be trusted.
>>There is a food Elevator which might be used to transport more than just
food.
0==============0
| General Notes \
0=======================================================>
This is an interesting level in that you have to go through two different
theme parties to get at your Targets. The easiest place to get at Anthony
Martinez is at the Heaven Party. One aspect to him is that he will eventually
go down to the Hell Party to meet with Vaana.
However, he will *NEVER* go down unless you get up to the Heaven Party in the
Heaven Party Disguise. This seems to set off some kind of timer in regards to
him going down to the Hell Party. You can use this to your advantage.
Most people like to ambush him in the restroom at the north side of the Top
Floor. However, I find that to be a bit risky since it is possible that he
may head to the Elevator while you are waiting in position for him. This is
in addition to the fact that a couple of people go in and out of this room.
I prefer to just take the time and wait for him to come to the Elevator so I
can Strangle him through the Hatch. That way I don't risk any Bad Things
happening and I can preserve a Silent Assassin run, especially at
Professional difficulty.
In addition, you can confront both Eve and Maynard John before acquiring the
Information which will make them Targets on the Map. Interestingly enough,
Eve and Maynard John will appear on the Map as Civilians even at Professional
difficulty.
What I will do is go up to the Heaven Party to start the timer for Anthony
then go down to the Hell Party to kill Maynard John which will speed things
up because I am making efficient use of the time I would have spent waiting
for Anthony to use the Elevator.
I also found a way to easily get rid of Maynard without the need for
firearms. Unfortunately, I was unable to find a way to get quietly deal with
him without entering the Torture Chamber.
Finally, I also managed to safely get rid of all of the Office Guards that
patrol the Garage so I can move about freely down there.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
For this particular strategy a Pistol is required at the start. Do *NOT*
bring an SLP .40 Pistol - any other Pistol is fine. The Flak Jacket may also
be recommended if you haven't already bought it.
When you start the mission then you will be outside the large building. Prep
your Pistol and head north through the front doors. You will automatically be
seen by the CCTV Cameras as you enter. Continue forward to the main desk and
Talk to Receptionist.
Then follow him through the Staff Only door into the Guards Quarters.
Eventually he will lead you to a small room north of here. When he stops then
Whip him and change into the Office Guard Disguise. Go back into the Guards
Quarters and to the Weapons Box then Prep your Sedative.
After a short time then you will see an Office Guard come in and sit in this
chair. Sedate him then drag him to the small room where you left the first
Guard. Prep your SLP .40 Pistol and leave the Guards Quarters. Turn left and
head east until you get to another door which leads into the Fire Exit.
Go down the stairs and through the double doors. Here you will be in the
Garage. Ahead of you to the east you should see in the far background a large
limo. You will also see four Guards by the two Elevators that go to the two
major parties.
From this door, turn left and head north past the two vehicles. You should
then see a railing and, at the west end, a set of stairs going down to the
lower Garage level. Go down the stairs and turn right. You should see another
limo at the far background and the back end of the van which is your Exit
Point.
Just ahead of you, though, is a short incline. There is also an Office Guard
that patrols this area but he isn't seen at this point. Go up this small
incline and you should see a car to your left.
Go to the pillar and stand by it. There will be a patrolling Guard that will
stop by this car. When he stops then Sneak up behind him a bit but don't get
too close. When he starts moving again then Sneak Run behind him as he goes
down the incline. He will stop just past the grating. Grab him, move him off
to the right, and Whip him.
After this then go up the ramp back outside and past the Guard Shack. When
you get outside then stop and look left. More than likely there is nobody
here. Eventually, though, there will be a Guard from the Shack that will come
out here for a smoke. When he stops then Sneak up behind him and Whip him.
Then Prep your Sedative, go inside the Guard Shack, and Steal Video Tape from
the Surveillance Machine.
From here, head north and turn right at the corner. Head towards the Elevator
Guards and you should see a car to your right as you walk past the wall. You
will also see an Office Guard standing near it. Turn the next corner then
stop in the next.
The Office Guard may turn around but that is okay since he will turn back
around again. Sneak behind the car and go up to him then Sedate him. Do *NOT*
try to Whip him. He may make enough noise to alert the Elevator Guards and
you will be attacked. This is why you need to save the last of your Sedative
for him.
After Sedating the Office Guard then Pick the Lock of the nearby door which
opens into the Elevator Room. Drag the Office Guard into the Elevator Room
which will hide him.
And, by Sedating this Guard, then you will have cleared out the entire Garage
of all of the patrolling Guards which will make going through this area a lot
easier.
Now it is time to go up to the Heaven Party but you will need a disguise.
Head northeast while keeping distant from the Elevator Guards and to the east
side of the lower Garage level. Here you will find the Spring Valley prop
rental van.
Behind it, on the ground, is the Heaven Guest Disguise. However, I am not
going to change into it yet. There is something else I will do first. To the
northwest of the Heaven Guest Disguise is another limo and three trailers. To
the west of the trailers is a pillar.
Behind the pillar is a Hell Guest who is throwing up something fierce. I will
need his Disguise to access the Hell Party. Go to the Heaven Guest Disguise
then head straight north and turn left at the corner. Go west behind the
trailers then enter Sneak Mode when you get to the last one.
Turn left past the last one to find the sick guest. Sneak up behind him and
bring out your Pistol. Because of the way he is bent down it will take a few
seconds to get the prompt to Grab him. When you are able to Grab him then
Whip him. Change into the Hell Guest Disguise then head back to the Elevator
Room.
Go to the Sedated Office Guard and change into his Disguise which will place
the Hell Guest Disguise in the Elevator Room. Because of the problem with
changing Disguises when there is a body on it it is best to carefully drag
the Guard out to the nearby Dumpster and dump him into it. After that then
head back out to the Heaven Guest Disguise and change into it.
Although you can drop your weapons and get frisked by the Elevator Guards I
prefer to avoid them and keep my hardware. Go back to the Elevator Room and
climb the ladder. The first Elevator you come to is the one that leads up to
the Heaven Party. Carefully drop down through the Hatch and take the Elevator
up.
When you get to the Top Floor then proceed forward into the main stage area.
At this point you may see a scantily dressed woman on stage singing a song.
Or, at least, trying to.
That woman is Eve, one of your Targets but you haven't got her to appear as
one on the Map yet. For now just stay in this area for about thirty seconds
then return to the Elevator and head back down to the Garage floor.
While all of this is going on then Anthony Martinez will enter the main stage
area, head backstage, go to the restroom, go to the window on the east side
of the floor, then back to the main stage area. After about four to five
minutes of waiting then he will finally head to the Elevator. I will be using
this time to go after Maynard John at the Hell Party.
When you get back down to the Garage floor then leave the Elevator through
the doors and go back into the Elevator Room. Change into the Hell Guest
Disguise then climb the ladder and go to the far Elevator which is the one
that leads down to the Hell Party.
When you get down to the Hell Party then find Maynard John. You can't miss
him - red outfit, red face, white hair. He is usually near the Bar or at the
stairs leading down to the dance floor. When you confront Maynard you find
that this cocky little bastard wants to take on 47 in a duel.
This duel is to be held in a room known as the Torture Chamber. Follow him
and he will take you there. After you get inside the Torture Chamber then you
will get another cutscene. After that then you will find yourself by a table
with an MP7 and a Desert Eagle.
The room has a fence around the center and you are outside of it. The outside
of this room is also segmented. In addition, this room is also soundproofed
(although you can hear someone making out just outside the door).
If you go south and turn the corner then you will find a gate that won't open
until Maynard moves to the next section of the room. You will find shelves
with vases on them but they only provide temporary cover since they can be
broken up by gunfire.
Although the game wants you to use guns for this duel you can easily use the
Poison and not even get hit by gunfire in the process since you are not
opening yourself up to return fire.
As you begin, there is also a large concrete pillar next to the table where
you start. Stand behind the pillar. On the opposite side of this room is
another large pillar. Maynard is going to be behind this pillar.
In some dumbass fashion he will try to shoot at you but will shoot into this
pillar instead. While he is firing then bring out your Poison. After he
empties about three clips then the lighting will change and he will move to
another part of the room. When he starts moving then run south and turn the
corner.
Go through the now open gate and head to the pillar that Maynard was firing
into earlier. Find the bullet holes and stand *EXACTLY* by them. The reason
is that he will be firing at an angle from the next room and, by standing
next to these bullet holes, then he cannot hit you.
When the lighting changes again then turn left to look at the gate. When the
gate opens up then run through it, turn right, turn right at the next corner,
then stop inside the wall corner and look south. You should see the last gate
leading into the center of the room which is closed. The wall will protect
you from Maynard's gunfire.
Wait until the gate opens and for Maynard to be seen at the desk ahead of
you. When he pauses to reload then run at him. When you get to him then he
will run to the other desk in this area. Keep close to him as he runs from
desk to desk and he will not be able to fire on you. As he continues to run
then keep close to his backside and you will be able to easily Poison him.
Grab the Storage Key from Maynard's dead body and his MP5 (if you still need
one). You can also go back to the table and grab the Desert Eagle and MP7 as
well. Unlock the door and go back to the Elevator. Take it up to the Garage
level and climb the Hatch. Bring out your Fiber Wire and wait.
After about a minute then Anthony will call the Elevator up to the Heaven
Party. Then he will come down and enter the Elevator below you.
Sometimes, however, if you look at your Map, you may find Eve and Anthony
stuck. If this happens then get back into the Heaven Guest Disguise and go
back up just long enough to get them unstuck then go back down and wait at
the top of the Elevator for the Hell Party.
When Anthony enters the Elevator and it starts to go down then Strangle him
through the Hatch. After that then change into the CIA Agent Disguise which
will allow you to access almost everyplace without suspicion. When the
Elevator doors close then gently climb down - leave the Rifle Suitcase for
now. Exit the Elevator and be on the lookout for Vaana.
She will start on the dance floor then head towards the T-shaped stage, which
is above a large shark tank, at the east side of this floor. Then, after
performing, which involves pyrotechnics, she will go back to the dance floor.
There are two methods to getting rid of her:
>>The "Never Let Her See Your Face" Method
****************************************
Get up to her before or after her performance and she will motion you
to follow her. She will lead you into the Throne Room which is east of
the Bar. Go inside and she will tell you to take off your mask.
Instead, Punch her out then Poison her unconscious body. Move her body
to the Throne, just to be safe, before leaving.
>>The "Ooops! Did I Do That?" Method
**********************************
Go backstage to find the double doors leading to the T-shaped stage. To
the left of the doors is a Pyrotechnics Machine. You can rig the
Pyrotechnics to kill Vaana in an Accident at the end of her
performance. Although there is a Hell Guard nearby he doesn't seem to
care about you messing around with equipment.
However, just to be safe, make sure he isn't standing right at the machine
before tinkering with it.
After dealing with Vaana then head back to the Elevator and pick up the Rifle
Suitcase. Then take the Elevator back up to the Garage. The Rifle Suitcase
contains the FN-2000 assault rifle. If you did not acquire this weapon from
the mission "Death on the Mississippi" then it is very easy to get here.
Open the Elevator doors and go west then back out to the front of the office
building. Head to your ICA Crate at the west side of the entrance. Select the
Rifle Suitcase to bring out the FN-2000 then store it in the ICA Crate. After
that then head back to the Elevator for the Heaven Party. Take it back up and
turn right.
You should see the doors for the Restricted Area ahead of you. Go through
them and you should see the next set of doors which should be to your right
near the end of the hall. They will open into a large office that is used by
Eve. Depending on your timing she may be finished with a performance and
heading back to the office.
Quickly enter the office and do a 180-degree turn left around the door. Stand
at the wall between the door and the picture and look southwest. Bring out
either your Fiber Wire or Poison (if you have any left) and wait.
When she returns to the office then she will stand by the door and with her
back to you. Close the door, Sneak up to her, and Garrote/Poison her. Then
drag her to the nearby window so she isn't seen when you open the door to
leave. After killing her then head to the curved desk at the south end of the
office. On one end is the Laptop with the Information you require.
Go to the Laptop and acquire the Information which will show Eve and Maynard
John on the Map as Targets (even though they are already dead). On the other
end of the desk is another Rifle Suitcase - this one has a Dragunov Sniper
Rifle.
After acquiring the Information then grab the Rifle Suitcase (if you still
need the Dragunov), exit the office, and head back to the Elevator. Go back
down to the Garage, head to the ICA Crate to store the Dragunov (if you
grabbed it), then get your Suit.
Then go back through the Fire Exit and to the stairs down to the lower Garage
level. From here, head to your Exit Point to successfully complete the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
As 47 drives off to parts unknown he is surprised by a stowaway, Agent Smith,
who happily greets him. Unfortunately, 47 doesn't take too kindly to
unwelcome passengers and manages to stop the van while smacking around Smith.
As 47 puts a gun to Smith's head he gives the Agent an opportunity to explain
himself. Smith needs 47's help in a matter of major importance. The President
is being targeted for assassination by the group that wants to make cloning
illegal and keep it to themselves. Smith does not want that to happen and
feels that 47 is the best person for the job.
However, 47 isn't going to do this for free. But Smith informs 47 about the
diamonds in the back and more that can he given to him. This convinces 47 to
do the job for Agent Smith and that leads into the next mission....
0+=+=+=+=+=+=+=+0
/ Washington D.C. \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >BDM13. Amendment XXV 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ Washington D.C. /
0=========0 0=+=+=+=+=+=+=+=0
The date: September 22, 2005.
The President is in line to be assassinated by his own Vice President. The
same group that put him into the Vice Presidency wants to put him in the Oval
Office. Agent Smith does not want this to happen and that is why he has
brought in Agent 47. The President is currently in Los Angeles and will be
killed when he returns unless 47 stops them.
However, the assassins, and Vice President, are already inside the heavily
guarded White House.....
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Mark Parchezzi III.
>>Kill the Vice President.
>>Escape.
0=======0
| Reward \
0=======================================================>
Objectives: $400,000.
Rating Bonus: $150,000.
Total: $550,000.
0========0
| The Map \
0=======================================================>
There are ten levels to the map:
>>West Wing, Outside
>>West Wing, Roof
>>West Wing, 2nd Floor
>>West Wing, 1st Floor
>>Main Building, Basement
>>Main Building, 2nd Floor
>>Main Building, 1st Floor
>>East Wing, Outside
>>East Wing, Roof
>>East Wing
The East Wing, Outside is where you start and has both your Exit Point and
ICA Crate.
The East Wing has a Guards Quarters and two Points of Interest. The first
one, inside the Guards Quarters, is where you can find the Main Building
Keycard and the Surveillance Machine that has the CCTV Tape. The second one,
in the Museum, is a laser system that can be triggered to create a
distraction.
The Main Building, 1st Floor has a Guards Quarters and is where the Vice
President's office is. The Main Building, 2nd Floor has two Points of
Interest. The first one, to the west, is where you can find a Carpenter
Disguise. The second one, to the east is where you can find a Toolbox.
The Main Building, Basement connects the East and West Wings with the Main
Building.
The West Wing, 1st Floor has one Point of Interest which is a Weapons Crate.
The Oval Office, where Parchezzi can be found, is at the southeast corner of
the Map. The West Wing, 2nd Floor has a Guards Quarters and a Point of
Interest which is where you can find a Secret Service Disguise and a Desert
Eagle.
0========0
| Weapons \
0===========================================================================0
| M14 | --Carried by most of the Marines. |
| | --Inside a Weapons Box at the Guards Quarters at the |
| | East Wing. |
| | --Inside a Weapons Box at the Guards Quarters at the |
| | Main Building, 1st Floor. |
|----------------+----------------------------------------------------------|
| SLP .40 Pistol | --Carried by some of the Marines. |
| | --Carried by some of the Secret Service. |
| | --Inside a Weapons Box at the Guards Quarters at the |
| | East Wing. |
| | --Inside a Weapons Box at the Guards Quarters at the |
| | Main Building, 1st Floor. |
| | --Inside a Weapons Box at the Guards Quarters at the |
| | West Wing, 2nd Floor. |
|----------------+----------------------------------------------------------|
| MP5 | --Carried by most of the Secret Service. |
| | --Inside the Guards Quarters at the West Wing, 2nd |
| | Floor. |
|----------------+----------------------------------------------------------|
| Desert Eagle | --Inside the room next to the Guards Quarters at the |
| | West Wing, 2nd Floor. |
| | --Carried by Vice President Morris. |
|----------------+----------------------------------------------------------|
| Nailer | Carried by a pair of Carpenters at the east side of the |
| | Main Building, 2nd Floor. |
0===========================================================================0
|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|
0===========================================================================0
| The M14 is the last weapon to collect in the game and can be easily |
| acquired. |
0===========================================================================0
0======0
| Intel \
0=======================================================>
>>The Guards here will open fire if weapons are detected by the metal
detectors.
>>Any confiscated weapons at the museum entrance will be stored away by
security.
>>The White House is surrounded by an iron gate - which varies in height.
>>Guards will respond if the laser system in the Museum is triggered.
>>The 1st Lady has a dog, which is regularly taken for a walk in the
backyard.
>>The Oval Office has been the setting for many historical meetings.
>>Carpenters working in the main building have put up scaffolds for
renovation purposes.
0==============0
| General Notes \
0=======================================================>
This one was easy for awhile before I got to Professional difficulty. Then it
became frustrating.
Even though I was doing well I kept getting Professional ratings instead of
Silent Assassin. I was using the "Enemy Mined" strategy to kill both the Vice
President and Parchezzi but that doesn't work on Professional because you
will hurt your rating if any bodies are found outside of an Accident.
Of course, both bodies are always found after blowing them up.
Even though you can hide the VP's body you cannot do the same for Parchezzi
so it became important to find a way to kill him without attracting the
attention of Marines and Secret Service that could end up finding him.
Although there are a lot of CCTV Cameras inside the Main Building you can get
the CCTV Tape early on in the mission before they can record you.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
For this particular strategy a Pistol is required at the start. An SLP .40 .S
or Silenced Silverballer is strongly recommended. Because of the metal
detectors you will need to find a way to get it inside.
When you start the mission then you will be outside of the East Wing by a
large tour bus. Go north to the end of the area and turn left to find your
ICA Crate just around the corner of the building. Place your Pistol into the
Crate then head back around and go through the metal detectors to enter the
Museum.
Go straight ahead to find a Marine guarding a double door just past the
velvet rope. Go past the velvet rope and turn left towards a door while
keeping away from the Marine (get too close and he'll warn you).
Go through the door to enter a Restroom. Stand by the toilet and wait. One of
the Museum Staff will come inside to take a piss. When the door closes then
Sedate him. Then drag his body into the northwest corner of this Restroom.
Twirl his body in either direction until he is up against the west wall as
much as possible.
After that then change into the Museum Staff Disguise. Then walk out of the
door while executing the command to close it (this will get the door to close
quickly behind you as you exit to lessen the chance of the body being seen).
Now go through the double doors to enter a short hallway. Go through the door
to the left to enter the Guards Quarters. Head to the south side of this room
to find a desk. On the desk is a Surveillance Machine with the CCTV Tape and
a Main Building Keycard. Take the Keycard and Steal Video Tape.
Now, you're probably wondering why not just take an SLP. 40 Pistol from the
nearby Weapons Box. This is because, if you do that, even if you are wearing
a Marine Disguise, you will be attacked by the Marine sitting at the desk.
Stupid, I know.
After this then exit the Guards Quarters and angle northwest to enter a
single door that goes into a Locker Room. Head north and go through the door
on your left to enter the Kitchen. Proceed through the Kitchen and you will
find a Kitchen Knife on the counter (you probably won't need it but it should
be pointed out in case you want to play with it). Go through the door at the
end to get back outside.
Stand at the east side of the door and look north. A Marine patrols this
area. He will slowly patrol outside, then go through a door east of you,
quickly go through the Locker Room and Kitchen, and head back outside.
When he comes back outside then wait for the door to close and Sneak up
behind then Sedate him. Change into the Marine Disguise and grab the M14. Go
through the door to the east to go back inside. Head south to go through the
next door to get back into the Museum.
Go back outside then to the ICA Crate. Store the M14 and this should complete
your weapon collection (if you have acquired all of the other weapons
beforehand). Retrieve your Pistol then go back inside and through the double
doors guarded by the Marine. Continue west and go through the next double
doors to enter a large breakroom.
Go through the next double doors to enter a long hallway with a glass wall to
your left. At the end is another double door but it is keycarded. The Main
Building Keycard will open this door. After going through this door then you
will be inside the Basement of the Main Building. Speed walk through here and
go through the next door that leads into the 1st Floor of the Main Building.
You will be inside a large stairwell at the east side of the Main Building (I
will call this the East Stairwell). However, you will see a double door to
your right. Go through it and you will enter into a large central room with a
Piano and Fireplace. Angle southwest until you reach the red carpeted area
and then angle west until you go through another double door.
You will then enter another large stairwell which I will call the West
Stairwell. Climb the stairs to the top and you will see another double door.
However, you will see a single door to your right. Go through it to enter a
room with covered furniture.
Go south toward an open window but don't get too close to it yet since you
will be encountering a patrolling Marine within this room. You will also find
a Carpenter Disguise on the nearby desk but it is of no use in this write-up.
When the Marine leaves then go through the window to stand on top of a
scaffold. Climb the ladder down to reach the Roof of the West Wing. When you
get down then you will find a couple of large vent units and additional
scaffolding pieces. Note this location as it is where you will be facing
Parchezzi later on.
This is also the east end of the roof which is long and rectangular and has
additional large and small vent units.
Prep your Pistol and run west. As you run past the trio of large vent units
then angle southwest. You should see a large domed roof (for the Oval
Office), a keycarded door, and a bright lighted window near the door. The
door leads inside the West Wing. Unfortunately, you cannot enter as a Marine
or a Carpenter.
If your timing is right then you should see both a Painter and a Secret
Service Agent smoking. Sneak up to the Agent and wait. After a bit then the
Carpenter will go back inside. When the door closes then Grab and Whip the
Agent. Drag him around the dome all the way to the other side. Then change
into the Secret Service Disguise and grab the West Wing Keycard. Now you can
safely go everywhere.
Although you could go back up the scaffold to re-enter the Main Building you
may be spotted by a Secret Service Agent that wanders the grassy area below.
So I will go through the West Wing to safely get back to the Main Building.
Enter the door into the West Wing and make your way to the stairs at the
north side of the floor. Go down the stairs and through the door at the
bottom. Turn left at the next corner and proceed east. Angle northeast at the
next corner to go down a long hallway leading to a door that goes outside.
Now for one method that will work on the easier difficulty levels:
>>The "Enemy Mined" Method
************************
Head straight south from the outside door and you will get to window
for the Oval Office. You will see Parchezzi run into a room on the
other side but that is okay.
Plant an RU-AP Mine by the side of the window then head east toward a
tree about halfway through this area. Stand at the south side of the
tree and wait for the Vice President to come out and stand in the
middle of this area.
When he heads to the Oval Office window then check the West Wing, 1st
Floor Map. Look for Parchezzi who is going in a counterclockwise patrol
within the Oval Office. When he gets to the window to meet with the VP
then Detonate the Mine. The explosion will kill them both at once.
From here, scroll down to "Escape".
When you go outside then head east to another double door that leads back
into the Main Building. Follow the hallway inside and take it back up to the
1st Floor and inside the West Stairwell. You should see a solitary Marine
ahead of you. He is guarding the office for the Vice President. Go right on
in and stand in the middle of the room then Prep your Poison.
More than likely he will not be inside his office. The First Lady has the VP
under her thumb and makes him take her dog, Justice, out on frequent walks.
After he returns from a walk then he will go inside the First Lady's office
and he will head through another room to go back into his office. There are
two doors leading into his office.
Depending on which door he heads to will determine the first place he will
stop inside his office.
If he heads to the north door then he will stand at the south end of the
fireplace while looking northeast. If he goes through the south door then he
will stand at the window at the southwest corner of the room. When you
determine which door he will enter from then head to the appropriate spot,
wait for him to stop in front of you, then Poison him.
It is important to note that the First Lady may call him back before he gets
to either spot. If that happens then speed walk behind him and Poison him
before he gets too far from you. After killing the VP then drag his body into
the next room where you should find a wooden Container. Dump his body into it
to complete one objective.
Now it's time to go after Parchezzi.
Head back to the 1st Floor of the West Wing going the same way you came. Then
head to the north door of the Oval Office. Before going in you should either
Prep your Poison or Silenced Pistol. Then enter the Oval Office to trigger a
cutscene with Parchezzi.
After the cutscene ends then he will trigger a mine that was planted on the
door behind you and flee while you are knocked to the ground. Your Threat
Meter will go yellow and remain that way through the end of the mission but
that is okay as it will not negatively affect your score.
Now, before I go any further, there is one interesting tactic you can use on
the easier difficulty levels if you use a Silenced Pistol:
>>The "Draw!" Method
******************
This idea comes courtesy of TheAuZZieGamer who posted this on YouTube.
Before entering the Oval Office then bring out your Silenced Pistol and
go into 1st Person View. After the cutscene ends then you can kill
Parchezzi before he can flee if you fire fast enough.
After playing around with this I found that it works best if you *HOLD
DOWN* the Fire Button while the cutscene plays. Then you will fire a
shot and kill him just after the cutscene ends.
However, on the console versions I found that he still manages to
Detonate the Mine before I can kill him. This means his body will be
found by the Secret Service - and no SA on Professional difficulty.
Interestingly enough, if you have the Full Auto upgrade on the Silenced
Silverballer, then, when you fire, you will completely use up the
entire clip before you can regain control of the gun.
From here, scroll down to "Escape".
As you are on the ground then turn your camera to look at the door that
Parchezzi just ran through. When you finally get up then go around the north
end of the couch, which is the shortest path to the door, and run through the
open door. Run through all of the doors and turn north when you get through
the last one. Run east at the corner and follow the way back to the stairs
leading up to the 2nd Floor.
If you are fortunate enough then you may encounter Parchezzi in the
stairwell. Keep behind him though. He will fire on you if you manage to pass
him up. I should point out that this doesn't happen often.
Follow him and he will lead you and up back out onto the roof. You should
still be fairly close to him. Now for two tactics based on what you Prepped
before entering the Oval Office:
>>Poison
******
As Parchezzi heads down the long straightaway toward the scaffolding
then bring out your Poison. If you are close enough then, when he stops
at the point between the two vents, then you can quickly nail him (if
you're *REALLY* close then you can get him in mid-stride before he gets
there).
If he runs off before you can get him then he will stop just north of
you. Get up close to him so he doesn't fire and "use" the Poison in an
attempt to either Punch him or, if he turns around to either run or get
a better firing angle, Poison him.
It should be pointed out that you can't Disarm him even if you were
un-armed. You can only knock him out. If he runs off again then he will
head to the south vent. If he does so then he may manage to fire a shot
while you are up in his face.
Keep up with up and continue to Punch him until he is knocked out or
you manage to nail him. If you knock him out then Poison him. If he
manages to fire off at least one shot then note where he fired it. When
he is dead then drag him to a point opposite from where he fired the
shot.
For example, if he fired at you from the south vent, then drag his body
to the east side of the north vent. Any Marine that comes up to
investigate will go to the exact spot where the shot was fired.
That means, in this case, then he will go to the south vent. After
looking around then he will head back. By hiding the body in this way
then you greatly decrease the chance that the body will be found.
**NOTE: During one run-through at Professional difficulty he fired at
me a couple of times but nobody came up to investigate. It is
possible that the game was changed to have nobody comes up
here when he fires but move the body anyway to be safe.
If that doesn't work for you then there is this:
>>Silenced Pistol
***************
As Parchezzi heads down the long straightaway toward the scaffolding
then bring out your Silenced Pistol. Then either line up the Crosshair
at his head to fire one shot into it or put several rounds into his
back - your choice.
If you brought the SLP .40 .S Pistol then just drop it after you kill
him - you won't need it anymore.
After Parchezzi is dead then it is time to:
>>Escape
******
From the West Wing rooftop then go back down to the 1st Floor and back
outside. Head back into the Main Building and to the West Stairwell. Go
back through the 1st Floor and to the East Stairwell. Then go back
through the Basement and to the East Wing.
Re-enter the Museum. If you brought the Silenced Silverballer then head
outside and store it inside the ICA Crate. Go back into the Restroom
and change back into your Suit. Then quickly exit back out of the
Restroom, go back outside, and to the Exit Point to successfully
complete the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
After the death of the Vice President, 47 is in his hideout cleaning up his
weapons. But somebody enters his hideout and he hides until he can determine
a course of action.
When he confronts the person he finds that it is Diana. She warns him that
the Police are right outside and they need to find a way out and to get at
the people responsible for the demise of The Agency. She presents 47 a plan
but he remains very skeptical. As he looks over the folder she has just given
him then she stabs him with a needle that contains a drug to render him
unconscious.
Later, she presents her findings to Jack who in turn welcomes her into The
Franchise. Together, along with Rick, they head off to the Church where a
memorial service is planned for the dead assassin.
And this sets up the last mission of the game.....
0+=+=+=0
/ ?????? \
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >BDM14. Requiem 0
0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
| Overview / \ ?????? /
0=========0 0=+=+=+0
As Jack hands over evidence of 47's actions in the White House to Rick, Diana
puts something on her lips, places two Silverballers on 47's chest, and gives
him a good-bye kiss.....
0===================0
| Mission Objectives \
0=======================================================>
>>Leave no witnesses.
0========0
| The Map \
0=======================================================>
There is one level to the Map and that is the Church Grounds. This unusual
looking Church has a set of stairs that leads to an underground hallway. The
main gates are to the west and the Point of Interest to the southeast is a
Crypt that contains several melee weapons: Shovel, Screwdriver, Hedge Cutter,
Hammer, and a Kitchen Knife.
0========0
| Weapons \
0===========================================================================0
| SLP .40 Pistol | Carried by some of the Agents. |
|----------------+----------------------------------------------------------|
| MP7 | Carried by some of the Agents. |
0===========================================================================0
0==============0
| General Notes \
0=======================================================>
The hard part to this mission was to figure out a way to minimize getting
shot at until you reach a safe place to ambush the Agents to get rid of them
and acquire better weapons. The problem with this strategy is that how much,
or how little, you get shot up at the beginning is random. Most times you get
shot up a little, sometimes you get shot up a lot, and sometimes you won't
get hit at all.
This is especially problematic at Professional difficulty since they can kill
you before you get too far most of the time. Even more annoying is the fact
that you have no body armor or standard items to help you.
I've tried to use the method of taking the Priest hostage but I have never
been able to make that work for me on a consistent basis so I went with the
"Run Like Hell to the Crypt" method.
It is especially important not to fire your Silverballers too much because
they take a very long time to reload and that is the last thing you need to
be doing when you are dealing by a bunch of Agents. If you find yourself in a
reloading situation with them in the middle of a firefight then you might as
well restart since you will be killed very quickly, especially at
Professional difficulty.
However, by going to the Crypt, you can Disarm and pick them off one by one
or in small groups when they try to confront you.
Even though it is somewhat irritating to play at Professional difficulty this
is a reasonably quick mission so it won't take too long to play through even
with multiple attempts.
0===========================================================================0
|==========================| Mission Walkthrough |==========================|
0===========================================================================0
When you begin the mission then you will be laying down and the credits will
start to play. Everybody will move in slow motion. Every few seconds you will
hear a thump. This is your pulse and you will see it in the upper left corner
of the screen.
You're not dead, of course, you've just been given the same drug that you
gave Agent Smith in the mission "Flatline" and the kiss that Diana gave you
is the antidote to help you get out of your coma. But now you've got to get
up before the credits play out and you end up being cremated.
At this stage you will be facing south. Inside the Church are eleven people -
eight of them Agents. In addition, there are two more Agents heading towards
the cars outside.
To get up, rotate your Left Analog Stick to increase your pulse and wake up
47. As he gets up you will still be in slow motion for a few seconds.
As you get get up, turn left, and east, then run out of the open door. Do not
try to shoot at any of the Agents - there are too many of them to face at
once.
As you run out the door then angle right to use the wall as a shield from the
attacking Agents as you run southeast toward the glass wall. As you near the
glass wall then angle east alongside it. As you run east then you should see
a tree to your left. Angle northeast to get behind the tree so you can use it
as a shield from the Agents.
**NOTE: One thing to try, especially at higher difficulties, is, once you
get outside and behind the wall, to quickly turn around and run
backwards to the corner. As the Agents appear then fire off a short
burst of shots at them.
You're probably not going to kill any of them but the plan is to
disrupt them and keep them from firing by either making them stop
or wounding them. This should allow you to keep more of your
health.
When you get to the small tombstone at the cliff edge then turn right and go
south along the east side of the Church. Stick close to the wall as you
proceed.
When you reach the next corner then continue straight and south while
sticking close to the wall of the Church. Turn right at the next corner and
angle towards the tree. Just before you get to the tree then turn south go
down the hill.
When you get down the hill then turn left and head towards the Crypt built
into the hill. When you get inside then you will find the weapons listed
above. If everything has gone right then you should still have plenty of
health left.
The Crypt is a safe place to deal with the Agents. They cannot open the door
and go inside so you can use it as a shield. The best thing to do is wait for
one of them to get real close to the door, quickly open the door, then Disarm
him and sidestep right so the other Agents cannot get a good shot at you as
you wait for the door to close.
When they are in a group then you will have to be careful when opening the
door. If you want to pick off an Agent then quickly open the door, pick off
one Agent, then quickly close the door. This tactic will allow you to
conserve your health and ammo.
When you get your hands on either the SLP .40 Pistol or MP7 then use them
instead of the Silverballers.
Sometimes an Agent may have his back turned towards the door as he looks
around. Quickly open the door then push him in the back to knock him down the
small set of stairs in front of the Crypt and knock him out. If the
opportunity presents itself then knock out any Agent that you Disarmed so you
can clear the way for other Agents to get to the door.
Be patient and carefully pick off and knock out all of the Agents that
approach the Crypt. When you have dealt with most or all of them then leave
the Crypt but kill any that you have knocked unconscious. Then go around the
Church and carefully lure any Agents that remain to the Crypt.
When you get to the cars you may find at least one Agent in addition to Jack.
There is a high cliff northeast of their position. Go to this cliff and
carefully pick off the Agent first then Jack using the MP7 in short,
controlled bursts - go into 1st Person View for better aim. Even though you
can clearly see them they don't seem to know you're there.
If you're running low on ammo then you can try luring Jack to the Church. Get
close enough to him to make him start firing at you. Then run back into the
Church and go downstairs. When Jack finally enters the Church then he will
try to come down the stairs.
However, even though you saw him successfully go down the stairs in the
cutscene before the mission "Amendment XXV", he will die when he tries to go
down (he will be fatally bounced from his wheelchair). After he's dead
regardless then kill the unarmed Priest and Rick to successfully complete the
mission and the game.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0
Now to close things up.....
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >AFS3. Conclusion |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
0================0
| General Notices \
0===============================================>
This document is copyright (c) Robert Allen Rusk (RARusk) 2024.
0===================0
| Additional Sources \
0=======================================================>
--"Hitman: Blood Money" (Game Manual)
--The Internet Movie Firearms Database (www.imfdb.org) and Wikipedia
--Weapon names and information
--www.HitmanForum.com
--Special Ratings
--YouTube
--TheAuZZieGamer (Amendment XXV)
0=========================0
| Additional Contributions \
0=======================================================>
--J Sasaki
0========0
| Credits \
0=======================================================>
Credits and thanks go out to the following:
>>IO Interactive
**************
For creating this wonderful game series and making me a fan of composer
Jesper Kyd.
>>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: Blood Money - Reprisal".
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